Hogwarts schooling world illustration - Fantasy theme
Fantasy

Hogwarts schooling

P
Peppermintsloth

Explore the world of Harry Potter: Nearly 150 spells. Just socialise and hang out. No plot lines

Played12 times
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Created
52 days ago
Last Updated
9 days ago
VisibilityPublic
Glisseo
1

Glisseo

Famously used to protect the Hogwarts girls' dormitories from intruders, this spell changes the angle of all connected steps in a single flight of stairs within range. They angle downwards, turning into an abnormally slick ramp.

Lomotor Wibbly
0

Lomotor Wibbly

This will make a person's legs so unsteady and weak that they aren't able to keep their balance. Make a ranged spell attack against a being within range. On a hit, the target is knocked prone.

Lumos Maxima
3

Lumos Maxima

A 60-foot-radius sphere of light spreads out from a small floating ball of light that hovers in place. The sphere is bright light and sheds dim light for an additional 60 feet. As a bonus action, you can direct the ball of light to a new position within range.

MimbleWimble
1

MimbleWimble

If you're hit with this spell, this produces the strange sensation of your tongue being rolled up into the back of your mouth. Choose one being you can see within range. If it tries to cast a spell verbally before the end of its next turn, it must first succeed on a Dexterity saving throw, or the casting fails and the spell is wasted.

Perfusorius
1

Perfusorius

This spell alters an object of up to 500 pounds, changing its weight to be just barely heavier than the atmosphere around it. The slightest force is needed to move, pick up, or carry this object for the duration. It can be easily thrown as well.

Point Me
0

Point Me

Placing your wand flat in your open palm, this spell picks up the wand and points north, much like a compass. The spell's usefulness is situational, but often grants advantage on Wisdom (Survival) checks to not get lost outdoors.

Spongify
3

Spongify

This spell makes an object you can see within range become soft and bouncy, like a sponge or mattress. Any damage from falling on or colliding with this object is nullified. This spell can be cast as a reaction to a collision affecting a creature or two objects you can see within range.

Tarantallegra
2

Tarantallegra

This entertaining jinx forces its victim to do a comic dance in place: shuffling, tapping its feet, and capering. Make a ranged spell attack against a target within range. On a hit, a dancing creature must use all its movement to dance without leaving its space until the end of your next turn. While the creature is affected by this spell, it has disadvantage on Dexterity saving throws and attack rolls and other creatures have advantage on attack rolls against it. As an action, a dancing creature can make a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

Periculum/Verdimillious
0

Periculum/Verdimillious

This spell sends red (periculum) or green (verdimillious) sparks shooting from the casters wand for signaling purposes. It may also appear as a flare, traveling a desired distance before exploding in light and hovering in the air.

Reducto
4

Reducto

This spell disintegrates a Large or smaller nonmagical object or transfigured/conjured construct you can see within range. If the target is a Huge or larger object or construct, this spell disintegrates a 10-foot-cube portion of it.

Relashio
2

Relashio

This spell forces both living and inanimate targets to release their grip. Choose an object or creature that you can see within range. The object can be a set of manacles, a padlock, chains, or another object that is wrapped around or restraining something. If the target is a creature, it must make a Wisdom saving throw. On a failed save, it must let go of whatever it is restraining. This effect ends any grappled or restrained condition that is being imposed by the target. An object that is secured by a mundane or magical lock or that is stuck becomes unlocked, unstuck, or unbarred. When you cast the spell on an object, a loud rattling or clanking, audible from as far away as 100 feet, emanates from the target object. A creature is not forced to drop any object that it is holding. The creature must be restraining the object in some way, like holding onto an object that has had accio cast upon it.

Rennervate
0

Rennervate

The counterspell to stupefy, this incantation is invaluable in extended combat or team dueling. Magically induced unconsciousness is ended for a being of your choice you can see within range.

Riddikulus
1

Riddikulus

This spell has a very specific application: forcing a boggart to transform into a comedic version of its current form. Only a boggart may be targeted by this spell.

Salvio Hexia
5

Salvio Hexia

Each creature within the spell's area gains temporary hit points equal to your spellcasting modifier at the beginning of its turn and advantage on all saving throws against spells.

Scourgify
0

Scourgify

An object no larger than 5 cubic feet is flawlessly cleaned. 1

Petrificus Totalus
1

Petrificus Totalus

This spell makes a being's arms and legs snap together, and it will fall down, stiff as a board. Make a ranged spell attack against a being within range. On a hit, the target is knocked prone and paralyzed for the duration.

Cave Inimicum
5

Cave Inimicum

A forcefield-like dome forms a perimeter around the caster that filters vision of anything or anyone designated by the caster, rendering those objects infallibly invisible. The dome is undetectable from the outside, but slightly visible from the inside, like a wavering glass barrier. Anyone can move through the field freely to see the hidden contents.

Abscondi
2

Abscondi

A magical aura makes your impact on your surroundings unseen, masking you and your companions from detection.

Accio
0

Accio

A target object is pulled directly to the caster as if carried by an invisible hand. The object is selected by pointing at it with a wand or by naming it, Accio broom. An object heavier than 20 pounds may not be summoned.

Aguamenti
0

Aguamenti

A cone of clear, pure water shoots from the tip of the caster's wand with the desired force. The water doesn’t go bad and extinguishes exposed flames in the area.

Anapneo
0

Anapneo

A being's airway is cleared and they are assisted in breathing. If used on a living being that has 0 hit points, the being becomes stable.

