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Fire Bolt PHB p242 Mind Sliver TCE p108

Level School Casting Time Range Level School Casting Time Range
Cantrip Evocation 1 action 120 feet Cantrip Enchantment 1 action 60 feet
Components Duration Components Duration
V, S Instantaneous V 1 round

You hurl a mote of fire at a creature or object within You drive a disorienting spike of psychic energy into the
range. Make a ranged spell attack against the target. On a mind of one creature you can see within range. The target
hit, the target takes 1d10 fire damage. A flammable must succeed on an Intelligence saving throw or take 1d6
object hit by this spell ignites if it isn't being worn or psychic damage and subtract 1d4 from the next saving
carried. throw it makes before the end of your next turn.
This spell's damage increases by 1d10 when you reach This spell's damage increases by 1d6 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10). certain levels: 5th level (2d6), 11th level (3d6), and 17th
Classes: Artificer, Sorcerer, Wizard level (4d6).

Mage Hand PHB p256


Shape Water XGE p164

Level School Casting Time Range Casting


Level School Range
Time
Cantrip Conjuration 1 action 30 feet
Cantrip Transmutation 1 action 30 feet
Components Duration
Components Duration
V, S 1 minute
Instantaneous or 1 hour
A spectral, floating hand appears at a point you choose S
(see below)
within range. The hand lasts for the duration or until you
dismiss it as an action. The hand vanishes if it is ever You choose an area of water that you can see within
more than 30 feet away from you or if you cast this spell range and that fits within a 5-foot cube. You manipulate it
again. in one of the following ways:

You can use your action to control the hand. You can use You instantaneously move or otherwise change the
the hand to manipulate an object, open an unlocked door flow of the water as you direct, up to 5 feet in any
or container, stow or retrieve an item from an open direction. This movement doesn't have enough force
container, or pour the contents out of a vial. You can to cause damage.
move the hand up to 30 feet each time you use it. You cause the water to form into simple shapes and
The hand can't attack, activate magic items, or carry more animate at your direction. This change lasts for 1
than 10 pounds. hour.

Classes: Artificer, Bard, Sorcerer, Warlock, Wizard You change the water's color or opacity. The water
must be changed in the same way throughout. This
change lasts for 1 hour.
You freeze the water, provided that there are no
creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more
than two of its non-instantaneous effects active at a time,
and you can dismiss such an effect as an action.
Classes: Druid, Sorcerer, Wizard

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Absorb Elements XGE p150 Find Familiar PHB p240

Level School Casting Time Range Level School Casting Time Range
1 reaction, which you take 1st (ritual) Conjuration 1 hour 10 feet
1st Abjuration when you take acid, cold, fire, Self Components Duration
lightning, or thunder damage V, S, M (10 gp worth of charcoal, incense,
Components Duration and herbs that must be consumed by fire Instantaneous
S 1 round in a brass brazier)

The spell captures some of the incoming energy, You gain the service of a familiar, a spirit that takes an
lessening its effect on you and storing it for your next animal form you choose: bat, cat, crab, frog (toad), hawk,
melee attack. You have resistance to the triggering lizard, octopus, owl, poisonous snake, fish (quipper), rat,
damage type until the start of your next turn. Also, the raven, sea horse, spider, or weasel. Appearing in an
first time you hit with a melee attack on your next turn, unoccupied space within range, the familiar has the
the target takes an extra 1d6 damage of the triggering statistics of the chosen form, though it is a celestial, fey,
type, and the spell ends. or fiend (your choice) instead of a beast.
At Higher Levels. When you cast this spell using a spell Additional animal form choices may be available at the
slot of 2nd level or higher, the extra damage increases by DM's discretion.
1d6 for each slot level above 1st. Your familiar acts independently of you, but it always
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard obeys your commands. In combat, it rolls its own
initiative and acts on its own turn. A familiar can't attack,
Comprehend Languages PHB p224 but it can take other actions as normal.

