A beautiful world where nations rule the land and aarakaras and dragons rule the sky
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Intellect Fortress (3rd Level)
Spell Name: Intellect Fortress (3rd Level) Casting Time: 1 Action Concentration Spell Range/Area: 30 ft. Components: V Duration: 1 Hour School: Abjuration Attack/Save: None Damage/Effect: Buff Tags: BUFF Description: You or one willing creature within range gains resistance to psychic damage and advantage on INT, WIS, and CHA saving throws for the duration. At Higher Levels: Target one additional creature per slot level above 3rd. Targets must be within 30 feet of each other. Available to: Artificer, Bard, Sorcerer, Warlock, Wizard
Vampiric Touch (3rd Level)
Spell Name: Vampiric Touch (3rd Level) Casting Time: 1 Action Concentration Spell Range: Self Components: V, S Duration: 1 Minute School: Necromancy Tags: Healing, Damage Description: The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, it takes 3d6 Necrotic damage, and you regain HP equal to half the Necrotic damage dealt. Until the spell ends, you can repeat the attack as a Magic action on each of your turns, targeting the same or a different creature. At Higher Levels: The damage increases by 1d6 for each spell slot level above 3. Available to: Sorcerer, Warlock, Wizard Also Available to: Cleric – Death Domain (DMG), Cleric – Grave Domain (XGtE)
Wind Wall (3rd Level)
Spell Name: Wind Wall (3rd Level) Casting Time: 1 Action Concentration Spell Range: 120 ft. Components: V, S, M* (a fan and a feather) Duration: 1 Minute School: Evocation Tags: Damage, Control Description: A 50 ft. long, 15 ft. high, 1 ft. thick wall of wind rises from a point you choose. It must form one continuous path. Each creature in its area makes a Strength save, taking 4d8 Bludgeoning damage on a fail, half on success. The wall repels fog, smoke, gases, flying creatures and light objects, sends small items flying, and deflects arrows and bolts. Larger projectiles and gaseous forms are unaffected. Available to: Druid, Ranger Also Available to: Cleric – Nature Domain (PHB), Warlock – The Genie (TCoE)
Confusion (4th Level)
Spell Name: Confusion (4th-Level) Casting Time: 1 Action Concentration Spell Range: 90 ft. (10 ft. Sphere) Components: V, S, M* (three nut shells) Duration: 1 Minute School: Enchantment Tags: Control Description: Each creature in a 10-foot-radius sphere must succeed on a Wisdom save or be affected. Affected creatures can't take bonus actions or reactions, and must roll 1d10 at the start of each turn to determine behavior. Behaviors include moving randomly (1) (D4: 1 = North, 2 = East, 3 = South, 4 = West), taking no action (2-6), attacking a random nearby creature (7-8), or acting normally (9-10). Affected targets repeat the save at the end of their turns, ending the effect on success. At Higher Levels: The sphere’s radius increases by 5 feet per spell level above 4. Available to: Bard, Druid, Sorcerer, Wizard Also Available to: Cleric – Trickery Domain, Cleric – Knowledge Domain (PHB), Druid – Circle of Spores (TCoE), Paladin – Oathbreaker (DMG), Warlock – Great Old One Patron
Fire Shield (4th Level)
Spell Name: Fire Shield (4th-Level) Casting Time: 1 Action Range: Self Components: V, S, M* (a bit of phosphorus or a firefly) Duration: 10 Minutes School: Evocation Tags: Damage, Buff Description: Flames wreathe your body, shedding bright light in a 10-foot radius and dim light for another 10. Choose a warm or chill shield: warm grants resistance to cold damage, chill grants resistance to fire damage. When a creature within 5 feet hits you with a melee attack, it takes 2d8 fire damage from a warm shield or 2d8 cold damage from a chill shield. Available to: Druid, Sorcerer, Warlock, Wizard Also Available to: Cleric – War Domain, Druid – Circle of Wildfire (TCoE), Warlock – The Genie (TCoE), Warlock – Fiend Patron
Locate Creature (4th Level)
Spell Name: Locate Creature (4th-Level) Casting Time: 1 Action Concentration Spell Range: Self Components: V, S, M* (fur from a bloodhound) Duration: 1 Hour School: Divination Tags: Detection Description: Describe or name a familiar creature. If within 1,000 feet, you sense its direction. If moving, you sense the direction of movement. The spell finds a known creature or the nearest of a specific kind you’ve seen up close (within 30 feet). It fails if the target is under effects like Polymorph or Flesh to Stone, or if lead blocks the path. Available to: Bard, Cleric, Druid, Paladin, Ranger, Wizard Also Available to: Cleric – Order Domain (TCoE)
Polymorph (4th Level)
Spell Name: Polymorph (4th-Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. Components: V, S, M* (a caterpillar cocoon) Duration: 1 Hour School: Transmutation Tags: Control, Shapechanging Description: Transform a creature you can see into a Beast of your choice (CR equal to or less than target’s level). The target must succeed on a Wisdom save or change form. It keeps alignment, personality, creature type, HP, and Hit Dice, but uses the Beast’s stats. Temporary Hit Points equal to the Beast’s HP are gained and vanish when the spell ends. The target can’t cast or speak and is limited to its form’s anatomy. Gear merges and can’t be used. Available to: Bard, Druid, Sorcerer, Wizard
Hallucinatory Terrain (4th Level)
Spell Name: Hallucinatory Terrain (4th-Level) Casting Time: 10 Minutes Range: 300 ft. (150 ft. cube) Components: V, S, M* (a mushroom) Duration: 24 Hours School: Illusion Tags: Control Description: You make terrain in a 150-foot cube appear, sound, and smell like another type of terrain. Fields may become swamps, cliffs can resemble slopes, and roads may vanish into illusory brush. This illusion doesn’t alter physical characteristics, so structures, creatures, or textures remain the same. Creatures can use the Study action and succeed on an Intelligence (Investigation) check against your spell save DC to reveal the illusion as a vague overlay. Available to: Bard, Druid, Warlock, Wizard
Fabricate (4th Level)
Spell Name: Fabricate (4th-Level) Casting Time: 10 Minutes Range: 120 ft. Components: V, S Duration: Instantaneous School: Transmutation Tags: Creation Description: Convert raw materials into finished items of the same material. Fabricate wood into bridges, rope from hemp, or clothes from wool. A Large or smaller object (within a 10-foot Cube or eight 5-foot Cubes) may be created, or Medium if made from stone or metal. Quality depends on the raw material. Creatures and magic items can't be made. Items requiring high skill, like weapons or armor, need proper tool proficiency. Available to: Wizard Also Available to: Artificer, Cleric – Forge Domain (XGtE)
Mordenkainen's Private Sanctum (4th Level)
Spell Name: Mordenkainen's Private Sanctum (4th-Level) Casting Time: 10 Minutes Range: 120 ft. Components: V, S, M* (a thin sheet of lead) Duration: 24 Hours School: Abjuration Tags: Control, Warding Description: You create a secure area in a cube up to 100 feet per side. Choose protections: block sound, obscure vision (even Darkvision), block sensors and Divination spells, prevent teleportation, and halt planar travel. Casting daily for 365 days makes the spell permanent. At Higher Levels: The cube's size increases by 100 feet per side for each spell slot above 4. Available to: Wizard Also Available to: Artificer
Otiluke's Resilient Sphere (4th Level)
Spell Name: Otiluke's Resilient Sphere (4th-Level) Casting Time: 1 Action Concentration Spell Range: 30 ft. Components: V, S, M* (a glass sphere) Duration: 1 Minute School: Abjuration Tags: Control, Warding Description: A shimmering sphere encloses a Large or smaller creature or object. An unwilling creature must succeed on a Dexterity saving throw or be trapped. Nothing can pass through the barrier. The sphere is immune to all damage. Inside creatures are safe from all outside effects and vice versa. The sphere is weightless and can be pushed or moved, but not exited or affected. A Disintegrate spell destroys the sphere without harming what's inside. Available to: Wizard Also Available to: Artificer, Cleric - Peace Domain (TCoE), Paladin - Oath of Redemption (XGtE)
Guardian of Faith (4th Level)
Spell Name: Guardian of Faith (4th-Level) Casting Time: 1 Action Range: 30 ft. Components: V Duration: 8 Hours School: Conjuration Tags: Summoning, Damage, Control Description: A Large spectral guardian appears in an unoccupied space you can see. It hovers for the duration, is invulnerable, and takes a form matching your deity or pantheon. Enemies that move within 10 feet or start their turn there must succeed on a Dexterity saving throw or take 20 Radiant damage, or half on a success. The guardian vanishes after dealing 60 total damage. Available to: Cleric Also Available to: Paladin - Oath of the Crown (SCAG), Paladin - Oath of Devotion, Warlock - Celestial Patron
Leomund's Secret Chest (4th Level)
Spell Name: Leomund's Secret Chest (4th-Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP) Duration: Until Dispelled School: Conjuration Tags: Utility Description: You hide a chest and its contents on the Ethereal Plane. Touching both chest and replica stores it. You may retrieve the chest by touching the replica and taking a Magic action. It appears within 5 feet. You may send it back with another Magic action. After 60 days, there’s a cumulative 5% chance per day the spell ends. The spell also ends if the replica is destroyed or the spell is cast again. If the chest remains on the Ethereal Plane after the spell ends, it stays there. Available to: Wizard Also Available to: Artificer, Cleric - Arcana Domain (SCAG)
Wall of Fire (4th Level)
Spell Name: Wall of Fire (4th-Level) Casting Time: 1 Action Range/Area: 120 ft. Components: V, S, M* (a piece of charcoal) Duration: 1 Minute School: Evocation Description: You create a wall of fire within range, up to 60 ft long, 20 ft high, 1 ft thick, or a ringed wall up to 20 ft diameter. The wall is opaque and lasts for the duration. Creatures in the area when cast must make a Dexterity save, taking 5d8 Fire damage on a fail, half on success. One side, chosen when cast, deals 5d8 Fire damage to creatures that enter it or end their turn within 10 ft of that side. The other side deals no damage. Using a Higher-Level Spell Slot: Damage increases by 1d8 for each slot level above 4.
Blight (4th Level)
Spell Name: Blight (4th Level) Casting Time: 1 Action Range: 30 ft. Components: V, S Duration: Instantaneous School: Necromancy Tags: Damage Description: A creature within range must make a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half on a success. Plant creatures automatically fail. Nonmagical plants that aren't creatures, like shrubs or trees, die instantly. At Higher Levels: The damage increases by 1d8 for each spell slot level above 4. Available to: Druid, Sorcerer, Warlock, Wizard Also Available to: Cleric - Grave Domain (XGtE), Cleric - Death Domain (DMG), Druid - Circle of Spores (TCoE), Cleric - Festus Domain, Paladin - Oathbreaker (DMG)
Conjure Minor Elementals (4th Level)
Spell Name: Conjure Minor Elementals (4th Level) Casting Time: 1 Action Concentration Spell Range: Self (15 ft.) Components: V, S Duration: 10 Minutes School: Conjuration Tags: Damage Description: Spirits from the Elemental Planes swirl around you in a 15-foot Emanation. Until the spell ends, your attacks deal an extra 2d8 Acid, Cold, Fire, or Lightning damage (your choice when you attack) to creatures in the Emanation. The area becomes Difficult Terrain for your enemies. At Higher Levels: The bonus damage increases by 1d8 for each spell slot level above 4. Available to: Druid, Wizard
Stone Shape (4th Level)
Spell Name: Stone Shape (4th Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (soft clay) Duration: Instantaneous School: Transmutation Tags: Control Description: Touch a Medium or smaller stone object or a 5-ft section of stone to shape it into a form of your choice. You can craft a weapon, statue, coffer, or a 5-ft tunnel. You may also form a stone door with up to two hinges and a latch, though detailed mechanisms are not possible. Available to: Artificer, Cleric, Druid, Wizard Also Available to: Warlock – The Genie (TCoE)
Ice Storm (4th Level)
Spell Name: Ice Storm (4th Level) Casting Time: 1 Action Range: 300 ft. (20 ft. ⊙) Components: V, S, M* (a mitten) Duration: Instantaneous School: Evocation Tags: Damage, Control Description: Hail rains down in a 20-ft-radius, 40-ft-high Cylinder. Each creature in the area makes a Dexterity save, taking 2d10 Bludgeoning + 4d6 Cold damage on fail, or half on success. The area becomes Difficult Terrain until the end of your next turn. At Higher Levels: Bludgeoning damage increases by 1d10 per slot level above 4th. Available to: Druid, Sorcerer, Wizard Also Available to: Cleric – Tempest Domain (PHB), Druid – Circle of the Sea, Paladin – Oath of the Ancients
Divination (4th Level)
Spell Name: Divination (4th Level) Casting Time: 1 Action Ritual Spell Range: Self Components: V, S, M* (incense worth 25+ GP, which the spell consumes) Duration: Instantaneous School: Divination Tags: Foreknowledge Description: This spell contacts a god or their servants. Ask one question about a specific goal, event, or activity within 7 days. The DM provides a truthful reply, possibly brief or cryptic. If cast again before a Long Rest, there’s a cumulative 25% chance for no answer per extra use. Available to: Cleric, Druid, Wizard
Stoneskin (4th Level)
Spell Name: Stoneskin (4th-Level) Casting Time: 1 Action Concentration Spell Range: Touch Components: V, S, M* (diamond dust worth 100+ GP, which the spell consumes) Duration: 1 Hour School: Transmutation Tags: Buff Description: Until the spell ends, one willing creature you touch gains Resistance to Bludgeoning, Piercing, and Slashing damage. Available to: Druid, Ranger, Sorcerer, Wizard Also Available to: Artificer, Paladin - Oath of Conquest (XGtE), Paladin - Oath of Redemption (XGtE), Paladin - Oath of the Ancients
Phantasmal Killer (4th Level)
Spell Name: Phantasmal Killer (4th-Level) Casting Time: 1 Action Concentration Spell Range: 120 ft. Components: V, S Duration: 1 Minute School: Illusion Tags: Damage, Control Description: You create an illusion of a creature’s worst fear. It makes a Wisdom saving throw. On a fail, it takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a success, it takes half damage and the spell ends. At the end of each of its turns, the target repeats the save. On a fail, it takes another 4d10 Psychic damage. On a success, the spell ends. At Higher Levels: Damage increases by 1d10 per slot level above 4th. Available to: Bard, Wizard, Warlock Also Available to: Warlock – The Genie (TCoE), Warlock – The Hexblade (XGtE)
Mordenkainen's Faithful Hound (4th Level)
Spell Name: Mordenkainen's Faithful Hound (4th-Level) Casting Time: 1 Action Range: 30 ft. Components: V, S, M* (a silver whistle) Duration: 8 Hours School: Conjuration Tags: Damage, Warding Description: You conjure an invisible, intangible hound in an unoccupied space within range. It remains until the duration ends or you are over 300 feet apart. The hound has Truesight (30 ft.) and barks if a Small or larger creature enters its 30-foot radius without saying a set password. At the start of your turn, it bites a creature within 5 feet. That creature must succeed on a Dexterity save or take 4d8 Force damage. You may use a Magic action to move the hound 30 feet. Available to: Wizard Also Available to: Artificer
Greater Invisibility (4th Level)
Spell Name: Greater Invisibility (4th-Level) Casting Time: 1 Action Concentration Spell Range: Touch Components: V, S Duration: 1 Minute School: Illusion Tags: Buff Description: A creature you touch becomes Invisible for the duration. The effect ends early only if your concentration is broken. While invisible, the target cannot be seen without the aid of magic or special senses, though it still makes noise and leaves traces. Available to: Bard, Sorcerer, Wizard Also Available to: Cleric – Twilight Domain (TCoE), Ranger – Gloom Stalker, Warlock – The Genie (TCoE), Warlock – The Undead (VRGtR), Warlock – Archfey Patron
Giant Insect (4th Level)
Spell Name: Giant Insect (4th-Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. Components: V, S Duration: 10 Minutes School: Conjuration Tags: Summoning Description: You summon a giant centipede, spider, or wasp in an unoccupied space within range. It uses the Giant Insect stat block, shares your initiative but acts after you, and obeys your verbal commands. If you give none, it takes the Dodge action. The creature vanishes when reduced to 0 HP or when the spell ends. At Higher Levels: Use the spell slot’s level for stats in the Giant Insect block. Available to: Druid Also Available to: Druid - Circle of the Hive (HotHM)
Freedom of Movement (4th Level)
Spell Name: Freedom of Movement (4th-Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (a leather strap) Duration: 1 Hour School: Abjuration Tags: Buff, Movement Description: You touch a willing creature. For the duration, its movement is unaffected by Difficult Terrain, and magical effects can’t reduce its Speed or impose Paralyzed or Restrained conditions. It also gains a Swim Speed equal to its Speed. The target can spend 5 feet of movement to escape nonmagical restraints, like manacles or the Grappled condition. At Higher Levels: You may target one additional creature per spell slot level above 4. Available to: Bard, Cleric, Druid, Ranger Also Available to: Artificer, Sorcerer - Clockwork Sorcery, Cleric - War Domain, Paladin - Oath of Devotion, Paladin - Oath of Glory, Paladin - Oath of Revelry, Warlock - The Predator (HWT)
Evard's Black Tentacles (4th Level)
Spell Name: Evard's Black Tentacles (4th-Level) Casting Time: 1 Action Concentration Spell Range: 90 ft. (20 ft. square) Components: V, S, M* (a tentacle) Duration: 1 Minute School: Conjuration Tags: Damage, Control Description: Writhing black tentacles fill a 20-foot square you can see, turning the ground into Difficult Terrain. Creatures entering or starting their turn in the area must make a Strength saving throw. On a failure, they take 3d6 Bludgeoning damage and are Restrained for the duration. Restrained creatures may use their action to make a Strength (Athletics) check against your spell save DC, ending the effect on success. A creature makes this save only once per turn. Available to: Wizard Also Available to: Sorcerer – Aberrant Sorcery
Dominate Beast (4th Level)
Spell Name: Dominate Beast (4th-Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. Components: V, S Duration: 1 Minute School: Enchantment Tags: Control Description: One Beast within range must succeed on a Wisdom save or be Charmed. The target has advantage if you or your allies are fighting it. It repeats the save whenever it takes damage. While Charmed, you have a telepathic link and can issue commands like “Attack” or “Move.” If no command is given, it acts to protect itself. You can use your Reaction to command it to take a Reaction. At Higher Levels: Spell lasts 10 min (5th), 1 hr (6th), or 8 hrs (7th+). Available to: Druid, Ranger, Sorcerer Also Available to: Cleric - Nature Domain (PHB), Paladin - Oath of Conquest (XGtE), Warlock - Archefy Patron, Warlock - The Predator (HWT)
Death Ward (4th Level)
Spell Name: Death Ward (4th-Level) Casting Time: 1 Action Range: Touch Components: V, S Duration: 8 Hours School: Abjuration Tags: Buff, Warding Description: You touch a creature and protect it from death. The first time it would drop to 0 HP before the spell ends, it instead drops to 1 HP and the spell ends. If still active when an effect would instantly kill the target without dealing damage, that effect is negated and the spell ends. Available to: Cleric, Paladin Also Available to: Cleric – Life Domain, Cleric – Grave Domain (XGtE), Cleric – Death Domain (DMG), Warlock – The Undead (VRGtR), Warlock – The Undying (SCAG), Warlock – Future You Patron, Illrigger, Paladin – Oath of the Harvest (HGTMtH)
Dimension Door (4th Level)
Spell Name: Dimension Door (4th-Level) Casting Time: 1 Action Range: 500 ft. Components: V Duration: Instantaneous School: Conjuration Tags: Teleportation Description: You teleport to a location within range that you can see, visualize, or describe by distance and direction. You arrive exactly at the intended spot. You may also bring one willing creature within 5 feet of you to an unoccupied space within 5 feet of your destination. If the destination is occupied or blocked, you and the other creature (if any) take 4d6 Force damage, and the teleportation fails. Available to: Bard, Sorcerer, Warlock, Wizard Also Available to: Cleric – Trickery Domain, Paladin – Oath of Vengeance, Ranger – Fey Wanderer, Paladin – Oath of the Spelldrinker
Control Water (4th Level)
Spell Name: Control Water (4th-Level) Casting Time: 1 Action Concentration Spell Range: 300 ft. Components: V, S, M* (a mixture of water and dust) Duration: 10 Minutes School: Transmutation Tags: Control Description: Choose a 100-ft. Cube of water and apply one effect (repeat or switch as a Magic action): • Flood: Raise water 20 ft. or create a 20-ft. wave across the area. Huge or smaller creatures/vehicles may be swept to the far edge (25% capsize chance). • Part Water: Create a trench through the cube. Water stays parted until the spell ends or is changed. • Redirect Flow: Flowing water moves in a chosen direction until it leaves the area or the spell ends. • Whirlpool: Creates a 50-ft. wide, 25-ft. deep vortex. Creatures within 25 ft. are pulled 10 ft., STR save or take 2d8 bludgeoning (half on success). Available to: Cleric, Druid, Wizard Also Available to: Cleric – Tempest, Druid – Circle of the Sea, Warlock – The Fathomless, Warlock – The Genie, Cleric – Festus Domain
Wall of Force (5th Level)
Spell Name: Wall of Force (5th Level) Casting Time: 1 Action Concentration Spell Range: 120 ft. Components: V, S, M* (a shard of glass) Duration: 10 Minutes School: Evocation Tags: Control, Warding Description: You create an Invisible wall of force. It can be flat (ten 10×10 ft. panels), or a dome/globe (10 ft. radius). Panels must be contiguous. The wall is 1/4 inch thick and lasts for the duration. It appears in any orientation and pushes creatures to one side if intersecting space. It blocks all physical and ethereal travel. It is immune to all damage and cannot be dispelled by Dispel Magic. Disintegrate destroys it instantly. Available to: Wizard Also Available to: Paladin – Oath of Redemption (XGtE), Sorcerer – Clockwork Sorcery
Tree Stride (5th Level)
Spell Name: Tree Stride (5th Level) Casting Time: 1 Action Concentration Spell Range: Self Components: V, S Duration: 1 Minute School: Conjuration Tags: Teleportation, Movement Description: You may enter a living tree and move to another of the same kind within 500 ft. Both trees must be at least your size. You must use 5 ft. of movement to enter and another 5 ft. to exit. You instantly know the location of all such trees within range. You appear within 5 ft. of the chosen destination tree. If you lack movement, you appear near the tree you entered. You may do this once per turn and must end each turn outside a tree. Available to: Druid, Ranger Also Available to: Cleric – Nature Domain (PHB), Paladin – Oath of the Ancients
Conjure Woodland Beings (4th Level)
Spell Name: Conjure Woodland Beings (4th-Level) Casting Time: 1 Action Concentration Spell Range: Self (10 ft. Emanation) Components: V, S Duration: 10 Minutes School: Conjuration Tags: Summoning Description: You conjure nature spirits in a 10-foot Emanation for the duration. When the Emanation enters or ends in a creature’s space, or a creature enters it, you may force a Wisdom saving throw. On a failure, the target takes 5d8 Force damage, or half as much on a success. Each creature makes the save only once per turn. While active, you can take the Disengage action as a Bonus Action. At Higher Levels: Damage increases by 1d8 for each spell slot above 4. Available to: Druid, Ranger
Compulsion (4th Level)
Spell Name: Compulsion (4th-Level) Casting Time: 1 Action Concentration Spell Range: 30 ft. Components: V, S Duration: 1 Minute School: Enchantment Tags: Control Description: Each creature of your choice within range must succeed on a Wisdom saving throw or become Charmed for the spell’s duration. As a Bonus Action, you choose a direction (horizontal to you). Each Charmed creature must use as much movement as possible to move in that direction on its next turn, using the safest route. After moving, it can act normally. Each target repeats the save at the end of its turn, ending the effect on a success. Available to: Bard Also Available to: Cleric – Order Domain (TCoE), Paladin – Oath of Glory
Banishment (4th Level)
Spell Name: Banishment (4th-Level) Casting Time: 1 Action Concentration Spell Range: 30 ft. Components: V, S, M* (a pentacle) Duration: 1 Minute School: Abjuration Tags: Control, Banishment Description: One creature must succeed a Charisma saving throw or be banished to a harmless demiplane. While there, it is Incapacitated. When the spell ends, it reappears where it left or in the nearest unoccupied space. If the creature is an Aberration, Celestial, Elemental, Fey, or Fiend and the spell lasts 1 minute, it is instead banished to its home plane. At Higher Levels: You can target one additional creature for each spell slot level above 4. Available to: Cleric, Paladin, Sorcerer, Warlock, Wizard Also Available to: Illrigger, Paladin – Oath of the Crown (SCAG), Paladin – Oath of the Watchers (TCoE), Paladin – Oath of Vengeance
Arcane Eye (4th Level)
Spell Name: Arcane Eye (4th-Level) Casting Time: 1 Action Concentration Spell Range: 30 ft. Components: V, S, M* (a bit of bat fur) Duration: 1 Hour School: Divination Tags: Detection Description: You create an invisible, invulnerable eye within range that hovers and relays visual information. The eye sees in all directions and has 30 ft. of Darkvision. As a Bonus Action, you can move it up to 30 ft. in any direction. It can't pass through solid barriers but can fit through openings as small as 1 inch in diameter. Available to: Wizard Also Available to: Artificer, Cleric – Light Domain, Cleric – Arcana Domain (SCAG), Cleric – Knowledge Domain (PHB), Druid – Circle of the Hive (HGtM1th), Sorcerer – Draconic Sorcery, Warlock – The Many
Wall of Stone (5th Level)
Spell Name: Wall of Stone (5th Level) Casting Time: 1 Action Concentration Spell Range: 120 ft. Components: V, S, M* (a cube of granite) Duration: 10 Minutes School: Evocation Tags: Control Description: You create a wall of solid stone—ten 10×10×6 inch panels, or 10×20×3 inch panels. They must be contiguous and supported. If a creature is enclosed, it can make a DEX save to escape using its Reaction. The wall may be shaped freely and can merge with existing stone. Spans over 20 ft. must halve panel size. Panels are AC 15, 30 HP, immune to Poison and Psychic. At full duration, the wall becomes permanent. If not, it vanishes when the spell ends. Available to: Artificer, Druid, Sorcerer, Wizard Also Available to: Warlock – The Genie (TCoE)
Teleportation Circle (5th Level)
Spell Name: Teleportation Circle (5th Level) Casting Time: 1 Minute Range: 10 ft. Components: V, M* (rare inks worth 50+ GP, which the spell consumes) Duration: 1 Round School: Conjuration Tags: Teleportation Description: You draw a 5-ft.-radius sigil circle linking to a known permanent circle on the same plane. A portal opens and lasts until your next turn ends. Creatures entering appear within 5 ft. of the destination circle or nearest unoccupied space. Major temples/guilds often have permanent circles. Each has a unique sigil sequence. You learn 2 sequences when first gaining this spell. Studying a new one for 1 minute lets you memorize it. Casting this spell in the same place for 350 days creates a permanent circle. Available to: Bard, Sorcerer, Warlock, Wizard Also Available to: Cleric – Arcana Domain (SCAG)
Scrying (5th Level)
Spell Name: Scrying (5th Level) Casting Time: 10 Minutes Concentration Spell Range: Self Components: V, S, M* (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font) Duration: 10 Minutes School: Divination Tags: Detection Description: You see and hear a creature on the same plane. It makes a Wisdom save modified by your knowledge: • Secondhand (heard of): +5 • Firsthand (met): +0 • Extensive (know well): –5 And by physical connection: • Picture: –2 • Garment: –4 • Body part: –10 On a fail, an invisible sensor appears within 10 ft. of the target and follows them. You can see/hear through it. On a success, the spell fails and can’t be used again on the target for 24 hours. You may target a seen location instead, where the sensor stays still. Available to: Bard, Cleric, Druid, Warlock, Wizard Also Available to: Cleric – Knowledge Domain (PHB), Cleric – Light Domain, Paladin – Oath of the Watchers (TCoE), Paladin – Oath of the Spellbreaker
Raise Dead (5th Level)
Spell Name: Raise Dead (5th Level) Casting Time: 1 Hour Range: Touch Components: V, S, M* (a diamond worth 500+ GP, which the spell consumes) Duration: Instantaneous School: Necromancy Tags: Healing Description: You revive a creature dead no longer than 10 days that wasn’t Undead. It returns with 1 HP and is cured of poisons that killed it. The spell closes mortal wounds but doesn’t restore missing body parts. If vital parts are missing—like the head—the spell fails. The target suffers a –4 penalty to D20 Tests, reduced by 1 after each Long Rest until gone. Available to: Bard, Cleric, Paladin Also Available to: Cleric – Grave Domain (XGtE)
Mislead (5th Level)
Spell Name: Mislead (5th Level) Casting Time: 1 Action Concentration Spell Range: Self Components: S Duration: 1 Hour School: Illusion Tags: Deception Description: You become Invisible and create an illusory double in your space. The double lasts for the duration, but your invisibility ends if you make an attack, deal damage, or cast a spell. As a Magic action, you can move the double up to twice your Speed and make it speak, gesture, or behave as you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were there. Available to: Bard, Warlock, Wizard Also Available to: Cleric – Twilight Domain (TCoE), Druid – Circle of the Hive (HGTMH1), Ranger – Fey Wanderer, Warlock – The Many, Warlock – The Predator (HWT)
Geas (5th Level)
Spell Name: Geas (5th Level) Casting Time: 1 Minute Range: 60 ft. Components: V Duration: 30 Days School: Enchantment Tags: Control Attack/Save: WIS Save Damage/Effect: Psychic Description: You verbally command a creature within range. It must succeed on a Wisdom save or become Charmed for the duration. If it cannot understand the command, it succeeds automatically. While Charmed, the creature takes 5d10 Psychic damage if it directly disobeys the command, but only once per day. You may command any action except one that would lead to certain death. If you do, the spell ends. The spell ends early if affected by Remove Curse, Greater Restoration, or Wish. At Higher Levels: Using a 7th or 8th level slot increases duration to 350 days. A 9th level slot makes it last until ended by a listed spell. Available to: Bard, Cleric, Druid, Paladin, Wizard Also Available to: Paladin – Oath of the Crown (SCAG), Paladin – Oath of Revelry, Warlock – Fiend Patron
Dominate Person (5th Level)
Spell Name: Dominate Person (5th Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. Components: V, S Duration: 1 Minute School: Enchantment Tags: Control Attack/Save: WIS Save Damage/Effect: Charmed Description: One Humanoid must make a WIS save or be Charmed for the duration. It has Advantage if you or allies fight it. If it takes damage, it repeats the save at the end of its turns. You gain a telepathic link with the target. You can issue simple commands (no action), like “Attack that,” or “Fetch that.” If no further orders, it acts to protect itself. You may force a Reaction, but must use your own Reaction to do so. At Higher Levels: Duration increases—10 min (6th), 1 hr (7th), or 8 hrs (8th+). Available to: Bard, Sorcerer, Wizard Also Available to: Cleric – Trickery Domain, Cleric – Order Domain (TCoE), Paladin – Oath of Conquest (XGtE), Paladin – Oathbreaker (DMG), Paladin – Oath of the Spelldrinker, Warlock – Archfey Patron
Conjure Elemental (5th Level)
Spell Name: Conjure Elemental (5th Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. Components: V, S Duration: 10 Minutes School: Conjuration Tags: Summoning Description: You summon a Large, intangible elemental spirit in an unoccupied space. Choose air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. When a creature enters or starts its turn within 5 ft. of the spirit, you may force a DEX save. On a fail, it takes 8d8 damage and is Restrained. While Restrained, it repeats the save at turn’s end. On a fail, it takes 4d8 damage. On a success, the effect ends. At Higher Levels: Damage increases by 1d8 for each slot level above 5th. Available to: Druid, Wizard Also Available to: Druid – Circle of the Sea
Cone of Cold (5th Level)
Spell Name: Cone of Cold (5th Level) Casting Time: 1 Action Range: Self (60 ft. cone) Components: V, S, M* (a small crystal or glass cone) Duration: Instantaneous School: Evocation Tags: Damage Attack/Save: CON Save Damage/Effect: Cold Description: You blast cold air in a 60-foot cone. Each creature in the area makes a CON save, taking 8d8 Cold damage on a fail, or half on a success. A creature killed this way becomes a frozen statue until thawed. At Higher Levels: Damage increases by 1d8 for each slot level above 5th. Available to: Druid, Sorcerer, Wizard Also Available to: Warlock – The Fathomless (TCoE), Warlock – The Genie (TCoE), Warlock – The Hexblade (XGtE)
Cloudkill (5th Level)
Spell Name: Cloudkill (5th Level) Casting Time: 1 Action Concentration Spell Range: 120 ft. (20 ft. sphere) Components: V, S Duration: 10 Minutes School: Conjuration Tags: Damage Attack/Save: CON Save Damage/Effect: Poison Description: You create a 20-ft.-radius yellow-green fog sphere. The fog is Heavily Obscured and lasts for the duration or until strong wind disperses it. Each creature in the sphere must make a CON save, taking 5d8 Poison damage on a fail or half on success. They must also save when entering or ending their turn in the sphere (only once per turn). The sphere moves 10 ft. away from you at the start of each of your turns. At Higher Levels: Damage increases by 1d8 for each slot above 5th. Available to: Sorcerer, Wizard Also Available to: Cleric – Death Domain (DMG), Cleric – Festus Domain, Druid – Circle of Spores (TCoE), Paladin – Oath of Conquest (XGtE), Warlock – The Undead (VRGtR)
Dispel Evil and Good (5th Level)
Spell Name: Dispel Evil and Good (5th Level) Casting Time: 1 Action Concentration Spell Range: Self Components: V, S, M* (powdered silver and iron) Duration: 1 Minute School: Abjuration Tags: Control, Debuff Attack/Save: CHA Save Damage/Effect: Charmed (...) Description: Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you for the duration. You may end the spell early by using one of the following: • Break Enchantment: Touch a creature Charmed or Frightened by one of those types. It is freed from those effects. • Dismissal: Target a visible creature within 5 ft. of those types. It must succeed a CHA save or be banished to its home plane. Undead go to the Shadowfell, Fey to the Feywild. Available to: Cleric, Paladin
Arcane Hand (5th Level)
Spell Name: Arcane Hand (5th Level) Casting Time: 1 Action Concentration Spell Range: 120 ft. Components: V, S, M* (an eggshell and a snakeskin glove) Duration: 1 Minute School: Evocation Tags: Damage, Control Damage/Effect: Force (...) Description: You create a Large hand of shimmering force. AC 20, HP = your max HP. STR 26 (+8), DEX 10 (+0). You may move it 60 ft. and use one of the following options: • Clenched Fist: Melee spell attack, 4d8 Force on hit. • Forceful Hand: Contest STR vs STR (adv. if target is Med or smaller). Pushes up to 5 ft. + 5× spellcasting mod. • Grasping Hand: Grapples Huge or smaller. Adv. if Med or smaller. Bonus action crush: 2d6 + spellcasting mod bludgeoning. • Interposing Hand: Grants half cover vs target. STR check blocks movement; otherwise terrain is difficult. At Higher Levels: Clenched Fist +2d8, Grasping Hand crush +2d6 per slot above 5th. Available to: Wizard
Antilife Shell (5th Level)
Spell Name: Antilife Shell (5th Level) Casting Time: 1 Action Concentration Spell Range: Self (10 ft. emanation) Components: V, S Duration: 1 Hour School: Abjuration Tags: Control, Warding Description: A 10-ft. aura surrounds you. Creatures other than Constructs and Undead cannot pass or reach through the barrier. Affected creatures can still cast spells or make Ranged/Reach attacks through the aura. If you move in a way that would force an affected creature through the shell, the spell ends. Available to: Druid Also Available to: Cleric – Grave Domain (XGtE), Cleric – Death Domain (DMG), Warlock – The Undead (VRGtR)
Seeming (5th Level)
Spell Name: Seeming (5th Level) Casting Time: 1 Action Range: 30 ft. Components: V, S Duration: 8 Hours School: Illusion Tags: Control Damage/Effect: Control Description: You alter the appearance of any number of creatures you see within range. Unwilling targets may make a Charisma save to resist. You may disguise bodies and gear, alter height by 1 foot, or adjust apparent weight. The illusion must retain a similar limb structure. Physical interaction reveals the illusion—objects pass through false additions. A creature using the Study action can make an Intelligence (Investigation) check vs. your spell save DC to detect the disguise. Available to: Bard, Sorcerer, Wizard, Ranger – Gloom Stalker Also Available to: Warlock – The Genie (TCoE), Warlock – Archfey Patron
Reincarnate (5th Level)
Spell Name: Reincarnate (5th Level) Casting Time: 1 Hour Range: Touch Components: V, S, M* (rare oils worth 1,000+ GP, which the spell consumes) Duration: Instantaneous School: Necromancy Tags: Healing Damage/Effect: Healing Description: You touch a dead Humanoid or part of one dead no longer than 10 days. The soul enters a new body formed by the spell. Roll 1d10 to determine the new species: (1) Aasimar, (2) Dragonborn, (3) Dwarf, (4) Elf, (5) Gnome, (6) Goliath, (7) Halfling, (8) Human, (9) Orc, or (10) Tiefling (or DM’s choice). The creature recalls its past life and abilities but gains the traits of its new species, losing those of the old one. Available to: Druid
Rary's Telepathic Bond (5th Level)
Spell Name: Rary's Telepathic Bond (5th Level) Casting Time: 1 Action Ritual Spell Range: 30 ft. Components: V, S, M* (two eggs) Duration: 1 Hour School: Divination Tags: Communication Damage/Effect: Communication Description: You link up to eight willing creatures within range into a telepathic bond, allowing them to communicate with one another for the duration. Creatures must be able to speak a language. Communication works regardless of shared language and is unlimited by distance, but not across planes. Available to: Bard, Wizard Also Available to: Cleric – Peace Domain (TCoE), Paladin – Oath of Revelry, Sorcerer – Aberrant Sorcery, Warlock – Future You Patron
Planar Binding (5th Level)
Spell Name: Planar Binding (5th Level) Casting Time: 1 Hour Range: 60 ft. Components: V, S, M* (a jewel worth 1,000+ GP, which the spell consumes) Duration: 24 Hours School: Abjuration Tags: Control Attack/Save: CHA Save Damage/Effect: Control Description: You attempt to bind a Celestial, Elemental, Fey, or Fiend within range to your service. At the end of casting, it must succeed a CHA save or serve you for the duration. If created/summoned by another spell, its duration matches this one. The bound creature must follow commands. Hostile creatures try to twist orders. If it completes the task, it returns to you (same plane) or to its bound spot (different plane). At Higher Levels: Duration increases to 10, 30, 180, or 366 days at slot level 6, 7, 8, or 9 respectively. Available to: Bard, Cleric, Druid, Warlock, Wizard Also Available to: Cleric – Arcana Domain (SCAG)
Passwall (5th Level)
Spell Name: Passwall (5th Level) Casting Time: 1 Action Range: 30 ft. Components: V, S, M* (a pinch of sesame seeds) Duration: 1 Hour School: Transmutation Tags: Control Damage/Effect: Control Description: A passage opens in a wooden, plaster, or stone surface within range. The opening can be up to 5 ft. wide, 8 ft. tall, and 20 ft. deep. The structure remains stable. When the duration ends, any creatures or objects still in the passage are ejected safely to the nearest unoccupied space on the entry surface. Available to: Wizard
Modify Memory (5th Level)
Spell Name: Modify Memory (5th Level) Casting Time: 1 Action Concentration Spell Range: 30 ft. Components: V, S Duration: 1 Minute School: Enchantment Tags: Control Attack/Save: WIS Save Damage/Effect: Charmed Description: A creature must make a WIS save or be Charmed and Incapacitated, unaware of surroundings. If damaged or targeted, the spell ends. You can alter its memory of a 10-minute event from the last 24 hours—erase it, alter details, or implant a new one. You must describe it aloud; if interrupted, no change occurs. A modified memory may not change behavior, especially if it contradicts beliefs. Remove Curse or Greater Restoration restores original memory. At Higher Levels: You may affect memories from up to 7 days ago (6th), 30 days (7th), 365 days (8th), or any time (9th). Available to: Bard, Wizard Also Available to: Cleric – Trickery Domain, Warlock – Great Old One Patron
Mass Cure Wounds (5th Level)
Spell Name: Mass Cure Wounds (5th Level) Casting Time: 1 Action Range: 60 ft. (30 ft. Sphere) Components: V, S Duration: Instantaneous School: Abjuration Tags: Healing Damage/Effect: Healing Description: Healing energy flows from a point you choose. Up to six creatures in a 30-foot-radius sphere regain 5d8 + your spellcasting modifier in Hit Points. At Higher Levels: Healing increases by 1d8 per slot level above 5th. Available to: Bard, Cleric, Druid Also Available to: Cleric – Life Domain, Druid – Circle of Wildfire (TCoE), Paladin – Oath of the Harvest (HGTMH1)
Legend Lore (5th Level)
Spell Name: Legend Lore (5th Level) Casting Time: 10 Minutes Range: Self Components: V, S, M* (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each) Duration: Instantaneous School: Divination Tags: Utility Damage/Effect: Utility Description: Name or describe a famous person, place, or object. You receive a summary of significant lore as determined by the DM. Details may include facts, secrets, or poetic hints. The more you know about the subject, the more precise the result. The lore is always accurate but may be figurative or cryptic. If the subject isn’t famous, you hear sad trombone notes and the spell fails. Available to: Bard, Cleric, Wizard Also Available to: Cleric – Knowledge Domain (PHB), Paladin – Oath of Glory, Sorcerer – Draconic Sorcery, Warlock – The Undying (SCAG), Warlock – Future You Patron
Insect Plague (5th Level)
Spell Name: Insect Plague (5th Level) Casting Time: 1 Action Concentration Spell Range: 300 ft. (20 ft. sphere) Components: V, S, M* (a locust) Duration: 10 Minutes School: Conjuration Tags: Damage, Control Attack/Save: CON Save Damage/Effect: Piercing Description: A 20-ft.-radius Sphere of swarming locusts fills the area, centered on a point you choose. The area is Lightly Obscured and Difficult Terrain. Creatures in the area make a CON save, taking 4d10 Piercing damage on a fail, half on a success. They must also save when first entering the area on a turn or ending their turn there (one save per turn). At Higher Levels: Damage increases by 1d10 for each slot above 5th. Available to: Cleric, Druid, Sorcerer Also Available to: Cleric – Tempest Domain (PHB), Cleric – Nature Domain (PHB), Druid – Circle of the Hive (HGTMH), Warlock – Fiend Patron
Animate Objects (5th Level)
Spell Name: Animate Objects (5th Level) Casting Time: 1 Action Concentration Spell Range: 120 ft. Components: V, S Duration: 1 Minute School: Transmutation Tags: Creation, Damage Description: You animate nonmagical objects (not worn/carried or Gargantuan). You may animate a number equal to your spellcasting modifier. Medium or smaller = 1 object, Large = 2, Huge = 3. Each creature uses the Animated Object stat block. You can use a Bonus Action to mentally command creatures within 500 ft. Uncommanded ones take the Dodge action. When reduced to 0 HP, it reverts to object form. Slam - Melee Attack Roll: Bonus = your spell attack Mod, reach 5 ft. Hit: Force damage = to 1d4 + 3 (Medium/smaller), 2d6 + 3 + your spellcasting ability Mod (Large), or 2d12 + 3 + your spellcasting ability Mod (Huge). At Higher Levels: Slam damage increases by 1d4 (Med/Sm), 1d6 (Lg), or 1d12 (Huge) per slot level above 5th. Available to: Bard, Sorcerer, Wizard Also Available to: Cleric – Forge Domain (XGtE)
Telekinesis (5th Level)
Spell Name: Telekinesis (5th Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. Components: V, S Duration: 10 Minutes School: Transmutation Tags: Control, Movement Damage/Effect: Control (...) Description: You use thought to move one creature or object per round. You can change targets, but only one is affected at a time. Creature: On a failed STR save, move a Huge or smaller target 30 ft. and it becomes Restrained. If airborne, it stays suspended until the end of your next turn. Object: You move a Huge or smaller object 30 ft. If held, the creature must fail a STR save to release it. You can use this to open containers, retrieve items, or pour liquids. Available to: Sorcerer, Wizard Also Available to: Sorcerer – Aberrant Sorcery, Warlock – Great Old One Patron
Flame Strike (5th Level)
Spell Name: Flame Strike (5th Level) Casting Time: 1 Action Range: 60 ft. (10 ft. cylinder, 40 ft. high) Components: V, S, M* (a pinch of sulfur) Duration: Instantaneous School: Evocation Tags: Damage Attack/Save: DEX Save Damage/Effect: Fire (...) Description: A column of fire erupts from above. Creatures in a 10-ft.-radius, 40-ft.-high Cylinder must make a DEX save. On fail: 5d6 Fire + 5d6 Radiant damage. On success: half damage. At Higher Levels: Both Fire and Radiant damage increase by 1d6 per slot level above 5th. Available to: Cleric Also Available to: Cleric – Light Domain, Druid – Circle of Wildfire (TCoE), Paladin – Oath of Devotion, Warlock – The Genie (TCoE)
Hold Monster (5th Level)
Spell Name: Hold Monster (5th Level) Casting Time: 1 Action Concentration Spell Range: 90 ft. Components: V, S, M* (a straight piece of iron) Duration: 1 Minute School: Enchantment Tags: Control Attack/Save: WIS Save Damage/Effect: Paralyzed Description: Choose a creature you can see within range. It must make a WIS save or become Paralyzed for the duration. At the end of each of its turns, it may repeat the save, ending the spell on a success. At Higher Levels: You can target one additional creature for each slot level above 5th. Available to: Bard, Sorcerer, Warlock, Wizard Also Available to: Cleric – War Domain, Druid – Circle of the Sea, Paladin – Oath of Redemption (XGtE), Paladin – Oath of the Watchers (TCoE), Paladin – Oath of Vengeance
Hallow (5th Level)
Spell Name: Hallow (5th Level) Casting Time: 24 Hours Range: Touch Components: V, S, M* (incense worth 1,000+ GP, which the spell consumes) Duration: Until Dispelled School: Abjuration Tags: Control, Buff, Debuff, Environment Damage/Effect: Buff (...) Description: You consecrate a 60-ft-radius area. Choose one or more creature types. They can’t enter, and can’t Charm, Frighten, or possess others in the area. Choose one Extra Effect: • Courage: Chosen types can’t be Frightened. • Darkness: No light illuminates the area. • Daylight: Fills the area with light that dispels magical Darkness. • Peaceful Rest: Corpses can’t be turned Undead. • Extradimensional Interference: Blocks teleportation/planar travel. • Fear: Chosen types are Frightened. • Resistance: Gain Resistance to one damage type. • Silence: No sound in/out. • Tongues: All can communicate. • Vulnerability: Gain Vulnerability to one damage type. Available to: Cleric
Greater Restoration (5th Level)
Spell Name: Greater Restoration (5th Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (diamond dust worth 100+ GP, which the spell consumes) Duration: Instantaneous School: Abjuration Tags: Healing Damage/Effect: Exhaustion Description: You touch a creature and end one of the following: • 1 level of Exhaustion • Charmed or Petrified condition • A curse, including Attunement to a cursed item • Any reduction to an ability score • Any reduction to Hit Point maximum Available to: Artificer, Bard, Cleric, Druid, Paladin, Ranger Also Available to: Cleric – Life Domain, Cleric – Peace Domain (TCoE), Paladin – Oath of the Harvest (HGTMH1), Sorcerer – Clockwork Sorcery, Warlock – Celestial Patron
Dream (5th Level)
Spell Name: Dream (5th Level) Casting Time: 1 Minute Range: 10 ft. Components: V, S, M* (a handful of sand) Duration: Special School: Illusion Tags: Damage, Communication Damage/Effect: Communication (...) Description: You or a willing creature enters a trance and becomes a dream messenger to a creature you know. While in trance, the messenger is Incapacitated and has Speed 0. If the target is asleep, the messenger appears in its dream and can converse freely, even shaping the dream's environment. The target recalls the dream upon waking. If awake, the messenger must wait for sleep. You can choose to terrify the target. The messenger says up to 10 words; the target makes a Wisdom save. On a fail, it takes 3d6 Psychic damage and gains no rest benefit. Available to: Bard, Warlock, Wizard
Creation (5th Level)
Spell Name: Creation (5th Level) Casting Time: 1 Minute Range: 30 ft. (5 ft. cube) Components: V, S, M* (a paintbrush) Duration: Special School: Illusion Tags: Creation Damage/Effect: Creation Description: You shape shadow material from the Shadowfell into a nonmagical object you’ve seen, made of vegetable or mineral matter. The object fits within a 5 ft. cube and vanishes after a time based on material: • Vegetable: 24 hours • Stone/crystal: 12 hours • Precious metal: 1 hour • Gems: 10 minutes • Adamantine/Mithral: 1 minute Mixed materials use the shortest time. Using an object as a Material component ends the other spell. At Higher Levels: Cube size increases by 5 ft. per slot level above 5th. Available to: Artificer, Sorcerer, Wizard Also Available to: Warlock – The Genie (TCoE), Cleric – Forge Domain (XGtE)
Contagion (5th Level)
Spell Name: Contagion (5th Level) Casting Time: 1 Action Range: Touch Components: V, S Duration: 7 Days School: Necromancy Tags: Debuff Attack/Save: CON Save Damage/Effect: Necrotic Description: Your touch inflicts magical disease. On a failed CON save, the target takes 11d8 Necrotic damage and is Poisoned. Choose one ability—while Poisoned, the target has Disadvantage on saves using that ability. The target repeats the save at the end of its turns until it gets 3 successes or failures. 3 successes end the spell early. 3 failures cause it to last 7 days. If an effect would end the Poisoned condition, the target must succeed on a CON save or remain Poisoned. Available to: Cleric, Druid Also Available to: Druid – Circle of Spores (TCoE), Paladin – Oathbreaker (DMG), Warlock – The Undying (SCAG), Warlock – The Predator (HWT), Cleric – Festus Domain
Contact Other Plane (5th Level)
Spell Name: Contact Other Plane (5th Level) Casting Time: 1 Minute Ritual Spell Range: Self Components: V Duration: 1 Minute School: Divination Tags: Communication, Foreknowledge Damage/Effect: Communication (...) Description: You contact a powerful entity for knowledge. Make a DC 15 INT save. On success, you may ask up to 5 yes/no questions. Ask all before the spell ends. Answers may include “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear.” If unclear or misleading, the DM may offer a short phrase instead. On a failed save, you take 6d6 Psychic damage and are Incapacitated until you finish a Long Rest. Greater Restoration can end this effect early. Available to: Warlock, Wizard
Commune with Nature (5th Level)
Spell Name: Commune with Nature (5th Level) Casting Time: 1 Minute Ritual Spell Range: Self Components: V, S Duration: Instantaneous School: Divination Tags: Utility, Environment, Exploration, Foreknowledge Damage/Effect: Environment (...) Description: You contact nature spirits to learn about the surrounding area. Outdoors, the radius is 3 miles. In caves or natural underground settings, it’s 300 feet. It fails in areas overtaken by construction. Choose three: • Locations of settlements • Portals to other planes • A CR 10+ Celestial, Elemental, Fey, Fiend, or Undead • Most prevalent plant, mineral, or Beast (choose one) • Locations of bodies of water Available to: Druid, Ranger Also Available to: Paladin – Oath of the Ancients
Commune (5th Level)
Spell Name: Commune (5th Level) Casting Time: 1 Minute Ritual Spell Range: Self Components: V, S, M* (incense) Duration: 1 Minute School: Divination Tags: Foreknowledge Damage/Effect: Foreknowledge Description: You contact a deity or divine proxy and ask up to 3 yes/no questions. Questions must be asked before the spell ends. You receive correct answers for each. Answers may be “unclear” if the knowledge is beyond the deity or misleading to its interests. In such cases, the DM may reply with a short phrase instead. If cast more than once before a Long Rest, there is a cumulative 25% chance after the first that no answer is received. Available to: Cleric Also Available to: Cleric – Order Domain (TCoE), Paladin – Oath of Devotion
Awaken (5th Level)
Spell Name: Awaken (5th Level) Casting Time: 8 Hours Range: Touch Components: V, S, M* (an agate worth 1,000+ GP, which the spell consumes) Duration: Instantaneous School: Transmutation Tags: Creation Damage/Effect: Charmed Description: You awaken a Beast or Plant with Intelligence 3 or less. The target gains Int 10 and can speak one language you know. A natural plant becomes a Plant creature with senses and mobility like a humanoid, using Awakened Shrub or Tree stats. The creature is Charmed for 30 days or until harmed by you/your allies. When the charm ends, it chooses its attitude toward you. Available to: Bard, Druid