Finestra
0

Finestra

A pane of glass you can see within range turns to powder, discreetly turning it into an open entryway.

Arresto Momentum
1

Arresto Momentum

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Cantis
0

Cantis

When struck by this spell, a being can't help but belt out a couple of lines from the first song that comes to mind.

Capto
0

Capto

One target object becomes quite easily gripped by one hand, almost sticky unless the holder willfully lets go. The holder has advantage against being non-magically disarmed.

Alohomora
1

Alohomora

Choose a door or window that you can see within range, that uses mundane or magical means to prevent access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with Colloportus, that spell is removed. When you cast the spell, the mechanism noisily turns and unlocks. This noise emanates from the target object and is audible from as far away as 100 feet.

Appare Vestigium
4

Appare Vestigium

With a spin and a spray of golden mist, recent magical activity is revealed and illuminated through ghostly images hanging in the air, recreating the magical beings, magical creatures, or magical events that have been in the area within the last 10 minutes. Magical footprints and track marks are also highlighted on the ground. Any of the effects can be hidden, highlighted, or expanded for the duration.

Arania Exumai
2

Arania Exumai

This spell blasts away spiders, Acromantulas, or arachnids with a cone of bright scorching light. Each spider-like creature in a 30-foot cone must make a Constitution saving throw. On a failed save, a creature takes 4d6 radiant damage and is knocked back 5 feet plus a number of feet equal to five times your spellcasting ability modifier. On a successful save, it takes half as much damage and isn't knocked back. Any non-arachnid creatures within the area of the spell are unaffected.

Avada Kedavra
8

Avada Kedavra

The most dangerous of the Unforgivables, Avada Kedavra channels the caster's pure hatred into an unblockable spell that kills whatever it strikes. Make a ranged spell attack against a target within range. On a hit and if the target has 100 hit points or fewer, it dies or is destroyed. Otherwise, the spell has no effect. Defensive spells have no effect against this spell and it can only be blocked by physical objects.

Avis
3

Avis

You conjure either a Swarm of Small Birds or two Swarms of Tiny Birds that are a species of your choice. The swarm disappears when it drops to 0 hit points or when the spell ends. The conjured birds are friendly to you and your companions. Roll initiative for the summoned swarms as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Azreth
7

Azreth

Great plumes of cursed fire pour out from the tip of your wand, rampaging into shapes of beasts and incinerating anything in their path. Upon casting, the area of the fiendfyre is one 10-foot cube, with the number of 10-foot cubes doubling at the beginning of each of your turns. As long as concentration is maintained, you can arrange any newly added cubes as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. A creature takes the same damage when it enters the area for the first time on a turn or ends its turn there.

Bombarda
1

Bombarda

The spell blasts whatever it hits, creating a localized concussive explosion upon impact. Make a ranged spell attack against a target within range. On a hit, the target takes 1d10 bludgeoning damage.

Brackium Emendo
4

Brackium Emendo

This spell heals a being's broken bones immediately, although the process is quite painful. A being you can see that you tap with your wand regains a number of hit points equal to 5d10 + your spellcasting ability modifier, and gains a level of exhaustion.

Capacious Extremis
4

Capacious Extremis

Transform an ordinary small bag/pouch into a Handy Haversack's central pouch, a backpack into a Bag of Holding, or a trunk’s internal capacity into a Bag of Holding with: 3 ft. long and 2 ft. wide opening; internal size of 6 ft. long, 4 ft. wide, and 4 ft. deep; 1000 pounds and 150 cubic ft. limits.

Carpe Retractum
0

Carpe Retractum

A bond of light shoots out from the caster and attaches to anything you can see within range, and then retracts, pulling caster and target each 10 feet closer. If the caster or target doesn't move or would easily resist the force of the other being pulled, the other moves 20 feet. If the target is an unwilling creature that is able to be moved, it must make a Strength saving throw to resist being moved. The bond of light keeps the caster and target attached for the duration.

Cistem Aperio
1

Cistem Aperio

Choose a box, chest, or another container that you can see within range that uses mundane or magical means to prevent access. A target that is held shut by a mundane lock or that is stuck or chained becomes unlocked, unstuck, or unchained. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with Colloportus, that spell is dispelled. When you cast the spell, the mechanism noisily turns and unlocks. This noise emanates from the target object and is audible from as far away as 100 feet.

Collorptus
0

Collorptus

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. It is impassable until it is broken or the spell is dispelled or suppressed. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

Colloshoo
1

Colloshoo

This creative hex sticks a being's shoes to the ground, rooting them in place. Choose a being you can see within range that is wearing shoes to make a Dexterity saving throw. On a failed save, the target is restrained for the duration. If the saving throw fails by 5 or more, the target is knocked prone as well. The target can use its action to take off its shoes, or make a Strength check against your spell save DC. On a success, it pulls its shoes free.

Colovaria
0

Colovaria

You change the color of any target within range that lasts for the duration, to any desired complexity. The color may only be reverted by dispelling the charm. Physical interaction with the object reveals that the object has retained its original texture and material, but its color has truly changed.

Confringo
3

Confringo

A tiny ball of fire flashes from your wand to a point you choose within range and then explodes into a fiery blast on impact. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t worn or carried.

Genu Recurvatum
0

Genu Recurvatum

This hex flips around a beast or being's knees, forcing them to take awkward, uncoordinated steps. Make a ranged spell attack against a creature within range. On a hit, the target's speed is halved for the duration of the spell.

