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Acid Splash Blade Ward

C onjuration Abjuration

Level: Cantrip Level: Cantrip


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

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

At higher level

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

Booming Blade Chill Touch


Evocation Necromancy

Level: Cantrip Level: Cantrip


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

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

At higher level At higher level

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

Level: Cantrip Level: Cantrip


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

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

Dancing Lights Druidcraft


Evocation Transmutation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 30 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a Components: V, S
glowworm) Duration: Instantaneous
Duration: Concentration, up to 1 minute
Whispering to the spirits of nature, you c reate one of the following
You c reate up to four torc h-siz ed lights within range, making effec ts within range:
them appear as torc hes, lanterns, or glowing orbs that hover in
the air for the duration. • You c reate a tiny, harmless sensory effec t that predic ts what
You c an also c ombine the four lights into one glowing vaguely the weather will be at your loc ation for the next 24 hours. The
humanoid form of Medium siz e. Whic hever form you c hoose, eac h effec t might manifest as a golden orb for c lear skies, a c loud for
light sheds dim light in a 10-foot radius. rain, falling snowflakes for snow, and so on. This effec t persists for
1 round.
As a bonus ac tion on your turn, you c an move the lights up to 60 • You instantly make a flower blossom, a seed pod open, or a leaf
feet to a new spot within range. A light must be within 20 feet of bud bloom.
another light c reated by this spell, and a light winks out if it • You c reate an instantaneous, harmless sensory effec t, suc h as
exc eeds the spell’s range. falling leaves, a puff of wind, the sound of a small animal, or the
faint odor of skunk. The effec t must fit in a 5-foot c ube.
• You instantly light or snuff out a c andle, a torc h, or a small
c ampfire.
Eldritch Blast Fire Bolt
Evocation Evocation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 120 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous

A beam of c rac kling energy streaks toward a c reature within You hurl a mote of fire at a c reature or objec t within range. Make
range. Make a ranged spell attac k against the target. On a hit, a ranged spell attac k against the target. On a hit, the target
the target takes 1d10 forc e damage. takes 1d10 fire damage. A flammable objec t hit by this spell
ignites if it isn’t being worn or c arried.
At higher level
At higher level
The spell c reates more than one beam when you reac h higher
levels: This spell’s damage inc reases by 1d10 when you reac h 5th level
Two beams at 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Three beams at 11th level
Four beams at 17th level.
You c an direc t the beams at the same target or at different ones.
Make a separate attac k roll for eac h beam.

Friends Frostbite
Enchantment Evocation

Level: Cantrip Level: Cantrip


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

Green-Flame Blade Guidance


Evocation Divination

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 5 feet Range: Touch
Components: V, M (a weapon) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute

As part of the ac tion used to c ast this spell, you must make a You touc h one willing c reature. Onc e before the spell ends, the
melee attac k with a weapon against one c reature within the target c an roll a d4 and add the number rolled to one ability
spell's range, otherwise the spell fails. On a hit, the target suffers c hec k of its c hoic e. It c an roll the die before or after making the
the attac k's normal effec ts, and green fire leaps from the target ability c hec k. The spell then ends.
to a different c reature of your c hoic e that you c an see within 5
feet of it. The sec ond c reature takes fire damage equal to your
spellc asting ability modifier. This spell's damage inc reases when
you reac h higher levels.

At higher level

At 5th level, the melee attac k deals an extra 1d8 fire damage to
the target, and the fire damage to the sec ond c reature inc reases
to 1d8 + your spellc asting ability modifier. Both damage rolls
inc rease by 1d8 at 11th level and 17th level.
Gust Infestation
Transmutation C onjuration

Level: Cantrip Level: Cantrip


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

You seiz e the air and c ompel it to c reate one of the following You c ause a c loud of mites, fleas, and other parasites to appear
effec ts at a point you c an see within range: momentarily on one c reature you c an see within range. The
• One Medium or smaller c reature that you c hoose must suc c eed target must suc c eed on a Constitution saving throw, or it takes
on a S trength saving throw or be pushed up to 5 feet away from 1d6 poison damage and moves 5 feet in a random direc tion if it
you. c an move and its speed is at least 5 feet. Roll a d4 for the
• You c reate a small blast of air c apable of moving one objec t direc tion: 1., north; 2, south; 3, east; or 4, west. This movement
that is neither held nor c arried and that weighs no more than 5 doesn’t provoke opportunity attac ks, and if the direc tion rolled is
pounds. The objec t is pushed up to 10 feet away from you. It isn’t bloc ked, the target doesn't move.
pushed with enough forc e to c ause damage. The spell’s damage inc reases by 1d6 when you reac h 5th level
• You c reate a harmless sensory affec t using air, suc h as c ausing (2d6), 11th level (3d6), and 17th level (4d6).
leaves to rustle, wind to slam shutters shut, or your c lothing to
ripple in a breez e.

Light Lightning Lure


Evocation Evocation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 15 feet
Components: V, M (a firefly or phosphorescent moss) Components: V
Duration: 1 hour Duration: Instantaneous

You touc h one objec t that is no larger than 10 feet in any You c reate a lash of lightning energy that strikes at one c reature
dimension. Until the spell ends, the objec t sheds bright light in a of your c hoic e that you c an see within range.
20-foot radius and dim light for an additional 20 feet. The light The target must suc c eed on a S trength saving throw or be pulled
c an be c olored as you like. Completely c overing the objec t with up to 10 feet in a straight line toward you and then take 1d8
something opaque bloc ks the light. The spell ends if you c ast it lightning damage if it is within 5 feet of you.
again or dismiss it as an ac tion.
At higher level
If you target an objec t held or worn by a hostile c reature, that
c reature must suc c eed on a Dexterity saving throw to avoid the This spell's damage inc reases by 1d8 when you reac h 5th level
spell. (2d8), 11th level (3d8), and 17th level (4d8).

Mage Hand Magic Stone


C onjuration Transmutation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Bonus Action
Range: 30 feet Range: Touch
Components: V, S Components: V, S
Duration: 1 minute Duration: 1 minute

A spec tral, floating hand appears at a point you c hoose within You touc h one to three pebbles and imbue them with magic . You
range. or someone else c an make a ranged spell attac k with one of the
The hand lasts for the duration or until you dismiss it as an pebbles by throwing it or hurling it with a sling. If thrown, a pebble
ac tion. The hand vanishes if it is ever more than 30 feet away has a range of 60 feet. If someone else attac ks with a pebble, that
from you or if you c ast this spell again. attac ker adds your spellc asting ability modifier, not the
attac ker’s, to the attac k roll. On a hit, the target takes
You c an use your ac tion to c ontrol the hand. You c an use the bludgeoning damage equal to 1d6 + your spellc asting ability
hand to manipulate an objec t, open an unloc ked door or modifier. Whether the attac k hits or misses, the spell then ends
c ontainer, stow or retrieve an item from an open c ontainer, or on the stone.
pour the c ontents out of a vial. You c an move the hand up to 30 If you c ast this spell again, the spell ends on any pebbles still
feet eac h time you use it. affec ted by your previous c asting.

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

Level: Cantrip Level: Cantrip


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

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

Minor Illusion Mold earth


Illusion Transmutation

Level: Cantrip Level: Cantrip


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

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

Level: Cantrip Level: Cantrip


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

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

Primal Savagery Produce Flame


Transmutation C onjuration

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: Self Range: Self
Components: S Components: V, S
Duration: Instantaneous Duration: 10 minutes

You c hannel primal magic to c ause your teeth or fingernails to A flic kering flame appears in your hand.
sharpen, ready to deliver a c orrosive attac k. Make a melee spell The flame remains there for the duration and harms neither you
attac k against one c reature within 5 feet of you. On a hit, the nor your equipment. The flame sheds bright light in a 10-foot
target takes 1d10 ac id damage. After you make the attac k, your radius and dim light for an additional 10 feet. The spell ends if you
teeth or fingernails return to normal. The spell’s damage dismiss it as an ac tion or if you c ast it again.
inc reases by 1d10 when you reac h 5th level (2d10), 11th level
(3d10), and 17th level (4d10). You c an also attac k with the flame, although doing so ends the
spell. When you c ast this spell, or as an ac tion on a later turn, you
c an hurl the flame at a c reature within 30 feet of you. Make a
ranged spell attac k. On a hit, the target takes 1d8 fire damage.

At higher level

This spell’s damage inc reases by 1d8 when you reac h 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Ray of Frost Resistance
Evocation Abjuration

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Touch
Components: V, S Components: V, S, M (a miniature cloak)
Duration: Instantaneous Duration: Concentration, up to 1 minute

A frigid beam of blue-white light streaks toward a c reature within You touc h one willing c reature. Onc e before the spell ends, the
range. Make a ranged spell attac k against the target. On a hit, it target c an roll a d4 and add the number rolled to one saving
takes 1d8 c old damage, and its speed is reduc ed by 10 feet until throw of its c hoic e. It c an roll the die before or after the saving
the start of your next turn. throw. The spell then ends.

At higher level

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

Sacred Flame Shape Water


Evocation Transmutation

Level: Cantrip Level: Cantrip


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

Flame-like radianc e desc ends on a c reature that you c an see You c hoose an area of water that you c an see within range and
within range. The target must suc c eed on a Dexterity saving that fits within a 5-foot c ube.
throw or take 1d8 radiant damage. The target gains no benefit You manipulate it in one of the following ways:
from c over for this saving throw.
• You instantaneously move or otherwise c hange the flow of the
At higher level water as you direc t, up to 5 feet in any direc tion. This movement
doesn’t have enough forc e to c ause damage.
The spell’s damage inc reases by 1d8 when you reac h 5th level
(2d8), 11th level (3d8), and 17th level (4d8). • You c ause the water to form into simple shapes and animate at
your direc tion. This c hange lasts for 1 hour.

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

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

Shillelagh
Transmutation

Level: Cantrip
Casting time: 1 Bonus Action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or
quarterstaff)
Duration: 1 minute

The wood of a c lub or quarterstaff you are holding is imbued with


nature’s power.
For the duration, you c an use your spellc asting ability instead of
S trength for the attac k and damage rolls of melee attac ks using
that weapon, and the weapon’s damage die bec omes a d8. The
weapon also bec omes magic al, if it isn’t already. The spell ends if
you c ast it again or if you let go of the weapon
Shocking Grasp
Evocation

Level: Cantrip
Casting time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous

Lightning springs from your hand to deliver a shoc k to a c reature


you try to touc h.
Make a melee spell attac k against the target. You have advantage
on the attac k roll if the target is wearing armor made of metal. On
a hit, the target takes 1d8 lightning damage, and it c an’t take
reac tions until the start of its next turn.

At higher level

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

Spare the Dying Sword Burst


Necromancy C onjuration

Level: Cantrip Level: Cantrip


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

You touc h a living c reature that has 0 hit points. The c reature You c reate a momentary c irc le of spec tral blades that sweep
bec omes stable. This spell has no effec t on undead or c onstruc ts. around you.
Eac h c reature within range, other than you, must suc c eed on a
Dexterity saving throw or take 1d6 forc e damage.

At higher level

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

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 30 feet
Components: V Components: V, S, M (the stem of a plant with thorns)
Duration: Up to 1 minute Duration: Instantaneous

You manifest a minor wonder, a sign of supernatural power, within You c reate a long, vine-like whip c overed in thorns that lashes out
range. You c reate one of the following magic al effec ts within at your c ommand toward a c reature in range. Make a melee spell
range: attac k against the target. If the attac k hits, the c reature takes
1d6 pierc ing damage, and if the c reature is Large or smaller, you
* Your voic e booms up to three times as loud as normal for 1 pull the c reature up to 10 feet c loser to you.
minute.
* You c ause flames to flic ker, brighten, dim, or c hange c olor for 1 At higher level
minute.
* You c ause harmless tremors in the ground for 1 minute. This spell’s damage inc reases by 1d6 when you reac h 5th level
* You c reate an instantaneous sound that originates from a point (2d6), 11th level (3d6), and 17th level (4d6).
of your c hoic e within range, suc h as a rumble of thunder, the c ry
of a raven, or ominous whispers.
* You instantaneously c ause an unloc ked door or window to fly
open or slam shut.
* You alter the appearanc e of your eyes for 1 minute.

If you c ast this spell multiple times, you c an have up to three of


its 1-minute effec ts ac tive at a time, and you c an dismiss suc h an
effec t as an ac tion.

Thunderclap Toll the Dead


Evocation Necromancy

Level: Cantrip Level: Cantrip


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

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

True Strike
Divination

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

You extend your hand and point a finger at a target in range. Your
magic grants you a brief insight into the target’s defenses. On
your next turn, you gain advantage on your first attac k roll
against the target, provided that this spell hasn’t ended.
Vicious Mockery
Enchantment

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

You unleash a string of insults lac ed with subtle enc hantments at


a c reature you c an see within range.
If the target c an hear you (thought it need not understand you), it
must suc c eed on a Wisdom saving throw or take 1d4 psyc hic
damage and have disadvantage on the next attac k roll it makes
before the end of its next turn.

At higher level

This spell’s damage inc reases by 1d4 when you reac h 5th level
(2d4), 11th level (3d4), and 17th level (4d4).

Word of Radiance Absorb Elements


Evocation Abjuration

Level: Cantrip Level: 1


Casting time: 1 Action Casting time: Special
Range: 5 feet Range: Self
Components: V, M (a holy symbol) Components: S
Duration: Instantaneous Duration: 1 round

You utter a divine word, and burning radianc e erupts from you. 1 Reac tion, whic h you take when you take ac id, c old, fire,
Eac h c reature of your c hoic e that you c an see within range must lightning, or thunder damage
suc c eed on a Constitution saving throw or take 1d6 radiant
damage. The spell c aptures some of the inc oming energy, lessening its
The spell’s damage inc reases by 1d6 when you reac h 5th level effec t on you and storing it for your next melee attac k. You have
(2d6), 11th level (3d6), and 17th level (4d6). resistanc e to the triggering damage type until the start of your
next turn. Also, the first time you hit with a melee attac k on your
next turn, the target takes an extra 1d6 damage of the triggering
type, and the spell ends.

At higher level

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

Level: 1 Level: 1
Casting time: 1 Minute Casting time: 1 Action
Range: 30 feet Range: 30 feet
Components: V, S, M (a tiny bell and a piece of fine silver wire) Components: V, S, M (a morsel of food)
Duration: 8 hours Duration: 24 hours

You set an alarm against unwanted intrusion. This spell lets you c onvinc e a beast that you mean it no harm.
Choose a door, a window, or an area within range that is no larger Choose a beast that you c an see within range. It must see and
than a 20-foot c ube. Until the spell ends, an alarm alerts you hear you. If the beast’s Intelligenc e is 4 or higher, the spell fails.
whenever a tiny or larger c reature touc hes or enters the warded Otherwise, the beast must suc c eed on a Wisdom saving throw or
area. When you c ast the spell, you c an designate c reatures that be c harmed by you for the spell’s duration. If you or one of your
won’t set off the alarm. You also c hoose whether the alarm is c ompanions harms the target, the spell ends.
mental or audible.
At higher level
A mental alarm alerts you with a ping in your mind if you are
within 1 mile of the warded area. This ping awakens you if you are When you c ast this spell using a spell slot of 2nd level or higher,
sleeping. you c an affec t one additional beast for eac h slot level above 1st.
An audible alarm produc es the sound of a hand bell for 10
sec onds within 60 feet.

Armor of Agathys Arms of Hadar


Abjuration C onjuration

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: Self (10-foot radius)
Components: V, S, M (a cup of water) Components: V, S
Duration: 1 hour Duration: Instantaneous

A protec tive magic al forc e surrounds you, manifesting as a You invoke the power of Hadar, the Dark Hunger.
spec tral frost that c overs you and your gear. Tendrils of dark energy erupt from you and batter all c reatures
You gain 5 temporary hit points for the duration. If a c reature hits within 10 feet of you. Eac h c reature in that area must make a
you with a melee attac k while you have these hit points, the S trength saving throw. On a failed save, a target takes 2d6
c reature takes 5 c old damage. nec rotic damage and c an’t take reac tions until its next turn. On a
suc c essful save, the c reature takes half damage, but suffers no
At higher level other effec t.

When you c ast this spell using a spell slot of 2nd level or higher, At higher level
both the temporary hit points and the c old damage inc rease by 5
for eac h slot When you c ast this spell using a spell slot of 2nd level or higher,
the damage inc reases by 1d6 for eac h slot level above 1st.

Bane Beast Bond


Enchantment Divination

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Touch
Components: V, S, M (A drop of blood) Components: V, S, M (a bit of fur wrapped in a cloth)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes

Up to three c reatures of your c hoic e that you c an see within You establish a telepathic link with one beast you touc h that is
range must make Charisma saving throws. Whenever a target that friendly to you or c harmed by you. The spell fails if the beast’s
fails this saving throw makes an attac k roll or a saving throw Intelligenc e is 4 or higher. Until the spell ends, the link is ac tive
before the spell ends, the target must roll a d4 and subtrac t the while you and the beast are within line of sight of eac h other.
number rolled from the attac k roll or saving throw. Through the link, the beast c an understand your telepathic
messages to it, and it c an telepathic ally c ommunic ate simple
At higher level emotions and c onc epts bac k to you. While the link is ac tive, the
beast gains advantage on attac k rolls against any c reature within
When you c ast this spell using a spelslot of 2nd level or higher, 5 feet of you that you c an see.
you c an target one aditional c reature for eac h slot level above
1st.
Bless Burning Hands
Enchantment Evocation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Self (15-foot cone)
Components: V, S, M (a sprinkling of holy water) Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous

You bless up to three c reatures of your c hoic e within range. As you hold your hands with thumbs touc hing and fingers spread,
Whenever a target makes an attac k roll or a saving throw before a thin sheet of flames shoots forth from your outstretc hed
the spell ends, the target c an roll a d4 and add the number rolled fingertips. Eac h c reature in a 15-foot c one must make a Dexterity
to the attac k roll or saving throw. saving throw. A c reature takes 3d6 fire damage on a failed save,
or half as muc h damage on a suc c essful one.
At higher level
The fire ignites any flammable objec ts in the area that aren’t
When you c ast this spell using a spell slot of 2nd level or higher, being worn or c arried.
you c an target one additional c reature for eac h slot level above
1st. At higher level

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

Catapult Cause Fear


Transmutation Necromancy

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

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

Level: 1 Level: 1
Casting time: 1 Hour Casting time: 1 Action
Range: Touch Range: 120 feet
Components: V, S, M (25 gp worth of powdered silver,which the Components: V, S
spell consumes) Duration: Instantaneous
Duration: Instantaneous
You hurl an undulating, warbling mass of c haotic energy at one
You perform a spec ial religious c eremony that is infused with c reature in range. Make a ranged spell attac k against the target.
magic . When you c ast the spell, c hoose one of the following rites, On a hit, the target takes 2d8 + 1d6 damage. Choose one of the
the target of whic h must be within 10 feet of you throughout the d8s. The number rolled on that die determines the attac ks
c asting. damage type, as shown below.
Atonement. You touc h one willing c reature whose alignment has d8 / Damage Type
c hanged, and you make a DC 20 Wisdom (Insight) c hec k. On a 1 / Ac id
suc c essful c hec k, you restore the target to its original alignment. 2 / Cold
Bless Water. You touc h one vial of water and c ause it to bec ome 3 / Fire
holy water. 4 / Forc e
Coming of Age. You touc h one humanoid who is a young adult. For 5 / Lightning
the next 24 hours, whenever the target makes an ability c hec k, it 6 / Poison
c an roll a d4 and add the number rolled to the ability c hec k. A 7 / Psyc hic
c reature c an benefit from this rite only onc e. 8 / Thunder
Dedic ation. You touc h one humanoid who wishes to be dedic ated If you roll the same number on both d8s, the c haotic energy leaps
to your god’s servic e. For the next 24 hours, whenever the target from the target to a different c reature of your c hoic e within 30
makes a saving throw, it c an roll a d4 and add the number rolled feet of it. Make a new attac k roll against the new target, and
to the save. A c reature c an benefit from this rite only onc e. make a new damage roll, whic h c ould c ause the c haotic energy
Funeral Rite. You touc h one c orpse, and for the next 7 days, the to leap again. A c reature c an be targeted only onc e by eac h
target c an’t bec ome undead by any means short of a wish spell. c asting of this spell.
Wedding. You touc h adult humanoids willing to be bonded
together in marriage. For the next 7 days, eac h target gains a +2 At higher level
bonus to AC while they are within 30 feet of eac h other. A
c reature c an benefit from this rite again only if widowed. When you c ast this spell using a spell slot of 2nd level or higher,
eac h target takes 1d6 extra damage of the type rolled for eac h
slot level above 1st.

Charm Person Chromatic Orb


Enchantment Evocation

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

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

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

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Self (15-foot cone) Range: 60 feet
Components: V, S, M Components: V
Duration: 1 round Duration: 1 round

A daz z ling array of flashing, c olored light springs from your hand. You speak a one-word c ommand to a c reature you c an see within
Roll 6d10, the total is how many hit points of c reatures this spell range.
c an effec t. Creatures in a 15-foot c one originating from you are The target must suc c eed on a Wisdom saving throw or follow the
affec ted in asc ending order of their c urrent hit points (ignoring c ommand on its next turn. The spell has no effec t if the target is
unc onsc ious c reatures and c reatures that c an’t see). undead, if it doesn’t understand your language, or if your
c ommand is direc tly harmful to it. S ome typic al c ommands and
S tarting with the c reature that has the lowest c urrent hit points, their effec ts follow. You might issue a c ommand other than one
eac h c reature affec ted by this spell is blinded until the spell desc ribed here. If you do so, the DM determines how the target
ends. S ubtrac t eac h c reature’s hit points from the total before behaves. If the target c an’t follow your c ommand, the spell ends.
moving on to the c reature with the next lowest hit points. A Approach The target moves toward you by the shortest and most
c reature’s hit points must be equal to or less than the remaining direc t route, ending its turn if it moves within 5 feet of you.
total for the c reature to be affec ted. Drop The target drops whatever it is holding and then ends its
turn.
At higher level Flee The target spends its turn moving away from you by the
fastest available means.
When you c ast this spell using a spell slot of 2nd level or higher, Grovel The target falls prone and then ends its turn.
roll an additional 2d10 for eac h slot level above 1st. Halt The target doesn’t move and takes no ac tions. A flying
c reature stays aloft, provided that it is able to do so. If it must
move to stay aloft, it flies the minimum distanc e needed to
remain in the air.

At higher level

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

Compelled Duel Comprehend Languages (Ritual)


Enchantment Divination

Level: 1 Level: 1
Casting time: 1 Bonus Action Casting time: 1 Action
Range: 30 feet Range: Self
Components: V Components: V, S, M (a pinch of soot and salt)
Duration: Concentration, up to 1 minute Duration: 1 hour

You attempt to c ompel a c reature into a duel. For the duration, you understand the literal meaning of any
One c reature that you c an see within range must make a Wisdom spoken language that you hear.
saving throw. On a failed save, the c reature is drawn to you, You also understand any spoken language that you hear. You also
c ompelled by your divine demand. For the duration, it has understand any written language that you see, but you must be
disadvantage on attac k rolls against c reatures other than you, touc hing the surfac e of whic h the words are written. It takes
and must make a Wisdom saving throw eac h time it attempts to about 1 minute to read one page of text.
move to a spac e that is more than 30 feet away from you; if it
suc c eeds on this saving throw, this spell doesn’t restric t the This spell doesn’t dec ode sec ret messages in a text or glyph,
target’s movement for that turn. suc h as an arc ane sigil, that isn’t part of a written language.

The spell ends if you attac k any other c reature, if you c ast a spell
that targets a hostile c reature other than the target, if a c reature
friendly to you damages the target or c asts a harmful spell on it,
or if you end your turn more than 30 feet away from the target.
Create or Destroy Water Cure Wounds
Transmutation Evocation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Touch
Components: V, S, M (a drop of water if creating water or a few Components: V, S
grains of sand if destroying it) Duration: Instantaneous
Duration: Instantaneous
A c reature you touc h regains a number of hit points equal to 1d8
You either c reate or destroy water. + your spellc asting ability modifier. This spell has no effec t on
undead or c onstruc ts.
Create Water
You c reate up to 10 gallons of c lean water within range in an At higher level
open c ontainer. Alternatively, the water falls as rain in a 30-foot
c ube within range, extinguishing exposed flames in the area. When you c ast this spell using a spell slot of 2nd level or higher,
the healing inc reases by 1d8 for eac h slot level above 1st.
Destroy Water
You destroy up to 10 gallons of water in an open c ontainer within
range. Alternatively, you destroy fog in a 30-foot c ube within
range.

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
you c reate or destroy 10 additional gallons of water, or the siz e of
the c ube inc reases by 5 feet, for eac h slot level above 1st.

Detect Evil and Good Detect Magic (Ritual)


Divination Divination

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

For the duration, you know if there is an aberration, c elestial, For the duration, you sense the presenc e of magic within 30 feet
elemental, fey, fiend, or undead within 30 feet of you, as well as of you. If you sense magic in this way, you c an use your ac tion to
where the c reature is loc ated. S imilarly, you know if there is a see a faint aura around any visible c reature or objec t in the area
plac e or objec t within 30 feet of you that has been magic ally that bears magic , and you learn its sc hool of magic , if any.
c onsec rated or desec rated.
The spell c an penetrate most barriers, but is bloc ked by 1 foot of
The spell c an penetrate most barriers, but it is bloc ked by 1 foot stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet of
of stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet wood or dirt.
of wood or dirt.

Detect Poison and Disease (Ritual)


Divination

Level: 1
Casting time: 1 Action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes

For the duration, you c an sense the presenc e and loc ation of
poisons, poisonous c reatures, and diseases within 30 feet of you.
You also identify the kind of poison, poisonous c reature, or
disease in eac h c ase.

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


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

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

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


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

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


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

Dissonant Whispers Divine Favor


Enchantment Evocation

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

You whisper a disc ordant melody that only one c reature of your Your prayer empowers you with divine radianc e. Until the spell
c hoic e within range c an hear, wrac king it with terrible pain. ends, your weapon attac ks deal and extra 1d4 radiant damage on
The target must make a Wisdom saving throw. On a failed save, it a hit.
takes 3d6 psyc hic damage and must immediately use its reac tion
, if available, to move as far as its speed allows away from you.
The c reature doesn’t move into obviously dangerous ground, suc h
as a fire or a pit. On a suc c essful save, the target takes half as
muc h damage and doesn’t have to move away. A deafened
c reature automatic ally suc c eeds on the save.

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
the damage inc reases by 1d6 for eac h slot level above 1st
Earth Tremor Ensnaring Strike
Evocation C onjuration

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

You c ause a tremor in the ground in a 10-foot radius. Eac h The next time you hit a c reature with a weapon attac k before this
c reature other than you in that area must make a Dexterity spell ends, a writhing mass of thorny vines appears at the point of
saving throw. On a failed save, a c reature takes 1d6 bludgeoning impac t, and the target must suc c eed on a S trength saving throw
damage and is knoc ked prone. If the ground in that area is loose or be restrained by the magic al vines until the spell ends. A Large
earth or stone, it bec omes diffic ult terrain until c leared. At Higher or larger c reature has advantage on this saving throw. If the
Levels. When you c ast this spell using a spell slot of 2nd level or target suc c eeds on the save, the vines shrivel away.
higher, the damage inc reases by 1d6 for eac h slot level above
1st. While restrained by this spell, the target takes 1d6 pierc ing
damage at the start of eac h of its turns. A c reature restrained by
the vines or one that c an touc h the c reature c an use its ac tion to
make a S trength c hec k against your spell save DC. On a suc c ess,
the target is freed.

At higher level

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

Entangle Expeditious Retreat


C onjuration Transmutation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Bonus Action
Range: 90 feet Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes

Grasping weeds and vines sprout from the ground in a 20-foot This spell allows you to move at an inc redible pac e. When you
square starting from a point within range. For the duration, these c ast this spell, and then as a bonus ac tion on eac h of your turns
plants turn the ground in the area into diffic ult terrain. until the spell ends, you c an take the Dash ac tion.

A c reature in the area when you c ast the spell must suc c eed on a
S trength saving throw or be restrained by the entangling plants
until the spell ends. A c reature restrained by the plants c an use
its ac tion to make a S trength c hec k against your spell save DC.
On a suc c ess, it frees itself.

When the spell ends, the c onjured plants wilt away.

Faerie Fire False Life


Evocation Necromancy

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Self
Components: V Components: V, S, M (a small amount of alcohol or distilled
Duration: Concentration, up to 1 minute spirits)
Duration: 1 hour
Eac h objec t in a 20-foot c ube within range is outlined in blue,
green, or violet light (your c hoic e). Bolstering yourself with a nec romantic fac simile of life, you gain
Any c reature in the area when the spell is c ast is also outlined in 1d4 + 4 temporary hit points for the duration.
light if it fails a Dexterity saving throw. For the duration, objec ts
and affec ted c reatures shed dim light in a 10-foot radius. At higher level

Any attac k roll against an affec ted c reature or objec t has When you c ast this spell using a spell slot of 2nd level or higher,
advantage if the attac ker c an see it, and the affec ted c reature or you gain 5 additional temporary hit points for eac h slot level
objec t c an’t benefit from being invisible. above 1st.
Feather Fall Find Familiar (Ritual)
Transmutation C onjuration

Level: 1 Level: 1
Casting time: Special Casting time: 1 Hour
Range: 60 feet Range: 10 feet
Components: V, M (a small feather or piece of down) Components: V, S, M (10 gp worth of charcoal, incense, and herbs
Duration: 1 minute that must be consumed by fire in a brass brazier)
Duration: Instantaneous
Reac tion: When you or a c reature within 60 feet of you falls
You gain the servic e of a familiar, a spirit that takes an animal
Choose up to five falling c reatures within range. A falling form you c hoose: bat, c at, c rab, frog (toad), hawk. liz ard,
c reature’s rate of desc ent slows to 60 feet per round until the oc topus, owl, poisonous snake, fish (quipper), rat, raven, sea
spell ends. If the c reature lands before the spell ends, it takes no horse, spider, or weasel. Appearing in an unoc c upied spac e within
falling damage and c an land on its feet, and the spell ends for range, the familiar has the statistic s of the c hosen form, though it
that c reature. is a c elestial, fey or fiend (your c hoic e) instead of a beast.

Your familiar ac ts independently of you, but it always obeys your


c ommands. In c ombat, it rolls its own initiative and ac ts on its
own turn. A familiar c an’t attac k, but it c an take other ac tions as
normal.

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


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

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

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


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

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

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

Fog Cloud Goodberry


C onjuration Transmutation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: Touch
Components: V, S Components: V, S, M (a sprig of mistletoe)
Duration: Concentration, up to 1 hour Duration: Instantaneous

You c reate a 20-foot-radius sphere of fog c entered on a point Up to ten berries appear in your hand and are infused with magic
within range. The sphere spreads around c orners, and its area is for the duration. A c reature c an use its ac tion to eat one berry.
heavily obsc ured, It lasts for the duration or until a wind of Eating a berry restores 1 hit point, and the berry provides enough
moderate or greater speed (at least 10 miles per hour) disperses nourishment to sustain a c reature for one day.
it. The berries lose their potenc y if they have not been c onsumed
within 24 hours of the c asting of this spell.
At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
the radius of the fog inc reases by 20 feet for eac h slot level above
1st.
Grease Guiding Bolt
C onjuration Evocation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 120 feet
Components: V, S, M (a bit of pork rind or butter) Components: V, S
Duration: 1 minute Duration: 1 round

S lic k grease c overs the ground in a 10-foot square c entered on a A flash of light streaks toward a c reature of your c hoic e within
point within range and turns it into diffic ult terrain for the range.
duration. Make a ranged spell attac k against the target. On a hit, the target
takes 4d6 radiant damage, and the next attac k roll made against
When the grease appears, eac h c reature standing in its area must this target before the end of your next turn has advantage, thanks
suc c eed on a Dexterity saving throw or fall prone. A c reature that to the mystic al dim light glittering on the target until then.
enters the area or ends its turn there must also suc c eed on a
Dexterity saving throw or fall prone. At higher level

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

Hail of Thorns Healing Word


C onjuration Evocation

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

The next time you hit a c reature with a ranged weapon attac k A c reature of your c hoic e that you c an see within range regains
before the spell ends, this spell c reates a rain of thorns that hit points equal to 1d4 + your spellc asting ability modifier.
sprouts from your ranged weapon or ammunition. In addition to This spell has no effec t on undead or c onstruc ts.
the normal effec t of the attac k, the target of the attac k and eac h
c reature within 5 feet of it must make a Dexterity saving throw. A At higher level
c reature takes 1d10 pierc ing damage on a failed save, or half as
muc h damage on a suc c essful one. When you c ast this spell using a spell slot of 2nd level or higher,
the healing inc reases by 1d4 for eac h slot level above 1st.
At higher level

If you c ast this spell using a spell slot of 2nd level or higher, the
damage inc reases by 1d10 for eac h slot level above 1st (to a
maximum of 6d10).

Hellish Rebuke Heroism


Evocation Enchantment

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

Reac tion: you are being damaged by a c reature within 60 feet of A willing c reature you touc h is imbued with bravery.
you that you c an see. Until the spell ends, the c reature is immune to being frightened
and gains temporary hit points equal to your spellc asting ability
You point your finger, and the c reature that damaged you is modifier at the start of eac h of its turns. When the spell ends, the
momentarily surrounded by hellish flames. The c reature must target loses any remaining temporary hit points from this spell.
make a Dexterity saving throw. It takes 2d10 fire damage on a
failed save, or half as muc h damage on a suc c essful one. At higher level

At higher level When you c ast this spell using a spell slot of 2nd level or higher,
you c an target one additional c reature for eac h slot level above
When you c ast this spell using a spell slot of 2nd level or higher, 1st.
the damage inc reases by 1d10 for eac h slot level above 1st.
Hex Hunter’s Mark
Enchantment Divination

Level: 1 Level: 1
Casting time: 1 Bonus Action Casting time: 1 Bonus Action
Range: 90 feet Range: 90 feet
Components: V, S, M (the petrified eye of a newt) Components: V
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 hour

You plac e a c urse on a c reature that you c an see within range. You c hoose a c reature you c an see within range and mystic ally
Until the spell ends, you deal an extra 1d6 nec rotic damage to mark it as your quarry.
the target whenever you hit it with an attac k. Also, c hoose one Until the spell ends, you deal an extra 1d6 damage to the target
ability when you c ast the spell. The target has disadvantage on whenever you hit it with a weapon attac k, and you have
ability c hec ks made with the c hosen ability. advantage on any Wisdom (Perc eption) or Wisdom (S urvival)
c hec k you make to find it. If the target drops to 0 hit points before
If the target drops to 0 hit points before this spell ends, you c an this spell ends, you c an use a bonus ac tion on a subsequent turn
use a bonus ac tion on a subsequent turn of yours to c urse a new of yours to mark a new c reature.
c reature.
At higher level
A remove c urse c ast on the target ends this spell early.
When you c ast this spell using a spell slot of 3rd or 4th level, you
At higher level c an maintain your c onc entration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you c an maintain
When you c ast this spell using a spell slot of 3rd or 4th level, you your c onc entration on the spell for up to 24 hours.
c an maintain your c onc entration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you c an maintain
your c onc entration on the spell for up to 24 hours.