Word of Recall (6th Level)
Spell Name: Word of Recall (6th Level) Casting Time: 1 Action Range/Area: 5 ft. Components: V Duration: Instantaneous School: Conjuration Attack/Save: None Damage/Effect: Teleportation Tags: TELEPORTATION Description: You and up to five willing creatures within 5 ft. teleport instantly to a sanctuary you previously designated by casting this spell there. Teleported creatures appear in the nearest unoccupied space at that location. If no sanctuary was prepared, the spell fails. The location must be a specific site, such as a temple, that you declare as your sanctuary. Available to: Cleric

Wind Walk (6th Level)
Spell Name: Wind Walk (6th Level) Casting Time: 1 Minute Range/Area: 30 ft. Components: V, S, M* (a candle) Duration: 8 Hours School: Transmutation Attack/Save: None Damage/Effect: Buff (...) Tags: BUFF, MOVEMENT Description: You and up to ten willing creatures become clouds of vapor with a 300 ft. hover Fly Speed, immunity to Prone, and resistance to Bludgeoning, Piercing, and Slashing damage. In cloud form, only the Dash or a Magic action to revert is allowed. Reverting takes 1 minute and causes the Stunned condition. A reverted creature may return to cloud form, also requiring a Magic action and 1-minute transformation. If still flying when the spell ends, the creature descends 60 ft./round for 1 minute. If it cannot land in time, it falls. Available to: Druid

True Seeing (6th Level)
Spell Name: True Seeing (6th Level) Casting Time: 1 Action Range/Area: Touch Components: V, S, M* (mushroom powder worth 25+ GP, which the spell consumes) Duration: 1 Hour School: Divination Attack/Save: None Damage/Effect: Detection Tags: DETECTION Description: You touch a willing creature, granting it Truesight for the duration. The creature can see things as they actually are, out to a range of 120 feet. It can perceive invisible creatures and objects, see into the Ethereal Plane, and automatically detect visual illusions and succeed on saving throws against them. The creature also notices secret doors hidden by magic. Available to: Bard, Cleric, Sorcerer, Warlock, Wizard

Programmed Illusion (6th Level)
Spell Name: Programmed Illusion (6th Level) Casting Time: 1 Action Range/Area: 120 ft. (30 ft. Cube) Components: V, S, M* (jade dust worth 25+ GP) Duration: Until Dispelled School: Illusion Attack/Save: None Damage/Effect: Control Tags: CONTROL Description: You create a visible illusion of an object or creature that activates when a specific visual or audible trigger occurs within 30 feet. The illusion, up to a 30-ft cube, is imperceptible until then. It performs as you described for up to 5 minutes, then vanishes for 10 minutes before becoming dormant again. Physical interaction reveals the illusion, and a creature that uses the Study action and succeeds on an Intelligence (Investigation) check against your spell save DC can see through it. If seen through, the image becomes transparent and any sounds it makes sound hollow. Available to: Bard, Wizard

Planar Ally (6th Level)
Spell Name: Planar Ally (6th Level) Casting Time: 10 Minutes Range/Area: 60 ft. Components: V, S Duration: Instantaneous School: Conjuration Attack/Save: None Damage/Effect: Summoning Tags: SUMMONING Description: You call upon a known godlike being, which sends a Celestial, Fiend, or Elemental servant to aid you. Speak a name to request a specific one. It appears in an unoccupied space but isn't compelled to help. You may bargain for its service, with tasks ranging from simple (carry us) to dangerous (join battle). Servants rarely accept tasks that seem suicidal. After the servant completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you. Payment varies by type—gold, gifts, sacrifices. Common rates: 100 GP/minute, 1,000 GP/hour, 10,000 GP/day (max 10 days). Nonhazardous or ethos-aligned tasks may reduce the cost. If no price is agreed upon, it leaves. Available to: Cleric

Otto’s Irresistible Dance (6th Level)
Spell Name: Otto’s Irresistible Dance (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: 30 ft. Components: V Duration: 1 Minute School: Enchantment Attack/Save: WIS Save Damage/Effect: Control (...) Tags: CONTROL, DEBUFF Description: One creature you can see must make a Wisdom save. On success, it dances until its next turn ends, using all movement to dance in place. On a failed save, the target is Charmed for the duration. While Charmed, it must dance in place, has Disadvantage on Dex saves and attacks, and other creatures have Advantage on attacks against it. The target can use its action each turn to repeat the save, ending the effect on a success. Available to: Bard, Wizard

Flesh to Stone (6th Level)
Spell Name: Flesh to Stone (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. Components: V, S, M* (a cockatrice feather) Duration: 1 Minute School: Transmutation Attack/Save: CON Save Damage/Effect: Petrified Tags: CONTROL, DEBUFF Description: You target a creature within range to turn it to stone. On a failed Constitution save, it is Restrained; on a success, its Speed is 0 until your next turn. Constructs automatically succeed. At the end of each of its turns, a Restrained target repeats the save. Three successes end the spell. Three failures turn the target to stone and Petrify it for the duration. Results don’t need to be consecutive. If you maintain Concentration for the full time, the target remains Petrified until cured by Greater Restoration or similar magic. Available to: Druid, Sorcerer, Wizard

Move Earth (6th Level)
Spell Name: Move Earth (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: 120 ft. Components: V, S, M* (a miniature shovel) Duration: 2 Hours School: Transmutation Attack/Save: None Damage/Effect: Control Tags: CONTROL Description: You reshape dirt, sand, or clay in a 40-foot square within range. Over 10 minutes, you can raise/lower terrain, dig trenches, flatten or form features, or create pillars up to half the square’s dimension (e.g., 20 feet high/deep). You may select a new area every 10 minutes. The change is too gradual to trap or harm creatures. This spell can’t affect natural stone, buildings, or plant growth, but structures may shift or collapse if made unstable. Earth moved with this spell carries any plants on its surface with it. Available to: Druid, Sorcerer, Wizard

Mass Suggestion (6th Level)
Spell Name: Mass Suggestion (6th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V, M* (a snake’s tongue) Duration: 24 Hours School: Enchantment Attack/Save: WIS Save Damage/Effect: Control (…) Tags: CONTROL, SOCIAL Description: You suggest a course of action (25 words or less) to up to twelve creatures that can hear and understand you. The suggestion must sound reasonable and not cause harm. Targets must succeed on a Wisdom save or be Charmed for the duration, following the suggestion to the best of their ability. The effect ends early if the suggestion is completed or if the target takes damage from you or your allies. Using a Higher-Level Spell Slot: Duration extends to 10 days (7th), 30 days (8th), or 366 days (9th). Available to: Bard, Sorcerer, Wizard