Confundo
4

Confundo

The Confundus Charm is a particularly powerful charm that leaves anything confused, forgetful, and impressionable, often causing people to wander off absent-mindedly. If the target is an object you can see within range that operates or functions on its own, it will operate erratically, malfunction, or completely shut down. This spell has no effect on a completely inanimate objects that entirely depend on external manipulation. If the target is a creature you can see within range, it must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and, if not distracted with something, you roll a d10. If you roll 1-8, the creature must use all its movement to move in a random direction. To determine the direction, assign a direction to each number 1-8. If you roll a 9-10, the creature doesn't move. Whether it moves or not, the creature doesn’t take an action this turn.

Diminuendo
2

Diminuendo

Make a ranged spell attack against a creature within range. On a hit, the being or beast's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example.

Evanesco
3

Evanesco

One non-magical object or magical construct of your choice that you can see within range and that fits within a 1-foot cube is vanished. Vanished objects have been described as being transfigured to go "into non-being, which is to say, everything." Vanishing is often seen as the magical inverse of conjuration.

Furnunculus
0

Furnunculus

Outbreaks of this jinx is a common occurrence when students get in fights, resulting in grotesque pimples covering the victims face. Make a ranged spell attack against a being within range. On a hit, it takes 1d4 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn. Additionally, it has disadvantage on the next Charisma ability check it makes. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Conjunctivia
3

Conjunctivia

When struck by this curse, a creature's eyes to become irritated and painful, swelling shut. Make a ranged spell attack against a creature within range. On a hit, the target takes 4d8 necrotic damage and is blinded for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. Creatures that are normally magically resistant are vulnerable to this spell.

Densaugeo
1

Densaugeo

A target's front two teeth grow abnormally long, protruding downwards past its chin. Make a ranged spell attack against a creature within range. On a hit, it takes 2d8 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.

Digitus Wibbly
1

Digitus Wibbly

This jinx makes fingers numb and relaxed. Make a ranged spell attack against a being within range. On a hit, the target has disadvantage on attack rolls for the duration. At the start of each of its turns, the target can make a Dexterity saving throw. On a success, the spell ends.

Draconifors
5

Draconifors

A particularly intimidating display of transfiguration, this spell turns a desk-sized object into a miniature version of an adult dragon. Choose either one or two inanimate, nonmagical objects you can see within range that each fill a 5-foot cube and choose one of the following options: One dragon wyrmling of challenge rating 4 or lower Two dragon wyrmlings of challenge rating 2 or lower The object becomes a Medium-sized dragon construct with the chosen wyrmling's statistics, which is untransfigured when it drops to 0 hit points or when the spell ends. Up to 10 mins

Ebulio
4

Ebulio

You conjure up a swirling sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the swirling bubble of water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

Crinus Muto
0

Crinus Muto

Your hair is magically lengthened, shortened, styled, or colored. This may also be applied to eyebrows and facial hair. If your appearance is drastically changed, you may be hard to recognize. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Exhilaro
1

Exhilaro

A creature of your choice that you can see within range becomes quite cheerful. For the next 10 minutes, the target creature has advantage on any saving throw against becoming frightened. If concentration is maintained for one whole round, the creature perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 5 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Expulso
3

Expulso

The spell shoots out from your wand and a wave of thunderous force sweeps out from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage and is pushed 10 feet away from that point. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from that point by the spell’s effect, and the spell emits a thunderous boom audible out to 100 feet.

Crucio
7

Crucio

With a single word and a heart full of hatred, waves of intense pain assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain must make a Constitution saving throw at the end of each of its turns. On a failed save, the target gains one level of exhaustion.

Dissonus Ululatus
3

Dissonus Ululatus

You set an alarm to emit a piercing shriek when an unauthorized person enters the area. Until the spell ends, an alarm sounds whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures or areas within the hemisphere that won't set off the alarm. The alarm produces an unpleasant screaming sound for as long as the intruding creature is in the area of the spell, audible from as far away as 300 feet.

Epoximise
0

Epoximise

This spell transfigures the surface of an object to become extremely sticky. One object of your choice that you can see within range and that fits within a 1-foot cube adheres to anything it touches for the duration. If a creature wants to overcome the sticking effect, it can use its action to make a Strength check against your spell save DC. On a success, it can pull the target object free or remove one thing from the target object's surface.

Fidelius Mysteria Celare
9

Fidelius Mysteria Celare

When cast upon a single dwelling that fits within range, it becomes a secret, infallibly invisible and inaccessible by anyone else. This effect reaches to the dwelling's property lines, or if no property lines are defined, the edge of the hemisphere centered on the caster at the time of casting. You choose yourself or one person within the area of the spell to be the Secret-Keeper. If the Secret-Keeper tells someone the secret (the location of the dwelling) verbally or in writing, that person can see the secret like the Secret-Keeper and step onto the property. It's impossible for anyone other than the Secret-Keeper to share the secret. If the Secret-Keeper dies, everyone who knows the secret becomes Secret-Keepers and can share the secret with others. Three dimensional space is warped around the secret, as if the space occupied by the secret never existed. If a person walks directly towards the secret, they will magically appear on the other side.

Defodio
0

Defodio

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of stone or earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If cast multiple times, only two of this effect can be active at a time, and you can dismiss such an effect as a bonus action.

Deprimo
3

Deprimo

You place immense downward pressure on a target you can see within range. If the target is a creature, it must make a Strength saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. If the target is a flat surface, this will either create a crater or collapse the surface.

