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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).
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
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
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
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
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
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
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.
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 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
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