Ice Knife Identify (Ritual)


C onjuration Divination

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Minute
Range: 60 feet Range: Touch
Components: S, M Components: V, S, M (a pearl worth at least 100 gp and an owl
Duration: Instantaneous feather)
Duration: Instantaneous
(a drop of water or piec e of ic e)
You c reate a shard of ic e and fling it at one c reature within range. You c hoose one objec t that you must touc h throughout the
Make a ranged spell attac k against the target. On a hit, the target c asting of the spell. If it is a magic item or some other magic -
takes 1d10 pierc ing damage. Hit or miss, the shard then imbued objec t, you learn its properties and how to use them,
explodes. The target and eac h c reature within 5 feet of the point whether it requires attunement to use, and how many c harges it
where the ic e exploded must suc c eed on a Dexterity saving throw has, if any. You learn whether any spells are affec ting the item
or take 2d6 c old damage. and what they are. If the item was c reated by a spell, you learn
At Higher Levels. When you c ast this spell using a spell slot of 2nd whic h spell c reated it.
level or higher, the c old damage inc reases by 1d6 for eac h slot
level above 1st. If you instead touc h a c reature throughout the c asting, you learn
what spells, if any, are c urrently affec ting it.
Illusory Script (Ritual) Inflict Wounds
Illusion Necromancy

Level: 1 Level: 1
Casting time: 1 Minute Casting time: 1 Action
Range: Touch Range: Touch
Components: S, M (a lead-based ink worth at least 10 gp, which Components: V, S
the spell consumes) Duration: Instantaneous
Duration: 10 days
Make a melee spell attac k against a c reature you c an reac h. On a
You write on parc hment, paper, or some other suitable writing hit, the target takes 3d10 nec rotic damage.
material and imbue it with a potent illusion that lasts for the
duration. At higher level

To you and any c reatures you designate when you c ast the spell, When you c ast this spell using a spell slot of 2nd level or higher,
the writing appears normal, written in your hand, and c onveys the damage inc reases by 1d10 for eac h slot level above 1st.
whatever meaning you intended when you wrote the text. To all
others, the writing appears as if it were written in an unknown or
magic al sc ript that is unintelligible. Alternatively, you c an c ause
the writing to appear to be an entirely different message, written
in a different hand and language, though the language must be
one you know.

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

Jump Longstrider
Transmutation Transmutation

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

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

At higher level

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

Mage Armor Magic Missile


Abjuration Evocation

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

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

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
the spell c reates one more dart for eac h slot level above 1st.
Protection from Evil and Good Purify Food and Drink (Ritual)
Abjuration Transmutation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 10 feet
Components: V, S, M (holy water or powdered silver and iron, Components: V, S
which the spell consumes) Duration: Instantaneous
Duration: Concentration, up to 10 minutes
All nonmagic al food and drink within a 5-foot-radius sphere
Until the spell ends, one willing c reature you touc h is protec ted c entered on a point of your c hoic e within range is purified and
against c ertain types of c reatures: aberrations, c elestials, rendered free of poison and disease.
elementals, fey, fiends, and undead.

The protec tion grants several benefits. Creatures of those types


have disadvantage on attac k rolls against the target. The target
also c an’t be c harmed, frightened, or possessed by them. If the
target is already c harmed, frightened, or possessed by suc h a
c reature, the target has advantage on any new saving throw
against the relevant effec t.

Ray of Sickness Sanctuary


Necromancy Abjuration

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Bonus Action
Range: 60 feet Range: 30 feet
Components: V, S Components: V, S, M (a small silver mirror)
Duration: Instantaneous Duration: 1 minute

A ray of sic kening greenish energy lashes out toward a c reature You ward a c reature within range against attac k.
within range. Until the spell ends, any c reature who targets the warded
Make a ranged spell attac k against the target. On a hit, the target c reature with an attac k or a harmful spell must first make a
takes 2d8 poison damage and must make a Constitution saving Wisdom saving throw. On a failed save, the c reature must c hoose
throw. On a failed save, it is also poisoned until the end of your a new target or lose the attac k or spell. This spell doesn’t protec t
next turn. the warded c reature from area effec ts, suc h as the explosion of a
fireball.
At higher level
If the warded c reature makes an attac k or c asts a spell that
When you c ast this spell using a spell slot of 2nd level or higher, affec ts an enemy c reature, this spell ends.
the damage inc reases by 1d8 for eac h slot level above 1st.
Searing Smite Shield
Evocation Abjuration

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

The next time you hit a c reature with a melee weapon attac k Reac tion trigger: You are hit by an attac k or targeted by the
during the spell’s duration, your weapon flares with white-hot magic missile spell
intensitity, and the attac k deals an extra 1d6 fire damage to the
target and c auses the target to ignite in flames. An invisible barrier of magic al forc e appears and protec ts you.
Until the start of your next turn, you have a +5 bonus to AC,
At the start of eac h of its turns until the spell ends, the target inc luding against the triggering attac k, and you take no damage
must make a Constitution saving throw. On a failed save, it takes from magic missile.
1d6 fire damage. On a suc c essful save, the spells ends. If the
target or a c reature within 5 feet of it uses an ac tion to put out
the flames, or if some other effec t douses the flames (suc h as the
target being submerged in water), the spell ends.

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
the initial extra damage dealt by the attac k inc reases by 1d6 for
eac h slot

Shield of Faith Silent Image


Abjuration Illusion

Level: 1 Level: 1
Casting time: 1 Bonus Action Casting time: 1 Action
Range: 60 feet Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text Components: V, S, M (a bit of fleece)
written on it) Duration: Concentration, up to 10 minutes
Duration: Concentration, up to 10 minutes
You c reate the image of an objec t, a c reature, or some other
A shimmering field appears and surrounds a c reature of your visible phenomenon that is no larger than a 15-foot c ube. The
c hoic e within range, granting it a +2 bonus to AC for the image appears at a spot within range and lasts for the duration.
duration. The image is purely visual; it isn’t ac c ompanied by sound, smell,
or other sensory effec ts.

You c an use your ac tion to c ause the image to move to any spot
within range. As the image c hanges loc ation, you c an alter its
appearanc e so that its movements appear natural for the image.
For example, if you c reate an image of a c reature and move it,
you c an alter the image so that it appears to be walking.

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


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

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Minute
Range: 90 feet Range: Touch
Components: V, S, M (a pinch of fine sand, rose petals, or a Components: S, M (25 feet of rope, which the spell consumes)
cricket) Duration: 8 hours
Duration: 1 minute
As you c ast this spell, you use the rope to c reate a c irc le with a 5-
This spell sends c reatures into a magic al slumber. Roll 5d8, the foot radius on the ground or the floor. When you finish c asting, the
total is how many hit points of c reatures this spell c an affec t. rope disappears and the c irc le bec omes a magic trap.
Creatures within 20 feet of a point you c hoose within range are This trap is nearly invisible, requiring a suc c essful Intelligenc e
affec ted in asc ending order of their c urrent hit points (ignoring (Investigation) c hec k against your spell save DC to be disc erned.
unc onsc ious c reatures). The trap triggers when a S mall, Medium, or Large c reature moves
onto the ground or the floor in the spell’s radius. That c reature
S tarting with the c reature that has the lowest c urrent hit points, must suc c eed on a Dexterity saving throw or be magic ally hoisted
eac h c reature affec ted by this spell falls unc onsc ious until the into the air, leaving it hanging upside down 3 feet above the
spell ends, the sleeper takes damage, or someone uses an ac tion ground or the floor. The c reature is restrained there until the
to shake or slap the sleeper awake. S ubtrac t eac h c reature’s hit spell ends.
points from the total before moving on to the c reature with the A restrained c reature c an make a Dexterity saving throw at the
next lowest hit points. A c reature’s hit points must be equal to or end of eac h of its turns, ending the effec t on itself on a suc c ess.
less than the remaining total for that c reature to be affec ted. Alternatively, the c reature or someone else who c an reac h it c an
Undead and c reatures immune to being c harmed aren’t affec ted use an ac tion to make an Intelligenc e (Arc ana) c hec k against
by this spell. your spell save DC. On a suc c ess, the restrained effec t ends.
After the trap is triggered, the spell ends when no c reature is
At higher level restrained by it.

When you c ast this spell using a spell slot of 2nd level or higher,
roll an additional 2d8 for eac h slot level above 1st.

Speak with Animals (Ritual) Tasha’s Hideous Laughter


Divination Enchantment

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 30 feet
Components: V, S Components: V, S, M (tiny tarts and a feather that is waved in the
Duration: 10 minutes air)
Duration: Concentration, up to 1 minute
You gain the ability to c omprehend and verbally c ommunic ate
with beasts for the duration. A c reature of your c hoic e that you c an see within range perc eives
The knowledge and awareness of many beasts is limited by their everything as hilariously funny and falls into fits of laughter if this
intelligenc e, but at minimum, beasts c an give you information spell affec ts it. The target must suc c eed on a Wisdom saving
about nearby loc ations and monsters, inc luding whatever they throw or fall prone, bec oming inc apac itated and unable to stand
c an perc eive or have perc eived within the past day. You might be up for the duration. A c reature with an Intelligenc e sc ore of 4 or
able to persuade a beast to perform a small favor for you, at the less isn’t affec ted.
DM’s disc retion.
At the end of eac h of its turns, and eac h time it takes damage,
the target c an make another Wisdom saving throw. The target has
advantage on the saving throw ifit’s triggered by damage. On a
suc c ess, the spell ends.
Tenser’s Floating Disk (Ritual) Thunderous Smite
C onjuration Evocation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Bonus Action
Range: 30 feet Range: Self
Components: V, S, M (a drop of mercury) Components: V
Duration: 1 hour Duration: Concentration, up to 1 minute

This spell c reates a c irc ular, horiz ontal plane of forc e, 3 feet in The first time you hit with a melee weapon attac k during this
diameter and 1 inc h thic k, that floats 3 feet above the ground in spell’s duration, your weapon rings with thunder that is audible
an unoc c upied spac e of your c hoic e that you c an see within within 300 feet of you, and the attac k deals an extra 2d6 thunder
range. damage to the target. Additionally, if the target is a c reature, it
The disk remains for the duration, and c an hold up to 500 pounds. must suc c eed on a S trength saving throw or be pushed 10 feet
If more weight is plac ed on it, the spell ends, and everything on away from you and knoc ked prone.
the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move
more than 20 feet away from it, the disk follows you so that it
remains within 20 feet of you. It c an more ac ross uneven terrain,
up or down stairs, slopes and the like, but it c an’t c ross an
elevation c hange of 10 feet or more. For example, the disk c an’t
move ac ross a 10-foot-deep pit, nor c ould it leave suc h a pit if it
was c reated at the bottom.

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

Thunderwave Unseen Servant (Ritual)


Evocation C onjuration

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

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

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Bonus Action
Range: 30 feet Range: Self
Components: V, S, M (a twig from a tree that has been struck by Components: V
lightning) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon attac k during this
A beam of c rac kling, blue energy lanc es out toward a c reature spell’s duration, your attac k deals an extra 1d6 psyc hic damage.
within range, forming a sustained arc of lightning between you Additionally, if the target is a c reature, it must make a Wisdom
and the target. saving throw or be frightened of you until the spell ends. As an
Make a ranged spell attac k against that c reature. On a hit, the ac tion, the c reature c an make a Wisdom c hec k against your spell
target takes 1d12 lightning damage, and on eac h of your turns for save DC to steel its resolve and end this spell.
the duration, you c an use your ac tion to deal 1d12 lightning
damage to the target automatic ally. The spell ends if you use
your ac tion to do anything else. The spell also ends if the target is
ever outside the spell’s range or if it has total c over from you.

At higher level

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

Zephyr Strike Aganazzar’s Scorcher


Transmutation Evocation

Level: 1 Level: 2
Casting time: 1 Bonus Action Casting time: 1 Action
Range: Self Range: 30 feet
Components: V Components: V, S, M (a red dragon’s scale)
Duration: Concentration, up to 1 minute Duration: Instantaneous

You move like the wind. Until the spell ends, your movement A line of roaring flame 30 feet long and 5 feet wide emanates from
doesn’t provoke opportunity attac ks. you in a direc tion you c hoose.
Onc e before the spell ends, you c an give yourself advantage on Eac h c reature in the line must make a Dexterity saving throw. A
one weapon attac k roll on your turn. That attac k deals an extra c reature takes 3d8 fire damage on a failed save, or half as muc h
1d8 forc e damage on a hit. Whether you hit or miss, your walking damage on a suc c essful one.
speed inc reases by 30 feet until the end of that turn.
At higher level

When you c ast this spell using a spell slot of 3rd level or higher,
the damage inc reases by 1d8 for eac h slot level above 2nd.

Aid
Abjuration

Level: 2
Casting time: 1 Action
Range: 30 feet
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours

Your spell bolsters your allies with toughness and resolve.


Choose up to three c reatures within range. Eac h target’s hit point
maximum and c urrent hit points inc rease by 5 for the duration.

At higher level

When you c ast this spell using a spell slot of 3rd level or higher, a
target’s hit points inc rease by an additional 5 for eac h slot level
above 2nd.
Alter Self
Transmutation

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

You assume a different form.


When you c ast the spell, c hoose one of the following options, the
effec ts of whic h last for the duration of the spell. While the spell
lasts, you c an end one option as an ac tion to gain the benefits of
a different one.

Aquatic Adaptation. You adapt your body to an aquatic


environment, sprouting gills, and growing webbing between your
fingers. You c an breathe underwater and gain a swimming speed
equal to your walking speed.
Change Appearanc e. You transform your appearanc e. You dec ide
what you look like, inc luding your height, weight, fac ial features,
sound of your voic e, hair length, c oloration, and distinguishing
c harac teristic s, if any. You c an make yourself appear as a
member of another rac e, though none of your statistic s c hange.
You also don’t appear as a c reature of a different siz e than you,
and your basic shape stays the same; if you're bipedal, you c an’t
use this spell to bec ome quadrupedal, for instanc e. At any time
for the duration of the spell, you c an use your ac tion to c hange
your appearanc e in this way again.
Natural Weapons. You grow c laws, fangs, spines, horns, or a
different natural weapon of your c hoic e. Your unarmed strikes
deal 1d6 bludgeoning, pierc ing, or slashing damage, as
appropriate to the natural weapon you c hose, and you are
profic ient with your unarmed strikes. Finally, the natural weapon
is magic and you have a +1 bonus to the attac k and damage rolls
you make using it.

Animal Messenger (Ritual) Arcane Lock


Enchantment Abjuration

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Touch
Components: V, S, M (a morsel of food) Components: V, S, M (gold dust worth at least 25 gp, which the
Duration: 24 hours spell consumes)
Duration: Until dispelled
By means of this spell, you use an animal to deliver a message.
Choose a Tiny beast you c an see within range, suc h as a squirrel, You touc h a c losed door, window, gate, c hest, or other entryway,
a blue ray, or a bat. You spec ify a loc ation, whic h you must have and it bec omes loc ked for the duration.
visited, and a rec ipient who matc hes a general desc ription, suc h You and the c reatures you designate when you c ast this spell c an
as a man or woman dressed in the uniform of the town guard or a open the objec t normally. You c an also set a password that, when
red-haired dwarf wearing a pointed hat. You also speak a message spoken within 5 feet of the objec t, suppresses this spell for 1
of up to twenty-five words. The target beast travels for the minute. Otherwise, it is impassable until it is broken or the spell is
duration of the spell towards the spec ified loc ation, c overing dispelled or suppressed. Casting knoc k on the objec t suppresses
about 50 miles per 24 hours for a flying messenger or 25 miles for arc ane loc k for 10 minutes.
other animals.
While affec ted by this spell, the objec t is more diffic ult to break or
When the messenger arrives, it delivers your message to the forc e open; the DC to break it or pic k any loc ks on it inc reases by
c reature that you desc ribed, replic ating the sound of your voic e. 10.
The messenger speaks only to a c reature matc hing the
desc ription you gave. If the messenger doesn’t reac h its
destination before the spell ends, the message is lost, and the
beast makes it way bac k to where you c ast this spell.

At higher level

If you c ast this spell using a spell slot of 3rd level or higher, the
duration of the spell inc reases by 48 hours for eac h slot level
above 2nd.
Augury (Ritual) Barkskin
Divination Transmutation

Level: 2 Level: 2
Casting time: 1 Minute Casting time: 1 Action
Range: Self Range: Touch
Components: V, S, M (specially marked sticks, bones, or similar Components: V, S, M (A handful of oak bark)
tokens worth at least 25 gp) Duration: Concentration, up to 1 hour
Duration: Instantaneous
You touc h a willing c reature. Until the spellends, the target’s skin
By c asting gem-inlaid stic ks, rolling dragon bones, laying out has a rough, bark-like appearanc e, and the target’s AC c an’t be
ornate c ards, or employing some other divining tool, you rec eive less than 16, regardless of what kind of armor it is wearing.
an omen from an otherworldly entity about the results of a
spec ific c ourse of ac tion that you plan to take within the next 30
minutes. The DM c hooses from the following possible omens:

• Weal, for good results


• Woe, for bad results
• Weal and woe, for both good and bad results
• Nothing, for results that aren’t espec ially good or bad

The spell doesn’t take into ac c ount any possible c irc umstanc es
that might c hange the outc ome, suc h as the c asting of additional
spells or the loss or gain of a c ompanion. If you c ast the spell two
or more times before c ompleting your next long rest, there is a
c umulative 25 perc ent c hanc e for eac h c asting after the first that
you get a random reading. The DM makes this roll in sec ret.

Beast Sense (Ritual) Blindness/Deafness


Divination Necromancy

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

You touc h a willing beast. For the duration of the spell, you c an You c an blind or deafen a foe. Choose one c reature that you c an
use your ac tion to see through the beast’s eyes and hear what it see within range to make a Constitution saving throw. If it fails,
hears, and c ontinue to do so until you use your ac tion to return to the target is either blinded or deafened (your c hoic e) for the
your normal senses. duration. At the end of eac h of its turns, the target c an make a
Constitution saving throw. On a suc c ess, the spell ends.

At higher level

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

Blur
Illusion

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

Your body bec omes blurred, shifting and wavering to all who c an
see you. For the duration, any c reature has disadvantage on
attac k rolls against you. An attac ker is immune to this effec t if it
doesnt rely on sight, as with blindsight, or c an see through
illusions, as with truesight.
Branding Smite
Evocation

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

The next time you hit a c reature with a weapon attac k before this
spell ends, the weapon glemas with astral radianc e as you strike.
The attac k deals an extra 2d6 radiant damage to the target,
whic h bec omes visible if it is invisible, and the target sheds dim
light in a 5-foot radius and c an’t bec ome invisible until the spell
ends.

At higher level

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

Calm Emotions Cloud of Daggers


Enchantment C onjuration

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

You attempt to suppress strong emotions in a group of people. You fill the air with spinning daggers in a c ube 5 feet on eac h
Eac h humanoid in a 20-foot-radius sphere c entered on a point you side, c entered on a point you c hoose within range. A c reature
c hoose within range must make a Charisma saving throw; a takes 4d4 slashing damage when it enters the spell’s area for the
c reature c an c hoose to fail this saving throw if it wishes. If a first time on a turn or starts its turn there.
c reature fails its saving throw, c hoose one of the following two
effec ts. You c an suppress any effec t c ausing a target to be At higher level
c harmed or frightened. When this spell ends, any suppressed
effec t resumes, provided that its duration has not expired in the When you c ast this spell using a spell slot of 3rd level or higher,
meantime. the damage inc reases by 2d4 for eac h slot level above 2nd.

Alternatively, you c an make a target indifferent about c reatures


of your c hoic e that it is hostile toward. This indifferenc e ends if
the target is attac ked or harmed by a spell or if it witnesses any
of its friends being harmed. When the spell ends, the c reature
bec omes hostile again, unless the DM rules otherwise.

Continual Flame
Evocation

Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M (ruby dust worth 50 gp, which the spell
consumes)
Duration: Until dispelled

A flame, equivalent in brightness to a torc h, springs forth from an


objec t that you touc h.
The effec t looks like a regular flame, but it c reates no heat and
doesn’t use oxygen. A c ontinual flame c an be c overed or hidden
but not smothered or quenc hed.
Cordon of Arrows
Transmutation

Level: 2
Casting time: 1 Action
Range: 5 feet
Components: V, S, M (four or more arrows or bolts)
Duration: 8 hours

You plant four piec es of nonmagic al ammunition – arrows or


c rossbow bolts – in the ground within range and lay magic upon
them to protec t an area.
Until the spell ends, whenever a c reature other than you c omes
within 30 feet of the ammunition for the first time on a turn or
ends its turn there, one piec e of ammunition flies up to strike it.
The c reature must suc c eed on a Dexterity saving throw or take
1d6 pierc ing damage. The piec e of ammunition is then destroyed.
The spell ends when no ammunition remains.

When you c ast this spell, you c an designate any c reatures you
c hoose, and the spell ignores them.

At higher level

When you c ast this spell using a spell slot of 3rd level or higher,
the amount of ammunition that c an be affec ted inc reases by two
for eac h slot level above 2nd.

Crown of Madness Darkness


Enchantment Evocation

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

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

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

Darkvision
Transmutation

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

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


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

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

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


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

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


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

Questions verbally direc ted at the target c reature naturally shape


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

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


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

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


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

Dragon's Breath
Transmutation

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

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

At higher level

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

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

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

Earthbind Enhance Ability


Transmutation Transmutation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 300 feet Range: Touch
Components: V Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour

Choose one c reature you c an see within range. Yellow strips of You touc h a c reature and bestow upon it a magic al enhanc ement.
magic al energy loop around the c reature. The target must Choose one of the following effec ts: the target gains the effec t
suc c eed on a S trength saving throw or its flying speed (if any) is until the spell ends.
reduc ed to 0 feet for the spell’s duration. An airborne c reature - Bear’s Enduranc e. The target has advantage on Constitution
affec ted by this spell desc ends at 60 feet per round until it c hec ks. It also gains 2d6 temporary hit points, whic h are lost
reac hes the ground or the spell ends. when the spell ends.
- Bull’s S trength. The target has advantage on S trength c hec ks,
and his or her c arrying c apac ity doubles.
- Cat’s Grac e. The target has advantage on Dexterity c hec ks. It
also doesn’t take damage from falling 20 feet or less if it isn’t
inc apac itated.
- Eagle’s S plendor. The target has advantage on Charisma
c hec ks.
- Fox’s Cunning. The target thas advantage on Intelligenc e
c hec ks.
- Owl’s Wisdom. The target has advantage on Wisdom c hec ks.

At higher level

When you c ast this spell using a spell slot of 3rd level or higher,
you c an target one additional c reature for eac h slot level above
2nd.
Enlarge/Reduce Enthrall
Transmutation Enchantment

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 60 feet
Components: V, S, M (a pinch of powdered iron) Components: V, S
Duration: Concentration, up to 1 minute Duration: 1 minute

You c ause a c reature or an objec t you c an see within range to You weave a distrac ting string of words, c ausing c reatures of your
grow larger or smaller for the duration. Choose either a c reature c hoic e that you c an see within range and that c an hear you to
or an objec t that is neither worn nor c arried. If the target is make a Wisdom saving throw. Any c reature that c an’t be c harmed
unwilling, it c an make a Constitution saving throw. On a suc c ess, suc c eeds on this saving throw automatic ally, and if you or your
the spell has no effec t. c ompanions are fighting a c reature, it has advantage on the save.
On a failed save, the target has disadvantage on Wisdom
If the target is a c reature, everything it is wearing and c arrying (Perc eption) c hec ks made to perc eive any c reature other than
c hanges siz e with it. Any item dropped by an affec ted c reature you until the spell ends or until the target c an no longer hear you.
returns to normal siz e at onc e. The spell ends if you are inc apac itated or c an no longer speak.

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

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

Level: 2 Level: 2
Casting time: 10 Minutes Casting time: 1 Action
Range: 30 feet Range: 120 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous

You summon a spirit that assumes the form of an unusually You sense the presenc e of any trap within range that is within line
intelligent, strong, and loyal steed, c reating a long-lasting bond of sight.
with it. Appearing in an unoc c upied spac e within range, the steed A trap, for the purpose of this spell, inc ludes anything that would
takes on a form that you c hoose, suc h as a warhorse, a pony, a inflic t a sudden or unexpec ted effec t you c onsider harmful or
c amel, an elk, or a mastiff. (Your DM might allow other animals to undesirable, whic h was spec ific ally intended as suc h by its
be summoned as steeds.) The steed has the statistic s of the c reator. Thus, the spell would sense an area affec ted by the alarm
c hosen form, though it is a c elestial, fey, or fiend (your c hoic e) spell, a glyph of warding, or a mec hanic al pit trap, but it would
instead of its normal type. Additionally, if your steed has an not reveal a natural weakness in the floor, an unstable c eiling, or
Intelligenc e of 5 or less, its Intelligenc e bec omes 6, and it gains a hidden sinkhole.
the ability to understand one language of your c hoic e that you
speak. This spell merely reveals that a trap is present. You don’t learn
the loc ation of eac h trap, but you do learn the general nature of
Your steed serves you as a mount, both in c ombat and out, and the danger posed by a trap you sense.
you have an instinc tive bond with it that allows you to fight as a
seamless unit. While mounted on your steed, you c an make any
spell you c ast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind


no physic al form. You c an also dismiss your steed at any time as
an ac tion, c ausing it to disappear. In either c ase, c asting this
spell again summons the same steed, restored to its hit point
maximum.

While your steed is within 1 mile of you, you c an c ommunic ate


with it telepathic ally. You c an’t have more than one steed bonded
by this spell at a time. As an ac tion, you c an release the steed
from its bond at any time, c ausing it to disappear.

Flame Blade Flaming Sphere


Evocation C onjuration

Level: 2 Level: 2
Casting time: 1 Bonus Action Casting time: 1 Action
Range: Self Range: 60 feet
Components: V, S, M (leaf of sumac) Components: V, S, M (a bit of tallow, a pinch of brimstone, and a
Duration: Concentration, up to 10 minutes dusting of powdered iron)
Duration: Concentration, up to 1 minute
You evoke a fiery blade in your free hand.
The blade is similar in siz e and shape to a sc imitar, and it lasts A 5-foot-diameter sphere of fire appears in an unoc c upied spac e
for the duration. If you let go of the blade, it disappears, but you of your c hoic e within range and lasts for the duration.
c an evoke the blade again as a bonus ac tion. Any c reature that ends its turn within 5 feet of the sphere must
make a Dexterity saving throw. The c reature takes 2d6 fire
You c an use your ac tion to make a melee spell attac k with the damage on a failed save, or half as muc h damage on a suc c essful
fiery blade. On a hit, the target takes 3d6 fire damage. one.
The flaming blade sheds bright light in a 10-foot radius and dim
light for an additional 10 feet. As a bonus ac tion, you c an move the sphere up to 30 feet. If you
ram the sphere into a c reature, that c reature must make the
At higher level saving throw against the sphere’s damage, and the sphere stops
moving this turn.
When you c ast this spell using a spell slot of 4th level or higher,
the damage inc reases by 1d6 for every two slot levels above 2nd. When you move the sphere, you c an direc t it over barriers up to 5
feet tall and jump it ac ross pits up to 10 feet wide. The sphere
ignites flammable objec ts not being worn or c arried, and it sheds
bright light in a 20-foot radius and dim light for an additional 20
feet.

At higher level

When you c ast this spell using a spell slot of 3rd level or higher,
the damage inc reases by 1d6 for eac h slot level above 2nd.
Gentle Repose (Ritual) Gust of Wind
Necromancy Evocation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Self (60-foot line)
Components: V, S, M (a pinch of salt and one copper piece placed Components: V, S, M (a legume seed)
on each of the corpse’s eyes, which must remain there for the Duration: Concentration, up to 1 minute
duration)
Duration: 10 days A line of strong wind 60 feet long and 10 feet wide blasts from you
in a direc tion you c hoose for the spell’s duration. Eac h c reature
You touc h a c orpse or other remains. For the duration, the target that starts its turn in the line must suc c eed on a S trength saving
is protec ted from dec ay and c an’t bec ome undead. throw or be pushed 15 feet away from you in a direc tion following
the line.
The spell also effec tively extends the time limit on raising the
target from the dead, sinc e days spent under the influenc e of this Any c reature in the line must spend 2 feet of movement for every
spell don’t c ount against the time limit of spells suc h as raise 1 foot it moves when moving c loser to you.
dead.
The gust disperses gas or vapor, and it extinguishes c andles,
torc hes, and similar unprotec ted flames in the area. It c auses
protec ted flames, suc h as those of lanterns, to danc e wildly and
has a 50 perc ent c hanc e to extinguish them.

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

Healing Spirit Heat Metal


C onjuration Transmutation

Level: 2 Level: 2
Casting time: 1 Bonus Action Casting time: 1 Action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

You c all forth a nature spirit to soothe the wounded. The Choose a manufac tured metal objec t, suc h as a metal weapon or
intangible spirit appears in a spac e that is a 5-foot c ube you c an a suit of heavy or medium metal armor, that you c an see within
see within range. The spirit looks like a transparent beast or fey range. You c ause the objec t to glow red-hot. Any c reature in
(your c hoic e). Until the spell ends, whenever you or a c reature physic al c ontac t with the objec t takes 2d8 fire damage when you
you c an see moves into the spirits spac e for the first time on a c ast the spell. Until the spell ends, you c an use a bonus ac tion on
turn or starts its turn there, you c an c ause the spirit to restore eac h of your subsequent turns to c ause this damage again.
ld6 hit points to that c reature (no ac tion required). The spirit
c an’t heal c onstruc ts or undead. As a bonus ac tion on your turn, If a c reature is holding or wearing the objec t and takes the
you c an move the S pirit up to 30 feet to a spac e you c an see. damage from it, the c reature must suc c eed on a Constitution
saving throw or drop the objec t if it c an. If it doesn’t drop the
At higher level objec t, it has disadvantage on attac k rolls and ability c hec ks until
the start of your next turn.
When you c ast this spell using a spell slot of 3rd level or higher,
the healing inc reases 1d6 for eac h slot level above 2nd. At higher level

When you c ast this spell using a spell slot of 3rd level or higher,
the damage inc reases by 1d8 for eac h slot level above 2nd.
Hold Person Invisibility
Enchantment Illusion

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Touch
Components: V, S, M (a small, straight piece of iron) Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour

Choose a humanoid that you c an see within range. The target A c reature you touc h bec omes invisible until the spell ends.
must suc c eed on a Wisdom saving throw or be paralyz ed for the Anything the target is wearing or c arrying is invisible as long as it
duration. At the end of eac h of its turns, the target c an make is on the target’s person. The spell ends for a target that attac ks
another Wisdom saving throw. On a suc c ess, the spell ends on the or c asts a spell.
target.
At higher level
At higher level
When you c ast this spell using a spell slot of 3rd level or higher,
When you c ast this spell using a spell slot of 3rd level or higher, you c an target one additional c reature for eac h slot level above
you c an target one additional humanoid for eac h slot level above 2nd.
2nd. The humanoids must be within 30 feet of eac h other when
you target them.

Knock Lesser Restoration


Transmutation Abjuration

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Touch
Components: V Components: V, S
Duration: Instantaneous Duration: Instantaneous

Choose an objec t that you c an see within range. The objec t c an You touc h a c reature and c an end either one disease or one
be a door, a box, a c hest, a set of manac les, a padloc k, or c ondition afflic ting it. The c ondition c an be blinded, deafened,
another objec t that c ontains a mundane or magic al means that paralyz ed, or poisoned.
prevents ac c ess.

A target that is held shut by a mundane loc k or that is stuc k or


barred bec omes unloc ked, unstuc k, or unbarred. If the objec t has
multiple loc ks, only one of them is unloc ked.

If you c hoose a target that is held shut with arc ane loc k, that
spell is suppressed for 10 minutes, during whic h time the target
c an be opened and shut normally.

When you c ast the spell, a loud knoc k, audible from as far away as
300 feet, emanates from the target objec t.
Levitate Locate Animals or Plants (Ritual)
Transmutation Divination

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Self
Components: V, S, M (either a small leather loop or a piece of Components: V, S, M (a bit of fur from a bloodhound)
golden wire bent into a cup shape with a long shank on one end) Duration: Instantaneous
Duration: Concentration, up to 10 minutes
Desc ribe or name a spec ific kind of beast or plant. Conc entrating
One c reature or objec t of your c hoic e that you c an see within on the voic e of nature in your surroundings, you learn the
range rises vertic ally, up to 20 feet, and remains suspended there direc tion and distanc e to the c losest c reature or plant of that
for the duration. The spell c an levitate a target that weighs up to kind within 5 miles, if any are present.
500 pounds. An unwilling c reature that suc c eeds on a
Constitution saving throw is unaffec ted.

The target c an move only by pushing or pulling against a fixed


objec t or surfac e within reac h (suc h as a wall or a c eiling), whic h
allows it to move as if it were c limbing. You c an c hange the
target’s altitude by up to 20 feet in either direc tion on your turn.
If you are the target, you c an move up or down as part of your
move. Otherwise, you c an use your ac tion to move the target,
whic h must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is
still aloft.

Locate Object Magic Mouth (Ritual)


Divination Illusion

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Minute
Range: Self Range: 30 feet
Components: V, S, M (a forked twig) Components: V, S, M (a small bit of honeycomb and jade dust
Duration: Concentration, up to 10 minutes worth at least 10 gp, which the spell consumes)
Duration: Until dispelled
Desc ribe or name an objec t that is familiar to you. You sense the
direc tion to the objec t’s loc ation, as long as that objec t is within You implant a message within an objec t in range, a message that
1,000 feet of you. If the objec t is in motion, you know the is uttered when a trigger c ondition is met.
direc tion of its movement. Choose an objec t that you c an see and that isn’t being worn or
c arried by another c reature. Then speak the message, whic h must
The spell c an loc ate a spec ific objec t known to you, as long as be 25 words or less, though it c an be delivered over as long as 10
you have seen it up c lose – within 30 feet – at least onc e. minutes. Finally, determine the c irc umstanc e that will trigger the
Alternatively, the spell c an loc ate the nearest objec t of a spell to deliver your message.
partic ular kind, suc h as a c ertain kind of apparel, jewelry,
furniture, tool, or weapon. When that c irc umstanc e oc c urs, a magic al mouth appears on the
objec t and rec ites the message in your voic e and at the same
This spell c an’t loc ate an objec t if any thic kness of lead, even a volume you spoke. If the objec t you c hose has a mouth or
thin sheet, bloc ks a direc t path between you and the objec t. something that looks like a mouth (for example, the mouth of a
statue), the magic al mouth appears there so that words appear
to c ome from the objec t’s mouth. When you c ast this spell, you
c an have the spell end after it delivers its message, or it c an
remain and repeats its message whenever the trigger oc c urs.

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


you like, though it must be based on visual or audible c onditions
that oc c ur within 30 feet of the objec t. For example, you c ould
instruc t the mouth to speak when any c reature moves within 30
feet of the objec t or when a silver bell rings within 30 feet of it.
Magic Weapon Maximilian’s Earthen Grasp
Transmutation Transmutation

Level: 2 Level: 2
Casting time: 1 Bonus Action Casting time: 1 Action
Range: Touch Range: 30 feet
Components: V, S Components: V,S,M (a miniature hand sculpted from clay)
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute

You touc h a nonmagic al weapon. Until the spell ends, that You c hoose a 5-foot-square unoc c upied spac e on the ground that
weapon bec omes a magic weapon with a +1 bonus to attac k rolls you c an see within range. A Medium hand made from c ompac ted
and damage rolls. soil rises there and reac hes
for one c reature you c an see within 5 feet of it. The target must
At higher level make a S trength saving throw. On a failed save, the target takes
2d6 bludgeoning damage and is restrained for the spell’s
When you c ast this spell using a spell slot of 4th level or higher, duration.
the bonus inc reases to +2. As an ac tion, you c an c ause the hand to c rush the restrained
When you use a spell slot of 6th level or higher, the bonus target, who must make a S trength saving throw. It takes 2d6
inc reases to +3. bludgeoning damage on a failed save, or half as muc h damage on
a suc c essful one.
To break out, the restrained target c an make a S trength c hec k
against your spell save DC. On a suc c ess, the target esc apes and
is no longer restrained by the hand.
As an ac tion, you c an c ause the hand to reac h for a different
c reature or to move to a different unoc c upied spac e within range.
The hand releases a restrained target if you do either.