Heal (6th Level)
Spell Name: Heal (6th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V, S Duration: Instantaneous School: Abjuration Attack/Save: None Damage/Effect: Blinded (...) Tags: HEALING Description: Choose a creature within range. That creature regains 70 Hit Points as positive energy flows through it. This spell also cures the Blinded, Deafened, and Poisoned conditions. Using a Higher-Level Spell Slot: Healing increases by 10 for each spell slot level above 6. Available to: Cleric, Druid

Eyebite (6th Level)
Spell Name: Eyebite (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self Components: V, S Duration: 1 Minute School: Necromancy Attack/Save: WIS Save Damage/Effect: Unconscious (...) Tags: DEBUFF Description: Your eyes become inky voids. One creature within 60 ft. must make a Wisdom saving throw or suffer one of the effects below. On each turn, you may use a Magic action to target another creature, but not one that succeeded on its save against this casting. • Asleep. The target falls Unconscious. It wakes if it takes damage or another creature uses an action to shake it awake. • Panicked. The target is Frightened. On its turn, it must Dash away by the safest, shortest route. The effect ends if it moves 60 ft. away and can no longer see you. • Sickened. The target is Poisoned for the duration. Available to: Bard, Sorcerer, Warlock, Wizard

Disintegrate (6th Level)
Spell Name: Disintegrate (6th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V, S, M* (a lodestone and dust) Duration: Instantaneous School: Transmutation Attack/Save: DEX Save Damage/Effect: Force Tags: DAMAGE, CONTROL Description: A green ray targets a creature, object, or magical force (Such as Wall of Force). On a failed DEX save, the target takes 10d6 + 40 Force damage. If reduced to 0 HP, it and nonmagical items it carries are turned to dust. Only True Resurrection or Wish can restore it. Automatically disintegrates a Large or smaller nonmagical object or force creation. For Huge or larger, a 10-foot cube is affected or hole created. Using a Higher-Level Spell Slot: Damage increases by 3d6 per spell level above 6. Available to: Sorcerer, Wizard

Contingency (6th Level)
Spell Name: Contingency (6th Level) Casting Time: 10 Minutes Range/Area: Self Components: V, S, M* (a gem-encrusted statuette of yourself worth 1,500+ GP) Duration: 10 Days School: Abjuration Attack/Save: None Damage/Effect: Utility Tags: UTILITY Description: Choose a 5th-level-or-lower spell with a casting time of 1 action that targets only you. You cast both it and Contingency, expending both slots, but the first spell only activates when a trigger you define occurs. The spell takes effect instantly once the trigger happens, ending Contingency. You can only be under one Contingency at a time. If you cast another, or lose the required material component, the existing effect ends. Available to: Wizard

Circle of Death (6th Level)
Spell Name: Circle of Death (6th Level) Casting Time: 1 Action Range/Area: 150 ft. (60 ft. Sphere) Components: V, S, M* (the powder of a crushed black pearl worth 500+ GP) Duration: Instantaneous School: Necromancy Attack/Save: CON Save Damage/Effect: Necrotic Tags: DAMAGE Description: A wave of negative energy erupts in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw, taking 8d6 Necrotic damage on a failed save, or half as much on a successful one. Using a Higher-Level Spell Slot: The damage increases by 2d8 for each spell slot level above 6. Available to: Sorcerer, Warlock, Wizard

Find the Path (6th Level)
Spell Name: Find the Path (6th Level) Casting Time: 1 Minute Concentration Spell Range/Area: Self Components: V, S, M* (a set of divination tools—such as cards or runes—worth 100+ GP) Duration: 1 Day School: Divination Attack/Save: None Damage/Effect: Detection Tags: DETECTION Description: You sense the most direct physical route to a named location. The spell fails if the place is on another plane, moving, or too vague (e.g., “a green dragon’s lair”). While on the same plane, you always know how far and in what direction the location lies, and you instinctively recognize the most direct path at any crossroads. Available to: Bard, Cleric, Druid

Teleport (7th Level)
Spell Name: Teleport (7th Level) Casting Time: 1 Action Range/Area: 10 ft. Components: V Duration: Instantaneous School: Conjuration Attack/Save: None Damage/Effect: Teleportation Tags: TELEPORTATION Description: Instantly transport yourself & up to eight willing creatures or a single object to known destination on your plane. Outcome depends on your familiarity with the location. The DM rolls d100 for result. • Familiarity: Permanent Circle: 1–100 Linked Object: 1–100 Very Familiar: 1–05 Mishap, 6–13 Similar, 14–24 Off Target, 25–100 On Target Seen Casually: 1–33 Mishap, 34–43 Similar, 44–53 Off Target, 54–100 On Target Viewed Once or Described: 1–43 Mishap, 44–53 Similar, 54–73 Off Target, 74–100 On Target False Destination: 1–50 Mishap, 51–100 Similar • Mishap: Take 3d10 Force damage & reroll. • Similar Area: Arrive in thematically similar area. • Off Target: Arrive 1d10×1d10% miles away in random direction. • On Target: Arrive where intended. Available to: Bard, Sorcerer, Wizard

Symbol (7th Level)
Spell Name: Symbol (7th Level) Casting Time: 1 Minute Range/Area: Touch (60 ft. Sphere) Components: V, S, M* (powdered diamond worth 1,000+ GP, which the spell consumes) Duration: Until Dispelled or Triggered School: Abjuration Attack/Save: None Damage/Effect: Necrotic Tags: DAMAGE, DEBUFF Description: Inscribe nearly invisible glyph. Stays = 10 ft. of the casting location. Glyph activates/triggers, filling a 60-ft. Sphere, Dim Light = 10 minutes. Creatures targeted once. • Set the Trigger: Choose what activates glyph—touch, proximity, opening an object. Can set bypasses/passwords. • Death: CON save or 10d10 Necrotic damage, half on success. • Discord: WIS save or argue with others for 1 minute, Disadvantage on attacks/ability. • Fear: WIS save or become Frightened for 1 minute. • Pain: CON save or become Incapacitated for 1 minute. • Sleep: WIS save or become Unconscious for 10 minutes. • Stunning: WIS save or become Stunned for 1 minute. Available to: Bard, Cleric, Druid, Wizard

Simulacrum (7th Level)
Spell Name: Simulacrum (7th Level) Casting Time: 12 Hours Range/Area: Touch Components: V, S, M* (powdered ruby worth 1,500+ GP, which the spell consumes) Duration: Until Dispelled School: Illusion Attack/Save: None Damage/Effect: Deception Tags: UTILITY, DECEPTION Description: You create a duplicate of a Beast or Humanoid within 10 ft. using snow or ice. It becomes a creature with the original’s stats, but is a Construct with half HP, cannot cast this spell, gain levels, or rest. It’s Friendly to you and obeys your commands. If it takes damage, you can repair it during a Long Rest, spending 100 GP per HP. It must remain within 5 ft. during the repair. It reverts to snow at 0 HP. If you cast Simulacrum again, all prior ones are destroyed. Available to: Wizard

Reverse Gravity (7th Level)
Spell Name: Reverse Gravity (7th Level) Casting Time: 1 Action Concentration Spell Range/Area: 100 ft. (50 ft. Cylinder) Components: V, S, M* (a lodestone and iron filings) Duration: 1 Minute School: Transmutation Attack/Save: DEX Save Damage/Effect: Control Tags: CONTROL Description: Gravity in a 50-ft.-radius, 100-ft.-high Cylinder is reversed. Creatures and objects not anchored fall upward. Affected creatures can make a DEX save to grab onto a fixed object and avoid the fall. Anything that hits a ceiling or anchored object takes impact as with a fall. If nothing is struck, it hovers at the top. When the spell ends, all affected targets fall downward. Available to: Druid, Sorcerer, Wizard

Resurrection (7th Level)
Spell Name: Resurrection (7th Level) Casting Time: 1 Hour Range/Area: Touch Components: V, S, M* (a diamond worth 1,000+ GP, which the spell consumes) Duration: Instantaneous School: Necromancy Attack/Save: None Damage/Effect: Healing Tags: HEALING Description: You touch a creature dead for no more than a century that didn’t die of old age or as Undead. It returns with all Hit Points, healed of all mortal wounds, restored body parts, and cured of poisons at death. The target suffers a –4 penalty to D20 Tests, reduced by 1 after each Long Rest. If the creature was dead for 350+ days, you can’t cast spells again and have Disadvantage on D20 Tests until you finish a Long Rest. Available to: Bard, Cleric

Sequester (7th Level)
Spell Name: Sequester (7th Level) Casting Time: 1 Action Range/Area: Touch Components: V, S, M* (gem dust worth 5,000+ GP, which the spell consumes) Duration: Until Dispelled School: Transmutation Attack/Save: None Damage/Effect: Invisible Tags: DECEPTION Description: You touch a willing creature or object, making it Invisible, immune to Divination, and undetectable by magic or remote viewing. If a creature, it becomes Unconscious, stops aging, and needs no food, water, or air. You can set a visible condition within 1 mile to end the spell early (e.g., “after 1,000 years” or “when the tarrasque awakens”). The spell also ends if the target takes damage. Available to: Wizard

Forcecage (7th Level)
Spell Name: Forcecage (7th Level) Casting Time: 1 Action Concentration Spell Range/Area: 100 ft. (Cube) Components: V, S, M* (ruby dust worth 1,500+ GP, which the spell consumes) Duration: 1 Hour School: Evocation Attack/Save: CHA Save Damage/Effect: Control Tags: CONTROL, WARDING Description: An invisible cube-shaped magical prison springs into existence. Choose a cage (20 ft. per side, ½ in. bar gaps) or a box (10 ft. per side, solid). The box blocks matter and spell effects entirely. Creatures fully inside are trapped; others are pushed out. Nonmagical exit is impossible. To teleport or plane shift out, a CHA save is required. On a fail, the attempt is wasted. The cage extends into the Ethereal Plane and cannot be dispelled by Dispel Magic. Available to: Bard, Warlock, Wizard

Regenerate (7th Level)
Spell Name: Regenerate (7th Level) Casting Time: 1 Minute Range/Area: Touch Components: V, S, M* (a prayer wheel) Duration: 1 Hour School: Transmutation Attack/Save: None Damage/Effect: Healing Tags: HEALING Description: A creature you touch regains 4d8 + 15 Hit Points. For the spell’s duration, it regains 1 Hit Point at the start of each of its turns. If any body parts were severed, they fully regrow after 2 minutes. Available to: Bard, Cleric, Druid

Project Image (7th Level)
Spell Name: Project Image (7th Level) Casting Time: 1 Action Concentration Spell Range/Area: 500 miles Components: V, S, M* (a statuette of yourself worth 5+ GP) Duration: 1 Day School: Illusion Attack/Save: None Damage/Effect: Control Tags: CONTROL Description: You create an illusory duplicate of yourself in any location within range that you’ve seen. It appears visually and audibly identical, but is intangible and vanishes if it takes damage. You can see and hear through its senses and, as a Magic action, move it up to 60 ft. and make it gesture, speak, and act as you choose. Physical interaction reveals the illusion. A creature using the Study action can make an Investigation check against your spell save DC to recognize it as false. Once revealed, it appears translucent and sounds hollow. Available to: Bard, Wizard

Prismatic Spray (7th Level)
Spell Name: Prismatic Spray (7th Level) Casting Time: 1 Action Range/Area: Self (60 ft. Cone) Components: V, S Duration: Instantaneous School: Evocation Attack/Save: DEX Save Damage/Effect: Fire Tags: DAMAGE, CONTROL Description: Eight rays burst from you in a 60-ft. Cone. Each creature must make a DEX save. Roll 1d8 per target to determine the ray that affects each creature. 1) Red: 12d6 Fire. Half on success. 2) Orange: 12d6 Acid. Half on success. 3) Yellow: 12d6 Lightning. Half on success. 4) Green: 12d6 Poison. Half on success. 5) Blue: 12d6 Cold. Half on success. 6) Indigo: Restrained. CON save each turn. 3 fails = Petrified. 3 successes = ends. 7) Violet: Blinded. WIS save next turn. Fail = teleport to another plane. 8) Special: Two rays hit (reroll 8s). Available to: Bard, Sorcerer, Wizard

Plane Shift (7th Level)
Spell Name: Plane Shift (7th Level) Casting Time: 1 Action Range/Area: Touch Components: V, S, M* (a forked, metal rod worth 250+ GP and attuned to a plane of existence) Duration: Instantaneous School: Conjuration Attack/Save: None Damage/Effect: Banishment Tags: TELEPORTATION, BANISHMENT Description: You and up to eight willing creatures linking hands are transported to another plane of existence. You may specify a destination in general terms (e.g., City of Brass). You appear in or near that location, as determined by the DM. If you know a sigil sequence of a teleportation circle on another plane, this spell takes you there. If the circle is too small, excess creatures appear in the nearest unoccupied spaces. Available to: Cleric, Druid, Sorcerer, Warlock, Wizard

Mordenkainen's Sword (7th Level)
Spell Name: Mordenkainen's Sword (7th Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. Components: V, S, M* (a miniature sword worth 250+ GP) Duration: 1 Minute School: Evocation Attack/Save: Melee Damage/Effect: Force Tags: DAMAGE Description: You summon a hovering spectral sword. When it appears, make a melee spell attack against a target within 5 ft. On a hit, it deals 4d12 Force damage + your spellcasting modifier. On later turns, you can use a Bonus Action to move the sword up to 30 ft. and repeat the attack against the same or another target. Available to: Bard, Wizard

Mordenkainen's Magnificent Mansion (7th Level)
Spell Name: Mordenkainen's Magnificent Mansion (7th Level) Casting Time: 1 Minute Range/Area: 300 ft. Components: V, S, M* (a miniature door worth 15+ GP) Duration: 24 Hours School: Conjuration Attack/Save: None Damage/Effect: Exploration Tags: UTILITY, EXPLORATION Description: You conjure a 5×10 ft. shimmering door to an extradimensional mansion. Designated creatures may enter while the door is open; it vanishes when closed. Inside is a warm, clean dwelling with a custom floor plan (max 50 contiguous 10-ft. cubes), fully furnished, and enough food for 100 people. 100 invisible servants obey your commands and perform harmless tasks. Items made by the spell vanish if removed. When the spell ends, anything inside is expelled to the nearest unoccupied space. Available to: Bard, Wizard

Mirage Arcane (7th Level)
Spell Name: Mirage Arcane (7th Level) Casting Time: 10 Minutes Range/Area: Sight (1 mile) Components: V, S Duration: 10 Days School: Illusion Attack/Save: None Damage/Effect: Control Tags: CONTROL Description: You change terrain in a 1-mile square to look, sound, smell, and feel like another terrain type. You can add or alter structures but not disguise or add creatures. The illusion is tactile and olfactory, able to create Difficult Terrain or block movement. Removed objects vanish instantly. Truesight reveals the illusion’s presence and original terrain but not other elements. Creatures can still physically interact with the illusion even if aware of it. Available to: Bard, Druid, Wizard

Fire Storm (7th Level)
Spell Name: Fire Storm (7th Level) Casting Time: 1 Action Range/Area: 150 ft. (10 ft. Cubes) Components: V, S Duration: Instantaneous School: Evocation Attack/Save: DEX Save Damage/Effect: Fire Tags: DAMAGE Description: A fiery storm erupts in range, forming up to ten 10-ft. Cubes arranged as you choose, each touching at least one other. Each creature in the area must make a DEX save, taking 7d10 Fire damage on a failed save, or half on success. Flammable objects not worn or carried ignite and begin burning. Available to: Cleric, Druid, Sorcerer

Finger of Death (7th Level)
Spell Name: Finger of Death (7th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V, S Duration: Instantaneous School: Necromancy Attack/Save: CON Save Damage/Effect: Necrotic Tags: CREATION, DAMAGE, CONTROL Description: You hurl negative energy at a creature you can see within range. The target makes a CON save, taking 7d8 + 30 Necrotic damage on a failed save, or half as much on a success. A Humanoid killed by this spell rises at the start of your next turn as a Zombie under your command. Available to: Sorcerer, Warlock, Wizard

Etherealness (7th Level)
Spell Name: Etherealness (7th Level) Casting Time: 1 Action Range/Area: Self Components: V, S Duration: 8 Hours School: Conjuration Attack/Save: None Damage/Effect: Buff Tags: TELEPORTATION, BUFF Description: You shift into the Border Ethereal Plane for the duration. You can move freely, though vertical movement costs extra. You perceive your plane in grayscale up to 60 ft. Only creatures or effects in the Ethereal can interact with you. Upon ending, you return to the corresponding location—if occupied, you shift to the nearest space and take Force damage equal to twice the feet moved. The spell ends instantly if cast while already in the Ethereal Plane or on a non-bordering plane. At Higher Levels: Target up to three willing creatures per slot above 7th, all within 10 ft. Available to: Bard, Cleric, Sorcerer, Warlock, Wizard

Divine Word (7th Level)
Spell Name: Divine Word (7th Level) Casting Time: 1 Bonus Action Range/Area: 30 ft. Components: V Duration: Instantaneous School: Evocation Attack/Save: CHA Save Damage/Effect: Deafened Tags: CONTROL, DEBUFF, BANISHMENT Description: You speak a divine word. Each creature of your choice in range makes a CHA save. On fail and 50 HP or less, effects apply: • 0–20 HP: Target dies. • 21–30 HP: Blinded, Deafened, Stunned (1 hour). • 31–40 HP: Blinded, Deafened (10 minutes). • 41–50 HP: Deafened (1 minute). Celestials, Elementals, Fey, or Fiends that fail are banished for 24 hours unless Wish is used. Available to: Cleric

Delayed Blast Fireball (7th Level)
Spell Name: Delayed Blast Fireball (7th Level) Casting Time: 1 Action Concentration Spell Range/Area: 150 ft. (20 ft. Sphere) Components: V, S, M* (a ball of bat guano and sulfur) Duration: 1 Minute School: Evocation Attack/Save: DEX Save Damage/Effect: Fire Tags: DAMAGE Description: A glowing bead forms at a chosen point. When the spell ends, it explodes. Each creature in a 20-ft. radius makes a DEX save, taking 12d6 Fire damage on a fail, or half on success. Each of your turns where the spell remains active, the damage increases by 1d6. If a creature touches the bead, it must save or cause it to explode. On success, it may throw the bead up to 40 ft.—but any collision or entry into a creature’s space ends the spell and triggers the explosion. The blast ignites flammable objects not being worn or carried. At Higher Levels: Base damage increases by 1d6 per spell slot above 7th. Available to: Sorcerer, Wizard

Conjure Celestial (7th Level)
Spell Name: Conjure Celestial (7th Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. (10 ft. Cylinder) Components: V, S Duration: 10 Minutes School: Conjuration Attack/Save: DEX Save Damage/Effect: Radiant Tags: HEALING, DAMAGE Description: You summon a spirit as a 10-ft.-radius, 40-ft.-high pillar of light. For each creature in the Cylinder, choose: • Healing Light: Restore 4d12 + spellcasting modifier HP. • Searing Light: DEX save or take 6d12 Radiant damage, half on success. Bright Light fills the area. On your turn, you can move the Cylinder up to 30 ft. A creature can only be affected once per turn. At Higher Levels: Healing and damage increase by 1d12 per level above 7th. Available to: Cleric

Sunburst (8th Level)
Spell Name: Sunburst (8th Level) Casting Time: 1 Action Range/Area: 150 ft. (60 ft. Sphere) Components: V, S, M* (a piece of sunstone) Duration: Instantaneous School: Evocation Attack/Save: CON Save Damage/Effect: Radiant Tags: DAMAGE, DEBUFF Description: Brilliant sunlight erupts in a 60-foot-radius Sphere. Creatures in the area must make a CON save. Fail: 12d6 Radiant damage + Blinded (1 min). Success: half damage, no Blind. Blinded creatures repeat the save at turn’s end to end the effect early. This spell also dispels magical Darkness in its area. Available to: Cleric, Druid, Sorcerer, Wizard

Power Word Stun (8th Level)
Spell Name: Power Word Stun (8th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V Duration: Instantaneous School: Enchantment Attack/Save: None Damage/Effect: Stunned Tags: CONTROL Description: You speak a word to overwhelm a creature's mind. If it has 150 HP or fewer, it becomes Stunned. Otherwise, its Speed is 0 until your next turn. A Stunned target makes a CON save at the end of each of its turns, ending the effect on a success. Available to: Bard, Sorcerer, Warlock, Wizard

Mind Blank (8th Level)
Spell Name: Mind Blank (8th Level) Casting Time: 1 Action Range/Area: Touch Components: V, S Duration: 24 Hours School: Abjuration Attack/Save: None Damage/Effect: Charmed Tags: BUFF Description: A willing creature you touch is immune to Psychic damage and the Charmed condition. It cannot be affected by effects that read emotions, detect alignment or thoughts, or magically locate it. No spell, not even Wish, can reveal, observe, or control its mind. Available to: Bard, Wizard

Maze (8th Level)
Spell Name: Maze (8th Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. Components: V, S Duration: 10 Minutes School: Conjuration Attack/Save: None Damage/Effect: Banishment Tags: CONTROL, BANISHMENT Description: You banish a creature into a labyrinthine demiplane for the duration or until it escapes. The target can use a Study action to attempt a DC 20 Intelligence (Investigation) check. On a success, it escapes and the spell ends. When the spell ends, the target reappears in its original space or the nearest unoccupied space. Available to: Wizard

Incendiary Cloud (8th Level)
Spell Name: Incendiary Cloud (8th Level) Casting Time: 1 Action Concentration Spell Range/Area: 150 ft. (20 ft. Sphere) Components: V, S Duration: 1 Minute School: Conjuration Attack/Save: DEX Save Damage/Effect: Fire Tags: DAMAGE, CONTROL Description: A 20-ft.-radius cloud of embers fills a point in range. The area is Heavily Obscured. Each creature inside or entering it must make a DEX save, taking 10d8 Fire damage on a fail, half on success. Each creature saves only once per turn. The cloud moves 10 ft. away from you each round. A strong wind, like Gust of Wind, disperses it. Available to: Druid, Sorcerer, Wizard

Feeblemind (8th Level)
Spell Name: Feeblemind (8th Level) Casting Time: 1 Action Range/Area: 150 ft. Components: V, S, M* (a handful of clay, crystal, glass, or mineral spheres) Duration: Instantaneous School: Enchantment Attack/Save: INT Save Damage/Effect: Psychic Tags: DEBUFF Description: You blast a creature’s mind, dealing 4d6 Psychic damage and forcing an INT save. On a fail, INT and CHA drop to 1. The creature can’t cast spells, use magic items, understand speech, or communicate. It can still follow and protect allies. Every 30 days, it may retry the save. Ends with greater restoration, heal, or wish. Available to: Bard, Druid, Warlock, Wizard

Earthquake (8th Level)
Spell Name: Earthquake (8th Level) Casting Time: 1 Action Concentration Spell Range/Area: 500 ft. (100 ft. radius) Components: V, S, M* (a fractured rock) Duration: 1 Minute School: Transmutation Attack/Save: DEX Save Damage/Effect: Bludgeoning Tags: DAMAGE, CONTROL Description: A tremor erupts in a 100-ft.-radius area, turning ground into Difficult Terrain. At the end of each turn, creatures make DEX saves or fall Prone and lose Concentration. • Fissures: 1d6 open (1d10×10 ft. deep, 10 ft. wide). DEX save or fall. Can’t appear under structures. • Structures: Take 50 Bludgeoning damage/turn. At 0 HP, they collapse. Creatures nearby a collapsing structure must make DEX saves or take 12d6 bludgeoning, fall Prone, and are buried (DC 20 STR to escape). Available to: Cleric, Druid, Sorcerer

Holy Aura (8th Level)
Spell Name: Holy Aura (8th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self (30 ft.) Components: V, S, M* (a reliquary worth 1,000+ GP) Duration: 1 Minute School: Abjuration Attack/Save: CON Save Damage/Effect: Blinded Tags: BUFF, DEBUFF Description: You emit a 30-ft. aura. Creatures of your choice gain Advantage on saving throws, and all others have Disadvantage on attack rolls against them. If a Fiend or Undead hits a protected creature with a melee attack, it must make a CON save or be Blinded until the end of its next turn. Available to: Cleric

Glibness (8th Level)
Spell Name: Glibness (8th Level) Casting Time: 1 Action Range/Area: Self Components: V Duration: 1 Hour School: Enchantment Attack/Save: None Damage/Effect: Social Tags: SOCIAL Description: Until the spell ends, you may treat any Charisma check roll as if you had rolled a 15. Additionally, magic that detects lies always indicates you are telling the truth, regardless of what you say. Available to: Bard, Warlock

Dominate Monster (8th Level)
Spell Name: Dominate Monster (8th Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. Components: V, S Duration: 1 Hour School: Enchantment Attack/Save: WIS Save Damage/Effect: Charmed Tags: CONTROL Description: You charm one creature. It must make a WIS save or be Charmed for the duration. If you're fighting it, it has Advantage. Each time it takes damage, it can repeat the save. You gain telepathic control and can issue commands (no action). It obeys on its turn. Without new commands, it acts to protect itself. You may force it to take a Reaction by spending yours. At Higher Levels: Lasts up to 8 hours with a 9th-level slot. Available to: Bard, Sorcerer, Warlock, Wizard

Control Weather (8th Level)
Spell Name: Control Weather (8th Level) Casting Time: 10 Minutes Concentration Spell Range/Area: Self (5 miles) Components: V, S, M* (burning incense) Duration: 8 Hours School: Transmutation Attack/Save: None Damage/Effect: Control Tags: CONTROL, ENVIRONMENT Description: You take control of the weather within 5 miles for the duration. You can change precipitation, temperature, and wind by 1 stage every 1d4 × 10 minutes. Weather returns to normal after the spell ends. Spell ends early if you go indoors. Wind direction may also be altered. • Precipitation: Clear, Light clouds, Overcast/fog, Rain/snow, Torrential rain/hail/blizzard • Temperature: Heat wave, Hot, Warm, Cool, Cold, Freezing • Wind: Calm, Moderate, Strong, Gale, Storm Available to: Cleric, Druid, Wizard

Clone (8th Level)
Spell Name: Clone (8th Level) Casting Time: 1 Hour Range/Area: Touch Components: V, S, M* (diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP) Duration: Instantaneous School: Necromancy Attack/Save: None Damage/Effect: Utility Tags: UTILITY Description: You grow a duplicate of a creature from flesh in a vessel over 115 days. It can be the same age or younger. If the original dies, its soul may enter the clone, restoring it with all traits and memories (but no gear). The clone lasts indefinitely if undisturbed. Remains of the original become inert. Available to: Wizard

Antipathy/Sympathy (8th Level)
Spell Name: Antipathy/Sympathy (8th Level) Casting Time: 1 Hour Range/Area: 60 ft. Components: V, S, M* (a mix of vinegar and honey) Duration: 10 Days School: Enchantment Attack/Save: WIS Save Damage/Effect: Frightened Tags: CONTROL, WARDING Description: Choose to instill antipathy or sympathy on a creature or object. Pick a creature type (e.g., goblins, dragons). When such a creature enters within 120 ft., it must make a WIS save. • Antipathy: On fail, the creature is Frightened and flees by the safest route. • Sympathy: On fail, the creature is Charmed and approaches the target. Within 5 ft., it won’t willingly leave. If damaged, it can save to end the effect. Ending the Effect: At over 120 ft. away, the creature may save to end the effect. On success, it is immune for 1 minute. Available to: Bard, Druid, Wizard

Antimagic Field (8th Level)
Spell Name: Antimagic Field (8th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self (10 ft.) Components: V, S, M* (iron filings) Duration: 1 Hour School: Abjuration Attack/Save: None Damage/Effect: Control Tags: CONTROL, NEGATION, WARDING Description: A 10-ft. aura surrounds you. Magic can’t function inside—spells, effects, and items are null. Spells can’t enter, and teleportation or planar travel fails. Ongoing spells are suppressed (unless from artifacts or deities), but duration still counts down. Dispel Magic doesn’t affect it, and overlapping Antimagic Field auras don’t cancel each other. Available to: Cleric, Wizard

Animal Shapes (8th Level)
Spell Name: Animal Shapes (8th Level) Casting Time: 1 Action Range/Area: 30 ft. Components: V, S Duration: 24 Hours School: Transmutation Attack/Save: None Damage/Effect: Shapechanging Tags: SHAPECHANGING Description: Choose any number of willing creatures. Each target shape-shifts into a Large or smaller Beast with CR 4 or lower. Each can take a different form. You may use a Magic action on later turns to change them again. They retain their HP, alignment, communication, and mental stats, but can’t cast spells or use gear. They gain Temporary HP equal to the Beast form’s HP, which vanish when the spell ends. Targets may end the effect using a Bonus Action. Available to: Druid

Demiplane (8th Level)
Spell Name: Demiplane (8th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: S Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Utility Tags: UTILITY Description: You create a shadowy Medium door on a flat surface that leads to a 30-foot cubic demiplane of wood or stone. Items and creatures remain when the spell ends unless shunted out, landing Prone. You can link the door to a new or previously created demiplane. If you know another’s demiplane, you may connect to it. Available to: Sorcerer, Warlock, Wizard

Wish (9th Level)
Spell Name: Wish (9th Level) Casting Time: 1 Action Range/Area: Self Components: V Duration: Instantaneous School: Conjuration Attack/Save: None Damage/Effect: Buff Tags: CREATION, HEALING, BUFF Description: Duplicate any 8th-level or lower spell with no components. Or choose: • Object Creation (≤25,000 GP, nonmagic) • Instant Heal (Greater Restoration effect for up to 20) • Resistance (1 type, up to 10 creatures, permanent) • Spell Immunity (1 effect, 8 hrs, up to 10 creatures) • Sudden Learning (swap a feat) • Roll Redo (force a reroll with Adv/Dis) • Reshape Reality (DM-interpreted wish effect) Overuse causes 1d10 Necrotic damage/lvl, STR 3d4 for days, 2d4 day penalty to future spell use, 33% chance to never cast Wish again. Available to: Sorcerer, Wizard, Warlock – The Genie (ToCE)