Level School Casting Time Range When the familiar drops to 0 hit points, it disappears,
leaving behind no physical form. It reappears after you
1st (ritual) Divination 1 action Self
cast this spell again. As an action, you can temporarily
Components Duration
dismiss the familiar to a pocket dimension. Alternatively,
V, S, M (a pinch of soot and salt) 1 hour
you can dismiss it forever. As an action while it is
For the duration, you understand the literal meaning of temporarily dismissed, you can cause it to reappear in
any spoken language that you hear. You also understand any unoccupied space within 30 feet of you. Whenever
any written language that you see, but you must be the familiar drops to 0 hit points or disappears into the
touching the surface on which the words are written. It pocket dimension, it leaves behind in its space anything it
takes about 1 minute to read one page of text. was wearing or carrying.
This spell doesn't decode secret messages in a text or a While your familiar is within 100 feet of you, you can
glyph, such as an arcane sigil, that isn't part of a written communicate with it telepathically. Additionally, as an
language. action, you can see through your familiar's eyes and hear
Classes: Bard, Sorcerer, Warlock, Wizard what it hears until the start of your next turn, gaining the
benefits of any special senses that the familiar has.
Detect Magic PHB p231
During this time, you are deaf and blind with regard to
your own senses.
Casting
Level School Range You can't have more than one familiar at a time. If you
Time
cast this spell while you already have a familiar, you
1st instead cause it to adopt a new form. Choose one of the
Divination 1 action Self
(ritual) forms from the above list. Your familiar transforms into
Components Duration the chosen creature.
Concentration, up to 10 Finally, when you cast a spell with a range of touch, your
V, S
minutes familiar can deliver the spell as if it had cast the spell.
For the duration, you sense the presence of magic within Your familiar must be within 100 feet of you, and it must
30 feet of you. If you sense magic in this way, you can use use its reaction to deliver the spell when you cast it. If the
your action to see a faint aura around any visible creature spell requires an attack roll, you use your attack modifier
or object in the area that bears magic, and you learn its for the roll.
school of magic, if any. Classes: Wizard
The spell can penetrate most barriers, but it is blocked by
1 foot of stone, 1 inch of common metal, a thin sheet of
lead, or 3 feet of wood or dirt.
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger,
Sorcerer, Wizard

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Fog Cloud PHB p243 Mage Armor PHB p256

Casting Level School Casting Time Range


Level School Range
Time 1st Abjuration 1 action Touch
1st Conjuration 1 action 120 feet Components Duration
Components Duration V, S, M (a piece of cured leather) 8 hours
Concentration, up to 1
V, S You touch a willing creature who isn't wearing armor, and
hour
a protective magical force surrounds it until the spell
You create a 20-foot-radius sphere of fog centered on a ends. The target's base AC becomes 13 + its Dexterity
point within range. The sphere spreads around corners, modifier. The spell ends if the target dons armor or if you
and its area is heavily obscured. It lasts for the duration dismiss the spell as an action.
or until a wind of moderate or greater speed (at least 10 Classes: Sorcerer, Wizard
miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell Magic Missile PHB p257

slot of 2nd level or higher, the radius of the fog increases


Level School Casting Time Range
by 20 feet for each slot level above 1st.
1st Evocation 1 action 120 feet
Classes: Druid, Ranger, Sorcerer, Wizard Components Duration
V, S Instantaneous
Gift of Alacrity EGW p186
You create three glowing darts of magical force. Each
Level School Casting Time Range
dart hits a creature of your choice that you can see within
1st Divination 1 minute Touch
range. A dart deals 1d4 + 1 force damage to its target.
Components Duration The darts all strike simultaneously, and you can direct
V, S 8 hours them to hit one creature or several.
You touch a willing creature. For the duration, the target At Higher Levels. When you cast this spell using a spell
can add 1d8 to its initiative rolls. slot of 2nd level or higher, the spell creates one more dart
for each slot level above 1st.
Identify PHB p252 Classes: Sorcerer, Wizard
Level School Casting Time Range
1st (ritual) Divination 1 minute Touch Silvery Barbs SCC p38

Components Duration Level School Casting Time Range


V, S, M (a pearl worth at least 100 gp and 1 reaction, which you
Instantaneous
an owl feather) take when a creature
you can see within 60
You choose one object that you must touch throughout
feet of yourself
the casting of the spell. If it is a magic item or some other 1st Enchantment 60 feet
succeeds on an
magic-imbued object, you learn its properties and how to
attack roll, an ability
use them, whether it requires attunement to use, and how
check, or a saving
many charges it has, if any. You learn whether any spells
throw
are affecting the item and what they are. If the item was
created by a spell, you learn which spell created it. Components Duration

If you instead touch a creature throughout the casting, V Instantaneous


you learn what spells, if any, are currently affecting it. You magically distract the triggering creature and turn its
Classes: Artificer, Bard, Wizard momentary uncertainty into encouragement for another
creature. The triggering creature must reroll the d20 and
use the lower roll.
You can then choose a different creature you can see
within range (you can choose yourself). The chosen
creature has advantage on the next attack roll, ability
check, or saving throw it makes within 1 minute. A
creature can be empowered by only one use of this spell
at a time.
Classes: Bard, Sorcerer, Wizard

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Immovable Object EGW p187 Mirror Image PHB p260