Melf’s Acid Arrow Mind Spike


Evocation Divination

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 90 feet Range: 60 feet
Components: V, S, M (powdered rhubarb leaf and an adder’s Components: S
stomach) Duration: Concentration, up to 1 hour
Duration: Instantaneous
You reac h into the mind of one c reature you c an see within range.
A shimmering green arrow streaks toward a target within range The target must make a Wisdom saving throw, taking 3d8 psyc hic
and bursts in a spray of ac id. damage on a failed save, or half as muc h damage on a suc c essful
Make a ranged spell attac k against the target. On a hit, the target one. On a failed save, you also always know the target's loc ation
takes 4d4 ac id damage immediately and 2d4 ac id damage at the until the spell ends, but only while the two of you are on the same
end of its next turn. On a miss, the arrow splashes the target with plane of existenc e. While you have this knowledge, the target
ac id for half as muc h of the initial damage and no damage at the c an’t bec ome hidden from you, and if it’s invisible, it gains no
end of its next turn. benefit from that c ondition against you.

At higher level At higher level

When you c ast this spell using a spell slot of 3rd level or higher, When you c ast this spell using a spell slot of 3rd level or higher,
the damage (both initial and later) inc reases by 1d4 for eac h slot the damage inc reases by 1d8 for eac h slot level above 2nd.
level above 2nd.
Mirror Image Misty Step
Illusion C onjuration

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Bonus Action
Range: Self Range: Self
Components: V, S Components: V
Duration: 1 minute Duration: Instantaneous

Three illusory duplic ates of yourself appear in your spac e. Briefly surrounded by silvery mist, you teleport up to 30 feet to an
Until the spell ends, the duplic ates move with you and mimic your unoc c upied spac e that you c an see.
ac tions, shifting position so it’s impossible to trac k whic h image
is real. You c an use your ac tion to dismiss the illusory duplic ates.

Eac h time a c reature targets you with an attac k during the spell’s
duration, roll a d20 to determine whether the attac k instead
targets one of your duplic ates.

If you have three duplic ates, you must roll a 6 or higher to c hange
the attac k’s target to a duplic ate. With two duplic ates, you must
roll an 8 or higher. With one duplic ate, you must roll an 11 or
higher.

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


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

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


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

Moonbeam Nystul’s Magic Aura


Evocation Illusion

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: Touch
Components: V, S, M (several seeds of any moonseed plant and a Components: V, S, M (a small square of silk)
piece of opalescent feldspar) Duration: 24 hours
Duration: Concentration, up to 1 minute
You plac e an illusion on a c reature or an objec t you touc h so that
A silvery beam of pale light shines down in a 5-footradius, 40-foot- divination spells reveal false information about it.
high c ylinder c entered on a point within range. Until the spell The target c an be a willing c reature or an objec t that isn’t being
ends, dim light fills the c ylinder. c arried or worn by another c reature.

When you c ast the spell, c hoose one or both of the following
When a c reature enters the spell’s area for the first time on a turn effec ts. The effec t lasts for the duration. If you c ast this spell on
or starts its turn there, it is engulfed in ghostly flames that c ause the same c reature or objec t every day for 30 days, plac ing the
searing pain, and it must make a Constitution saving throw. It same effec t on it eac h time, the illusion lasts until it is dispelled.
takes 2d10 radiant damage on a failed save, or half as muc h
damage on a suc c essful one. False Aura
You c hange the way the target appears to spells and magic al
A shapec hanger makes its saving throw with disadvantage. If it effec ts, suc h as detec t magic , that detec t magic al auras. You c an
fails, it also instantly reverts to its original form and c an’t assume make a nonmagic al objec t appear magic al, a magic al objec t
a different form until it leaves the spell’s light. appear nonmagic al, or c hange the objec t’s magic al aura so that
it appears to belong to a spec ific sc hool of magic that you
On eac h of your turns after you c ast this spell, you c an use an c hoose. When you use this effec t on an objec t, you c an make the
ac tion to move the beam 60 feet in any direc tion. false magic apparent to any c reature that handles the item.

At higher level Mask


You c hange the way the target appears to spells and magic al
When you c ast this spell using aspell slot of 3rd level or higher, effec ts that detec t c reature types, suc h as a paladin’s Divine
the damage inc reases by 1d1O for eac h slot level above 2nd. S ense or the trigger of a sym bol spell. You c hoose a c reature
type and other spells and magic al effec ts treat the target as if it
were a c reature of that type or of that alignment.
Pass Without Trace Phantasmal Force
Abjuration Illusion

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 60 feet
Components: V, S, M (ashes from a burned leaf of mistletoe and a Components: V, S, M (a bit of fleece)
sprig of spruce) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 hour
You c raft an illusion that takes root in the mind of a c reature that
A veil of shadows and silenc e radiates from you, masking you and you c an see within range.
your c ompanions from detec tion. The target must make an Intelligenc e saving throw. On a failed
For the duration, eac h c reature you c hoose within 30 feet of you save, you c reate a phantasmal objec t, c reature, or other visible
(inc luding you) has a +10 bonus to Dexterity (S tealth) c hec ks phenomenon of your c hoic e that is no larger than a 10-foot c ube
and c an’t be trac ked exc ept by magic al means. A c reature that and that is perc eivable only to the target for the duration. This
rec eives this bonus leaves behind no trac ks or other trac es of its spell has no effec t on undead or c onstruc ts.
passage.
The phantasm inc ludes sound, temperature, and other stimuli,
also evident only to the c reature.

The target c an use its ac tion to examine the phantasm with an


Intelligenc e (Investigation) c hec k against your spell save DC. If
the c hec k suc c eeds, the target realiz es that the phantasm is an
illusion, and the spell ends.

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

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


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

Prayer of Healing Protection from Poison


Evocation Abjuration

Level: 2 Level: 2
Casting time: 10 Minutes Casting time: 1 Action
Range: 30 feet Range: Touch
Components: V Components: V, S
Duration: Instantaneous Duration: 1 hour

Up to six c reatures of your c hoic e that you c an see within range You touc h a c reature. If it is poisoned, you neutraliz e the poison.
eac h regain hit points equal to 2d8 + your spellc asting ability If more than one poison afflic ts the target, you neutraliz e one
modifier. This spell has no effec t on undead or c onstruc ts. poison that you know is present, or you neutraliz e one at random.

At higher level For the duration, the target has advantage on saving throws
against being poisoned, and it has resistanc e to poison damage.
When you c ast this spell using a spell slot of 3rd level or higher,
the healing inc reases by 1d8 for eac h slot level above 2nd.
Pyrotechnics Ray of Enfeeblement
Transmutation Necromancy

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

Choose an area of nonmagic al flame that you c an see and that A blac k beam of enervating energy springs from your finger
fits within a 5-foot c ube within range. You c an extinguish the fire toward a c reature within range.
in that area, and you c reate either fireworks or smoke when you Make a ranged spell attac k against the target. On a hit, the target
do so. deals only half damage with weapon attac ks that use S trength
Fireworks. The target explodes with a daz z ling display of c olors. until the spell ends.
Eac h c reature within 10 feet of the target must suc c eed on a
Constitution saving throw or bec ome blinded until the end of your At the end of eac h of the target’s turns, it c an make a
next turn. Constitution saving throw against the spell. On a suc c ess, the
S moke. Thic k blac k smoke spreads out from the target in a 20- spell ends.
foot radius, moving around c orners. The area of the smoke is
heavily obsc ured. The smoke persists for 1 minute or until a
strong wind disperses it.

Rope Trick Scorching Ray


Transmutation Evocation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 120 feet
Components: V, S, M (powdered corn extract and a twisted loop Components: V, S
of parchment) Duration: Instantaneous
Duration: 1 hour
You c reate three rays of fire and hurl them at targets within
You touc h a length of rope that is up to 60 feet long. One end of range. You c an hurl them at one target or several. Make a ranged
the rope then rises into the air until the whole rope hangs spell attac k for eac h ray. On a hit, the target takes 2d6 fire
perpendic ular to the ground. At the upper end of the rope, an damage.
invisible entranc e opens to an extradimensional spac e that lasts
until the spell ends. At higher level

The extradimensional spac e c an be reac hed by c limbing to the When you c ast this spell using a spell slot of 3rd level or higher,
top of the rope. The spac e c an hold as many as eight Medium or you c reate one additional ray for eac h slot level above 2nd.
smaller c reatures. The rope c an be pulled into the spac e, making
the rope disappear from view outside the spac e.

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

Anything inside the extradimensional spac e drops out when the


spell ends.

See invisibility
Divination

Level: 2
Casting time: 1 Action
Range: Self
Components: V, S, M (a pinch of talc and a small sprinkling of
powdered silver)
Duration: 1 hour

For the duration, you see invisible c reatures and objec ts as if


they were visible, and you c an see into the Ethereal Plane.
Ethereal c reatures and objec ts appear ghostly and transluc ent.
Shadow Blade
Illusion

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

You weave together threads of shadow to c reate a sword of


solidified gloom in your hand. This magic sword lasts until the
spell ends. It c ounts as a simple melee weapon with whic h you
are profic ient. It deals 2d8 psyc hic damage on a hit and has the
finesse, light, and thrown properties (range 20/60). In addition,
when you use the sword to attac k a target that is in dim light or
darkness, you make the attac k roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the
turn. Thereafter, while the spell persists, you c an use a bonus
ac tion to c ause the sword to reappear in your hand.

At higher level

When you c ast this spell using a 3rd- or 4th-level spell slot, the
damage inc reases to 3d8. When you c ast it using a 5th- or 6th-
level spell slot, the damage inc reases to 4d8. When you c ast it
using a spell slot of 7th level or higher, the damage inc reases to
5d8.

Shatter Silence (Ritual)


Evocation Illusion

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 120 feet
Components: V, S, M (a chip of mica) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes

A sudden loud ringing noise, painfully intense, erupts from a point For the duration, no sound c an be c reated within or pass through
of your c hoic e within range. Eac h c reature in a 10-foot-radius a 20-foot-radius sphere c entered on a point you c hoose within
sphere c entered on that point must make a Constitution saving range. Any c reature or objec t entirely inside the sphere is
throw. A c reature takes 3d8 thunder damage on a failed save, or immune to thunder damage, and c reatures are deafened while
half as muc h damage on a suc c essful one. A c reature made of entirely inside it. Casting a spell that inc ludes a verbal
inorganic material suc h as stone, c rystal, or metal has c omponent is impossible there.
disadvantage on this saving throw.

A nonmagic al objec t that isn’t being worn or c arried also takes


the damage if it’s in the spell’s area.

At higher level

When you c ast this spell using a spell slot of 3rd level or higher,
the damage inc reases by 1d8 for eac h slot level above 2nd.

Skywrite (Ritual)
Transmutation

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

You c ause up to ten words to form in a part of the sky you c an


see. The words appear to be made of c loud and remain in plac e
for the spell’s duration. The words dissipate when the spell ends.
A strong wind c an disperse the c louds and end the spell early.
Snilloc’s Snowball Swarm
Evocation

Level: 2
Casting time: 1 Action
Range: 90 feet
Components: V, S, M
Duration: Instantaneous

(a piec e of ic e or a small white roc k c hip)


A flurry of magic snowballs erupts from a point you c hoose within
range. Eac h c reature in a 5-foot-radius sphere c entered on that
point must make a Dexterity saving throw. A c reature takes 3d6
c old damage on a failed save, or half as muc h damage on a
suc c essful one.
At Higher Levels. When you c ast this spell using a spell slot of 3rd
level or higher, the damage inc reases by 1d6 for eac h slot level
above 2nd.

Spider Climb Spike Growth


Transmutation Transmutation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 150 feet
Components: V, S, M (a drop of bitumen and a spider) Components: V, S, M (seven sharp thorns or seven small twigs,
Duration: Concentration, up to 1 hour each sharpened to a point)
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing c reature you touc h gains the
ability to move up, down, and ac ross vertic al surfac es and upside The ground in a 20-foot radius c entered on a point within range
down along c eilings, while leaving its hands free. The target also twists and sprouts hard spikes and thorns. The area bec omes
gains a c limbing speed equal to its walking speed. diffic ult terrain for the duration. When a c reature moves into or
within the area, it takes 2d4 pierc ing damage for every 5 feet it
travels.

The transformation of the ground is c amouflaged to look natural.


Any c reature that c an’t see the area at the time the spell is c ase
must make a Wisdom (Perc eption) c hec k against your spell save
DC to rec ogniz e the terrain as haz ardous before entering it.
Spiritual Weapon Suggestion
Evocation Enchantment

Level: 2 Level: 2
Casting time: 1 Bonus Action Casting time: 1 Action
Range: 60 feet Range: 30 feet
Components: V, S Components: V, M (a snake’s tongue and either a bit of
Duration: 1 minute honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
You c reate a floating, spec tral weapon within range that lasts for
the duration or until you c ast this spell again. You suggest a c ourse of ac tivity (limited to a sentenc e or two)
When you c ast the spell, you c an make a melee spell attac k and magic ally influenc e a c reature you c an see within range that
against a c reature within 5 feet of the weapon. On a hit, the c an hear and understand you. Creatures that c an’t be c harmed
target takes forc e damage equal to 1d8 + your spellc asting are immune to this effec t. The suggestion must be worded in suc h
ability modifier. a manner as to make the c ourse of ac tion sound reasonable.
Asking the c reature to stab itself, throw itself onto a spear,
As a bonus ac tion on your turn, you c an move the weapon up to immolate itself, or do some other obviously harmful ac t ends the
20 feet and repeat the attac k against a c reature within 5 feet of spell.
it.
The target must make a Wisdom saving throw. On a failed save, it
The weapon c an take whatever form you c hoose. Cleric s of deities purses the c ourse of ac tion you desc ribed to the best of its
who are assoc iated with a partic ular weapon (as S t. Cuthbert is ability. The suggested c ourse of ac tion c an c ontinue for the
known for his mac e and Thor for his hammer) make this spell’s entire duration. If the suggested ac tivity c an be c ompleted in a
effec t resemble that weapon. shorter time, the spell ends when the subjec t finishes what it was
asked to do.
At higher level
You c an also spec ify c onditions that will trigger a spec ial ac tivity
When you c ast this spell using a spell slot of 3rd level or higher, during the duration. For example, you might suggest that a knight
the damage inc reases by 1d8 for every two slot levels above the give her warhorse to the first beggar she meets. If the c ondition
2nd. isn’t met before the spell expires, the ac tivity isn’t preformed.

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


ends.

Warding Bond Warding Wind


Abjuration Evocation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Self
Components: V, S, M (a pair of platinum rings worth at least 50 Components: V
gp each, which you and target must wear for the duration) Duration: Concentration, up to 10 minutes
Duration: 1 hour
A strong wind (20 miles per hour) blows around you in a 10-foot
This spell wards a willing c reature you touc h and c reates a mystic radius and moves with you, remaining c entered on you. The wind
c onnec tion between you and the target until the spell ends. lasts for the spell’s duration.
The wind has the following effec ts:
While the target is within 60 feet of you, it gains a +1 bonus to AC • It deafens you and other c reatures in its area.
and saving throws, and it has resistanc e to all damage. Also, eac h • It extinguishes unprotec ted flames in its area that are torc h-
time it takes damage, you take the same amount of damage. siz ed or smaller.
• The area is diffic ult terrain for c reatures other than you.
The spell ends if you drop to 0 hit points or if you and the target • The attac k rolls of ranged weapon attac ks have disadvantage if
bec ome separated by more than 60 feet. It also ends if the spell they pass in or out of the wind.
is c ast again on either of the c onnec ted c reatures. You c an also • It hedges out vapor, gas, and fog that c an be dispersed by
dismiss the spell as an ac tion. strong wind.
Web Zone of Truth
C onjuration Enchantment

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

You c onjure a mass of thic k, stic ky webbing at a point of your You c reate a magic al z one that guards against dec eption in a 15-
c hoic e within range. foot-radius sphere c entered on a point of your c hoic e within
The webs fill a 20-foot c ube from that point for the duration. The range.
webs are diffic ult terrain and lightly obsc ure their area. Until the spell ends, a c reature that enters the spell’s area for the
first time on a turn or starts its turn there must make a Charisma
If the webs aren’t anc hored between two solid masses (suc h as saving throw. On a failed save, a c reature c an’t speak a
walls or trees) or layered ac ross a floor, wall, or c eiling, the deliberate lie while in the radius. You know whether eac h c reature
c onjured web c ollapses on itself, and the spell ends at the start of suc c eeds or fails on its saving throw.
your next turn. Webs layered over a flat surfac e have a depth of 5
feet. An affec ted c reature is aware of the spell and c an thus avoid
answering questions to whic h it would normally respond with a lie.
Eac h c reature that starts its turn in the webs or that enters them S uc h c reatures c an be evasive in its answers as long as it
during its turn must make a Dexterity saving throw. On a failed remains within the boundaries of the truth.
save, the c reature is restrained as long as it remains in the webs
or until it breaks free.

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


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

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

Level: 3 Level: 3
Casting time: 1 Minute Casting time: 1 Action
Range: 10 feet Range: Self (30-foot radius)
Components: V, S, M (a drop of blood, a piece of flesh, and a Components: V
pinch of bone dust) Duration: Concentration, up to 1 minute
Duration: Instantaneous
Healing energy radiates from you in an aura with a 30-foot radius.
This spell c reates an undead servant. Until the spell ends, the aura moves with you, c entered on you.
Choose a pile of bones or a c orpse of a Medium or S mall You c an use a bonus ac tion to c ause one c reature in the aura
humanoid within range. Your spell imbues the target with a foul (inc luding you) to regain 2d6 hit points.
mimic ry of life, raising it as an undead c reature. The target
bec omes a skeleton if you c hose bones or a z ombie if you c hose a
c orpse (the DM has the c reature’s game statistic s).

On eac h of your turns, you c an use a bonus ac tion to mentally


c ommand any c reature you made with this spell if the c reature is
within 60 feet of you (if you c ontrol multiple c reatures, you c an
c ommand any or all of them at the same time, issuing the same
c ommand to eac h one). You dec ide what ac tion the c reature will
take and where it will move during its next turn, or you c an issue
a general c ommand, suc h as to guard a partic ular c hamber or
c orridor. If you issue no c ommands, the c reature only defends
itself against hostile c reatures. Onc e given an order, the c reature
c ontinues to follow it until its task is c omplete.

The c reature is under your c ontrol for 24 hours, after whic h it


stops obeying any c ommand you’ve given it. To maintain the
c ontrol of the c reature for another 24 hours, you must c ast this
spell on the c reature again before the c urrent 24-hour period
ends. This use of the spell reasserts your c ontrol over up to four
c reatures you have animated with this spell, rather than
animating a new one.

At higher level

When you c ast this spell using a spell slot of 4th level or higher,
you animate or reassert c ontrol over two additional undead
c reatures for eac h slot level above 3rd. Eac h of the c reatures
must c ome from a different c orpse or pile of bones.

Beacon of Hope
Abjuration

Level: 3
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

This spell bestows hope and vitality. Choose any number of


c reatures within range. For the duration, eac h target has
advantage on Wisdom saving throws and death saving throws, and
regains the maximum number of hit points possible from any
healing.
Bestow Curse
Necromancy

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

You touc h a c reature, and that c reature must suc c eed on a


Wisdom saving throw or bec ome c ursed for the duration of the
spell. When you c ast this spell, c hoose the nature of the c urse
from the following options:

* C hoose one ability score. While cursed, the target has


disadvantage on ability checks and saving throws made with that
ability score.
* While cursed, the target has disadvantage on attack rolls against
you.
* While cursed, the target must make a Wisdom saving throw at
the start of each of its turns. If it fails, it wastes its action that turn
doing nothing.
* While the target is cursed, your attacks and spells deal an extra
1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM’s option, you
may choose an alternative curse effect, but it should be no more
powerful than those described above.
The DM has final say on such a curse’s effect.

At higher level

If you c ast this spell using a spell slot of 4th level or higher, the
duration is c onc entration, up to 10 minutes.
If you use a spell slot of 5th level or higher, the duration is 8
hours.
If you use a spell slot of 7th level or higher, the duration is 24
hours.
If you use a 9th level spell slot, the spell lasts until it is dispelled.
Using a spell slot of 5th level or higher grants a duration that
doesn’t require c onc entration.

Blinding Smite
Evocation

Level: 3
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a c reature with a melee weapon attac k
during this spell’s duration, you weapon flares with a bright light,
and the attac k deals an extra 3d8 radiant damage to the target.
Additionally, the target must suc c eed on a Constitution saving
throw or be blinded until the spell ends.

A c reature blinded by this spell makes another Constitution


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

Level: 3
Casting time: 1 Action
Range: Self
Components: V, S
Duration: 1 minute

Roll a d20 at the end of eac h of your turns for the duration of the
spell. On a roll of 11 or higher, you vanish from your c urrent plane
of existenc e and appear in the Etheral Plane (the spell fails and
the c asting is wasted if you were already on that plane).

At the start of you next turn, and when the spell ends if you are on
the Etheral Plane, you return to an unoc c upied spac e of your
c hoic e that you c an see within 10 feet of the spac e you vanished
from. If no unoc c upied spac e is available within that range, you
appear in the nearest unoc c upied spac e (c hosen at random if
more that one spac e is equally near). You c an dismiss this spell
as an ac tion.

While on the Ethereal Plane, you c an see and hear the plane you
originated from, whic h is c ast in shades of gray, and you c an’t see
anything more than 60 feet away.You c an only affec t and be
affec ted by other reatures on the Ethereal Plane. Creature that
aren’t there c an’t perc eive you or interac t with you, unless they
have the ability to do so.

Call Lightning Catnap


C onjuration Enchantment

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 30 feet
Components: V, S Components: S, M (a pinch of sand)
Duration: Concentration, up to 10 minutes Duration: 10 minutes

A storm c loud appears in the shape of a c ylinder that is 10 feet You make a c alming gesture, and up to three willing c reatures of
tall with a 60-foot radius, c entered on a point you c an see 100 your c hoic e that you c an see within range fall unc onsc ious for the
feet direc tly above you. The spell fails if you c an’t see a point in spell’s duration. The spell ends on a target early if it takes
the air where the storm c loud c ould appear (for example, if you damage or someone uses an ac tion to shake or slap it awake. If a
are in a room that c an’t ac c ommodate the c loud). target remains unc onsc ious for the full duration, that target gains
the benefit of a short rest, and it c an’t be affec ted by this spell
When you c ast the spell, c hoose a point you c an see within range. again until it finishes a long rest.
A bolt of lightning flashes down from the c loud to that point. Eac h
c reature within 5 feet of that point must make a Dexterity saving At higher level
throw. A c reature takes 3d10 lightning damage on a failed save,
or half as muc h damage on a suc c essful one. On eac h of your When you c ast this spell using a spell slot of 4th level or higher,
turns until the spell ends, you c an use your ac tion to c all down you c an target one additional willing c reature for eac h slot level
lightning in this way again, targeting the same point or a different above 3rd.
one.

If you are outdoors in stormy c onditions when you c ast this spell,
the spell gives you c ontrol over the existing storm instead of
c reating a new one. Under suc h c onditions, the spell’s damage
inc reases by 1d10.

At higher level

When you c ast this spell using a spell slot of 4th or higher level,
the damage inc reases by 1d10 for eac h slot level above 3rd.
Clairvoyance Conjure Animals
Divination C onjuration

Level: 3 Level: 3
Casting time: 10 Minutes Casting time: 1 Action
Range: 1 mile Range: 60 feet
Components: V, S, M (a focus worth at least 100 gp, either a Components: V, S
jeweled horn for hearing or a glass eye for seeing Duration: Concentration, up to 1 hour
Duration: Concentration, up to 10 minutes
You summon fey spirits that take the form of beasts and appear in
You c reate an invisible sensor within range in a loc ation familiar unoc c upied spac es that you c an see within range.
to you (a plac e you have visited or seen before) or in an obvious
loc ation that is unfamiliar to you (suc h as behind a door, around Choose one of the following options for what appears:
a c orner, or in a grove of trees). The sensor remains in plac e for
the duration, and it c an’t be attac ked or otherwise interac ted • One beast of c hallenge rating 2 or lower
with. • Two beasts of c hallenge rating 1 or lower
• Four beasts of c hallenge rating 1/2 or lower
When you c ast the spell, you c hoose seeing or hearing. You c an • Eight beasts of c hallenge rating 1/4 or lower
use the c hosen sense through the sensor as if you were in its
spac e. As your ac tion, you c an switc h between seeing and Eac h beast is also c onsidered fey, and it disappears when it drops
hearing. A c reature that c an see the sensor (suc h as a c reature to 0 hit points or when the spell ends.
benefitting from see invisibility or truesight) sees a luminous,
intangible orb about the siz e of your fist. The summoned c reatures are friendly to you and your
c ompanions. Roll initiative for the summoned c reatures as a
group, whic h has its own turns. They obey any verbal c ommands
that you issue to them (no ac tion required by you). If you don’t
issue any c ommands to them, they defend themselves from
hostile c reatures, but otherwise take no ac tions.
The DM has the c reatures’ statistic s.

At higher level

When you c ast this spell using c ertain higher-level spell slots, you
c hoose one of the summoning options above, and more c reatures
appear:

twic e as many with a 5th-level slot


three times as many with a 7th-level slot
four times as many with a 9th-level slot.

Conjure Barrage Counterspell


C onjuration Abjuration

Level: 3 Level: 3
Casting time: 1 Action Casting time: Special
Range: Self (60-foot cone) Range: 60 feet
Components: V, S, M (one piece of ammunition or a thrown Components: S
weapon) Duration: Instantaneous
Duration: Instantaneous
1 reac tion, whic h you take when you see a c reature within 60 feet
You throw a nonmagic al weapon or fire a piec e of nonmagic al of you c asting a spell
ammunition into the air to c reate a c one of identic al weapons
that shoot forward and then disappear. Eac h c reature in a 60-foot You attempt to interrupt a c reature in the proc ess of c asting a
c one must suc c eed on a Dexterity saving throw. A c reature takes spell. If the c reature is c asting a spell of 3rd level or lower, its
3d8 damage on a failed save, or half as muc h damage on a spell fails and has no effec t. If it is c asting a spell of 4th level or
suc c essful one. The damage type is the same as that of the higher, make an ability c hec k using your spellc asting ability. The
weapon or ammunition used as a c omponent. DC equals 10+ the spell’s level. On a suc c ess, the c reature’s
spell fails and has no effec t.

At higher level

When you c ast this spell using a spell slot of 4th level or higher,
the interrupted spell has no effec t if its level is less than or equal
to the level of the spell slot you used.
Create Food and Water Crusader’s Mantle
C onjuration Evocation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Self
Components: V, S Components: V
Duration: Instantaneous Duration: Concentration, up to 1 minute

You c reate 45 pounds of food and 30 gallons of water on the Holy power radiates from you in an aura with a 30-foot radius,
ground or in c ontainers within range, enough to sustain up to awakening boldness in friendly c reatures. Until the spell ends, the
fifteen humanoids or five steeds for 24 hours. The food is bland aura moves with you, c entered on you. While in the aura, eac h
but nourishing, and spoils if uneaten after 24 hours. The water is nonhostile c reature in the aura (inc luding you) deals an extra 1d4
c lean and doesn’t go bad. radiant damage when it hits with a weapon attac k.

Daylight Dispel Magic


Evocation Abjuration

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 120 feet
Components: V, S Components: V, S
Duration: 1 hour Duration: Instantaneous

A 60-foot-radius sphere of light spreads out from a point you Choose any c reature, objec t, or magic al effec t within range. Any
c hoose within range. spell of 3rd level or lower on the target ends. For eac h spell of 4th
The sphere is bright light and sheds dim light for an additional 60 level or higher on the target, make an ability c hec k using your
feet. spellc asting ability. The DC equals 10 + the spell’s level. On a
suc c essful c hec k, the spell ends.
If you c hose a point on an objec t you are holding or one that isn’t
being worn or c arried, the light shines from the objec t with and At higher level
moves with it. Completely c overing the affec ted objec t with an
opaque objec t, suc h as a bowl or a helm, bloc ks the light. When you c ast this spell using a spell slot of 4th level or higher,
you automatic ally end the effec ts of a spell on the target if the
If any of this spell’s area overlaps with an area of darkness spell’s level is equal to or less than the level of the spell slot you
c reated by a spell of 3rd level or lower, the spell that c reated the used.
darkness is dispelled.

Elemental Weapon Enemies abound


Transmutation Enchantment

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

A nonmagic al weapon you touc h bec omes a magic weapon. You reac h into the mind of one c reature you c an see and forc e it
Choose one of the following damage types: ac id, c old, fire, to make an Intelligenc e saving throw. A c reature automatic ally
lightning, or thunder. For the duration, the weapon has a +1 suc c eeds if it is immune to being frightened. On a failed save, the
bonus to attac k rolls and deals an extra 1d4 damage of the target loses the ability to distinguish friend from foe, regarding all
c hosen type when it hits. c reatures it c an see as enemies until the spell ends. Eac h time
the target takes damage, it c an repeat the saving throw, ending
At higher level the effec t on itself on a suc c ess. Whenever the affec ted c reature
c hooses another c reature as a target, it must c hoose the target
When you c ast this spell using a spell slot of 5th or 6th level, the at random from among the c reatures it c an see within range of
bonus to attac k rolls inc reases to +2 and the extra damage the attac k, spell, or other ability it’s using. If an enemy provokes
inc reases to 2d4. an opportunity attac k from the affec ted c reature, the c reature
When you use a spell slot of 7th level or higher, the bonus must make that attac k if it is able to.
inc reases to +3 and the extra damage inc reases to 3d4.
Erupting Earth Fear
Transmutation Illusion

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

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

Feign Death (Ritual) Fireball


Necromancy Evocation

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

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

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

You touc h a quiver c ontaining arrows or bolts. When a target is hit You touc h a willing c reature. The target gains a flying speed of 60
by a ranged weapon attac k using a piec e of ammunition drawn feet for the duration. When the spell ends, the target falls if it is
from the quiver, the target takes an extra 1d6 fire damage. The still aloft, unless it c an stop the fall.
spell’s magic ends on the piec e of ammunition when it hits or
misses, and the spell ends when twelve piec es of ammunition At higher level
have been drawn from the quiver.
When you c ast this spell using a spell slot of 4th level or higher,
At higher level you c an target one additional c reature for eac h slot level above
3rd.
When you c ast this spell using a spell slot of 4th level or higher,
the number of piec es of ammunition you c an affec t with this spell
inc reases by two for eac h slot level above 3rd.

Gaseous Form
Transmutation

Level: 3
Casting time: 1 Action
Range: Touch
Components: V, S, M (a bit of gauze and a wisp of smoke)
Duration: Concentration, up to 1 hour

You transform a willing c reature you touc h, along with everything


it’s wearing and c arrying, into a misty c loud for the duration. The
spell ends if the c reature drops to 0 hit points. An inc orporeal
c reature isn’t affec ted.

While in this form, the target’s only method of movement is a


flying speed of 10 feet. The target c an enter and oc c upy the
spac e of another c reature. The target has resistanc e to
nonmagic al damage, and it has advantage on S trength, Dexterity,
and Constitution saving throws. The target c an pass through
small holes, narrow openings, and even mere c rac ks, though it
treats liquids as though they were solid surfac es. The target c an’t
fall and remains hovering in the air even when stunned or
otherwise inc apac itated.

While in the form of a misty c loud, the target c an’t talk or


manipulate objec ts, and any objec ts it was c arrying or holding
c an’t be dropped, used, or otherwise interac ted with. The target
c an’t attac k or c ast spells.
Glyph of Warding
Abjuration

Level: 3
Casting time: 1 Hour
Range: Touch
Components: V, S, M (incense and powdered diamond worth at
least 200 gp, which the spell consumes)
Duration: Until dispelled or triggered

When you c ast this spell, you insc ribe a glyph that harms other
c reatures, either upon a surfac e (suc h as a table or a sec tion of
floor or wall) or within an objec t that c an be c losed (suc h as a
book, a sc roll, or a treasure c hest) to c onc eal the glyph.
If you c hoose a surfac e, the glyph c an c over an area of the
surfac e no larger than 10 feet in diameter. If you c hoose an
objec t, that objec t must remain in its plac e; if the objec t is
moved more than 10 feet from where you c ast this spell, the glyph
is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a suc c essful Intelligenc e


(Investigation) c hec k against your spell save DC to be found.

You dec ide what triggers the glyph when you c ast the spell. For
glyphs insc ribed on a surfac e, the most typic al triggers inc lude
touc hing or standing on the glyph, removing another objec t
c overing the glyph, approac hing within a c ertain distanc e of the
glyph, or manipulating the objec t on whic h the glyph is insc ribed.
For glyphs insc ribed within an objec t, the most c ommon triggers
inc lude opening that objec t, approac hing within a c ertain
distanc e of the objec t, or seeing or reading the glyph. Onc e a
glyph is triggered, this spell ends.

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

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

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

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

At higher level

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

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 150 feet
Components: V, S, M (a shaving of licorice root) Components: V, S, M (a pickled octopus tentacle)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

Choose a willing c reature that you c an see within range. Until the You open a gateway to the dark between the stars, a region
spell ends, the target’s speed is doubled, it gains a +2 bonus to infested with unknown horrors. A 20-foot-radius sphere of
AC, it has advantage on Dexterity saving throws, and it gains an blac kness and bitter c old appears, c entered on a point with range
additional ac tion on eac h of its turns. That ac tion c an be used and lasting for the duration. This void is filled with a c ac ophony of
only to take the Attac k (one weapon attac k only), Dash, soft whispers and slurping noises that c an be heard up to 30 feet
Disengage, Hide, or Use an Objec t ac tion. away. No light, magic al or otherwise, c an illuminate the area, and
c reatures fully within the area are blinded.
When the spell ends, the target c an’t move or take ac tions until
after its next turn, as a wave of lethargy sweeps over it. The void c reates a warp in the fabric of spac e, and the area is
diffic ult terrain. Any c reature that starts its turn in the area takes
2d6 c old damage. Any c reature that ends its turn in the area
must suc c eed on a Dexterity saving throw or take 2d6 ac id
damage as milky, otherwordly tentac les rub against it.

Hypnotic Pattern Leomund’s Tiny Hut (Ritual)


Illusion Evocation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Minute
Range: 120 feet Range: Self (10-foot-radius hemisphere)
Components: S, M (a glowing stick of incense or a crystal vial Components: V, S, M (a small crystal bead)
filled with phosphorescent material) Duration: 8 hours
Duration: Concentration, up to 1 minute
A 10-foot-radius immobile dome of forc e springs into existenc e
You c reate a twisting pattern of c olors that weaves through the around and above you and remains stationary for the duration.
air inside a 30-foot c ube within range. The spell ends if you leave its area.
The pattern appears for a moment and vanishes. Eac h c reature in
the area who sees the pattern must make a Wisdom saving throw. Nine c reatures of Medium siz e or smaller c an fit inside the dome
On a failed save, the c reature bec omes c harmed for the duration. with you. The spell fails if its area inc ludes a larger c reature or
While c harmed by this spell, the c reature is inc apac itated and more than nine c reatures. Creatures and objec ts within the dome
has a speed of 0. when you c ast this spell c an move through it freely. All other
c reatures and objec ts are barred from passing through it. S pells
The spell ends for an affec ted c reature if it takes any damage or if and other magic al effec ts c an’t extend through the dome or be
someone else uses an ac tion to shake the c reature out of its c ast through it. The atmosphere inside the spac e is c omfortable
stupor. and dry, regardless of the weather outside.