Depulso
3

Depulso

A target within range is pushed directly away from the caster as if shoved by an invisible hand, being thrown 5 feet away plus a number of feet equal to five times your spellcasting ability modifier. The target is selected by the caster pointing at it with their wand. If targeting a creature or object that is being worn or carried, make a check with 26 Strength (+8) contested by the Strength (Athletics) check of the target creature. If the target is Medium or smaller, you have advantage on the check. If you succeed, the target is thrown the same distance.

Devicto
0

Devicto

This weak jinx is a classic training spell between duelists, a startling sting on impact. Make a ranged spell attack against a creature within range. On a hit, it takes 1d6 force damage, and it can't take reactions until the start of its next turn.

Diffindo
1

Diffindo

An object is precisely torn or cut, as if a magical blade extended from the tip of your wand. This spell was not designed to be used on creatures and only makes very shallow cuts. Choose a target you can see within range that fits within a 5-foot cube. If the target is a creature, it must make a Dexterity saving throw. It takes 4d4 slashing damage on a failed save or half as much damage on a successful one. This is the counterspell to incarcerous, immediately ending that spell's effects.

Duro
0

Duro

An object you can see within range becomes as hard and tough as stone. It gains resistance to all damage.

Episkey
1

Episkey

A being of your choice that you can see within range regains hit points equal to 2d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Ferula
1

Ferula

Bandages and splints are conjured on a being you can see within range, with no more than half of its hit point maximum, and it gains hit points equal to two times your spellcasting ability modifier. Additionally, any Wisdom (Medicine) checks to stabilize that target within the duration are made at advantage, and if the target is successfully stabilized, it regains 1 hit point.

Flagrate
0

Flagrate

You trace your wand in the air or over an object, leaving fiery marks in that position. You may write any letters or depict any shapes, as if you were writing with a quill. Although the glowing letters appear to be made of fire, it is just an illusion and it cannot burn anything.

Flipendo
1

Flipendo

The spell feels like a very heavy blow, sharply throwing a creature from its standing position to the ground. Choose a being you can see within range to make a Strength saving throw. On a failed save, a creature takes 1d10 bludgeoning damage, is knocked back a number of feet equal to five times your spellcasting ability modifier, and is knocked prone. On a successful save, the creature takes half as much damage, is knocked back 5 feet, and isn’t knocked prone.

Geminio
2

Geminio

You tap an object that fits within a 1-foot cube with your wand and a perfect duplicate of it pops out from the object. The duplicate is indistinguishable from the object by normal means, but does not share any of its magical qualities or functions. The duplicate has one quarter of the original object's hit points and vanishes at the end of the spell's duration.

Engorgio
2

Engorgio

You cause a creature or an object you can see within range to grow larger for the duration. Choose either a creature or an object that isn’t being worn or carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's items and equipment also grow to match its new size. While enlarged, the target deals 1d4 extra damage.

Expecto Patronum
3

Expecto Patronum

A Patronus Charm is a special bit of magic that requires a wizard to envision one of their happiest memories while casting the spell. The feeling of happiness must be genuine or strong enough to produce a radiant, ethereal beast, the embodiment of that wizard's positive emotions that serves as their protector. When you cast this spell, you can choose to conjure an incorporeal or corporeal patronus. If you attempt to cast this spell while frightened or within 60 feet of a dementor, you must make an ability check using your spellcasting ability. The DC equals 10 + the number of dementors within 60 feet of you. A roll of 19-20 on the die automatically succeeds. On a success, you cast the spell. On a failure, you can only conjure an incorporeal patronus, but if you fail the check by 5 or more, the spell fails entirely.

Expelliarmus
2

Expelliarmus

Famous for being the spell that finally defeated Voldemort in the Second Wizarding War, this spell can harmlessly end duels by disarming a wizard of his wand. Make a ranged spell attack against a being within range. On a hit, you disarm the target, forcing it to drop one item of your choice that it's holding. The object lands 10 feet away from it in a random direction.

Fianto Duri
3

Fianto Duri

Whenever you cast this spell on an active defensive spell within range that improves a creature’s AC or grants it temporary hit points, each creature affected by the targeted spell gains temporary hit points equal to twice your caster level + your spellcasting ability modifier. When the targeted spell ends or an affected creature is no longer affected by it, the creature loses any remaining temporary hit points from this spell. If you are maintaining concentration or dedication on a defensive spell, this spell can uniquely be cast on that active defensive spell without ending that spell or breaking your concentration or dedication.

Finite Incantatem
2

Finite Incantatem

Choose any creature, object, or magical effect within range. One non-Transfiguration spell of 2nd level or lower on the target ends. If you are aware of at least one spell affecting the target, you can specify that spell in your mind. If you are unaware of what spells are affecting the target, one randomly selected spell ends. For a spell of a higher level on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

Fumos
2

Fumos

A thick spray of smoke billows out from your wand, filling a 15-foot cube originating from you. This smoke spreads around corners. It lasts for the duration or until strong wind disperses the smoke, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 3d6 poison damage on a failed save, or half as much damage on a successful one. Constructs and undead are immune to this damage.

Ignis Furore
6

Ignis Furore

You create a ringed wall of fire within range up to 20 feet in diameter, 20 feet high, and 10 feet thick choosing whether it's touching the ground or in the air. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.