Weird (9th Level)
Spell Name: Weird (9th Level) Casting Time: 1 Action Concentration Spell Range/Area: 120 ft. (30 ft. Sphere) Components: V, S Duration: 1 Minute School: Illusion Attack/Save: WIS Save Damage/Effect: Psychic Tags: DAMAGE, CONTROL Description: You fill a 30-ft. Sphere with mind-shattering illusions. Each chosen creature must make a WIS save. Fail: 10d10 Psychic damage + Frightened for the duration. Success: half damage, no Fright. Frightened creatures repeat the save at each turn’s end. Fail again: 5d10 Psychic damage. Success: effect ends on that target. Available to: Warlock, Wizard

True Resurrection (9th Level)
Spell Name: True Resurrection (9th Level) Casting Time: 1 Hour Range/Area: Touch Components: V, S, M* (diamonds worth 25,000+ GP, which the spell consumes) Duration: Instantaneous School: Necromancy Attack/Save: None Damage/Effect: Healing Tags: HEALING Description: Touch a creature dead up to 200 years (not by old age) to restore it to life with full HP. Cures all wounds, poisons, magical diseases, and curses. Restores missing organs or limbs. Undead targets return to non-Undead form. If no body remains, a new one is created in an unoccupied space within 10 feet, provided the caster speaks the creature's name. Available to: Cleric, Druid

True Polymorph (9th Level)
Spell Name: True Polymorph (9th Level) Casting Time: 1 Action Concentration Spell Range/Area: 30 ft. Components: V, S, M* (a drop of mercury, a dollop of gum arabic, and a wisp of smoke Duration: 1 Hour School: Transmutation Attack/Save: WIS Save Damage/Effect: Buff Tags: CONTROL, BUFF, SHAPECHANGING Description: Transform a creature or nonmagical object into another creature or object. Lasts 1 hour or until dispelled if maintained for full duration. Unwilling creatures make a WIS save to resist. New form retains HP, Hit Dice, alignment, and personality. Equipment merges. • Creature → Creature: CR must be ≤ original. Gains Temp HP = new form’s HP. • Object → Creature: Size ≤ object, CR 9 or less. Friendly and obeys you. • Creature → Object: Transforms into an object of similar size. No memory after reversion. Available to: Bard, Warlock, Wizard

Time Stop (9th Level)
Spell Name: Time Stop (9th Level) Casting Time: 1 Action Range/Area: Self Components: V Duration: Instantaneous School: Transmutation Attack/Save: None Damage/Effect: Control Tags: CONTROL Description: Time halts for all but you. Take 1d4 + 1 turns uninterrupted. You can act and move normally. The spell ends early if any action or effect you cause targets another creature (or their items), or if you move over 1,000 feet from where you cast it. Available to: Sorcerer, Wizard

Storm of Vengeance (9th Level)
Spell Name: Storm of Vengeance (9th Level) Casting Time: 1 Action Concentration Spell Range/Area: 1 mile Components: V, S Duration: 1 Minute School: Conjuration Attack/Save: CON Save Damage/Effect: Thunder, Acid, Lightning, Bludgeoning, Cold Tags: DAMAGE, CONTROL, DEBUFF Description: A 300-ft.-radius storm cloud forms. Each creature under it must CON save or take 2d6 Thunder damage and be Deafened. Turn 2: 4d6 Acid damage to all below. Turn 3: Six lightning bolts strike; targets DEX save or take 10d6 Lightning. Turn 4: 2d6 Bludgeoning from hailstones. Turns 5–10: 1d6 Cold per turn, area becomes Difficult Terrain and Heavily Obscured. Ranged attacks fail; strong wind blows. Available to: Druid

Shapechange (9th Level)
Spell Name: Shapechange (9th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self Components: V, S, M* (a jade circlet worth 1,500+ GP) Duration: 1 Hour School: Transmutation Attack/Save: None Damage/Effect: Shapechanging Tags: SHAPECHANGING Description: You shape-shift into a creature you’ve seen with CR ≤ your level. No Constructs or Undead. You gain Temporary HP equal to the form’s full HP, which vanish if any remain when the spell ends. Stats are replaced, but you keep alignment, personality, Int/Wis/Cha, HP, Hit Dice, proficiencies, and communication. You retain Spellcasting if you have it. You may drop your equipment or resize it. You may take a Magic action to change into another valid form. Available to: Druid, Wizard

Prismatic Wall (9th Level)
Spell Name: Prismatic Wall (9th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V, S Duration: 10 Minutes School: Abjuration Attack/Save: CON Save Damage/Effect: Fire Tags: DAMAGE, CONTROL Description: A 90-ft. x 30-ft. multicolored wall appears, bright light=100 ft & dim light=100 more. The wall has 7 layers, with a separate effect. One layer is passed, at a time. Wall: AC=10 & each layer, destroyed by a specific method. Dispel Magic only affects violet. Prismatic Layers: 1. Red: 12d6 Fire dmg, broken by 25 Cold. 2. Orange: 12d6 Acid dmg, broken by Gust of Wind. 3. Yellow: 12d6 Lightning dmg, broken by a spell dealing cold. 4. Green: 12d6 Poison dmg, broken by Passwall or similar. 5. Blue: 12d6 Cold dmg, broken by 25+ Fire. 6. Indigo: Restrained, then Petrified on 3 failed CON saves; ends on 3 successes or Greater Restoration. Broken by Bright Light (Daylight). 7. Violet: Blinded, WIS save or banished (DM’s choice); OR Dispel Magic. Available to: Bard, Sorcerer, Wizard

Power Word Kill (9th Level)
Spell Name: Power Word Kill (9th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V Duration: Instantaneous School: Enchantment Attack/Save: None Damage/Effect: Psychic Tags: DAMAGE, CONTROL Description: You speak a word of death targeting one creature you can see within range. If the target has 100 Hit Points or fewer, it dies instantly. If it has more than 100 HP, it instead takes 12d12 Psychic damage. Available to: Bard, Sorcerer, Warlock, Wizard

Meteor Swarm (9th Level)
Spell Name: Meteor Swarm (9th Level) Casting Time: 1 Action Range/Area: 1 mile (40 ft. Sphere) Components: V, S Duration: Instantaneous School: Evocation Attack/Save: DEX Save Damage/Effect: Fire, Bludgeoning Tags: DAMAGE Description: Four fiery points you see erupt into 40-ft. radius Spheres. Creatures in each make a DEX save. Fail: 20d6 Fire + 20d6 Bludgeoning. Success: Half. Each creature is only affected once. Nonmagical, unattended objects in the area take damage and catch fire if flammable. Available to: Sorcerer, Wizard

Mass Heal (9th Level)
Spell Name: Mass Heal (9th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V, S Duration: Instantaneous School: Abjuration Attack/Save: None Damage/Effect: Blinded Tags: HEALING Description: Healing energy surges from you, restoring up to 700 HP, divided as you choose among any number of visible creatures within range. Each target also ends the Blinded, Deafened, and Poisoned conditions. Available to: Cleric

Imprisonment (9th Level)
Spell Name: Imprisonment (9th Level) Casting Time: 1 Minute Range/Area: 30 ft. Components: V, S, M* (a statuette of the target worth 5,000+ GP) Duration: Until Dispelled School: Abjuration Attack/Save: WIS Save Damage/Effect: Restrained Tags: CONTROL, WARDING Description: You imprison a creature on a failed WIS save. It doesn’t age, eat, or need air, can’t teleport, and is hidden from divination. Choose one effect: • Burial: Entombed in a globe beneath the earth. • Chaining: Restrained by ground-anchored chains. • Hedged Prison: Trapped in a demiplane of your design. • Minimus Containment: Shrunk to 1 inch and sealed in a gemstone. • Slumber: Unconscious and can’t awaken. You set a trigger to end the spell. Only a 9th-level Dispel Magic can end it early. Available to: Warlock, Wizard

Gate (9th Level)
Spell Name: Gate (9th Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. Components: V, S, M* (a diamond worth 5,000+ GP) Duration: 1 Minute School: Conjuration Attack/Save: None Damage/Effect: Control Tags: TELEPORTATION, CONTROL Description: Open a portal to a precise location on another plane. It’s 5–20 ft. wide, lasts 1 min, and shows the destination. Only passable from the front. Travel is instant. Planar rulers can block the portal in their domain. You may name a specific creature—if it’s on another plane, the portal opens beside it and pulls it through, appearing near you. The creature acts freely. Available to: Cleric, Sorcerer, Warlock, Wizard

Foresight (9th Level)
Spell Name: Foresight (9th Level) Casting Time: 1 Minute Range/Area: Touch Components: V, S, M* (a hummingbird feather) Duration: 8 Hours School: Divination Attack/Save: None Damage/Effect: Buff Tags: BUFF, DEBUFF, FOREKNOWLEDGE Description: You touch a willing creature, granting it limited sight into the immediate future. For the duration, the target has Advantage on all d20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if cast again. Available to: Bard, Druid, Warlock, Wizard

Astral Projection (9th Level)
Spell Name: Astral Projection (9th Level) Casting Time: 1 Hour Range/Area: 10 ft. Components: V, S, M* (for each target: one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all consumed) Duration: Until Dispelled School: Necromancy Attack/Save: None Damage/Effect: Teleportation Tags: TELEPORTATION Description: Up to 8 willing creatures project into the Astral Plane. Their bodies fall into suspended animation (Unconscious, no aging, no food/air needed). A silver cord links body and astral form—if cut, both die. Astral forms keep stats/gear and can re-enter their bodies upon leaving the plane. If either body or astral form drops to 0 HP, the spell ends for that target. Ends for all if dismissed via Magic action. Available to: Cleric, Warlock, Wizard

Booming Blade (Cantrip)
Spell Name: Booming Blade (Cantrip) Casting Time: 1 Action Range/Area: Self (5 ft.) Components: S, M* (a melee weapon worth at least 1 sp) Duration: 1 Round School: Evocation Attack/Save: Melee Damage/Effect: Thunder Tags: DAMAGE, CONTROL, COMBAT Description: You brandish a melee weapon and strike one creature within 5 ft. On a hit, the target takes normal weapon damage and is sheathed in booming energy. If it moves 5 ft. or more willingly before your next turn, it takes 1d8 Thunder damage. At 5th level, add 1d8 on hit and 2d8 on move. Increases again at 11th (2d8/3d8) and 17th (3d8/4d8). Available to: Artificer, Sorcerer, Warlock, Wizard

Blade Ward (Cantrip)
Spell Name: Blade Ward (Cantrip) Casting Time: 1 Action Concentration Spell Range/Area: Self Components: V, S Duration: 1 Minute School: Abjuration Attack/Save: None Damage/Effect: Combat Tags: COMBAT, WARDING Description: Until the spell ends, when a creature makes an attack roll against you, it subtracts 1d4 from the result. Available to: Bard, Sorcerer, Warlock, Wizard

Friends (Cantrip)
Spell Name: Friends (Cantrip) Casting Time: 1 Action Concentration Spell Range/Area: 10 ft. Components: S, M* (some makeup) Duration: 1 Minute School: Enchantment Attack/Save: None Damage/Effect: Buff (Charmed) Tags: BUFF, SOCIAL, DECEPTION Description: You exude magical charm toward one creature in range. It must make a WIS save or be Charmed by you for 1 minute. The spell fails if the target isn’t a Humanoid, is being fought, or was already targeted by this spell in the last 24 hours. The spell ends early if you attack, deal damage, or force a saving throw. When it ends, the target knows it was Charmed by you. Available to: Bard, Sorcerer, Warlock, Wizard

Control Flames (Cantrip)
Spell Name: Control Flames (Cantrip) Casting Time: 1 Action Range/Area: 60 ft. (5 ft. Cube) Components: S Duration: Instantaneous School: Transmutation Attack/Save: None Damage/Effect: Control Tags: CONTROL Description: Choose a nonmagical flame in a 5-ft. cube within range. You can: • Expand the flame 5 ft. in one direction if fuel is present. • Extinguish the flame in the cube. • Halve/double its light radius, change its color, or both (1 hour). • Animate simple shapes in the flame (1 hour). You may have up to 3 non-instant effects active at once. You can dismiss one as an action. Available to: Druid, Sorcerer, Wizard

Create Bonfire (Cantrip)
Spell Name: Create Bonfire (Cantrip) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. (5 ft. Cube) Components: V, S Duration: 1 Minute School: Conjuration Attack/Save: DEX Save Damage/Effect: Fire Tags: DAMAGE, CONTROL Description: You conjure a bonfire in a 5-ft. cube on the ground within range. A creature in the space when the spell is cast, or that enters or ends its turn there, must succeed on a DEX save or take 1d8 Fire damage. The bonfire ignites flammable objects in its area that aren’t being worn or carried. At 5th level, damage increases to 2d8. At 11th level (3d8), and 17th level (4d8). Available to: Artificer, Druid, Sorcerer, Warlock, Wizard

Elementalism (Cantrip)
Spell Name: Elementalism (Cantrip) Casting Time: 1 Action Range/Area: 30 ft. (5 ft. Cube) Components: V, S Duration: Instantaneous School: Transmutation Attack/Save: None Damage/Effect: Control Tags: CONTROL Description: You shape elemental effects in a 5-ft. cube: • Beckon Air: Stir cloth, dust, leaves, or open doors/shutters not held shut. • Beckon Earth: Coat surfaces with sand/dust or write one word in dirt. • Beckon Fire: Create ember smoke with scent/color; light torches. Lasts 1 minute. • Beckon Water: Mist lightly dampens area or create 1 cup of water that evaporates in 1 minute. • Sculpt Element: Shape 1-ft. cube of dirt, sand, fire, mist, or water into a crude form for 1 hour. Available to: Druid, Sorcerer, Wizard

Frostbite (Cantrip)
Spell Name: Frostbite (Cantrip) Casting Time: 1 Action Range/Area: 60 ft. Components: V, S Duration: Instantaneous School: Evocation Attack/Save: CON Save Damage/Effect: Cold Tags: DAMAGE, DEBUFF Description: You chill one creature you can see within range. It must make a CON save or take 1d6 Cold damage and suffer Disadvantage on its next weapon attack roll before the end of its next turn. At 5th level, damage increases to 2d6. At 11th level, 3d6. At 17th level, 4d6. Available to: Druid, Sorcerer, Warlock, Wizard

Green-Flame Blade (Cantrip)
Spell Name: Green-Flame Blade (Cantrip) Casting Time: 1 Action Range/Area: Self (5 ft.) Components: S, M* (a melee weapon worth at least 1 sp) Duration: Instantaneous School: Evocation Attack/Save: Melee Damage/Effect: Fire Tags: DAMAGE, COMBAT Description: You make a melee weapon attack against a creature within 5 ft. On hit, the target takes normal damage. Green fire leaps to a second creature within 5 ft. of the first, dealing fire damage equal to your spellcasting modifier. At 5th level, add 1d8 fire to the hit and 1d8 + modifier to the second. At 11th level, both become 2d8. At 17th level, both become 3d8. Available to: Artificer, Sorcerer, Warlock, Wizard

Gust (Cantrip)
Spell Name: Gust (Cantrip) Casting Time: 1 Action Range/Area: 30 ft. Components: V, S Duration: Instantaneous School: Transmutation Attack/Save: STR Save Damage/Effect: Control Tags: CONTROL Description: Choose one: • Push one Medium or smaller creature up to 5 ft. (STR save negates). • Push an unattended object (≤5 lb.) up to 10 ft. • Create a harmless air effect (rustling leaves, closing shutters, fluttering clothes). Available to: Druid, Sorcerer, Wizard

Infestation (Cantrip)
Spell Name: Infestation (Cantrip) Casting Time: 1 Action Range/Area: 30 ft. Components: V, S, M* (a living flea) Duration: Instantaneous School: Conjuration Attack/Save: CON Save Damage/Effect: Poison Tags: SUMMONING, DAMAGE, CONTROL Description: You summon a swarm of mites, fleas, or parasites on one creature in range. It must succeed on a CON save or take 1d6 Poison damage and move 5 ft. in a random direction (d4: 1=N, 2=S, 3=E, 4=W) if able. The movement doesn’t provoke opportunity attacks and fails if blocked. At 5th level, damage increases to 2d6; at 11th, 3d6; at 17th, 4d6. Available to: Druid, Sorcerer, Warlock, Wizard

Lightning Lure (Cantrip)
Spell Name: Lightning Lure (Cantrip) Casting Time: 1 Action Range/Area: Self (15 ft.) Components: V Duration: Instantaneous School: Evocation Attack/Save: STR Save Damage/Effect: Lightning Tags: DAMAGE, CONTROL, COMBAT Description: You create a lash of lightning that strikes one creature within 15 feet. The target must succeed on a STR save or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if within 5 feet of you. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Available to: Sorcerer, Warlock, Wizard, Artificer

Magic Stone (Cantrip)
Spell Name: Magic Stone (Cantrip) Casting Time: 1 Bonus Action Range/Area: Touch Components: V, S Duration: 1 Minute School: Transmutation Attack/Save: Ranged Damage/Effect: Bludgeoning Tags: DAMAGE Description: You touch 1–3 pebbles and imbue them with magic. You or another creature can make a ranged spell attack using a pebble. If thrown, range is 60 ft. The spell attack uses your spellcasting modifier (not the attacker’s). On a hit, the pebble deals 1d6 + your spellcasting modifier in Bludgeoning damage. Hit or miss, the magic ends on the stone. If you recast this spell, all prior pebbles lose their effect. Available to: Artificer, Druid, Warlock

Mind Sliver (Cantrip)
Spell Name: Mind Sliver (Cantrip) Casting Time: 1 Action Range/Area: 60 ft. Components: V Duration: 1 Round School: Enchantment Attack/Save: INT Save Damage/Effect: Psychic Tags: DAMAGE, DEBUFF Description: You assault the mind of one creature within range. The target must make an INT save or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Available to: Sorcerer, Warlock, Wizard, Sorcerer – Aberrant Sorcery

Mold Earth (Cantrip)
Spell Name: Mold Earth (Cantrip) Casting Time: 1 Action Range/Area: 30 ft. (5 ft. Cube) Components: S Duration: Instantaneous School: Transmutation Attack/Save: None Damage/Effect: Control Tags: CONTROL Description: You target a 5-ft. cube of dirt or stone within range. You may: • Excavate or move loose earth up to 5 ft. (no damage). • Create shapes, colors, or images in the dirt or stone for 1 hour. • Turn targeted ground into difficult terrain, or remove it if already difficult (1 hour). You can have two non-instantaneous effects active at once. You may dismiss one as an action. Available to: Druid, Sorcerer, Wizard

Sorcerous Burst (Cantrip)
Spell Name: Sorcerous Burst (Cantrip) Casting Time: 1 Action Range/Area: 120 ft. Components: V, S Duration: Instantaneous School: Evocation Attack/Save: Ranged Damage/Effect: Acid (or chosen) Tags: DAMAGE Description: You hurl a burst of energy at a creature or object. Make a ranged spell attack. On a hit, the target takes 1d8 damage of your choice: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8, roll another d8 and add it. You can roll a number of d8s up to your spellcasting ability modifier. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8). Available to: Sorcerer

Starry Wisp (Cantrip)
Spell Name: Starry Wisp (Cantrip) Casting Time: 1 Action Range/Area: 60 ft. Components: V, S Duration: Instantaneous School: Evocation Attack/Save: Ranged Damage/Effect: Radiant Tags: DAMAGE, DEBUFF Description: You launch a mote of light at one creature or object in range. Make a ranged spell attack. On hit: target takes 1d8 Radiant damage and emits Dim Light in a 10-ft. radius until end of your next turn. It can’t benefit from the Invisible condition. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Available to: Bard, Druid

Sword Burst (Cantrip)
Spell Name: Sword Burst (Cantrip) Casting Time: 1 Action Range/Area: Self (5 ft.) Components: V Duration: Instantaneous School: Conjuration Attack/Save: DEX Save Damage/Effect: Force Tags: DAMAGE, CONTROL, COMBAT Description: You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet must succeed on a Dexterity saving throw or take 1d6 Force damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Available to: Artificer, Sorcerer, Warlock, Wizard

Thorn Whip (Cantrip)
Spell Name: Thorn Whip (Cantrip) Casting Time: 1 Action Range/Area: 30 ft. Components: V, S, M* (the stem of a plant with thorns) Duration: Instantaneous School: Transmutation Attack/Save: Melee Damage/Effect: Piercing Tags: DAMAGE, CONTROL Description: You create a vine-like whip covered in thorns that lashes out at a creature in range. Make a melee spell attack. On a hit, the target takes 1d6 Piercing damage. If the target is Large or smaller, you can pull it up to 10 feet closer to you. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Available to: Artificer, Druid

Absorb Elements (1st Level)
Spell Name: Absorb Elements (1st Level) Casting Time: 1 Reaction* which you take when you take acid, cold, fire, lightning, or thunder damage. Range/Area: Self Components: S Duration: 1 Round School: Abjuration Attack/Save: None Damage/Effect: Acid (...) Tags: DAMAGE, WARDING Description: You capture incoming elemental energy, gaining resistance to the triggering damage type until the start of your next turn. The first time you hit with a melee attack before then, it deals an extra 1d6 damage of that type, then the spell ends. At Higher Levels: The extra damage increases by 1d6 for each slot level above 1st. Available to: Artificer, Druid, Ranger, Sorcerer, Wizard

Thunderclap (Cantrip)
Spell Name: Thunderclap (Cantrip) Casting Time: 1 Action Range/Area: Self (5 ft. ⊙) Components: S Duration: Instantaneous School: Evocation Attack/Save: CON Save Damage/Effect: Thunder Tags: DAMAGE Description: Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Available to: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

Cause Fear (1st Level)
Spell Name: Cause Fear (1st Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. Components: V Duration: 1 Minute School: Necromancy Attack/Save: WIS Save Damage/Effect: Frightened Tags: DEBUFF Description: You instill the fear of death in a creature you can see. Constructs and undead are unaffected. The target must make a Wisdom save or become frightened until the spell ends. A frightened target can repeat the save at the end of each of its turns, ending the effect on a success. At Higher Levels: When cast using a 2nd-level slot or higher, you can target one additional creature for each slot level above 1st. Targets must be within 30 feet of each other. Available to: Warlock, Wizard

Word of Radiance (Cantrip)
Spell Name: Word of Radiance (Cantrip) Casting Time: 1 Action Range/Area: Self (5 ft. ⊙) Components: V, M* (a sunburst token) Duration: Instantaneous School: Evocation Attack/Save: CON Save Damage/Effect: Radiant Tags: DAMAGE Description: Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Available to: Cleric

Toll the Dead (Cantrip)
Spell Name: Toll the Dead (Cantrip) Casting Time: 1 Action Range/Area: 60 ft. Components: V, S Duration: Instantaneous School: Necromancy Attack/Save: WIS Save Damage/Effect: Necrotic Tags: DAMAGE Description: You point at one creature you can see within range, and a dolorous bell chimes near it. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12). Available to: Cleric, Warlock, Wizard

Armor of Agathys (1st Level)
Spell Name: Armor of Agathys (1st Level) Casting Time: 1 Bonus Action Range/Area: Self Components: V, S, M* (a shard of blue glass) Duration: 1 Hour School: Abjuration Attack/Save: None Damage/Effect: Cold Tags: DAMAGE, BUFF, WARDING Description: Protective frost surrounds you. Gain 5 Temporary Hit Points. If a creature hits you with a melee attack while you have them, it takes 5 Cold damage. The spell ends early if you lose all Temporary Hit Points. At Higher Levels: The Temporary Hit Points and Cold damage both increase by 5 for each spell slot level above 1st. Available to: Warlock Also Available to: Paladin – Oath of Conquest (XGtE)

Arms of Hadar (1st Level)
Spell Name: Arms of Hadar (1st Level) Casting Time: 1 Action Range/Area: Self (10 ft. Ⓢ) Components: V, S Duration: Instantaneous School: Conjuration Attack/Save: STR Save Damage/Effect: Necrotic Tags: DAMAGE, CONTROL Description: Invoking Hadar, tendrils erupt from you. Each creature in a 10-foot Emanation must make a STR save. Fail: 2d6 Necrotic damage + can’t take Reactions until its next turn. Success: half damage, no additional effect. At Higher Levels: The damage increases by 1d6 for each spell slot level above 1. Available to: Warlock, Sorcerer – Aberrant Sorcery

Beast Bond (1st Level)
Spell Name: Beast Bond (1st Level) Casting Time: 1 Action Concentration Spell Range/Area: Touch Components: V, S, M* (a bit of fur wrapped in a cloth) Duration: 10 Minutes School: Divination Attack/Save: None Damage/Effect: Buff Tags: COMMUNICATION, BUFF Description: You form a telepathic link with a friendly or Charmed beast. The link fails if the beast's Intelligence is 4 or higher. While you and the beast remain within line of sight, it understands your telepathic messages and can send back simple emotions and ideas. While linked, the beast has advantage on attack rolls against any creature within 5 ft. of you that you can see. Available to: Druid, Ranger

Catapult (1st Level)
Spell Name: Catapult (1st Level) Casting Time: 1 Action Range/Area: 60 ft. Components: S Duration: Instantaneous School: Transmutation Attack/Save: DEX Save Damage/Effect: Bludgeoning Tags: DAMAGE, CONTROL Description: Choose one unattended object weighing 1 to 5 lbs within range. It flies in a straight line up to 90 ft., stopping early if it hits a solid surface. If it would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object hits and both it and the target take 3d8 bludgeoning damage. On a success, it flies past. The object stops when it strikes something. At Higher Levels: When cast with a spell slot of 2nd level or higher, the maximum object weight increases by 5 lbs and the damage increases by 1d8 per slot level above 1st. Available to: Artificer, Sorcerer, Wizard

Chaos Bolt (1st Level)
Spell Name: Chaos Bolt (1st Level) Casting Time: 1 Action Range/Area: 120 ft. Components: V, S Duration: Instantaneous School: Evocation Attack/Save: Ranged Damage/Effect: Acid (varies) Tags: DAMAGE Description: You hurl chaotic energy at one creature in range. Make a ranged spell attack. On hit, it takes 2d8 + 1d6 damage. Choose one d8; its number determines the damage type: Acid (1), Cold (2), Fire (3), Force (4), Lightning (5), Poison (6), Psychic (7), Thunder (8). If both d8s show the same number, the energy leaps to a new creature within 30 ft. of the original target. Make a new attack and damage roll for each leap. A creature can only be targeted once per casting. At Higher Levels: Damage increases by 1d6 for each slot above 1st. Available to: Sorcerer

Ceremony (1st Level)
Spell Name: Ceremony (1st Level) Casting Time: 1 Hour Ritual Spell Range/Area: Touch Components: V, S, M* (25 gp worth of powdered silver, consumed) Duration: Instantaneous School: Abjuration Attack/Save: None Damage/Effect: Buff Tags: BUFF, UTILITY Description: You perform a magical rite on a target within 10 ft. Choose: • Atonement: Restore a creature’s original alignment (DC 20 Wisdom check). • Bless Water: Make one vial of holy water. • Coming of Age: For 24 hrs, a young adult adds 1d4 to ability checks (once ever). • Dedication: For 24 hrs, a willing creature adds 1d4 to saves (once ever). • Funeral Rite: Prevent a corpse from becoming undead for 7 days. • Wedding: Two adults gain +2 AC while within 30 ft. of each other for 7 days (once ever unless widowed). Available to: Cleric, Paladin

Ice Knife (1st Level)
Spell Name: Ice Knife (1st Level) Casting Time: 1 Action Range/Area: 60 ft. (5 ft. ) Components: S, M* (a drop of water or a piece of ice) Duration: Instantaneous School: Conjuration Attack/Save: DEX Save Damage/Effect: Piercing, Cold Tags: DAMAGE Description: You hurl a shard of ice at one creature in range. Make a ranged spell attack. On a hit, it takes 1d10 Piercing damage. Hit or miss, the shard explodes. The target and each creature within 5 ft. must succeed on a Dexterity save or take 2d6 Cold damage. At Higher Levels: The Cold damage increases by 1d6 for each spell slot above 1st. Available to: Druid, Sorcerer, Wizard

Ray of Sickness (1st Level)
Spell Name: Ray of Sickness (1st Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V, S Duration: Instantaneous School: Necromancy Attack/Save: Ranged Damage/Effect: Poison Tags: DAMAGE, DEBUFF Description: You fire a greenish ray at a creature within range. Make a ranged spell attack. On a hit, the target takes 2d8 Poison damage and is Poisoned until the end of your next turn. At Higher Levels: The damage increases by 1d8 for each spell slot level above 1st. Available to: Sorcerer, Wizard, Cleric (Death Domain), Warlock (The Undying – SCAG)

Searing Smite (1st Level)
Spell Name: Searing Smite (1st Level) Casting Time: 1 Bonus Action* (Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike) Range/Area: Self Components: V Duration: 1 Minute School: Evocation Attack/Save: CON Save Damage/Effect: Fire Tags: DAMAGE Description: The next time you hit a creature with a melee weapon attack, it takes 1d6 Fire damage. Until the spell ends, the target takes 1d6 Fire damage at the start of each turn and must make a Constitution saving throw. On a failed save, the spell persists; on a success, it ends. At Higher Levels: All damage increases by 1d6 for each spell slot level above 1st. Available to: Paladin, Cleric (Forge Domain – XGtE)