Until the spell ends, you c an c ommand the interior to bec ome
dimly lit or dark. The dome is opaque from the outside, of any
c olor you c hoose, but it is transparent from the inside.
Life Transference Lightning Arrow
Necromancy Transmutation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Bonus Action
Range: 30 feet Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute

You sac rific e some of your health to mend another c reature’s The next time you make a ranged weapon attac k during the
injuries. You take 4d8 nec rotic damage, and one c reature of your spell’s duration, the weapon’s ammunition, or the weapon itself if
c hoic e that you c an see within range regains a number of hit it’s a thrown weapon, transforms into a bolt of lightning. Make the
points equal to twic e the nec rotic damage you take. attac k roll as normal, The target takes 4d8 lightning damage on a
hit, or half as muc h damage on a miss, instead of the weapon’s
At higher level normal damage.

When you c ast this spell using a spell slot of 4th level or higher, Whether you hit or miss, eac h c reature within 10 feet of the target
the damage inc reases by 1d8 for eac h slot level above 3rd. must make a Dexterity saving throw. Eac h of these c reatures
takes 2d8 lightning damage on a failed save, or half as muc h
damage on a suc c essful one.

The piec e of ammunition or weapon then returns to its normal


form.

At higher level

When you c ast this spell using a spell slot of 4th level or higher,
the damage for both effec ts of the spell inc reases by 1d8 for eac h
slot level above 3rd.

Lightning Bolt Magic Circle


Evocation Abjuration

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

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

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

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

At higher level

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

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Bonus Action
Range: 120 feet Range: 60 feet
Components: V, S, M (a bit of fleece) Components: V
Duration: Concentration, up to 10 minutes Duration: Instantaneous

You c reate the image of an objec t, a c reature, or some other As you c all out words of restoration, up to six c reatures of your
visible phenomenon that is no larger than a 20-foot c ube. c hoic e that you c an see within range regain hit points equal to
The image appears at a spot that you c an see within range and 1d4 + your spellc asting ability modifier. This spell has no effec t
lasts for the duration. It seems c ompletely real, inc luding sounds, on undead or c onstruc ts.
smells, and temperature appropriate to the thing depic ted. You
c an’t c reate suffic ient heat or c old to c ause damage, a sound At higher level
loud enough to deal thunder damage or deafen a c reature, or a
smell that might sic ken a c reature (like a troglodyte’s stenc h). When you c ast this spell using a spell slot of 4th level or higher,
the healing inc reases by 1d4 for eac h slot level above 3rd.
As long as you are within range of the illusion, you c an use your
ac tion to c ause the image to move to any other spot within
range. As the image c hanges loc ation, you c an alter its
appearanc e so that its movements appear natural for the image.
For example, if you c reate an image of a c reature and move it,
you c an alter the image so that it appears to be walking.
S imilarly, you c an c ause the illusion to make different sounds at
different times, even making it c arry on a c onversation, for
example.

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


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

At higher level

When you c ast this spell using a spell slot of 6th level or higher,
the spell lasts until dispelled, without requiring your
c onc entration.
Meld into Stone (Ritual) Melf’s Minute Meteors
Transmutation Evocation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Self
Components: V, S Components: V, S, M
Duration: 8 hours Duration: Concentration, up to 10 minutes

You step into a stone objec t or surfac e large enough to fully (niter, sulfur, and pine tar formed into a bead)
c ontain your body, melding yourself and all the equipment you You c reate six tiny meteors in your spac e. They float in the air and
c arry with the stone for the duration. orbit you for the spell’s duration. When you c ast the spell—and as
Using your movement, you step into the stone at a point you c an a bonus ac tion on eac h of your turns thereafter—you c an expend
touc h. Nothing of your presenc e remains visible or otherwise one or two of the meteors, sending them streaking toward a point
detec table by nonmagic al senses. or points you c hoose within 120 feet of you. Onc e a meteor
reac hes its destination or impac ts against a solid surfac e, the
While merged with the stone, you c an’t see what oc c urs outside meteor explodes. Eac h c reature within 5 feet of the point where
it, and any Wisdom (Perc eption) c hec ks you make to hear sounds the meteor explodes must make a Dexterity saving throw. A
outside it are made with disadvantage. You remain aware of the c reature takes 2d6 fire damage on a failed save, or half as muc h
passage of time and c an c ast spells on yourself while merged in damage on a suc c essful one.
the stone. You c an use your movement to leave the stone where At Higher Levels. When you c ast this spell using a spell slot of 4th
you entered it, whic h ends the spell. You otherwise c an’t move. level or higher, the number of meteors c reated inc reases by two
for eac h slot level above 3rd.
Minor physic al damage to the stone doesn’t harm you, but its
partial destruc tion or a c hange in its shape (to the extent that
you no longer fit within it) expels you and deals 6d6 bludgeoning
damage to you. The stone’s c omplete destruc tion (or
transmutation into a different substanc e) expels you and deals 50
bludgeoning damage to you. If expelled, you fall prone in an
unoc c upied spac e c losest to where you first entered.

Nondetection Phantom Steed (Ritual)


Abjuration Illusion

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

Level: 3 Level: 3
Casting time: Special Casting time: 1 Action
Range: 150 feet Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 hour

This spell c hannels vitality into plants within a spec ific area. For the duration, the willing c reature you touc h has resistanc e to
There are two possible uses for the spell, granting either one damage type of your c hoic e: ac id, c old, fire, lightning, or
immediate or long-term benefits. thunder.

If you c ast this spell using 1 ac tion, c hoose a point within range.
All normal plants in a 100-foot radius c entered on that point
bec ome thic k and overgrown. A c reature moving through the area
must spend 4 feet of movement for every 1 foot it moves.

You c an exc lude one or more areas of any siz e within the spell’s
area from being affec ted.

If you c ast this spell over 8 hours, you enric h the land. All plants
in a half-mile radius c entered on a point within range bec ome
enric hed for 1 year. The plants yield twic e the normal amount of
food when harvested.

Remove Curse Revivify


Abjuration Necromancy

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Touch
Components: V, S Components: V, S, M (diamonds worth 300 gp, which the spell
Duration: Instantaneous consumes)
Duration: Instantaneous
At your touc h, all c urses affec ting one c reature or objec t end. If
the objec t is a c ursed magic item, its c urse remains, but the spell You touc h a c reature that has died within the last minute. That
breaks its owner’s attunement to the objec t so it c an be removed c reature returns to life with 1 hit point. This spell c an’t return to
or disc arded. life a c reature that has died of old age, nor c an it restore any
missing body parts.

Sending Sleet Storm


Evocation C onjuration

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

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

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 10 feet
Components: V, S, M (a drop of molasses) Components: V, S, M (burning incense)
Duration: Concentration, up to 1 minute Duration: 10 minutes

You alter time around up to six c reatures of your c hoic e in a 40- You grant the semblanc e of life and intelligenc e to a c orpse of
foot c ube within range. Eac h target must suc c eed on a Wisdom your c hoic e within range, allowing it to answer the questions you
saving throw or be affec ted by this spell for the duration. pose. The c orpse must still have a mouth and c an’t be undead.
The spell fails if the c orpse was the target of this spell within the
An affec ted target’s speed is halved, it takes a -2 penalty to AC last 10 days.
and Dexterity saving throws, and it c an’t use reac tions. On its
turn, it c an use either an ac tion or a bonus ac tion, not both. Until the spell ends, you c an ask the c orpse up to five questions.
Regardless of the c reature’s abilities or magic items, it c an’t The c orpse knows only what it knew in life, inc luding the
make more than one melee or ranged attac k during its turn. languages it knew. Answers are usually brief, c ryptic , or
repetitive, and the c orpse is under no c ompulsion to offer a
If the c reature attempts to c ast a spell with a c asting time of 1 truthful answer if you are hostile to it or it rec ogniz es you as an
ac tion, roll a d20. On an 11 or higher, the spell doesn’t take effec t enemy. This spell doesn’t return the c reature’s soul to its body,
until the c reature’s next turn, and the c reature must use its only its animating spirit. Thus, the c orpse c an’t learn new
ac tion on that turn to c omplete the spell. If it c an’t, the spell is information, doesn’t c omprehend anything that has happened
wasted. sinc e it died, and c an’t spec ulate about future events.

A c reature affec ted by this spell makes another Wisdom saving


throw at the end of its turn. On a suc c essful save, the effec t ends
for it.

Speak with Plants Spirit Guardians


Transmutation C onjuration

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Self (30-foot radius) Range: Self (15-foot-radius)
Components: V, S Components: V, S, M (a holy symbol)
Duration: 10 minutes Duration: Concentration, up to 10 minutes

You imbue plants within 30 feet of you with limited sentienc e and You c all forth spirits to protec t you.
animation, giving them the ability to c ommunic ate with you and They flit around you to a distanc e of 15 feet for the duration. If
follow your simple c ommands. You c an question plants about you are good or neutral, their spec tral form appears angelic or
events in the spell’s area within the past day, gaining information fey (your c hoic e). If you are evil, they appear fiendish.
about c reatures that have passed, weather, and other
c irc umstanc es. When you c ast this spell, you c an designate any number of
c reatures you c an see to be unaffec ted by it. An affec ted
You c an also turn diffic ult terrain c aused by plant growth (suc h as c reature’s speed is halved in the area, and when the c reature
thic kets and undergrowth) into ordinary terrain that lasts for the enters the area for the first time on a turn or starts its turn there,
duration. Or you c an turn ordinary terrain where plants are it must make a Wisdom saving throw. On a failed save, the
present into diffic ult terrain that lasts for the duration, c ausing c reature takes 3d8 radiant damage (if you are good or neutral) or
vines and branc hes to hinder pursuers, for example. 3d8 nec rotic damage (if you are evil). On a suc c essful save, the
c reature takes half as muc h damage.
Plants might be able to perform other tasks on your behalf, at the
DM’s disc retion. The spell doesn’t enable plants to uproot At higher level
themselves and move about, but they c an freely move branc hes,
tendrils, and stalks. When you c ast this spell using a spell slot of 4th level or higher,
the damage inc reases by 1d8 for eac h slot level above 3rd.
If a plant c reature is in the area, you c an c ommunic ate with it as
if you shared a c ommon language, but you gain no magic al ability
to influenc e it.

This spell c an c ause the plants c reated by the entangle spell to


release a restrained c reature.
Stinking Cloud Summon Lesser Demons
C onjuration C onjuration

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 90 feet Range: 60 feet
Components: V, S, M (a rotten egg or several skunk cabbage Components: V, S, M (a vial of blood from a humanoid killed
leaves) within the past 24 hours)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour

You c reate a 20-foot-radius sphere of yellow, nauseating gas You utter foul words, summoning demons from the c haos of the
c entered on a point within range. The c loud spreads around Abyss. Roll on the following table to determine what appears.
c orners, and its area is heavily obsc ured. The c loud lingers in the d6 / Demons S ummoned
air for the duration. 1–2 / Two demons of c hallenge rating 1 or lower
3–4 / Four demons of c hallenge rating 1/2 or lower
Eac h c reature that is c ompletely within the c loud at the start of 5–6 / Eight demons of c hallenge rating 1/4 or lower
its turn must make a Constitution saving throw against poison. On
a failed save, the c reature spends its ac tion that turn retc hing The DM c hooses the demons, suc h as manes or dretc hes, and you
and reeling. Creatures that don’t need to breathe or are immune c hoose the unoc c upied spac es you c an see within range where
to poison automatic ally suc c eed on this saving throw. they appear. A summoned demon disappears when it drops to 0
hit points or when the spell ends.
A moderate wind (at least 10 miles per hour) disperses the c loud The demons are hostile to all c reatures, inc luding you. Roll
after 4 rounds. A strong wind (at least 20 miles per hour) initiative for the summoned demons as a group, whic h has its own
disperses it after 1 round. turns. The demons pursue and attac k the nearest non-demons to
the best of their ability.
As part of c asting the spell, you c an form a c irc le on the ground
with the blood used as a material c omponent. The c irc le is large
enough to enc ompass your spac e. While the spell lasts, the
summoned demons c an’t c ross the c irc le or harm it, and they
c an’t target anyone within it. Using the material c omponent in
this manner c onsumes it when the spell ends.

At higher level

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

Thunder Step Tidal Wave


C onjuration C onjuration

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 90 feet Range: 120 feet
Components: V Components: V, S, M (a drop of water)
Duration: Instantaneous Duration: Instantaneous

You teleport yourself to an unoc c upied spac e you c an see within You c onjure up a wave of water that c rashes down on an area
range. Immediately after you disappear, a thunderous boom within range. The area c an be up to 30 feet long, up to 10 feet
sounds, and eac h c reature within 10 feet of the spac e you left wide, and up to 10 feet tall. Eac h c reature in that area must make
must make a Constitution saving throw, taking 3d10 thunder a Dexterity saving throw. On a failed save, a c reature takes 4d8
damage on a failed save, or half as muc h damage on a suc c essful bludgeoning damage and is knoc ked prone. On a suc c essful save,
one. The thunder c an be heard from up to 300 feet away. a c reature takes half as muc h damage and isn’t knoc ked prone.
You c an bring along objec ts as long as their weight doesn’t The water then spreads out ac ross the ground in all direc tions,
exc eed what you c an c arry. You c an also teleport one willing extinguishing unprotec ted flames in its area and within 30 feet of
c reature of your siz e or smaller who is c arrying gear up to its it, and then it vanishes.
c arrying c apac ity. The c reature must be within 5 feet of you when
you c ast this spell, and there must be an unoc c upied spac e
within 5 feet of your destination spac e for the c reature to appear
in; otherwise, the c reature is left behind.

At higher level

When you c ast this spell using a spell slot of 4th level or higher,
the damage inc reases by 1d10 for eac h slot level above 3rd.
Tiny Servant Tongues
Transmutation Divination

Level: 3 Level: 3
Casting time: 1 Minute Casting time: 1 Action
Range: Touch Range: Touch
Components: V, S Components: V, M (a small clay model of a ziggurat)
Duration: 8 hours Duration: 1 hour

You touc h one Tiny, nonmagic al objec t that isn’t attac hed to This spell grants the c reature you touc h the ability to understand
another objec t or a surfac e and isn’t being c arried by another any spoken language it hears. Moreover, when the target speaks,
c reature. The target animates and sprouts little arms and legs, any c reature that knows at least one language and c an hear the
bec oming a c reature under your c ontrol until the spell ends or target understands what it says.
the c reature drops to 0 hit points. S ee the stat bloc k for its
statistic s.
As a bonus ac tion, you c an mentally c ommand the c reature if it is
within 120 feet of you. (If you c ontrol multiple c reatures with this
spell, you c an c ommand any or all of them at the same time,
issuing the same c ommand to eac h one.) You dec ide what ac tion
the c reature will take and where it will move during its next turn,
or you c an issue a simple, general c ommand, suc h as to fetc h a
key, stand watc h, or stac k some books. If you issue no c ommands,
the servant does nothing other than defend itself against hostile
c reatures. Onc e given an order, the servant c ontinues to follow
that order until its task is c omplete.
When the c reature drops to 0 hit points, it reverts to its original
form, and any remaining damage c arries over to that form.

At higher level

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

Vampiric Touch Wall of Sand


Necromancy Evocation

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

The touc h of your shadow-wreathed hand c an siphon forc e from You c onjure up a wall of swirling sand on the ground at a point
others to heal your wounds. Make a melee spell attac k against a you c an see within range. You c an make the wall up to 30 feet
c reature within your reac h. On a hit, the target takes 3d6 long, 10 feet high, and 10 feet thic k, and it vanishes when the
nec rotic damage, and you regain hit points equal to half the spell ends. It bloc ks line of sight but not movement. A c reature is
amount of nec rotic damage dealt. Until the spell ends, you c an blinded while in the wall’s spac e and must spend 3 feet of
make the attac k again on eac h of your turns as an ac tion. movement for every 1 foot it moves there.

At higher level

When you c ast this spell using a spell slot of 4th level or higher,
the damage inc reases by 1d6 for eac h slot level above 3rd.
Wall of Water Water Breathing (Ritual)
Evocation Transmutation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 30 feet
Components: V, S, M Components: V, S, M (a short reed or piece of straw)
Duration: Concentration, up to 10 minutes Duration: 24 hours

(a drop of water) This spell grants up to ten willing c reatures you c an see within
You c onjure up a wall of water on the ground at a point you c an range the ability to breathe underwater until the spell ends.
see within range. You c an make the wall up to 30 feet long, 10 Affec ted c reatures also retain their normal mode of respiration.
feet high, and 1 foot thic k, or you c an make a ringed wall up to 20
feet in diameter, 20 feet high, and 1 foot thic k. The wall vanishes
when the spell ends. The wall’s spac e is diffic ult terrain.
Any ranged weapon attac k that enters the wall’s spac e has
disadvantage on the attac k roll, and fire damage
is halved if the fire effec t passes through the wall to reac h its
target. S pells that deal c old damage that pass through the wall
c ause the area of the wall they pass through to freez e solid (at
least a 5-foot square sec tion is froz en). Eac h 5-foot-square froz en
sec tion has AC 5 and 15 hit points. Reduc ing a froz en sec tion to 0
hit points destroys it. When a sec tion is destroyed, the wall’s
water doesn’t fill it.

Water Walk (Ritual) Wind Wall


Transmutation Evocation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 120 feet
Components: V, S, M (a piece of cork) Components: V, S, M (a tiny fan and a feather of exotic origin)
Duration: 1 hour Duration: Concentration, up to 1 minute

This spell grants the ability to move ac ross any liquid surfac e – A wall of strong wind rises from the ground at a point you c hoose
suc h as water, ac id, mud, snow, quic ksand, or lava – as if it were within range.
harmless solid ground (c reatures c rossing molten lava c an still You c an make the wall up to 50 feet long, 15 feet high, and 1 foot
take damage from the heat). thic k. You c an shape the wall in any way you c hoose so long as it
Up to ten willing c reatures you c an see within range gain this makes one c ontinuous path along the ground. The wall lasts for
ability for the duration. the duration.

If you target a c reature submerged in a liquid, the spell c arries When the wall appears, eac h c reature within its area must make a
the target to the surfac e of the liquid at a rate of 60 feet per S trength saving throw. A c reature takes 3d8 bludgeoning damage
round. on a failed save, or half as muc h damage on a suc c essful one.

The strong wind keeps fog, smoke, and other gases at bay. S mall
or smaller flying c reatures or objec ts c an’t pass through the wall.
Loose, lightweight materials brought into the wall fly upward.
Arrows, bolts, and other ordinary projec tiles launc hed at targets
behind the wall are deflec ted upward and automatic ally miss.
(Boulders hurled by giants or siege engines, and similar
projec tiles, are unaffec ted.) Creatures in gaseous form c an’t pass
through it.
Arcane Eye Aura of Life
Divination Abjuration

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Self (30-foot radius)
Components: V, S, M (a bit of bat fur) Components: V
Duration: Concentration, up to 1 hour Duration: Concentration, up to 10 minutes

You c reate an invisible, magic al eye within range that hovers in Life-preserving energy radiates from you in an aura with a 30-foot
the air for the duration. radius.
You mentally rec eive visual information from the eye, whic h has Until the spll ends, the aura moves with you, c entered on you.
normal vision and darkvision out to 30 feet. The eye c an look in Eac h nonhostile c reature in the aura (inc luding you) has
every direc tion. resistanc e to nec rotic damage, and its hit point maximum c an’t
As an ac tion, you c an move the eye up to 30 feet in any direc tion. be reduc ed. In addition, a nonhostile, living c reature regains 1 hit
There is no limit to how far away from you the eye c an move, but point when it starts its turn in the arua with 0 hit points.
it c an’t enter another plane of existenc e. A solid barrier bloc ks
the eye’s movement, but the eye c an pass through an opening as
small as 1 inc h in diameter.

Aura of Purity Banishment


Abjuration Abjuration

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: Self (30-foot radius) Range: 60 feet
Components: V Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute

Purifying energy radiates from you in an aura with a 30-foot You attempt to send one c reature that you c an see within range
radius. to another plac e of existenc e. The target must suc c eed on a
Until the spell ends, the aura moves with you, c entered on you. Charisma saving throw or be banished.
Eac h nonhostile c reature in the aura (inc luding you) c an’t
bec ome diseased, has resistanc e to poison damage, and has If the target is native to the plane of existenc e you’re on, you
advantage on saving throws against effec ts that c ause any of the banish the target to a harmless demiplane. While there, the
following c onditions: blnded, c harmed, deafended, frightened, target is inc apac itated. The target remains there until the spell
paralyz ed, poisoned, and stunned. ends, at whic h point the target reappears in the spac e it left or in
the nearest unoc c upied spac e if that spac e is oc c upied.

If the target is native to a different plane of existenc e that the


one you’re on, the target is banished with a faint popping noise,
returning to its home plane.
If the spell ends before 1 minute has passed, the target reappears
in the spac e it left or in the nearest unoc c upied spac e if that
spac e is oc c upied. Otherwise, the target doesn’t return.

At higher level

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

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 30 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 hour

Nec romantic energy washes over a c reature of your c hoic e that You attempt to c harm a c reature you c an see within range. It
you c an see within range, draining moisture and vitality from it. must make a Wisdom saving throw, and it does so with advantage
The target must make a Constitution saving throw. The target if you or your c ompanions are fighting it. If it fails the saving
takes 8d8 nec rotic damage on a failed save, or half as muc h throw, it is c harmed by you until the spell ends or until you or
damage on a suc c essful one. This spell has no effec t on undead your c ompanions do anything harmful to it. The c harmed c reature
or c onstruc ts. is friendly to you. When the spell ends, the c reature knows it was
c harmed by you.
If you target a plant c reature or a magic al plant, it makes the
saving throw with disadvantage, and the spell deals maximum At higher level
damage to it.
When you c ast this spell using a spell slot of 5th level or higher,
If you target a nonmagic al plant that isn’t a c reature, suc h as a you c an target one additional c reature for eac h slot level above
tree or shrub, it doesn’t make a saving throw; it simply withers 4th. The c reatures must be within 30 feet of eac h other when you
and dies. target them.

At higher level

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

Compulsion Confusion
Enchantment Enchantment

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

Creatures of your c hoic e that you c an see within range and that This spell assaults and twists c reatures’ minds, spawning
c an hear you must make a Wisdom saving throw. delusions and provoking unc ontrolled ac tions. Eac h c reature in a
A target automatic ally suc c eeds on this saving throw if it c an’t be 10-foot-radius sphere c entered on a point you c hoose within
c harmed. On a failed save, a target is affec ted by this spell. Until range must suc c eed on a Wisdom saving throw when you c ast this
the spell ends, you c an use a bonus ac tion on eac h of your turns spell or be affec ted by it.
to designate a direc tion that is horiz ontal to you. Eac h affec ted
target must use as muc h of its movement as possible to move in An affec ted target c an’t take reac tions and must roll a d10 at the
that direc tion on its next turn. It c an take its ac tion before it start of eac h of its turns to determine its behavior for that turn.
moves. After moving in this way, it c an make another Wisdom
saving throw to try to end the effec t. d10 Behavior

A target isn’t c ompelled to move into an obviously deadly haz ard, 1. The c reature uses all its movement to move in a random
suc h as a fire pit, but it will provoke opportunity attac ks to move direc tion. To determine the direc tion, roll a d8 and assign a
in the designated direc tion. direc tion to eac h die fac e. The c reature doesn’t take an ac tion
this turn.

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

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

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

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


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

At higher level

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

Level: 4 Level: 4
Casting time: 1 Minute Casting time: 1 Action
Range: 90 feet Range: 60 feet
Components: V, S Components: V, S, M (one holly berry per creature summoned)
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 hour

You summon elementals that appear in unoc c upied spac es that You summon fey c reatures that appear in unoc c upied spac es that
you c an see within range. you c an see within range.
You c hoose one the following options for what appears:
-One elemental of c hallenge rating 2 or lower Choose one of the following options for what appears:
-Two elementals of c hallenge rating 1 or lower • One fey c reature of c hallenge rating 2 or lower
-Four elementals of c hallenge rating 1/2 or lower • Two fey c reatures of c hallenge rating 1 or lower
-Eight elementals of c hallenge rating 1/4 or lower. • Four fey c reatures of c hallenge rating 1/2 or lower
• Eight fey c reatures of c hallenge rating 1/4 or lower
An elemental summoned by this spell disappears when it drops to
0 hit points or when the spell ends. A summoned c reature disappears when it drops to 0 hit points or
when the spell ends.
The summoned c reatures are friendly to you and your
c ompanions. Roll initiative for the summoned c reatures as a The summoned c reatures are friendly to you and your
group, whic h has its own turns. They obey any verbal c ommands c ompanions. Roll initiative for the summoned c reatures as a
that you issue to them (no ac tion required by you). If you don’t group, whic h have their own turns. They obey any verbal
issue any c ommands to them, they defend themselves from c ommands that you issue to them (no ac tion required by you). If
hostile c reatures, but otherwise take no ac tions. you don’t issue any c ommands to them, they defend themselves
The DM has the c reatures’ statistic s. from hostile c reatures, but otherwise take no ac tions.
The DM has the c reatures’ statistic s.
At higher level
At higher level
When you c ast this spell using c ertain higher-level spell slots, you
c hoose one of the summoning options above, and more c reatures When you c ast this spell using c ertain higher-level spell slots, you
appear: twic e as many with a 6th-level slot and three times as c hoose one of the summoning options above, and more c reatures
many with an 8th-level slot. appear:
twic e as many with a 6th-level slot
three times as many with an 8th-level slot.
Control Water Death Ward
Transmutation Abjuration

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 300 feet Range: Touch
Components: V,S,M (a drop of water and a pinch of dust) Components: V, S
Duration: Concentration, up to 10 minutes Duration: 8 hours

Until the spell ends, you c ontrol any freestanding water inside an You touc h a c reature and grant it a measure of protec tion from
area you c hoose that is a c ube up to 100 feet on a side. death.
You c an c hoose from any of the following effec ts when you c ast The first time the target would drop to 0 hit points as a result of
this spell. As an ac tion on your turn, you c an repeat the same taking damage, the target instead drops to 1 hit point, and the
effec t or c hoose a different one. spell ends. If the spell is still in effec t when the target is
subjec ted to an effec t that would kill it instantaneously without
Flood dealing damage, that effec t is instead negated against the
You c ause the water level of all standing water in the area to rise target, and the spells ends.
by as muc h as 20 feet. If the area inc ludes a shore, the flooding
water spills over onto dry land. If you c hoose an area in a large
body of water, you instead c reate a 20-foot tall wave that travels
from one side of the area to the other and then c rashes down. Any
Huge or smaller vehic les in the wave’s path are c arried with it to
the other side. Any Huge or smaller vehic les struc k by the wave
have a 25 perc ent c hanc e of c apsiz ing. The water level remains
elevated until the spell ends or you c hoose a different effec t. If
this effec t produc ed a wave, the wave repeats on the start of your
next turn while the flood effec t lasts.

Part Water
You c ause water in the area to move apart and c reate a trenc h.
The trenc h extends ac ross the spell’s area, and the separated
water forms a wall to either side. The trenc h remains until the
spell ends or you c hoose a different effec t. The water then slowly
fills in the trenc h over the c ourse of the next round until the
normal water level is restored.

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

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

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 500 feet Range: Self
Components: V Components: V, S, M (incense and a sacrificial offering
Duration: Instantaneous appropriate to your religion, together worth at least 25 gp, which
the spell consumes)
You teleport yourself from your c urrent loc ation to any other spot Duration: Instantaneous
within range. You arrive at exac tly the spot desired. It c an be a
plac e you c an see, one you c an visualiz e, or one you c an Your magic and an offering put you in c ontac t with a god or a
desc ribe by stating distanc e and direc tion, suc h as ​"200 feet god’s servants. You ask a single question c onc erning a spec ific
straight downward"​ or "​u pward to the northwest at a 45-degree goal, event, or ac tivity to oc c ur within 7 days. The DM offers a
angle, 300 feet".​ truthful reply. The reply might be a short phrase, a c ryptic rhyme,
or an omen.
You c an bring along objec ts as long as their weight doesn’t
exc eed what you c an c arry. You c an also bring one willing The spell doesn’t take into ac c ount any possible c irc umstanc es
c reature of your siz e or smaller who is c arrying gear up to its that might c hange the outc ome, suc h as the c asting of additional
c arrying c apac ity. The c reature must be within 5 feet of you when spells or the loss or gain of a c ompanion.
you c ast this spell.
If you c ast this spell two or more times before finishing your next
If you would arrive in a plac e already oc c upied by an objec t or a long rest, there is a c umulative 25 perc ent c hanc e for eac h
c reature, you and any c reature traveling with you eac h take 4d6 c asting after the first that you get a random reading. The DM
forc e damage, and the spell fails to teleport you. makes this roll in sec ret.

Dominate Beast Elemental Bane


Enchantment Transmutation

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 90 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

You attempt to beguile a beast that you c an see within range. Choose one c reature you c an see within range, and c hoose one of
It must suc c eed on a W isdom saving throw or be c harmed by you the following damage types: ac id, c old, fire, lightning, or thunder.
for the duration. If you or c reatures that are friendly to you are The target must suc c eed on a Constitution saving throw or be
fighting it, it has advantage on the saving throw. affec ted by the spell for its duration. The first time eac h turn the
affec ted target takes damage of the c hosen type, the target takes
While the beast is c harmed, you have a telepathic link with it as an extra 2d6 damage of that type. Moreover, the target loses any
long as the two of you are on the same plane of existenc e. You resistanc e to that damage type until the spell ends.
c an use this telepathic link to issue c ommands to the c reature
while you are c onsc ious (no ac tion required), whic h it does its At higher level
best to obey. You c an spec ify a simple and general c ourse of
ac tion, suc h as “Attac k that c reature,” “Run over there,” or When you c ast this spell using a spell slot of 5th level or higher,
“Fetc h that objec t.” If the c reature c ompletes the order and you c an target one additional c reature for eac h slot level above
doesn’t rec eive further direc tion from you, it defends and 4th. The c reatures must be within 30 feet of eac h other when you
preserves itself to the best of its ability. target them.

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

Eac h time the target takes damage, it makes a new Wisdom


saving throw against the spell. If the saving throw suc c eeds, the
spell ends.

At higher level

When you c ast this spell with a 5th-level spell slot, the duration is
c onc entration, up to 10 minutes.
When you use a 6th-level spell slot, the duration is c onc entration,
up to 1 hour.
When you use a spell slot of 7th level or higher, the duration is
c onc entration, up to 8 hours
Evard’s Black Tentacles Fabricate
C onjuration Transmutation

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

Find Greater Steed Fire Shield


C onjuration Evocation

Level: 4 Level: 4
Casting time: 10 Minutes Casting time: 1 Action
Range: 30 feet Range: Self
Components: V, S Components: V, S, M (a bit of phosphorus or a firefly)
Duration: Instantaneous Duration: 10 minutes

You summon a spirit that assumes the form of a loyal, majestic Thin and wispy flames wreathe your body for the duration,
mount. Appearing in an unoc c upied spac e within range, the spirit shedding bright light in a 10-foot radius and dim light for an
takes on a form you c hoose: a griffon, a pegasus, a peryton, a dire additional 10 feet, You c an end the spell early by using an ac tion
wolf, a rhinoc eros, or a saber—toothed tiger. The c reature has the to dismiss it.
statistic s provided in the Monster Manual for the c hosen form,
though it is a c elestial, a fey, or a fiend (your c hoic e) instead of The flames provide you with a warm shield or a c hill shield, as you
its normal c reature type. Additionally, if it has an Intelligenc e c hoose. The warm shield grants you resistanc e to c old damage,
sc ore of 5 or lower, its Intelligenc e bec omes 6, and it gains the and the c hill shield grants you resistanc e to fire damage.
ability to understand one language of your c hoic e that you speak.
You c ontrol the mount in c ombat. While the mount is within 1 mile In addition, whenever a c reature within 5 feet of you hits you with
of you, you c an c ommunic ate with it te1epathic ally. While a melee attac k, the shield erupts with flame. The attac ker takes
mounted on it, you c an make any spell you c ast that targets only 2d8 fire damage from a warm shield, or 2d8 c old damage from a
you also target the mount. The mount disappears temporarily c old shield.
when it drops to 0 hit points or when you dismiss it as an ac tion.
Casting this spell again re—summons the bonded mount, with all
its hit points restored and any c onditions removed. You c an’t
have more than one mount bonded by this spell or find steed at
the same time. As an ac tion, you c an release a mount from its
bond, c ausing it to disappear permanently. Whenever the mount
disappears, it leaves behind any objec ts it was wearing or
c arrying.
Freedom of Movement Giant Insect
Abjuration Transmutation

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 30 feet
Components: V, S, M (a leather strap, bound around the arm or a Components: V, S
similar appendage) Duration: Concentration, up to 10 minutes
Duration: 1 hour
You transform up to ten c entipedes, three spiders, five wasps, or
You touc h a willing c reature. For the duration, the target’s one sc orpion within range into giant versions of their natural
movement is unaffec ted by diffic ult terrain, and spells and other forms for the duration. A c entipede bec omes a giant c entipede, a
magic al effec ts c an neither reduc e the target’s speed nor c ause spider bec aomes a giant spider, a wasp bec omes a giant wasp,
the target to be paralyz ed or restrained. and a sc orpion bec omes a giant sc orpion.

The target c an also spend 5 feet of movement to automatic ally Eac h c reature obeys your verbal c ommands, and in c ombat, they
esc ape from nonmagic al restraints, suc h as manac les or a ac t on your turn eac h round. The DM has the statistic s for these
c reature that has it grappled. Finally, being underwater imposes c reatures and resolves their ac tions and movement.
no penalties on the target’s movement or attac ks.
A c reature remains in its giant siz e for the duration, until it drops
to 0 hit points, or until you use an ac tion to dismiss the effec t on
it.

The DM might allow you to c hoose different targets. For example,


if you transform a bee, its giant version might have the same
statistic s as a giant wasp.

Grasping Vine Greater Invisibility


C onjuration Illusion

Level: 4 Level: 4
Casting time: 1 Bonus Action Casting time: 1 Action
Range: 30 feet Range: Touch
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

You c onjure a vine that sprouts from the ground in an unoc c upied You or a c reature you touc h bec omes invisible until the spell
spac e of your c hoic e that you c an see within range. When you ends. Anything the target is wearing or c arrying is invisible as
c ast this spell, you c an direc t the vine to lash out at a c reature long as it is on the target’s person.
within 30 feet of it that you c an see. That c reature must suc c eed
on a Dexterity saving throw or be pulled 20 feet direc tly toward
the vine.

