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GUIDANCE LIGHT MENDING

CASTING TIME RANGE


CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 1 action Touch 1 minute Touch


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S Concentration, up to 1 V, M 1 hour V, S, M Instantaneous


minute
a firefly or phosphorescent moss two lodestones
You touch one willing creature. Once before the
spell ends, the target can roll a d4 and add the You touch one object that is no larger than 10 This spell repairs a single break or tear in an
number rolled to one ability check of its choice. feet in any dimension. Until the spell ends, the object you touch, such as broken chain link, two
It can roll the die before or after making the object sheds bright light in a 20-foot radius and halves of a broken key, a torn clack, or a
ability check. The spell then ends. dim light for an additional 20 feet. The light can leaking wineskin. As long as the break or tear is
be colored as you like. Completely covering the no larger than 1 foot in any dimension, you
object with something opaque blocks the light. mend it, leaving no trace of the former damage.

The spell ends if you cast it again or dismiss it This spell can physically repair a magic item or
as an action.
construct, but the spell can't restore magic to
If you target an object held or worn by a hostile such an object.
creature, that creature must succeed on a
Dexterity saving throw to avoid the spell.

Cleric Divination cantrip Cleric Evocation cantrip Cleric Transmutation cantrip

RESISTANCE SPARE THE DYING SACRED FLAME


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 1 action Touch 1 action 60 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Concentration, up to 1 V, S Instantaneous V, S Instantaneous


minute
You touch a living creature that has 0 hit points. Flame-like radiance descends on a creature
You touch one willing creature. Once before the The creature becomes stable. This spell has no that you can see within range. The target must
spell ends, the target can roll a d4 and add the effect on undead or constructs. succeed on a Dexterity saving throw or take
number rolled to one saving throw of its choice. 1d8 radiant damage. The target gains no
It can roll the die before or after the saving benefit from cover for this saving throw.

throw. The spell then ends. The spell's damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).

Cleric Abjuration cantrip Cleric Necromancy cantrip Cleric Evocation cantrip

THAUMATURGY TOLL THE DEAD WORD OF RADIANCE


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 30 feet 1 action 60 feet 1 action 5 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V Up to 1 minute V, S Instantaneous V, M Instantaneous


You manifest a minor wonder, a sign of You point at one creature you can see within a holy symbol
supernatural power, within range. You create range, and the sound of a dolorous bell fills the
one of the following magical effects within air around it for a moment. The target must You utter a divine word, and burning radiance
range.
succeed on a Wisdom saving throw or take 1d8 erupts from you. Each creature of your choice
• Your voice booms up to three times as loud as necrotic damage. If the target is missing any of that you can see within range must succeed on
normal for 1 minute.
its hit points, it instead takes 1d12 necrotic a Constitution saving throw or take ld6 radiant
• You cause flames to flicker, brighten, dim, or damage.
damage.

change color for 1 minute.


The spell's damage increases by one die when The spell's damage increases by 1d6 when you
• You cause harmless tremors in the ground for you reach 5th level (2d8 or 2d12), 11th level reach 5th level (2d6), 11th level (3d6), and 17th
1 minute.
(3d8 or 3d12), and 17th level (4d8 or 4dl2).
level (4d6).

• You create an instantaneous sound that


originates from a point of your choice within
range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.

• You instantaneously cause an unlocked door


or window to fly open or slam shut.

• You alter the appearance of your eyes for 1


minute.

If you cast this spell multiple times, you can


have up to three of its 1-minute effects active at
a time, and you can dismiss such an effect as
an action.

Cleric Transmutation cantrip Cleric Necromancy cantrip Cleric Evocation cantrip


ANIMAL FRIENDSHIP BLESS BANE
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 30 feet 1 action 30 feet 1 action 30 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M 24 hours V, S, M Concentration, up to 1 V, S, M Concentration, up to 1


minute minute
a morsel of food
a sprinkling of holy water a drop of blood
This spell lets you convince a beast that you
mean it no harm. Choose a beast that you can You bless up to three creatures of your choice Up to three creatures of your choice that you
see within range. It must see and hear you. If within range. Whenever a target makes an can see within range must make Charisma
the beast's Intelligence is 4 or higher, the spell attack roll or a saving throw before the spell saving throws. Whenever a target that fails this
fails. Otherwise, the beast must succeed on a ends, the target can roll a d4 and add the saving throw makes an attack roll or a saving
Wisdom saving throw or be charmed by you for number rolled to the attack roll or saving throw.
throw before the spell ends, the target must roll
the spell's duration. If you or one of your At Higher Levels: When you cast this spell a d4 and subtract the number rolled from the
companions harms the target, the spell ends.
using a spell slot of 2nd level or higher, you can attack roll or saving throw.

At Higher Levels: When you cast this spell target one additional creature for each slot level At Higher Levels: When you cast this spell
using a 2nd level spell slot or higher, you can above 1st. using a spell slot of 2nd level or higher, you can
affect one additional beast for each slot level target one additional creature for each slot level
above 1st. above 1st.

Cleric (Nature) 1st Enchantment Cleric, Cleric (Life) 1st Enchantment Cleric 1st Enchantment

BURNING HANDS CREATE OR DESTROY WATER CURE WOUNDS


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Self (15-foot cone) 1 action 30 feet 1 action Touch


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S Instantaneous V, S, M Instantaneous V, S Instantaneous


As you hold your hands with thumbs touching a drop of water if creating water or a few grains A creature you touch regains a number of hit
and fingers spread, a thin sheet of flames of sand if destroying it points equal to 1d8 + your spellcasting ability
shoots forth from your outstretched fingertips. modifier. This spell has no effect on undead or
Each creature in a 15-foot cone must make a You either create or destroy water.
constructs.

Dexterity saving throw. A creature takes 3d6 Create Water: You create up to 10 gallons of At Higher Levels: When you cast this spell
fire damage on a failed save, or half as much clean water within range in an open container. using a spell slot of 2nd level or higher, the
damage on a successful one.
Alternatively, the water falls as rain in a 30-foot healing increases by 1d8 for each slot level
The fire ignites any flammable objects in the cube within range, extinguishing exposed above 1st.
area that aren't being worn or carried. flames in the area.

At Higher Levels: When you cast this spell Destroy Water: You destroy up to 10 gallons of
using a spell slot of 2nd level or higher, the water in an open container within range.
damage increases by 1d6 for each slot level Alternatively, you destroy fog in a 30-foot cube
above 1st. within range.

At Higher Levels: When you cast this spell


using a spell slot of 2nd level or higher, you
create or destroy 10 additional gallons of water,
or the size of the cube increases by 5 feet, for
each slot level above 1st.

Cleric (Light) 1st Evocation Cleric 1st Transmutation Cleric, Cleric (Life) 1st Evocation

CHARM PERSON CEREMONY (RITUAL) COMMAND


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 30 feet 1 hour Touch 1 action 60 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S 1 hour V, S, M Instantaneous V 1 round


You attempt to charm a humanoid you can see 25 gp worth of powdered silver, which the spell You speak a one-word command to a creature you can see
within range. It must make a Wisdom saving consumes within range. The target must succeed on a Wisdom saving
throw or follow the command on its next turn. The spell has
throw, and does so with advantage if you or no effect if the target is undead, if it doesn't understand
your companions are fighting it. If it fails the You perform a special religious ceremony that is infused
with magic. When you cast the spell, choose one of the your language, or if your command is directly harmful to it.

saving throw, it is charmed by you until the spell following rites, the target of which must be within 10 feet of Some typical commands and their effects follow. You might
ends or until you or your companions do you throughout the casting.
issue a command other than one described here. If you do
anything harmful to it. The charmed creature Atonement. You touch one willing creature whose alignment so, the DM determines how the target behaves. If the target
regards you as a friendly acquaintance. When has changed, and you make a DC 20 Wisdom (Insight) can't follow your command, the spell ends.

the spell ends, the creature knows it was check. On a successful check, you restore the target to its Approach: The target moves toward you by the shortest
charmed by you.
original alignment
and most direct route, ending its turn if it moves within 5
Bless Water. You touch one vial of water and cause it to feet of you.

At Higher Levels: When you cast this spell Drop: The target drops whatever it is holding and then ends
using a spell slot of 2nd level or higher, you can become holy water.

Coming of Age. You touch one humanoid who is a young its turn.

target one additional creature for each slot level adult. For the next 24 hours, whenever the target makes an Flee: The target spends its turn moving away from you by
above 1st. The creatures must be within 30 feet ability check, it can roll a d4 and add the number rolled to the fastest available means.

of each other when you target them. the ability check. A creature can benefit from this rite only Grovel: The target falls prone and then ends its turn.

once.
Halt: The target doesn't move and takes no actions. A flying
Dedication. You touch one humanoid who wishes to be creature stays aloft, provided that it is able to do so. If it
dedicated to your god's service. For the next 24 hours, must move to stay aloft, it flies the minimum distance
whenever the target makes a saving throw, it can roll a d4 needed to remain in the air.

and add the number rolled to the save. A creature can At Higher Levels: When you cast this spell using a spell slot
benefit from this rite only once.
of 2nd level or higher, you can affect one additional creature
Funeral Rite. You touch one corpse, and for the next 7 for each slot level above 1st. The creatures must be within
days, the target can't become undead by any means short 30 feet of each other when you target them.
of a wish spell.

Wedding. You touch adult humanoids willing to be bonded


t th i i F th t7d ht t i
Cleric (Trickery) 1st Enchantment Cleric 1st Abjuration Cleric, Cleric (Knowledge) 1st Enchantment
DETECT EVIL AND GOOD DIVINE FAVOR DISGUISE SELF
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Self 1 bonus action Self 1 action Self


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S Concentration, up to 10 V, S Concentration, up to 1 V, S 1 hour


minutes minute
You make yourself, including your clothing, armor,
For the duration, you know if there is an Your prayer empowers you with divine weapons, and other belongings on your person, look
aberration, celestial, elemental, fey, fiend, or radiance. Until the spell ends, your weapon different until the spell ends or until you use your
undead within 30 feet of you, as well as where attacks deal and extra 1d4 radiant damage on a action to dismiss it. You can seem 1 foot shorter or
the creature is located. Similarly, you know if hit. taller and can appear thin, fat, or in between. You
there is a place of object within 30 feet of you can't change your body type, so you must adopt a
that has been magically consecrated or form that has the same basic arrangement of limbs.
desecrated. The spell can penetrate most Otherwise, the extent of the illusion is up to you.

barriers, but it is blocked by 1 foot of stone, 1 The changes wrought by this spell fail to hold up to
inch of common metal, a thin sheet of lead, or 3 physical inspection. For example, if you use this spell
to add a hat to your outfit, objects pass through the
feet of wood or dirt. hat, and anyone who touches 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 someone
who reaches out to touch you would bump into you
while it was seemingly still in midair.

To discern that you are disguised, a creature can use


its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check
against your spell save DC.

Cleric 1st Divination Cleric (War) 1st Evocation Cleric (Trickery) 1st Illusion

DETECT MAGIC (RITUAL) DETECT POISON AND FAERIE FIRE


CASTING TIME RANGE
DISEASE CASTING TIME RANGE

1 action Self 1 action 60 feet


CASTING TIME RANGE

COMPONENTS DURATION
1 action Self COMPONENTS DURATION

V, S Concentration, up to 10 V Concentration, up to 1
minutes COMPONENTS DURATION
minute
V, S, M Concentration, up to 10
For the duration, you sense the presence of minutes Each object in a 20-foot cube within range is
magic within 30 feet of you. If you sense magic outlined in blue, green, or violet light (your
in this way, you can use your action to see a a yew leaf choice). Any creature in the area when the spell
faint aura around any visible creature or object is cast is also outlined in light if it fails a
in the area that bears magic, and you learn its For the duration, you can sense the presence Dexterity saving throw. For the duration, objects
school of magic, if any.
and location of poisons, poisonous creatures, and affected creatures shed dim light in a 10-
The spell can penetrate most barriers, but is and diseases within 30 feet of you. You also foot radius.

blocked by 1 foot of stone, 1 inch of common identify the kind of poison, poisonous creature, Any attack roll against an affected creature or
metal, a thin sheet of lead, or 3 feet of wood or or disease in each case.
object has advantage if the attacker can see it,
dirt. The spell can penetrate most barriers, but is and the affected creature or object can't benefit
blocked by 1 foot of stone, 1 inch of common from being invisible.
metal, a thin sheet of lead, or 3 feet of wood or
dirt.

Cleric, Cleric (Arcana) 1st Divination Cleric 1st Divination Cleric (Light) 1st Evocation

FALSE LIFE FOG CLOUD GUIDING BOLT


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Self 1 action 120 feet 1 action 120 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M 1 hour V, S Concentration, up to 1 V, S 1 round


hour
a small amount of alcohol or distilled spirits A flash of light streaks toward a creature of your
You create a 20-foot-radius sphere of fog choice within range. Make a ranged spell attack
Bolstering yourself with a necromantic facsimile centered on a point within range. The sphere against the target. On a hit, the target takes 4d6
of life, you gain 1d4+4 temporary hit points for spreads around corners, and its area is heavily radiant damage, and the next attack roll made
the duration.
obscured. It lasts for the duration or until a wind against this target before the end of your next
At Higher Levels: When you cast this spell of moderate or greater speed (at least 10 miles turn has advantage, thanks to the mystical dim
using a spell slot of 2nd level or higher, you per hour) disperses it.
light glittering on the target until then.

gain 5 additional temporary hit points for each At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
slot level above 1st. using a spell slot of 2nd level or higher, the using a spell slot of 2nd level or higher, the
radius of the fog increases by 20 feet for each damage increases by 1d6 for each slot level
slot level above 1st. above 1st.