Level School Casting Time Range Level School Casting Time Range
2nd Transmutation 1 action Touch 2nd Illusion 1 action Self
Components Duration Components Duration
V, S, M (gold dust worth at least 25 gp, which V, S 1 minute
1 hour
the spell consumes)
Three illusory duplicates of yourself appear in your space.
You touch an object that weighs no more than 10 pounds Until the spell ends, the duplicates move with you and
and cause it to become magically fixed in place. You and mimic your actions, shifting position so it's impossible to
the creatures you designate when you cast this spell can track which image is real. You can use your action to
move the object normally. You can also set a password dismiss the illusory duplicates.
that, when spoken within 5 feet of the object, suppresses Each time a creature targets you with an attack during the
this spell for 1 minute. spell's duration, roll a d20 to determine whether the attack
If the object is fixed in the air, it can hold up to 4,000 instead targets one of your duplicates.
pounds of weight. More weight causes the object to fall. If you have three duplicates, you must roll a 6 or higher to
Otherwise, a creature can use an action to make a change the attack's target to a duplicate. With two
Strength check against your spell save DC. On a success, duplicates, you must roll an 8 or higher. With one
the creature can move the object up to 10 feet. duplicate, you must roll an 11 or higher.
At Higher Levels. If you cast this spell using a spell slot of A duplicate's AC equals 10 + your Dexterity modifier. If an
4th or 5th level, the DC to move the object increases by 5, attack hits a duplicate, the duplicate is destroyed. A
it can carry up to 8,000 pounds of weight, and the duplicate can be destroyed only by an attack that hits it. It
duration increases to 24 hours. If you cast this spell using ignores all other damage and effects. The spell ends
a spell slot of 6th level or higher, the DC to move the when all three duplicates are destroyed.
object increases by 10, it can carry up to 20,000 pounds
A creature is unaffected by this spell if it can't see, if it
of weight, and the effect is permanent until dispelled.
relies on senses other than sight, such as blindsight, or if
it can perceive illusions as false, as with truesight.
Invisibility PHB p254
Classes: Sorcerer, Warlock, Wizard
Level School Casting Time Range
2nd Illusion 1 action Touch Misty Step PHB p260

Components Duration Level School Casting Time Range


V, S, M (an eyelash encased in Concentration, up to 1 2nd Conjuration 1 bonus action Self
gum arabic) hour Components Duration
A creature you touch becomes invisible until the spell V Instantaneous
ends. Anything the target is wearing or carrying is
Briefly surrounded by silvery mist, you teleport up to 30
invisible as long as it is on the target's person. The spell
feet to an unoccupied space that you can see.
ends for a target that attacks or casts a spell.
Classes: Sorcerer, Warlock, Wizard
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.
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

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Rope Trick PHB p272 Suggestion PHB p279

Level School Casting Time Range Level School Casting Time Range
2nd Transmutation 1 action Touch 2nd Enchantment 1 action 30 feet
Components Duration Components Duration
V, S, M (powdered corn extract and a twisted V, M (a snake's tongue and either a bit of Concentration,
1 hour
loop of parchment) honeycomb or a drop of sweet oil) up to 8 hours

You touch a length of rope that is up to 60 feet long. One You suggest a course of activity (limited to a sentence or
end of the rope then rises into the air until the whole rope two) and magically influence a creature you can see
hangs perpendicular to the ground. At the upper end of within range that can hear and understand you. Creatures
the rope, an invisible entrance opens to an that can't be charmed are immune to this effect. The
extradimensional space that lasts until the spell ends. suggestion must be worded in such a manner as to make
The extradimensional space can be reached by climbing the course of action sound reasonable. Asking the
to the top of the rope. The space can hold as many as creature to stab itself, throw itself onto a spear, immolate
eight Medium or smaller creatures. The rope can be itself, or do some other obviously harmful act ends the
pulled into the space, making the rope disappear from spell.
view outside the space. The target must make a Wisdom saving throw. On a failed
Attacks and spells can't cross through the entrance into save, it pursues the course of action you described to the
or out of the extradimensional space, but those inside best of its ability. The suggested course of action can
can see out of it as if through a 3-foot-by-5-foot window continue for the entire duration. If the suggested activity
centered on the rope. can be completed in a shorter time, the spell ends when
the subject finishes what it was asked to do.
Anything inside the extradimensional space drops out
when the spell ends. You can also specify conditions that will trigger a special
activity during the duration. For example, you might
Classes: Artificer, Wizard
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 performed.
If you or any of your companions damage the target, the
spell ends.
Classes: Bard, Sorcerer, Warlock, Wizard

Tasha's Mind Whip TCE p115

Level School Casting Time Range


2nd Enchantment 1 action 90 feet
Components Duration
V 1 round

You psychically lash out at one creature you can see


within range. The target must make an Intelligence saving
throw. On a failed save, the target takes 3d6 psychic
damage, and it can't take a reaction until the end of its
next turn. Moreover, on its next turn, it must choose
whether it gets a move, an action, or a bonus action; it
gets only one of the three. On a successful save, the
target takes half as much damage and suffers none of
the spell's other effects.
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. The creatures
must be within 30 feet of each other when you target
them.