Tasha's Caustic Brew (1st Level)
Spell Name: Tasha's Caustic Brew (1st Level) Casting Time: 1 Action Concentration Spell Range/Area: Self (30 ft. line) Components: V, S, M* (a bit of rotten food) Duration: 1 Minute School: Evocation Attack/Save: DEX Save Damage/Effect: Acid Tags: DAMAGE Description: Acid sprays in a 30 ft. by 5 ft. line. Creatures in the line must succeed on a Dexterity save or be covered in acid. Affected targets take 2d4 acid damage at the start of each of their turns until they remove the acid with an action or the spell ends. At Higher Levels: Damage increases by 2d4 for each slot level above 1st. Available to: Artificer, Sorcerer, Wizard

Thunderous Smite (1st Level)
Spell Name: Thunderous Smite (1st Level) Casting Time: 1 Bonus Action* (which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike) Range/Area: Self Components: V Duration: Instantaneous School: Evocation Attack/Save: STR Save Damage/Effect: Thunder Tags: DAMAGE, CONTROL Description: Your strike echoes with thunder audible within 300 feet. The target takes 2d6 Thunder damage. If it’s a creature, it must succeed on a Strength save or be pushed 10 feet and knocked prone. At Higher Levels: The damage increases by 1d6 for each spell slot level above 1st. Available to: Paladin

Witch Bolt (1st Level)
Spell Name: Witch Bolt (1st Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. Components: V, S, M* (a twig struck by lightning) Duration: 1 Minute School: Evocation Attack/Save: Ranged Damage/Effect: Lightning Tags: DAMAGE Description: You fire a beam of crackling lightning at a creature. On a hit, it takes 2d12 Lightning damage. On each turn, you can use a Bonus Action to deal 1d12 Lightning damage again, even if the initial hit missed. The effect ends if the target moves outside the range or has Total Cover. At Higher Levels: Initial damage increases by 1d12 for each slot level above 1st. Available to: Sorcerer, Warlock, Wizard

Wrathful Smite (1st Level)
Spell Name: Wrathful Smite (1st Level) Casting Time: 1 Bonus Action* (Taken immediately after hitting with a Melee weapon or Unarmed Strike) Concentration Spell Range/Area: Self Components: V Duration: 1 Minute School: Necromancy Attack/Save: WIS Save Damage/Effect: Necrotic Tags: DAMAGE, CONTROL Description: On hit, deal 1d6 Necrotic damage and force the target to make a Wisdom saving throw. On a failure, it becomes Frightened until the spell ends. A Frightened target repeats the save at the end of each turn, ending the spell on a success. At Higher Levels: Damage increases by 1d6 for each slot level above 1st. Available to: Paladin, Warlock - The Hexblade (XGtE)

Chromatic Orb (1st Level)
Spell Name: Chromatic Orb (1st Level) Casting Time: 1 Action Range/Area: 90 ft. Components: V, S, M* (a diamond worth 50+ GP) Duration: Instantaneous School: Evocation Attack/Save: Ranged Damage/Effect: Acid (varies) Tags: DAMAGE Description: You hurl an orb of energy at a target in range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder. Make a ranged spell attack; on a hit, the target takes 3d8 damage of the chosen type. If two or more d8s show the same number, the orb leaps to another creature within 30 ft. Make a new attack and damage roll for the new target. The orb can’t leap again unless cast with a spell slot of 2nd level or higher. At Higher Levels: Damage increases by 1d8 per slot level above 1st. The orb can leap a number of times equal to the level of the slot used. A creature may only be targeted once per casting. Available to: Sorcerer, Wizard, Sorcerer – Draconic Sorcery

Compelled Duel (1st Level)
Spell Name: Compelled Duel (1st Level) Casting Time: 1 Bonus Action Concentration Spell Range/Area: 30 ft. Components: V Duration: 1 Minute School: Enchantment Attack/Save: WIS Save Damage/Effect: Control Tags: CONTROL, SOCIAL, DEBUFF Description: You attempt to compel one creature into a duel. On a failed Wisdom save, it has Disadvantage on attack rolls against anyone but you, and can’t willingly move more than 30 ft. from you. The spell ends if you attack or cast a spell targeting another creature, if an ally damages the target, or if you or the target move more than 30 ft. apart. Available to: Paladin, Paladin – Oath of the Crown

Dissonant Whispers (1st Level)
Spell Name: Dissonant Whispers (1st Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V Duration: Instantaneous School: Enchantment Attack/Save: WIS Save Damage/Effect: Psychic Tags: DAMAGE, CONTROL Description: You whisper a discordant melody to one creature in range. It must succeed on a Wisdom saving throw or take 3d6 Psychic damage and immediately use its Reaction, if available, to move as far from you as possible using the safest path. On a successful save, the target takes half damage and doesn’t move. At Higher Levels: Damage increases by 1d6 for each spell slot level above 1st. Available to: Bard, Sorcerer – Aberrant Sorcery, Warlock – Great Old One Patron

Divine Smite (1st Level)
Spell Name: Divine Smite (1st Level) Casting Time: 1 Bonus Action* (Cast immediately after hitting with a melee weapon or unarmed strike) Range/Area: Self Components: V Duration: Instantaneous School: Evocation Attack/Save: None Damage/Effect: Radiant Tags: DAMAGE Description: The target struck by your melee weapon or unarmed strike takes an additional 2d8 Radiant damage. If it is a Fiend or Undead, add 1d8 extra damage. At Higher Levels: Damage increases by 1d8 for each spell slot level above 1st. Available to: Paladin

Earth Tremor (1st Level)
Spell Name: Earth Tremor (1st Level) Casting Time: 1 Action Range/Area: 10 ft. Components: V, S Duration: Instantaneous School: Evocation Attack/Save: DEX Save Damage/Effect: Bludgeoning Tags: DAMAGE, CONTROL Description: You shake the ground in a 10 ft. radius. Each creature except you must make a Dexterity save. On a fail, it takes 1d6 bludgeoning damage and is knocked prone. Loose earth or stone in the area becomes difficult terrain, with each 5-foot portion taking 1 minute to clear by hand. At Higher Levels: Damage increases by 1d6 for each slot level above 1st. Available to: Bard, Druid, Sorcerer, Wizard

Ensnaring Strike (1st Level)
Spell Name: Ensnaring Strike (1st Level) Casting Time: 1 Bonus Action* (Taken immediately after hitting with a weapon) Concentration Spell Range/Area: Self Components: V Duration: 1 Minute School: Conjuration Attack/Save: STR Save Damage/Effect: Piercing Tags: DAMAGE, CONTROL Description: On a hit, vines wrap the target, which must make a Strength save (Large+ has advantage). On a fail, it's Restrained. While Restrained, it takes 1d6 piercing damage at the start of its turns. It or an adjacent creature can end the spell by succeeding a Strength (Athletics) check vs. your spell save DC. At Higher Levels: Damage increases by 1d6 per slot level above 1st. Available to: Ranger, Paladin – Oath of the Ancients

Hail of Thorns (1st Level)
Spell Name: Hail of Thorns (1st Level) Casting Time: 1 Bonus Action* (which you take immediately after hitting a creature with a Ranged weapon) Range/Area: Self Components: V Duration: Instantaneous School: Conjuration Attack/Save: DEX Save Damage/Effect: Piercing Tags: DAMAGE Description: When you hit a creature with a Ranged weapon attack, thorns burst from your ammunition. The target and each creature within 5 ft. must make a Dexterity saving throw. On a failed save, they take 1d10 Piercing damage, or half on a success. Using a Higher-Level Spell Slot: The damage increases by 1d10 for each slot level above 1st. Available to: Ranger

Hex (1st Level)
Spell Name: Hex (1st Level) Casting Time: 1 Bonus Action Concentration Spell Range/Area: 90 ft. Components: V, S, M* (the petrified eye of a newt) Duration: 1 Hour School: Enchantment Attack/Save: None Damage/Effect: Necrotic Tags: DAMAGE, DEBUFF Description: You curse a creature you can see within range. Until the spell ends, it takes an extra 1d6 Necrotic damage whenever you hit it with an attack roll. Choose one ability when cast—the target has Disadvantage on checks using that ability. If it drops to 0 HP before the spell ends, you may curse a new target on a later turn as a Bonus Action. Using a Higher-Level Spell Slot: Concentration lasts longer with spell slots of level 2 (4 hrs), 3–4 (8 hrs), or 5+ (24 hrs). Available to: Warlock

Zephyr Strike (1st Level)
Spell Name: Zephyr Strike (1st Level) Casting Time: 1 Bonus Action Concentration Spell Range/Area: Self Components: V Duration: 1 Minute School: Transmutation Attack/Save: None Damage/Effect: Force Tags: DAMAGE, MOVEMENT, COMBAT Description: Until the spell ends, your movement doesn't provoke opportunity attacks. Once before it ends, you can gain advantage on one weapon attack roll on your turn. On a hit, that attack deals an extra 1d8 force damage. Hit or miss, your walking speed increases by 30 ft. until the end of the turn. Available to: Ranger

Aganazzar's Scorcher (2nd Level)
Spell Name: Aganazzar's Scorcher (2nd Level) Casting Time: 1 Action Range/Area: 30 ft. (30 ft. ⇀) Components: V, S, M* (a red dragon’s scale) Duration: Instantaneous School: Evocation Attack/Save: DEX Save Damage/Effect: Fire Tags: DAMAGE Description: A line of roaring flame 30 feet long and 5 feet wide shoots out from you in a direction you choose. Each creature in the line must make a Dexterity save, taking 3d8 fire damage on a failed save, or half as much on a success. At Higher Levels: When cast using a 3rd-level slot or higher, damage increases by 1d8 per slot above 2nd. Available to: Sorcerer, Wizard

Arcane Vigor (2nd Level)
Spell Name: Arcane Vigor (2nd Level) Casting Time: 1 Bonus Action Range/Area: Self Components: V, S Duration: Instantaneous School: Abjuration Attack/Save: None Damage/Effect: Heal Tags: HEALING, COMBAT, UTILITY Description: You tap into your life force to heal yourself. Roll 1 or 2 of your unexpended Hit Dice. Regain HP equal to the total rolled plus your spellcasting ability modifier. The dice are then expended. At Higher Levels: You can roll one additional unexpended Hit Die for each spell slot level above 2nd. Available to: Sorcerer, Wizard

Beast Sense (2nd Level)
Spell Name: Beast Sense (2nd Level) Casting Time: 1 Action Concentration Spell Ritual Spell Range/Area: Touch Components: S Duration: 1 Hour School: Divination Attack/Save: None Damage/Effect: Detection Tags: DETECTION Description: You touch a willing Beast. For the duration, you can perceive through its senses as well as your own. While doing so, you benefit from any special senses it possesses. Available to: Druid, Ranger

Cloud of Daggers (2nd Level)
Spell Name: Cloud of Daggers (2nd Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. (5 ft. Sq.) Components: V, S, M* (a sliver of glass) Duration: 1 Minute School: Conjuration Attack/Save: None Damage/Effect: Slashing Tags: DAMAGE Description: You conjure spinning daggers in a 5-foot cube. Each creature in the area takes 4d4 slashing damage when it enters, ends its turn, or if the cube moves into its space. Only one damage instance per turn. You can use a Magic action on later turns to teleport the cube up to 30 feet. At Higher Levels: Damage increases by 2d4 for each slot level above 2nd. Available to: Bard, Sorcerer, Warlock, Wizard

Cordon of Arrows (2nd Level)
Spell Name: Cordon of Arrows (2nd Level) Casting Time: 1 Action Range/Area: Touch Components: V, S, M* (four or more arrows or bolts) Duration: 8 Hours School: Transmutation Attack/Save: DEX Save Damage/Effect: Piercing Tags: DAMAGE, CONTROL Description: You touch up to 4 nonmagical arrows or bolts and plant them in your space. Until the spell ends, they can't be uprooted. When a creature (not you) enters or ends its turn within 30 ft., one piece of ammo strikes it (DEX save or 2d4 piercing). The ammo is destroyed. The spell ends when no ammo remains. You may choose creatures the spell will ignore. At Higher Levels: Affects 2 more ammo per slot above 2nd. Available to: Ranger

Crown of Madness (2nd Level)
Spell Name: Crown of Madness (2nd Level) Casting Time: 1 Action Concentration Spell Range/Area: 120 ft. Components: V, S Duration: 1 Minute School: Enchantment Attack/Save: WIS Save Damage/Effect: Charmed Tags: CONTROL Description: One humanoid must make a Wisdom save or be Charmed for the duration. A spectral crown appears on its head. On each turn, it must use its action before moving to make a melee attack against a creature you choose, if one is within reach. It can act normally otherwise. At the end of each turn, it repeats the save, ending the spell on a success. You must use your Action each turn to maintain control, or the spell ends. Available to: Bard, Sorcerer, Warlock, Wizard

Dragon's Breath (2nd Level)
Spell Name: Dragon's Breath (2nd Level) Casting Time: 1 Bonus Action Concentration Spell Range/Area: Touch (15 ft. Cone) Components: V, S, M* (a hot pepper) Duration: 1 Minute School: Transmutation Attack/Save: DEX Save Damage/Effect: Acid (...) Tags: DAMAGE, BUFF Description: You touch a willing creature and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can use a Magic action to exhale a 15-ft. cone. Each creature in the area must make a Dexterity save, taking 3d6 damage of the chosen type on a failed save, or half as much on a success. At Higher Levels: Damage increases by 1d6 for each slot level above 2nd. Available to: Sorcerer, Wizard

Phantasmal Force (2nd Level)
Spell Name: Phantasmal Force (2nd Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. (10 ft. Cube*) Components: V, S, M* (a bit of fleece) Duration: 1 Minute School: Illusion Attack/Save: INT Save Damage/Effect: Psychic Tags: DAMAGE, CONTROL, DECEPTION Description: Target a creature you see. On a failed INT save, you create a 10-ft. cube illusion perceivable only to that creature. The phantasm includes sound, heat, etc. The target treats it as real and may take 2d8 psychic damage if harmed by it. A creature can use an Investigation check (vs your DC) to end the effect. The target rationalizes all outcomes and believes the illusion is real. Available to: Bard, Sorcerer, Warlock, Wizard

Dust Devil (2nd Level)
Spell Name: Dust Devil (2nd Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. (5 ft. Sq) Components: V, S, M* (a pinch of dust) Duration: 1 Minute School: Conjuration Attack/Save: STR Save Damage/Effect: Bludgeoning Tags: DAMAGE, CONTROL Description: Choose an unoccupied 5-ft. cube of air. A dust devil appears in that space. Any creature that ends its turn within 5 ft. must make a STR save or take 1d8 bludgeoning and be pushed 10 ft. (half damage and no push on success). As a bonus action, move the dust devil up to 30 ft. If it moves over sand, dirt, or gravel, it creates a 10-ft. radius heavily obscured cloud until your next turn. At Higher Levels: Damage increases by 1d8 for each slot level above 2nd. Available to: Druid, Sorcerer, Wizard

Earthbind (2nd Level)
Spell Name: Earthbind (2nd Level) Casting Time: 1 Action Concentration Spell Range/Area: 300 ft. Components: V Duration: 1 Minute School: Transmutation Attack/Save: STR Save Damage/Effect: Control (...) Tags: CONTROL, DEBUFF Description: Choose one creature you can see within range. Magical yellow bands loop around the target. It must succeed on a STR save or its flying speed (if any) is reduced to 0 ft. for the duration. If airborne, it descends safely at 60 ft. per round until landing or the spell ends. Available to: Druid, Sorcerer, Warlock, Wizard

Healing Spirit (2nd Level)
Spell Name: Healing Spirit (2nd Level) Casting Time: 1 Bonus Action Concentration Spell Range/Area: 60 ft. (5 ft. Square) Components: V, S Duration: 1 Minute School: Conjuration Attack/Save: None Damage/Effect: Healing (...) Tags: HEALING, SUMMONING Description: You summon a transparent beast or fey spirit in a 5-ft. cube you can see. When a creature enters the space or starts its turn there, you can heal it for 1d6 HP (no action). The spirit heals 1 + your spellcasting mod times (min 2). It cannot heal constructs or undead. After its uses are spent, it vanishes. As a bonus action, you may move the spirit 30 ft. to a visible space. At Higher Levels: Healing increases by 1d6 per slot above 2nd. Available to: Druid, Ranger

Maximilian's Earthen Grasp (2nd Level)
Spell Name: Maximilian's Earthen Grasp (2nd Level) Casting Time: 1 Action Concentration Spell Range/Area: 30 ft. (5 ft. Square*) Components: V, S, M* (a miniature hand sculpted from clay) Duration: 1 Minute School: Transmutation Attack/Save: STR Save Damage/Effect: Bludgeoning (...) Tags: DAMAGE, CONTROL Description: You cause a Medium earthen hand to rise in a 5-ft. square and grab a creature within 5 ft. It must make a STR save or take 2d6 bludgeoning and become restrained. As an action, you can crush a restrained target (STR save, 2d6 on fail, half on success), move the hand 5 ft., or grab a new creature—releasing the current one. A restrained target can use its action to STR check vs your DC to escape. Available to: Sorcerer, Wizard

Mind Spike (2nd Level)
Spell Name: Mind Spike (2nd Level) Casting Time: 1 Action Concentration Spell Range/Area: 120 ft. Components: S Duration: 1 Hour School: Divination Attack/Save: WIS Save Damage/Effect: Psychic Tags: DAMAGE, DETECTION Description: Target one creature you can see. It must make a WIS save or take 3d8 psychic damage (half on success). On a failed save, you always know the target’s location until the spell ends, as long as you're on the same plane. The target can’t hide from you, and invisibility grants no benefit. At Higher Levels: Damage increases by 1d8 per slot level above 2nd. Available to: Sorcerer, Warlock, Wizard

Nystul's Magic Aura (2nd Level)
Spell Name: Nystul's Magic Aura (2nd Level) Casting Time: 1 Action Range/Area: Touch Components: V, S, M* (a small square of silk) Duration: 24 Hours School: Illusion Attack/Save: None Damage/Effect: Deception Tags: DECEPTION Description: Touch a willing creature or an unworn object. The creature gains Mask, and the object gains False Aura for the duration. Repeating this daily for 30 days makes the effect permanent. • Mask (Creature): Make the target appear as a different creature type. Magic treats it as that type. • False Aura (Object): Alter the target’s aura for detection magic. Make a mundane item appear magical, a magic item seem mundane, or change its aura’s school. Available to: Wizard

Shadow Blade (2nd Level)
Spell Name: Shadow Blade (2nd Level) Casting Time: 1 Bonus Action Concentration Spell Range/Area: Self Components: V, S Duration: 1 Minute School: Illusion Attack/Save: None Damage/Effect: Psychic Tags: CREATION, DAMAGE, COMBAT Description: You form a sword of solidified gloom in your hand. It lasts for the duration and counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage and has the finesse, light, and thrown (20/60) properties. You gain advantage on attack rolls made in dim light or darkness. If you drop or throw it, it vanishes at turn’s end. You may use a bonus action to resummon it. At Higher Levels: When cast using a 3rd or 4th level slot, damage increases to 3d8. At 5th or 6th level, damage increases to 4d8. At 7th level or higher, damage increases to 5d8. Available to: Sorcerer, Warlock, Wizard

Pyrotechnics (2nd Level)
Spell Name: Pyrotechnics (2nd Level) Casting Time: 1 Action Range/Area: 60 ft. (5 ft. Cube*) Components: V, S Duration: Instantaneous School: Transmutation Attack/Save: CON Save Damage/Effect: Blinded Tags: CONTROL, DEBUFF Description: Choose a nonmagical flame in a 5-ft. cube you can see. You extinguish it and create one of the following effects: • Fireworks: Creatures within 10 ft. must make a CON save or be blinded until the end of your next turn. • Smoke: Creates a 20-ft.-radius heavily obscured area that moves around corners. It lasts 1 minute or until dispersed by strong wind. Available to: Artificer, Bard, Sorcerer, Wizard

Skywrite (2nd Level)
Spell Name: Skywrite (2nd Level) Casting Time: 1 Action Concentration Spell Ritual Spell Range/Area: Sight Components: V, S Duration: 1 Hour School: Transmutation Attack/Save: None Damage/Effect: Communication (...) Tags: CONTROL, COMMUNICATION Description: You cause up to 10 words to form in a visible part of the sky. The words appear as cloud and persist for the spell’s duration. They dissipate when the spell ends. Strong wind can disperse the message early. Available to: Artificer, Bard, Druid, Wizard

Snilloc's Snowball Swarm (2nd Level)
Spell Name: Snilloc's Snowball Swarm (2nd Level) Casting Time: 1 Action Range/Area: 90 ft. (5 ft. Sphere) Components: V, S, M* (a piece of ice or a small white rock chip) Duration: Instantaneous School: Evocation Attack/Save: DEX Save Damage/Effect: Cold Tags: DAMAGE Description: A flurry of magic snowballs erupts at a point you choose. Each creature in a 5-ft. radius sphere must make a DEX save, taking 3d6 cold damage on a fail, or half on success. At Higher Levels: Damage increases by 1d6 for each slot level above 2nd. Available to: Sorcerer, Wizard

Summon Beast (2nd Level)
Spell Name: Summon Beast (2nd Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. Components: V, S, M* (a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Summoning Tags: SUMMONING Description: You summon a bestial spirit in an unoccupied space you can see, choosing Air, Land, or Water. It uses the Bestial Spirit stat block and resembles a creature native to the chosen environment. The spirit takes its turn immediately after yours and obeys your verbal commands. If given none, it takes the Dodge action. It vanishes at 0 HP or when the spell ends. At Higher Levels: Use the spell slot’s level for the stat block’s scaling. Available to: Druid, Ranger

Shining Smite (2nd Level)
Spell Name: Shining Smite (2nd Level) Casting Time: 1 Bonus Action* (*which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike) Concentration Spell Range/Area: Self Components: V Duration: 1 Minute School: Transmutation Attack/Save: None Damage/Effect: Radiant Tags: DAMAGE, DEBUFF Description: The target hit takes 2d6 radiant damage. Until the spell ends, it sheds bright light in a 5-ft. radius, attack rolls against it have advantage, and it can’t benefit from the Invisible condition. At Higher Levels: Damage increases by 1d6 for each spell slot level above 2nd. Available to: Paladin

Aura of Vitality (3rd Level)
Spell Name: Aura of Vitality (3rd Level) Casting Time: 1 Action Concentration Spell Range/Area: Self (30 ft. Radius) Components: V Duration: 1 Minute School: Abjuration Attack/Save: None Damage/Effect: Healing Tags: HEALING Description: A 30-ft. aura radiates from you for the duration. When you cast the spell and at the start of each of your turns while it lasts, you can restore 2d6 HP to one creature within the aura. Available to: Cleric, Druid, Paladin

Blinding Smite (3rd Level)
Spell Name: Blinding Smite (3rd Level) Casting Time: 1 Bonus Action* (*which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike) Concentration Spell Range/Area: Self Components: V Duration: 1 Minute School: Evocation Attack/Save: CON Save Damage/Effect: Radiant Tags: DAMAGE, CONTROL Description: The target hit takes 3d8 radiant damage and is blinded for the duration. At the end of each of its turns, it makes a CON save, ending the effect on a success. At Higher Levels: Extra damage increases by 1d8 for each slot level above 3rd. Available to: Paladin

Catnap (3rd Level)
Spell Name: Catnap (3rd Level) Casting Time: 1 Action Range/Area: 30 ft. Components: S, M* (a pinch of sand) Duration: 10 Minutes School: Enchantment Attack/Save: None Damage/Effect: Buff (...) Tags: BUFF, UTILITY Description: Up to three willing creatures you can see fall unconscious for the duration. The spell ends early if a target takes damage or is shaken awake. If a target stays unconscious the full time, it gains the benefit of a short rest and can’t be affected by this spell again until after a long rest. At Higher Levels: Target one additional willing creature per slot level above 3rd. Available to: Artificer, Bard, Sorcerer, Wizard

Conjure Barrage (3rd Level)
Spell Name: Conjure Barrage (3rd Level) Casting Time: 1 Action Range/Area: Self (60 ft. Cone) Components: V, S, M* (a Melee or Ranged weapon worth at least 1 CP) Duration: Instantaneous School: Conjuration Attack/Save: DEX Save Damage/Effect: Force Tags: DAMAGE Description: You brandish your weapon and conjure spectral versions that launch forward in a 60-ft. cone. Each creature of your choice in the area must make a DEX save, taking 5d8 force damage on a fail, or half on a success. At Higher Levels: Damage increases by 1d8 for each slot level above 3rd. Available to: Ranger

Crusader's Mantle (3rd Level)
Spell Name: Crusader's Mantle (3rd Level) Casting Time: 1 Action Concentration Spell Range/Area: Self (30 ft. Radius) Components: V Duration: 1 Minute School: Evocation Attack/Save: None Damage/Effect: Radiant Tags: DAMAGE, BUFF Description: You radiate a magical aura in a 30-ft. radius. While in the aura, you and your allies deal an extra 1d4 radiant damage when hitting with a weapon or an unarmed strike. Available to: Paladin, Cleric (War Domain)

Elemental Weapon (3rd Level)
Spell Name: Elemental Weapon (3rd Level) Casting Time: 1 Action Concentration Spell Range/Area: Touch Components: V, S Duration: 1 Hour School: Transmutation Attack/Save: None Damage/Effect: Acid (...) Tags: DAMAGE, BUFF Description: A nonmagical weapon you touch becomes magical. Choose acid, cold, fire, lightning, or thunder. For the duration, it gains +1 to attack rolls and deals +1d4 damage of the chosen type on a hit. At Higher Levels: 5th–6th level slot: +2 to attack, +2d4 damage | 7th+ level slot: +3 to attack, +3d4 damage. Available to: Artificer, Druid, Paladin, Ranger

Tasha's Mind Whip (2nd Level)
Spell Name: Tasha's Mind Whip (2nd Level) Casting Time: 1 Action Range/Area: 90 ft. Components: V Duration: 1 Round School: Enchantment Attack/Save: INT Save Damage/Effect: Psychic Tags: DAMAGE, CONTROL Description: Lash out at one creature you can see. It must make an INT save or take 3d6 psychic damage and lose its reaction until the end of its next turn. It must then choose only one on its turn: a move, an action, or a bonus action. On a success, it takes half damage and suffers no other effects. At Higher Levels: Target one additional creature per slot level above 2nd. All must be within 30 ft. of each other. Available to: Sorcerer, Wizard

Warding Wind (2nd Level)
Spell Name: Warding Wind (2nd Level) Casting Time: 1 Action Concentration Spell Range/Area: Self (10 ft. Radius) Components: V Duration: 10 Minutes School: Evocation Attack/Save: None Damage/Effect: Deafened Tags: CONTROL, DEBUFF, WARDING Description: A strong wind (20 mph) blows around you in a 10-ft. radius, centered on you. It lasts for the duration and: • Deafens creatures in its area. • Extinguishes torch-sized or smaller unprotected flames. • Hedges out vapor, gas, and fog that strong wind can disperse. • Makes the area difficult terrain for others. • Causes ranged weapon attacks that pass in or out to have disadvantage. Available to: Bard, Druid, Sorcerer, Wizard

Enemies Abound (3rd Level)
Spell Name: Enemies Abound (3rd Level) Casting Time: 1 Action Concentration Spell Range/Area: 120 ft. Components: V, S Duration: 1 Minute School: Enchantment Attack/Save: INT Save Damage/Effect: Control (...) Tags: CONTROL, DEBUFF Description: One creature must make an INT save. It auto-succeeds if immune to being frightened. On a fail, it sees all nearby creatures as enemies and must choose targets at random. It can repeat the save each time it takes damage. If an enemy provokes an opportunity attack, it must make the attack if able. Available to: Bard, Sorcerer, Warlock, Wizard

Erupting Earth (3rd Level)
Spell Name: Erupting Earth (3rd Level) Casting Time: 1 Action Range/Area: 120 ft. (20 ft. Cube) Components: V, S, M* (a piece of obsidian) Duration: Instantaneous School: Transmutation Attack/Save: DEX Save Damage/Effect: Bludgeoning Tags: DAMAGE, CONTROL Description: Choose a point on the ground. Earth erupts in a 20-ft. cube centered there. Creatures in the area must make a DEX save, taking 3d12 bludgeoning damage on a fail, or half on success. The ground becomes difficult terrain. Each 5-ft. square takes 1 minute to clear by hand. At Higher Levels: Damage increases by 1d12 per slot level above 3rd. Available to: Druid, Sorcerer, Wizard

Life Transference (3rd Level)
Spell Name: Life Transference (3rd Level) Casting Time: 1 Action Range/Area: 30 ft. Components: V, S Duration: Instantaneous School: Necromancy Attack/Save: None Damage/Effect: Necrotic Tags: HEALING Description: You take 4d8 necrotic damage that can’t be reduced. A creature of your choice within range regains hit points equal to twice the necrotic damage you take. At Higher Levels: Damage increases by 1d8 for each slot level above 3rd. Available to: Cleric, Wizard

Lightning Arrow (3rd Level)
Spell Name: Lightning Arrow (3rd Level) Casting Time: 1 Bonus Action* (which you take immediately after hitting or missing a target with a ranged attack using a weapon) Range/Area: Self Components: V, S Duration: Instantaneous School: Transmutation Attack/Save: DEX Save Damage/Effect: Lightning (...) Tags: DAMAGE Description: When you hit or miss, the weapon becomes a bolt of lightning. The target takes 4d8 Lightning damage on a hit, or half on a miss. Each creature within 10 ft. of the target makes a DEX save, taking 2d8 Lightning damage on a fail, or half on success. The weapon then returns to normal. At Higher Levels: Damage for both effects increases by 1d8 per slot level above 3rd. Available to: Ranger