Cleric (Death) 1st Necromancy Cleric (Tempest) 1st Conjuration Cleric 1st Evocation
HEALING WORD INFLICT WOUNDS IDENTIFY (RITUAL)
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 bonus action 60 feet 1 action Touch 1 minute Touch


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V Instantaneous V, S Instantaneous V, S, M Instantaneous


A creature of your choice that you can see Make a melee spell attack against a creature a pearl worth at least 100 gp and an owl feather
within range regains hit points equal to 1d4 + you can reach. On a hit, the target takes 3d10
your spellcasting ability modifier. This spell has necrotic damage.
You choose one object that you must touch
no effect on undead or constructs.
At Higher Levels: When you cast this spell throughout the casting of the spell. If it is a
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the magic item or some other magic-imbued object,
using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level you learn its properties and how to use them,
healing increases by 1d4 for each slot level above 1st. whether it requires attunement to use, and how
above 1st. many charges it has, if any. You learn whether
any spells are affecting the item and what they
are. If the item was created by a spell, you
learn which spell created it.

If you instead touch a creature throughout the


casting, you learn what spells, if any, are
currently affecting it.

Cleric 1st Evocation Cleric 1st Necromancy Cleric (Knowledge) 1st Divination

MAGIC MISSILE PURIFY FOOD AND DRINK PROTECTION FROM EVIL AND
CASTING TIME RANGE
(RITUAL) GOOD
1 action 120 feet
CASTING TIME RANGE
CASTING TIME RANGE

COMPONENTS DURATION
1 action 10 feet 1 action Touch
V, S Instantaneous
COMPONENTS DURATION
COMPONENTS DURATION

You create three glowing darts of magical force. V, S Instantaneous V, S, M Concentration, up to 10


Each dart hits a creature of your choice that minutes
you can see within range. A dart deals 1d4+1 All nonmagical food and drink within a 5-foot-
force damage to its target. The darts all strike radius sphere centered on a point of your holy water or powdered silver and iron, which
simultaneously and you can direct them to hit choice within range is purified and rendered the spell consumes
one creature or several.
free of poison and disease.
At Higher Levels: When you cast this spell Until the spell ends, one willing creature you
using a spell slot of 2nd level or higher, the touch is protected against certain types of
spell creates one more dart for each slot above creatures - aberrations, celestials, elementals,
1st. fey, fiends, and undead.

The protection grants several benefits.


Creatures of those types have disadvantage on
attack rolls against the target. The target also
can't be charmed, frightened, or possessed by
them. If the target is already charmed,
frightened, or possessed by such a creature,
the target has advantage on any new saving
throw against the relevant effect.

Cleric (Arcana) 1st Evocation Cleric 1st Transmutation Cleric 1st Abjuration

RAY OF SICKNESS SHIELD OF FAITH SANCTUARY


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 60 feet 1 bonus action 60 feet 1 bonus action 30 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S Instantaneous V, S, M Concentration, up to 10 V, S, M 1 minute


minutes
A ray of sickening greenish energy lashes out a small silver mirror
toward a creature within range. Make a ranged a small parchment with a bit of holy text written
spell attack against the target. On a hit, the on it You ward a creature within range against
target takes 2d8 poison damage and must attack. Until the spell ends, any creature who
make a Constitution saving throw. On a failed A shimmering field appears and surrounds a targets the warded creature with an attack or a
save, it is also poisoned until the end of your creature of your choice within range, granting it harmful spell must first make a Wisdom saving
next turn.
a +2 bonus to AC for the duration. throw. On a failed save, the creature must
At Higher Levels: When you cast this spell choose a new target or lose the attack or spell.
using a spell slot of 2nd level or higher, the This spell doesn't protect the warded creature
damage increases by 1d8 for each slot level from area effects, such as the explosion of a
above 1st. fireball.

If the warded creature makes an attack or casts


a spell that affects an enemy creature, this spell
ends.

Cleric (Death) 1st Necromancy Cleric, Cleric (War) 1st Abjuration Cleric 1st Abjuration
SPEAK WITH ANIMALS (RITUAL) THUNDERWAVE AUGURY (RITUAL)
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Self 1 action Self (15-foot cube) 1 minute Self


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S 10 minutes V, S Instantaneous V, S, M Instantaneous


You gain the ability to comprehend and verbally A wave of thunderous force sweeps out from specially marked sticks, bones, or similar
communicate with beasts for the duration. The you. Each creature in a 15-foot cube originating tokens worth at least 25 gp
knowledge and awareness of many beasts is from you must make a Constitution saving
limited by their intelligence, but at minimum, throw. On a failed save, a creature takes 2d8 By casting gem-inlaid sticks, rolling dragon
beasts can give you information about nearby thunder damage and is pushed 10 feet away bones, laying out ornate cards, or employing
locations and monsters, including whatever from you. On a successful save, the creature some other divining tool, you receive an omen
they can perceive or have perceived within the takes half as much damage and isn't pushed.
from an otherworldly entity about the results of
past day. You might be able to persuade a In addition, unsecured objects that are a specific course of action that you plan to take
beast to perform a small favor for you, at the completely within the area of effect are within the next 30 minutes. The DM chooses
DM's discretion. automatically pushed 10 feet away from you by from the following possible omens.

the spell's effect, and the spell emits a • Weal, for good results

thunderous boom audible out to 300 feet.


• Woe, for bad results

At Higher Levels: When you cast this spell • Weal and woe, for both good and bad results

using a spell slot of 2nd level or higher, the • Nothing, for results that aren't especially good
damage increases by 1d8 for each slot level or bad

above 1st. The spell doesn't take into account any


possible circumstances that might change the
outcome, such as the casting of additional
spells or the loss or gain of a companion.

If you cast the spell two or more times before


completing your next long rest, there is a
cumulative 25 percent chance for each casting
after the first that you get a random reading.
The DM makes this roll in secret.
Cleric (Nature) 1st Divination Cleric (Tempest) 1st Evocation Cleric, Cleric (Knowledge) 2nd Divination

AID BLINDNESS/DEAFNESS BARKSKIN


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 30 feet 1 action 30 feet 1 action Touch


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M 8 hours V 1 minute V, S, M Concentration, up to 1


hour
a tiny strip of white cloth You can blind or deafen a foe. Choose one
creature that you can see within range to make a handful of oak bark
Your spell bolsters your allies with toughness a Constitution saving throw. If it fails, the target
and resolve. Choose up to three creatures is either blinded or deafened (your choice) for You touch a willing creature. Until the spell
within range. Each target's hit point maximum the duration. At the end of each of its turns, the ends, the target's skin has a rough, bark-like
and current hit points increase by 5 for the target can make a Constitution saving throw. appearance, and the target's AC can't be less
duration.
On a success, the spell ends.
than 16, regardless of what kind of armor it is
At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell wearing.
using a spell slot of 3rd level or higher, a using a spell slot of 3rd level or higher, you can
target's hit points increase by an additional 5 for target one additional creature for each slot level
each slot level above 2nd. above 2nd.

Cleric 2nd Abjuration Cleric, Cleric (Death) 2nd Necromancy Cleric (Nature) 2nd Transmutation

CONTINUAL FLAME CALM EMOTIONS ENHANCE ABILITY


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 1 action 60 feet 1 action Touch


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Until dispelled V, S Concentration, up to 1 V, S, M Concentration, up to 1


minute hour
ruby dust worth 50 gp, which the spell
consumes You attempt to suppress strong emotions in a fur or a feather from a beast
group of people. Each humanoid in a 20-foot-
A flame, equivalent in brightness to a torch, radius sphere centered on a point you choose You touch a creature and bestow upon it a magical
springs forth from an object that you touch. The within range must make a Charisma saving enhancement. Choose one of the following effects -
effect looks like a regular flame, but it creates throw a creature can choose to fail this saving the target gains the effect until the spell ends.

no heat and doesn't use oxygen. A continual throw if it wishes. If a creature fails its saving Bear's Endurance: The target has advantage on
Constitution checks. It also gains 2d6 temporary hit
flame can be covered or hidden but not throw, choose one of the following two effects.
points, which are lost when the spell ends.

smothered or quenched. You can suppress any effect causing a target to Bull's Strength: The target has advantage on
be charmed or frightened. When this spell Strength checks, and his or her carrying capacity
ends, any suppressed effect resumes, provided doubles.

that its duration has not expired in the Cat's Grace: The target has advantage on Dexterity
meantime.
checks. It also doesn't take damage from falling 20
Alternatively, you can make a target indifferent feet or less if it isn't incapacitated.

about creatures of your choice that it is hostile Eagle's Splendor: The target has advantage on
toward. This indifference ends if the target is Charisma checks.

attacked or harmed by a spell or if it witnesses Fox's Cunning: The target has advantage on
any of its friends being harmed. When the spell Intelligence checks.

ends, the creature becomes hostile again, Owl's Wisdom: The target has advantage on Wisdom
unless the DM rules otherwise. checks.

At Higher Levels: When you cast this spell using a


spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

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


FIND TRAPS FLAMING SPHERE GUST OF WIND
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 120 feet 1 action 60 feet 1 action Self (60-foot line)


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S Instantaneous V, S, M Concentration, up to 1 V, S, M Concentration, up to 1


minute minute
You sense the presence of any trap within
range that is within line of sight. A trap, for the a bit of tallow, a pinch of brimstone, and a a legume seed
purpose of this spell, includes anything that dusting of powdered iron
would inflict a sudden or unexpected effect you A line of strong wind 60 feet long and 10 feet
consider harmful or undesirable, which was A 5-foot-diameter sphere of fire appears in an wide blasts from you in a direction you choose
specifically intended as such by its creator. unoccupied space of your choice within range and for the spell's duration. Each creature that starts
Thus, the spell would sense an area affected by lasts for the duration. Any creature that ends its turn its turn in the line must succeed on a Strength
the alarm spell, a glyph of warding, or a within 5 feet of the sphere must make a Dexterity saving throw or be pushed 15 feet away from
saving throw. The creature takes 2d6 fire damage on you in a direction following the line.

mechanical pit trap, but it would not reveal a a failed save, or half as much damage on a
natural weakness in the floor, an unstable Any creature in the line must spend 2 feet of
successful one.
movement for every 1 foot it moves when
ceiling, or a hidden sinkhole.
As a bonus action, you can move the sphere up to
This spell merely reveals that a trap is present. 30 feet. If you ram the sphere into a creature, that
moving closer to you.

You don't learn the location of each trap, but The gust disperses gas or vapor, and it
creature must make the saving throw against the extinguishes candles, torches, and similar
you do learn the general nature of the danger sphere's damage, and the sphere stops moving this
posed by a trap you sense. turn.
unprotected flames in the area. It causes
When you move the sphere, you can direct it over protected flames, such as those of lanterns, to
barriers up to 5 feet tall and jump it across pits up to dance wildly and has a 50 percent chance to
10 feet wide. The sphere ignites flammable objects extinguish them.

not being worn or carried, and it sheds bright light in As a bonus action on each of your turns before
a 20-foot radius and dim light for an additional 20 the spell ends, you can change the direction in
feet.
which the line blasts from you.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage
increases by 1d6 for each slot level above 2nd.

Cleric 2nd Divination Cleric (Light) 2nd Conjuration Cleric (Tempest) 2nd Evocation

GENTLE REPOSE (RITUAL) HOLD PERSON LESSER RESTORATION


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 1 action 60 feet 1 action Touch


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M 10 days V, S, M Concentration, up to 1 V, S Instantaneous


minute
a pinch of salt and one copper piece placed on You touch a creature and can end either one
each of the corpse's eyes, which must remain a small, straight piece of iron disease or one condition afflicting it. The
there for the duration condition can be blinded, deafened, paralyzed,
Choose a humanoid that you can see within or poisoned.
You touch a corpse or other remains. For the range. The target must succeed on a Wisdom
duration, the target is protected from decay and saving throw or be paralyzed for the duration.
can't become undead.
At the end of each of its turns, the target can
The spell also effectively extends the time limit make another Wisdom saving throw. On a
on raising the target from the dead, since days success, the spell ends on the target.

spent under the influence of this spell don't At Higher Levels: When you cast this spell
count against the time limit of spells such as using a spell slot of 3rd level or higher, you can
raise dead. target on additional humanoid for each slot
level above 2nd. The humanoids must be within
30 feet of each other when you target them.

Cleric 2nd Necromancy Cleric 2nd Enchantment Cleric, Cleric (Life) 2nd Abjuration

LOCATE OBJECT MAGIC WEAPON MIRROR IMAGE


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Self 1 bonus action Touch 1 action Self


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Concentration, up to 10 V, S Concentration, up to 1 V, S 1 minute


minutes hour
Three illusory duplicates of yourself appear in your
a forked twig You touch a nonmagical weapon. Until the spell space. Until the spell ends, the duplicates move with
ends, that weapon becomes a magic weapon you and mimic your actions, shifting position so it's
Describe or name an object that is familiar to with a +1 bonus to attack rolls and damage impossible to track which image is real. You can use
you. You sense the direction to the object's rolls.
your action to dismiss the illusory duplicates.

location, as long as that object is within 1,000 At Higher Levels: When you cast this spell Each time a creature targets you with an attack
feet of you. If the object is in motion, you know using a spell slot of 4th level or higher, the during the spell's duration, roll a d20 to determine
the direction of its movement.
bonus increases to +2. When you use a spell whether the attack instead targets one of your
The spell can locate a specific object known to slot of 6th level or higher, the bonus increases duplicates.

you, as long as you have seen it up close - to +3. If you have three duplicates, you must roll a 6 or
within 30 feet - at least once. Alternatively, the higher to change the attack's target to a duplicate.
spell can locate the nearest object of a With two duplicates, you must roll an 8 or higher.
particular kind, such as a certain kind of With one duplicate, you must roll an 11 or higher.
apparel, jewelry, furniture, tool, or weapon.
A duplicate's AC equals 10 + your Dexterity modifier.
If an attack hits a duplicate, the duplicate is
This spell can't locate an object if any thickness destroyed. A duplicate can be destroyed only by an
of lead, even a thin sheet, blocks a direct path attack that hits it. It ignores all other damage and
between you and the object. effects. The spell ends when all three duplicates are
destroyed.