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Web PHB p287 Leomund's Tiny Hut PHB p255

Casting Casting
Level School Range Level School Range
Time Time
2nd Conjuration 1 action 60 feet 3rd Self (10-foot-radius
Evocation 1 minute
Components Duration (ritual) hemisphere)
Concentration, up to 1 Components Duration
V, S, M (a bit of spiderweb)
hour V, S, M (a small crystal bead) 8 hours

You conjure a mass of thick, sticky webbing at a point of A 10-foot-radius immobile dome of force springs into
your choice within range. The webs fill a 20-foot cube existence around and above you and remains stationary
from that point for the duration. The webs are difficult for the duration. The spell ends if you leave its area.
terrain and lightly obscure their area. Nine creatures of Medium size or smaller can fit inside
If the webs aren't anchored between two solid masses the dome with you. The spell fails if its area includes a
(such as walls or trees) or layered across a floor, wall, or larger creature or more than nine creatures. Creatures
ceiling, the conjured web collapses on itself, and the spell and objects within the dome when you cast this spell can
ends at the start of your next turn. Webs layered over a move through it freely. All other creatures and objects are
flat surface have a depth of 5 feet. barred from passing through it. Spells and other magical
Each creature that starts its turn in the webs or that effects can't extend through the dome or be cast through
enters them during its turn must make a Dexterity saving it. The atmosphere inside the space is comfortable and
throw. On a failed save, the creature is restrained as long dry, regardless of the weather outside.
as it remains in the webs or until it breaks free. Until the spell ends, you can command the interior to
A creature restrained by the webs can use its action to become dimly lit or dark. The dome is opaque from the
make a Strength check against your spell save DC. If it outside, of any color you choose, but it is transparent
succeeds, it is no longer restrained. from the inside.

The webs are flammable. Any 5-foot cube of webs Classes: Bard, Wizard
exposed to fire burns away in 1 round, dealing 2d4 fire
damage to any creature that starts its turn in the fire. Phantom Steed PHB p265

Classes: Artificer, Sorcerer, Wizard Level School Casting Time Range


3rd (ritual) Illusion 1 minute 30 feet
Components Duration
V, S 1 hour

A Large quasi-real, horselike creature appears on the


ground in an unoccupied space of your choice within
range. You decide the creature's appearance, but it is
equipped with a saddle, bit, and bridle. Any of the
equipment created by the spell vanishes in a puff of
smoke if it is carried more than 10 feet away from the
steed.
For the duration, you or a creature you choose can ride
the steed. The creature uses the statistics for a riding
horse, except it has a speed of 100 feet and can travel 10
miles in an hour, or 13 miles at a fast pace. When the
spell ends, the steed gradually fades, giving the rider 1
minute to dismount. The spell ends if you use an action to
dismiss it or if the steed takes any damage.
Classes: Wizard

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Summon Shadowspawn TCE p113 Dimension Door PHB p233

Level School Casting Time Range Level School Casting Time Range
3rd Conjuration 1 action 90 feet 4th Conjuration 1 action 500 feet
Components Duration Components Duration
V, S, M (tears inside a gem worth at Concentration, up to V Instantaneous
least 300 gp) 1 hour
You teleport yourself from your current location to any
You call forth a shadowy spirit. It manifests in an other spot within range. You arrive at exactly the spot
unoccupied space that you can see within range. This desired. It can be a place you can see, one you can
corporeal form uses the Shadow Spirit stat block. When visualize, or one you can describe by stating distance and
you cast the spell, choose an emotion: Fury, Despair, or direction, such as "200 feet straight downward" or
Fear. The creature resembles a misshapen biped marked "upward to the northwest at a 45-degree angle, 300 feet."
by the chosen emotion, which determines certain traits in You can bring along objects as long as their weight
its stat block. The creature disappears when it drops to 0 doesn't exceed what you can carry. You can also bring
hit points or when the spell ends. one willing creature of your size or smaller who is
The creature is an ally to you and your companions. In carrying gear up to its carrying capacity. The creature
combat, the creature shares your initiative count, but it must be within 5 feet of you when you cast this spell.
takes its turn immediately after yours. It obeys your verbal If you would arrive in a place already occupied by an
commands (no action required by you). If you don't issue object or a creature, you and any creature traveling with
any, it takes the Dodge action and uses its move to avoid you each take 4d6 force damage, and the spell fails to
danger. teleport you.
At Higher Levels. When you cast this spell using a spell Classes: Bard, Sorcerer, Warlock, Wizard
slot of 4th level or higher, use the higher level wherever
the spell's level appears in the stat block. Divination PHB p234