Ignis Laqueis
3

Ignis Laqueis

You create a long, snaking whip of fire from the tip of your wand, lashing out and coiling around a creature in range. Make a melee spell attack against the target. On a hit, the creature takes 4d10 fire damage and is grappled for the duration. As an action, the target can make a Strength or Dexterity saving throw to end the spell's effects. On each of your following turns spent maintaining dedication, the whip tightens and you deal 4d10 fire damage to the target automatically. If the creature is Large or smaller, you can use a bonus action to pull the creature up to 10 feet closer to you.

Imperio
5

Imperio

When this Unforgivable Curse is cast, an incredibly wonderful, floating feeling comes over the victim, granting them a feeling of "untraceable happiness" and peace. In this state, the person's will is completely overridden by the caster and they will follow any command. A being of your choice within range must succeed on a Charisma saving throw at disadvantage or be charmed by you for the duration. While the target is charmed, you have a telepathic link with it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

Fortissumum
3

Fortissumum

One object of your choice that you can see within range and that fits within a 1-foot cube is made completely invulnerable to physical destruction. This renders it immune to any damage, magical or mundane, but it can still be affected by spells that directly change the object, such as vera verto or evanesco.

Glacius
1

Glacius

You freeze an area of water that you can see within range and that fits within a 5-foot cube. The area becomes difficult terrain for the duration. Each Medium or smaller creature that is covered, submerged or partially submerged in the affected water has its speed halved and must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage, or half as much damage on a successful one.

Herbivicus
3

Herbivicus

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All non-magical plants in a 60-foot radius centered on that point become thick and overgrown for 1 hour, turning the area into difficult terrain. These plants can't be used in potions, due to being magically manipulated. If you cast this spell over 1 minute, you accelerate the growth of a single young plant you can see within range, magical or mundane. The plant instantly reaches maturity, but does not exceed a healthy "adult" size.

Homenum Revelio
4

Homenum Revelio

You sense the presence and general direction of each human or magical being within range. If any being is moving, you know its direction. If the being is transfigured into a beast or object, this spell won’t sense that being. A being is alerted to being detected by this spell, as the spell produces an odd feeling of something standing right behind you or over you.

Illegibilus
0

Illegibilus

For the duration, no one can understand any written language that the spell is cast upon. The pieces of all the letters are separated and scrambled, rendering it impossible to try to decode.

Immobulus
2

Immobulus

You send a pulse through the area in front of you, freezing everything in space and time. Roll 7d10; the total is how many hit points of creatures this spell can affect. All creatures and objects in a 15-foot cube originating from you are affected in the order of nearest to farthest. Each creature affected by this spell is paralyzed until the spell ends. While paralyzed, the creature is fixed in the space they occupied when the spell was cast, which may leave it suspended in air.

Impedimenta
3

Impedimenta

A powerful dueling spell, this jinx alters time around one creature you can see within range, severely inhibiting its ability in combat. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Impervius
2

Impervius

For the duration, a target object that you can see within range is waterproof and completely protected from any gas. It's as if any liquid or gas runs into a magnetic field around the object by which it is repelled, but the spell has no effect against solids impacting the target object.

Inanimatus Conjurus
1

Inanimatus Conjurus

You conjure up an inanimate object in your hand or in an unoccupied space within range that you can see. This object can be no larger than 2 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object disappears at the end of the spell's duration or if it takes any damage.

Incarcerous
2

Incarcerous

Black cords and ropes are conjured and wrap themselves forcefully around a target you can see within range. If the target is an unwilling creature, it must make a Strength saving throw. On a failed save, the creature is restrained for the duration. Upon casting, you can choose to anchor the ropes to the ground, preventing the target from being moved by external forces.

Incendio Glacia
0

Incendio Glacia

A flickering blue flame flows out from the tip of your wand, condensing on an object, in a container, or in your hand. The flame remains there for the duration and only emanates heat directly upwards. It doesn't harm anything beneath or around it, and seems to hover slightly above whatever it's resting upon. If placed beneath a flammable object, a natural fire may be started from the heat. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as a bonus action.

Infirma Cerebra
0

Infirma Cerebra

This jinxes a target's mind, giving them a brief moment of disorientation. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Incendio
1

Incendio

You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw. It takes 3d6 fire damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried. If there is adequate fuel for the bonfire to burn, it will continue burning after the spell ends.

Oblivate
5

Oblivate

You attempt to reshape another being's memories. One being you can see within range must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. You can eliminate the target's memory of an event or detail (or any individual aspect of that event or detail) that it experienced or perceived within the last 24 hours and that lasted no more than 10 minutes. You must mentally describe or visualize how the memories are affected. The being's mind fills in any gaps in the details of your description. If the spell ends before you have finished describing or visualizing the modified memories, the target’s memory isn’t altered. Otherwise, the modified memories take ho

Intus Sunt
3

Intus Sunt

Invented by Urquhart Rackharrow, this medieval remedy causes the recipient to purge and experience great abdominal pain. Choose one being that you can see within range to make a Constitution saving throw. If it fails, the target's exhaustion is set to 2 levels for the duration. At the end of each of its turns, the target can make a Constitution saving throw, without disadvantage from exhaustion. On a success, the spell ends. If the target has higher levels of exhaustion than the spell's effect, the spell does not change its levels of exhaustion. If the target gains any levels of exhaustion within the duration of this spell, it stacks with this spell's effect. Additionally, if the target is suffering any condition or negative effects from something it ingested, such as drinking a poison, this spell ends those effects.