A creature is unaffected by this spell if it can't see, if


it relies on senses other than sight, such as
blindsight, or if it can perceive illusions as false, as
with truesight.

Cleric 2nd Divination Cleric (Arcana), Cleric (War) 2nd Transmutation Cleric (Trickery) 2nd Illusion
NYSTUL'S MAGIC AURA PRAYER OF HEALING PASS WITHOUT TRACE
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 10 minutes 30 feet 1 action Self


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M 24 hours V Instantaneous V, S, M Concentration, up to 1


hour
a small square of silk Up to six creatures of your choice that you can
see within range each regain hit points equal to ashes from a burned leaf of mistletoe and a
You place an illusion on a creature or an object you 2d8 + your spellcasting ability modifier. This sprig of spruce
touch so that divination spells reveal false spell has no effect on undead or constructs.

information about it. The target can be a willing At Higher Levels: When you cast this spell A veil of shadows and silence radiates from
creature or an object that isn't being carried or worn using a spell slot of 3rd level or higher, the you, masking you and your companions from
by another creature.
detection. For the duration, each creature you
When you cast the spell, choose one or both of the healing increases by 1d8 for each slot level
above 2nd. choose within 30 feet of you (including you) has
following effects. The effect lasts for the duration. If a +10 bonus to Dexterity (Stealth) checks and
you cast this spell on the same creature or object can't be tracked except by magical means. A
every day for 30 days, placing the same effect on it
each time, the illusion lasts until it is dispelled.
creature that receives this bonus leaves behind
False Aura: You change the way the target appears no tracks or other traces of its passage.
to spells and magical effects, such as detect magic,
that detect magical auras. You can make a
nonmagical object appear magical, a magical object
appear nonmagical, or change the object's magical
aura so that it appears to belong to a specific school
of magic that you choose. When you use this effect
on an object, you can make the false magic apparent
to any creature that handles the item.

Mask: You change the way the target appears to


spells and magical effects that detect creature types,
such as a paladin's Divine Sense or the trigger of a
symbol spell. You choose a creature type and other
spells and magical effects treat the target as if it were
Cleric (Arcana) 2nd Illusion Cleric 2nd Evocation Cleric (Trickery) 2nd Abjuration

PROTECTION FROM POISON RAY OF ENFEEBLEMENT SUGGESTION


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 1 action 60 feet 1 action 30 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S 1 hour V, S Concentration, up to 1 V, M Concentration, up to 8


minute hours
You touch a creature. If it is poisoned, you
neutralize the poison. If more than one poison A black beam of enervating energy springs a snake's tongue and either a bit of honeycomb
afflicts the target, you neutralize on poison that from your finger toward a creature within range. or a drop of sweet oil
you know is present, or you neutralize one at Make a ranged spell attack against the target.
random.
On a hit, the target deals only half damage with You suggest a course of activity (limited to a
For the duration, the target has advantage on weapon attacks that use Strength until the spell sentence or two) and magically influence a creature
saving throws against being poisoned, and it ends.
you can see within range that can hear and
has resistance to poison damage. At the end of each of the target's turns, it can understand you. Creatures that can't be charmed are
make a Constitution saving throw against the immune to this effect. The suggestion must be
spell. On a success, the spell ends. worded in such a manner as to make the course of
action sound reasonable. Asking the creature to stab
itself, throw itself onto a spear, immolate itself, or do
some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a


failed save, it purses the course of action you
described to the best of its ability. The suggested
course of action can continue for the entire duration.
If the suggested activity can be completed in a
shorter time, the spell ends when the subject finishes
what it was asked to do.

You can also specify conditions that will trigger a


special activity during the duration. For example, you
might suggest that a knight give her warhorse to the
first beggar she meets. If the condition isn't met
before the spell expires, the activity isn't preformed.

If you or any of your companions damage the target


Cleric 2nd Abjuration Cleric (Death) 2nd Necromancy Cleric (Knowledge) 2nd Enchantment

SHATTER SILENCE (RITUAL) SPIKE GROWTH


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 60 feet 1 action 120 feet 1 action 150 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Instantaneous V, S Concentration, up to 10 V, S, M Concentration, up to 10


minutes minutes
a chip of mica
For the duration, no sound can be created seven sharp thorns or seven small twigs, each
A sudden loud ringing noise, painfully intense, within or pass through a 20-foot-radius sphere sharpened to a point
erupts from a point of your choice within range. centered on a point you choose within range.
Each creature in a 10-foot-radius sphere Any creature or object entirely inside the sphere The ground in a 20-foot radius centered on a
centered on that point must make a is immune to thunder damage, and creatures point within range twists and sprouts hard
Constitution saving throw. A creature takes 3d8 are deafened while entirely inside it. Casting a spikes and thorns. The area becomes difficult
thunder damage on a failed save, or half as spell that includes a verbal component is terrain for the duration. When a creature moves
much damage on a successful one. A creature impossible there. into or within the area, it takes 2d4 piercing
made of inorganic material such as stone, damage for every 5 feet it travels.

crystal, or metal has disadvantage on this The transformation of the ground is


saving throw.
camouflaged to look natural. Any creature that
A nonmagical object that isn't being worn or can't see the area at the time the spell is case
carried also takes the damage if it's in the must make a Wisdom (Perception) check
spell's area.
against your spell save DC to recognize the
At Higher Levels: When you cast this spell terrain as hazardous before entering it.
using a spell slot of 3rd level or higher, the
damage increases by 1d8 for each slot level
above 2nd.

Cleric (Tempest) 2nd Evocation Cleric 2nd Illusion Cleric (Nature) 2nd Transmutation
SCORCHING RAY SPIRITUAL WEAPON WARDING BOND
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 120 feet 1 bonus action 60 feet 1 action Touch


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S Instantaneous V, S 1 minute V, S, M 1 hour


You create three rays of fire and hurl them at You create a floating, spectral weapon within range a pair of platinum rings worth at least 50 gp
targets within range. You can hurl them at one that lasts for the duration or until you cast this spell each, which you and target must wear for the
target or several.
again. When you cast the spell, you can make a duration
Make a ranged spell attack for each ray. On a melee spell attack against a creature within 5 feet of
hit, the target takes 2d6 fire damage.
the weapon. On a hit, the target takes force damage This spell wards a willing creature you touch
At Higher Levels: When you cast this spell equal to 1d8 + your spellcasting ability modifier.
and creates a mystic connection between you
using a spell slot of 3rd level or higher, you As a bonus action on your turn, you can move the and the target until the spell ends. While the
create one additional ray for each slot level weapon up to 20 feet and repeat the attack against a target is within 60 feet of you, it gains a +1
creature within 5 feet of it.

above 2nd. The weapon can take whatever form you choose. bonus to AC and saving throws, and it has
Clerics of deities who are associated with a particular resistance to all damage. Also, each time it
weapon (as St. Cuthbert is known for his mace and takes damage, you take the same amount of
Thor for his hammer) make this spell's effect damage.

resemble that weapon.


The spell ends if you drop to 0 hit points or if
At Higher Levels: When you cast this spell using a you and the target become separated by more
spell slot of 3rd level or higher, the damage than 60 feet. It also ends if the spell is cast
increases by 1d8 for every two slot levels above the again on either of the connected creatures. You
2nd. can also dismiss the spell as an action.

Cleric (Light) 2nd Evocation Cleric, Cleric (Life), Cleric (War) 2nd Evocation Cleric 2nd Abjuration

ZONE OF TRUTH ANIMATE DEAD BEACON OF HOPE


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 60 feet 1 minute 10 feet 1 action 30 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M 10 minutes V, S, M Instantaneous V, S Concentration, up to 1


minute
You create a magical zone that guards against a drop of blood, a piece of flesh, and a pinch of
deception in a 15-foot-radius sphere centered bone dust This spell bestows hope and vitality. Choose
on a point of your choice within range. Until the any number of creatures within range. For the
spell ends, a creature that enters the spell's This spell creates an undead servant. Choose a pile of duration, each target has advantage on
area for the first time on a turn or starts its turn bones or a corpse of a Medium or Small humanoid within Wisdom saving throws and death saving
range. Your spell imbues the target with a foul mimicry of throws, and regains the maximum number of hit
there must make a Charisma saving throw. On life, raising it as an undead creature. The target becomes a
a failed save, a creature can't speak a skeleton if you chose bones or a zombie if you chose a points possible from any healing.
deliberate lie while in the radius. You know corpse (the DM has the creature's game statistics).

whether each creature succeeds or fails on its On each of your turns, you can use a bonus action to
saving throw.
mentally command any creature you made with this spell if
An affected creature is aware of the spell and the creature is within 60 feet of you (if you control multiple
can thus avoid answering questions to which it creatures, you can command any or all of them at the same
time, issuing the same command to each one). You decide
would normally respond with a lie. Such what action the creature will take and where it will move
creatures can be evasive in its answers as long during its next turn, or you can issue a general command,
as it remains within the boundaries of the truth. such as to guard a particular chamber or corridor. If you
issue no commands, the creature only defends itself
against hostile creatures. Once given an order, the creature
continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which


it stops obeying any command you've given it. To maintain
the control of the creature for another 24 hours, you must
cast this spell on the creature again before the current 24-
hour period ends. This use of the spell reasserts your
control over up to four creatures you have animated with
this spell, rather than animating a new one.

At Hi h L l Wh t thi ll i ll l t
Cleric 2nd Enchantment Cleric, Cleric (Death) 3rd Necromancy Cleric, Cleric (Life) 3rd Abjuration

BESTOW CURSE BLINK CLAIRVOYANCE


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 1 action Self 10 minutes 1 mile


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S Concentration, up to 1 V, S 1 minute V, S, M Concentration, up to 10


minute minutes
Roll a d20 at the end of each of your turns for the
You touch a creature, and that creature must succeed on a duration of the spell. On a roll of 11 or higher, you a focus worth at least 100 gp, either a jeweled
Wisdom saving throw or become cursed for the duration of vanish from your current plane of existence and
the spell. When you cast this spell, choose the nature of the
horn for hearing or a glass eye for scrying
appear in the Ethereal Plane (the spell fails and the
curse from the following options.
casting is wasted if you were already on that plane). You create an invisible sensor within range in a
• Choose one ability score. While cursed, the target has
disadvantage on ability checks and saving throws made
At the start of you next turn, and when the spell ends location familiar to you (a place you have visited or
with that ability score.
if you are on the Ethereal Plane, you return to an seen before) or in an obvious location that is
• While cursed, the target has disadvantage on attack rolls unoccupied space of your choice that you can see unfamiliar to you (such as behind a door, around a
against you.
within 10 feet of the space you vanished from. If no corner, or in a grove of trees). The sensor remains in
• While cursed, the target must make a Wisdom saving unoccupied space is available within that range, you place for the duration, and it can't be attacked or
throw at the start of each of its turns. If it fails, it wastes its appear in the nearest unoccupied space (chosen at otherwise interacted with. When you cast the spell,
action that turn doing nothing.
random if more than one space is equally near). You you choose seeing or hearing. You can use the
• While the target is cursed, your attacks and spells deal an can dismiss this spell as an action.
chosen sense through the sensor as if you were in
extra 1d8 necrotic damage to the target.
While on the Ethereal Plane, you can see and hear its space. As your action, you can switch between
A remove curse spell ends this effect. At the DM's option, the plane you originated from, which is cast in seeing and hearing. A creature that can see the
you may choose an alternative curse effect, but it should be shades of gray, and you can't see anything more sensor (such as a creature benefiting from see
no more powerful than those described above. The DM has than 60 feet away. You can only affect and be invisibility or truesight) sees a luminous, intangible
final say on such a curse's effect. affected by other creatures on the Ethereal Plane. orb about the size of your fist.

At Higher Levels: If you cast this spell using a spell slot of Creature that aren't there can't perceive you or When you cast the spell, you choose seeing or
4th level or higher, the duration is concentration, up to 10 interact with you, unless they have the ability to do hearing. You can use the chosen sense through the
minutes. If you use a spell slot of 5th level or higher, the so. sensor as if you were in its space. As your action,
duration is 8 hours. If you use a spell slot of 7th level or
higher, the duration is 24 hours. If you use a 9th level spell you can switch between seeing and hearing. A
slot, the spell lasts until it is dispelled. Using a spell slot of
creature that can see the sensor (such as a creature
5th level or higher grants a duration that doesn't require benefiting from see invisibility or truesight) sees a
concentration. luminous, intangible orb about the size of your fist.

A creature that can see the sensor (such as a


Cleric 3rd Necromancy Cleric (Trickery) 3rd Transmutation Cleric 3rd Divination
CALL LIGHTNING CREATE FOOD AND WATER CRUSADER'S MANTLE
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 120 feet 1 action 30 feet 1 action Self


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S Concentration, up to 10 V, S Instantaneous V Concentration, up to 1


minutes minute
You create 45 pounds of food and 30 gallons of
A storm cloud appears in the shape of a cylinder that water on the ground or in containers within Holy power radiates from you in an aura with a
is 10 feet tall with a 60-foot radius, centered on a range, enough to sustain up to fifteen 30-foot radius, awakening boldness in friendly
point you can see 100 feet directly above you. The humanoids or five steeds for 24 hours. The creatures. Until the spell ends, the aura moves
spell fails if you can't see a point in the air where the food is bland but nourishing, and spoils if with you, centered on you. While in the aura,
storm cloud could appear (for example, if you are in uneaten after 24 hours. The water is clean and each non-hostile creature in the aura (including
a room that can't accommodate the cloud).
doesn't go bad. you) deals an extra 1d4 radiant damage when it
When you cast the spell, choose a point you can see hits with a weapon attack.
within range. A bolt of lightning flashes down from
the cloud to that point. Each creature within 5 feet of
that point must make a Dexterity saving throw. A
creature takes 3d10 lightning damage on a failed
save, or half as much damage on a successful one.
On each of your turns until the spell ends, you can
use your action to call down lightning in this way
again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you


cast this spell, the spell gives you control over the
existing storm instead of creating a new one. Under
such conditions, the spell's damage increases by
1d10.