Level School Casting Time Range


Summon Undead TCE p114
4th (ritual) Divination 1 action Self
Level School Casting Time Range Components Duration
3rd Necromancy 1 action 90 feet V, S, M (incense and a sacrificial offering
Components Duration appropriate to your religion, together
Instantaneous
V, S, M (a gilded skull worth at Concentration, up to worth at least 25 gp, which the spell
least 300 gp) 1 hour consumes)

You call forth an undead spirit. It manifests in an Your magic and an offering put you in contact with a god
unoccupied space that you can see within range. This or a god's servants. You ask a single question concerning
corporeal form uses the Undead Spirit stat block. When a specific goal, event, or activity to occur within 7 days.
you cast the spell, choose the creature's form: Ghostly, The DM offers a truthful reply. The reply might be a short
Putrid, or Skeletal. The spirit resembles an undead phrase, a cryptic rhyme, or an omen.
creature with the chosen form, which determines certain The spell doesn't take into account any possible
traits in its stat block. The creature disappears when it circumstances that might change the outcome, such as
drops to 0 hit points or when the spell ends. the casting of additional spells or the loss or gain of a
The creature is an ally to you and your companions. In companion.
combat, the creature shares your initiative count, but it If you cast the spell two or more times before finishing
takes its turn immediately after yours. It obeys your verbal your next long rest, there is a cumulative 25 percent
commands (no action required by you). If you don't issue chance for each casting after the first that you get a
any, it takes the Dodge action and uses its move to avoid random reading. The DM makes this roll in secret.
danger.
Classes: Cleric
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, use the higher level wherever
the spell's level appears in the stat block.

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Polymorph PHB p266 Raulothim's Psychic


Level School
Casting
Time
Range Lance FTD p21

4th Transmutation 1 action 60 feet Level School Casting Time Range


Components Duration 4th Enchantment 1 action 120 feet
Concentration, up to 1 Components Duration
V, S, M (a caterpillar cocoon) V Instantaneous
hour

This spell transforms a creature that you can see within You unleash a shimmering lance of psychic power from
range into a new form. An unwilling creature must make a your forehead at a creature that you can see within range.
Wisdom saving throw to avoid the effect. The spell has no Alternatively, you can utter a creature's name. If the
effect on a shapechanger or a creature with 0 hit points. named target is within range, it becomes the spell's target
even if you can't see it. If the named target isn't within
The transformation lasts for the duration, or until the
range, the lance dissipates without effect.
target drops to 0 hit points or dies. The new form can be
any beast whose challenge rating is equal to or less than The target must make an Intelligence saving throw. On a
the target's (or the target's level, if it doesn't have a failed save, the target takes 7d6 psychic damage and is
challenge rating). The target's game statistics, including incapacitated until the start of your next turn. On a
mental ability scores, are replaced by the statistics of the successful save, the creature takes half as much damage
chosen beast. It retains its alignment and personality. and isn't incapacitated.
The target assumes the hit points of its new form. When At Higher Levels. When you cast this spell using a spell
it reverts to its normal form, the creature returns to the slot of 5th level or higher, the damage increases by 1d6
number of hit points it had before it transformed. If it for each slot level above 4th.
reverts as a result of dropping to 0 hit points, any excess Classes: Bard, Sorcerer, Warlock, Wizard
damage carries over to its normal form. As long as the
excess damage doesn't reduce the creature's normal Animate Objects PHB p213
form to 0 hit points, it isn't knocked unconscious.
Casting
The creature is limited in the actions it can perform by the Level School Range
Time
nature of its new form, and it can't speak, cast spells, or
5th Transmutation 1 action 120 feet
take any other action that requires hands or speech.
Components Duration
The target's gear melds into the new form. The creature
Concentration, up to 1
can't activate, use, wield, or otherwise benefit from any of V, S
minute
its equipment.
Objects come to life at your command. Choose up to ten
Classes: Bard, Druid, Sorcerer, Wizard
nonmagical objects within range that are not being worn
or carried. Medium targets count as two objects, Large
targets count as four objects, Huge targets count as eight
objects. You can't animate any object larger than Huge.
Each target animates and becomes a creature under your
control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any
creature you made with this spell if the creature is within
500 feet of you (if you control multiple creatures, you can
command any or all of them at the same time, issuing the
same command to each one). You decide what action the
creature will take and where it will move during its next
turn, or you can issue a general command, 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.
Animated Object Statistics
Size HP AC Attack Str Dex
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12
Large 50 10 +6 to hit 2d10 + 2 damage 14 10
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Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 it.
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 Grasping Hand. The hand attempts to grapple a Huge or
An animated object is a construct with AC, hit points, smaller creature within 5 feet of it. You use the hand's
attacks, Strength, and Dexterity determined by its size. Its Strength score to resolve the grapple. If the target is
Constitution is 10 and its Intelligence and Wisdom are 3, Medium or smaller, you have advantage on the check.
and its Charisma is 1. Its speed is 30 feet; if the object While the hand is grappling the target, you can use a
lacks legs or other appendages it can use for locomotion, bonus action to have the hand crush it. When you do so,
it instead has a flying speed of 30 feet and can hover. If the target takes bludgeoning damage equal to 2d6 + your
the object is securely attached to a surface or a larger spellcasting ability modifier.
object, such as a chain bolted to a wall, its speed is 0. It Interposing Hand. The hand interposes itself between you
has blindsight with a radius of 30 feet and is blind beyond and a creature you choose until you give the hand a
that distance. When the animated object drops to 0 hit different command. The hand moves to stay between you
points, it reverts to its original object form, and any and the target, providing you with half cover against the
remaining damage carries over to its original object form. target. The target can't move through the hand's space if
If you command an object to attack, it can make a single its Strength score is less than or equal to the hand's
melee attack against a creature within 5 feet of it. It Strength score. If its Strength score is higher than the
makes a slam attack with an attack bonus and hand's Strength score, the target can move toward you
bludgeoning damage determined by its size. The DM through the hand's space, but that space is difficult
might rule that a specific object inflicts slashing or terrain for the target.
piercing damage based on its form. At Higher Levels. When you cast this spell using a spell
At Higher Levels. If you cast this spell using a spell slot of slot of 6th level or higher, the damage from the clenched
6th level or higher, you can animate two additional fist option increases by 2d8 and the damage from the
objects for each slot level above 5th. grasping hand increases by 2d6 for each slot level above
Classes: Artificer, Bard, Sorcerer, Wizard 5th.
Classes: Artificer, Wizard
Bigby's Hand PHB p218