Melf's Minute Meteors (3rd Level)
Spell Name: Melf's Minute Meteors (3rd Level) Casting Time: 1 Action Concentration Spell Range/Area: Self Components: V, S, M* (niter, sulfur, and pine tar formed into a bead) Duration: 10 Minutes School: Evocation Attack/Save: DEX Save Damage/Effect: Fire Tags: DAMAGE Description: You create six tiny meteors that orbit you. As a bonus action on your turn, you can launch 1 or 2 meteors within 120 ft. On impact, each creature within 5 ft. of the point must make a DEX save, taking 2d6 fire damage on a fail, or half on a success. At Higher Levels: Number of meteors increases by 2 per slot level above 3rd. Available to: Sorcerer, Wizard

Spirit Shroud (3rd Level)
Spell Name: Spirit Shroud (3rd Level) Casting Time: 1 Bonus Action Concentration: Required Range/Area: Self Components: V, S Duration: 1 Minute School: Necromancy Attack/Save: None Damage/Effect: Cold (or Radiant/Necrotic) Tags: DAMAGE, DEBUFF Description: You summon spirits of the dead to flit around you. While active, your attacks deal 1d8 extra damage (radiant, necrotic, or cold). This damage prevents hit point regeneration until your next turn. Creatures of your choice that start their turn within 10 ft. of you have their speed reduced by 10 ft. until your next turn. At Higher Levels: Damage increases by 1d8 for every two slot levels above 3rd. Available to: Cleric, Paladin, Warlock, Wizard

Summon Fey (3rd Level)
Spell Name: Summon Fey (3rd Level) Casting Time: 1 Action Concentration: Required Range/Area: 90 ft. Components: V, S, M* (a gilded flower worth 300+ GP) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Summoning Tags: SUMMONING Description: You summon a Fey spirit in an unoccupied space you can see. Choose a mood: Fuming, Mirthful, or Tricksy, which determines the spirit’s abilities. The creature is an ally, acts on your initiative (after yours), and obeys verbal commands. If no command is given, it Dodges and avoids danger. Use the Fey Spirit stat block. The creature vanishes at 0 HP or when the spell ends. At Higher Levels: Use the spell slot’s level for the stat block's scaling. Available to: Druid, Ranger, Warlock, Wizard

Feign Death (3rd Level)
Spell Name: Feign Death (3rd Level) Casting Time: 1 Action Ritual Spell Range/Area: Touch Components: V, S, M* (a pinch of graveyard dirt) Duration: 1 Hour School: Necromancy Attack/Save: None Damage/Effect: Blinded (...) Tags: BUFF, DEBUFF, DECEPTION Description: You touch a willing creature, placing it in a cataleptic state indistinguishable from death. The target appears dead to inspection and detection magic. It is Blinded, Incapacitated, has 0 Speed, resistance to all damage except Psychic, and immunity to the Poisoned condition. Available to: Bard, Cleric, Druid, Wizard, Warlock – The Undying (SCAG)

Flame Arrows (3rd Level)
Spell Name: Flame Arrows (3rd Level) Casting Time: 1 Action Concentration Spell Range/Area: Touch Components: V, S Duration: 1 Hour School: Transmutation Attack/Save: None Damage/Effect: Fire Tags: DAMAGE, BUFF Description: You touch a quiver of arrows or bolts. A target hit by a ranged attack using that ammunition takes an extra 1d6 fire damage. The spell ends on each piece when used. The spell ends after 12 pieces are drawn and used. At Higher Levels: Affects two additional pieces of ammunition per slot level above 3rd. Available to: Artificer, Druid, Ranger, Sorcerer, Wizard

Hunger of Hadar (3rd Level)
Spell Name: Hunger of Hadar (3rd Level) Casting Time: 1 Action Concentration Spell Range/Area: 150 ft. (20 ft. Sphere) Components: V, S, M* (a pickled tentacle) Duration: 1 Minute School: Conjuration Attack/Save: DEX Save Damage/Effect: Cold (...) Tags: DAMAGE, CONTROL Description: You open a gateway to the Far Realm. A 20-ft. radius sphere of darkness appears, becoming difficult terrain. No light illuminates the area, and creatures inside are blinded. It emits eerie sounds up to 30 ft. Creatures starting their turn in the area take 2d6 cold damage. Creatures ending their turn must make a DEX save or take 2d6 acid damage. At Higher Levels: Cold or acid damage (your choice) increases by 1d6 per slot level above 3rd. Available to: Warlock, Sorcerer – Aberrant Sorcery, Warlock – Great Old One Patron, Warlock – Great Fool Patron

Summon Shadowspawn (3rd Level)
Spell Name: Summon Shadowspawn (3rd Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. Components: V, S, M* (tears inside a gem worth at least 300 gp) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Summoning Description: You call forth a shadow spirit in an unoccupied space within range. Choose an emotion: Fury, Despair, or Fear. The creature uses the Shadow Spirit stat block, modified by the chosen emotion, and vanishes at 0 HP or when the spell ends. The spirit acts on your initiative, taking its turn after yours. It obeys your verbal commands or defaults to Dodge. At Higher Levels: When cast using a spell slot of 4th level or higher, use the higher slot level wherever the spell’s level appears in the stat block. Available to: Warlock, Wizard

Summon Lesser Demons (3rd Level)
Spell Name: Summon Lesser Demons (3rd Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. Components: V, S, M* (a vial of blood from a humanoid killed within the past 24 hours) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Summoning Tags: SUMMONING Description: Utter foul words to summon demons from the Abyss. Roll a d6 to determine what appears: 1–2: two demons (CR 1 or lower), 3–4: four demons (CR 1/2 or lower), 5–6: eight demons (CR 1/4 or lower). You choose their location; the DM chooses the demon type. Demons act on their own initiative and attack the nearest non-demons, including you. Optionally, draw a blood circle to prevent demons from leaving or attacking within it. At Higher Levels: At 6th or 7th level, summon twice as many demons. At 8th or 9th level, summon three times as many. Available to: Warlock, Wizard

Summon Undead (3rd Level)
Spell Name: Summon Undead (3rd Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. Components: V, S, M* (a gilded skull worth at least 300 gp) Duration: 1 Hour School: Necromancy Attack/Save: None Damage/Effect: Summoning Description: You call forth an undead spirit in an unoccupied space you can see. Choose Ghostly, Putrid, or Skeletal. The form determines the stat block and abilities of the Undead Spirit. It vanishes at 0 HP or when the spell ends. The spirit shares your initiative but acts after you. It follows verbal commands or defaults to Dodge. Ghostly can fly and pass through objects; Putrid emits a poisonous aura; Skeletal attacks at range. The creature is immune to poison, necrotic, frightened, paralyzed, exhaustion. At Higher Levels: Use the spell slot’s level for stats in the block. Available to: Warlock, Wizard

Thunder Step (3rd Level)
Spell Name: Thunder Step (3rd Level) Casting Time: 1 Action Range/Area: 90 ft. Components: V Duration: Instantaneous School: Conjuration Attack/Save: CON Save Damage/Effect: Thunder Description: You teleport yourself to an unoccupied space you can see within range. Each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much on a success. The boom can be heard up to 300 feet away. You may bring one willing creature of your size or smaller within 5 feet, plus any items you can carry. That creature must also have an unoccupied space within 5 feet of your destination or it is left behind. At Higher Levels: Damage increases by 1d10 for each slot level above 3rd. Available to: Sorcerer, Warlock, Wizard

Aura of Life (4th Level)
Spell Name: Aura of Life (4th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self (30 ft. Emanation) Components: V Duration: 10 Minutes School: Abjuration Attack/Save: None Damage/Effect: Healing (…) Description: An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point. Available to: Cleric, Paladin Also Available to: Cleric – Life Domain, Cleric – Twilight Domain (TCoE), Druid – Circle of Wildfire (TCoE), Warlock – The Undying (SCAG)

Aura of Purity (4th Level)
Spell Name: Aura of Purity (4th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self (30 ft. Emanation) Components: V Duration: 10 Minutes School: Abjuration Attack/Save: None Damage/Effect: Buff (…) Description: An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition. Available to: Cleric, Paladin Also Available to: Cleric – Peace Domain (TCoE), Paladin – Oath of the Watchers (TCoE)

Charm Monster (4th Level)
Spell Name: Charm Monster (4th Level) Casting Time: 1 Action Range/Area: 30 ft. Components: V, S Duration: 1 Hour School: Enchantment Attack/Save: WIS Save Damage/Effect: Charmed Description: One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. At Higher Levels: You can target one additional creature for each spell slot level above 4. Available to: Bard, Druid, Sorcerer, Warlock, Wizard Also Available to: Paladin – Oath of Revelry, Sorcerer – Draconic Sorcery

Elemental Bane (4th Level)
Spell Name: Elemental Bane (4th Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. Components: V, S Duration: 1 Minute School: Transmutation Attack/Save: CON Save Damage/Effect: Acid (…) Description: Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected for the spell’s duration. The first time each turn the affected target takes damage of the chosen type, it takes an extra 2d6 damage of that type. The target also loses resistance to that damage type until the spell ends. At Higher Levels: When cast using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other. Available to: Artificer, Druid, Warlock, Wizard

Tidal Wave (3rd Level)
Spell Name: Tidal Wave (3rd Level) Casting Time: 1 Action Range/Area: 120 ft. Components: V, S, M* (a drop of water) Duration: Instantaneous School: Conjuration Attack/Save: DEX Save Damage/Effect: Bludgeoning Description: You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, then vanishes. Available to: Druid, Sorcerer, Wizard

Tiny Servant (3rd Level)
Spell Name: Tiny Servant (3rd Level) Casting Time: 1 Minute Range/Area: Touch Components: V, S Duration: 8 Hours School: Transmutation Attack/Save: None Damage/Effect: Utility Description: You touch one Tiny, nonmagical object that isn’t attached or carried, causing it to sprout limbs and serve you. The servant lasts for the duration or until reduced to 0 HP. As a bonus action, you may mentally command it (range 120 ft). Multiple servants can receive the same command. You choose its actions or give simple orders. If no command is given, it defends itself only. Upon reaching 0 HP, it reverts to its original form with damage carried over. At Higher Levels: You can animate two additional objects for each slot level above 3rd. Available to: Artificer, Wizard

Wall of Sand (3rd Level)
Spell Name: Wall of Sand (3rd Level) Casting Time: 1 Action Range/Area: 90 ft. Components: V, S, M* (a handful of sand) Duration: 10 Minutes School: Evocation Attack/Save: None Damage/Effect: Blinded Description: You conjure a wall of swirling sand on the ground at a point you can see within range. The wall can be up to 30 feet long, 10 feet high, and 10 feet thick. It lasts for the duration or until dispelled. It blocks line of sight but not movement. A creature inside the wall is blinded and must spend 3 feet of movement for every 1 foot moved within it. Available to: Wizard

Wall of Water (3rd Level)
Spell Name: Wall of Water (3rd Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. Components: V, S, M* (a drop of water) Duration: 10 Minutes School: Evocation Attack/Save: None Damage/Effect: Control Description: You create a wall of water at a point you can see within range. The wall can be 30 ft long, 10 ft high, and 1 ft thick, or a 20 ft diameter ring, 20 ft high, and 1 ft thick. It vanishes when the spell ends. The area is difficult terrain. Ranged attacks through it have disadvantage, and fire damage is halved. Cold spells freeze sections (AC 5, 15 HP per 5-ft square). Destroyed sections are not refilled. Available to: Druid, Sorcerer, Wizard

Shadow of Moil (4th Level)
Spell Name: Shadow of Moil (4th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self Components: V, S, M* (an undead eyeball encased in a gem worth at least 150 gp) Duration: 1 Minute School: Necromancy Attack/Save: None Damage/Effect: Necrotic Description: Flame-like shadows wreathe your body, making you heavily obscured. They turn dim light within 10 ft. into darkness and bright light into dim. You gain resistance to radiant damage. When a creature within 10 ft. hits you with an attack, the shadows lash out, dealing 2d8 necrotic damage. Available to: Warlock

Fount of Moonlight (4th Level)
Spell Name: Fount of Moonlight (4th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self Components: V, S Duration: 10 Minutes School: Evocation Attack/Save: CON Save Damage/Effect: Radiant Description: A cool light surrounds you, emitting Bright Light in a 20-foot radius and Dim Light for another 20. You gain Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage. When a creature you can see within 60 feet deals damage to you, you may use your Reaction to force a CON save. On a failed save, that creature is Blinded until the end of your next turn. Available to: Bard, Druid

Grasping Vine (4th Level)
Spell Name: Grasping Vine (4th Level) Casting Time: 1 Bonus Action Concentration Spell Range/Area: 60 ft. Components: V, S Duration: 1 Minute School: Conjuration Attack/Save: Melee Damage/Effect: Bludgeoning Description: You conjure a vine in an unoccupied space you can see within range. The vine lasts for the duration. Make a melee spell attack against a creature within 30 feet of it. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine. If Huge or smaller, it is Grappled (escape DC = your spell save DC). The vine can grapple only one creature at a time, but you can release it without using an action. On later turns, you can use a Bonus Action to repeat the attack. At Higher Levels: The number of creatures the vine can grapple increases by one per slot level above 4th. Available to: Druid, Ranger, Cleric – Nature Domain (PHB)

Guardian of Nature (4th Level)
Spell Name: Guardian of Nature (4th Level) Casting Time: 1 Bonus Action Concentration Spell Range/Area: Self Components: V Duration: 1 Minute School: Transmutation Attack/Save: None Damage/Effect: Buff (…) Description: A nature spirit transforms you into a guardian. Choose one form: Primal Beast: – Speed +10 ft. – Darkvision 120 ft. – Advantage on Strength-based attacks – Melee attacks deal +1d6 force damage Great Tree: – Gain 10 temp HP – Advantage on Constitution saves – Advantage on Dexterity and Wisdom-based attacks – Ground within 15 ft. is difficult terrain for enemies Available to: Druid, Ranger

Sickening Radiance (4th Level)
Spell Name: Sickening Radiance (4th Level) Casting Time: 1 Action Concentration Spell Range/Area: 120 ft. (30 ft. Sphere) Components: V, S Duration: 10 Minutes School: Evocation Attack/Save: CON Save Damage/Effect: Radiant Description: Dim greenish light spreads in a 30-ft-radius sphere centered on a point you choose. When a creature moves into the area or starts its turn there, it must succeed on a CON save or take 4d10 radiant damage, gain one level of exhaustion, and emit dim light in a 5-ft radius. Affected creatures cannot be invisible. All effects end when the spell ends. Available to: Sorcerer, Warlock, Wizard

Staggering Smite (4th Level)
Spell Name: Staggering Smite (4th Level) Casting Time: 1 Bonus Action* (which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike) Range/Area: Self Components: V Duration: Instantaneous School: Enchantment Attack/Save: WIS Save Damage/Effect: Psychic Description: The target takes an extra 4d6 Psychic damage from the attack and must make a Wisdom saving throw. On a failed save, the target is Stunned until the end of your next turn. At Higher Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 4. Available to: Paladin, Warlock – The Hexblade (XGtE)

Storm Sphere (4th Level)
Spell Name: Storm Sphere (4th Level) Casting Time: 1 Action Concentration Spell Range/Area: 150 ft. (20 ft. Sphere) Components: V, S Duration: 1 Minute School: Evocation Attack/Save: STR Save Damage/Effect: Bludgeoning (…)* Description: A 20-foot-radius sphere of whirling air appears, forcing creatures inside to make a Strength save or take 2d6 bludgeoning damage. The area is difficult terrain. As a bonus action, you can hurl a lightning bolt at one creature within 60 ft. of the center. Make a ranged spell attack with advantage if the target is inside the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 ft. have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels: Each damage roll increases by 1d6 for each slot level above 4th. Available to: Sorcerer, Wizard

Summon Aberration (4th Level)
Spell Name: Summon Aberration (4th Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. Components: V, S, M* (a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Summoning Description: You call forth an aberrant spirit in an unoccupied space within range. Choose Beholderkin, Mind Flayer, or Slaad. The creature uses the appropriate stat block and disappears at 0 HP or when the spell ends. It rolls its own initiative and acts after yours, obeying verbal commands. If not commanded, it takes the Dodge action. At Higher Levels: Use the spell slot's level for scaling in the stat block. Available to: Warlock, Wizard Also Available to: Sorcerer – Aberrant Sorcery, Warlock – Great Old One Patron

Summon Construct (4th Level)
Spell Name: Summon Construct (4th Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. Components: V, S, M* (a leoxbox worth 400+ GP) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Summoning Description: You call forth a Construct spirit in an unoccupied space you can see. Choose Clay, Metal, or Stone. It resembles an animated statue of your design. It uses the Construct Spirit stat block and disappears at 0 HP or when the spell ends. The creature is an ally, rolls its own initiative, obeys verbal commands, and takes the Dodge action if uncommanded. At Higher Levels: Use the spell slot’s level for scaling in the stat block. Available to: Artificer, Wizard Also Available to: Sorcerer – Clockwork Sorcery

Vitriolic Sphere (4th Level)
Spell Name: Vitriolic Sphere (4th Level) Casting Time: 1 Action Range/Area: 150 ft. (20 ft. Sphere) Components: V, S, M* (a drop of bile) Duration: Instantaneous School: Evocation Attack/Save: DEX Save Damage/Effect: Acid (...) Description: You hurl a 1-foot ball of acid to a point within range. It explodes in a 20-foot-radius Sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 10d4 Acid damage and 5d4 Acid damage at the end of its next turn. On a successful save, it only takes half of the initial 10d4 damage. At Higher Levels: Initial damage increases by 2d4 for each slot level above 4th. Available to: Sorcerer, Wizard

Summon Elemental (4th Level)
Spell Name: Summon Elemental (4th Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. Components: V, S, M* (a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Summoning Description: You call forth an Elemental spirit in an unoccupied space you can see. Choose Air, Earth, Fire, or Water. It resembles a bipedal form of the chosen element and uses the Elemental Spirit stat block. It vanishes at 0 HP or when the spell ends. It acts as an ally, shares your initiative count, and takes its turn immediately after yours. If uncommanded, it takes the Dodge action and uses movement to avoid danger. At Higher Levels: Use the spell slot’s level for scaling in the stat block. Available to: Druid, Ranger, Wizard Also Available to: Warlock – The Fathomless (TCoE)

Summon Greater Demon (4th Level)
Spell Name: Summon Greater Demon (4th Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. Components: V, S, M* (a vial of blood from a humanoid killed within the past 24 hours) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Summoning Description: You summon one demon of CR 5 or lower, such as a shadow demon or barlgura, in an unoccupied space. It rolls its own initiative and acts on its own turn. On your turn, you can command it verbally (no action). Without command, it attacks the nearest creature that has harmed it. At the end of each of its turns, it makes a Charisma saving throw. On a fail, it remains under your control. On a success, it breaks free and attacks the nearest non-demon. If you end concentration early, the demon remains for 1d6 rounds if it still has HP. A protective circle can be drawn that the demon cannot cross or target within. At Higher Levels: CR increases by 1 for each slot above 4th. Available to: Warlock, Wizard

Watery Sphere (4th Level)
Spell Name: Watery Sphere (4th Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. (5 ft. Sphere) Components: V, S, M* (a droplet of water) Duration: 1 Minute School: Conjuration Attack/Save: STR Save Damage/Effect: Restrained (...) Description: You create a 5-ft-radius hovering water sphere. Creatures in the space must make a Strength save. On a fail, they are restrained. Large+ creatures succeed automatically, and Large may choose to fail. Restrained creatures repeat the save at the end of each turn. The sphere can restrain 4 Medium or 1 Large creature. Extra creatures fall prone within 5 ft. The sphere can move 30 ft. as an action, carrying restrained targets and ramming into others. When the spell ends, restrained targets fall prone, and flames in 30 ft. are extinguished. Available to: Druid, Sorcerer, Wizard

Bigby's Hand (5th Level)
Spell Name: Bigby's Hand (5th Level) Casting Time: 1 Action Concentration Spell Range/Area: 120 ft. Components: V, S, M* (an eggshell and a glove) Duration: 1 Minute School: Evocation Tags: DAMAGE, CONTROL Description: You create a Large hand of shimmering energy in an unoccupied space. The hand has AC 20, HP equal to your Hit Point maximum, and doesn’t occupy its space. As a Bonus Action, move it 60 ft. and cause one of the following effects: Clenched Fist: Melee spell attack; on hit, 5d8 Force damage. Forceful Hand: STR save or be pushed 5 ft. + 5× your spellcasting mod; hand stays within 5 ft. Grasping Hand: DEX save or become Grappled (escape DC = spell save DC). Bonus Action crush deals 4d6 + mod bludgeoning. Interposing Hand: Grants Half Cover and creates Difficult Terrain. At Higher Levels: Clenched Fist damage +2d8 and Grasping Hand crush +2d6 per slot above 5th. Available to: Sorcerer, Wizard Also Available to: Artificer, Warlock – The Fathomless (TCoE)

Circle of Power (5th Level)
Spell Name: Circle of Power (5th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self (30 ft. Emanation) Components: V Duration: 10 Minutes School: Abjuration Attack/Save: None Damage/Effect: Buff (…) Description: An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save. Available to: Cleric, Paladin, Wizard Also Available to: Cleric – Twilight Domain (TCoE), Paladin – Oath of the Crown (SCAG)

Conjure Volley (5th Level)
Spell Name: Conjure Volley (5th Level) Casting Time: 1 Action Range/Area: 150 ft. (40 ft. Cylinder) Components: V, S, M * (*a Melee or Ranged weapon worth at least 1 CP) Duration: Instantaneous School: Conjuration Attack/Save: DEX Save Damage/Effect: Force Description: You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one. Available to: Ranger

Control Winds (5th Level)
Spell Name: Control Winds (5th Level) Casting Time: 1 Action Range/Area: 300 ft. (100 ft. Cube) Components: V, S Duration: 1 Hour School: Transmutation Attack/Save: STR Save Damage/Effect: Prone Description: You manipulate the air in a 100-foot cube. Choose Gusts, Downdraft, or Updraft when you cast the spell. • Gusts: Wind blows horizontally in a chosen direction; moderate/strong wind imposes attack roll penalties and movement cost. • Downdraft: Wind blasts downward; ranged attacks have disadvantage, and flying creatures must save or fall prone. • Updraft: Wind rises; fall damage is halved, and vertical jumps improve by 10 feet. You can switch effects or pause/restart one with your action. Available to: Druid, Sorcerer, Wizard

Danse Macabre (5th Level)
Spell Name: Danse Macabre (5th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V, S Duration: 1 Hour School: Necromancy Attack/Save: None Damage/Effect: Control (…) Description: You raise up to five Small or Medium corpses within range as undead. Choose zombie or skeleton stats; each gains a bonus to attack and damage rolls equal to your spellcasting modifier. As a bonus action, command all created undead within 60 ft., either with individual direction or general orders. Without orders, they only defend themselves. They remain animated until the spell ends. At Higher Levels: Animate two additional corpses per spell slot above 5th. Available to: Warlock, Wizard

Banishing Smite (5th Level)
Spell Name: Banishing Smite (5th Level) Casting Time: 1 Bonus Action * (which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike) Concentration Spell Range/Area: Self Components: V Duration: 1 Minute School: Conjuration Attack/Save: CHA Save Damage/Effect: Force Description: The target hit by the attack takes an extra 5d10 Force damage. If reduced to 50 HP or fewer, it must succeed on a Charisma save or be banished to a harmless demiplane for the duration. While banished, it is Incapacitated. When the spell ends, the target returns to its original space or the nearest unoccupied one. Available to: Paladin, Warlock – The Hexblade (XGtE)

Dawn (5th Level)
Spell Name: Dawn (5th Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. (30 ft. Cylinder) Components: V, S, M* (a sunburst pendant worth at least 100 gp) Duration: 1 Minute School: Evocation Attack/Save: CON Save Damage/Effect: Radiant Description: A 30-foot-radius, 40-foot-high cylinder of bright sunlight shines in the location you choose. Each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half on success. The save repeats for any creature ending its turn in the cylinder. If you're within 60 feet of it, you can move the cylinder up to 60 feet as a bonus action on your turn. Available to: Cleric, Wizard

Destructive Wave (5th Level)
Spell Name: Destructive Wave (5th Level) Casting Time: 1 Action Range/Area: Self (30 ft. Emanation) Components: V Duration: Instantaneous School: Evocation Attack/Save: CON Save Damage/Effect: Thunder (…) Description: You release a pulse of destructive force in a 30-foot Emanation. Each creature you choose in the area must make a Constitution saving throw. On a failed save, a creature takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and is knocked Prone. On a successful save, the target takes only half damage and is not knocked Prone. Available to: Paladin, Cleric – Tempest Domain (PHB)

Enervation (5th Level)
Spell Name: Enervation (5th Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. Components: V, S Duration: 1 Minute School: Necromancy Attack/Save: DEX Save Damage/Effect: Necrotic Description: A tendril of darkness lashes out to drain life. Target must make a Dexterity saving throw. On success, it takes 2d8 necrotic damage, and the spell ends. On failure, it takes 4d8 necrotic damage and is linked for the duration. Each of your turns, you deal 4d8 necrotic damage as long as the link remains. The spell ends early if you take another action, the target leaves range, or total cover is gained. You regain HP equal to half the necrotic damage dealt. At Higher Levels: Damage increases by 1d8 for each slot level above 5th. Available to: Sorcerer, Warlock, Wizard

Far Step (5th Level)
Spell Name: Far Step (5th Level) Casting Time: 1 Bonus Action Concentration Spell Range/Area: Self Components: V Duration: 1 Minute School: Conjuration Attack/Save: None Damage/Effect: Teleportation Description: You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again. Available to: Sorcerer, Warlock, Wizard

Holy Weapon (5th Level)
Spell Name: Holy Weapon (5th Level) Casting Time: 1 Bonus Action Concentration Spell Range/Area: Touch Components: V, S Duration: 1 Hour School: Evocation Attack/Save: CON Save Damage/Effect: Radiant (…) Description: You imbue a weapon with radiant power. It emits bright light in a 30 ft. radius and dim light for 30 ft. more. Attacks with it deal +2d8 radiant damage. If it’s nonmagical, it becomes magical for the duration. As a bonus action, you can dismiss the spell in a radiant burst. Each creature you see within 30 ft. must make a CON save. On a fail: 4d8 radiant damage and blinded for 1 minute. On a success: half damage, not blinded. A blinded creature may save at the end of each of its turns to end the effect. Available to: Cleric, Paladin

Immolation (5th Level)
Spell Name: Immolation (5th Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. Components: V Duration: 1 Minute School: Evocation Attack/Save: DEX Save Damage/Effect: Fire (…) Description: Flames engulf one target in range. It must make a DEX save or take 8d6 fire damage (half on success). On a failed save, the target burns for the duration, shedding bright light in a 30 ft. radius and dim light for another 30 ft. At the end of each of its turns, the target repeats the save, taking 4d6 fire damage on a fail, ending the spell on a success. Flames are magical and cannot be extinguished by nonmagical means. If this spell’s damage kills the target, it is reduced to ash. Available to: Sorcerer, Wizard

Infernal Calling (5th Level)
Spell Name: Infernal Calling (5th Level) Casting Time: 1 Minute Concentration Spell Range/Area: 90 ft. Components: V, S, M * (a ruby worth at least 999 gp) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Control (…) Description: You summon a devil of CR 6 or lower (e.g., barbed or bearded). It is hostile, under the DM's control, and may act against you. You may issue verbal commands; if they align with the devil’s nature, it obeys. Otherwise, make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight), with advantage if you know its true name. On a failed check, it becomes immune to your commands for the spell's duration. On success, it follows your command. If concentration breaks while it’s immune, it acts freely for 3d6 minutes. If summoned using its talisman, no check is required. At Higher Levels: CR increases by 1 for each slot above 5th. Available to: Warlock, Wizard

Jallarzi's Storm of Radiance (5th Level)
Spell Name: Jallarzi's Storm of Radiance (5th Level) Casting Time: 1 Action Concentration Spell Range/Area: 120 ft. (10 ft. Cylinder) Components: V, S, M * (a pinch of phosphorus) Duration: 1 Minute School: Evocation Attack/Save: CON Save Damage/Effect: Radiant (…) Description: You conjure a 10-ft.-radius, 40-ft.-high storm cylinder. While in the area, creatures are Blinded, Deafened, and can’t cast spells with Verbal components. When it appears, and each time a creature enters or ends its turn in the storm (once per turn), it makes a CON save, taking 2d10 Radiant and 2d10 Thunder damage on a fail, or half on success. At Higher Levels: Damage increases by 1d10 (Radiant and Thunder) per slot above 5th. Available to: Warlock, Wizard

Maelstrom (5th Level)
Spell Name: Maelstrom (5th Level) Casting Time: 1 Action Concentration Spell Range/Area: 120 ft. (30 ft. Radius) Components: V, S, M * (paper or leaf in the shape of a funnel) Duration: 1 Minute School: Evocation Attack/Save: STR Save Damage/Effect: Bludgeoning Description: You create a 5-foot-deep swirling mass of water in a 30-foot radius on ground or in water. The area becomes difficult terrain. Any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center. Available to: Druid

Skill Empowerment (5th Level)
Spell Name: Skill Empowerment (5th Level) Casting Time: 1 Action Concentration Spell Range/Area: Touch Components: V, S Duration: 1 Hour School: Transmutation Attack/Save: None Damage/Effect: Buff (…) Description: You touch one willing creature and grant it expertise in one skill of your choice. Until the spell ends, the creature doubles its proficiency bonus for ability checks using that skill. The target must already be proficient in the skill and not already benefiting from a similar effect, such as Expertise. Available to: Artificer, Bard, Sorcerer, Wizard

Negative Energy Flood (5th Level)
Spell Name: Negative Energy Flood (5th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V, M * (a broken bone and a square of black silk) Duration: Instantaneous School: Necromancy Attack/Save: CON Save Damage/Effect: Necrotic Description: You flood a creature with necrotic energy. The target makes a Constitution save, taking 5d12 necrotic damage on a failed save, or half on success. A creature killed this way rises as a zombie at the start of your next turn, attacking the nearest creature it sees. If the target is undead, it makes no save and instead rolls 5d12, gaining half the result as temporary hit points. Available to: Warlock, Wizard