At Higher Levels: When you cast this spell using a


spell slot of 4th level or higher level, the damage
increases by 1d10 for each slot level above 3rd.

Cleric (Tempest) 3rd Conjuration Cleric 3rd Conjuration Cleric (War) 3rd Evocation

DISPEL MAGIC DAYLIGHT FEIGN DEATH (RITUAL)


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 120 feet 1 action 60 feet 1 action Touch


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S Instantaneous V, S 1 hour V, S, M 1 hour


Choose any creature, object, or magical effect A 60-foot-radius sphere of light spreads out a pinch of graveyard dirt
within range. Any spell of 3rd level or lower on from a point you choose within range. The
the target ends. For each spell of 4th level or sphere is bright light and sheds dim light for an You touch a willing creature and put it into a
higher on the target, make an ability check additional 60 feet.
cataleptic state that is indistinguishable from
using your spellcasting ability. The DC equals If you chose a point on an object you are death.

10 + the spell's level. On a successful check, holding or one that isn't being worn or carried, For the spell's duration, or until you use an
the spell ends.
the light shines from the object with and moves action to touch the target and dismiss the spell,
At Higher Levels: When you cast this spell with it. Completely covering the affected object the target appears dead to all outward
using a spell slot of 4th level or higher, you with an opaque object, such as a bowl or a inspection and to spells used to determine the
automatically end the effects of a spell on the helm, blocks the light.
target's status. The target is blinded and
target if the spell's level is equal to or less than If any of this spell's area overlaps with an area incapacitated, and its speed drops to 0. The
the level of the spell slot you used. of darkness created by a spell of 2nd level or target has resistance to all damage except
lower, the spell that created the darkness is psychic damage. If the target is diseased or
dispelled. poisoned when you cast the spell, or becomes
diseased or poisoned while under the spell's
effect, the disease and poison have no effect
until the spell ends.

Cleric, Cleric (Arcana), Cleric


(Trickery) 3rd Abjuration Cleric, Cleric (Light) 3rd Evocation Cleric 3rd Necromancy

FIREBALL GLYPH OF WARDING LIFE TRANSFERENCE


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 150 feet 1 hour Touch 1 action 30 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Instantaneous V, S, M Until dispelled or V, S Instantaneous


triggered
a tiny ball of bat guano and sulfur You sacrifice some of your health to mend
incense and powdered diamond worth at least another creature's injuries. You take 4d8
A bright streak flashes from your pointing finger 200 gp, which the spell consumes necrotic damage, and one creature of your
to a point you choose within range then choice that you can see within range regains a
blossoms with a low roar into an explosion of When you cast this spell, you inscribe a glyph that harms
other creatures, either upon a surface (such as a table or a
number of hit points equal to twice the necrotic
flame. Each creature in a 20-foot radius must section of floor or wall) or within an object that can be damage you take.

make a Dexterity saving throw. A target takes closed (such as a book, a scroll, or a treasure chest) to At Higher Levels: When you cast this spell
8d6 fire damage on a failed save, or half as conceal the glyph. If you choose a surface, the glyph can using a spell slot of 4th level or higher, the
much damage on a successful one.
cover an area of the surface no larger than 10 feet in damage increases by 1d8 for each slot level
The fire spreads around corners. It ignites diameter. If you choose an object, that object must remain above 3rd.

flammable objects in the area that aren't being in its place, if the object is moved more than 10 feet from
worn or carried.
where you cast this spell, the glyph is broken and the spell
At Higher Levels: When you cast this spell ends without being triggered.

using a spell slot of 4th level or higher, the The glyph is nearly invisible and requires a successful
Intelligence (Investigation) check against your spell save
damage increases by 1d6 for each slot level DC to be found.

above 3rd. You decide what triggers the glyph when you cast the spell.
For glyphs inscribed on a surface, the most typical triggers
include touching or standing on the glyph, removing
another object covering the glyph, approaching within a
certain distance of the glyph, or manipulating the object on
which the glyph is inscribed. For glyphs inscribed within an
object, the most common triggers include opening that
object, approaching within a certain distance of the object,
or seeing or reading the glyph. Once a glyph is triggered,
this spell ends.

Y f th fi th t i th ll ti t l
Cleric (Light) 3rd Evocation Cleric 3rd Abjuration Cleric 3rd Necromancy
MAGIC CIRCLE MELD INTO STONE (RITUAL) MASS HEALING WORD
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 minute 10 feet 1 action Touch 1 bonus action 60 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M 1 hour V, S 8 hours V Instantaneous


holy water or powdered silver and iron worth at You step into a stone object or surface large enough As you call out words of restoration, up to six
least 100 gp, which the spell consumes to fully contain your body, melding yourself and all creatures of your choice that you can see within
the equipment you carry with the stone for the range regain hit points equal to 1d4 + your
You create a 10-foot-radius, 20-foot-tall cylinder of duration. Using your movement, you step into the spellcasting ability modifier. This spell has no
magical energy centered on a point on the ground stone at a point you can touch. Nothing of your effect on undead or constructs.

that you can see within range. Glowing runes appear presence remains visible or otherwise detectable by At Higher Levels: When you cast this spell
wherever the cylinder intersects with the floor or nonmagical senses.
using a spell slot of 4th level or higher, the
other surface.
While merged with the stone, you can't see what healing increases by 1d4 for each slot level
Choose one or more of the following types of occurs outside it, and any Wisdom (Perception)
creatures - celestials, elementals, fey, fiends, or checks you make to hear sounds outside it are made above 3rd.
undead. The circle affects a creature of the chosen with disadvantage. You remain aware of the passage
type in the following ways.
of time and can cast spells on yourself while merged
• The creature can't willingly enter the cylinder by in the stone. You can use your movement to leave
nonmagical means. If the creature tries to use the stone where you entered it, which ends the spell.
teleportation or interplanar travel to do so, it must You otherwise can't move.
first succeed on a Charisma saving throw.
Minor physical damage to the stone doesn't harm
• The creature has disadvantage on attack rolls you, but its partial destruction or a change in its
against targets within the cylinder.
shape (to the extent that you no longer fit within it)
• Targets within the cylinder can't be charmed, expels you and deals 6d6 bludgeoning damage to
frightened, or possessed by the creature.
you. The stone's complete destruction (or
When you cast this spell, you can elect to cause its transmutation into a different substance) expels you
magic to operate in the reverse direction, preventing and deals 50 bludgeoning damage to you. If
a creature of the specified type from leaving the expelled, you fall prone in an unoccupied space
cylinder and protecting targets outside it.
closest to where you first entered.
At Higher Levels: When you cast this spell using a
spell slot of 4th level or higher the duration
Cleric, Cleric (Arcana) 3rd Abjuration Cleric 3rd Transmutation Cleric 3rd Evocation

NONDETECTION PLANT GROWTH PROTECTION FROM ENERGY


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 1 action or 8 hours 150 feet 1 action Touch


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M 8 hours V, S Instantaneous V, S Concentration, up to 1


hour
a pinch of diamond dust worth 25 gp sprinkled This spell channels vitality into plants within a
over the target, which the spell consumes specific area. There are two possible uses for For the duration, the willing creature you touch
the spell, granting either immediate or long- has resistance to one damage type of your
For the duration, you hide a target that you term benefits.
choice - acid, cold, fire, lightning, or thunder.
touch from divination magic. The target can be If you cast this spell using 1 action, choose a
a willing creature or a place or an object no point within range. All normal plants in a 100-
larger than 10 feet in any dimension. The target foot radius centered on that point become thick
can't be targeted by any divination magic or and overgrown. A creature moving through the
perceived through magical scrying sensors. area must spend 4 feet of movement for every
1 foot it moves.

You can exclude one or more areas of any size


within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich


the land. All plants in a half-mile radius
centered on a point within range become
enriched for 1 year. The plants yield twice the
normal amount of food when harvested.

Cleric (Knowledge) 3rd Abjuration Cleric (Nature) 3rd Transmutation Cleric 3rd Abjuration

REVIVIFY REMOVE CURSE SPIRIT GUARDIANS


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 1 action Touch 1 action Self (15-foot-radius)


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Instantaneous V, S Instantaneous V, S, M Concentration, up to 10


minutes
diamonds worth 300 gp, which the spell At your touch, all curses affecting one creature
consumes or object end. If the object is a cursed magic a holy symbol
item, its curse remains, but the spell breaks its
You touch a creature that has died within the owner's attunement to the object so it can be You call forth spirits to protect you. They flit
last minute. That creature returns to life with 1 removed or discarded. around you to a distance of 15 feet for the
hit point. This spell can't return to life a creature duration. If you are good or neutral, their
that has died of old age, nor can it restore any spectral form appears angelic or fey (your
missing body parts. choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate


any number of creatures you can see to be
unaffected by it. An affected creature's speed is
halved in the area, and when the creature
enters the area for the first time on a turn or
starts its turn there, it must make a Wisdom
saving throw. On a failed save, the creature
takes 3d8 radiant damage (if you are good or
neutral) or 3d8 necrotic damage (if you are
evil). On a successful save, the creature takes
half as much damage.

At Higher Levels: When you cast this spell


using a spell slot of 4th level or higher, the
damage increases by 1d8 for each slot level
above 3rd.

Cleric, Cleric (Life) 3rd Necromancy Cleric 3rd Abjuration Cleric, Cleric (War) 3rd Conjuration
SLEET STORM SENDING SPEAK WITH DEAD
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 150 feet 1 action Unlimited 1 action 10 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Concentration, up to 1 V, S, M 1 round V, S, M 10 minutes


minute
A short piece of fine copper wire burning incense
a pinch of dust and a few drops of water
You send a short message of twenty-five words You grant the semblance of life and intelligence
Until the spell ends, freezing rain and sleet fall or less to a creature with you are familiar. The to a corpse of your choice within range,
in a 20-foot-tall cylinder with a 40-foot radius creature hears the message in its mind, allowing it to answer the questions you pose.
centered on a point you choose within range. recognizes you as the sender if it knows you, The corpse must still have a mouth and can't be
The area is heavily obscured, and exposed and can answer in a like manner immediately. undead. The spell fails if the corpse was the
flames in the area are doused.
The spell enables creatures with Intelligence target of this spell within the last 10 days.

The ground in the area is covered with slick ice, scores of at least 1 to understand the meaning Until the spell ends, you can ask the corpse up
making it difficult terrain. When a creature of your message.
to five questions. The corpse knows only what it
enters the spell's area for the first time on a turn You can send the message across any distance knew in life, including the languages it knew.
or starts its turn there, it must make a Dexterity and even to other planes of existence, but if the Answers are usually brief, cryptic, or repetitive,
saving throw. On a failed save, it falls prone.
target is on a different plane than you, there is a and the corpse is under no compulsion to offer
If a creature is concentrating in the spell's area, 5 percent chance that the message doesn't a truthful answer if you are hostile to it or it
the creature must make a successful arrive. recognizes you as an enemy. This spell doesn't
Constitution saving throw against your spell return the creature's soul to its body, only its
save DC or lose concentration. animating spirit. Thus, the corpse can't learn
new information, doesn't comprehend anything
that has happened since it died, and can't
speculate about future events.

Cleric (Tempest) 3rd Conjuration Cleric 3rd Evocation Cleric, Cleric (Knowledge) 3rd Necromancy

TONGUES VAMPIRIC TOUCH WIND WALL


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 1 action Self 1 action 120 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, M 1 hour V, S Concentration, up to 1 V, S, M Concentration, up to 1


minute minute
a small clay model of a ziggurat
The touch of your shadow-wreathed hand can a tiny fan and a feather of exotic origin
This spell grants the creature you touch the siphon force from others to heal your wounds.
ability to understand any spoken language it Make a melee spell attack against a creature A wall of strong wind rises from the ground at a point
hears. Moreover, when the target speaks, any within your reach. On a hit, the target takes 3d6 you choose within range. You can make the wall up
creature that knows at least one language and necrotic damage, and you regain hit points to 50 feet long, 15 feet high, and 1 foot thick. You
can hear the target understands what it says. equal to half the amount of necrotic damage can shape the wall in any way you choose so long as
it makes one continuous path along the ground. The
dealt. Until the spell ends, you can make the wall lasts for the duration.

attack again on each of your turns as an action.


When the wall appears, each creature within its area
At Higher Levels: When you cast this spell must make a Strength saving throw. A creature takes
using a spell slot of 4th level or higher, the 3d8 bludgeoning damage on a failed save, or half as
damage increases by 1d6 for each slot level much damage on a successful one.

above 3rd. The strong wind keeps fog, smoke, and other gases
at bay. Small or smaller flying creatures or objects
can't pass through the wall. Loose, lightweight
materials brought into the wall fly upward. Arrows,
bolts, and other ordinary projectiles launched at
targets behind the wall are deflected upward and
automatically miss. (Boulders hurled by giants or
siege engines, and similar projectiles, are
unaffected.) Creatures in gaseous form can't pass
through it.

Cleric 3rd Divination Cleric (Death) 3rd Necromancy Cleric (Nature) 3rd Evocation

WATER WALK (RITUAL) ARCANE EYE BLIGHT


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 30 feet 1 action 30 feet 1 action 30 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M 1 hour V, S, M Concentration, up to 1 V, S Instantaneous


hour
a piece of cork Necromantic energy washes over a creature of
a bit of bat fur your choice that you can see within range,
This spell grants the ability to move across any draining moisture and vitality from it. The target
liquid surface - such as water, acid, mud, snow, You create an invisible, magical eye within must make a Constitution saving throw. The
quicksand, or lava - as if it were harmless solid range that hovers in the air for the duration.
target takes 8d8 necrotic damage on a failed
ground (creatures crossing molten lava can still You mentally receive visual information from the save, or half as much damage on a successful
take damage from the heat). Up to ten willing eye, which has normal vision and darkvision out one. This spell has no effect on undead or
creatures you can see within range gain this to 30 feet. The eye can look in every direction.
constructs.

ability for the duration.