Level School Casting Time Range


5th Evocation 1 action 120 feet
Components Duration
V, S, M (an eggshell and a Concentration, up to 1
snakeskin glove) minute

You create a Large hand of shimmering, translucent force


in an unoccupied space that you can see within range.
The hand lasts for the spell's duration, and it moves at
your command, mimicking the movements of your own
hand.
The hand is an object that has AC 20 and hit points equal
to your hit point maximum. If it drops to 0 hit points, the
spell ends. It has a Strength of 26 (+8) and a Dexterity of
10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your
subsequent turns, you can move the hand up to 60 feet
and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object
within 5 feet of it. Make a melee spell attack for the hand
using your game statistics. On a hit, the target takes 4d8
force damage.
Forceful Hand. The hand attempts to push a creature
within 5 feet of it in a direction you choose. Make a check
with the hand's Strength contested by the Strength
(Athletics) check of the target. If the target is Medium or
smaller, you have advantage on the check. If you succeed,
the hand pushes the target up to 5 feet plus a number of
feet equal to five times your spellcasting ability modifier.
The hand moves with the target to remain within 5 feet of
it
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Transmute Rock XGE p169 Wall of Force PHB p285

Level School Casting Time Range Level School Casting Time Range
5th Transmutation 1 action 120 feet 5th Evocation 1 action 120 feet
Components Duration Components Duration
V, S, M (clay and water) Until dispelled V, S, M (a pinch of powder made by Concentration, up
crushing a clear gemstone) to 10 minutes
You choose an area of stone or mud that you can see that
fits within a 40-foot cube and is within range, and choose An invisible wall of force springs into existence at a point
one of the following effects. you choose within range. The wall appears in any
Transmute Rock to Mud. Nonmagical rock of any sort in orientation you choose, as a horizontal or vertical barrier
the area becomes an equal volume of thick, flowing mud or at an angle. It can be free floating or resting on a solid
that remains for the spell's duration. surface. You can form it into a hemispherical dome or a
sphere with a radius of up to 10 feet, or you can shape a
The ground in the spell's area becomes muddy enough
flat surface made up of ten 10-foot-by-10-foot panels.
that creatures can sink into it. Each foot that a creature
Each panel must be contiguous with another panel. In any
moves through the mud costs 4 feet of movement, and
form, the wall is 1/4 inch thick. It lasts for the duration. If
any creature on the ground when you cast the spell must
the wall cuts through a creature's space when it appears,
make a Strength saving throw. A creature must also make
the creature is pushed to one side of the wall (your choice
the saving throw when it moves into the area for the first
which side).
time on a turn or ends its turn there. On a failed save, a
creature sinks into the mud and is restrained, though it Nothing can physically pass through the wall. It is
can use an action to end the restrained condition on itself immune to all damage and can't be dispelled by dispel
by pulling itself free of the mud. magic. A disintegrate spell destroys the wall instantly,
however. The wall also extends into the Ethereal Plane,
If you cast the spell on a ceiling, the mud falls. Any
blocking ethereal travel through the wall.
creature under the mud when it falls must make a
Dexterity saving throw. A creature takes 4d8 bludgeoning Classes: Wizard
damage on a failed save, or half as much damage on a
successful one.
Transmute Mud to Rock. Nonmagical mud or quicksand
in the area no more than 10 feet deep transforms into
soft stone for the spell's duration. Any creature in the mud
when it transforms must make a Dexterity saving throw.
On a successful save, a creature is shunted safely to the
surface in an unoccupied space. On a failed save, a
creature becomes restrained by the rock. A restrained
creature, or another creature within reach, can use an
action to try to break the rock by succeeding on a DC 20
Strength check or by dealing damage to it. The rock has
AC 15 and 25 hit points, and it is immune to poison and
psychic damage.
Classes: Artificer, Druid, Wizard