Until the spell ends, you c an direc t the vine to lash out at the
same c reature or another one as a bonus ac tion on eac h of your
turns.
Guardian of Faith Guardian of Nature
C onjuration Transmutation

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Bonus Action
Range: 30 feet Range: Self
Components: V Components: V
Duration: 8 hours Duration: Concentration, up to 1 minute

A Large spec tral guardian appears and hovers for the duration in A nature spirit answers your c all and transforms you into a
an unoc c upied spac e of your c hoic e that you c an see within powerful guardian. The transformation lasts until the spell ends.
range. The guardian oc c upies that spac e and is indistinc t exc ept You c hoose one of the following forms to assume: Primal Beast or
for a gleaming sword and shield emblaz oned with the symbol of Great Tree.
your deity. Primal Beast. Bestial fur c overs your body, your fac ial features
bec ome feral, and you gain the following benefits:
Any c reature hostile to you that moves to a spac e within 10 feet - Your walking speed inc reases by 10 feet.
of the guardian for the firs time on a turn must suc c eed on a - You gain darkvision with a range of 120 feet.
Dexterity saving throw. The c reature takes 20 radiant damage on - You make S trength—based attac k rolls with advantage.
a failed save, or half as muc h damage on a suc c essful one. The - Your melee weapon attac ks deal an extra 1d6 forc e damage on a
guardian vanishes when it has dealt a total of 60 damage. hit.
Great Tree. Your skin appears barky, leaves sprout from your hair,
and you gain the following benefits:
. You gain 10 temporary hit points.
- You make Constitution saving throws with advantage.
- You make Dexterity- and Wisdom-based attac k rolls with
advantage.
- While you are on the ground, the ground within 15 feet of you is
diffic ult terrain for your enemies.

Hallucinatory Terrain Ice Storm


Illusion Evocation

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

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

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

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

Mordenkainen’s Faithful Hound Mordenkainen’s Private Sanctum


C onjuration Abjuration

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

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

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

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

At higher level

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

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

A disintegrate spell targeting the globe destroys it without


harming anything inside it.

Polymorph Shadow of Moil


Transmutation Necromancy

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Self
Components: V, S, M (a caterpillar cocoon) Components: V, S, M (an undead eyeball encased in a gem worth
Duration: Concentration, up to 1 hour at least 150 gp)
Duration: Concentration, up to 1 minute
This spell transforms a c reature that you c an see within range
into a new form. An unwilling c reature must make a Wisdom Flame-like shadows wreathe your body until the spell ends,
saving throw to avoid the effec t. A shapec hanger automatic ally c ausing you to bec ome heavily obsc ured to others. The shadows
suc c eeds on this saving throw. turn dim light within 10 feet of you into darkness, and bright light
in the same area to dim light.
The transformation lasts for the duration, or until the target drops Until the spell ends, you have resistanc e to radiant damage. In
to 0 hit points or dies. The new form c an be any beast whose addition, whenever a c reature within 10 feet of you hits you with
c hallenge rating is equal to or less than the target’s (or the an attac k, the shadows lash out at that c reature, dealing it 2d8
target’s level, if it doesn’t have a c hallenge rating). The target’s nec rotic damage.
game statistic s, inc luding mental ability sc ores, are replac ed by
the statistic s of the c hosen beast. It retains its alignment and
personality.

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

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


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

The target’s gear melds into the new form. The c reature c an’t
ac tivate, use, wield, or otherwise benefit from any of its
equipment. This spell c an’t affec t a target that has 0 hit points.
Sickening Radiance Staggering Smite
Evocation Evocation

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Bonus Action
Range: 120 feet Range: Self
Components: V, S Components: V
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute

Dim, greenish light spreads within a 30-foot-radius sphere The next time you hit a c reature with a melee weapon attac k
c entered on a point you c hoose within range. The light spreads during this spell’s duration, your weapon pierc es both body and
around c orners, and it lasts until the spell ends. mind, and the attac k deals an extra 4d6 psyc hic damage to the
When a c reature moves into the spell’s area for the first time on a target. The target must make a Wisdom saving throw. On a failed
turn or starts its turn there, that c reature must suc c eed on a save, it has disadvantage on attac k rolls and ability c hec ks, and
Constitution saving throw or take 4d10 radiant damage, and it c an’t take reac tions, until the end of its next turn.
suffers one level of exhaustion and emits a dim, greenish light in
a 5-foot radius. This light makes it impossible for the c reature to
benefit from being invisible. The light and any levels of exhaustion
c aused by this spell go away when the spell ends.

Stone Shape Stoneskin


Transmutation Abjuration

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

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

Storm Sphere
Evocation

Level: 4
Casting time: 1 Action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existenc e


c entered on a point you c hoose within range. The sphere remains
for the spell’s duration. Eac h c reature in the sphere when it
appears or that ends its turn there must suc c eed on a S trength
saving throw or take 2d6 bludgeoning damage. The sphere’s
spac e is diffic ult terrain.
Until the spell ends, you c an use a bonus ac tion on eac h of your
turns to c ause a bolt of lightning to leap from the c enter of the
sphere toward one c reature you c hoose within 60 feet of the
c enter. Make a ranged spell attac k. You have advantage on the
attac k roll if the target is in the sphere. On a hit, the target takes
4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on
Wisdom (Perc eption) c hec ks made to listen.
At Higher Levels. When you c ast this spell using a spell slot of 5th
level or higher, the damage inc reases for eac h of its effec ts by
1d6 for eac h slot level above 4th.
Summon Greater Demon
C onjuration

Level: 4
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (a vial of blood from a humanoid killed
within the past 24 hours)
Duration: Concentration, up to 1 hour

You utter foul words, summoning one demon from the c haos of
the Abyss. You c hoose the demon’s type, whic h must be one of
c hallenge rating 5 or lower, suc h as a shadow demon or a
barlgura. The demon appears in an unoc c upied spac e you c an
see within range, and the demon disappears when it drops to 0 hit
points or when the spell ends.
Roll initiative for the demon, whic h has its own turns. When you
summon it and on eac h of your turns thereafter, you c an issue a
verbal c ommand to it (requiring no ac tion on your part), telling it
what it must do on its next turn. If you issue no c ommand, it
spends its turn attac king any c reature within reac h that has
attac ked it.
At the end of eac h of the demon’s turns, it makes a Charisma
saving throw. The demon has disadvantage on this saving throw if
you say its true name. On a failed save, the demon c ontinues to
obey you. On a suc c essful save, your c ontrol of the demon ends
for the rest of the duration, and the demon spends its turns
pursuing and attac king the nearest non-demons to the best of its
ability. If you stop c onc entrating on the spell before it reac hes its
full duration, an unc ontrolled demon doesn’t disappear for 1d6
rounds if it still has hit points.
As part of c asting the spell, you c an form a c irc le on the ground
with the blood used as a material c omponent. The c irc le is large
enough to enc ompass your spac e. While the spell lasts, the
summoned demon c an’t c ross the c irc le or harm it, and it c an’t
target anyone within it. Using the material c omponent in this
manner c onsumes it when the spell ends.

At higher level

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

Vitriolic Sphere
Evocation

Level: 4
Casting time: 1 Action
Range: 150 feet
Components: V, S, M (a drop of giant slug bile)
Duration: Instantaneous

You point at a loc ation within range, and a glowing, 1-foot-


diameter ball of emerald ac id streaks there and explodes in a 20-
foot-radius sphere. Eac h c reature in that area must make a
Dexterity saving throw. On a failed save, a c reature takes 10d4
ac id damage and another 5d4 ac id damage at the end of its next
turn. On a suc c essful save, a c reature takes half the initial
damage and no damage at the end of its next turn.

At higher level

When you c ast this spell using a spell slot of 5th level or higher,
the initial damage inc reases by 2d4 for eac h slot level above 4th.
Wall of Fire
Evocation

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

You c reate a wall of fire on a solid surfac e within range. You c an


make the wall up to 60 feet long, 20 feet high, and 1 foot thic k, or
a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot
thic k. The wall is opaque and lasts for the duration.

When the wall appears, eac h c reature within its area must make a
Dexterity saving throw. On a failed save, a c reature takes 5d8 fire
damage, or half as muc h damage on a suc c essful save.

One side of the wall, selec ted by you when you c ast this spell,
deals 5d8 fire damage to eac h c reature that ends its turn within
10 feet of that side or inside the wall. A c reature takes the same
damage when it enters the wall for the first time on a turn or ends
its turn there. The other side of the wall deals no damage.

At higher level

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

Watery Sphere
C onjuration

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

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


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

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

Objec ts c ome to life at your c ommand.


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

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


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

Animated Objec t S tatistic s


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

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


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

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


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

At higher level

If you c ast this spell using a spell slot of 6th level or higher, you
c an animate two additional objec ts for eac h slot level above 5th.
Antilife Shell Awaken
Abjuration Transmutation

Level: 5 Level: 5
Casting time: 1 Action Casting time: 8 Hours
Range: Self (10-foot radius) Range: Touch
Components: V, S Components: V, S, M (an agate worth at least 1,000 gp, which the
Duration: Concentration, up to 1 hour spell consumes)
Duration: Instantaneous
A shimmering barrier extends out from you in a 10-foot radius and
moves with you, remaining c entered on you and hedging out After spending the c asting time trac ing magic al pathways within
c reatures other than undead and c onstruc ts. a prec ious gemstone, you touc h a huge or smaller beast or plant.
The barrier lasts for the duration. The barrier prevents an affec ted The target must have either no Intelligenc e sc ore or an
c reature from passing or reac hing through. An affec ted c reature Intelligenc e of 3 or less. The target gains an Intelligenc e of 10.
c an c ast spells or make attac ks with ranged or reac h weapons The target also gains the ability to speak one language you know.
through the barrier. If the target is a plant, it gains the ability to move its limbs, roots,
If you move so that an affec t c reature is forc ed to pass through vinc es, c reepers, and so forth, and it gains senses similar to a
the barrier, the spell ends. huamn’s. Your DM c hooses statistic s appropriate for the
awakened plant, suc h as the statistic s for the awakened shrub or
the awakened tree.

The awakened beast or plant is c harmed by you for 30 days or


until you and your c ompanions do anything harmful to it. When
the c harmed c ondition ends, the awakened c reature c hooses
whether to remain friendly to you, based on how you treated it
while it was c harmed.

Banishing Smite
Abjuration

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

The next time you hit a c reature with a weapon attac k before this
spell ends, your weapon c rac kles with forc e, and the attac k deals
an extra 5d10 forc e damage to the target. Additionally, if this
attac k reduc es the target to 50 hit points of fewer, you banish it.
If the target is native to a different plane of existenc e than the on
you’re on, the target disappears, returning to its home plane. If
the target is native to the plane you’re on, the c reature vanishes
into a harmless demiplane. While there, the target is
inc apac itated. It remains there until the spell ends, at whic h
point the target reappears in the spac e it left or in the nearest
unoc c upied spac e if that spac e is oc c upied.
Bigby’s Hand
Evocation

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

You c reate a Large hand of shimmering, transluc ent forc e in an


unoc c upied spac e that you c an see within range. The hand lasts
for the spell’s duration, and it moves at your c ommand,
mimic king the movements of your own hand.

The hand is an objec t 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 S trength of 26 (+8) and a Dexterity of 10 (+0). The hand
doesn’t fill its spac e.

When you c ast the spell and as a bonus ac tion on your


subsequent turns, you c an move the hand up to 60 feet and then
c ause one of the following effec ts with it.

Clenched Fist
The hand strikes one c reature or objec t within 5 feet of it. Make a
melee spell attac k for the hand using your game statistic s. On a
hit, the target takes 4d8 forc e damage.

Forceful Hand
The hand attempts to push a c reature within 5 feet of it in a
direc tion you c hoose. Make a c hec k with the hand’s S trength
c ontested by the S trength (Athletic s) c hec k of the target. If the
target is Medium or smaller, you have advantage on the c hec k. If
you suc c eed, the hand pushes the target up to 5 feet plus a
number of feet equal to five times your spellc asting ability
modifier. The hand moves with the target to remain within 5 feet
of it.

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

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

At higher level

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

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: Self (30-foot radius) Range: 120 feet
Components: V Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes

Divine energy radiates from you, distorting and diffusing magic al You c reate a 20-foot-radius sphere of poisonous, yellow-green fog
energy within 30 feet of you. c entered on a point you c hoose within range. The fog spreads
Until the spell ends, the sphere moves with you, c entered on you. around c orners. It lasts for the duration or until strong wind
For the duration, eac h friendly c reature in the area (inc luding dispereses the fog, ending the spell. Its area is heavily obsc ured.
you) has advantage on saving throws against spells and other
magic al effec ts. When a c reature enters the spell’s area for the first time on a turn
or starts its turn there, that c reature must make a Constitution
Additionally, when an affec ted c reature suc c eeds on a saving saving throw. The c reature takes 5d8 poison damageon a failed
throw made against a spell or magic al effec t that allows it to save, or half as muc h damage on a suc c essful one. Creatures are
make a saving throw to take only half damage, it instead takes no affec ted even if they hold their breath or don’t need to breathe.
damage if it suc c eeds on the saving throws.
The fog moves 10 feet away from you at the start of eac h of your
turns, rolling along the surfac e of the ground. The vapors, being
heavier than air, sink to the lowest level of the land, even pouring
down openings.

At higher level

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

Commune (Ritual) Commune with Nature (Ritual)


Divination Divination

Level: 5 Level: 5
Casting time: 1 Minute Casting time: 1 Minute
Range: Self Range: Self
Components: V, S, M (incense and a vial of holy or unholy water Components: V, S
Duration: 1 minute Duration: Instantaneous

You c ontac t your deity or a divine proxy and ask up to three You briefly bec ome one with nature and gain knowledge of the
questions that c an be answered with a yes or no. You must ask surrounding territory.
your questions before the spell ends. You rec eive a c orrec t In the outdoors, the spell gives you knowledge of the land within 3
answer for eac h question. miles of you. In c aves and other natural underground settings, the
radius is limited to 300 feet. The spell doesn’t func tion where
Divine beings aren’t nec essarily omnisc ient, so you might rec eive nature has been replac ed by c onstruc tion, suc h as in dungeons
“unc lear” as an answer if a question pertains to information that and towns.
lies beyond the deity’s knowledge. In a c ase where a one-word
answer c ould be misleading or c ontrary to the deity’s interests, You instantly gain knowledge of up to three fac ts of your c hoic e
the DM might offer a short phrase as an answer instead. about any of the following subjec ts as they relate to the area:

If you c ast the spell two or more times before finishing your next • terrain and bodies of water
long rest, there is a c umulative 25 perc ent c hanc e for eac h • prevalent plants, minerals, animals, or peoples
c asting after the first that you get no answer. The DM makes this • powerful c elestials, fey, fiends, elementals, or undead
roll in sec ret. • influenc e from other planes of existenc e
• buildings

For example, you c ould determine the loc ation of powerful


undead in the area, the loc ation of major sourc es of safe drinking
water, and the loc ation of any nearby towns.
Cone of Cold Conjure Elemental
Evocation C onjuration

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

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

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


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

At higher level

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

Conjure Volley Contact Other Plane (Ritual)


C onjuration Divination

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Minute
Range: 150 feet Range: Self
Components: V, S, M (one piece of ammunition or one thrown Components: V
weapon) Duration: 1 minute
Duration: Instantaneous
You mentally c ontac t a demigod, the spirit of a long-dead sage, or
You fire a piec e of nonmagic al ammunition from a ranged weapon some other mysterious entity from another plane.
or throw a nonmagic al weapon into the air and c hoose a point Contac ting this extraplanar intelligenc e c an strain or even break
within range. your mind. When you c ast this spell, make a DC 15 Intelligenc e
Hundreds of duplic ates of the ammunition or weapon fall in a saving throw. On a failure, you take 6d6 psyc hic damage and are
volley from above and then disappear. Eac h c reature in a 40-foot- insane until you finish a long rest. While insane, you c an’t take
radius. 20-foot-high c ylinder c entered on that point must make a ac tions, c an’t understand what other c reatures say, c an’t read,
Dexterity saving throw. A c reature takes 8d8 damage on a failed and speak only in gibberish. A greater restoration spell c ast on
save, or half as muc h damage on a suc c essful one. The damage you ends this effec t.
type is the same as that of the ammunition or weapon.
On a suc c essful save, you c an ask the entity up to five questions.
You must ask your questions before the spell ends. The DM
answers eac h question with one word, suc h as ​yes,​ ​n o,​ ​m aybe,​
​n ever,​ ​i rrelevant,​ or ​u nc lear​ (if the entity doesn’t know the answer
to the question). If a one-word answer would be misleading, the
DM might instead offer a short phrase as an answer.
Contagion Control Winds
Necromancy Transmutation

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 300 feet
Components: V, S Components: V, S
Duration: 7 days Duration: Concentration, up to 1 hour

Your touc h inflic ts disease. You take c ontrol of the air in a 100-foot c ube that you c an see
Make a melee spell attac k against a c reature within your reac h. within range. Choose one of the following effec ts when you c ast
On a hit, you afflic t the c reature with a disease of your c hoic e the spell. The effec t lasts for the spell’s duration, unless you use
from any of the ones desc ribed below. your ac tion on a later turn to switc h to a different effec t. You c an
also use your ac tion to temporarily halt the effec t or to restart
At the end of eac h of the target’s turns, it must make a one you’ve halted.
Constitution saving throw. After failing three of these saving Gusts. A wind pic ks up within the c ube, c ontinually blowing in a
throws, the disease’s effec ts last for the duration, and the horiz ontal direc tion that you c hoose. You c hoose the intensity of
c reature stops making these saves. After suc c eeding on three of the wind: c alm, moderate, or strong. If the wind is moderate or
these saving throws, the c reature rec overs from the disease, and strong, ranged weapon attac ks that pass through it or that are
the spell ends. made against targets within the c ube have disadvantage on their
attac k rolls. If the wind is strong, any c reature moving against the
S inc e this spell induc es a natural disease in its target, any effec t wind must spend 1 extra foot of movement for eac h foot moved.
that removes a disease or otherwise ameliorates a disease’s
effec ts apply to it. Downdraft. You c ause a sustained blast of strong wind to blow
downward from the top of the c ube. Ranged weapon attac ks that
Blinding Sickness pass through the c ube
Pain grips the c reature’s mind, and its eyes turn milky white. The or that are made against targets within it have disadvantage on
c reature has disadvantage on Wisdom c hec ks and Wisdom saving their attac k rolls. A c reature must make a S trength saving throw
throws and is blinded. if it flies into the c ube for the first time on a turn or starts its turn
there flying. On a failed save, the c reature is knoc ked prone.
Filth Fever
A raging fever sweeps through the c reature’s body. The c reature Updraft. You c ause a sustained updraft within the c ube, rising
has disadvantage on S trength c hec ks, S trength saving throws, upward from the c ube’s bottom edge. Creatures that end a fall
and attac k rolls that use S trength. within the c ube take only half damage from the fall. When a
c reature in the c ube makes a vertic al jump, the c reature c an
Flesh Rot jump up to 10 feet higher than normal.
The c reature’s flesh dec ays. The c reature has disadvantage on
Charisma c hec ks and vulnerability to all damage.

Mindfire
The c reature’s mind bec omes feverish. The c reature has
disadvantage on Intelligenc e c hec ks and Intelligenc e saving
throws, and the c reature behaves as if under the effec ts of the
c onfusion spell during c ombat.

Seizure
The c reature is overc ome with shaking. The c reature has
disadvantage on Dexterity c hec ks, Dexterity saving throws, and
attac k rolls that use Dexterity.

Slimy Doom
The c reature begins to bleed unc ontrollably. The c reature has
disadvantage on Constitution c hec ks and Constitution saving
throws. In addition, whenever the c reature takes damage, it is
stunned until the end of its next turn.
Creation Danse Macabre
Illusion Necromancy

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

At higher level When you c ast this spell using a spell slot‘ of 6th level or higher,
you animate up to two additional c orpses for eac h slot level
When you c ast this spell using a spell slot of 6th level or higher, above 5th.
the c ube inc reases by 5 feet for eac h slot level above 5th.

Dawn Destructive Wave


Evocation Evocation

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Self (30-foot radius)
Components: V, S, M (a sunburst pendant worth at least 100 gp) Components: V
Duration: Concentration, up to 1 minute Duration: Instantaneous

The light of dawn shines down on a loc ation you spec ify within You strike the ground, c reating a burst of divine energy that
range. Until the spell ends, a 30-foot-radius.40-foot-high c ylinder ripples outward from you. Eac h c reature you c hoose within 30
of bright light glimmers there. This light is sunlight. When the feet of you must suc c eed on a Constitution saving throw or take
c ylinder appears, eac h c reature in it must make a Constitution 5d6 thunder damage, as well as 5d6 radiant or nec rotic damage
saving throw, taking 4d10 radiant damage on a failed save, or half (your c hoic e), and be knoc ked prone. A c reature that suc c eeds
as muc h damage on a suc c essful one. A c reature must also make on its saving throw takes half as muc h damage and isn’t knoc ked
this saving throw whenever it ends its turn in the c ylinder. If prone.
you’re within 60 feet of the c ylinder, you c an move it up to 60 feet
as a bonus ac tion on your turn.
Dispel Evil and Good Dominate Person
Abjuration Enchantment

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 60 feet
Components: V, S, M (holy water or powdered silver and iron) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

S himmering energy surrounds and protec ts you from fey, undead, You attempt to beguile a humanoid that you c an see within range.
and c reatures originating from beyond the Material Plane. For the It must suc c eed on a Wisdom saving throw or be c harmed by you
duration, c elestials, elementals, fey, fiends, and undead have for the duration. If you or c reatures that are friendly to you are
disadvantage on attac k rolls against you. fighting it, it has advantage on the saving throw.

You c an end the spell early by using either of the following spec ial While the target is c harmed, you have a telepathic link with it as
func tions. long as the two of you are on the same plane of existenc e. You
c an use this telepathic link to issue c ommands to the c reature
Break Enchantment while you are c onsc ious (no ac tion required), whic h it does its
As your ac tion, you touc h a c reature you c an reac h that is best to obey. You c an spec ify a simple and general c ourse of
c harmed, frightened, or possessed by a c elestial, an elemental, a ac tion, suc h as ​"Attac k that c reature",​ "​Run over there",​ or "​F etc h
fey, a fiend, or an undead. The c reature you touc h is no longer that objec t".​ If the c reature c ompletes the order and doesn’t
c harmed, frightened, or possessed by suc h c reatures. rec eive further direc tion from you, it defends and preserves itself
to the best of its ability.
Dismissal
As your ac tion, make a melee spell attac k against a c elestial, an You c an use your ac tion to take total and prec ise c ontrol of the
elemental, a fey, a fiend, or an undead you c an reac h. On a hit, target. Until the end of your next turn, the c reature takes only the
you attempt to drive the c reature bac k to its home plane. The ac tions you c hoose, and doesn’t do anything that you don’t allow
c reature must suc c eed on a Charisma saving throw or be sent it to do. During this time you c an also c ause the c reature to use a
bac k to its home plane (if it isn’t there already). If they aren’t on reac tion, but this requires you to use your own reac tion as well.
their home plane, undead are sent to the S hadowfell, and fey are
sent to the Feywild. Eac h time the target takes damage, it makes a new Wisdom
saving throw against the spell. If the saving throw suc c eeds, the
spell ends.

At higher level

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

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

You c an make the messenger appear monstrous and terrifying to


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

If you have a body part, loc k of hair, c lipping from a nail, or


similar portion of the target’s body, the target makes its saving
throw with disadvantage.

Far Step Flame Strike


C onjuration Evocation

Level: 5 Level: 5
Casting time: 1 Bonus Action Casting time: 1 Action
Range: Self Range: 60 feet
Components: V Components: V, S, M (pinch of sulfur)
Duration: Concentration, up to 1 minute Duration: Instantaneous

You teleport up to 60 feet to an unoc c upied spac e you c an see. A vertic al c olumn of divine fire roars down from the heavens in a
On eac h of your turns before the spell ends, you c an use a bonus loc ation you spec ify. Eac h c reature in a 10-foot radius, 40-foot-
ac tion to teleport in this way again. high c ylinder c entered on a point within range must make a
Dexterity saving throw. A c reature takes 4d6 fire damage and 4d6
radiant damage on a failed save, or half as muc h damage on a
suc c essful one.

At higher level

When you c ast this spell using a spell slot of 6th level or higher,
the fire damage or the radiant damage (your c hoic e) inc reases by
1d6 for eac h slot level above 5th.
Geas Greater Restoration
Enchantment Abjuration

Level: 5 Level: 5
Casting time: 1 Minute Casting time: 1 Action
Range: 60 feet Range: Touch
Components: V Components: V, S, M (diamond dust worth at least 100 gp, which
Duration: 30 days the spell consumes)
Duration: Instantaneous
You plac e a magic al c ommand on a c reature that you c an see
within range, forc ing it to c arry out some servic e or refrain from You imbue a c reature you touc h with positive energy to undo a
some ac tion or c ourse of ac tiity as you dec ide. debilitating effec t. You c an reduc e the target’s exhaustion level
If the c reature c an understand you, it must suc c eed on a Wisdom by one, or end one of the following effec ts on the target:
saving throw or bec ome c harmed by you for the duration. While * One effec t that c harmed or petrified the target
the c reature is c harmed by you, it takes 5d10 psyc hic damage * One c urse, inc luding the target’s attunement to a c ursed magic
eac h time it ac ts in a manner direc tly c ounter to your item
instruc tions, but no more than onc e eac h day. A c reature that * Any reduc tion to one of the target’s ability sc ores
c an’t understand you is unaffec ted by the spell. * One effec t reduc ing the target’s hit point maximum

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


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

At higher level

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

Level: 5 Level: 5
Casting time: 24 Hours Casting time: 1 Action
Range: Touch Range: 90 feet
Components: V, S, M (herbs, oils, and incense worth at least Components: V, S, M (a small, straight piece of iron)
1,000 gp, which the spell consumes) Duration: Concentration, up to 1 minute
Duration: Until dispelled
Choose a c reature that you c an see within range. The target must
You touc h a point and infuse an area around it with holy (or suc c eed on a Wisdom saving throw or be paralyz ed for the
unholy) power. The area c an have a radius up to 60 feet, and the duration. This spell has no effec t on undead. At the end of eac h of
spell fails if the radius inc ludes an area already under the effec t a its turns, the target c an make another Wisdom saving throw. On a
hallow spell. The affec ted area is subjec t to the following effec ts. suc c ess, the spell ends on the target.

First, c elestials, elementals, fey, fiends, and undead c an’t enter At higher level
the area, nor c an suc h c reatures c harm, frighten, or possess
c reatures within it. Any c reature c harmed, frightened, or When you c ast this spell using a spell slot of 6th level or higher,
possessed by suc h a c reature is no longer c harmed, frightened, you c an target one additional c reature for eac h slot level above
or possessed upon entering the area. You c an exc lude one or 5th. The c reatures must be within 30 feet of eac h other when you
more of those types of c reatures from this effec t. target them.

S ec ond, you c an bind an extra effec t to the area. Choose the


effec t from the following list, or c hoose an effec t offered by the
DM. S om e of these effec ts apply to c reatures in the area; you
c an designate whether the effec t applies to all c reatures,
c reatures that follow a spec ific deity or leader, or c reatures of a
spec ific sort, suc h as ores or trolls. When a c reature that would
be affec ted enters the spell’s area for the first time on a turn or
starts its turn there, it c an make a Charisma saving throw. On a
suc c ess, the c reature ignores the extra effec t until it leaves the
area.

Courage
Affec ted c reatures c an’t be frightened while in the area.

Darkness
Darkness fills the area. Normal light, as well as magic al light
c reated by spells of a lower level than the slot you used to c ast
this spell, c an’t illuminate the area.

Daylight
Bright light fills the area. Magic al darkness c reated by spells of a
lower level than the slot you used to c ast this spell c an’t
extinguish the light.

Energy Protection
Affec ted c reatures in the area have resistanc e to one damage
type of your c hoic e, exc ept for bludgeoning, pierc ing, or slashing.

Energy Vulnerability
Affec ted c reatures in the area have vulnerability to one damage
type of your c hoic e, exc ept for bludgeoning, pierc ing, or slashing.

Everlasting Rest
Dead bodies interred in the area c an’t be turned into undead.

Extradimensional Interference
Affec ted c reatures c an’t move or travel using teleportation or by
extradimensional or interplanar means.

Fear
Affec ted c reatures are frightened while in the area.

Silence
No sound c an emanate from within the area, and no sound c an
reac h into it.

Tongues
Affec ted c reatures c an c ommunic ate with any other c reature in
the area, even if they don’t share a c ommon language.
Holy Weapon Immolation
Evocation Evocation

Level: 5 Level: 5
Casting time: 1 Bonus Action Casting time: 1 Action
Range: Touch Range: 90 feet
Components: V, S Components: V
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute

You imbue a weapon you touc h with holy power. Until the spell Flames wreathe one c reature you c an see within range. The
ends, the weapon emits bright light in a 30—foot radius and dim target must make a Dexterity saving throw. It takes 8d6 fire
light for an additional 30 feet. In addition, weapon attac ks made damage on a failed save, or half as muc h damage on a suc c essful
with it deal an extra 2d8 radiant damage on a hit. If the weapon one. On a failed save, the target also burns for the spell’s
isn’t already a magic weapon, it bec omes one for the duration. As duration. The burning target sheds bright light in a 30-foot radius
a bonus ac tion on your turn, you c an dismiss this spell and c ause and dim light for an additional 30 feet. At the end of eac h of its
the weapon to emit a burst of radianc e. Eac h c reature of your turns, the target repeats the saving throw. It takes 4d6 fire
c hoic e that you c an see within 30 feet ofyou must make a damage on a failed save, and the spell ends on a suc c essful one.
Constitution saving throw. On a failed save, a c reature takes 4d8 These magic al flames c an’t be extinguished by nonmagic al
radiant damage, and it is blinded for 1 minute. On a suc c essful means.
save, a c reature takes half as muc h damage and isn’t blinded. At If damage from this spell kills a target, the target is turned to ash.
the end of eac h Ofits turns, a blinded c reature c an make a
Constitution saving throw, ending the effec t on itselfon a suc c ess.
Infernal Calling Insect Plague
C onjuration C onjuration

Level: 5 Level: 5
Casting time: 1 Minute Casting time: 1 Action
Range: 90 feet Range: 300 feet
Components: V, S, M (a ruby worth at least 999 gp) Components: V, S, M (a few grains of sugar, some kernels of
Duration: Concentration, up to 1 hour grain, and a smear of fat)
Duration: Concentration, up to 10 minutes
Uttering a dark inc antation, you summon a devil from the Nine
Hells. You c hoose the devil’s type, whic h must be one of S warming, biting loc usts fill a 20-foot-radius sphere c entered on a
c hallenge rating 6 or lower, suc h as a barbed devil or a bearded point you c hoose within range. The sphere spreads around
devil. The devil appears in an unoc c upied spac e that you c an see c orners. The sphere remains for the duration, and its area is
within range. The devil disappears when it drops to 0 hit points or lightly obsc ured. The sphere’s area is diffic ult terrain.
when the spell ends.
The devil is unfriendly toward you and your c ompanions. Roll When the area appears, eac h c reature in it must make a
initiative for the devil, whic h has its own turns. It is under the Constitution saving throw. A c reature takes 4d10 pierc ing
Dungeon Master’s c ontrol and ac ts ac c ording to its nature on damage on a failed save, or half as muc h damage on a suc c essful
eac h of its turns, whic h might result in its attac king you if it one. A c reature must also make this saving throw when it enters
thinks it c an prevail, or trying to tempt you to undertake an evil the spell’s area for the first time on a turn or ends its turn there.
ac t in exc hange for limited servic e. The DM has the c reature’s
statistic s. At higher level
On eac h of your turns, you c an try to issue a verbal c ommand to
the devil (no ac tion required by you). It obeys the c ommand if the When you c ast this spell using a spell slot of 6th level or higher,
likely outc ome is in ac c ordanc e with its desires, espec ially if the the damage inc reases by 1d10 for eac h slot level above 5th.
result would draw you toward evil. Otherwise, you must make a
Charisma (Dec eption, Intimidation, or Persuasion) c hec k
c ontested by its Wisdom (Insight) c hec k. You make the c hec k with
advantage if you say the devil’s true name. Ifyour c hec k fails, the
devil bec omes immune to your verbal c ommands for the duration
of the spell, though it c an still c arry out your c ommands if it
c hooses. If your c hec k suc c eeds, the devil c arries out your
c ommand— suc h as “attac k my enemies,” “explore the room
ahead," or “bear this message to the queen"—until it c ompletes
the ac tivity, at whic h point it returns to you to report having done
so.
If your c onc entration ends before the spell reac hes its full
duration, the devil doesn‘t disappear if it has bec ome immune to
your verbal c ommands. Instead, it ac ts in whatever manner it
c hooses for 3d6 minutes, and then it disappears.
If you possess an individual devil’s talisman, you c an summon
that devil if it is of the appropriate c hallenge
rating plus 1, and it obeys all your c ommands, with no Charisma
c hec ks required.

At higher level

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

Level: 5 Level: 5
Casting time: 10 Minutes Casting time: 1 Action
Range: Self Range: 120 feet
Components: V, S, M (incense worth at least 250 gp, which the Components: V, S, M
spell consumes, and four ivory strips worth at least 50 gp each) Duration: Concentration, up to 1 minute
Duration: Instantaneous
(paper or leaf in the shape of a funnel)
Name or desc ribe a person, plac e, or objec t. The spell brings to A mass of 5-foot-deep water appears and swirls in a 30-foot radius
your mind a brief summary of the signific ant lore about the thing c entered on a point you c an see within range. The point must be
you named. The lore might c onsist of c urrent tales, forgotten on ground or in a body of water. Until the spell ends, that area is
stories, or even sec ret lore that has never been widely known. If diffic ult terrain, and any c reature that starts its turn there must
the thing you named isn’t of legendary importanc e, you gain no suc c eed on a S trength saving throw or take 6d6 bludgeoning
information. The more information you already have about the damage and be pulled 10 feet toward the c enter.
thing, the more prec ise and detailed the information you rec eive
is.

The information you learn is ac c urate but might be c ouc hed in


figurative language. For example, if you have a mysterious magic
axe on hand, the spell might yield this information: Woe to the
evildoer whose hand touc hes the axe, for even the haft slic es the
hand of the evil ones. Only a true Child of S tone, lover and
beloved of Moradin, may awaken the true powers of the axe, and
only with the sac red word Rudnogg on the lips.

Mass Cure Wounds Mislead


Evocation Illusion

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Self
Components: V, S Components: S
Duration: Instantaneous Duration: Concentration, up to 1 hour

A wave of healing energy washes out from a point of your c hoic e You bec ome invisible at the same time that an illusory double of
within range. you appears where you are standing. The double lasts for the
Choose up to six c reatures in a 30-foot-radius sphere c entered on duration, but the invisibility ends if you attac k or c ast a spell.
that point. Eac h target regains hit points equal to 3d8 + your
spellc asting ability modifier. This spell has no effec t on undead or You c an use your ac tion to move your illusory double up to twic e
c onstruc ts. your speed and make it gesture, speak, and behave in whatever
way you c hoose.
At higher level
You c an see through its eyes and hear through its ears as if you
When you c ast this spell using a spell slot of 6th level or higher, were loc ated where it is. On eac h of your turns as a bonus ac tion,
the healing inc reases by 1d8 for eac h slot level above 5th. you c an switc h from using its senses to using your own, or bac k
again. While you are using its senses, you are blinded and
deafened in regard to your own surroundings.
Modify Memory Negative Energy Flood
Enchantment Necromancy

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 60 feet
Components: V, S Components: V, (a broken bone and a square of black silk)
Duration: Concentration, up to 1 minute Duration: Instantaneous

You attempt to reshape another c reature’s memories. You send ribbons of negative energy at one c reature you c an see
One c reature that you c an see must make a Wisdom saving throw. within range. Unless the target is undead, it must make a
If you are fighting the c reature, it has advantage on the saving Constitution saving throw, taking 5d12 nec rotic damage on a
throw. On a failed save, the target bec omes c harmed by you for failed save, or half as muc h damage on a suc c essful one. A target
the duration. The c harmed target is inc apac itated and unaware of killed by this damage rises up as a z ombie at the start of your
its surroundings, though it c an still hear you. If it takes any next turn. The z ombie pursues whatever c reature it c an see that
damage or is targeted by another spell, this spell ends, and none is c losest to it. S tatistic s for the z ombie are in the Monster
of the target’s memories are modified. Manual. If you target an undead with this spell, the target doesn’t
make a saving throw. Instead, roll 5d12. The target gains half the
While this c harm lasts, you c an affec t the target’s memory of an total as temporary hit points.
event that it experienc ed within the last 24 hours and that lasted
no more than 10 minutes. You c an permanently eliminate all
memory of the event, allow the target to rec all the event with
perfec t c larity and exac ting detail, c hange its memory of the
details of the event, or c reate a memory of some other event.