Mobilicorpus
1

Mobilicorpus

One willing, paralyzed, petrified, restrained, stunned or unconscious being of your choice that you can see within range rises 3 feet off the ground, and remains suspended there for the duration as if it were hoisted by invisible ropes under its arms. The spell can levitate a target that weighs up to 500 pounds. If more weight than the limit is placed on top of the being, the spell ends, and it falls to the ground. The being is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the being follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the being can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the being (typically because it can't move around an obstacle to follow you), the spell ends.

Omnifracto
5

Omnifracto

A piercing beam of light shoots out from the tip of your wand, shattering any defensive magic it passes through. Choose a target within range. Protego totalum, repello inimicum, and all defensive spells that are improving that creature’s AC or granting it temporary hit points are dispelled.

Pellucidi Pellis
2

Pellucidi Pellis

With a tap of a wand on the top of the head and a sensation of raw egg being broken where the wand was tapped, a creature becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

Langlock
3

Langlock

You attempt to interrupt a being you can see in the process of casting a spell. If the creature is verbally casting a spell of 3rd level or lower, its spell fails and has no effect. If it is verbally casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. On a success or if the being was casting the spell non-verbally, the target must cast all other spells non-verbally until the end of its next turn. If it tries to cast a spell verbally, it must first succeed on an Intelligence saving throw, or the casting fails and the spell is wasted.

Lapifors
4

Lapifors

This spell transforms a creature with at least 1 hit point that you can see within range into the form of a rabbit. An unwilling creature must make a Wisdom saving throw to avoid the effect. Part 2 | Spells The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target's game statistics, including mental ability scores, are replaced by the statistics of a rabbit. It retains its alignment and personality. The HM has the creature's statistics. The target assumes the hit points of its new form. When it reverts to its normal form, the creature 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 excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

Legifilmens
3

Legifilmens

With legilimency, a being's eyes become windows to their mind, showing you a vision of their thoughts. For the duration, you can read the thoughts of a being you can see within range, as soon as eye contact can be made. After the spell effects begin, eye contact does not need to be maintained. You initially learn the surface thoughts of the being - what is most on its mind in that moment. As an action, you can attempt to probe deeper into its mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. You can probe deeper a second time, forcefully pulling memories from the being's mind if it fails the second Wisdom saving throw.

Novum Spirare
3

Novum Spirare

Accurately named, the bubble-head charm forms a large bubble-like mask over a creature's mouth, nose, and ears that is magically filled with never-ending fresh air. This spell grants one willing creature you can see within range the ability to breathe underwater or in a vacuum until the spell ends. Additionally, the creature is immune to poison damage due to inhalation for the duration. The creature can dispel this effect using an action.

Muffliato
2

Muffliato

For the duration, each creature you choose within 30 feet of you (including you) are able to converse with each other without anyone or anything else hearing. Instead of the voices, nearby creatures hear a faint buzzing, like white noise. If a creature is within 15 feet of you and sees your mouth move when you speak, it is aware that your voice is being magically masked.

Orbis
2

Orbis

You choose a space on the ground that is currently occupied by a Large or smaller creature you can see within range. The ground becomes a thick liquid and swirls out from under the creature in an orb-like shape. The material then slams back down and regains its solidity in an attempt to partially bury the creature. The target must make a Dexterity saving throw. On a failed save, the target takes 3d6 bludgeoning damage and is restrained for the spell’s duration.

Reducio
1

Reducio

You cause an object that isn't being worn or carried and that you can see within range to shrink in size for the duration. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example.

Levicorpus
4

Levicorpus

One of the few spells that are a non-verbal spell by design, this jinx yanks a being's feet out from under it and dangles it in the air, hanging by its ankle. This spell always is cast with the effects of the Subtle Spell metamagic, at no sorcery point cost and whether you have Subtle Spell or not. A creature you can see within range must make a Wisdom saving throw or take 3d10 psychic damage and be restrained. Additionally, if the target tries to cast a spell, it must first succeed on a Wisdom saving throw, or the casting fails and the spell is wasted.

Locomotor
0

Locomotor

One object that isn't being worn or carried of your choice that you can see within range rises 3 feet off the ground, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. If more weight than the limit is placed on top of the object, the spell ends, and it falls to the ground. The object is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the object follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the object can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the object (typically because it can't move around an obstacle to follow you), the spell ends.

Locomotor Mortis
1

Locomotor Mortis

A common tool among bullies, this "curse" binds a creature's legs as if they were tied together with rope. A creature you can see within range must succeed on a Wisdom saving throw or have its speed halved and suffer disadvantage on Dexterity saving throws. Additionally, each time it moves within the duration, it must succeed on a Dexterity saving throw without disadvantage from this spell, or be knocked prone and take 2d4 bludgeoning damage.

Lumos
0

Lumos

Upon muttering the incantation, the tip of your wand sheds bright light in a narrow 15-foot cone and dim light for an additional 15 feet, much like a flashlight. The light is a bright white with a slight bluish tint. Completely covering the tip of your wand with something opaque blocks the light. The spell ends if you dismiss it with the nox incantation, as a bonus action.

Melofors
3

Melofors

You conjure a pumpkin around a target's head, blinding and deafening it. Choose one creature that you can see within range to make a Wisdom saving throw. If it fails, the target is blinded and deafened for the duration. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell's effect ends for that target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Molliare
1

Molliare

This comfortable charm is most commonly found on a broomstick. One object you touch with your wand is wrapped in an invisible cushioning effect for the duration, almost like two magnets repelling one another.