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Sickened. The target has disadvantage on attack rolls and
Contingency PHB p227
ability checks. At the end of each of its turns, it can make
another Wisdom saving throw. If it succeeds, the effect
Level School Casting Time Range ends.
6th Evocation 10 minutes Self
Classes: Bard, Sorcerer, Warlock, Wizard
Components Duration
V, S, M (a statuette of yourself carved from Mass Suggestion PHB p258
ivory and decorated with gems worth at least 10 days
1,500 gp) Level School Casting Time Range
6th Enchantment 1 action 60 feet
Choose a spell of 5th level or lower that you can cast, that
Components Duration
has a casting time of 1 action, and that can target you.
V, M (a snake's tongue and either a bit of 24
You cast that spell—called the contingent spell—as part
honeycomb or a drop of sweet oil) hours
of casting contingency, expending spell slots for both, but
the contingent spell doesn't come into effect. Instead, it You suggest a course of activity (limited to a sentence or
takes effect when a certain circumstance occurs. You two) and magically influence up to twelve creatures of
describe that circumstance when you cast the two spells. your choice that you can see within range and that can
For example, a contingency cast with water breathing hear and understand you. Creatures that can't be
might stipulate that water breathing comes into effect charmed are immune to this effect. The suggestion must
when you are engulfed in water or a similar liquid. be worded in such a manner as to make the course of
The contingent spell takes effect immediately after the action sound reasonable. Asking the creature to stab
circumstance is met for the first time, whether or not you itself, throw itself onto a spear, immolate itself, or do
want it to, and then contingency ends. some other obviously harmful act automatically negates
the effect of the spell.
The contingent spell takes effect only on you, even if it
can normally target others. You can use only one Each target must make a Wisdom saving throw. On a
contingency spell at a time. If you cast this spell again, failed save, it pursues the course of action you described
the effect of another contingency spell on you ends. Also, to the best of its ability. The suggested course of action
contingency ends on you if its material component is ever can continue for the entire duration. If the suggested
not on your person. activity can be completed in a shorter time, the spell ends
when the subject finishes what it was asked to do.
Classes: Wizard
You can also specify conditions that will trigger a special
Eyebite PHB p238
activity during the duration. For example, you might
suggest that a group of soldiers give all their money to
Casting the first beggar they meet. If the condition isn't met
Level School Range
Time before the spell ends, the activity isn't performed.
6th Necromancy 1 action Self
If you or any of your companions damage a creature
Components Duration affected by this spell, the spell ends for that creature.
Concentration, up to 1
V, S At Higher Levels. When you cast this spell using a 7th-
minute
level spell slot, the duration is 10 days. When you use an
For the spell's duration, your eyes become an inky void 8th-level spell slot, the duration is 30 days. When you use
imbued with dread power. One creature of your choice a 9th-level spell slot, the duration is a year and a day.
within 60 feet of you that you can see must succeed on a Classes: Bard, Sorcerer, Warlock, Wizard
Wisdom saving throw or be affected by one of the
following effects of your choice for the duration. On each Scatter XGE p164
of your turns until the spell ends, you can use your action
to target another creature but can't target a creature again Level School Casting Time Range
if it has succeeded on a saving throw against this casting 6th Conjuration 1 action 30 feet
of eyebite. Components Duration
Asleep. The target falls unconscious. It wakes up if it V Instantaneous
takes any damage or if another creature uses its action to The air quivers around up to five creatures of your choice
shake the sleeper awake. that you can see within range. An unwilling creature must
Panicked. The target is frightened of you. On each of its succeed on a Wisdom saving throw to resist this spell.
turns, the frightened creature must take the Dash action You teleport each affected target to an unoccupied space
and move away from you by the safest and shortest that you can see within 120 feet of you. That space must
available route, unless there is nowhere to move. If the be on the ground or on a floor.
target moves to a place at least 60 feet away from you Classes: Sorcerer, Warlock, Wizard
where it can no longer see you, this effect ends.
Sickened. The target has disadvantage on attack rolls and
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V Instantaneous
Finger of Death PHB p241
This spell instantly transports you and up to eight willing
Level School Casting Time Range creatures of your choice that you can see within range, or
7th Necromancy 1 action 60 feet a single object that you can see within range, to a
Components Duration destination you select. If you target an object, it must be
able to fit entirely inside a 10-foot cube, and it can't be
V, S Instantaneous
held or carried by an unwilling creature.
You send negative energy coursing through a creature The destination you choose must be known to you, and it
that you can see within range, causing it searing pain. The must be on the same plane of existence as you. Your
target must make a Constitution saving throw. It takes familiarity with the destination determines whether you
7d8 + 30 necrotic damage on a failed save, or half as arrive there successfully. The DM rolls d100 and consults
much damage on a successful one. the table.
A humanoid killed by this spell rises at the start of your Teleportation
next turn as a zombie that is permanently under your
Familiarity Mishap Similar Area Off Target On Target
command, following your verbal orders to the best of its
Permanent
ability. — — — 01–100
circle
Classes: Sorcerer, Warlock, Wizard
Associated
— — — 01–100
object
Forcecage PHB p243
Very familiar 01–05 06–13 14–24 25–100
Level School Casting Time Range Seen casually 01–33 34–43 44–53 54–100
7th Evocation 1 action 100 feet Viewed once 01–43 44–53 54–73 74–100
Components Duration Description 01–43 44–53 54–73 74–100
V, S, M (ruby dust worth 1,500 gp) 1 hour False
01–50 51–100 — —
An immobile, invisible, cube-shaped prison composed of destination
magical force springs into existence around an area you Familiarity. "Permanent circle" means a permanent
choose within range. The prison can be a cage or a solid teleportation circle whose sigil sequence you know.
box as you choose. "Associated object" means that you possess an object
A prison in the shape of a cage can be up to 20 feet on a taken from the desired destination within the last six
side and is made from 1/2-inch diameter bars spaced 1/2 months, such as a book from a wizard's library, bed linen
inch apart. from a royal suite, or a chunk of marble from a lich's
A prison in the shape of a box can be up to 10 feet on a secret tomb.
side, creating a solid barrier that prevents any matter "Very familiar" is a place you have been very often, a place
from passing through it and blocking any spells cast into you have carefully studied, or a place you can see when
or out from the area. you cast the spell. "Seen casually" is someplace you have
When you cast the spell, any creature that is completely seen more than once but with which you aren't very
inside the cage's area is trapped. Creatures only partially familiar. "Viewed once" is a place you have seen once,
within the area, or those too large to fit inside the area, possibly using magic. "Description" is a place whose
are pushed away from the center of the area until they are location and appearance you know through someone
completely outside the area. else's description, perhaps from a map.