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

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


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

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


restores the c reature’s true memory.

At higher level

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

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Hour
Range: 30 feet Range: 60 feet
Components: V, S, M (a pinch of sesame seeds) Components: V, S, M (a jewel worth at least 1,000 gp, which the
Duration: 1 hour spell consumes)
Duration: 24 hours
A passage appears at a point of your c hoic e that you c an see on a
wooden, plaster, or stone surfac e (suc h as a wall, a c eiling, or a With this spell, you attempt to bind a c elestial, an elemental, a
floor) within range, and lasts for the duration. You c hoose the fey, or a fiend to your servic e.
opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet The c reature must be within range for the entire c asting of the
deep. The passage c reates no instability in a struc ture spell. (Typic ally, the c reature is first summoned into the c enter of
surrounding it. an inverted magic c irc le in order to keep it trapped while this
spell is c ast.) At the c ompletion of the c asting, the target must
When the opening disappears, any c reatures or objec ts still in the make a Charisma saving throw. On a failed save, it is bound to
passage c reated by the spell are safely ejec ted to an unoc c upied serve you for the duration. If the c reature w as summoned or
spac e nearest to the surfac e on whic h you c ast the spell. c reated by another spell, that spell’s duration is extended to
matc h the duration of this spell.

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

At higher level

When you c ast this spell using a spell slot of a higher level, the
duration inc reases to:
10 days with a 6th-level slot,
30 days with a 7th-level slot,
180 days with an 8th-level slot,
1 year and 1 day with a 9th-level spell slot.
Raise Dead Rary’s Telepathic Bond (Ritual)
Necromancy Divination

Level: 5 Level: 5
Casting time: 1 Hour Casting time: 1 Action
Range: Touch Range: 30 feet
Components: V, S, M (a diamond worth at least 500 gp, which the Components: V, S, M (pieces of eggshell from two different kinds
spell consumes) of creatures)
Duration: Instantaneous Duration: 1 hour

You return a dead c reature you touc h to life, provided that it has You forge a telepathic link among up to eight willing c reatures of
been dead no longer than 10 days. If the c reature’s soul is both your c hoic e within range, psyc hic ally linking eac h c reature to all
willing and at liberty to rejoin the body, the c reature returns to the others for the duration. Creatures with Intelligenc e sc ores of
life with 1 hit point. 2 or less aren’t affec ted by this spell.

This spell also neutraliz es any poison and c ures nonmagic al Until the spell ends, the targets c an c ommunic ated telepathic ally
diseases that affec ted the c reature at the time it died. This spell through the bond whether or not they have a c ommon language.
doesn’t, however, remove magic al diseases, c urses, or similar The c ommunic ation is possible over any distanc e, though it c an’t
effec ts; if these aren’t first removed prior to c asting the spell, extend to other planes of existenc e.
they take effec t when the c reature returns to life. The spell c an’t
return an undead c reature to life.

This spell c loses all mortal wounds, but it doesn’t restore missing
body parts. If the c reature is lac king body parts or organs integral
for its survival – its head, for instanc e – the spell automatic ally
fails.

Coming bac k from the dead is an ordeal. The target takes a -4


penalty to all attac k rolls, saving throws, and ability c hec ks. Every
time the target finishes a long rest, the penalty is reduc ed by 1
until it disappears.
Reincarnate Scrying
Transmutation Divination

Level: 5 Level: 5
Casting time: 1 Hour Casting time: 10 Minutes
Range: Touch Range: Self
Components: V, S, M (rare oils and unguents worth at least 1,000 Components: V, S, M (a focus worth at least 1,000 gp, such as a
gp, which the spell consumes) crystal ball, a silver mirror, or a font filled with holy water)
Duration: Instantaneous Duration: Concentration, up to 10 minutes

You touc h a dead humanoid or a piec e of a dead humanoid. You c an see and hear a partic ular c reature you c hoose that is on
Provided that the c reature has been dead no longer than 10 days, the same plane of existenc e as you. The target must make a W
the spell forms a new adult body for it and then c alls the soul to isdom saving throw, whic h is modified by how well you know the
enter that body. If the target’s soul isn’t free or willing to do so, target and the sort of physic al c onnec tion you have to it. If a
the spell fails. target knows you’re c asting this spell, it c an fail the saving throw
voluntarily if it wants to be observed.
The magic fashions a new body for the c reature to inhabit, whic h
likely c auses the c reature’s rac e to c hange. The DM rolls a d 100 Knowledge Save Modifier
and c onsults the following table to determine what form the S ec ondhand (you have heard of the target) +5
c reature takes when restored to life, or the DM c hooses a form. Firsthand (you have met the target) +0
Familiar (you know the target well) -5
d100 Rac e
01-04 Dragonborn Connection Save Modifier
05-13 Dwarf, hill Likeness or pic ture -2
14-21 Dwarf, mountain Posession or garment -4
22-25 Elf, dark Body part, loc k of hair, bit of nail, or the like -10
26-34 Elf, high
35-42 Elf, wood On a suc c essful save, the target isn’t affec ted, and you c an’t use
43-46 Gnome, forest this spell against it again for 24 hours.
47-52 Gnome, roc k
53-56 Half-elf On a failed save, the spell c reates an invisible sensor within 10
57-60 Half-orc feet of the target. You c an see and hear through the sensor as if
61-68 Halfling, lightfoot you w ere there. The sensor moves with the target, remaining
69-76 Halfling, stout within 10 feet of it for the duration. A c reature that c an see
77-96 Human invisible objec ts sees the sensor as a luminous orb about the siz e
97-00 Tiefling of your fist.

The reinc arnated c reature rec alls its former life and experienc es. Instead of targeting a c reature, you c an c hoose a loc ation you
It retains the c apabilities it had in its original form, exc ept it have seen before as the target of this spell. When you do, the
exc hanges its original rac e for the new one and c hanges its rac ial sensor appears at that loc ation and doesn’t move.
traits ac c ordingly.
Seeming Skill Empowerment
Illusion Transmutation

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Touch
Components: V, S Components: V, S
Duration: 8 hours Duration: Concentration, up to 1 hour

This spell allows you to c hange the appearanc e of any number of Your magic deepens a c reature’s understanding of its own talent.
c reatures that you c an see within range. You touc h one willing c reature and give it expertise in one skill of
You give eac h target you c hoose a new, illusory appearanc e. An your c hoic e; until the spell ends, the c reature doubles its
unwilling target c an make a Charisma saving throw, and if it profic ienc y bonus for ability c hec ks it makes that use the c hosen
suc c eeds, it is unaffec ted by this spell. skill.
You must c hoose a skill in whic h the target is profic ient and that
The spell disguises physic ial appearanc es as well as c lothing, isn’t already benefiting from an effec t, suc h as Expertise, that
armor, weapons, and equipment. You c an make eac h c reature doubles its profic ienc y bonus.
seem 1 foot shorter or taller and appear thin, fat, or inbetween.
You c an’t c hange a target’s body type, so you must c hoose a form
that has the same basic arrangement of limbs. Otherwise, the
extent of the illusion is up to you. The spell lasts for the duration,
unless you use your ac tion to dismiss it sooner.

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


inspec tions. For example, if you use this spell to add a hat to a
c reature’s outfitm objec ts pass through the hat, and anyone who
touc hes it would feel nothing or would feel the c reature’s head
and hair. If you use this spell to appear thinner then you are, the
hand of someone who reac hes out to touc h you would bump into
you while it was seemingly still in midair.

A c reature c an use its ac tion to inspec t a target and make an


Intelligenc e (Investigation) c hec k against your spell save DC. If it
suc c eeds, it bec omes aware that the target is disguised.

Steel Wind Strike Swift Quiver


C onjuration Transmutation

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Bonus Action
Range: 30 feet Range: Touch
Components: S, M (a melee weapon worth at least 1 sp) Components: V, S, M (a quiver containing at least one piece of
Duration: Instantaneous ammunition)
Duration: Concentration, up to 1 minute
You flourish the weapon used in the c asting and then vanish to
strike like the wind. Choose up to five c reatures you c an see You transmute your quiver so it produc es an endless supply of
within range. Make a melee spell attac k against eac h target. On a nonmagic al ammunition, whic h seems to leap into your hand
hit, a target takes 6d10 forc e damage. when you reac h for it.
You c an then teleport to an unoc c upied spac e you c an see within
5 feet of one of the targets you hit or missed. On eac h of your turns until the spell ends, you c an use a bonus
ac tion to make two attac ks with a weapon that uses ammunition
from the quiver. Eac h time you make suc h a ranged attac k, your
quiver magic ally replac es the piec e of ammunition you used with
a similar piec e of nonmagic al ammunition. Any piec es of
ammunition c reated by this spell disintegrate when the spell
ends. If the quiver leaves your possession, the spell ends.
Synaptic Static Telekinesis
Enchantment Transmutation

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

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

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

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

Tree Stride Wall of Force


C onjuration Evocation

Level: 5 Level: 5
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 120 feet
Components: V, S Components: V, S, M (a pinch of powder made by crushing a clear
Duration: Concentration, up to 1 minute gemstone)
Duration: Concentration, up to 10 minutes
You gain the ability to enter a tree and move from inside it to
inside another tree of the same kind within 500 feet. An invisible wall of forc e springs into existenc e at a point you
Both trees must be living and at least the same siz e as you. You c hoose within range.
must use 5 feet of movement to enter a tree. You instantly know The wall appears in any orientation you c hoose, as a horiz ontal or
the loc ation of all other trees of the same kind within 500 feet vertic al barrier or at an angle. It c an be free floating or resting on
and, as part of the move used to enter the tree, c an either pass a solid surfac e. You c an form it into a hemispheric al dome or a
into one of those trees or step out of the tree you’re in. You sphere with a radius of up to 10 feet, or you c an shape a flat
appear in a spot of your c hoic e within 5 feet of the destination surfac e made up of ten 10-foot-by-10-foot panels. Eac h panel
tree, using another 5 feet of movement. If you have no movement must be c ontinguous with another panel. In any form, the wall is
left, you appear within 5 feet of the tree you entered. 1/4 inc h thic k. It lasts for the duration. If the wall c uts through a
c reature’s spac e when it appears, the c reature is pushed to one
You c an use this transportation ability onc e per round for the side of the wall (your c hoic e whic h side).
duration. You must end eac h turn outside a tree.
Nothing c an physic ally pass through the wall. It is immune to all
damage and c an’t be dispelled by dispel magic . A disintegrate
spell destroys the wall instantly, however. The wall also extends
into the Ethereal Plane, bloc king ethereal travel through the wall.
Wall of Light Wall of Stone
Evocation Evocation

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

A shimmering wall of bright light appears at a point you c hoose A nonmagic al wall of solid stone springs into existenc e at a point
within range. The wall appears in any orientation you c hoose: you c hoose within range.
horiz ontally, vertic ally, or diagonally. It c an be free floating, or it The wall is 6 inc hes thic k and is c omposed of ten 10-foot-by-10-
c an rest on a solid surfac e. The wall c an be up to 60 feet long, 10 foot panels. Eac h panel must be c ontiguous with at least on other
feet high, and 5 feet thic k. The wall bloc ks line of sight, but panel. Alternatively, you c an c reate 10-foot-by-20-foot panels that
c reatures and objec ts c an pass through it. It emits bright light are only 3 inc hes thic k.
out to 120 feet and dim light for an additional 120 feet.
When the wall appears, eac h c reature in its area must make a If the wall c uts through a c reature’s spac e when it appears, the
Constitution saving throw. On a failed save, a c reature takes 4d8 c reature is pushed to one side of the wall (your c hoic e). If a
radiant damage, and it is blinded for 1 minute. On a suc c essful c reature would be surrounded on all sides by the wall (or the wall
save, it takes half as muc h damage and isn’t blinded. A blinded and another solid surfac e), that c reature c an make a Dexterity
c reature c an make a Constitution saving throw at the end of eac h saving throw. On a suc c ess, it c an use its reac tion to move up to
of its turns, ending the effec t on itself on a suc c ess. its speed so that it is no longer enc losed by the wall.
A c reature that ends its turn in the wall’s area takes 4d8 radiant
damage. The wall c an have any shape you desire, though it c an’t oc c upy
Until the spell ends, you c an use an ac tion to launc h a beam of the same spac e as a c reature or objec t. the wall doesn’t need to
radianc e from the wall at one c reature you c an see within 60 feet be vertic al or resting on any firm foundation. It must, however,
of it. Make a ranged spell attac k. On a hit, the target takes 4d8 merge with and be solidly supported by existing stone. Thus you
radiant damage. Whether you hit or miss, reduc e the length of the c an use this spell to bridge a c hasm or c reate a ramp.
wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.
If you c reate a span greater than 20 feet in length, you must
At higher level halve the siz e of eac h panel to c reate supports. You c an c rudely
shape the wall to c reate c renellations, battlements, and so on.
When you c ast this spell using a spell slot of 6th level or higher,
the damage inc reases by 1d8 for eac h slot level above 5th. The wall is an objec t made of stone that c an be damaged and
thus breac hed. Eac h panel has AC 15 and 30 hit points per inc h of
thic kness. Reduc ing a panel to 0 hit points destroys it and might
c ause c onnec ted panels to c ollapse at the DM’s disc retion.

If you maintain your c onc entration on this spell for its whole
duration, the wall bec omes permanent and c an’t be dispelled.
Otherwise, the wall disappears when the spell ends.
Wrath of Nature Arcane Gate
Evocation C onjuration

Level: 5 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 500 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes

You c all out to the spirits of nature to rouse them against your You c reate linked teleportation portals that remain open for the
enemies. Choose a point you c an see within range. The spirits duration.
c ause trees, roc ks, and grasses in a 60-foot c ube c entered on Choose two points on the ground that you c an see, one point
that point to bec ome animated until the spell ends. within 10 feet of you and one point within 500 feet of you. A
Grasses and Undergrowth. Any area of ground in the c ube that is c irc ular portal, 10 feet in diameter, opens over eac h point. If the
c overed by grass or undergrowth is diffic ult terrain for your portal would open in the spac e oc c upied by a c reature, the spell
enemies. fails, and the c asting is lost.
Trees. At the start of eac h of your turns, eac h of your enemies
within 10 feet of any tree in the c ube must suc c eed on a Dexterity The portals are two-dimensional glowing rings filled with mist,
saving throw or take 4d6 slashing damage from whipping hovering inc hes from the ground and perpendic ular to it at the
branc hes. points you c hoose. A ring is visible only from one side (your
Roots and Vines. At the end of eac h of your turns, one c reature of c hoic e), whic h is the side that func tions as a portal.
your c hoic e that is on the ground in the c ube must suc c eed on a
S trength saving throw or bec ome restrained until the spell ends. Any c reature or objec t entering the portal exits from the other
A restrained c reature c an use an ac tion to make a S trength portal as if the two were adjac ent to eac h other; passing through
(Athletic s) c hec k against your spell save DC, ending the effec t on a portal from the nonportal side has no effec t. The mist that fills
itself on a suc c ess. eac h portal is opaque and bloc ks vision through it. On your turn,
Roc ks. As a bonus ac tion on your turn, you c an c ause a loose roc k you c an rotate the rings as a bonus ac tion so that the ac tive side
in the c ube to launc h at a c reature you c an see in the c ube. Make fac es in a different direc tion.
a ranged spell attac k against the target. On a hit, the target
takes 3d8 nonmagic al bludgeoning damage, and it must suc c eed
on a S trength saving throw or fall prone.

Blade Barrier Bones of the Earth


Evocation Transmutation

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: 90 feet Range: 120 feet
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Instantaneous

You c reate a vertic al wall of whirling, raz or-sharp blades made of You c ause up to six pillars of stone to burst from plac es on the
magic al energy. The wall appears within range and lasts for the ground that you c an see within range. Eac h pillar is a c ylinder
duration. You c an make a straight wall up to 100 feet long, 20 feet that has a diameter of 5 feet and a height of up to 30 feet. The
high, and 5 feet thic k, or a ringed wall up to 60 feet in diameter, ground where a pillar appears must be wide enough for its
20 feet high, and 5 feet thic k. The wall provides three-quarters diameter, and you c an target ground under a c reature if that
c over to c reatures behind it, and its spac e is diffic ult terrain. c reature is Medium or smaller. Eac h pillar has AC 5 and 30 hit
points. When reduc ed to 0 hit points, a pillar c rumbles into
When a c reature enters the wall’s area for the first time on a turn rubble, whic h c reates an area of diffic ult terrain with a 10-foot
or starts its turn there, the c reature must make a Dexterity saving radius. The rubble lasts until c leared.
throw. On a failed save, the c reature takes 6 d10 slashing If a pillar is c reated under a c reature, that c reature must
damage. On a suc c essful save, the c reature takes half as muc h suc c eed on a Dexterity saving throw or be lifted by the pillar. A
damage. c reature c an c hoose to fail the save.
If a pillar is prevented from reac hing its full height bec ause of a
c eiling or other obstac le, a c reature on the pillar takes 6d6
bludgeoning damage and is restrained, pinc hed between the
pillar and the obstac le. The restrained c reature c an use an ac tion
to make a S trength or Dexterity c hec k (the c reature’s c hoic e)
against the spell’s saving throw DC. On a suc c ess, the c reature is
no longer restrained and must either move off the pillar or fall off
it.
At Higher Levels. When you c ast this spell using a spell slot of 7th
level or higher, you c an c reate two additional pillars for eac h slot
level above 6th.
Chain Lightning Circle of Death
Evocation Necromancy

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

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

At higher level

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

Conjure Fey Contingency


C onjuration Evocation

Level: 6 Level: 6
Casting time: 1 Minute Casting time: 10 Minutes
Range: 90 feet Range: Self
Components: V, S Components: V, S, M (a statuette of yourself carved from ivory
Duration: Concentration, up to 1 hour and decorated with gems worth at least 1,500 gp)
Duration: 10 days
You summon a fey c reature of c hallenge rating 6 or lower, or a fey
spirit that takes the form of a beast of c hallenge rating 6 or lower. Choose a spell of 5th level or lower that you c an c ast, that has a
It appears in an unoc c upied spac e that you c an see within range. c asting time of 1 ac tion, and that c an target you.
The fey c reature disappears when it drops to 0 hit points or when You c ast that spell ​c alled the c ontingent spell​ as part of c asting
the spell ends. c ontingenc y, expending spell slots for both, but the c ontingent
spell doesn’t c ome into effec t. Instead, it takes effec t when a
The fey c reature is friendly to you and your c ompanions for the c ertain c irc umstanc e oc c urs. You desc ribe that c irc umstanc e
duration. Roll initiative for the c reature, whic h has its own turns. when you c ast the two spells. For example, a c ontingenc y c ast
It obeys any verbal c ommands that you issue to it (no ac tion with water breathing might stipulate that water breathing c omes
required by you), as long as they don’t violate its alignment. If you into effec t when you are engulfed in water or a similar liquid.
don’t issue any c ommands to the fey c reature, it defends itself
from hostile c reatures but otherwise takes no ac tions. The c ontingent spell takes effec t immediately after the
c irc umstanc e is met for the first time, whether or not you want it
If your c onc entration is broken, the fey c reature doesn’t to. and then c ontingenc y ends.
disappear. Instead, you lose c ontrol of the fey c reature, it
bec omes hostile toward you and your c ompanions, and it might The c ontingent spell takes effec t only on you, even if it c an
attac k. An unc ontrolled fey c reature c an’t be dismissed by you, normally target others. You c an use only one c ontingenc y spell at
and it disappears 1 hour after you summoned it. a time. If you c ast this spell again, the effec t of another
The DM has the fey c reature’s statistic s. c ontingenc y spell on you ends. Also, c ontingenc y ends on you if
its material c omponent is ever not on your person.
At higher level

When you c ast this spell using a spell slot of 7th level or higher,
the c hallenge rating inc reases by 1 for eac h slot level above 6th
Create Homunculus Create Undead
Transmutation Necromancy

Level: 6 Level: 6
Casting time: 1 Hour Casting time: 1 Minute
Range: Touch Range: 10 feet
Components: V, S, M (clay, ash, and mandrake root, all of which Components: V, S, M (one clay pot filled with grave dirt, one clay
the spell consumes, and a jewel-encrusted dagger worth at least pot filled with brackish water, and one 150 gp black onyx stone
1,000 gp) for each corpse)
Duration: Instantaneous Duration: Instantaneous

While speaking an intric ate inc antation, you c ut yourself with a You c an c ast this spell only at night. Choose up to three c orpses
jewel-enc rusted dagger, taking 2d4 pierc ing damage that c an’t of Medium or S mall humanoids within range. Eac h c orpse
be reduc ed in any way. You then drip your blood on the spell’s bec omes a ghoul under your c ontrol. (The DM has game statistic s
other c omponents and touc h them, transforming them into a for these c reatures.)
spec ial c onstruc t c alled a homunc ulus. The statistic s of the
homunc ulus are in the Monster Manual. It is your faithful As a bonus ac tion on eac h of your turns, you c an mentally
c ompanion, and it dies if you die. Whenever you finish a long rest, c ommand any c reature you animated with this spell if the
you c an spend up to half your Hit Dic e if the homunc ulus is on the c reature is within 120 feet of you (if you c ontrol multiple
same plane of existenc e as you. When you do so, roll eac h die and c reatures, you c an c ommand any or all of them at the same time,
add your Constitution modifier to it. Your hit point maximum is issuing the same c ommand to eac h one). You dec ide what ac tion
reduc ed by the total, and the homunc ulus’s hit point maximum the c reature will take and where it will move during its next turn,
and c urrent hit points are or you c an issue a general c ommand, suc h as to guard a
both inc reased by it. This proc ess c an reduc e you to no lower partic ular c hamber or c orridor. If you issue no c ommands, the
than 1 hit point. and the c hange to your and the homunc ulus’s hit c reature only defends itself against hostile c reatures. Onc e given
points ends when you finish your next long rest. The reduc tion to an order, the c reature c ontinues to follow it until its task is
your hit point maximum c an’t be removed by any means before c omplete.
then, exc ept by the homunc ulus‘s death. You c an have only one
homunc ulus at a time. If you c ast this spell while your The c reature is under your c ontrol for 24 hours, after whic h it
homunc ulus lives, the spell fails. stops obeying any c ommand you have given it. To maintain
c ontrol of the c reature for another 24 hours, you must c ast this
spell on the c reature before the c urrent 24-hour period ends. This
use of the spell reasserts your c ontrol over up to three c reatures
you have animated with this spell, rather than animating new
ones.

At higher level

When you c ast this spell using a 7th-level spell slot, you c an
animate or reassert c ontrol over four ghouls.
When you c ast this spell using an 8th-level spell slot, you c an
animate or reassert c ontrol over five ghouls or two ghasts or
wights.
When you c ast this spell using a 9th-level spell slot, you c an
animate or reassert c ontrol over six ghouls, three ghasts or
wights, or two mummies.
Disintegrate Drawmij’s Instant Summons (Ritual)
Transmutation C onjuration

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Minute
Range: 60 feet Range: Touch
Components: V, S, M (a lodestone and a pinch of dust) Components: V, S, M (a sapphire worth 1,000 gp)
Duration: Instantaneous Duration: Until dispelled

A thin green ray springs from your pointing finger to a target that You touc h an objec t weighing 10 pounds or less whose longest
you c an see within range. dimension is 6 feet or less.
The target c an be a c reature, an objec t, or a c reation of magic al The spell leaves an invisible mark on its surfac e and invisibly
forc e, suc h as the wall c reated by wall of forc e. insc ribes the name of the item on the sapphire you use as the
material c omponent. Eac h time you c ast this spell, you must use
A c reature targeted by this spell must make a Dexterity saving a different sapphire.
throw. On a failed save, the target takes 10d6 + 40 forc e damage.
If this damage reduc es the target to 0 hit points, it is At any time thereafter, you c an use your ac tion to speak the
disintegrated. item’s name and c rush the sapphire. The item instantly appears
in your hand regardless of physic al or planar distanc es, and the
A disintegrated c reature and everything it is wearing and spell ends. If another c reature is holding or c arrying the item,
c arrying, exc ept magic items, are reduc ed to a pile of fine gray c rushing the sapphire doesn’t transport the item to you, but
dust. The c reature c an be restored to life only by means of a true instead you learn who the c reature possessing the objec t is and
resurrec tion or a wish spell. roughly where that c reature is loc ated at that moment.

This spell automatic ally disintegrates a Large or smaller Dispel magic or a similar effec t suc c essfully applied to the
nonmagic al objec t or a c reation of magic al forc e. If the target is sapphire ends this spell’s effec t.
a Huge or larger objec t or c reation of forc e, this spell
disintegrates a 10-foot-c ube portion of it. A magic item is
unaffec ted by this spell.

At higher level

When you c ast this spell using a spell slot of 7th level or higher,
the damage inc reases by 3d6 for eac h slot level above 6th.
Druid Grove Eyebite
Abjuration Necromancy

Level: 6 Level: 6
Casting time: 10 Minutes Casting time: 1 Action
Range: Touch Range: Self
Components: V, S, M (mistletoe, which the spell consumes, that Components: V, S
was harvested with a golden sickle under the light of a full moon) Duration: Concentration, up to 1 minute
Duration: 24 hours
For the spell’s duration, your eyes bec ome an inky void imbued
You invoke the spirits of nature to protec t an area outdoors or with dread power. One c reature of your c hoic e within 60 feet of
underground. The area c an be as small as a 30—foot c ube or as you that you c an see must suc c eed on a Wisdom saving throw or
large as a 90-foot c ube. Buildings and other struc tures are be affec ted by one of the following effec ts of your c hoic e for the
exc luded from the affec ted area. If you c ast this spell in the same duration. On eac h of your turns until the spell ends, you c an use
area every day for a year, the spell lasts until dispelled. The spell your ac tion to target another c reature but c an’t target a c reature
c reates the following effec ts within the area. When you c ast this again if it has suc c eeded on a saving throw against this c asting of
spell, you c an spec ify c reatures as friends who are immune to the eyebite.
effec ts. You c an also spec ify a password that, when spoken aloud,
makes the speaker immune to these effec ts. The entire warded Asleep
area radiates magic . A dispel magic c ast on the area, if The target galls unc onsc ious. It wakes up if it takes any damage
suc c essful, removes only one of the following effec ts, not the or if another c reature uses its ac tion to shake the sleeper awake.
entire area. That spell’s c aster c hooses whic h effec t to end. Only
when all its effec ts are gone is this spell dispelled. Panicked
S olid Fog. You c an fill any number of 5-foot squares on the ground The target is frightened of you. On eac h of its turns, the
with thic k fog, making them heavily obsc ured. The fog reac hes 10 frightened c reature must take the Dash ac tion and move away
feet high. In addition, every foot of movement through the fog from you by the safest and shortest available route, unless there
c osts 2 extra feet. To a c reature immune to this effec t, the fog is nowhere to move. If the target moves to a plac e at least 60 feet
obsc ures nothing and looks like soft mist, with motes of green away from you where it c an no longer see you, this effec t ends.
light floating in the air.
Grasping Undergrowth. You c an fill any number of 5-foot squares Sickened
on the ground that aren’t filled with fog with grasping weeds and The target has disadvantage on attac k rolls and ability c hec ks. At
vines, as if they were affec ted by an entangle spell. To a c reature the end of eac h of its turns, it c an make another Wisdom saving
immune to this effec t, the weeds and vines feel soft and reshape throw. If it suc c eeds, the effec t ends.
themselves to serve as temporary seats or beds.
Grove Guardians. You c an animate up to four trees in the area,
c ausing them to uproot themselves from the ground. These trees
have the same statistic s as an awakened tree, whic h appears in
the Monster Manual, exc ept they c an’t speak, and their bark is
c overed with druidic symbols. If any c reature not immune to this
effec t enters the warded area, the grove guardians fight until they
have driven off or slain the intruders. The grove guardians also
obey your spoken c ommands (no ac tion required by you) that you
issue while in the area. Ifyou don't give them c ommands and no
intruders are present, the grove guardians do nothing. The grove
guardians c an‘t leave the warded area. When the spell ends, the
magic animating them disappears, and the trees take root again
if possible.
Additional S pell Effec t. You c an plac e your c hoic e of one of the
following magic al effec ts within the warded area:
- A c onstant gust of Wind in two loc ations of your c hoic e
- S pike growth in one loc ation of your c hoic e
- Wind wall in two loc ations of your c hoic e
To a c reature immune to this effec t, the winds are a fragrant,
gentle breez e, and the area of spike growth is harmless.
Find the Path Flesh to Stone
Divination Transmutation

Level: 6 Level: 6
Casting time: 1 Minute Casting time: 1 Action
Range: Self Range: 60 feet
Components: V, S, M (a set of divinatory tools – such as bones, Components: V,S,M (a pinch of lime, water, and earth)
ivory sticks, cards, teeth, or carved runes – worth 100 gp and an Duration: Concentration, up to 1 minute
object from the location you wish to find)
Duration: Concentration, up to 1 day You attempt to turn one c reature that you c an see within range
into stone.
This spell allows you to find the shortest, most direc t physic al If the targets body is made of flesh, the c reature must make a
route to a spec ific fixed loc ation that you are familiar with on the Constitution saving throw. On a failed save, it is restrained as its
same plane of existenc e. If you name a destination on another flesh begins to harden. On a suc c essful save, the c reature isn’t
plan of existenc e, a destination that moves (suc h as a mobile affec ted.
fortress), or a destination that isn’t spec ific (suc h as "a green
dragon’s lair”), the spell fails. A c reature restrained by this spell must make another
Consititution saving throw at the end of eac h of its turns. If it
For the duration, as long as you are on the same plane of suc c essfully saves against this spell three times, the spell ends. If
existenc e as the destination, you know how far it is and in what it fails saves three times, it is turned to stone and subjec ted to
direc tion it lies. While you are traveling there, whenever you are the petrified c ondition for the duration. The suc c esses and
presented with a c hoic e of paths along the way, you atomatic ally failures don’t need to be c onsec utive; keep trac k of both until the
determine whic h path is the shortest and most direc t route (but target c ollec ts three of a kind.
not nec essarily the safest route) to the destination.”
If the c reature is physic ally broken while petrified, it suffers from
similar deformities if it reverts to its original state. If you maintain
your c onc entration on this spell for the entire possible duration,
the c reature is turned to stone until the effec t is removed.

Forbiddance (Ritual) Globe of Invulnerability


Abjuration Abjuration

Level: 6 Level: 6
Casting time: 10 Minutes Casting time: 1 Action
Range: Touch Range: Self (10-foot radius)
Components: V, S, M (a sprinkling of holy water, rare incense, Components: V, S, M (a glass or crystal bead that shatters when
and powdered ruby worth at least 1,000 gp) the spell ends)
Duration: 1 day Duration: Concentration, up to 1 minute

You c reate a ward against magic al travel that protec ts up to An immobile, faintly shimmering barrier springs into existenc e in
40,000 square feet of floor spac e to a height of 30 feet above the a 10-foot radius around you and remains for the duration.
floor. For the duration, c reatures c an’t teleport into the area or
use portals, suc h as those c reated by the gate spell, to enter the Any spell of 5th level or lower c ast from outside the barrier c an’t
area. The spell proofs the area against planar travel, and affec t c reatures or objec ts within it, even if the spell is c ast using
therefore prevents c reatures from ac c essing the area by way of a higher level spell slot. S uc h a spell c an target c reatures and
the Astral Plane, Ethereal Plane, Feywild, S hadowfell, or the plane objec ts within the barrier, but the spell has no effec t on them.
shift spell. S imilarly, the area within the barrier is exc luded from the areas
affec ted by suc h spells.
In addition, the spell damages types of c reatures that you c hoose
when you c ast it. Choose one or more of the following: c elestials, At higher level
elementals, fey, fiends, and undead. When a c hosen c reature
enters the spell’s area for the first time on a turn or starts its turn When you c ast this spell using a spell slot of 7th level or higher,
there, the c reature takes 5d10 radiant or nec rotic damage (your the barrier bloc ks spells of one level higher for eac h slot level
c hoic e when you c ast this spell). above 6th.

When you c ast this spell, you c an designate a password. A


c reature that speaks the password as it enters the area takes no
damage from the spell.

This spell’s area c an’t overlap with the area of another


forbiddanc e spell. If you c ast forbiddanc e every day for 30 days in
the same loc ation, the spell lasts until it is dispelled, and the
material c omponents are c onsumed on the last c asting.
Guards and Wards Harm
Abjuration Necromancy

Level: 6 Level: 6
Casting time: 10 Minutes Casting time: 1 Action
Range: Touch Range: 60 feet
Components: V, S, M (burning incense, a small measure of Components: V, S
brimstone and oil, a knotted string, a small amount of umber hulk Duration: Instantaneous
blood, and a small silver rod worth at least 10 gp)
Duration: 24 hours You unleash a virulent disease on a c reature that you c an see
within range.
You c reate a ward that protec ts up to 2,500 square feet of floor The target must make a Constitution saving throw. On a failed
spac e (an area 50 feet square, or one hundred 5-foot squares or save, it takes 14d6 nec rotic damage, or half as muc h damage on
twenty-five 10-foot squares). The warded area c an be up to 20 feet a suc c essful save. The damage c an’t reduc e the target’s hit
tall, and shaped as you desire. You c an ward several stories of a points below 1. If the target fails the saving throw, its hit point
stronghold by dividing the area among them, as long as you c an maximum is reduc ed for 1 hour by an amount equal to the
walk into eac h c ontiguous area while you are c asting the spell. nec rotic damage it took. Any effec t that removes a disease allows
a c reature’s hit point maximum to return to normal before that
When you c ast this spell, you c an spec ify individuals that are time passes.
unaffec ted by any or all of the effec ts that you c hoose. You c an
also spec ify a password that, when spoken aloud, makes the
speaker immune to these effec ts.

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

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

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

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

Other Spell Effect


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

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


spec ific effec t, if suc c essful, removes only that effec t.
You c an c reate a permanently guarded and warded struc ture by
c asting this spell there every day for one year.
Heal Heroes’ Feast
Evocation C onjuration

Level: 6 Level: 6
Casting time: 1 Action Casting time: 10 Minutes
Range: 60 feet Range: 30 feet
Components: V, S Components: V, S, M (a gem-encrusted bowl worth at least 1,000
Duration: Instantaneous gp, which the spell consumes)
Duration: Instantaneous
Choose a c reature that you c an see within range. A surge of
positive energy washes through the c reature, c ausing it to regain You bring forth a great feast, inc luding magnific ent food and
70 hit points. The spell also ends blindness, deafness, and any drink. The feast takes 1 hour to c onsume and disappears at the
diseases affec ting the target. This spell has no effec t on end of that time, and the benefic ial effec ts don’t set in until this
c onstruc ts or undead. hour is over. Up to twelve other c reatures c an partake of the
feast.
At higher level
A c reature that partakes of the feast gains several benefits. The
When you c ast this spell using aspell slot of 7th level or higher, c reature is c ured of all diseases and poison, bec omes immune to
the amount of healing inc reases by 10 for eac h slot level above poison and being frightened, and makes all Wisdom saving throws
6th. with advantage. Its hit point maximum also inc reases by 2d10,
and it gains the same number of hit points. These benefits last for
24 hours.