As an action, you can move the eye up to 30 If you target a plant creature or a magical plant,
If your target a creature submerged in a liquid, feet in any direction. There is no limit to how far it makes the saving throw with disadvantage,
the spell carries the target to the surface of the away from you the eye can move, but it can't and the spell deals maximum damage to it.

liquid at a rate of 60 feet per round. enter another plane of existence. A solid barrier If you target a nonmagical plant that isn't a
blocks the eye's movement, but the eye can creature, such as a tree or shrub, it doesn't
pass through an opening as small as 1 inch in make a saving throw, it simply withers and dies.

diameter. At Higher Levels: When you cast this spell


using a spell slot of 5th level or higher, the
damage increases by 1d8 for each slot level
above 4th.

Cleric (Arcana), Cleric


Cleric 3rd Transmutation (Knowledge) 4th Divination Cleric (Death) 4th Necromancy
BANISHMENT CONTROL WATER CONFUSION
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 60 feet 1 action 300 feet 1 action 90 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Concentration, up to 1 V, S, M Concentration, up to 10 V, S, M Concentration, up to 1


minute minutes minute
an item distasteful to the target a drop of water and a pinch of dust three nut shells
You attempt to send one creature that you can see Until the spell ends, you control any freestanding water This spell assaults and twists creatures' minds,
within range to another place of existence. The inside an area you choose that is a cube up to 100 feet on spawning delusions and provoking uncontrolled
target must succeed on a Charisma saving throw or a side. You can choose from any of the following effects actions. Each creature in a 10-foot-radius sphere
be banished.
when you cast this spell. As an action on your turn, you can centered on a point you choose within range must
If the target is native to the plane of existence you're repeat the same effect or choose a different one.
succeed on a Wisdom saving throw when you cast
Flood: You cause the water level of all standing water in the
on, you banish the target to a harmless demiplane. area to rise by as much as 20 feet. If the area includes a
this spell or be affected by it.

While there, the target is incapacitated. The target shore, the flooding water spills over onto dry land. If you
An affected target can't take reactions and must roll
remains there until the spell ends, at which point the choose an area in a large body of water, you instead create a d10 at the start of each of its turns to determine its
target reappears in the space it left or in the nearest a 20-foot tall wave that travels from one side of the area to behavior for that turn.

unoccupied space if that space is occupied.


the other and then crashes down. Any Huge or smaller 1: The creature uses all its movement to move in a
If the target is native to a different plane of existence vehicles in the wave's path are carried with it to the other random direction. To determine the direction, roll a
that the one you're on, the target is banished with a side. Any Huge or smaller vehicles struck by the wave have d8 and assign a direction to each die face. The
faint popping noise, returning to its home plane. If a 25 percent chance of capsizing. The water level remains creature doesn't take an action this turn.

the spell ends before 1 minute has passed, the elevated until the spell ends or you choose a different 2-6: The creature doesn't move or take actions this
target reappears in the space it left or in the nearest effect. If this effect produced a wave, the wave repeats on turn.

unoccupied space if that space is occupied. the start of your next turn while the flood effect lasts.
7-8: The creature uses its action to make a melee
Otherwise, the target doesn't return.
Part Water: You cause water in the area to move apart and attack against a randomly determined creature within
At Higher Levels: When you cast this spell using a create a trench. The trench extends across the spell's area, its reach. If there is no creature within its reach, the
spell slot of 5th level or higher, you can target one and the separated water forms a wall to either side. The creature does nothing this turn.

additional creature for each slot level above 4th. trench remains until the spell ends or you choose a different 9-10: The creature can act and move normally.

effect. The water then slowly fills in the trench over the At the end of its turns, an affected target can make a
course of the next round until the normal water level is
restored.

Wisdom saving throw. If it succeeds, this effect ends


Redirect Flow: You cause flowing water in the area to move
for that target.

Cleric 4th Abjuration Cleric, Cleric (Tempest) 4th Transmutation Cleric (Knowledge) 4th Enchantment

DEATH WARD DIMENSION DOOR DOMINATE BEAST


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 1 action 500 feet 1 action 60 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S 8 hours V Instantaneous V, S Concentration, up to 1


minute
You touch a creature and grant it a measure of You teleport yourself from your current location
protection from death. The first time the target to any other spot within range. You arrive at You attempt to beguile a beast that you can see within
range. It must succeed on a Wisdom saving throw or be
would drop to 0 hit points as a result of taking exactly the spot desired. It can be a place you charmed by you for the duration. If you or creatures that are
damage, the target instead drops to 1 hit point, can see, one you can visualize, or one you can friendly to you are fighting it, it has advantage on the saving
and the spell ends. If the spell is still in effect describe by stating distance and direction, such throw.

when the target is subjected to an effect that as 200 feet straight downward or upward to the While the beast is charmed, you have a telepathic link with
would kill it instantaneously without dealing northwest at a 45-degree angle, 300 feet.
it as long as the two of you are on the same plane of
damage, that effect is instead negated against You can bring along objects as long as their existence. You can use this telepathic link to issue
the target, and the spells ends. weight doesn't exceed what you can carry. You commands to the creature while you are conscious (no
can also bring one willing creature of your size action required), which it does its best to obey. You can
specify a simple and general course of action, such as
or smaller who is carrying gear up to its Attack that creature, Run over there, or Fetch that object. If
carrying capacity. The creature must be within 5 the creature completes the order and doesn't receive
feet of you when you cast this spell.
further direction from you, it defends and preserves itself to
If you would arrive in a place already occupied the best of its ability.

by an object or a creature, you and any You can use your action to take total and precise control of
creature traveling with you each take 4d6 force the target. Until the end of your next turn, the creature takes
damage, and the spell fails to teleport you. only the actions you choose, and doesn't do anything that
you don't allow it to do. During this time, you can also cause
the creature to use a reaction, but this requires you to use
your own reaction as well.

Each time the target takes damage, it makes a new


Wisdom saving throw against the spell. If the saving throw
succeeds, the spell ends.

At Higher Levels: When you cast this spell with a 5th-level


spell slot, the duration is concentration, up to 10 minutes.
Cleric, Cleric (Death), Cleric When you use a 6th level spell slot the duration is
(Life) 4th Abjuration Cleric (Trickery) 4th Conjuration Cleric (Nature) 4th Enchantment

DIVINATION (RITUAL) FREEDOM OF MOVEMENT GRASPING VINE


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Self 1 action Touch 1 bonus action 30 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Instantaneous V, S, M 1 hour V, S Concentration, up to 1


minute
incense and a sacrificial offering appropriate to a leather strap, bound around the arm or a
your religion, together worth at least 25 gp, similar appendage You conjure a vine that sprouts from the ground
which the spell consumes in an unoccupied space of your choice that you
You touch a willing creature. For the duration, can see within range. When you cast this spell,
Your magic and an offering put you in contact the target's movement is unaffected by difficult you can direct the vine to lash out at a creature
with a god or a god's servants. You ask a single terrain, and spells and other magical effects within 30 feet of it that you can see. That
question concerning a specific goal, event, or can neither reduce the target's speed nor cause creature must succeed on a Dexterity saving
activity to occur within 7 days. The DM offers a the target to be paralyzed or restrained.
throw or be pulled 20 feet directly toward the
truthful reply. The reply might be a short The target can also spend 5 feet of movement vine.

phrase, a cryptic rhyme, or an omen.


to automatically escape from nonmagical Until the spell ends, you can direct the vine to
The spell doesn't take into account any restraints, such as manacles or a creature that lash out at the same creature or another one as
possible circumstances that might change the has it grappled. Finally, being underwater a bonus action on each of your turns.
outcome, such as the casting of additional imposes no penalties on the target's movement
spells or the loss or gain of a companion.
or attacks.
If you cast this spell two or more times before
finishing your next long rest, there is a
cumulative 25 percent chance for each casting
after the first that you get a random reading.
The DM makes this roll in secret.

Cleric 4th Divination Cleric, Cleric (War) 4th Abjuration Cleric (Nature) 4th Conjuration
GUARDIAN OF FAITH ICE STORM LOCATE CREATURE
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 30 feet 1 action 300 feet 1 action Self


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V 8 hours V, S, M Instantaneous V, S, M Concentration, up to 1


hour
A Large spectral guardian appears and hovers a pinch of dust and a few drops of water
for the duration in an unoccupied space of your a bit of fur from a bloodhound
choice that you can see within range. The A hail of rock-hard ice pounds to the ground in
guardian occupies that space and is indistinct a 20-foot-radius, 40-foot-high cylinder centered Describe or name a creature that is familiar to
except for a gleaming sword and shield on a point within range. Each creature in the you. You sense the direction to the creature's
emblazoned with the symbol of your deity.
cylinder must make a Dexterity saving throw. A location, as long as that creature is within 1,000
Any creature hostile to you that moves to a creature takes 2d8 bludgeoning damage and feet of you. If the creature is moving, you know
space within 10 feet of the guardian for the first 4d6 cold damage on a failed save, or half as the direction of its movement.

time on a turn must succeed on a Dexterity much damage on a successful one.


The spell can locate a specific creature known
saving throw. The creature takes 20 radiant Hailstones turn the storm's area of effect into to you, or the nearest creature of a specific kind
damage on a failed save, or half as much difficult terrain until the end of your next turn.
(such as a human or a unicorn), so long as you
damage on a successful one. The guardian At Higher Levels: When you cast this spell have seen such a creature up close - within 30
vanishes when it has dealt a total of 60 using a spell slot of 5th level or higher, the feet - at least once. If the creature you
damage. bludgeoning damage increases by 1d8 for each described or named is in a different form, such
slot level above 4th. as being under the effects of a polymorph spell,
this spell doesn't locate the creature.

This spell can't locate a creature if running


water at least 10 feet wide blocks a direct path
between you and the creature.

Cleric, Cleric (Life), Cleric


(Light) 4th Conjuration Cleric (Tempest) 4th Evocation Cleric 4th Divination

LEOMUND'S SECRET CHEST POLYMORPH STONE SHAPE


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 1 action 60 feet 1 action Touch


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Instantaneous V, S, M Concentration, up to 1 V, S, M Instantaneous


hour
an exquisite chest, 3 feet by 2 feet by 2 feet, soft clay, which must be worked into roughly the
constructed from rare materials worth at least a caterpillar cocoon desired shape of the stone object
5,000 gp, and a Tiny replica made from the This spell transforms a creature with at least 1 hit point that
same materials worth at least 50 gp you can see within range into a new form. An unwilling You touch a stone object of Medium size or
creature must make a Wisdom saving throw to avoid the smaller or a section of stone no more than 5
You hide a chest, and all its contents, on the effect. A shapechanger automatically succeeds on this feet in any dimension and form it into any
Ethereal Plane. You must touch the chest and saving throw.
shape that suits your purpose. So, for example,
the miniature replica that serves as a material The transformation lasts for the duration, or until the target you could shape a large rock into a weapon,
component for the spell. The chest can contain drops to 0 hit points or dies. The new form can be any idol, or coffer, or make a small passage through
beast whose challenge rating is equal to or less than the a wall, as long as the wall is less than 5 feet
up to 12 cubic feet of nonliving material (3 feet target's (or the target's level, if it doesn't have a challenge
by 2 feet by 2 feet).
rating). The target's game statistics, including mental ability
thick. You could also shape a stone door or its
While the chest remains on the Ethereal Plane, scores, are replaced by the statistics of the chosen beast. It frame to seal the door shut. The object you
you can use an action and touch the replica to retains its alignment and personality.
create can have up to two hinges and a latch,
recall the chest. It appears in an unoccupied The target assumes the hit points of its new form. When it but finer mechanical detail isn't possible.
space on the ground within 5 feet of you. You reverts to its normal form, the creature returns to the
can send the chest back to the Ethereal Plane number of hit points it had before it transformed. If it reverts
by using an action and touching both the chest as a result of dropping to 0 hit points, any excess damage
carries over to its normal form. As long as the excess
and the replica.
damage doesn't reduce the creature's normal form to 0 hit
After 60 days, there is a cumulative 5 percent points, it isn't knocked unconscious.

chance per day that the spell's effect ends. This The creature is limited in the actions it can perform by the
effect ends if you cast this spell again, if the nature of its new form, and it can't speak, cast spells, or
smaller replica chest is destroyed, or if you take any other action that requires hands or speech.

choose to end the spell as an action. If the spell The target's gear melds into the new form. The creature
ends and the larger chest is on the Ethereal can't activate, use, wield, or otherwise benefit from any of
Pl it i i t i bl l t its equipment
Cleric (Arcana) 4th Conjuration Cleric (Trickery) 4th Transmutation Cleric 4th Transmutation

STONESKIN WALL OF FIRE ANTILIFE SHELL


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 1 action 120 feet 1 action Self (10-foot radius)


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 1


hour minute hour
diamond dust worth 100 gp, which the spell a small piece of phosphorus A shimmering barrier extends out from you in a
consumes 10-foot radius and moves with you, remaining
You create a wall of fire on a solid surface within centered on you and hedging out creatures
This spell turns the flesh of a willing creature range. You can make the wall up to 60 feet long, 20 other than undead and constructs.

you touch as hard as stone. Until the spell feet high, and 1 foot think, or a ringed wall up to 20 The barrier lasts for the duration. The barrier
ends, the target has resistance to nonmagical feet in diameter, 20 feet high, and 1 foot think. The prevents an affected creature from passing or
bludgeoning, piercing, and slashing damage. wall is opaque and lasts for the duration.

When the wall appears, each creature within its area reaching through. An affected creature can cast
must make a Dexterity saving throw. On a failed spells or make attacks with ranged or reach
save, a creature takes 5d8 fire damage, or half as weapons through the barrier.

much damage on a successful save.


If you move so that an affect creature is forced
One side of the wall, selected by you when you cast to pass through the barrier, the spell ends.
this spell, deals 5d8 fire damage to each creature
that ends its turn within 10 feet of that side or inside
the wall. A creature 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 Levels: When you cast this spell using a


spell slot of 5th level or higher, the damage
increases by 1d8 for each slot level above 4th.