A creature inside the cage can't leave it by nonmagical "False destination" is a place that doesn't exist. Perhaps
means. If the creature tries to use teleportation or you tried to scry an enemy's sanctum but instead viewed
interplanar travel to leave the cage, it must first make a an illusion, or you are attempting to teleport to a familiar
Charisma saving throw. On a success, the creature can location that no longer exists.
use that magic to exit the cage. On a failure, the creature On Target. You and your group (or the target object)
can't exit the cage and wastes the use of the spell or appear where you want to.
effect. The cage also extends into the Ethereal Plane, Off Target. You and your group (or the target object)
blocking ethereal travel. appear a random distance away from the destination in a
This spell can't be dispelled by dispel magic. random direction. Distance off target is 1d10 × 1d10
Classes: Bard, Warlock, Wizard percent of the distance that was to be traveled. For
example, if you tried to travel 120 miles, landed off target,
Teleport PHB p281
and rolled a 5 and 3 on the two d10s, then you would be
off target by 15 percent, or 18 miles. The DM determines
Level School Casting Time Range the direction off target randomly by rolling a d8 and
7th Conjuration 1 action 10 feet designating 1 as north, 2 as northeast, 3 as east, and so
Components Duration on around the points of the compass. If you were
V Instantaneous teleporting to a coastal city and wound up 18 miles out at
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teleporting to a coastal city and wound up 18 miles out at
sea, you could be in trouble.
Similar Area. You and your group (or the target object)
wind up in a different area that's visually or thematically
similar to the target area. If you are heading for your
home laboratory, for example, you might wind up in
another wizard's laboratory or in an alchemical supply
shop that has many of the same tools and implements as
your laboratory. Generally, you appear in the closest
similar place, but since the spell has no range limit, you
could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a
difficult journey. Each teleporting creature (or the target
object) takes 3d10 force damage, and the DM rerolls on
the table to see where you wind up (multiple mishaps can
occur, dealing damage each time).
Classes: Bard, Sorcerer, Wizard

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