Bones of the Earth (6th Level)
Spell Name: Bones of the Earth (6th Level) Casting Time: 1 Action Range/Area: 120 ft. (5 ft. Cylinder) Components: V, S Duration: Instantaneous School: Transmutation Attack/Save: DEX Save Damage/Effect: Bludgeoning Tags: CONTROL Description: Up to six stone pillars erupt from the ground in visible locations. Each is 5 ft. wide, up to 30 ft. tall, with AC 5 and 30 HP. When destroyed, rubble creates difficult terrain in a 10 ft. radius. Targets beneath a pillar must succeed on a DEX save or be lifted. If a ceiling blocks the pillar’s rise, the target takes 6d6 bludgeoning damage and is restrained. They can attempt a STR or DEX check against your spell save DC to escape. At Higher Levels: Create two more pillars per slot level above 6th. Available to: Druid

Create Homunculus (6th Level)
Spell Name: Create Homunculus (6th Level) Casting Time: 1 Hour Range/Area: Touch Components: V, S, M* (clay, ash, and mandrake root, all consumed, and a jewel-encrusted dagger worth at least 1,000 gp) Duration: Instantaneous School: Transmutation Attack/Save: None Damage/Effect: Creation Tags: CREATION, UTILITY Description: You cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced. You drip blood on the spell’s components to create a homunculus. It shares your life; it dies if you die. After a long rest, if it’s nearby, you may spend up to half your Hit Dice to increase both your and its max HP. The reduction to your max HP ends after your next long rest. Only one homunculus may exist per caster—casting again fails if one lives. Available to: Wizard

Druid Grove (6th Level)
Spell Name: Druid Grove (6th Level) Casting Time: 10 Minutes Range/Area: Touch (90 ft. Cube) Components: V, S, M* (mistletoe, harvested with a golden sickle under the light of a full moon) Duration: 24 Hours School: Abjuration Attack/Save: None Damage/Effect: Debuff Tags: SUMMONING, DEBUFF, UTILITY Description: You protect an outdoor or underground area up to 90 ft. per side. The grove radiates magic and includes: Solid Fog: Obscures vision; slows movement by 2x. Grasping Undergrowth: Acts like entangle; friendly creatures use it as furniture. Grove Guardians: Up to 4 awakened trees defend the area by your command. Additional Effect: Choose one—gust of wind (x2), spike growth (x1), or wind wall (x2). You may set a password and friendly targets immune to effects. Lasts until dispelled if cast daily for a year. Available to: Druid

Investiture of Flame (6th Level)
Spell Name: Investiture of Flame (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self Components: V, S Duration: 10 Minutes School: Transmutation Attack/Save: DEX Save Damage/Effect: Fire Tags: DAMAGE, WARDING Description: Flames wreathe your body, shedding bright light in a 30 ft. radius and dim light for 30 ft. more. Until the spell ends: • You are immune to fire damage and resist cold. • Creatures within 5 ft. that move near or end their turn take 1d10 fire damage. • As an action, create a 15 ft. long, 5 ft. wide line of fire. Each creature in it must make a DEX save or take 4d8 fire damage (half on success). Available to: Druid, Sorcerer, Warlock, Wizard

Investiture of Ice (6th Level)
Spell Name: Investiture of Ice (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self (15 ft. Cone) Components: V, S Duration: 10 Minutes School: Transmutation Attack/Save: CON Save Damage/Effect: Cold Tags: DAMAGE, CONTROL, WARDING Description: Until the spell ends, you gain the following: • You are immune to cold damage and resist fire. • You move through ice/snow difficult terrain without penalty. • Ground in a 10 ft. radius is icy and difficult for others; this area moves with you. • As an action, create a 15 ft. cone of freezing wind. Creatures in the cone must make a CON save or take 4d6 cold damage (half on success) and have their speed halved until your next turn if they fail. Available to: Druid, Sorcerer, Warlock, Wizard

Investiture of Stone (6th Level)
Spell Name: Investiture of Stone (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self Components: V, S Duration: 10 Minutes School: Transmutation Attack/Save: DEX Save Damage/Effect: Prone Tags: CONTROL, MOVEMENT, WARDING Description: Until the spell ends, rocky armor coats your body. You gain: • Resistance to bludgeoning, piercing, and slashing from nonmagical attacks. • As an action, create a 15 ft. radius quake centered on you. Creatures in the area must make a DEX save or fall prone. • You ignore difficult terrain made of earth or stone and can pass through solid stone as if it were air. If you end your turn inside stone, you're ejected to the nearest space, the spell ends, and you are stunned until your next turn ends. Available to: Druid, Sorcerer, Warlock, Wizard

Investiture of Wind (6th Level)
Spell Name: Investiture of Wind (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self (15 ft. Cube) Components: V, S Duration: 10 Minutes School: Transmutation Attack/Save: CON Save Damage/Effect: Bludgeoning Tags: DAMAGE, CONTROL, MOVEMENT, WARDING Description: Wind whirls around you. Until the spell ends, you gain: • Ranged attacks against you have disadvantage. • Flying speed of 60 ft. (you fall if still airborne when the spell ends). • As an action, create a 15 ft. cube of swirling wind within 60 ft. Each creature in it must make a CON save or take 2d10 bludgeoning damage (half on success). Large or smaller creatures that fail are also pushed up to 10 ft. from the cube’s center. Available to: Druid, Sorcerer, Warlock, Wizard

Mental Prison (6th Level)
Spell Name: Mental Prison (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. Components: S Duration: 1 Minute School: Illusion Attack/Save: INT Save Damage/Effect: Psychic Tags: DAMAGE, CONTROL Description: You trap a creature in an illusory cell. It must make an INT save. On a success, it takes 5d10 psychic damage and the spell ends. On a fail, it takes 5d10 damage and sees danger surrounding it. It is restrained, can’t see/hear past the illusion, and if it attacks through it, moves through it, or reaches through it, the spell ends and it takes 10d10 psychic damage. Creatures immune to charm succeed automatically. Available to: Sorcerer, Warlock, Wizard

Steel Wind Strike (5th Level)
Spell Name: Steel Wind Strike (5th Level) Casting Time: 1 Action Range/Area: 30 ft. Components: S, M* (a Melee weapon worth 1+ SP) Duration: Instantaneous School: Conjuration Attack/Save: Melee Damage/Effect: Force Description: You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage. You then teleport to an unoccupied space you can see within 5 feet of one of the targets. Available to: Ranger, Wizard Also Available to: Cleric – War Domain

Summon Celestial (5th Level)
Spell Name: Summon Celestial (5th Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. Components: V, S, M* (a reliquary worth 500+ GP) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Summoning Description: You call forth a Celestial spirit in an angelic form that appears in an unoccupied space within range. Choose Avenger or Defender to determine its stats. The creature is an ally, shares your initiative count, and acts immediately after yours. It obeys your verbal commands (no action required). If no command is given, it takes the Dodge action. The spirit vanishes at 0 HP or when the spell ends. Available to: Cleric, Paladin Also Available to: Warlock – Celestial Patron

Summon Dragon (5th Level)
Spell Name: Summon Dragon (5th Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. Components: V, S, M* (an object with the image of a dragon engraved on it worth 500+ GP) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Summoning Description: You call forth a Dragon spirit in an unoccupied space you can see within range using the Draconic Spirit stat block. The creature shares your initiative count and acts immediately after yours. It obeys verbal commands (no action required). If you give no command, it takes the Dodge action. The spirit vanishes at 0 HP or when the spell ends. Available to: Wizard Also Available to: Sorcerer – Draconic Sorcery

Swift Quiver (5th Level)
Spell Name: Swift Quiver (5th Level) Casting Time: 1 Bonus Action Concentration Spell Range/Area: Self Components: V, S, M* (a Quiver worth 1+ GP) Duration: 1 Minute School: Transmutation Attack/Save: None Damage/Effect: Buff Description: When you cast the spell and as a Bonus Action each turn, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or Light Crossbow. The spell creates its own ammunition, which functions like nonmagical ammunition and disintegrates after it hits or misses. Available to: Ranger

Synaptic Static (5th Level)
Spell Name: Synaptic Static (5th Level) Casting Time: 1 Action Range/Area: 120 ft. (20 ft. Sphere) Components: V, S Duration: Instantaneous School: Enchantment Attack/Save: INT Save Damage/Effect: Psychic Tags: DAMAGE, DEBUFF Description: You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered there must make an Intelligence saving throw. On a failed save, a creature takes 8d6 Psychic damage and suffers muddled thoughts for 1 minute: subtracting 1d6 from attack rolls, ability checks, and Constitution saves to maintain Concentration. On a success, it takes half damage only. Affected creatures may repeat the save at the end of each of their turns, ending the effect on a success. Available for: Bard, Sorcerer, Warlock, Wizard

Transmute Rock (5th Level)
Spell Name: Transmute Rock (5th Level) Casting Time: 1 Action Range/Area: 120 ft. (40 ft. Cube) Components: V, S, M* (clay and water) Duration: Until Dispelled School: Transmutation Attack/Save: DEX Save Damage/Effect: Bludgeoning Tags: DAMAGE, CONTROL Description: You transform a 40-foot cube of visible nonmagical stone or mud. • Rock to Mud: Rock becomes thick mud for the duration. Moving through the area costs 4 ft. per foot. Affected creatures must succeed on a Strength save or become restrained. Creatures under a ceiling of transmuted mud must succeed on a Dexterity save or take 4d8 bludgeoning damage. • Mud to Rock: Mud becomes stone. Creatures inside must make a Dexterity save. On failure, they become restrained in stone (AC 15, 25 HP, immune to poison/psychic). Creatures can free themselves or allies by dealing damage or with a DC 20 Strength check. Available to: Artificer, Druid, Wizard

Wall of Light (5th Level)
Spell Name: Wall of Light (5th Level) Casting Time: 1 Action Concentration Spell Range/Area: 120 ft. Components: V, S, M* (a hand mirror) Duration: 10 Minutes Concentration Spell School: Evocation Attack/Save: CON Save Damage/Effect: Radiant Tags: DAMAGE, CONTROL Description: A wall appears in any orientation (up to 60 ft. long, 10 ft. high, 5 ft. thick), blocking sight but not movement. It sheds bright light (120 ft.) and dim light (another 120 ft.). Creatures in the wall’s area on casting must make a CON save or take 4d8 radiant damage and be blinded for 1 minute. Save halves damage and prevents blinding. Blinded creatures can repeat the save at the end of each turn. Creatures ending their turn in the wall take 4d8 radiant damage. As an action, launch a radiant beam at a creature within 60 ft. On hit: 4d8 radiant damage. Hit or miss, wall’s length reduces by 10 ft. Ends at 0 ft. At Higher Levels: +1d8 beam damage per slot level above 5th. Available to: Sorcerer, Warlock, Wizard

Wrath of Nature (5th Level)
Spell Name: Wrath of Nature (5th Level) Casting Time: 1 Action Concentration Spell Range/Area: 120 ft. (60 ft. Cube) Components: V, S Duration: 1 Minute Concentration Spell School: Evocation Attack/Save: DEX Save Damage/Effect: Slashing (...) Tags: DAMAGE, CONTROL Description: You animate natural terrain in a 60-foot cube. • Grasses and Undergrowth: Becomes difficult terrain for enemies. • Trees: At the start of your turns, each enemy within 10 ft. of a tree must make a DEX save or take 4d6 slashing damage. • Roots and Vines: At the end of your turns, one ground creature must make a STR save or become restrained. A restrained creature can repeat the check or use an action to escape. • Rocks: As a bonus action, hurl a rock. Make a ranged spell attack. On hit: 3d8 bludgeoning damage and a STR save or the target falls prone. Available to: Druid, Ranger

Yolande's Regal Presence (5th Level)
Spell Name: Yolande's Regal Presence (5th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self (10 ft. Emanation) Components: V, S, M * (a miniature tiara) Duration: 1 Minute School: Enchantment Attack/Save: WIS Save Damage/Effect: Psychic Tags: DAMAGE, CONTROL Description: You surround yourself with regal majesty in a 10-foot Emanation. Whenever the Emanation enters a creature’s space, or a creature you can see enters or ends its turn within the Emanation, you may force it to make a Wisdom saving throw. On a failed save, the creature takes 4d6 Psychic damage, falls Prone, and is pushed up to 10 feet away. On a successful save, the creature takes half damage and is unaffected otherwise. Each creature makes this save only once per turn. Available to: Bard, Wizard, Paladin – Oath of Glory

Arcane Gate (6th Level)
Spell Name: Arcane Gate (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: 500 ft. Components: V, S Duration: 10 Minutes School: Conjuration Attack/Save: None Damage/Effect: Teleportation Tags: TELEPORTATION Description: You create two linked portals—one within 500 ft., the other within 10 ft. of you. Each appears as a glowing, mist-filled ring hovering inches above the ground. They block sight and stand perpendicular to the surface. Only one side of each portal is open (your choice). Anything entering an open side exits the open side of the other as if the portals were adjacent. As a Bonus Action, you can rotate the portals' facing. Available to: Sorcerer, Warlock, Wizard

Primordial Ward (6th Level)
Spell Name: Primordial Ward (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self Components: V, S Duration: 1 Minute School: Abjuration Attack/Save: None Damage/Effect: Warding Tags: WARDING Description: You gain resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you may use your reaction to become immune to that type until the end of your next turn, including against the triggering damage. Doing so ends the resistances and ends the spell at the end of your next turn. Available to: Druid

Scatter (6th Level)
Spell Name: Scatter (6th Level) Casting Time: 1 Action Range/Area: 30 ft. Components: V Duration: Instantaneous School: Conjuration Attack/Save: WIS Save Damage/Effect: Control Tags: TELEPORTATION, CONTROL Description: Choose up to five creatures you can see within range. Each unwilling target must succeed on a WIS save or be affected. You teleport each affected creature to a space you can see within 120 ft. The space must be unoccupied and on solid ground or floor. Available to: Sorcerer, Warlock, Wizard

Soul Cage (6th Level)
Spell Name: Soul Cage (6th Level) Casting Time: 1 Reaction* (which you take when a humanoid you can see within 60 feet of you dies) Range/Area: 60 ft. Components: V, S, M** (a tiny silver cage worth 100 gp) Duration: 8 Hours School: Necromancy Attack/Save: None Damage/Effect: Buff Tags: HEALING, BUFF, UTILITY Description: Trap a dying humanoid’s soul in a silver cage. You may use the soul up to six times: • Steal Life: Bonus action to regain 2d8 HP. • Query Soul: Ask one question; receive a brief telepathic answer. • Borrow Experience: Bonus action to gain advantage on next roll; expires if unused by your next turn. • Eyes of the Dead: Action to spy on a location the soul saw in life for up to 10 minutes. When used six times or if the cage is destroyed, the soul is released. While trapped, the soul’s body can’t be revived. Available to: Warlock, Wizard

Tasha's Otherworldly Guise (6th Level)
Spell Name: Tasha's Otherworldly Guise (6th Level) Casting Time: 1 Bonus Action Concentration Spell Range/Area: Self Components: V, S, M* (an object engraved with a symbol of the Outer Planes, worth at least 500 gp) Duration: 1 Minute School: Transmutation Attack/Save: None Damage/Effect: Buff Tags: BUFF Description: Choose Lower or Upper Planes. Until the spell ends, you gain: • Immunity to fire + poison (Lower) or radiant + necrotic (Upper). • Immunity to poisoned (Lower) or charmed (Upper). • Spectral wings and 40 ft. flying speed. • +2 bonus to AC. • Weapon attacks are magical; use spellcasting ability for attack/damage rolls. • Attack twice instead of once when using the Attack action (unless you already can). Available to: Sorcerer, Warlock, Wizard

Tenser's Transformation (6th Level)
Spell Name: Tenser's Transformation (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self Components: V, S, M* (a few hairs from a bull) Duration: 10 Minutes School: Transmutation Attack/Save: None Damage/Effect: Buff Tags: BUFF, COMBAT Description: You gain 50 temp HP, lose the ability to cast spells, and gain: • Advantage on attacks with simple/martial weapons. • Extra 2d12 force damage on weapon hits. • Proficiency in all armor, shields, weapons, STR and CON saves. • Attack twice when using the Attack action (unless already able). When the spell ends, make a DC 15 CON save or gain one level of exhaustion. Available to: Wizard

Crown of Stars (7th Level)
Spell Name: Crown of Stars (7th Level) Casting Time: 1 Action Range/Area: Self Components: V, S Duration: 1 Hour School: Evocation Attack/Save: Ranged Damage/Effect: Radiant Tags: DAMAGE Description: Seven motes of light orbit your head. As a Bonus Action, send one up to 120 ft. to make a ranged spell attack. On hit: 4d12 radiant damage. Hit or miss, the mote is spent. The spell ends if all motes are used. • 4+ motes: Shed bright light in 30 ft., dim in 30 ft. • 1–3 motes: Shed dim light in 30 ft. At Higher Levels: Create 2 more motes per slot level above 7th. Available to: Sorcerer, Warlock, Wizard

Dream of the Blue Veil (7th Level)
Spell Name: Dream of the Blue Veil (7th Level) Casting Time: 10 Minutes Range/Area: 20 ft. Components: V, S, M* (a magic item or a willing creature from the destination world) Duration: 6 Hours School: Conjuration Attack/Save: None Damage/Effect: Teleportation Tags: TELEPORTATION Description: You and up to 8 willing creatures fall unconscious and experience visions of another world. If uninterrupted for 6 hours, you are transported to a safe location within 1 mile on that world. To cast, you must possess a magic item from that world or have a creature born there among the group. The spell ends early for anyone who takes damage, preventing their transport. If you take damage, the spell ends for all targets. Available to: Bard, Sorcerer, Warlock, Wizard

Power Word Pain (7th Level)
Spell Name: Power Word Pain (7th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V Duration: Instantaneous School: Enchantment Attack/Save: CON Save Damage/Effect: Debuff Tags: DEBUFF Description: Speak a word of pain to one creature within range. If it has 100 HP or fewer, it is wracked with pain unless immune to being charmed. While in pain, its speed is max 10 ft., and it has disadvantage on attacks, checks, and saves (except CON saves). Casting a spell requires a CON save or the spell is wasted. At the end of each turn, the target may make a CON save to end the pain. Available to: Sorcerer, Warlock, Wizard

Temple of the Gods (7th Level)
Spell Name: Temple of the Gods (7th Level) Casting Time: 1 Hour Range/Area: 120 ft. Components: V, S, M* (a holy symbol worth at least 5 gp) Duration: 24 Hours School: Conjuration Attack/Save: CHA Save Damage/Effect: Creation Tags: CREATION, WARDING Description: You conjure a divine temple (up to 120 ft. cube). You choose its appearance, light, scent, temperature, and which creatures may enter. It wards against chosen types (celestials, elementals, fey, fiends, undead); they must save or be barred for 24 hrs. Inside, they roll a d4 penalty on attacks, checks, and saves. Sensors can’t appear inside. Allies regain extra HP from healing (Wisdom mod min 1). It blocks ethereal travel, ignores antimagic field, and is destroyed by disintegrate. Casting daily for a year makes it permanent. Available to: Cleric

Whirlwind (7th Level)
Spell Name: Whirlwind (7th Level) Casting Time: 1 Action Concentration Spell Range/Area: 300 ft. (10 ft. Cylinder*) Components: V, M* (a piece of straw) Duration: 1 Minute School: Evocation Attack/Save: DEX Save Damage/Effect: Bludgeoning Tags: DAMAGE, CONTROL Description: A 10 ft. radius, 30 ft. high whirlwind forms at a point you see. On entry or appearance, creatures make a DEX save or take 10d6 bludgeoning (half on success). Large or smaller creatures failing the DEX save must also STR save or be restrained. Restrained creatures are lifted 5 ft./turn and fall when the spell ends unless airborne. They may STR or DEX check to break free, then are hurled 3d6 × 10 ft. in a random direction. You may move the whirlwind 30 ft./turn along the ground. Available to: Druid, Sorcerer, Wizard

Abi-Dalzim's Horrid Wilting (8th Level)
Spell Name: Abi-Dalzim's Horrid Wilting (8th Level) Casting Time: 1 Action Range/Area: 150 ft. (30 ft. Cube) Components: V, S, M* (a bit of sponge) Duration: Instantaneous School: Necromancy Attack/Save: CON Save Damage/Effect: Necrotic Tags: DAMAGE Description: You extract moisture from every creature in a 30 ft. cube. Each must make a CON save. On fail: 12d8 necrotic damage; on success: half. Constructs and undead are unaffected. Plants and water elementals make the save with disadvantage. Nonmagical plants (e.g., trees, shrubs) instantly wither and die. Available to: Sorcerer, Wizard

Summon Fiend (6th Level)
Spell Name: Summon Fiend (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. Components: V, S, M* (a bloody vial worth 600 gp) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Summoning Tags: SUMMONING Description: You summon a Fiendish Spirit (Demon, Devil, or Yugoloth) in an unoccupied space. It shares your initiative but acts after you. It obeys verbal commands or defaults to Dodge. The creature uses the Fiendish Spirit stat block, scaling with spell level. If reduced to 0 HP, it vanishes. At Higher Levels: Use the spell slot’s level to scale the fiend’s stats. Available to: Warlock, Wizard

Tasha's Bubbling Cauldron (6th Level)
Spell Name: Tasha's Bubbling Cauldron (6th Level) Casting Time: 1 Action Range/Area: 5 ft. Components: V, S, M* (a gilded ladle worth 500+ GP) Duration: 10 Minutes School: Conjuration Attack/Save: None Damage/Effect: None Tags: UTILITY Description: You conjure a claw-footed cauldron filled with bubbling liquid. It produces vials of a chosen Common or Uncommon potion (e.g., Potion of Healing). As a Bonus Action, you or an ally can withdraw one potion, which vanishes when consumed. The number of potions equals your spellcasting modifier (min 1). When the last is drawn, the cauldron and spell end. Potions not used vanish when the spell is cast again. Available to: Warlock, Wizard

Befuddlement (8th Level)
Spell Name: Befuddlement (8th Level) Casting Time: 1 Action Range/Area: 150 ft. Components: V, S, M* (a key ring with no keys) Duration: Instantaneous School: Enchantment Attack/Save: INT Save Damage/Effect: Psychic Tags: DAMAGE Description: Target one creature you can see. It must make an INT save. On a failed save, it takes 10d12 psychic damage and cannot cast spells or take the Magic action. At the end of every 30 days, it repeats the save to end the effect. The effect can also be ended by Greater Restoration, Heal, or Wish. On a success, the target takes half damage only. Available to: Bard, Druid, Warlock, Wizard

Illusory Dragon (8th Level)
Spell Name: Illusory Dragon (8th Level) Casting Time: 1 Action Concentration Spell Range/Area: 120 ft. Components: S Duration: 1 Minute School: Illusion Attack/Save: WIS Save Damage/Effect: Acid (or chosen type) Tags: CREATION, DAMAGE Description: You summon a Huge shadowy dragon. Enemies that see it must WIS save or be frightened for 1 min. Frightened targets can retry if they break line of sight. As a Bonus Action, move it 60 ft. and exhale a 60 ft. cone (acid, cold, fire, lightning, necrotic, or poison). INT save or take 7d6 damage (half on success). The dragon is immune to all damage and can't be harmed. Creatures may investigate as an action (INT vs. your DC); success grants advantage vs. its breath. Available to: Wizard

Mighty Fortress (8th Level)
Spell Name: Mighty Fortress (8th Level) Casting Time: 1 Minute Range/Area: 1 mile Components: V, S, M* (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous School: Conjuration Attack/Save: None Damage/Effect: Utility Tags: UTILITY Description: A fortress of stone (120 ft. per side) rises in a clear area. It has 4 turrets, 80 ft. walls, and a 3-floor keep (50 ft. per side). The keep is fully furnished and stocked for 100 people. The spell creates 100 unseen servants under your command. The fortress lasts 7 days or until recast. Items crumble if removed. Casting weekly for a year makes it permanent. Walls have AC 15, 30 HP/inch, and immunity to poison/psychic damage. Available to: Wizard

Telepathy (8th Level)
Spell Name: Telepathy (8th Level) Casting Time: 1 Action Range/Area: Unlimited Components: V, S, M* (a pair of linked silver rings) Duration: 24 Hours School: Divination Attack/Save: None Damage/Effect: Communication Tags: COMMUNICATION Description: You create a telepathic link with a familiar, willing creature on the same plane. Until the spell ends, you and the target can instantly share words, images, sounds, and sensory messages. The target always knows it is you. The spell allows full understanding of meaning and sensation. The spell ends early if either of you leaves the plane. Available to: Wizard

Tsunami (8th Level)
Spell Name: Tsunami (8th Level) Casting Time: 1 Minute Concentration Spell Range/Area: 1 mile Components: V, S Duration: 6 Rounds School: Conjuration Attack/Save: STR Save Damage/Effect: Bludgeoning Tags: DAMAGE, CONTROL Description: A 300 ft. long, 300 ft. high, 50 ft. thick wall of water appears. Each creature in its area makes a STR save, taking 6d10 bludgeoning on fail, half on success. The wave moves 50 ft. away each round. Creatures in its path must STR save or take 5d10 damage once per round. Damage and wall height decrease each round. The spell ends when the height reaches 0. Creatures must STR (Athletics) check to swim out or remain stuck. Available to: Druid

Blade of Disaster (9th Level)
Spell Name: Blade of Disaster (9th Level) Casting Time: 1 Bonus Action Concentration Spell Range/Area: 60 ft. Components: V, S Duration: 1 Minute School: Conjuration Attack/Save: Melee Damage/Effect: Force Tags: DAMAGE Description: You conjure a 3 ft. long planar blade in a space you can see. Make up to two melee spell attacks with it. On hit: 4d12 force damage. Crits on 18+, dealing an extra 8d12 (12d12 total). As a Bonus Action, move it up to 30 ft. and attack twice again. The blade passes through all barriers, including wall of force. Available to: Sorcerer, Warlock, Wizard

Invulnerability (9th Level)
Spell Name: Invulnerability (9th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self Components: V, S, M* (a small piece of adamantine worth at least 500 gp, which the spell consumes) Duration: 10 Minutes School: Abjuration Attack/Save: None Damage/Effect: Warding Tags: WARDING Description: Until the spell ends, you are immune to all damage. Available to: Wizard

Mass Polymorph (9th Level)
Spell Name: Mass Polymorph (9th Level) Casting Time: 1 Action Concentration Spell Range/Area: 120 ft. Components: V, S, M* (a caterpillar cocoon) Duration: 1 Hour School: Transmutation Attack/Save: WIS Save Damage/Effect: Control Tags: CONTROL, SHAPECHANGING Description: Transform up to 10 creatures into beasts of your choice. Unwilling targets must succeed on a Wisdom save. Targets gain temp HP equal to the beast form’s HP and revert when it drops to 0. Stats are replaced by the beast’s, but alignment and personality remain. The creature can’t speak, cast spells, or use gear. Gear melds into the form. Available to: Bard, Sorcerer, Wizard

Shape Water (Cantrip)
Spell Name: Shape Water (Cantrip) Casting Time: 1 Action Range/Area: 30 ft. (5 ft. cube) Components: S Duration: Instantaneous School: Transmutation Attack/Save: None Damage/Effect: Control Tags: CONTROL Description: You manipulate water in a 5-foot cube within range: • Move or redirect water up to 5 ft (no damage). • Form and animate simple shapes for 1 hour. • Change color/opacity for 1 hour. • Freeze water (no creatures inside); melts in 1 hour. You may have two non-instant effects active; dismiss as an action. Available to: Druid, Sorcerer, Wizard
Chain Lightning (6th Level)
Spell Name: Chain Lightning (6th Level) Casting Time: 1 Action Range/Area: 150 ft. Components: V, S, M* (three silver pins) Duration: Instantaneous School: Evocation Attack/Save: DEX Save Damage/Effect: Lightning Tags: DAMAGE Description: You hurl lightning at a visible target, then three bolts leap from that target to others within 30 feet of it. Each of the four targets must make a Dexterity save, taking 10d8 Lightning damage on a fail, or half on success. Available to: Sorcerer, Wizard

Power Word Heal (9th Level)
Spell Name: Power Word Heal (9th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V Duration: Instantaneous School: Enchantment Attack/Save: None Damage/Effect: Prone Tags: HEALING, BUFF Description: A creature regains all hit points. Ends Charmed, Frightened, Paralyzed, Poisoned, or Stunned. If Prone, the creature may use its Reaction to stand up. Available to: Bard, Cleric

Psychic Scream (9th Level)
Spell Name: Psychic Scream (9th Level) Casting Time: 1 Action Range/Area: 90 ft. Components: S Duration: Instantaneous School: Enchantment Attack/Save: INT Save Damage/Effect: Psychic Tags: DAMAGE, DEBUFF Description: Up to ten creatures must make INT saves. On fail: 14d6 psychic damage and Stunned. On save: half damage. If a target is killed, its head explodes. Stunned targets repeat the INT save at end of each turn. Available to: Bard, Sorcerer, Warlock, Wizard
Guards and Wards (6th Level)
Spell Name: Guards and Wards (6th Level) Casting Time: 1 Hour Range/Area: Touch (2,500 ft.²) Components: V, S, M* (a silver rod worth 10+ GP) Duration: 24 Hours School: Abjuration Attack/Save: None Damage/Effect: Control (...) Tags: CONTROL, WARDING Description: You ward 2,500 ft² with magical defenses. Corridors fill with fog (Heavily Obscured) and can mislead direction. Doors are Arcane Locked; up to ten can appear as solid walls. Stairs fill with webs (regrow in 10 min). Choose one added effect: Dancing Lights (4 corridors), Magic Mouth (2 spots), Stinking Cloud (2 zones), Gust of Wind (1 area), or Suggestion (1 square). You may exclude individuals or set a password. Dispel Magic doesn’t end the spell unless all four base effects are dispelled. Casting it daily for a year (350 Days) makes it permanent. Available to: Bard, Wizard
Heroes’ Feast (6th Level)
Spell Name: Heroes’ Feast (6th Level) Casting Time: 10 Minutes Range/Area: Self (10 ft. Cube) Components: V, S, M* (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes) Duration: Instantaneous School: Conjuration Attack/Save: None Damage/Effect: Poisoned (...) Tags: BUFF, SOCIAL Description: You conjure a great feast in an unoccupied 10-foot cube. It takes 1 hour to consume, after which up to twelve creatures gain benefits for 24 hours: resistance to Poison damage, immunity to Frightened and Poisoned conditions, +2d10 to Hit Point maximum, and the same amount in restored HP. Available to: Bard, Cleric, Druid