Cleric (War) 4th Abjuration Cleric (Light) 4th Evocation Cleric (Death) 5th Abjuration
COMMUNE (RITUAL) CONTAGION CLOUDKILL
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 minute Self 1 action Touch 1 action 120 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M 1 minute V, S 7 days V, S Concentration, up to 10


minutes
incense and a vial of holy or unholy water Your touch inflicts disease. Make a melee spell attack
against a creature within your reach. On a hit, you afflict the You create a 20-foot-radius sphere of poisonous,
You contact your deity or a divine proxy and ask creature with a disease of your choice from any of the ones yellow-green fog centered on a point you choose
up to three questions that can be answered described below.
within range. The fog spreads around corners. It
At the end of each of the target's turns, it must make a lasts for the duration or until strong wind disperses
with a yes or no. You must ask your questions Constitution saving throw. After failing three of these saving
before the spell ends. You receive a correct the fog, ending the spell. Its area is heavily
throws, the disease's effects last for the duration, and the
answer for each question.
creature stops making these saves. After succeeding on
obscured.

Divine beings aren't necessarily omniscient, so three of these saving throws, the creature recovers from the
When a creature enters the spell's area for the first
you might receive "unclear" as an answer if a disease, and the spell ends.
time on a turn or starts its turn there, that creature
question pertains to information that lies Since this spell induces a natural disease in its target, any must make a Constitution saving throw. The creature
beyond the deity's knowledge. In a case where effect that removes a disease or otherwise ameliorates a takes 5d8 poison damage on a failed save, or half as
disease's effects apply to it.
much damage on a successful one. Creatures are
a one-word answer could be misleading or affected even if they hold their breath or don't need
Blinding Sickness: Pain grips the creature's mind, and its
contrary to the deity's interests, the DM might eyes turn milky white. The creature has disadvantage on to breathe.

offer a short phrase as an answer instead.


Wisdom checks and Wisdom saving throws and is blinded.
The fog moves 10 feet away from you at the start of
If you cast the spell two or more times before Filth Fever: A raging fever sweeps through the creature's each of your turns, rolling along the surface of the
finishing your next long rest, there is a body. The creature has disadvantage on Strength checks, ground. The vapors, being heavier than air, sink to
cumulative 25 percent chance for each casting Strength saving throws, and attack rolls that use Strength.
the lowest level of the land, even pouring down
after the first that you get no answer. The DM Flesh Rot: The creature's flesh decays. The creature has openings. At Higher Levels: When you cast this spell
makes this roll in secret. disadvantage on Charisma checks and vulnerability to all using a spell slot of 6th level or higher, the damage
damage.
increases by 1d8 for each slot level above 5th.

Mindfire: The creature's mind becomes feverish. The At Higher Levels: When you cast this spell using a
creature has disadvantage on Intelligence checks and
Intelligence saving throws, and the creature behaves as if
spell slot of 3rd level or higher, the damage
under the effects of the confusion spell during combat.

increases by 1d8 for each slot level above 5th.


Seizure: The creature is overcome with shaking. The
creature has disadvantage on Dexterity checks Dexterity
Cleric 5th Divination Cleric 5th Necromancy Cleric (Death) 5th Conjuration

DOMINATE PERSON DESTRUCTIVE WAVE DAWN


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 60 feet 1 action Self (30-foot radius) 1 action 60 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S Concentration, up to 1 V Instantaneous V, S, M Concentration, up to 1


minute minute
You strike the ground, creating a burst of divine
You attempt to beguile a humanoid that you can see within energy that ripples outward from you. Each a sunburst pendant worth at least 100 gp
range. It must succeed on a Wisdom saving throw or be
charmed by you for the duration. If you or creatures that are creature you choose within 30 feet of you must
succeed on a Constitution saving throw or take The light of dawn shines down on a location
friendly to you are fighting it, it has advantage on the saving you specify within range. Until the spell ends, a
throw.
5d6 thunder damage, as well as 5d6 radiant or
While the target is charmed, you have a telepathic link with necrotic damage (your choice), and be knocked 30-foot-radius, 40-foot-high cylinder of bright
it as long as the two of you are on the same plane of prone. A creature that succeeds on its saving light glimmers there. This light is sunlight.

existence. You can use this telepathic link to issue throw takes half as much damage and isn't When the cylinder appears, each creature in it
commands to the creature while you are conscious (no knocked prone. must make a Constitution saving throw, taking
action required), which it does its best to obey. You can 4d10 radiant damage on a failed save, or half
specify a simple and general course of action, such as as much damage on a successful one. A
Attack that creature, Run over there, or Fetch that object. If creature must also make this saving throw
the creature completes the order and doesn't receive whenever it ends its turn in the cylinder.

further direction from you, it defends and preserves itself to


the best of its ability.
If you're within 60 feet of the cylinder, you can
You can use your action to take total and precise control of move it up to 60 feet as a bonus action on your
the target. Until the end of your next turn, the creature takes turn.

only the actions you choose, and doesn't do anything that


you don't allow it to do. During this time you can also cause
the creature to use a reaction, but this requires you to use
your own reaction as well.

Each time the target takes damage, it makes a new


Wisdom saving throw against the spell. If the saving throw
succeeds, the spell ends.

At Higher Levels: When you cast this spell using a 6th-level


spell slot, the duration is concentration, up to 10 minutes.
When you use a 7th level spell slot the duration is
Cleric (Trickery) 5th Enchantment Cleric (Tempest) 5th Evocation Cleric 5th Evocation

DISPEL EVIL AND GOOD FLAME STRIKE GREATER RESTORATION


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Self 1 action 60 feet 1 action Touch


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Concentration, up to 1 V, S, M Instantaneous V, S, M Instantaneous


minute
pinch of sulfur diamond dust worth 100 gp, which the spell
holy water or powdered silver and iron consumes
A vertical column of divine fire roars down from
Shimmering energy surrounds and protects you from the heavens in a location you specify. Each You imbue a creature you touch with positive
fey, undead, and creatures originating from beyond creature in a 10-foot radius, 40-foot-high energy to undo a debilitating effect. You can
the Material Plane. For the duration, celestials, cylinder centered on a point within range must reduce the target's exhaustion level by one, or
elementals, fey, fiends, and undead have make a Dexterity saving throw. A creature takes end one of the following effects on the target.

disadvantage on attack rolls against you. You can 4d6 fire damage and 4d6 radiant damage on a
end the spell early by using either of the following • One effect that charmed or petrified the target

special functions.
failed save, or half as much damage on a • One curse, including the target's attunement
Break Enchantment: As your action, you touch a successful one.
to a cursed magic item

creature you can reach that is charmed, frightened, At Higher Levels: When you cast this spell • Any reduction to one of the target's ability
or possessed by a celestial, an elemental, a fey, a using a spell slot of 6th level or higher, the fire scores

fiend, or an undead. The creature you touch is no damage or the radiant damage (your choice) • One effect reducing the target's hit point
longer charmed, frightened, or possessed by such increases by 1d6 for each slot level above 5th. maximum
creatures.

Dismissal: As your action, make a melee spell attack


against a celestial, an elemental, a fey, a fiend, or an
undead you can reach. On a hit, you attempt to drive
the creature back to its home plane. The creature
must succeed on a Charisma saving throw or be
sent back to its home plane (if it isn't there already).
If they aren't on their home plane, undead are sent to
the Shadowfell, and fey are sent to the Feywild.
Cleric, Cleric (Light), Cleric
Cleric 5th Abjuration (War) 5th Evocation Cleric 5th Abjuration
GEAS HOLY WEAPON HALLOW
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 minute 60 feet 1 bonus action Touch 24 hours Touch


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V 30 days V, S Concentration, up to 1 V, S, M Until dispelled


hour
You place a magical command on a creature that herbs, oils, and incense worth at least 1,000 gp,
you can see within range, forcing it to carry out some You imbue a weapon you touch with holy which the spell consumes
service or refrain from some action or course of power. Until the spell ends, the weapon emits
activity as you decide. If the creature can understand bright light in a 30-foot radius and dim light for You touch a point and infuse an area around it with holy (or
you, it must succeed on a Wisdom saving throw or an additional 30 feet. In addition, weapon unholy) power. The area can have a radius up to 60 feet,
become charmed by you for the duration. While the and the spell fails if the radius includes an area already
attacks made with it deal an extra 2d8 radiant under the effect a hallow spell. The affected area is subject
creature is charmed by you, it takes 5d10 psychic damage on a hit. If the weapon isn't already a
damage each time it acts in a manner directly to the following effects.

counter to your instructions, but no more than once


magic weapon, it becomes one for the duration.
First, celestials, elementals, fey, fiends, and undead can't
As a bonus action on your turn, you can enter the area, nor can such creatures charm, frighten, or
each day. A creature that can't understand you is dismiss this spell and cause the weapon to emit possess creatures within it. Any creature charmed,
unaffected by the spell.

You can issue any command you choose, short of an a burst of radiance. Each creature of your frightened, or possessed by such a creature is no longer
choice that you can see within 30 feet of you charmed, frightened, or possessed upon entering the area.
activity that would result in certain death. Should you You can exclude one or more of those types of creatures
issue a suicidal command, the spell ends.
must make a Constitution saving throw. On a from this effect.

You can end the spell early by using an action to failed save, a creature takes 4d8 radiant Second, you can bind an extra effect to the area. Choose
dismiss it. A remove curse, greater restoration, or damage, and it is blinded for 1 minute. On a the effect from the following list, or choose an effect offered
wish spell also ends it.
successful save, a creature takes half as much by the DM. Some of these effects apply to creatures in the
At Higher Levels: When you cast this spell using a damage and isn't blinded. At the end of each of area, you can designate whether the effect applies to all
spell slot of 7th or 8th level, the duration is 1 year. its turns, a blinded creature can make a creatures, creatures that follow a specific deity or leader, or
When you cast this spell using a spell slot of the Constitution saving throw, ending the effect on creatures of a specific sort, such as ores or trolls. When a
spell lasts until it is ended by one of the spells itself on a success.
creature that would be affected enters the spell's area for
mentioned above. the first time on a turn or starts its turn there, it can make a
Charisma saving throw. On a success, the creature ignores
the extra effect until it leaves the area.

Courage: Affected creatures can't be frightened while in the


area.

D k D k fill th N l li ht ll
Cleric 5th Enchantment Cleric 5th Evocation Cleric 5th Evocation

HOLD MONSTER INSECT PLAGUE LEGEND LORE


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 90 feet 1 action 300 feet 10 minutes Self


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Concentration, up to 1 V, S, M Concentration, up to 10 V, S, M Instantaneous


minute minutes
incense worth at least 250 gp, which the spell
a small, straight piece of iron a few grains of sugar, some kernels of grain, consumes, and four ivory strips worth at least
and a smear of fat 50 gp each
Choose a creature that you can see within
range. The target must succeed on a Wisdom Swarming, biting locusts fill a 20-foot-radius Name or describe a person, place, or object.
saving throw or be paralyzed for the duration. sphere centered on a point you choose within The spell brings to your mind a brief summary
This spell has no effect on undead. At the end range. The sphere spreads around corners. of the significant lore about the thing you
of each of its turns, the target can make The sphere remains for the duration, and its named. The lore might consist of current tales,
another Wisdom saving throw. On a success, area is lightly obscured. The sphere's area is forgotten stories, or even secret lore that has
the spell ends on the target.
difficult terrain.
never been widely known. If the thing you
At Higher Levels: When you cast this spell When the area appears, each creature in it named isn't of legendary importance, you gain
using a spell slot of 6th level or higher, you can must make a Constitution saving throw. A no information.

target on additional creature for each slot level creature takes 4d10 piercing damage on a The more information you already have about
above 5th. The creatures must be within 30 feet failed save, or half as much damage on a the thing, the more precise and detailed the
of each other when you target them. successful one. A creature must also make this information you receive is. The information you
saving throw when it enters the spell's area for learn is accurate but might be couched in
the first time on a turn or ends its turn there.
figurative language. For example, if you have a
At Higher Levels: When you cast this spell mysterious magic axe on hand, the spell might
using a spell slot of 6th level or higher, the yield this information - Woe to the evildoer
damage increases by 1d10 for each slot level whose hand touches the axe, for even the haft
above 5th. slices the hand of the evil ones. Only a true
Child of Stone, lover and beloved of Moradin,
may awaken the true powers of the axe, and
Cleric, Cleric (Nature), Cleric only with the sacred word Rudnogg on the lips.
Cleric (War) 5th Enchantment (Tempest) 5th Conjuration Cleric, Cleric (Knowledge) 5th Divination

MODIFY MEMORY MASS CURE WOUNDS PLANAR BINDING


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 30 feet 1 action 60 feet 1 hour 60 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S Concentration, up to 1 V, S Instantaneous V, S, M 24 hours


minute
A wave of healing energy washes out from a a jewel worth at least 1,000 gp, which the spell
You attempt to reshape another creature's memories. One point of your choice within range. Choose up to
creature that you can see must make a Wisdom saving
consumes
throw. If you are fighting the creature, it has advantage on
six creatures in a 30-foot-radius sphere
centered on that point. Each target regains hit With this spell, you attempt to bind a celestial, an
the saving throw. On a failed save, the target becomes elemental, a fey, or a fiend to your service. The creature
charmed by you for the duration. The charmed target is points equal to 3d8 + your spellcasting ability must be within range for the entire casting of the spell.
incapacitated and unaware of its surroundings, though it modifier. This spell has no effect on undead or (Typically, the creature is first summoned into the center of
can still hear you. If it takes any damage or is targeted by constructs.
an inverted magic circle in order to keep it trapped while
another spell, this spell ends, and none of the target's At Higher Levels: When you cast this spell this spell is cast.) At the completion of the casting, the
memories are modified.
using a spell slot of 6th level or higher, the target must make a Charisma saving throw. On a failed
While this charm lasts, you can affect the target's memory healing increases by 1d8 for each slot level save, it is bound to serve you for the duration. If the
of an event that it experienced within the last 24 hours and above 5th. creature was summoned or created by another spell, that
that lasted no more than 10 minutes. You can permanently spell's duration is extended to match the duration of this
eliminate all memory of the event, allow the target to recall spell.