Muco Volatilis
0

Muco Volatilis

This terrifying spell transforms the victim's bogies (or boogers) into nasty green bats that crawl out of their nose and attack. Make a ranged spell attack against a being within range. On a hit, the target and any hostile creatures within 5 feet of the target take 6d4 slashing damage. At the start of the target's turn and when any hostile creature starts its turn within 5 feet of the target, it takes 3d4 slashing damage. If any creature has to make a saving throw to maintain concentration because of this spell's damage, the saving throw is made at disadvantage.

Ne Ustio
5

Ne Ustio

For the duration, the creature you touch or yourself has immunity to fire damage, excluding dragon fire and the azreth spell (Fiendfyre). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is doubled for each slot level above 5th. When you use a spell slot of 8th level or higher, concentration is no longer required and its effect applies to dragon fire.

Nebulus
1

Nebulus

Duration: Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Nullum Effugium
5

Nullum Effugium

Commonly used by the Department of Magical Law enforcement, this wards an area against apparition or disapparition. No one may arrive in the warded area via apparition, nor may any creatures within the warded area cast the spell. Any attempt to do so results in the typical apparition effect, except the creature stays exactly where they are.

Obscuro
1

Obscuro

You can conjure a black blindfold that magically wraps itself around a foe's head. Choose one creature that you can see within range to make a Dexterity saving throw. If it fails, the target is blinded for the duration. The creature can remove the blindfold as an action.

Orchideous
0

Orchideous

You conjure a blooming flower, bouquet, or wreath in the desired location within range.

Pereo
0

Pereo

You choose a flame that you can see within range and that fits within a 5-foot cube. You instantaneously extinguish the flames within the cube.

Oppugno
2

Oppugno

You cast this jinx on a group of tiny objects or a group of birds within range. The targets start swarming in the air in a 5-foot-diameter sphere in an unoccupied space of your choice. Any creature that starts its turn within 5 feet of the swarm or enters the swarm’s area for the first time on a turn must make a Dexterity saving throw. The creature takes 4d4 slashing damage on a failed save, or half as much damage on a successful one.

Piertotum Locomotor
5

Piertotum Locomotor

Objects come to life at your command. Choose up to five nonmagical objects within range that are not being worn or carried. Medium targets count as one object, Large targets count as two objects, Huge targets count as four objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

Specialis Revelio
4

Specialis Revelio

You tap your wand on an object or area, revealing magical influences. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If cast on an area, you learn what spells, if any, are currently active within a 5-foot cube in front of you. The border of each spell's effect is illuminated within that cube, much like blowing dust through laser beams.

Partis Temporus
2

Partis Temporus

This unique charm redirects magical effects to create an opening. On any area spell of 3rd level or lower that forms a line, wall, or perimeter, an opening appears in the spell's effect at a point of your choice that you can see within range and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide and 8 feet tall. For a spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the opening is created. The opening can be dispelled at will.

Protego Maxima
2

Protego Maxima

You cast a fully encompassing protego around yourself, sacrificing durability for coverage. For the duration, you have a +3 bonus to AC, including against the triggering attack. If you are subjected to an effect that allows you to make a Strength or Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

Reparifors
1

Reparifors

With a tap of your wand, a being that you can see within range regains 1d8 hit points. You can also end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Prior Incantato
4

Prior Incantato

Often used as an investigative tool in wizarding crimes, this spell produces a ghostly recreation of the previous spell cast by the currently used wand. If the previously cast spell cannot be represented visually, you learn the incantation that was used, regardless of whether the incantation was spoken aloud at the time of casting. This spell can be cast a total of three consecutive times on a single wand, revealing the three most recently cast spells.

Protego
1

Protego

An invisible barrier of magical force appears in front of you and protects you. For the duration, you have a +5 bonus to AC, including against the triggering attack. If you are targeted by a spell that requires an attack roll and the spell's level is equal to or lower than half your proficiency bonus, the spell has no effect on you. You can use a bonus action to change which direction the shield is facing. If you are attacked from either of your sides or from behind while casting this spell, you must use your reaction to redirect the shield to point towards the threat. Otherwise, this spell doesn't protect you.

Protego Totalum
6

Protego Totalum

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any attack or spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them.

Reparifarge
2

Reparifarge

Choose any creature, object, or magical effect within range. One Transfiguration spell of 2nd level or lower on the target ends. If you are aware of at least one spell affecting the target, you can specify that spell in your mind. If you are unaware of what spells are affecting the target, one randomly selected spell ends. For a spell of a higher level on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you automatically end the effects of a Transfiguration spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Sectumsempra
4

Sectumsempra

Make a ranged spell attack against a target within range. On a hit, the target must make a Constitution saving throw. On a failed save, a creature takes 10d6 slashing damage and another 5d6 slashing damage at the end of its next turn. On a successful save, a creature takes half the initial damage and half the damage at the end of its next turn.

Sonorus/Quietus
6

Sonorus/Quietus

When you hold the tip of your wand to your neck and cast this spell, your voice booms up to three times as loud as normal. Your voice is loud enough to fill a large stadium, but won't cause any hearing damage. Casting quietus with your wand to your throat is the counter-charm and ends the effect.

Reparo
2

Reparo

This spell magically reverses any damage done to any objects or structures within a 5-foot cube, collecting all the pieces or components and reassembling them. Anything previously contained by the broken target, like a spilled liquid, is not placed back inside it. Anything affected by the breaking of the target, like a person who fell through a broken platform, is not undone. There is no effect on anything within the area that's undamaged, nor on anything damaged by time or decay.