Investiture of Flame Investiture of Ice


Transmutation Transmutation

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

Flames rac e ac ross your body, shedding bright light in a 30-foot Until the spell ends, ic e rimes your body, and you gain the
radius and dim light for an additional 30 feet for the spell’s following benefits:
duration. The flames don’t harm you. Until the spell ends, you • You are immune to c old damage and have resistanc e to fire
gain the following benefits: damage.
• You are immune to fire damage and have resistanc e to c old • You c an move ac ross diffic ult terrain c reated by ic e or snow
damage. without spending extra movement.
• Any c reature that moves within 5 feet of you for the first time on • The ground in a 10-foot radius around you is ic y and is diffic ult
a turn or ends its turn there takes 1d10 fire damage. terrain for c reatures other than you. The radius moves with you.
• You c an use your ac tion to c reate a line of fire 15 feet long and • You c an use your ac tion to c reate a 15-foot c one of freez ing
5 feet wide extending from you in a direc - tion you c hoose. Eac h wind extending from your outstretc hed hand in a direc tion you
c reature in the line must make a Dexterity saving throw. A c hoose. Eac h c reature in the c one must make a Constitution
c reature takes 4d8 fire damage on a failed save, or half as muc h saving throw. A c reature takes 4d6 c old damage on a failed save,
damage on a suc c essful one. or half as muc h damage on a suc c essful one. A c reature that fails
its save against this effec t has its speed halved until the start of
your next turn.
Investiture of Stone Investiture of Wind
Transmutation Transmutation

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

Until the spell ends, bits of roc k spread ac ross your body, and you Until the spell ends, wind whirls around you, and you gain the
gain the following benefits: following benefits:
• You have resistanc e to bludgeoning, pierc ing, and slashing • Ranged weapon attac ks made against you have disad- vantage
damage from nonmagic al weapons. on the attac k roll.
• You c an use your ac tion to c reate a small earthquake on the • You gain a flying speed of 60 feet. If you are still flying when the
ground in a 15-foot radius c entered on you. Other c reatures on spell ends, you fall, unless you c an some- how prevent it.
that ground must suc c eed on a Dexterity saving throw or be • You c an use your ac tion to c reate a 15-foot c ube of swirling
knoc ked prone. wind c entered on a point you c an see within 60 feet of you. Eac h
• You c an move ac ross diffic ult terrain made of earth or stone c reature in that area must make a Constitution saving throw. A
without spending extra movement. You c an move through solid c reature takes 2d10 bludgeoning damage on a failed save, or half
earth or stone as if it was air and without destabiliz ing it, but you as muc h damage on a suc c essful one. If a Large or smaller
c an’t end your movement there. If you do so, you are ejec ted to c reature fails the save, that c reature is also pushed up to 10 feet
the nearest unoc c upied spac e, this spell ends, and you are away from the c enter of the c ube.
stunned until the end of your next turn.
Magic Jar Mass Suggestion
Necromancy Enchantment

Level: 6 Level: 6
Casting time: 1 Minute Casting time: 1 Action
Range: Self Range: 60 feet
Components: V, S, M (a gem, crystal, reliquary, or some other Components: V, M (a snake’s tongue and either a bit of
ornamental container worth at least 500 gp) honeycomb or a drop of sweet oil)
Duration: Until dispelled Duration: 24 hours

Your body falls into a c atatonic state as your soul leaves it and You suggest a c ourse of ac tivity (limited to a sentenc e or two)
enters the c ontainer you used for the spell’s material c omponent. and magic ally influenc e up to twelve c reatures of your c hoic e
While your soul inhabits the c ontainer, you are aware of your that you c an see within range and that c an hear and understand
surroundings as if you were in the c ontainer’s spac e. You c an’t you.
move or use reac tions. The only ac tion you c an take is to projec t Creatures that c an’t be c harmed are immune to this effec t. The
your soul up to 100 feet out of the c ontainer, either returning to suggestion must be worded in suc h a manner as to make the
your living body (and ending the spell) or attempting to possess a c ourse of ac tion sound reasonable. Asking the c reature to stab
humanoids body. itself, throw itself onto a spear, immolate itself, or do some other
obviously harmful ac t automatic ally negates the effec t of the
You c an attempt to possess any humanoid within 100 feet of you spell.
that you c an see (c reatures warded by a protec tion from evil and
good or magic c irc le spells c an’t be possessed). The target must Eac h target must make a Wisdom saving throw. On a failed save, it
make a Charisma saving throw. On a failure, your soul moves into pursues the c ourse of ac tion you desc ribed to the best of its
the target’s body, and the target’s soul bec omes trapped in the ability. The suggested c ourse of ac tion c an c ontinue for the
c ontainer. On a suc c ess, the target resists your efforts to possess entire duration. If the suggested ac tivity c an be c ompleted in a
it, and you c an’t attempt to possess it again for 24 hours. shorter time, the spell ends when the subjec t finishes what it was
asked to do.
Onc e you possess a c reature’s body, you c ontrol it. Your game
statistic s are replac ed by the statistic s of the c reature though You c an also spec ify c onditions that will trigger a spec ial ac tivity
you retain your alignment and your Intelligenc e, Wisom, and during the duration. For example, you might suggest that a group
Charisma sc ores. You retain the benefit of your own c lass feature. of soldiers give all their money to the first beggar they meet. If
If the target has any c lass levels, you c an’t use any of its c lass the c ondition isn’t met before the spell ends, the ac tivity isn’t
features. performed.

Meanwhile, the possessed c reature’s soul c an perc eive from the If you or any of your c ompanions damage a c reature affec ted by
c ontainer using its own senses, but it c an’t move or take ac tions this spell, the spell ends for that c reature.
at all.
At higher level
While possessing a body, you c an use your ac tion to return from
the host body to the c ontainer if it is within 100 feet of you, When you c ast this spell using a 7th-level spell slot, the duration
returning the host c reature’s soul to its body. If the host body is 10 days.
dies while you’re in it, the c reature dies, and you must make a When you use an 8th-level spell slot, the duration is 30 days.
Charisma saving throw against your own spellc asting DC. On a When you use a 9th-level spell slot, the duration is a year and a
suc c ess, you return to the c ontainer if it is within 100 feet of you. day.
Otherwise, you die.

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


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

When the spell ends, the c ontainer is destroyed.


Mental Prison Move Earth
Illusion Transmutation

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 120 feet
Components: S Components: V, S, M (an iron blade and a small bag containing a
Duration: Concentration, up to 1 minute mixture of soils—clay, loam, and sand)
Duration: Concentration, up to 2 hours
You attempt to bind a c reature within an illusory c ell that only it
perc eives. One c reature you c an see within range must make an Choose an area of terrain no larger than 40 feet on a side within
Intelligenc e saving throw. The target suc c eeds automatic ally if it range. You c an reshape dirt, sand, or c lay in the area in any
is immune to being c harmed. On a suc c essful save, the target manner you c hoose for the duration. You c an raise or lower the
takes 5d10 psyc hic damage, and the spell ends. On a failed save, area’s elevation, c reate or fill in a trenc h, erec t or flatten a wall,
the target takes 5d10 psyc hic damage, and you make the area or form a pillar. The extent of any suc h c hanges c an’t exc eed half
immediately around the target’s spac e appear dangerous to it in the area’s largest dimension. S o, if you affec t a 40-foot square,
some way. You might c ause the target to perc eive itself as being you c an c reate a pillar up to 20 feet high, raise or lower the
surrounded by fire, floating raz ors, or hideous maws filled with square’s elevation by up to 20 feet, dig a trenc h up to 20 feet
dripping teeth. Whatever form the illusion takes, the target c an’t deep, and so on. It takes 10 minutes for these c hanges to
see or hear anything beyond it and is restrained for the spell’s c omplete.
duration. If the target is moved out of the illusion, makes a melee
attac k through it, or reac hes any part of its body through it, the At the end of every 10 minutes you spend c onc entrating on the
target takes 10d10 psyc hic damage, and the spell ends. spell, you c an c hoose a new area of terrain to affec t.

Bec ause the terrain’s transformation oc c urs slowly, c reatures in


the area c an’t usually be trapped or injured by the ground’s
movement.

This spell c an’t manipulate natural stone or stone c onstruc tion.


Roc ks and struc tures shift to ac c ommodate the new terrain. If the
way you shape the terrain would make a struc ture unstable, it
might c ollapse.

S imilarly, this spell doesn’t direc tly affec t plant growth. The
moved earth c arries any plants along with it.
Otiluke’s Freezing Sphere Otto’s Irresistible Dance
Evocation Enchantment

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: 300 feet Range: 30 feet
Components: V, S, M (a small crystal sphere) Components: V
Duration: Instantaneous Duration: Concentration, up to 1 minute

A frigid globe of c old energy streaks from your fingertips to a Choose one c reature that you c an see within range. The target
point of your c hoic e within range, where it explodes in a 60-foot- begins a c omic danc e in plac e: shuffling, tapping its feet, and
radius sphere. c apering for the duration. Creatures that c an’t be c harmed are
Eac h c reature within the area must make a Constitution saving immune to this spell.
throw. On a failed save, a c reature takes 10d6 c old damage. On a
suc c essful save, it takes half as muc h damage. A danc ing c reature must use all its movement to danc e without
leaving its spac e and has disadvantage on Dexterity saving
If the globe strikes a body of water or a liquid that is princ ipally throws and attac k rolls. While the target is affec ted by this spell,
water (not inc luding water-based c reatures), it freez es the liquid other c reatures have advantage on attac k rolls against it. As an
to a depth of 6 inc hes over an area 30 feet square. This ic e lasts ac tion, a danc ing c reature makes a Wisdom saving throw to
for 1 minute. Creatures that were swimming on the surfac e of regain c ontrol of itself. On a suc c essful save, the spell ends.
froz en water are trapped in the ic e. A trapped c reature c an use
an ac tion to make a S trength c hec k against your spell save DC to
break free.

You c an refrain from firing the globe after c ompleting the spell, if
you wish. A small globe about the siz e of a sling stone, c ool to the
touc h, appears in your hand. At any time, you or a c reature you
give the globe to c an throw the globe (to a range of 40 feet) or
hurl it with a sling (to the sling’s normal range). It shatters on
impac t, with the same effec t as the normal c asting of the spell.
You c an also set the globe down without shattering it. After 1
minute, if the globe hasn’t already shattered, it explodes.

At higher level

When you c ast this spell using a spell slot of 7th level or higher,
the damage inc reases by 1d6 for eac h slot level above 6th
Planar Ally Primordial Ward
C onjuration Abjuration

Level: 6 Level: 6
Casting time: 10 Minutes Casting time: 1 Action
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute

You beseec h an otherworldly entity for aid. You have resistanc e to ac id, c old, fire, lightning, and thunder
The being must be known to you: a god, a primordial, a demon damage for the spell’s duration.
princ e, or some other being of c osmic power. That entity sends a When you take damage of one of those types, you c an use your
c elestial, an elemental, or a fiend loyal to it to aid you, making reac tion to gain immunity to that type
the c reature appear in an unoc c upied spac e within range. If you of damage, inc luding against the triggering damage. If you do so,
know a spec ific c reature’s name, you c an speak that name when the resistanc es end, and you have the immunity until the end of
you c ast this spell to request that c reature, though you might get your next turn, at whic h time the spell ends.
a different c reature anyway (DM’s c hoic e).

When the c reature appears, it is under no c ompulsion to behave


in any partic ular way. You c an ask the c reature to perform a
servic e in exc hange for payment, but it isn’t obliged to do so. The
requested task c ould range from simple (fly us ac ross the c hasm,
or help us fight a battle) to c omplex (spy on our enemies, or
protec t us during our foray into the dungeon). You must be able
to c ommunic ate with the c reature to bargain for its servic es.

Payment c an take a variety of forms. A c elestial might require a


siz able donation of gold or magic items to an allied temple, while
a fiend might demand a living sac rific e or a gift of treasure. S ome
c reatures might exc hange their servic e for a quest undertaken by
you.

As a rule of thumb, a task that c an 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 m easured in days
(up to 10 days) requires 10,000 gp per day. The DM c an adjust
these payments based on the c irc umstanc es under whic h you
c ast the spell. If the task is aligned with the c reature’s ethos, the
payment might be halved or even waived. Nonhaz ardous tasks
typic ally require only half the suggested payment, while
espec ially dangerous tasks might require a greater gift. Creatures
rarely ac c ept tasks that seem suic idal.

After the c reature c ompletes the task, or when the agreed-upon


duration of servic e expires, the c reature returns to its home
plane after reporting bac k to you, if appropriate to the task and if
possible. If you are unable to agree on a pric e for the c reature’s
servic e, the c reature immediately returns to its home plane.

A c reature enlisted to join your group c ounts as a member of it,


rec eiving a full share of experienc e points awarded.

Primordial Ward
Abjuration

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

You have resistanc e to ac id, c old, fire, lightning, and thunder


damage for the spell’s duration. When you take damage of one of
those types, you c an use your reac tion to gain immunity to that
type of damage, inc luding against the triggering damage. If you
do so, the resistanc es end, and you have the immunity until the
end of your next turn, at whic h time the spell ends.
Programmed Illusion
Illusion

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

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


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

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

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


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

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


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

Scatter
C onjuration

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

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

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

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

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

Sunbeam
Evocation

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

A beam of brilliant light flashes out from your hand in a 5-foot-


wide, 60-foot-line.
Eac h c reature in the line must make a Constitution saving throw.
On a failed save, a c reature takes 6d8 radiant damage and is
blinded until your next turn. On a suc c essful save, it takes half as
muc h damage and isn’t blinded by this spell. Undead and ooz es
have disadvantage on this saving throw.

You c an c reate a new line of radianc e as your ac tion on any turn


until the spell ends.

For the duration, a mote of brilliant radianc e shines in your hand.


It sheds bright light in a 30-foot radius and dim light for an
additional 30 feet. The light is sunlight.
Tenser’s Transformation
Transmutation

Level: 6
Casting time: 1 Action
Range: Self
Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 10 minutes

You endow yourself with enduranc e and martial prowess fueled by


magic . Until the spell ends, you c an’t c ast spells, and you gain
the following benefits:
- You gain 50 temporary hit points. If any of these remain when
the spell ends, they are lost.
- You have advantage on attac k rolls that you make with simple
and martial weapons.
- When you hit a target with a weapon attac k, that target takes an
extra 2d12 forc e
damage.
- You have profic ienc y with all armor, shields, simple weapons,
and martial weapons.
- You have profic ienc y in S trength and Constitution saving throws.
- You c an attac k twic e, instead of onc e, when you take the Attac k
ac tion on your turn. You ignore this benefit if you already have a
feature, like Extra Attac k, that gives you extra attac ks.

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


Constitution saving throw or suffer one level of exhaustion.

Transport via Plants True Seeing


C onjuration Divination

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: 10 feet Range: Touch
Components: V, S Components: V, S, M (an ointment for the eyes that costs 25 gp;
Duration: 1 round is made from mushroom powder, saffron, and fat; and is
consumed by the spell)
This spell c reates a magic al link between a Large or larger Duration: 1 hour
inanimate plant within range and another plant, at any distanc e,
on the same plane of existenc e. You must have seen or touc hed This spell gives the willing c reature you touc h the ability to see
the destination plant at least onc e before. For the duration, any things as they ac tually are. For the duration, the c reature has
c reature c an step into the target plant and exit from the truesight, notic es sec ret doors hidden by magic , and c an see into
destination plant by using 5 feet of movement. the Ethereal Plane, all out to a range of 120 feet.
Wall of Ice Wall of Thorns
Evocation C onjuration

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 120 feet
Components: V, S, M (a small piece of quartz) Components: V, S, M (a handful of thorns)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes

You c reate a wall of ic e on a solid surfac e within range. You c an You c reate a wall of tough, pliable, tangled brush bristling with
form it into a hemispheric al dome or a sphere with radius of up to needle-sharp thorns. The wall appears within range on a solid
10 feet, or you c an shape a flat surfc ae made up of ten 10-foot- surfac e and lasts for the duration. You c hoose to make the wall up
square panels. Eac h panel must be c ontiguous with another to 60 feet long, 10 feet high, and 5 feet thic k or a c irc le that has
panel. In any form, the wall is 1 foot thic k and lasts for the a 20-foot diameter and is up to 20 feet high and 5 feet thic k. The
duration. wall bloc ks line of sight.

If the wall c uts through a c reature’s spac e when it appears, the When the wall appears, eac h c reature within its area must make a
c reature within its area is pushed to one side of the wall and must Dexterity saving throw. On a failed save, a c reature takes 7d8
make a Dexterity saving throw. On a failed save, the c reature pierc ing damage, or half as muc h damage on a suc c essful save.
takes 10d6 c old damage, or half as muc h damage on a suc c essful
save. A c reature c an move through the wall, albeit slowly and painfully.
For every 1 foot a c reature moves through the wall, it must spend
The wall is an objec t that c an be damaged and thus breac hed. It 4 feet of movement. Furthermore, the first time a c reature enters
has AC 12 and 30 hit points per 10-foot sec tion, and it is the wall on a turn or ends its turn there, the c reature must make
vulnerable to fire damage. Reduc ing a 10-foot sec tion of wall to 0 a Dexterity saving throw. It takes 7d8 slashing damage on a failed
hit points destroys it and leaves behind a sheet of frigid air int he save, or half as muc h on a suc c essful save.
spac e the wall oc c upied. A c reature moving through the sheet of
frigid air for the first time on a turn must make a Constitution At higher level
saaving throw. The c reature takes 5f6 c old damage on a failed
save, or half as muc h damage on a suc c essful one. When you c ast this spell using a spell slot of 7th level or higher,
both types o f damage inc rease by 1d8 for eac h slot level above
At higher level 6th.

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

Wind Walk Word of Recall


Transmutation C onjuration

Level: 6 Level: 6
Casting time: 1 Minute Casting time: 1 Action
Range: 30 feet Range: 5 feet
Components: V, S, M (fire and holy water) Components: V
Duration: 8 hours Duration: Instantaneous

You and up to ten willing c reatures you c an see within range You and up to five willing c reatures within 5 feet of you instantly
assume a gaseous form for the duration, appearing as wisps of teleport to a previously designated sanc tuary.
c loud. You and any c reatures that teleport with you appear in the
While in this c loud form, a c reature has a flying speed of 300 feet nearest unoc c upied spac e to the spot you designated when you
and has resistanc e to damage from nonmagic al weapons. The prepared your sanc tuary (see below). If you c ast this spell without
only ac tions a c reature c an take in this form are the Dash ac tion first preparing a sanc tuary, the spell has no effec t.
or to revert to its normal form.
Reverting takes 1 minute, during whic h time a c reature is You must designate a sanc tuary by c asting this spell within a
inc apac itated and c an’t move. Until the spell ends, a c reature loc ation, suc h as a temple, dedic ated to or strongly linked to your
c an revert to c loud form, whic h also requires the 1-minute deity. If you attempt to c ast the spell in this manner in an area
transformation. that isn’t dedic ated to your deity, the spell has no effec t.

If a c reature is in c loud form and flying when the effec t ends, the
c reature desc ends 60 feet per round for 1 minute until it lands,
whic h it does safely. If it c an’t land after 1 minute, the c reature
falls the remaining distanc e.
Conjure Celestial Crown of Stars
C onjuration Evocation

Level: 7 Level: 7
Casting time: 1 Minute Casting time: 1 Action
Range: 90 feet Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 hour Duration: 1 hour

You summon a c elestial of c hallenge rating 4 or lower, whic h S even star-like motes of light appear and orbit your head until the
appears in an unoc c upied spac e that you c an see within range. spell ends. You c an use a bonus ac tion to send one of the motes
The c elestial disappears when it drops to 0 hit points or when the streaking toward one c reature or objec t within 120 feet of you.
spell ends. When you do so, make a ranged spell attac k. On a hit. the target
takes 4d12 radiant damage. Whether you hit or miss, the mote is
The c elestial is friendly to you and your c ompanions for the expended. The spell ends early if you expend the last mote. If you
duration. Roll initiative for the c elestial, whic h has its own turns. have four or more motes remaining, they shed bright light in a 30-
It obeys any verbal c ommands that you issue to it (no ac tion foot radius and dim light for an additional 30 feet. Ifyou have one
required by you), as long as they don’t violate its alignment. If you to three motes remaining, they shed dim light in a 30—foot
don’t issue any c ommands to the c elestial, it defends itself from radius.
hostile c reatures but otherwise takes no ac tions
The DM has the c elestial’s statistic s. At higher level

At higher level When you c ast this spell using a spell slot of 8th level or higher,
the number of motes c reated inc reases by two for eac h slot level
When you c ast this spell using a 9th-level spell slot, you summon above 7th.
a c elestial of c hallenge rating 5 or lower.

Delayed Blast Fireball Divine Word


Evocation Evocation

Level: 7 Level: 7
Casting time: 1 Action Casting time: 1 Bonus Action
Range: 150 feet Range: 30 feet
Components: V, S, M (a tiny ball of bat guano and sulfur) Components: V
Duration: Concentration, up to 1 minute Duration: Instantaneous

A beam of yellow light flashes from your pointing finger, then You utter a divine word, imbued with the power that shaped the
c ondenses to linger at a c hosen point within range as a glowing world at the dawn of c reation.
bead for the duration. Choose any number of c reatures you c an see within range. Eac h
When the spell ends, either bec ause your c onc entration is broken c reature that c an hear you must make a Charisma saving throw.
or bec ause you dec ide to end it, the bead blossoms with a low On a failed save, a c reature suffers an effec t based on its c urrent
roar into an explosion of flame that spreads around c orners. Eac h hit points:
c reature in a 20-foot-radius sphere c entered on that point must
make a Dexterity saving throw. A c reature takes fire damage • 50 hit points or fewer: deafened for 1 minute
equal to the total ac c umulated damage on a failed save, or half • 40 hit points or fewer: deafened and blinded for 10 minutes
as muc h damage on a suc c essful one. • 30 hit points or fewer: blinded, deafened, and stunned for 1
hour
The spell’s base damage is 12d6. If at the end of your turn the • 20 hit points or fewer: killed instantly
bead has not yet detonated, the damage inc reases by 1d6.
Regardless of its c urrent hit points, a c elestial, an elemental, a
If the glowing bead is touc hed before the interval has expired, the fey, or a fiend that fails its save is forc ed bac k to its plane of
c reature touc hing it must make a Dexterity saving throw. On a origin (if it isn’t there already) and c an’t return to your c urrent
failed save, the spell ends immediately, c ausing the bead to erupt plane for 24 hours by any means short of a wish spell.
in flame. On a suc c essful save, the c reature c an throw the bead
up to 40 feet. When it strikes a c reature or a solid objec t, the
spell ends, and the bead explodes.
The fire damages objec ts in the area and ignites flammable
objec ts that aren’t being worn or c arried.

At higher level

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

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

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

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

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

At higher level

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

Fire Storm
Evocation

Level: 7
Casting time: 1 Action
Range: 150 feet
Components: V, S
Duration: Instantaneous

A storm made up of sheets of roaring flame appears in a loc ation


you c hoose within range.
The area of the storm c onsists of up to ten 10-foot c ubes, whic h
you c an arrange as you wish. Eac h c ube must have at least one
fac e adjac ent to the fac e of another c ube. Eac h c reature in the
area must make Dexterity saving throw. It takes 7d10 fire damage
on a failed save, or half as muc h damage on a suc c essful one.

The fire damages objec ts in the area and ignites flammable


objec ts that aren’t being worn or c arried. If you c hoose, plant life
in the area is unaffec ted by this spell.
Forcecage
Evocation

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

An immobile, invisible, c ube-shaped prison c omposed of magic al


forc e springs into existenc e around an area you c hoose within
range. The prison c an be a c age or a solid box as you c hoose.

A prison in the shape of a c age c an be up to 20 feet on a side and


is made from 1/2-inc h diameter bars spac ed 1/2 inc h apart.

A prison in the shape of a box c an be up to 10 feet on a side,


c reating a solid barrier that prevents any matter from passing
through it and bloc king any spells c ast into or out of the area.

When you c ast the spell, any c reature that is c ompletely inside
the c age’s area is trapped. Creatures only partially within the
area, or those too large to fit inside the area, are pushed away
from the c enter of the area until they are c ompletely outside the
area.

A c reature inside the c age c an’t leave it by nonmagic al means. If


the c reature tries to use teleportation or interplanar travel to
leave the c age, it must first make a Charisma saving throw. On a
suc c ess, the c reature c an use that magic to exit the c age. On a
failure, the c reature c an’t exit the c age and wastes the use of the
spell or effec t. The c age also extends into the Ethereal Plane,
bloc king ethereal travel.
This spell c an’t be dispelled by dispel magic .

Mirage Arcane
Illusion

Level: 7
Casting time: 10 Minutes
Range: Sight
Components: V, S
Duration: 10 days

You make terrain in an area up to 1 mile square look, sound,


smell, and even feel like some other sort of terrain.
The terrain’s general shape remains the same, however. Open
fields or a road c ould be made to resemble a swamp, hill,
c revasse, or some other diffic ult or impassable terrain. A pond
c an be made to seem like a grassy meadow, a prec ipic e like a
gentle slope, or a roc k-strewn gully like a wide and smooth road.

S imilarly, you c an alter the appearanc e of struc tures, or add


them where none are present. The spell doesn’t disguise,
c onc eal, or add c reatures.

The illusion inc ludes audible, visual, tac tile, and olfac tory
elements, so it c an turn c lear ground into diffic ult terrain (or vic e
versa) or otherwise impede movement through the area. Any
piec e of the illusory terrain (suc h as a roc k or stic k) that is
removed from the spell’s area disappears immediately.

Creatures with truesight c an see through the illusion to the


terrain’s true form however, all other elements of the illusion
remain, so while the c reature is aware of the illusion’s presenc e,
the c reature c an still physic ally interac t with the illusion.
Mordenkainen’s Magnificent Mansion
C onjuration

Level: 7
Casting time: 1 Minute
Range: 300 feet
Components: V, S, M (a miniature portal carved from ivory, a
small piece of polished marble, and a tiny silver spoon, each item
worth at least 5 gp)
Duration: 24 hours

You c onjure an extradimensional dwelling in range that lasts for


the duration.
You c hoose where its one entranc e is loc ated. The entranc e
shimmers faintly and is 5 feet w ide and 10 feet tall. You and any
c reature you designate when you c ast the spell c an enter the
extradimensional dwelling as long as the portal remains open.
You c an open or c lose the portal if you are within 30 feet of it.
While c losed, the portal is invisible.

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


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

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

Mordenkainen’s Sword
Evocation

Level: 7
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (a miniature platinum sword with a grip and
pommel of copper and zinc, worth 250 gp)
Duration: Concentration, up to 1 minute

You c reate a sword-shaped plane of forc e that hovers within


range. It lasts for the duration.

When the sword appears, you make a melee spell attac k against a
target of your c hoic e within 5 feet of the sword. On a hit. the
target takes 3d10 forc e damage. Until the spell ends, you c an use
a bonus ac tion on eac h of your turns to move the sword up to 20
feet to a spot you c an see and repeat this attac k against the
same target or a different one.
Plane Shift
C onjuration

Level: 7
Casting time: 1 Action
Range: Touch
Components: V, S, M (a forked, metal rod worth at least 250 gp,
attuned to a particular plane of existence)
Duration: Instantaneous

You and up to eight willing c reatures who link hands in a c irc le


are transported to a different plane of existenc e. You c an spec ify
a target destination in general terms, suc h as the City of Brass on
the Elemental Plane of Fire or the palac e of Dispater on the
sec ond level of the Nine Hells, and you appear in or near that
destination. If you are trying to reac the City of Brass, for
example, you might arrive in its S treet of S teel, before its Gate of
Ashes, or looking at the c ity from ac ross the S ea of Fire, at the
DM’s disc retion.

Alternatively, if you know the sigil sequenc e of a teleportation


c irc le on another plane of existenc e, this spell c an take you to
that c irc le. If the teleportation c irc le is too small to hold all the
c reatures you transported, they appear in the c losest unoc c upied
spac es next to the c irc le.

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


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

Power Word Pain


Enchantment

Level: 7
Casting time: 1 Action
Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of power that c auses waves of intense pain to


assail one c reature you c an see within range. If the target has
100 hit points or fewer, it is subjec t to c rippling pain. Otherwise,
the spell has no effec t on it. A target is also unaffec ted if it is
immune to being c harmed.
While the target is affec ted by c rippling pain, any speed it has c an
be no higher than 10 feet. The target also has disadvantage on
attac k rolls, ability c hec ks, and saving throws, other than
Constitution saving throws. Finally, if the target tries to c ast a
spell, it must first suc c eed on a Constitution saving throw, or the
c asting fails and the spell is wasted.
A target suffering this pain c an make a Constitution saving throw
at the end of eac h of its turns. On a suc c essful save, the pain
ends.
Prismatic Spray
Evocation

Level: 7
Casting time: 1 Action
Range: Self (60-foot cone)
Components: V, S
Duration: Instantaneous

Eight multic olored rays of light flash from your hand. Eac h ray is a
different c olor and has a different power and purpose. Eac h
c reature in a 60-foot c one must make a Dexterity saving throw.
For eac h target, roll a d8 to determine whic h c olor ray affec ts it.

1. Red. The target takes 10d6 fire damage on a failed save, or half
as muc h damage on a suc c essful one.

2. Orange. The target takes 10d6 ac id damage on a failed save, or


half as muc h damage on a suc c essful one.

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


save, or half as muc h damage on a suc c essful one.

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


or half as muc h damage on a suc c essful one.

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


half as muc h damage on a suc c essful one.

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


make a Constitution saving throw at the end of eac h of its turns. If
it suc c essfully saves three times, the spell ends. If it fails its save
three times, it permanently turns to stone and is subjec ted to the
petrified c ondition. The suc c esses and failures don’t need to be
c onsec utive; keep trac k of both until the target c ollec ts three of
a kind.

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


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

8. S pec ial. The target is struc k by two rays. Roll twic e more,
rerolling any 8.
Project Image Regenerate
Illusion Transmutation

Level: 7 Level: 7
Casting time: 1 Action Casting time: 1 Minute
Range: 500 miles Range: Touch
Components: V, S, M (a small replica of you made from materials Components: V, S, M (a prayer wheel and holy water)
worth at least 5 gp) Duration: 1 hour
Duration: Concentration, up to 1 day
You touc h a c reature and stimulate its natural healing ability.
You c reate an illusory c opy of yourself that lasts for the duration. The target regains 4d8 + 15 hit points. For the duration of the
The c opy c an appear at any loc ation within range that you have spell, the target regains 1 hit point at the start of eac h of its
seen before, regardless of intervening obstac les. The illusion turns (10 hit points eac h minute).
looks and sounds like you but is intangible. If the illusion takes
any damage, it disappears, and the spell ends. The target’s severed body members (fingers, legs, tails, and so
on), if any, are restored after 2 minutes. If you have the severed
You c an use your ac tion to move this illusion up to twic e your part and hold it to the stump, the spell instantaneously c auses
speed, and make it gesture, speak, and behave in whatever way the limb to knit to the stump.
you c hoose. It mimic s your mannerisms perfec tly.

You c an see through its eyes and hear through its ears as if you
were in its spac e. On your turn as a bonus ac tion, you c an switc h
from using its senses to using your own, or bac k again. While you
are using its senses, you are blinded and deafened in regard to
your own surroundings.

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


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

Resurrection Reverse Gravity


Necromancy Transmutation

Level: 7 Level: 7
Casting time: 1 Hour Casting time: 1 Action
Range: Touch Range: 100 feet
Components: V, S, M (a diamond worth at least 1,000 gp, which Components: V, S, M (a lodestone and iron filings)
the spell consumes) Duration: Concentration, up to 1 minute
Duration: Instantaneous
This spell reverses gravity in a 50-foot-radius, 100-foot high
You touc h a dead c reature that has been dead for no more than a c ylinder c entered on a point within range.
c entury, that didn’t die of old age, and that isn’t undead. If its All c reatures and objec ts that aren’t somehow anc hored to the
soul is free and willing, the target returns to life with all its hit ground in the area fall upward and reac h the top of the area when
points. you c ast this spell. A c reature c an make a Dexterity saving throw
to grab onto a fixed objec t it c an reac h, thus avoiding the fall.
This spell neutraliz es any poisons and c ures normal diseases
afflic ting the c reature when it died. It doesn’t, however, remove If some solid objec t (suc h as a c eiling) is enc ountered in this fall,
magic al diseases, c urses, and the like; if suc h affec ts aren’t falling objec ts and c reatures strike it just as they would during a
removed prior to c asting the spell, they afflic t the target on its normal downward fall. If an objec t or c reature reac hes the top of
return to life. the area without striking anything, it remains there, osc illating
slightly, for the duration.
This spell c loses all mortal wounds and restores any missing body
parts. At the end of the duration, affec ted objec ts and c reatures fall
bac k down.
Coming bac k from the dead is an ordeal. The target takes a -4
penalty to all attac k rolls, saving throws, and ability c hec ks. Every
time the target finishes a long rest, the penalty is reduc ed by 1
until it disappears.

Casting this spell to restore life to a c reature that has been dead
for one year or longer taxes you greatly. Until you finish a long
rest, you c an’t c ast spells again, and you have disadvantage on
all attac k rolls, ability c hec ks, and saving throws.
Sequester Simulacrum
Transmutation Illusion

Level: 7 Level: 7
Casting time: 1 Action Casting time: 12 Hours
Range: Touch Range: Touch
Components: V, S, M (a powder composed of diamond, emerald, Components: V, S, M (snow or ice in quantities sufficient to made
ruby, and sapphire dust worth at least 5,000 gp, which the spell a life-size copy of the duplicated creature; some hair, fingernail
consumes) clippings, or other piece of that creature’s body placed inside the
Duration: Until dispelled snow or ice; and powdered ruby worth 1,500 gp, sprinkled over
the duplicate and consumed by the spell)
By means of this spell, a willing c reature of an objec t c an be Duration: Until dispelled
hidden away, safe from detec tion for the duration.
When you c ast the spell and touc h the target, it bec omes invisible You shape an illusory duplic ate of one beast or humanoid that is
and c an’t be targeted by divination spells or perc eived through within range for the entire c asting time of the spell.
sc rying sensors c reated by the divination of spells. The duplic ate is a c reature, partially real and formed from ic e or
snow, and it c an take ac tions and otherwise be affec ted as a
If the target is a c rreature, it falls into a state of suspended normal c reature. It appears to be the same as the original, but it
animation. Time c eases to flow for it, and it doesn’t grow older. has half the c reature’s hit point maximum and is formed without
any equipment. Otherwise, the illusion uses all the statistic s of
You c an set a c ondition for the spell to end early. The c ondition the c reature it duplic ates.
c an be anything you c hoose, but it must oc c ur or be visible within
1 mile of the target. Examples inc lude after 1,000 years or when The simulac rum is friendly to you and c reatures you designate. It
the tarrasque awakes. This spells also ends if the target takes any obeys your spoken c ommands, moving and ac ting in ac c ordanc e
damage. with your wishes and ac ting on your turn in c ombat. The
simulac rum lac ks the ability to learn or bec ome more powerful,
so it never inc reases its level or other abilities, nor c an it regain
expended spell slots.

If the simulac rum is damaged, you c an repair it in an alc hemic al


laboratory, using rare herbs and minerals worth 100 gp per hit
point it regains. The simulac rum lasts until it drops to 0 hit
points, at whic h point it reverts to snow and melts instantly.