the event with perfect clarity and exacting detail, change its A bound creature must follow your instructions to the best
memory of the details of the event, or create a memory of of its ability. You might command the creature to
some other event.
accompany you on an adventure, to guard a location, or to
You must speak to the target to describe how its memories deliver a message. The creature obeys the letter of your
are affected, and it must be able to understand your instructions, but if the creature is hostile to you, it strives to
language for the modified memories to take root. Its mind twist your words to achieve its own objectives. If the
fills in any gaps in the details of your description. If the spell creature carries out your instructions completely before the
ends before you have finished describing the modified spell ends, it travels to you to report this fact if you are on
memories, the creature's memory isn't altered. Otherwise, the same plane of existence. If you are on a different plane
the modified memories take hold when the spell ends.
of existence, it returns to the place where you bound it and
A modified memory doesn't necessarily affect how a remains there until the spell ends.

creature behaves, particularly if the memory contradicts the At Higher Levels: When you cast this spell using a spell slot
creature's natural inclinations, alignment, or beliefs. An of a higher level, the duration increases to 10 days with a
illogical modified memory such as implanting a memory of 6th l l l t t 30 d ith 7th l l l t t 180 d
Cleric (Trickery) 5th Enchantment Cleric, Cleric (Life) 5th Evocation Cleric, Cleric (Arcana) 5th Abjuration
RAISE DEAD SCRYING TELEPORTATION CIRCLE
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 hour Touch 10 minutes Self 1 minute 10 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Instantaneous V, S, M Concentration, up to 10 V, M 1 round


minutes
a diamond worth at least 500 gp, which the rare chalks and inks infused with precious
spell consumes a focus worth at least 1,000 gp, such as a gems with 50 gp, which the spell consumes
crystal ball, a silver mirror, or a font filled with
You return a dead creature you touch to life, provided holy water As you cast the spell, you draw a 10-foot-diameter
that it has been dead no longer than 10 days. If the circle on the ground inscribed with sigils that link
creature's soul is both willing and at liberty to rejoin You can see and hear a particular creature you choose that your location to a permanent teleportation circle of
the body, the creature returns to life with 1 hit point.
is on the same plane of existence as you. The target must your choice whose sigil sequence you know and that
This spell also neutralizes any poison and cures make a Wisdom saving throw, which is modified by how is on the same plane of existence as you. A
nonmagical diseases that affected the creature at the well you know the target and the sort of physical connection shimmering portal opens within the circle you drew
time it died. This spell doesn't, however, remove you have to it. If a target knows you're casting this spell, it and remains open until the end of your next turn. Any
magical diseases, curses, or similar effects, if these can fail the saving throw voluntarily if it wants to be creature that enters the portal instantly appears
aren't first removed prior to casting the spell, they observed.
within 5 feet of the destination circle or in the nearest
Knowledge - Save Modifier

take effect when the creature returns to life. The spell Secondhand (you have heard of the target) - +5

unoccupied space if that space is occupied.

can't return an undead creature to life.


Firsthand (you have met the target) +0

Many major temples, guilds, and other important


This spell closes all mortal wounds, but it doesn't Familiar (you know the target well) - -5
places have permanent teleportation circles
restore missing body parts. If the creature is lacking Connection - Save Modifier
inscribed somewhere within their confines. Each
body parts or organs integral for its survival - its Likeness or picture - -2
such circle includes a unique sigil sequence - a
head, for instance - the spell automatically fails.
Possession or garment - -4
string of magical runes arranged in a particular
Coming back from the dead is an ordeal. The target Body part, lock of hair, bit of nail, or the like - -10
pattern. When you first gain the ability to cast this
takes a -4 penalty to all attack rolls, saving throws, On a successful save, the target isn't affected, and you spell, you learn the sigil sequences for two
and ability checks. Every time the target finishes a can't use this spell against it again for 24 hours.
destinations on the Material Plane, determined by
long rest, the penalty is reduced by 1 until it On a failed save, the spell creates an invisible sensor within the DM. You can learn additional sigil sequences
disappears. 10 feet of the target. You can see and hear through the during your adventures. You can commit a new sigil
sensor as if you were there The sensor moves with the sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by


Cleric, Cleric (Knowledge), casting this spell in the same location every day for
Cleric, Cleric (Life) 5th Necromancy Cleric (Light) 5th Divination Cleric (Arcana) 5th Conjuration

TREE STRIDE BLADE BARRIER CREATE UNDEAD


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Self 1 action 90 feet 1 minute 10 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S Concentration, up to 1 V, S Concentration, up to 10 V, S, M Instantaneous


minute minutes
one clay pot filled with grave dirt, one clay pot
You gain the ability to enter a tree and move You create a vertical wall of whirling, razor- filled with brackish water, and one 150 gp black
from inside it to inside another tree of the same sharp blades made of magical energy. The wall onyx stone for each corpse.
kind within 500 feet. Both trees must be living appears within range and lasts for the duration.
and at least the same size as you. You must You can make a straight wall up to 100 feet You can cast this spell only at night. Choose up to three
use 5 feet of movement to enter a tree. You long, 20 feet high, and 5 feet thick, or a ringed corpses of Medium or Small humanoids within range. Each
instantly know the location of all other trees of wall up to 60 feet in diameter, 20 feet high, and corpse becomes a ghoul under your control. (The DM has
the same kind within 500 feet and, as part of 5 feet thick. The wall provides three-quarters game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally


the move used to enter the tree, can either cover to creatures behind it, and its space is command any creature you animated with this spell if the
pass into one of those trees or step out of the difficult terrain.
creature is within 120 feet of you (if you control multiple
tree you're in. You appear in a spot of your When a creature enters the wall's area for the creatures, you can command any or all of them at the same
choice within 5 feet of the destination tree, first time on a turn or starts its turn there, the time, issuing the same command to each one). You decide
using another 5 feet of movement. If you have creature must make a Dexterity saving throw. what action the creature will take and where it will move
no movement left, you appear within 5 feet of On a failed save, the creature takes 6d10 during its next turn, or you can issue a general command,
the tree you entered.
slashing damage. On a successful save, the such as to guard a particular chamber or corridor. If you
You can use this transportation ability once per creature takes half as much damage. issue no commands, the creature only defends itself
against hostile creatures. Once given an order, the creature
round for the duration. You must end each turn continues to follow it until its task is complete.

outside a tree. The creature is under your control for 24 hours, after which
it stops obeying any command you have given it. To
maintain control of the creature for another 24 hours, you
must cast this spell on the creature before the current 24-
hour period ends. This use of the spell reasserts your
control over up to three creatures you have animated with
this spell, rather than animating new ones.

At Higher Levels: When you cast this spell using a 7th-level


Cleric (Nature) 5th Conjuration Cleric 6th Evocation Cleric 6th Necromancy

FORBIDDANCE (RITUAL) FIND THE PATH HEROES' FEAST


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

10 minutes Touch 1 minute Self 10 minutes 30 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M 1 day V, S, M Concentration, up to 1 V, S, M Instantaneous


day
a sprinkling of holy water, rare incense, and a gem-encrusted bowl worth at least 1,000 gp,
powdered ruby worth at least 1,000 gp a set of divinatory tools - such as bones, ivory which the spell consumes
sticks, cards, teeth, or carved runes - worth 100
You create a ward against magical travel that gp and an object from the location you wish to You bring forth a great feast, including
protects up to 40,000 square feet of floor space to a find magnificent food and drink. The feast takes 1
height of 30 feet above the floor. For the duration, hour to consume and disappears at the end of
creatures can't teleport into the area or use portals, This spell allows you to find the shortest, most that time, and the beneficial effects don't set in
such as those created by the gate spell, to enter the direct physical route to a specific fixed location until this hour is over. Up to twelve other
area. The spell proofs the area against planar travel, that you are familiar with on the same plane of creatures can partake of the feast.

and therefore prevents creatures from accessing the A creature that partakes of the feast gains
area by way of the Astral Plane, Ethereal Plane, existence. If you name a destination on another
Feywild, Shadowfell, or the plane shift spell.
plan of existence, a destination that moves several benefits. The creature is cured of all
In addition, the spell damages types of creatures that (such as a mobile fortress), or a destination that diseases and poison, becomes immune to
you choose when you cast it. Choose one or more of isn't specific (such as a green dragon's lair), the poison and being frightened, and makes all
the following - celestials, elementals, fey, fiends, and spell fails.
Wisdom saving throws with advantage. Its hit
undead. When a chosen creature enters the spell's For the duration, as long as you are on the point maximum also increases by 2d10, and it
area for the first time on a turn or starts its turn there, same plane of existence as the destination, you gains the same number of hit points. These
the creature takes 5d10 radiant or necrotic damage know how far it is and in what direction it lies. benefits last for 24 hours.
(your choice when you cast this spell).
While you are traveling there, whenever you
When you cast this spell, you can designate a are presented with a choice of paths along the
password. A creature that speaks the password as it way, you automatically determine which path is
enters the area takes no damage from the spell.
the shortest and most direct route (but not
The spell's area can't overlap with the area of necessarily the safest route) to the destination.
another forbiddance spell. If you cast forbiddance
every day for 30 days in the same location, the spell
lasts until it is dispelled and the material
Cleric 6th Abjuration Cleric 6th Divination Cleric 6th Conjuration
HARM HEAL PLANAR ALLY
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action 60 feet 1 action 60 feet 10 minutes 60 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S Instantaneous V, S Instantaneous V, S Instantaneous


You unleash a virulent disease on a creature Choose a creature that you can see within You beseech an otherworldly entity for aid. The being must
that you can see within range. The target must range. A surge of positive energy washes be known to you - a god, a primordial, a demon prince, or
some other being of cosmic power. That entity sends a
make a Constitution saving throw. On a failed through the creature, causing it to regain 70 hit celestial, an elemental, or a fiend loyal to it to aid you,
save, it takes 14d6 necrotic damage, or half as points. The spell also ends blindness, making the creature appear in an unoccupied space within
much damage on a successful save. The deafness, and any diseases affecting the range. If you know a specific creature's name, you can
damage can't reduce the target's hit points target. This spell has no effect on constructs or speak that name when you cast this spell to request that
below 1. If the target fails the saving throw, its undead.
creature, though you might get a different creature anyway
hit point maximum is reduced for 1 hour by an At Higher Levels: When you cast this spell (DM's choice).

amount equal to the necrotic damage it took. using a spell slot of 7th level or higher, the When the creature appears, it is under no compulsion to
Any effect that removes a disease allows a amount of healing increases by 10 for each slot behave in any particular way. You can ask the creature to
perform a service in exchange for payment, but it isn't
creature's hit point maximum to return to normal level above 6th. obliged to do so. The requested task could range from
before that time passes. simple (fly us across the chasm, or help us fight a battle) to
complex (spy on our enemies, or protect us during our foray
into the dungeon). You must be able to communicate with
the creature to bargain for its services.

Payment can take a variety of forms. A celestial might


require a sizable donation of gold or magic items to an
allied temple, while a fiend might demand a living sacrifice
or a gift of treasure. Some creatures might exchange their
service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes


requires a payment worth 100 gp per minute. A task
measured in hours requires 1,000 gp per hour. And a task
measured in days (up to 10 days) requires 10,000 gp per
day. The DM can adjust these payments based on the
circumstances under which you cast the spell If the task is
Cleric 6th Necromancy Cleric 6th Evocation Cleric 6th Conjuration

TRUE SEEING WORD OF RECALL CONJURE CELESTIAL


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 1 action 5 feet 1 minute 90 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M 1 hour V, S, M Instantaneous V, S Concentration, up to 1


hour
an ointment for the eyes that costs 25 gp, is You and up to five willing creatures within 5 feet
made from mushroom powder, saffron, and fat, of you instantly teleport to a previously You summon a celestial of challenge rating 4 or
and is consumed by the spell designated sanctuary. You and any creatures lower, which appears in an unoccupied space
that teleport with you appear in the nearest that you can see within range. The celestial
This spell gives the willing creature you touch unoccupied space to the spot you designated disappears when it drops to 0 hit points or when
the ability to see things as they actually are. For when you prepared your sanctuary (see below). the spell ends.

the duration, the creature has truesight, notices If you cast this spell without first preparing a The celestial is friendly to you and your
secret doors hidden by magic, and can see into sanctuary, the spell has no effect.
companions for the duration. Roll initiative for
the Ethereal Plane, all out to a range of 120 You must designate a sanctuary by casting this the celestial, which has its own turns. It obeys
feet. spell within a location, such as a temple, any verbal commands that you issue to it (no
dedicated to or strongly linked to your deity. If action required by you), as long as they don't
you attempt to cast the spell in this manner in violate its alignment. If you don't issue any
an area that isn't dedicated to your deity, the commands to the celestial, it defends itself from
spell has no effect. hostile creatures but otherwise takes no actions
The DM has the celestial's statistics. At Higher
Levels:

When you cast this spell using a 9th-level spell


slot, you summon a celestial of challenge rating
5 or lower.

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

DIVINE WORD ETHEREALNESS FIRE STORM


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 bonus action 30 feet 1 action Self 1 action 150 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V Instantaneous V, S Up to 8 hours V, S Instantaneous


You utter a divine word, imbued with the power You step into the border regions of the Ethereal Plane, in A storm made up of sheets of roaring flame
that shaped the world at the dawn of creation. the area where it overlaps with your current plane. You appears in a location you choose within range.
Choose any number of creatures you can see remain in the Border Ethereal for the duration or until you The area of the storm consists of up to ten 10-
use your action to dismiss the spell. During this time, you
within range. Each creature that can hear you can move in any direction. If you move up or down, every foot cubes, which you can arrange as you wish.
must make a Charisma saving throw. On a foot of movement costs an extra foot. You can see and hear Each cube must have at least one face
failed save, a creature suffers an effect based the plan you originated from, but everything there looks adjacent to the face of another cube. Each
on its current hit points.
gray, and you can't see anything more than 60 feet away.
creature in the area must make Dexterity
• 50 hit points or fewer - deafened for 1 minute
While on the Ethereal Plane, you can only affect and be saving throw. It takes 7d10 fire damage on a
• 40 hit points or fewer - deafened and blinded affected by other creatures on that plane. Creatures that failed save, or half as much damage on a
for 10 minutes
aren't on the Ethereal Plane can't perceive you and can't successful one.