Repello Inimicum
5

Repello Inimicum

You create a 20-foot-radius hemisphere of magical energy to protect you from one or more of the following: Dark wizards, other Dark beings, or Dark beasts. The circle affects creatures of the chosen type(s) in the following ways. The affected creatures can't willingly enter the hemisphere by nonmagical means. If the creature tries to use apparition to do so, it must first succeed on a Charisma saving throw. The affected creatures have disadvantage on attack rolls against targets within the hemisphere. Targets within the hemisphere can't be charmed or frightened by affected creatures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Repello Muggletum
4

Repello Muggletum

Frequently used around wizarding areas, this charm keeps Muggles away from dangerous situations or overtly magical locations. You enchant an area to suggest a course of activity and magically influence a non-magical human. Upon entering the warded area, the subject must make a Wisdom saving throw at disadvantage. On a failed save, it pursues a course of action that takes it away from the area of the spell. The subject's mind naturally thinks of the best reason to convince itself that it must depart, or barring an actual reason, invents an arbitrary emergency that demands its attention elsewhere. The spell's effect ends when the subject has either attended to the matter they thought of or when the subject has decided to take another course of action that does not involve entering the area of the spell.

Sagittario
0

Sagittario

A conjured arrow streaks toward a designated target. Make a ranged spell attack against a target within range. On a hit, the target takes piercing damage equal to 1d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you conjure one additional arrow for each slot level above 1st. You can direct the arrows at the same target or at different ones. Make a separate attack roll for each arrow.

Serpensortia
2

Serpensortia

You conjure a venomous snake from thin air. A pit viper appears in an unoccupied space that you can see within range. Roll initiative for the summoned creature, which has its own turns. Although the pit viper won't willingly attack the caster, you cannot control the actions or targets of the pit viper. It is possible for the pit viper to be turned against you through magical means.

Stupefy
2

Stupefy

This charm is the most common dueling spell in the wizarding world, harmlessly ending a duel between two wizards. Make a ranged spell attack against a being within range. On a hit, the target falls unconscious for the duration, or until they are revived with rennervate.

Tergeo
0

Tergeo

You choose an specific liquid that you can see within range and that fits within a 5-foot cube. The liquid gathers up into a blob floating at the tip of your wand, and you can direct it to form into simple shapes, animate, or flow into a container.

Ventus
2

Ventus

A strong gust of air flows out from the tip of your wand, and creates one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be instantaneously pushed up to 5 feet away from you and be rendered unable to move closer to you for the duration. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you per round, for the duration of the spell. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. If desired, the air can be hot and function like a blow dryer.

Revelio
3

Revelio

With a twist of your wand, the true appearance of a creature or object is revealed. A disguised, hidden, invisible or otherwise magically concealed target is made visible, dispelling any spell producing such effects and magically removing physical alterations. Your wand must be pointing at the target for this spell to take effect.

Silencio
2

Silencio

This charm is extremely effective against wizards unpracticed in non-verbal magic. Choose one target that you can see within range. If it's a creature, it must make a Wisdom saving throw. If it fails or if it's an object, all sound created by the target is made completely silent. Casting a spell that includes a verbal component is impossible while under the effect of this spell.

Ricusempra
1

Ricusempra

This low-level dueling spell gives the recipient an intense tickling sensation. Make a ranged spell attack against a being within range. On a hit, the target will double over in laughter and become incapacitated with its speed halved until the start of your next turn.

Slugulus Eructo
0

Slugulus Eructo

This particularly nasty hex causes one to spit up slugs for the duration. Make a ranged spell attack against a creature within range. On a hit, it takes 3d8 psychic damage and gains one level of exhaustion. This spell cannot cause it to reach more than 5 levels of exhaustion. If it tries to cast a spell verbally before the end of its next turn, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

Transmogrify
5

Transmogrify

A dark purpose for transfiguration, this tortuous spell slowly rearranges and dissolves a creature's internal organs. A creature you can see within range must make a Constitution saving throw. On a failed save, it takes 2d12 acid damage at the start of each of its turns and is subject to crippling pain. On a successful save, the spell has no effect.

Vera Verto
0

Vera Verto

This universal incantation is taught to Hogwarts students in their first Transfiguration class. You transfigure one nonmagical object that you can see within range and that fits within a 1-foot cube into another nonmagical object of similar size and mass and of equal or lesser value. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you may select or stack one of the following effects for each slot level above 0. Increase the cube size by 2 feet. Target a living Beast (if unwilling, it must succeed on a Wisdom saving throw to avoid the effect). Transfigure into a construct (Duration: Concentration, up to 1 minute).

Vigilatus
1

Vigilatus

You set a mental alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, a ping in your mind alerts you whenever a Tiny or larger creature touches or enters the warded area, if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. When you cast the spell, you can designate creatures that won't set off the alarm.

Vulnera Sanentur
6

Vulnera Sanentur

Tracing your wand over a being's wounds, you weave a complex counter-curse that undoes the damage dealt to a being. The target regains four times your spellcasting ability modifier + 4d8 hit points instantaneously, and then 4d4 hit points for every following turn for the duration of the spell. If the target has lost body members (fingers, legs, and so on) and the severed part is held to its place throughout the entire duration of the spell, the spell causes the limb to heal back on after 1 minute of casting.

Wingardium Leviosa
0

Wingardium Leviosa

One creature other than yourself or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 100 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. Otherwise, you can use your action to move the target, which must remain within the spell’s range. If the spell is ended voluntarily, the target floats gently to the ground if it is still aloft. If ended involuntarily, the target immediately drops.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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