If you c ast this spell again, any c urrently ac tive duplic ates you
c reated with this spell are instantly destroyed.

Symbol Teleport
Abjuration C onjuration

Level: 7 Level: 7
Casting time: 1 Minute Casting time: 1 Action
Range: Touch Range: 10 feet
Components: V, S, M (mercury, phosphorus, and powdered Components: V
diamond and opal with a total value of at least 1,000 gp, which Duration: Instantaneous
the spell consumes)
Duration: Until dispelled or triggered This spell instantly transports you and up to eight willing
c reatures of your c hoic e that you c an see within range, or a
When you c ast this spell, you insc ribe a harmful glyph either on a single objec t that you c an see within range, to a destination you
surfac e (suc h as a sec tion of floor, a wall, or a table) or within an selec t. If you target an objec t, it must be able to fit entirely inside
objec t that c an be c losed to c onc eal the glyph (suc h as a book, a a 10-foot c ube, and it c an’t be held or c arried by an unwilling
sc roll, or a treasure c hest). c reature.
If you c hoose a surfac e, the glyph c an c over an area of the
surfac e no larger than 10 feet in diameter. If you c hoose an The destination you c hoose must be known to you, and it must be
objec t, that objec t must remain in its plac e; if the objec t is on the same plane of existenc e as you. Your familiarity with the
moved more than 10 feet from where you c ast this spell, the glyph destination determines whether you arrive there suc c essfully. The
is broken, and the spell ends without being triggered. DM rolls d100 and c onsults the table.

The glyph is nearly invisible, requiring an Intelligenc e Familiarity Mishap S imilar Area Off Target On Target
(Investigation) c hec k against your spell save DC to find it. Permanent c irc le — — — 01-100
Assoc iated objec t — — — 01-100
You dec ide what triggers the glyph when you c ast the spell. For Very familiar 01-05 06-13 14-24 25-100
glyphs insc ribed on a surfac e, the most typic al triggers inc lude S een c asually 01-33 34-43 44-53 54-100
touc hing or stepping on the glyph, removing another objec t Viewed onc e 01-43 44-53 54-73 74-100
c overing it, approac hing within a c ertain distanc e of it, or Desc ription 01-43 44-53 54-73 74-100
manipulating the objec t that holds it. For glyphs insc ribed within False destination 01-50 51-100 — —
an objec t, the most c ommon triggers are opening the objec t,
approac hing within a c ertain distanc e of it, or seeing or reading Familiarity.
the glyph. "Permanent c irc le" means a permanent teleportation c irc le
whose sigil sequenc e you know. "Assoc iated objec t" means that
You c an further refine the trigger so the spell is ac tivated only you possess an objec t taken from the desired destination within
under c ertain c irc umstanc es or ac c ording to a c reature's the last six months, suc h as a book from a wiz ard's library, bed
physic al c harac teristic s (suc h as height or weight), or physic al linen from a royal suite, or a c hunk of marble from a lic h's sec ret
kind (for example, the ward c ould be set to affec t hags or tomb.
shapec hangers). You c an also spec ify c reatures that don't trigger "Very familiar" is a plac e you have been very often, a plac e you
the glyph, suc h as those who say a c ertain password. have c arefully studied, or a plac e you c an see when you c ast the
spell. "S een c asually" is someplac e you have seen more than
When you insc ribe the glyph, c hoose one of the options below for onc e but with whic h you aren't very familiar. "Viewed onc e" is a
ist effec t. Onc e triggered, the glyph glows, filling a 60-foot-radius plac e you have seen onc e, possibly using magic . "Desc ription" is
sphere with dim light for 10 minutes, after whic h time the spell a plac e whose loc ation and appearanc e you know through
ends. Eac h c reature in the sphere when the glyph ac tivates is someone else's desc ription, perhaps from a map.
targeted by its effec t, as is a c reature that enters the sphere for "False destination" is a plac e that doesn't exist. Perhaps you tried
the first time on a turn or ends its turn there. to sc ry an enemy's sanc tum but instead viewed an illusion, or you
are attempting to teleport to a familiar loc ation that no longer
Death exists.
Eac h target must make a Constitution saving throw, taking 10d10
nec rotic damage on a failed save, or half as muc h damage on a On Target
suc c essful save. You and your group (or the target objec t) appear where you want
to.
Discord
Eac h target must make a Constitution saving throw. On a failed Off Target
save, a target bic kers and argues with other c reatures for 1 You and your group (or the target objec t) appear a random
minute. During this time, it is inc apable of meaningful distanc e away from the destination in a random direc tion.
c ommunic ation and has disadvantage on attac k rolls and ability Distanc e off target is 1d10 x 1d10 perc ent of the distanc e that
c hec ks. was to be traveled. For example, if you tried to travel 120 miles,
Fear landed off target, and rolled a 5 and 3 on the two d10s, then you
Eac h target must make a Wisdom saving throw and bec omes would be off target by 15 perc ent, or 18 miles. The DM determines
frightened for 1 minute on a failed save. While frightened, the the direc tion off target randomly by rolling a d8 and designating 1
target drops whatever it is holding and must move at least 20 feet as north, 2 as northeast, 3 as east, and so on around the points of
away from the glyph on eac h of ist turns, if able. the c ompass. If you were teleporting to a c oastal c ity and wound
up 18 miles out at sea, you c ould be in trouble.
Hopelessness
Eac h target must make a Charisma saving throw. On a failed save, Similar Area
the target is overwhelmed with despair for 1 minute. During this You and your group (or the target objec t) wind up in a different
time, it c an't attac k or target any c reature with harmful abilities, area that's visually or thematic ally similar to the target area. If
spells, or other magic al effec ts. you are heading for your home laboratory, for example, you might
wind up in another wiz ard's laboratory or in an alc hemic al supply
Insanity shop that has many of the same tools and implements as your
Eac h target must make an Intelligenc e saving throw. On a failed laboratory. Generally, you appear in the c losest similar plac e, but
save, the target is driven insane for 1 minute. An insane c reature sinc e the spell has no range limit, you c ould c onc eivably wind up
c an't take ac tions, c an't understand what other c reatures say, anywhere on the plane.
c an't read, and speaks only in gibberish. The DM c ontrols its
movement, whic h is erratic . Mishap
The spell's unpredic table magic results in a diffic ult journey. Eac h
Pain teleporting c reature (or the target objec t) takes 3d10 forc e
Eac h target must make a Constitution saving throw and bec omes damage, and the DM rerolls on the table to see where you wind up
inc apac itated with exc ruc iating pain for 1 minute on a failed (multiple mishaps c an oc c ur, dealing damage eac h time).
save.

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

Stunning
Eac h target must make a Wisdom saving throw and bec omes
stunned for 1 minute on a failed save.
Temple of the Gods Whirlwind
C onjuration Evocation

Level: 7 Level: 7
Casting time: 1 Hour Casting time: 1 Action
Range: 120 feet Range: 300 feet
Components: V, S, M (a holy symbol worth at least 5 gp) Components: V, M (a piece of straw)
Duration: 24 hours Duration: Concentration, up to 1 minute

You c ause a temple to shimmer into existenc e on ground you c an A whirlwind howls down to a point that you c an see on the ground
see within range. The temple must fit within an unoc c upied c ube within range. The whirlwind is a 10-foot-radius, 30-foot-high
of spac e, up to 120 feet on eac h side. The temple remains until c ylinder c entered on that point. Until the spell ends, you c an use
the spell ends. It is dedic ated to whatever god, pantheon, or your ac tion to move the whirlwind up to 30 feet in any direc tion
philosophy is represented by the holy symbol used in the c asting. along the ground. The whirlwind suc ks up any Medium or smaller
You make all dec isions about the temple’s appearanc e. The objec ts that aren’t sec ured to anything and that aren’t worn or
interior is enc losed by a floor, walls, and a roof, with one door c arried by anyone.
granting ac c ess to the interior and as many windows as you wish. A c reature must make a Dexterity saving throw the first time on a
Only you and any c reatures you designate when you c ast the spell turn that it enters the
c an open or c lose the door. whirlwind or that the whirlwind enters its spac e, inc luding when
The temple’s interior is an open spac e with an idol or altar at one the whirlwind first appears. A c reature takes 10d6 bludgeoning
end. You dec ide whether the temple is illuminated and whether damage on a failed save, or half as muc h damage on a suc c essful
that illumination is bright light or dim light. The smell of burning one. In addition, a Large or smaller c reature that fails the save
inc ense fills the air within, and the temperature is mild. must suc c eed on a S trength saving throw or bec ome restrained
The temple opposes types of c reatures you c hoose when you c ast in the whirlwind until the spell ends. When a c reature starts its
this spell. Choose one or more of the following: c elestials, turn restrained by the whirlwind, the c reature is pulled 5 feet
elementals, fey, fiends, or undead. If a c reature of the c hosen higher inside it, unless the c reature is at the top.
type attempts to enter the temple, that c reature must make a A restrained c reature moves with the whirlwind and falls when the
Charisma saving throw. On a failed save, it c an’t enter the temple spell ends, unless the c reature has some means to stay aloft. A
for 24 hours. Even if the c reature c an enter the temple, the magic restrained c reature c an use an ac tion to make a S trength or
there hinders it; whenever it makes an attac k roll, an ability Dexterity c hec k against your spell save DC. If suc c essful, the
c hec k, or a saving throw inside the temple, it must roll a d4 and c reature is no longer restrained by the whirlwind and is hurled
subtrac t the number rolled from the d20 roll. 3d6 × 10 feet away from it in a random direc tion.
In addition, the sensors c reated by divination spells c an’t appear
inside the temple, and c reatures within c an’t be targeted by
divination spells.
Finally, whenever any c reature in the temple regains hit points
from a spell of 1st level or higher, the c reature regains additional
hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magic al forc e that extends into
the Ethereal Plane, thus bloc king ethereal travel into the
temple’s interior. Nothing c an physic ally pass through the
temple’s exterior. It c an’t be dispelled by dispel magic , and
antimagic field has no effec t on it. A disintegrate spell destroys
the temple instantly.
Casting this spell on the same spot every day for a year makes
this effec t permanent.

Abi-Dalzim’s Horrid Wilting


Necromancy

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

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


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

Level: 8
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 24 hours

Your magic turns others into beasts.


Choose any number of willing c reatures that you c an see within
range. You transform eac h target into the form of a large or
smaller beast with a c hallenge rating of 4 or lower. On
subsequent turns, you c an use your ac tions to transform affec ted
c reatures into new forms.

The transformation lasts for the duration for eac h target, or until
the target drops to 0 hit points or dies. You c an c hoose a different
form for eac h target. A target’s game statistic s are replac ed by
the statistic s of the c hosen beast, though the target retains its
alignment and Intelligenc e, Wisdom, and Charisma sc ores. The
target assumes the hit points of its new form, and when it reverts
to its normal form, it returns to the number of hit point it had
before it transformed. If it reverts as a result of dropping to 0 hit
points, any exc ess damage c arries over to its normal form. As
long as the exc ess damage doesn’t reduc e the c reature’s normal
form to 0 hit points, it isn’t knoc ked unc onc ious. The c reature is
limited in the ac tions it c an perform by the nature of its new form,
and it c an’t speak or c ast spells.

The target’s gear melds into the new form. The target c an’t
ac tivate, wield, or otherwise benefit from any of its equipment.
Antimagic Field Antipathy/Sympathy
Abjuration Enchantment

Level: 8 Level: 8
Casting time: 1 Action Casting time: 1 Hour
Range: Self (10-foot-radius sphere) Range: 60 feet
Components: V, S M (a pinch of powdered iron or iron filings) Components: V, S, M (either a lump of alum soaked in vinegar for
Duration: Concentration, up to 1 hour the antipathy effect or a drop of honey for the sympathy effect)
Duration: 10 days
A 10-foot-radius invisible sphere of antimagic surrounds you.
This area is divorc ed from the magic al energy that suffeses the This spell attrac ts or repels c reatures of your c hoic e.
multiverse. Within the sphere, spells c an’t be c ast, summoned You target something within range, either a Huge or smaller
c reatures disappear, and even magic items bec ome mundane. objec t or c reature or an area that is no larger than a 200-foot
Until the spell ends, the spere moves with you, c entered on you. c ube. Then spec ify a kind of intelligent c reature, suc h as red
S pells and other magic al effec ts, exc ept those c reated by an dragons, goblins, or vampires. You invest the target with an aura
artifac t or a deity, are suppressed in the sphere and c an’t that either attrac ts or repels the spec ified c reatures for the
protrude into it. A slot expended to c ast a suppressed spell is duration. Choose antipathy or sympathy as the aura’s effec t.
c onsumed. While an effec t is suppressed, it doesn’t func tion, but
the time it spends suppressed c ounts against its duration. Antipathy.
The enc hantment c auses c reatures of the kind you designated to
Targeted Effec ts. feel an intense urge to leave the area and avoid the target. When
S pells and other magic al effec ts, suc h as magic missle and suc h a c reature c an see the target or c omes within 60 feet of it,
c harm person, that target a c reature or an objec t in the sphere the c reature must suc c eed on a Wisdom saving throw or
have no effec t on that target. bec ome frightened. The c reature remains frightened while it
c an see the target or is within 60 feet of it. While frightened by
Areas of Magic . the target, the c reature must use its movement to move to the
The area of another spell or magic al effec t, suc h as fireball, c an’t nearest safe spot from whic h it c an’t see the target. If the
extend into the sphere. If the sphere overlaps an area of magic , c reature moves more than 60 feet from the target and c an’t see
the part of the area that is c overed by the sphere is suppressed. it, the c reature is no longer frightened, but the c reature bec omes
For example, the flames c reated by a wall of fire are suppressed frightened again if it regains sight of the target or moves within
within the sphere, c reating a gap in the wall if the overlap is large 60 feet of it.
enough.
S ympathy.
S pells. The enc hantment c auses the spec ified c reatures to feel an
Any ac tive spell or other magic al effec t on a c reature or an intense urge to approac h the target while within 60 feet of it or
objec t in the sphere is suppressed while the c reature or objec t is able to see it. When suc h a c reature c an see the target or c omes
in it. within 60 feet o fit, the c reature must suc c eed on a Wisdom
saving throw or use its movement on eac h of its turns to enter the
Magic Items. area or move within reac h of the target. When the c reature has
The properties and powers of magic items are suppressed in the done so, it c an’t willingly move away from the target. If the target
sphere. Forexample, a +1 longsword in the sphere func tions as a damages or otherwise harms an affec ted c reature, the affec ted
nonmagic al longsword. A magic weapon’s properties and powers c reature c an make a Wisdom saving throw to end the effec t, as
are suppressed if it is used against a target in the sphere or desc ribed below.
wielded by an attac ker in the sphere. If a magic weapon or piec e
of magic ammunition fully leaves the sphere (For example, if you Ending the Effec t.
fire a magic arrow or throw a magic spear at a target outside the If an affec ted c reature ends its turn while not within 60 feet of the
sphere), the magic of the item c eases to be supressed as soon as target or able to see it, the c reature makes a Wisdom saving
it exits. throw. On a suc c essful save, the c reature is no longer affec ted
by the target and rec ogniz es the feeling of repugnanc e
Magic al Travel. or attrac tion as magic al. In addition, a c reature affec ted by the
Teleportation and planar travel fail to work in the sphere, whether spell is allowed another Wisdom saving throw every 24 hours while
the sphere is the destination or the departure point for suc h the spell persists.
magic al travel. A portal to another loc ation, world, or plane of A c reature that suc c essfully saves against this effec t is immune
existenc e, as well as an opening to an extradimensional spac e to it for 1 minute, after whic h time it c an be affec ted again.
suc h as that c reated by the rope tric k spells, temporarily c loses
while in the sphere.

Creatures and Objec ts.


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

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

Level: 8 Level: 8
Casting time: 1 Hour Casting time: 10 Minutes
Range: Touch Range: Self (5-mile radius)
Components: V, S, M (a diamond worth at least 1,000 gp and at Components: V, S, M
least 1 cubic inch of flesh of the creature that is to be cloned, Duration: Concentration, up to 8 hours
which the spell consum es, and a vessel worth at least 2,000 gp
that has a sealable lid and is large enough to hold a Medium You take c ontrol of the weather within 5 miles of you for the
creature, such duration.
Duration: Instantaneous You must be outdoors to c ast this spell. Moving to a plac e where
you don’t have a c lear path to the sky ends the spell early.
This spell grows an inert duplicate of a living creature as a
safeguard against death. When you c ast the spell, you c hange the c urrent weather
c onditions, whic h are determined by the DM based on the c limate
This clone forms inside a sealed vessel and grows to full size and
and season. You c an c hange prec ipitation, temperature, and
maturity after 120 days; you can also choose to have the clone be
wind. It takes 1d4 x 10 minutes for the new c onditions to take
a younger version of the same creature. It remains inert and effec t. Onc e they do so, you c an c hange the c onditions again.
endures indefinitely, as long as its vessel remains undisturbed. When the spell ends, the weather gradually returns to normal.

When you c hange the weather c onditions, find a c urrent c ondition


on the following tables and c hange its stage by one, up or down.
At any time after the clone matures, if the original creature dies,
When c hanging the wind, you c an c hange its direc tion.
its soul transfers to the clone, provided that the soul is free and
willing to return. The clone is physically identical to the original and Precipitation
has the same personality, memories, and abilities, but none of the S tage 1 – Clear,
original’s equipment. The original creature’s physical remains, if S tage 2 – Light c louds,
they still exist, becom e inert and can’t thereafter be restored to S tage 3 – Overc ast or ground fog,
S tage 4 – Rain, hail or snow,
life, since the creature’s soul is elsewhere.
S tage 5 – Torrential rain, driving hail or bliz z ard

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

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

Level: 8 Level: 8
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 60 feet
Components: S Components: V, S
Duration: 1 hour Duration: Concentration, up to 1 hour

You c reate a shadowy door on a flat solid surfac e that you c an You attempt to beguile a c reature that you c an see within range.
see within range. It must suc c eed on a Wisdom saving throw or be c harmed by you
The door is large enough to allow Medium c reatures to pass for the duration. If you or c reatures that are friendly to you are
through unhindered. When opened, the door leads to a demiplane fighting it, it has advantage on the saving throw.
that appears to be an empty room 30 feet in eac h dimension,
made of wood or stone. When the spell ends, the door disappears, While the c reature is c harmed, you have a telepathic link with it
and any c reatures or objec ts inside the demiplane remain as long as the two of you are on the same plane of existenc e. You
trapped there, as the door also disappears from the other side. c an use this telepathic link to issue c ommands to the c reature
while you are c onsc ious (no ac tion required), whic h it does its
Eac h time you c ast this spell, you c an c reate a new demiplane, or best to obey. You c an spec ify a simple and general c ourse of
have the shadowy door c onnec t to a demiplane you c reated with ac tion, suc h as "​Attac k that c reature",​ ​"Run over there",​ or "​F etc h
a previous c asting of this spell. Additionally, if you know the that objec t".​ If the c reature c ompletes the order and doesn’t
nature and c ontents of a demiplane c reated by a c asting of this rec eive further direc tion from you, it defends and preserves itself
spell by another c reature, you c an have the shadowy door to the best of its ability.
c onnec t to its demiplane instead.
You c an use your ac tion to take total and prec ise c ontrol of the
target. Until the end of your next turn, the c reature takes only the
ac tions you c hoose, and doesn’t do anything that you don’t allow
it to do. During this time, you c an also c ause the c reature to use
a reac tion, but this requires you to use your own reac tion as well.

Eac h time the target takes damage, it makes a new Wisdom


saving throw against the spell. If the saving throw suc c eeds, the
spell ends.

At higher level

When you c ast this spell with a 9th-level spell slot, the duration is
c onc entration, up to 8 hours.
Earthquake Feeblemind
Evocation Enchantment

Level: 8 Level: 8
Casting time: 1 Action Casting time: 1 Action
Range: 500 feet Range: 150 feet
Components: V, S, M (a pinch o f dirt, a piece o f rock, and a lump Components: V, S, M (a handful of clay, crystal, glass, or mineral
of clay) spheres)
Duration: Concentration, up to 1 minute Duration: Instantaneous

You c reate a seismic disturbanc e at a point on the ground that You blast the mind of a c reature that you c an see within range,
you c an see within range. attempting to shatter its intellec t and personality. The target
For the duration, an intense tremor rips through the ground in a takes 4d6 psyc hic damage and must make an Intelligenc e saving
100-foot- radius c irc le c entered on that point and shakes throw.
c reatures and struc tures in c ontac t with the ground in that area.
On a failed save, the c reature’s Intelligenc e and Charisma sc ores
The ground in the area bec omes diffic ult terrain. Eac h c reature bec ome 1. The c reature c an’t c ast spells, ac tivate magic items,
on the ground that is c onc entrating must make a Constitution understand language, or c ommunic ate in any intelligible way. The
saving throw. On a failed save, the c reature’s c onc entration is c reature c an, however, identify its friends, follow them, and even
broken. protec t them.

When you c ast this spell and at the end of eac h turn you spend At the end of every 30 days, the c reature c an repeat its saving
c onc entrating on it, eac h c reature on the ground in the area throw against this spell. If it suc c eeds on its saving throw, the
must make a Dexterity saving throw. On a failed save, the spell ends.
c reature is knoc ked prone. The spell c an also be ended by greater restoration, heal or wish.

This spell c an have additional effec ts depending on the terrain in


the area, as determined by the DM.
Fissures.
Fissures open throughout the spell’s area at the start of your next
turn after you c ast the spell. A total of 1d6 suc h fissures open in
loc ations c hosen by the DM. Eac h is 1d10 x 10 feet deep, 10 feet
wide, and extends from one edge of the spell’s area to the
opposite side. A c reature standing on a spot where a fissure
opens must suc c eed on a Dexterity saving throw or fall in. A
c reature that suc c essfully saves moves with the fissure’s edge as
it opens.
A fissure that opens beneath a struc ture c auses it to
automatic ally c ollapse (see below).

Structures.
The tremor deals 50 bludgeoning damage to any struc ture in
c ontac t with the ground in the area when you c ast the spell and
at the start of eac h of your turns until the spell ends. If a
struc ture drops to 0 hit points, it c ollapses and potentially
damages nearby c reatures. A c reature within half the distanc e of
a struc ture’s height must make a Dexterity saving throw. On a
failed save, the c reature takes 5d6 bludgeoning damage, is
knoc ked prone, and is buried in the rubble, requiring a DC 20
S trength (Athletic s) c hec k as an ac tion to esc ape. The DM c an
adjust the DC higher or lower, depending on the nature of the
rubble. On a suc c essful save, the c reature takes half as muc h
damage and doesn’t fall prone or bec ome buried.

Glibness
Transmutation

Level: 8
Casting time: 1 Action
Range: Self
Components: V
Duration: 1 hour

Until the spell ends, when you make a Charisma c hec k, you c an
replac e the number you roll with a 15. Additionally, no matter
what you say, magic that would determine if you are telling the
truth indic ates that you are being truthful.
Holy Aura
Abjuration

Level: 8
Casting time: 1 Action
Range: Self
Components: V, S, M (a tiny reliquary worth at least 1,000 gp
containing a sacred relic, such as a scrap of cloth from a saint’s
robe or a piece of parchment from a religious text)
Duration: Concentration, up to 1 minute

Divine light washes out from you and c oalesc es in a soft radianc e
in a 30-foot radius around you.
Creatures of your c hoic e in that radius when you c ast this spell
shed dim light in a 5-foot radius and have advantage on all saving
throws, and other c reatures have disadvantage on attac k rolls
against them until the spell ends. In addition, when a fiend or an
undead hits an affec ted c reature with a melee attac k, the aura
flashes with brilliant light. The attac ker must suc c eed on a
Constitution saving throw or be blinded until the spell ends.

Illusory Dragon Incendiary Cloud


Illusion C onjuration

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

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

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

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

Mighty Fortress Mind Blank


C onjuration Abjuration

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

Level: 8 Level: 8
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 150 feet
Components: V Components: V, S, M (fire and a piece of sunstone)
Duration: Instantaneous Duration: Instantaneous

You speak a word of power that c an overwhelm the mind of one Brilliant sunlight flashes in a 60-foot radius c entered on a point
c reature you c an see within range, leaving it dumbfounded. If the you c hoose within range.
target has 150 hit points or fewer, it is stunned. Otherwise, the Eac h c reature in that light must make a Constitution saving
spell has no effec t. The stunned target must make a Constitution throw. On a failed save, a c reature takes 12d6 radiant damage
saving throw at the end of eac h of its turns. On a suc c essful save, and is blinded for 1 minute. On a suc c essful save, it takes half as
this stunning effec t ends. muc h damage and isn’t blinded by this spell. Undead and ooz es
have disadvantage on this saving throw.

A c reature blinded by this spell makes another Constitution


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

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

Telepathy Trap the Soul


Evocation C onjuration

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

You c reate a telepathic link between yourself and a willing -"Trap the soul shouldn’t appear on the spell list"
c reature with whic h you are familiar. S ourc e: ​P layer’s Handbook Errata (version 1.1)
The c reature c an be anywhere on the same plane of existenc e as
you. The spell ends if you or the target are no longer on the same
plane.

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

Level: 8 Level: 9
Casting time: 1 Minute Casting time: 1 Hour
Range: Sight Range: 10 feet
Components: V, S Components: V, S, M (for each creature you affect with this spell,
Duration: Concentration, up to 6 rounds you must provide one jacinth worth at least 1,000 gp and one
ornately carved bar of silver worth at least 100 gp, all of which
A wall of water springs into existenc e at a point you c hoose within the spell consumes)
range. You c an make the wall up to 300 feet long, 300 feet high, Duration: Special
and 50 feet thic k. The wall lasts for the duration.
You and up to eight willing c reatures within range projec t your
When the wall appears, eac h c reature within its area must make a astral bodies into the Astral Plane (the spell fails and the c asting
S trength saving throw. On a failed save, a c reature takes 6d10 is wasted if you are already on that plane).
bludgeoning damage, or half as muc h damage on a suc c essful The material body you leave behind is unc onsc ious and in a state
save. of suspended animation; it doesn’t need food or air and doesn’t
age.
At the start of eac h of your turns after the wall appears, the wall,
along with any c reatures in it, moves 50 feet away from you. Any Your astral body resembles your mortal form in almost every way,
Huge or smaller c reature inside the wall or whose spac e the wall replic ating your game statistic s and possessions. The princ ipal
enters when it moves must suc c eed on a S trength saving throw or differenc e is the addition of a silvery c ord that extends from
take 5d10 bludgeoning damage. A c reature c an take this damage between your shoulder blades and trails behind you, fading to
only onc e per round. At the end of the turn, the wall’s height is invisibility after 1 foot. This c ord is your tether to your material
reduc ed by 50 feet, and the damage c reatures take from the spell body. As long as the tether remains intac t, you c an find your
on subsequent rounds is reduc ed by 1d10. When the wall reac hes way home. If the c ord is c ut something that c an happen only
0 feet in height, the spell ends. when an effec t spec ific ally states that it does your soul and body
are separated, killing you instantly.
A c reature c aught in the wall c an move by swimming. Bec ause of
the forc e of the wave, though, the c reature must make a Your astral form c an freely travel through the Astral Plane and
suc c essful S trength (Athletic s) c hec k against your spell save DC c an pass through portals there leading to any other plane. If you
in order to move at all. If it fails the c hec k, it c an’t move. A enter a new plane or return to the plane you were on when
c reature that moves out of the area falls to the ground. c asting this spell, your body and possessions are transported
along the silver c ord, allowing you to re-enter your body as you
enter the new plane. Your astral form is a separate inc arnation.
Any damage or other effec ts that apply to it have no effec t on
your physic al body, nor do they persist when you return to it. The
spell ends for you and your c ompanions when you use your ac tion
to dismiss it. When the spell ends, the affec ted c reature returns
to its physic al body, and it awakens.

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

Foresight
Divination

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

You touc h a willing c reature and bestow a limited ability to see


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

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

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


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

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

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


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

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

Imprisonment Invulnerability
Abjuration Abjuration

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

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


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

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

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

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

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

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

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

Ending the Spell


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

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


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

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

Mass Heal
Evocation

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

A flood of healing energy flows from you into injured c reatures


around you. You restore up to 700 hit points, divided as you
c hoose among any number of c reatures that you c an see within
range. Creatures healed by this spell are also c ured of all
diseases and any effec t making them blinded or deafened. This
spell has no effec t on undead or c onstruc ts.
Mass Polymorph
Transmutation

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

You transform up to ten c reatures of your c hoic e that you c an see


within range. An unwilling target must suc c eed on a Wisdom
saving throw to resist the transformation. An unwilling
shapec hanger automatic ally suc c eeds on the save.
Eac h target assumes a beast form of your c hoic e, and you c an
c hoose the same form or different ones for eac h target. The new
form c an be any beast you have seen whose c hallenge rating is
equal to or less than the target’s (or half the target’s level, if the
target doesn’t have a c hallenge rating). The target’s game
statistic s, inc luding mental ability sc ores, are replac ed by the
statistic s of the c hosen beast, but the target retains its hit
points, alignment, and personality.
Eac h target gains a number of temporary hit points equal to the
hit points of its new form. These temporary hit points c an’t be
replac ed by temporary hit points from another sourc e. A target
reverts to its normal form when it has no more temporary hit
points or it dies. If the spell ends before then, the c reature loses
all its temporary hit points and reverts to its normal form.
The c reature is limited in the ac tions it c an perform by the nature
of its new form. It c an’t speak, c ast spells, or do anything else
that requires hands or speec h. The target’s gear melds into the
new form.
The target c an’t ac tivate, use, wield, or otherwise benefit from
any of its equipment.

Meteor Swarm Power Word Heal


Evocation Evocation

Level: 9 Level: 9
Casting time: 1 Action Casting time: 1 Action
Range: 1 mile Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous

Blaz ing orbs of fire plummet to the ground at four different points A wave of healing energy washes over the c reature you touc h. The
you c an see within range. target regains all its hit points. If the c reature is c harmed,
Eac h c reature in a 40-foot-radius sphere c entered on eac h point frightened, paralyz ed, or stunned, the c ondition ends. If the
you c hoose must make a Dexterity saving throw. The sphere c reature is prone, it c an use its reac tion to stand up. This spell
spreads around c orners. A c reature takes 20d6 fire damage and has no effec t on undead or c onstruc ts.
20d6 bludgeoning damage on a failed save, or half as muc h
damage on a suc essful one. A c reature in the area of more than
one fiery burst is affec ted only onc e.

The spell damages objec ts in the area and ignites flammable


objec ts that aren’t being worn or c arried.
Power Word Kill Prismatic Wall
Enchantment Abjuration

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

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

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

The wall c onsists of seven layers, eac h with a different c olor.


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

Psychic Scream Shapechange


Enchantment Transmutation

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

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

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

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


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

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


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

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

A c hurning storm c loud forms, c entered on a point you c an see You briefly stop the flow of time for everyone but yourself. No time
and spreading to a radius of 360 feet. Lightning flashes in the passes for other c reatures, while you take 1d4 + 1 turns in a row,
area, thunder booms, and strong winds roar. Eac h c reature under during whic h you c an use ac tions and move as normal.
the c loud (no more than 5,000 feet beneath the c loud) when it
appears must make a Constitution saving throw. On a failed save, This spell ends if one of the ac tions you use during this period, or
a c reature takes 2d6 thunder damage and bec omes deafened for any effec ts that you c reate during this period, affec ts a c reature
5 minutes. other than you or an objec t being worn or c arried by someone
other than you. In addition, the spell ends if you move to a plac e
Eac h round you maintain c onc entration on this spell, the storm more than 1,000 feet from the loc ation where you c ast it.
produc es additional effec ts on your turn.

Round 2
Ac idic rain falls from the c loud. Eac h c reature and objec t under
the c loud takes 1d6 ac id damage.

Round 3You c all six bolts of lightning from the c loud to strike six
c reatures or objec ts of your c hoic e beneath the c loud. A given
c reature or objec t c an’t be struc k by more than one bolt. A struc k
c reature must make a Dexterity saving throw. The c reature takes
10d6 lightning damage on a failed save, or half as muc h damage
on a suc c essful one.

Round 4
Hailstones rain down from the c loud. Eac h c reature under the
c loud takes 2d6 bludgeoning damage.

Round 5-10
Gusts and freez ing rain assail the area under the c loud. the area
bec omes diffic ult terrain and is heavily obsc ured. Eac h c reature
there takes 1d6 c old damage. Ranged weapon attac ks in the area
are impossible. The wind and rain c ount as a severe distrac tion
for the purposes of maintaining c onc entration on spells. Finally,
gusts of strong wind (ranging from 20 to 50 miles per hour)
automatic ally disperse fog, mists, and similar phenomena in the
area whether mundane or magic al.
True Polymorph True Resurrection
Transmutation Necromancy

Level: 9 Level: 9
Casting time: 1 Action Casting time: 1 Hour
Range: 30 feet Range: Touch
Components: V, S, M (a drop of mercury, a dollop of gum arabic, Components: V, S, M (a sprinkle of holy water and diamonds
and a wisp of smoke) worth at least 25,000 gp, which the spell consumes)
Duration: Concentration, up to 1 hour Duration: Instantaneous

Choose one c reature or nonmagic al objec t that you c an see You touc h a c reature that has been dead for no longer than 200
within range. You transform the c reature into a different c reature, years and that died for any reason exc ept old age. If the
the c reature into an objec t, or the objec t into a c reature (the c reature’s soul is free and willing, the c reature is restored to life
objec t must be neither worn nor c arried by another c reature). The with all its hit points.
transformation lasts for the duration, or until the target drops to
0 hit points or dies. If you c onc entrate on this spell for the full This spell c loses all wounds, neutraliz es any poison, c ures all
duration, the transformation bec omes permanent. diseases, and lifts any c urses affec ting the c reature when it died.
The spell replac es damaged or missing organs or limbs.
S hapec hangers aren’t affec ted by this spell. An unwilling c reature
c an make a Wisdom saving throw, and if it suc c eeds, it isn’t The spell c an even provide a new body if the original no longer
affec ted by this spell. exists, in whic h c ase you must speak the c reature’s name. The
c reature then appears in an unoc c upied spac e you c hoose within
Creature into Creature 10 feet of you.
If you turn a c reature into another kind of c reature, the new form
c an be any kind you c hoose whose c hallenge rating is equal to or
less than the target’s (or its level, if the target doesn’t have a
c hallenge rating). The target’s game statistic s, inc luding mental
ability sc ores, are replac ed by the statistic s of the new form. It
retains its alignment and personality.
The target assumes the hit points of its new form, and when it
reverts to its normal form, the c reature returns to the number of
hit points it had before it transformed. If it reverts as a result of
dropping to 0 hit points, any exc ess damage c arries over to its
normal form. As long as the exc ess damage doesn’t reduc e the
c reature’s normal form to 0 hit points, it isn’t knoc ked
unc onsc ious.
The c reature is limited in the ac tions it c an perform by the nature
of its new form, and it c an’t speak, c ast spells, or take any other
ac tion that requires hands or speec h unless its new form is
c apable of suc h ac tions.
The target’s gear melds into the new form. The c reature c an’t
ac tivate, use, wield, or otherwise benefit from any of its
equipment.

Object into Creature


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

Creature into Object


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

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


Weird Wish
Illusion C onjuration

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

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

• You allow up to twenty c reatures that you c an see to regain all


hit points, and you end all effec ts on them desc ribed in the
greater restoration spell.

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


damage type you c hoose.

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


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

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

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


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

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

- Generated and printed at Dnd-Spells.com

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