• 30 hit points or fewer - blinded, deafened, and interact with you, unless a special ability or magic has given The fire damages objects in the area and
them the ability to do so.

stunned for 1 hour


You ignore all objects and effects that aren't on the Ethereal ignites flammable objects that aren't being worn
• 20 hit points or fewer - killed instantly
Plane, allowing you to move through objects you perceive or carried. If you choose, plant life in the area is
Regardless of its current hit points, a celestial, on the plan you originated from.
unaffected by this spell.
an elemental, a fey, or a fiend that fails its save When the spell ends, you immediately return to the plane
is forced back to its plane of origin (if it isn't you originated from in the spot you currently occupy. If you
there already) and can't return to your current occupy the same spot as a solid object or creature when
plane for 24 hours by any means short of a this happens, you are immediately shunted to the nearest
unoccupied space that you can occupy and take force
wish spell. damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the
Ethereal Plane or a plane that doesn't border it, such as
one of the Outer Planes.

At Higher Levels: When you cast this spell using a spell slot
of 8th level or higher, you can target up to three willing
creatures (including you) for each slot level above 7th The
Cleric 7th Evocation Cleric 7th Transmutation Cleric 7th Evocation
PLANE SHIFT RESURRECTION REGENERATE
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 action Touch 1 hour Touch 1 minute Touch


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Instantaneous V, S, M Instantaneous V, S, M 1 hour


a forked, metal rod worth at least 250 gp, a diamond worth at least 1,000 gp, which the a prayer wheel and holy water
attuned to a particular plane of existence spell consumes
You touch a creature and stimulate its natural
You and up to eight willing creatures who link hands You touch a dead creature that has been dead for no healing ability. The target regains 4d8 + 15 hit
in a circle are transported to a different plane of more than a century, that didn't die of old age, and points. For the duration of the spell, the target
existence. You can specify a target destination in that isn't undead. If its soul is free and willing, the regains 1 hit point at the start of each of its
general terms, such as the City of Brass on the target returns to life with all its hit points.
turns (10 hit points each minute).

Elemental Plane of Fire or the palace of Dispater on This spell neutralizes any poisons and cures normal The target's severed body members (fingers,
the second level of the Nine Hells, and you appear in diseases afflicting the creature when it died. It legs, tails, and so on), if any, are restored after
or near that destination. If you are trying to reach the doesn't, however, remove magical diseases, curses, 2 minutes. If you have the severed part and
City of Brass, for example, you might arrive in its and the like, if such affects aren't removed prior to hold it to the stump, the spell instantaneously
Street of Steel, before its Gate of Ashes, or looking casting the spell, they afflict the target on its return to causes the limb to knit to the stump.
at the city from across the Sea of Fire, at the DM's life.

discretion.
This spell closes all mortal wounds and restores any
Alternatively, if you know the sigil sequence of a missing body parts.

teleportation circle on another plane of existence, Coming back from the dead is an ordeal. The target
this spell can take you to that circle. If the takes a -4 penalty to all attack rolls, saving throws,
teleportation circle is too small to hold all the and ability checks. Every time the target finishes a
creatures you transported, they appear in the closest long rest, the penalty is reduced by 1 until it
unoccupied spaces next to the circle.
disappears.

You can use this spell to banish an unwilling creature Casting this spell to restore life to a creature that has
to another plane. Choose a creature within your been dead for one year or longer taxes you greatly.
reach and make a melee spell attack against it. On a Until you finish a long rest, you can't cast spells
hit, the creature must make a Charisma saving again, and you have disadvantage on all attack rolls,
throw. If the creature fails the save, it is transported ability checks, and saving throws.
to a random location on the plane of existence you
Cleric 7th Conjuration Cleric 7th Necromancy Cleric 7th Transmutation

SYMBOL TEMPLE OF THE GODS ANTIMAGIC FIELD


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 minute Touch 1 hour 120 feet 1 action Self (10-foot-radius


sphere)
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Until dispelled or V, S, M 24 hours COMPONENTS DURATION

triggered V, S M Concentration, up to 1
a holy symbol worth at least 5 gp hour
mercury, phosphorus, and powdered diamond
You cause a temple to shimmer into existence on ground a pinch of powdered iron or iron filings
and opal with a total value of at least 1,000 gp, you can see within range. The temple must fit within an
which the spell consumes unoccupied cube of space, up to 120 feet on each side. A 10-foot-radius invisible sphere of antimagic surrounds
When you cast this spell, you inscribe a harmful glyph The temple remains until the spell ends. It is dedicated to you. This area is divorced from the magical energy that
either on a surface (such as a section of floor, a wall, or a whatever god, pantheon, or philosophy is represented by suffuses the multiverse. Within the sphere, spells can't be
table) or within an object that can be closed to conceal the the holy symbol used in the casting.
cast, summoned creatures disappear, and even magic
You make all decisions about the temples appearance. The items become mundane. Until the spell ends, the sphere
glyph (such as a book, a scroll, or a treasure chest). If you
choose a surface, the glyph can cover an area of the interior is enclosed by a floor, walls, and a roof, with one moves with you, centered on you.

door granting access to the interior and as many windows Spells and other magical effects, except those created by
surface no larger than 10 feet in diameter. If you choose an as you wish. Only you and any creatures you designate an artifact or a deity, are suppressed in the sphere and
object, that object must remain in its place, if the object is
when you cast the spell can open or close the door.
can't protrude into it. A slot expended to cast a suppressed
moved more than 10 feet from where you cast this spell, The temple's interior is an open space with an idol or altar spell is consumed. While an effect is suppressed, it doesn't
the glyph is broken, and the spell ends without being
at one end. You decide whether the temple is illuminated function, but the time it spends suppressed counts against
triggered.
and whether that illumination is bright light or dim light. The its duration.

The glyph is nearly invisible, requiring an Intelligence


(Investigation) check against your spell save DC to find it.
smell of burning incense fills the air within, and the Targeted Effects: Spells and other magical effects, such as
temperature is mild.
magic missile and charm person, that target a creature or
You decide what triggers the glyph when you cast the spell.
For glyphs inscribed on a surface, the most typical triggers The temple opposes types of creatures you choose when an object in the sphere have no effect on that target.

you cast this spell. Choose one or more of the following: Areas of Magic: The area of another spell or magical effect,
include touching or stepping on the glyph, removing celestials, elementals, fey, fiends, or undead. If a creature such as fireball, can't extend into the sphere. If the sphere
another object covering it, approaching within a certain
of the chosen type attempts to enter the temple, that overlaps an area of magic, the part of the area that is
distance of it, or manipulating the object that holds it. For creature must make a Charisma saving throw. On a failed covered by the sphere is suppressed. For example, the
glyphs inscribed within an object, the most common triggers
save, it can't enter the temple for 24 hours. Even if the flames created by a wall of fire are suppressed within the
are opening the object, approaching within a certain creature can enter the temple, the magic there hinders it; sphere, creating a gap in the wall if the overlap is large
distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated whenever it makes an attack roll, an ability check, or a enough.

saving throw inside the temple, it must roll a d4 and Spells: Any active spell or other magical effect on a
only under certain circumstances or according to a
subtract the number rolled from the d20 roll creature or an object in the sphere is suppressed while the
Cleric 7th Abjuration Cleric 7th Conjuration Cleric 8th Abjuration

CONTROL WEATHER EARTHQUAKE HOLY AURA


CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

10 minutes Self (5-mile radius) 1 action 500 feet 1 action Self


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Concentration, up to 8 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1


hours minute minute
burning incense and bits of earth and wood a pinch of dirt, a piece of rock, and a lump of a tiny reliquary worth at least 1,000 gp
mixed in water clay containing a sacred relic, such as a scrap of
You take control of the weather within 5 miles of you You create a seismic disturbance at a point on the ground
cloth from a saint's robe or a piece of
for the duration. You must be outdoors to cast this that you can see within range. For the duration, an intense parchment from a religious text
spell. Moving to a place where you don't have a clear tremor rips through the ground in a 100-foot- radius circle
path to the sky ends the spell early.
centered on that point and shakes creatures and structures Divine light washes out from you and coalesces
When you cast the spell, you change the current in contact with the ground in that area.
in a soft radiance in a 30-foot radius around
weather conditions, which are determined by the DM The ground in the area becomes difficult terrain. Each you. Creatures of your choice in that radius
based on the climate and season. You can change creature on the ground that is concentrating must make a when you cast this spell shed dim light in a 5-
Constitution saving throw. On a failed save, the creature's foot radius and have advantage on all saving
precipitation, temperature, and wind. It takes 1d4 x concentration is broken.

10 minutes for the new conditions to take effect. When you cast this spell and at the end of each turn you
throws, and other creatures have disadvantage
Once they do so, you can change the conditions spend concentrating on it, each creature on the ground in
on attack rolls against them until the spell ends.
again. When the spell ends, the weather gradually the area must make a Dexterity saving throw. On a failed In addition, when a fiend or an undead hits an
returns to normal.
save, the creature is knocked prone.
affected creature with a melee attack, the aura
When you change the weather conditions, find a This spell can have additional effects depending on the flashes with brilliant light. The attacker must
current condition on the following tables and change terrain in the area, as determined by the DM.
succeed on a Constitution saving throw or be
its stage by one, up or down. When changing the Fissures. Fissures open throughout the spell's area at the blinded until the spell ends.
wind, you can change its direction.
start of your next turn after you cast the spell. A total of 1d6
Precipitation:
such fissures open in locations chosen by the DM. Each is
Stage 1 - Clear
1d10 x 10 feet deep, 10 feet wide, and extends from one
Stage 2 - Light clouds
edge of the spell's area to the opposite side. A creature
Stage 3 - Overcast or ground fog
standing on a spot where a fissure opens must succeed on
Stage 4 - Rain, hail or snow
a Dexterity saving throw or fall in. A creature that
Stage 5 - Torrential rain driving hail or blizzard successfully saves moves with the fissure's edge as it
A fi th t b th t t it t
Cleric 8th Transmutation Cleric 8th Evocation Cleric 8th Abjuration
ASTRAL PROJECTION GATE MASS HEAL
CASTING TIME RANGE
CASTING TIME RANGE
CASTING TIME RANGE

1 hour 10 feet 1 action 60 feet 1 action 60 feet


COMPONENTS DURATION
COMPONENTS DURATION
COMPONENTS DURATION

V, S, M Special V, S, M Concentration, up to 1 V, S Instantaneous


minute
for each creature you affect with this spell, you A flood of healing energy flows from you into
must provide one jacinth worth at least 1,000 a diamond worth at least 5,000 gp injured creatures around you. You restore up to
gp and one ornately carved bar of silver worth You conjure a portal linking an unoccupied space
700 hit points, divided as you choose among
at least 100 gp, all of which the spell consumes you can see within range to a precise location on a
any number of creatures that you can see
different plane of existence. The portal is a circular within range. Creatures healed by this spell are
You and up to eight willing creatures within range project
opening, which you can make 5 to 20 feet in also cured of all diseases and any effect
your astral bodies into the Astral Plane (the spell fails and making them blinded or deafened. This spell
the casting is wasted if you are already on that plane). The diameter. You can orient the portal in any direction
material body you leave behind is unconscious and in a you choose. The portal lasts for the duration.
has no effect on undead or constructs.
state of suspended animation, it doesn't need food or air The portal has a front and a back on each plane
and doesn't age.
where it appears. Travel through the portal is
Your astral body resembles your mortal form in almost possible only by moving through its front. Anything
every way, replicating your game statistics and that does so is instantly transported to the other
possessions. The principal difference is the addition of a plane, appearing in the unoccupied space nearest to
silvery cord that extends from between your shoulder the portal.

blades and trails behind you, fading to invisibility after 1 Deities and other planar rulers can prevent portals
foot. This cord is your tether to your material body. As long created by this spell from opening in their presence
as the tether remains intact, you can find your way home. If or anywhere within their domains.

the cord is cut-something that can happen only when an When you cast this spell, you can speak the name of
effect specifically states that it does-your soul and body are a specific creature (a pseudonym, title, or nickname
separated, killing you instantly.

Your astral form can freely travel through the Astral Plane
doesn't work). If that creature is on a plane other
and can pass through portals there leading to any other
than the one you are on, the portal opens in the
plane. If you enter a new plane or return to the plane you named creature's immediate vicinity and draws the
were on when casting this spell, your body and creature through it to the nearest unoccupied space
possessions are transported along the silver cord, allowing on your side of the portal. You gain no special power
you to re-enter your body as you enter the new plane Your over the creature, and it is free to act as the DM
Cleric 9th Necromancy Cleric 9th Conjuration Cleric 9th Evocation

TRUE RESURRECTION
CASTING TIME RANGE

1 hour Touch
COMPONENTS DURATION

V, S, M Instantaneous
a sprinkle of holy water and diamonds worth at
least 25,000 gp, which the spell consumes
You touch a creature that has been dead for no
longer than 200 years and that died for any
reason except old age. If the creature's soul is
free and willing, the creature is restored to life
with all its hit points.

This spell closes all wounds, neutralizes any


poison, cures all diseases, and lifts any curses
affecting the creature when it died. The spell
replaces damaged or missing organs or limbs.

The spell can even provide a new body if the


original no longer exists, in which case you
must speak the creature's name. The creature
then appears in an unoccupied space you
choose within 10 feet of you.

Cleric 9th Necromancy

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