Find Greater Steed (4th Level)
Spell Name: Find Greater Steed (4th Level) Casting Time: 10 Minutes Range/Area: 30 ft. Components: V, S Duration: Instantaneous School: Conjuration Attack/Save: None Damage/Effect: Summoning Tags: SUMMONING Description: Summon a spirit mount: griffon, pegasus, peryton, dire wolf, rhinoceros, or saber-toothed tiger. It's a celestial, fey, or fiend with INT 6 and understands your language. Telepathic within 1 mile. Spells targeting you also affect it while mounted. It vanishes at 0 HP or if dismissed. Recasting restores it fully. Only one steed from this or find steed can be bonded. Items are left behind if it vanishes. Available to: Paladin

Snare (1st Level)
Spell Name: Snare (1st Level) Casting Time: 1 Minute Range/Area: Touch Components: S, M* (25 ft. of rope, consumed) Duration: 8 Hours School: Abjuration Attack/Save: DEX Save Damage/Effect: Restrained Tags: CONTROL Description: You create a nearly invisible magical trap in a 5-foot radius. A Small, Medium, or Large creature triggering the area must succeed on a Dexterity save or be hoisted 3 feet in the air and restrained. It remains restrained until the spell ends or it escapes via a Dexterity save (each turn) or an adjacent creature succeeds on an Intelligence (Arcana) check vs your DC. The spell ends after triggering when no creature is restrained. Available to: Artificer, Druid, Ranger, Wizard

Maddening Darkness (8th Level)
Spell Name: Maddening Darkness (8th Level) Casting Time: 1 Action Range/Area: 150 ft. (60 ft. Sphere) Components: V, M* (a drop of pitch mixed with a drop of mercury) Duration: 10 Minutes School: Evocation Attack/Save: WIS Save Damage/Effect: Psychic Tags: DAMAGE, CONTROL Description: Magical darkness fills a 60-foot-radius sphere, spreading around corners. Darkvision can’t penetrate it, and light from 8th level or lower spells can’t illuminate it. Shrieks and mad laughter echo within. Creatures starting their turn in the area must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half on success. Available to: Warlock, Wizard
Blade Barrier (6th Level)
Spell Name: Blade Barrier (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. Components: V, S Duration: 10 Minutes School: Evocation Attack/Save: DEX Save Damage/Effect: Force Tags: DAMAGE, CONTROL Description: You create a wall of spinning blades within range. You can form a wall up to 100 ft. long, 20 ft. high, and 5 ft. thick, or a ringed wall up to 60 ft. in diameter, 20 ft. high, and 5 ft. thick. The wall provides Three-Quarters Cover and is Difficult Terrain. Any creature entering or starting its turn in the wall must make a Dexterity save, taking 6d10 Force damage on a fail or half as much on a success. A creature only makes this save once per turn. Available to: Cleric
Create Undead (6th Level)
Spell Name: Create Undead (6th Level) Casting Time: 1 Minute Range/Area: 10 ft. Components: V, S, M* (one 150+ GP black onyx stone for each corpse) Duration: Instantaneous School: Necromancy Attack/Save: None Damage/Effect: Control (...) Tags: CREATION, CONTROL Description: Cast only at night, animates up to 3 Medium or Small Humanoid corpses as Ghouls under your control. As a Bonus Action, command all within 120 ft. Uncommanded undead take the Dodge action. Each casting controls them for 24 hrs; repeat the spell to maintain control. At higher levels, you can control more or stronger undead (e.g., Ghasts, Wights, Mummies). Recasting can reassert control rather than create new undead. Available to: Cleric, Warlock, Wizard
Globe of Invulnerability (6th Level)
Spell Name: Globe of Invulnerability (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self (10 ft. Sphere) Components: V, S, M* (a glass bead) Duration: 1 Minute School: Abjuration Attack/Save: None Damage/Effect: Negation (...) Tags: NEGATION, WARDING Description: A 10-foot-radius shimmering barrier surrounds you. Spells of 5th level or lower cast from outside can’t affect anything inside it, though they can still target or affect objects and creatures within from inside. The barrier is excluded from the area of effect of such spells. When using a higher-level slot, the globe blocks 1 additional level of spells per level above 6th. Available to: Sorcerer, Wizard
Otiluke’s Freezing Sphere (6th Level)
Spell Name: Otiluke’s Freezing Sphere (6th Level) Casting Time: 1 Action Range/Area: 300 ft. (60 ft. Sphere) Components: V, S, M* (a miniature crystal sphere) Duration: Instantaneous School: Evocation Attack/Save: CON Save Damage/Effect: Cold Tags: DAMAGE, CONTROL Description: A globe of frigid energy explodes in a 60-ft-radius. All creatures make a CON save, taking 10d6 Cold on fail, half on success. If it hits water, it freezes a 30-ft area 6 inches deep for 1 minute. Swimmers are Restrained and can escape with a STR (Athletics) check. You may hold the globe as a sling-sized sphere. It can be thrown (40 ft. or sling range), shattering on impact, or left to explode after 1 minute. At Higher Levels: Cold damage increases by 1d6 per slot above 6th. Available to: Sorcerer, Wizard
Sunbeam (6th Level)
Spell Name: Sunbeam (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self (60 ft. Line) Components: V, S, M* (a magnifying glass) Duration: 1 Minute School: Evocation Attack/Save: CON Save Damage/Effect: Radiant Tags: DAMAGE, DEBUFF Description: You emit a 5-ft-wide, 60-ft-long line of radiant light. Each creature in the line must make a CON save, taking 6d8 Radiant damage and becoming Blinded until your next turn on a failed save, or half damage on success. On future turns, you may use an action to emit another line. A mote of sunlight shines above you, shedding Bright Light in 30 ft. and Dim Light for another 30 ft. This light counts as sunlight. Available to: Cleric, Druid, Sorcerer, Wizard
Conjure Fey (6th Level)
Spell Name: Conjure Fey (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. Components: V, S Duration: 10 Minutes School: Conjuration Attack/Save: Melee Damage/Effect: Psychic Tags: SUMMONING, DAMAGE, DEBUFF Description: You summon a Medium Fey spirit in an unoccupied space within range. When it appears, you make a melee spell attack against a creature within 5 ft. On a hit, it takes 3d12 + spellcasting modifier in Psychic damage and becomes Frightened until your next turn. As a Bonus Action on later turns, you may teleport the spirit up to 30 ft. and repeat the attack. Using a Higher-Level Spell Slot: Damage increases by 1d12 per spell slot level above 6. Available to: Druid
Transport via Plants (6th Level)
Spell Name: Transport via Plants (6th Level) Casting Time: 1 Action Range/Area: 10 ft. Components: V, S Duration: 1 Minute School: Conjuration Attack/Save: None Damage/Effect: Teleportation Tags: TELEPORTATION Description: You link a Large or larger inanimate plant within range to another plant, at any distance on the same plane. You must have seen or touched the destination plant. For 1 minute, creatures can step into the linked plant and exit from the destination using 5 feet of movement. Available to: Druid
Wall of Thorns (6th Level)
Spell Name: Wall of Thorns (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: 120 ft. Components: V, S, M* (a handful of thorns) Duration: 10 Minutes School: Conjuration Attack/Save: DEX Save Damage/Effect: Piercing (...) Tags: DAMAGE, CONTROL Description: You conjure a thorny wall on solid ground within range, up to 60 ft long, 10 ft high, and 5 ft thick, or a 20-ft diameter circle up to 20 ft high. Each creature in the wall’s area makes a Dex save, taking 7d8 Piercing on a fail, half on success. Moving through the wall costs 4 ft per 1 ft moved. The first time a creature enters or ends its turn there, it makes a Dex save, taking 7d8 Slashing on a fail, half on success (once per turn). Available to: Druid
Forbiddance (6th Level)
Spell Name: Forbiddance (6th Level) Casting Time: 10 Minutes Ritual Spell Range/Area: Touch (40,000 ft.²) Components: V, S, M* (ruby dust worth 1,000+ GP) Duration: 1 Day School: Abjuration Attack/Save: None Damage/Effect: Radiant (...) Tags: CONTROL Description: You create a ward over 40,000 ft² that blocks teleportation and planar travel via Gate, Plane Shift, and similar effects. The area resists travel from Astral, Ethereal, Feywild, Shadowfell, etc. Choose one or more creature types: Aberration, Celestial, Elemental, Fey, Fiend, Undead. They take 5d10 Radiant or Necrotic damage (your choice) when entering or ending their turn inside. You may set a password to exempt creatures from damage. Casting this spell daily for 30 days in the same spot makes it permanent, consuming the material on the last day. Available to: Cleric
Harm (6th Level)
Spell Name: Harm (6th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V, S Duration: Instantaneous School: Necromancy Attack/Save: CON Save Damage/Effect: Necrotic Tags: DAMAGE, DEBUFF Description: You channel virulent magic toward a creature within range. It makes a CON save, taking 14d6 Necrotic damage on a failed save, and its Hit Point maximum is reduced by the same amount. On a success, it takes half damage and no max HP reduction. This spell cannot reduce a target’s maximum HP below 1. Available to: Cleric

Primal Savagery (Cantrip)
Spell Name: Primal Savagery (Cantrip) Casting Time: 1 Action Range/Area: Self Components: S Duration: Instantaneous School: Transmutation Attack/Save: Melee Damage/Effect: Acid Tags: DAMAGE Description: You channel primal magic to sharpen your teeth or nails. Make a melee spell attack against one creature within 5 ft. On a hit, the target takes 1d10 acid damage. Your teeth or nails then return to normal. At Higher Levels: Damage increases to 2d10 at 5th level, 3d10 at 11th, and 4d10 at 17th. Available to: Druid

Encode Thoughts (Cantrip)
Spell Name: Encode Thoughts (Cantrip) Casting Time: 1 Action Range/Area: Self Components: V, M (two knitting needles worth a total of 10 gp, used only when combining thought strands) Duration: 10 Hours School: Enchantment Attack/Save: None Damage/Effect: Utility Tags: UTILITY, ILLUSION, MEMORY Description: You pull a memory or message from your mind, creating a glowing, weightless thought strand. The strand can be read by touching it or via Detect Thoughts. Two or more strands can be combined into a 2-foot thought cloth over 2 hours. Thought cloth can display projected illusions within 15 ft if waved—visible to creatures unless they succeed on a DC 10 Wisdom (Perception) check. Physical interaction reveals the illusion’s falsity. Illusions end if the cloth is dropped or damaged. At Higher Levels: While concentrating on a spell of 2nd level or higher, you may encode thoughts not your own into a strand. Available to: Wizard

Power Word Fortify (7th Level)
Spell Name: Power Word Fortify (7th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V Duration: Instantaneous School: Enchantment Attack/Save: None Damage/Effect: Buff Tags: BUFF Description: You choose up to six creatures you can see within range. The spell grants 120 temporary hit points, which you divide among the selected creatures as you choose. Available to: Bard, Cleric
Vicious Mockery (Cantrip)
Spell Name: Vicious Mockery (Cantrip) Casting Time: 1 Action Range: 60 ft. Components: V Duration: Instantaneous School: Enchantment Tags: Damage, Debuff Description: You unleash a string of insults at one creature within range. It must succeed on a Wisdom saving throw or take 1d6 psychic damage and suffer disadvantage on its next attack roll before the end of its next turn. Cantrip Upgrade: Damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17. Available to: Bard
True Strike (Cantrip)
Spell Name: True Strike (Cantrip) Casting Time: 1 Action Range: Self Components: S, M* (*a weapon with which you have proficiency and is worth 1+ cp) Duration: Instantaneous School: Divination Tags: Foreknowledge Description: Guided by magical insight, you make one weapon attack using your spellcasting ability for attack and damage rolls instead of Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal type (your choice). Cantrip Upgrade: At level 5 (1d6), 11 (2d6), and 17 (3d6), the attack deals extra Radiant damage. Available to: Bard, Sorcerer, Warlock, Wizard
Thaumaturgy (Cantrip)
Spell Name: Thaumaturgy (Cantrip) Casting Time: 1 Action Range: 30 ft. Components: V Duration: 1 Minute School: Transmutation Tags: Control Description: Manifest a minor wonder within range. Choose one effect: • Altered Eyes: Change your eyes' appearance. • Booming Voice: Triple voice volume; gain advantage on Intimidation checks. • Fire Play: Flicker, brighten, dim, or recolor flames. • Invisible Hand: Open or slam an unlocked door or window. • Phantom Sound: Create a sound at a point you choose. • Tremors: Cause harmless ground tremors. You may have up to three 1-minute effects active if cast multiple times. Available to: Cleric
Spare the Dying (Cantrip)
Spell Name: Spare the Dying (Cantrip) Casting Time: 1 Action Range: 15 ft. Components: V, S Duration: Instantaneous School: Necromancy Tags: Healing Description: Choose a creature within range that has 0 hit points and isn’t dead. The creature becomes stable. Cantrip Upgrade: Range increases to 30 ft at level 5, 60 ft at level 11, and 120 ft at level 17. Available to: Cleric, Druid, Artificer
Shocking Grasp (Cantrip)
Spell Name: Shocking Grasp (Cantrip) Casting Time: 1 Action Range: Touch Components: V, S Duration: Instantaneous School: Evocation Tags: Damage Description: Lightning springs from your hand to a creature you touch. Make a melee spell attack. On a hit, the target takes 1d8 lightning damage and can’t take opportunity attacks until the start of its next turn. Cantrip Upgrade: Damage increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17. Available to: Sorcerer, Wizard, Artificer
Shillelagh (Cantrip)
Spell Name: Shillelagh (Cantrip) Casting Time: 1 Bonus Action Range: Self Components: V, S, M* (*mistletoe) Duration: 1 Minute School: Transmutation Tags: Damage, Buff Description: A club or quarterstaff you hold is imbued with nature’s power. For the duration, you use your spellcasting ability for attack and damage rolls, and the weapon’s damage die becomes a d8. If the attack deals damage, you may choose Force or the weapon’s normal damage type. The spell ends if you cast it again or release the weapon. Cantrip Upgrade: The damage die becomes a d10 at level 5, d12 at level 11, and 2d6 at level 17. Available to: Druid
Sacred Flame (Cantrip)
Spell Name: Sacred Flame (Cantrip) Casting Time: 1 Action Range: 60 ft. Components: V, S Duration: Instantaneous School: Evocation Tags: Damage Description: Flame-like radiance descends on a creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade: Damage increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17. Available to: Cleric, Warlock – Celestial Patron
Resistance (Cantrip)
Spell Name: Resistance (Cantrip) Casting Time: 1 Action Range: Touch Components: V, S Duration: 1 Minute School: Abjuration Tags: Buff Description: You touch a willing creature and choose one damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. Until the spell ends, when the creature takes damage of the chosen type, it reduces the total damage by 1d4. A creature can benefit only once per turn. Available to: Cleric, Druid, Artificer
Ray of Frost (Cantrip)
Spell Name: Ray of Frost (Cantrip) Casting Time: 1 Action Range: 60 ft. Components: V, S Duration: Instantaneous School: Evocation Tags: Damage Description: A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade: Damage increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17. Available to: Sorcerer, Wizard, Artificer, Druid – Circle of the Sea
Produce Flame (Cantrip)
Spell Name: Produce Flame (Cantrip) Casting Time: 1 Bonus Action Range: Self, 60 ft. Components: V, S Duration: 10 Minutes School: Conjuration Tags: Creation, Damage Description: A flickering flame appears in your hand and lasts for the duration. It sheds bright light in a 20-ft radius and dim light for 20 ft more. The flame emits no heat, ignites nothing, and ends if you cast the spell again. You can take an action to hurl the flame at a creature or object within 60 ft. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. Cantrip Upgrade: Damage increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17. Available to: Druid
Prestidigitation (Cantrip)
Spell Name: Prestidigitation (Cantrip) Casting Time: 1 Action Range: 10 ft. Components: V, S Duration: 1 Hour School: Transmutation Tags: Utility Description: Create one magical effect within range: • Sensory Effect: A harmless sound, smell, or visual flicker. • Fire Play: Light or snuff a candle, torch, or campfire. • Clean or Soil: Clean or dirty 1 cubic foot of material. • Minor Sensation: Chill, warm, or flavor 1 cubic foot of nonliving matter. • Magic Mark: Place a color, mark, or symbol on a surface. • Minor Creation: Create a small, nonmagical trinket or illusion. Up to 3 non-instantaneous effects can be active at once. Available to: Bard, Sorcerer, Warlock, Wizard, Artificer
Poison Spray (Cantrip)
Spell Name: Poison Spray (Cantrip) Casting Time: 1 Action Range: 30 ft. Components: V, S Duration: Instantaneous School: Necromancy Tags: Damage Description: You spray toxic mist at a creature within range. Make a ranged spell attack. On a hit, the target takes 1d12 poison damage. Cantrip Upgrade: Damage increases to 2d12 at level 5, 3d12 at level 11, and 4d12 at level 17. Available to: Druid, Sorcerer, Warlock, Wizard, Artificer
Minor Illusion (Cantrip)
Spell Name: Minor Illusion (Cantrip) Casting Time: 1 Action Range: 30 ft. (5 ft. cube) Components: S, M* (*a bit of fleece) Duration: 1 Minute School: Illusion Tags: Control Description: Create a sound or image within range. The illusion ends if you cast this spell again. • Sound: Choose any sound from whisper to roar. It can be continuous or occur at intervals. • Image: Create a visible object no larger than a 5-ft cube. It cannot move or produce sensory effects. Creatures may discern the illusion with a successful Investigation check (vs. your spell save DC). Available to: Bard, Sorcerer, Warlock, Wizard
Message (Cantrip)
Spell Name: Message (Cantrip) Casting Time: 1 Action Range: 120 ft. Components: S, M* (*a copper wire) Duration: 1 Round School: Transmutation Tags: Communication, Social Description: You point to a creature within range and whisper a message. Only the target hears it and can whisper a reply that only you hear. You can cast this through solid objects if you're familiar with the target and know it's beyond the barrier. Magical silence, 1 ft. of stone, metal, or wood, or a thin sheet of lead blocks the spell. Available to: Bard, Druid, Sorcerer, Wizard, Artificer
Mending (Cantrip)
Spell Name: Mending (Cantrip) Casting Time: 1 Minute Range: Touch Components: V, S, M* (*two lodestones) Duration: Instantaneous School: Transmutation Tags: Utility Description: This spell repairs a single break or tear in an object you touch—such as a broken chain link, torn cloak, leaking wineskin, or snapped key. The break must be no larger than 1 foot in any dimension. You mend it, leaving no trace of the former damage. This spell can repair a magic item’s form, but not its magical properties. Available to: Bard, Cleric, Druid, Sorcerer, Wizard, Artificer
Mage Hand (Cantrip)
Spell Name: Mage Hand (Cantrip) Casting Time: 1 Action Range: 30 ft. Components: V, S Duration: 1 Minute School: Conjuration Tags: Utility Description: A spectral, floating hand appears at a point you choose within range. It lasts for the duration or until you cast the spell again. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item, or pour contents from a vial. On later turns, you can use your action to control the hand again and move it up to 30 feet. The hand can’t attack, activate magic items, or carry more than 10 pounds. Available to: Bard, Sorcerer, Warlock, Wizard, Artificer, Arcane Trickster
Light (Cantrip)
Spell Name: Light (Cantrip) Casting Time: 1 Action Range: Touch Components: V, M* (*a firefly or phosphorescent moss) Duration: 1 Hour School: Evocation Tags: Creation, Utility Description: You touch one Large or smaller object not being worn or carried. It sheds Bright Light in a 20-foot radius and Dim Light for another 20 feet. You can choose the color of the light. Covering the object with something opaque blocks the light. The spell ends if cast again. Available to: Bard, Cleric, Sorcerer, Wizard, Warlock – Celestial Patron, Artificer
Fire Bolt (Cantrip)
Spell Name: Fire Bolt (Cantrip) Casting Time: 1 Action Range: 120 ft. Components: V, S Duration: Instantaneous School: Evocation Tags: Damage Description: You hurl a mote of fire at a creature or object. Make a ranged spell attack. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. Cantrip Upgrade: Damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17. Available to: Sorcerer, Wizard, Artificer
Eldritch Blast (Cantrip)
Spell Name: Eldritch Blast (Cantrip) Casting Time: 1 Action Range: 120 ft. Components: V, S Duration: Instantaneous School: Evocation Tags: Damage Description: You hurl a beam of crackling energy. Make a ranged spell attack against a creature or object. On a hit, the target takes 1d10 force damage. Cantrip Upgrade: You fire 2 beams at level 5, 3 at level 11, and 4 at level 17. You can target the same or different creatures. Make a separate attack roll for each beam. Available to: Warlock
Druidcraft (Cantrip)
Spell Name: Druidcraft (Cantrip) Casting Time: 1 Action Range: 30 ft. Components: V, S Duration: Instantaneous School: Transmutation Tags: Utility Description: Whispering to nature’s spirits, you create one effect: • Weather Sensor: Predict local weather for 24 hours; effect lasts 1 round. • Bloom: Cause a flower to blossom, a seed pod to open, or a leaf bud to sprout. • Sensory Effect: Create a harmless effect like falling leaves, breezes, sounds, or scents, within a 5-ft cube. • Fire Play: Light or snuff out a candle, torch, or campfire. Available to: Druid
Acid Splash (Cantrip)
Spell Name: Acid Splash (Cantrip) Casting Time: 1 Action Range: 60 ft. (5 ft. sphere) Components: V, S Duration: Instantaneous School: Evocation Tags: Damage Description: You hurl an acidic bubble at a point within range, exploding in a 5-foot-radius sphere. Each creature in the area must succeed on a Dexterity saving throw or take 1d6 acid damage. Cantrip Upgrade: Damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17. Available to: Sorcerer, Wizard, Artificer
Chill Touch (Cantrip)
Spell Name: Chill Touch (Cantrip) Casting Time: 1 Action Range: Touch Components: V, S Duration: Instantaneous School: Necromancy Tags: Damage Description: Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 necrotic damage and can’t regain hit points until the end of your next turn. Cantrip Upgrade: Damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17. Available to: Sorcerer, Warlock, Wizard
Dancing Lights (Cantrip)
Spell Name: Dancing Lights (Cantrip) Casting Time: 1 Action Range: 120 ft. Components: V, S, M* (*a bit of phosphorus) Duration: 1 Minute School: Illusion Tags: Utility Description: Create up to four torch-sized lights within range, appearing as orbs, lanterns, or torches. You may also merge them into one glowing Medium humanoid form. Each sheds dim light in a 10-ft radius. As a bonus action, move the lights up to 60 ft to a space within range. Lights must stay within 20 ft of another created by the spell or vanish. Available to: Bard, Sorcerer, Wizard, Artificer
Guidance (Cantrip)
Spell Name: Guidance (Cantrip) Casting Time: 1 Action Range: Touch Components: V, S Duration: Concentration, up to 1 Minute School: Divination Tags: Buff Description: You touch one willing creature and choose a skill. Once before the spell ends, the target can roll a d4 and add the number rolled to any ability check of the chosen skill. The die can be rolled before or after the check. The spell then ends. Available to: Cleric, Druid, Artificer
Thunderwave (1st Level)
Spell Name: Thunderwave (1st Level) Casting Time: 1 Action Range: Self (15 ft. cube) Components: V, S Duration: Instantaneous School: Evocation Tags: Damage, Control Description: A wave of thunderous energy sweeps out from you. Creatures in a 15-ft cube make a Constitution save. On a fail: 2d8 thunder damage + pushed 10 ft. On success: half damage, no push. Unsecured objects are pushed 10 ft. Thunder can be heard up to 300 ft away. At Higher Levels: Damage increases by 1d8 per slot level above 1st. Available to: Bard, Druid, Sorcerer, Wizard Also Available to: Cleric – Tempest Domain, Druid – Circle of the Sea, Warlock – The Fathomless, Warlock – The Genie
Tasha’s Hideous Laughter (1st Level)
Spell Name: Tasha’s Hideous Laughter (1st Level) Casting Time: 1 Action Range: 30 ft. Components: V, S, M* (*a tart and a feather) Duration: 1 Minute School: Enchantment Tags: Control, Debuff Description: One creature must succeed on a Wisdom save or fall Prone and become Incapacitated, laughing uncontrollably. It can’t stand up while laughing. At the end of each turn, or when damaged, it repeats the save (with Advantage if triggered by damage). On a success, the spell ends. At Higher Levels: Target one additional creature for each slot level above 1st. Available to: Bard, Warlock, Wizard Also Available to: Warlock – Great Old One Patron, Paladin – Oath of Revelry
Tenser’s Floating Disk (1st Level)
Spell Name: Tenser’s Floating Disk (1st Level) Casting Time: 1 Action Range: 30 ft. Components: V, S, M* (*a drop of mercury) Duration: 1 Hour School: Conjuration Tags: Movement, Utility Description: A 3-foot-diameter, 1-inch-thick disk of force appears, floating 3 feet above the ground in a space you see. It holds up to 500 lbs and follows you within 20 ft. If you move more than 100 ft away (or it can't follow), the spell ends. It can't cross 10+ ft elevation changes (e.g., pits or ledges). Available to: Wizard
Shield of Faith (1st Level)
Spell Name: Shield of Faith (1st Level) Casting Time: 1 Bonus Action Range: 60 ft. Components: V, S, M* (*a prayer scroll) Duration: 10 Minutes School: Abjuration Tags: Buff, Warding Description: A shimmering field appears around a creature of your choice within range, granting it a +2 bonus to AC for the duration. Available to: Cleric, Paladin Also Available to: Cleric – War Domain, Paladin – Oath of Devotion
Shield (1st Level)
Spell Name: Shield (1st Level) Casting Time: 1 Reaction* Range: Self Components: V, S Duration: 1 Round School: Abjuration Tags: Warding Description: An invisible barrier of magical force appears. Until the start of your next turn, you gain +5 AC—including against the triggering attack—and take no damage from Magic Missile. *You can cast this when hit by an attack roll or targeted by Magic Missile. Available to: Sorcerer, Wizard Also Available to: Warlock – The Hexblade (XGtE)
Purify Food and Drink (1st Level)
Spell Name: Purify Food and Drink (1st Level) Casting Time: 1 Action Range: 10 ft. (5 ft. sphere) Components: V, S Duration: Instantaneous School: Transmutation Tags: Utility Description: You remove poison and rot from all nonmagical food and drink within a 5-foot-radius sphere centered on a point within range. Available to: Cleric, Druid, Paladin, Artificer Also Available to: Cleric – Festus Domain, Paladin – Oath of the Harvest (HGtMH1)
Protection from Evil and Good (1st Level)
Spell Name: Protection from Evil and Good (1st Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (*a flask of holy water worth 25 gp, consumed) Duration: 10 Minutes School: Abjuration Tags: Buff, Debuff, Warding Description: You touch a willing creature. Until the spell ends, it is protected from Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. These creatures have disadvantage on attack rolls against the target. The target can’t be charmed, frightened, or possessed by them. If already affected, it gains advantage on saving throws against those effects. Available to: Cleric, Druid, Paladin, Warlock, Wizard Also Available to: Paladin – Oath of Devotion, Sorcerer – Clockwork Sorcery
Mage Armor (1st Level)
Spell Name: Mage Armor (1st Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (*a piece of cured leather) Duration: 8 Hours School: Abjuration Tags: Buff, Warding Description: You touch a willing creature not wearing armor. Until the spell ends, its base AC becomes 13 + Dexterity modifier. The spell ends early if the target dons armor. Available to: Sorcerer, Wizard
Longstrider (1st Level)
Spell Name: Longstrider (1st Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (*a pinch of dirt) Duration: 1 Hour School: Transmutation Tags: Buff, Movement Description: You touch a creature. Its speed increases by 10 feet for the duration. At Higher Levels: Target one additional creature for each spell slot level above 1st. Available to: Bard, Druid, Ranger, Wizard, Artificer
Jump (1st Level)
Spell Name: Jump (1st Level) Casting Time: 1 Bonus Action Range: Touch Components: V, S, M* (*a grasshopper’s hind leg) Duration: 1 Minute School: Transmutation Tags: Movement Description: You touch a willing creature. Once per turn until the spell ends, the creature can jump up to 30 feet by spending 10 feet of movement. At Higher Levels: Target one additional creature for each spell slot level above 1st. Available to: Druid, Ranger, Sorcerer, Wizard, Artificer Also Available to: Warlock – The Predator (HVT)
Hellish Rebuke (1st Level)
Spell Name: Hellish Rebuke (1st Level) Casting Time: 1 Reaction* Range: 60 ft. Components: V, S Duration: Instantaneous School: Evocation Tags: Damage Description: The creature that damaged you is wreathed in green flames. It must make a Dexterity saving throw, taking 2d10 fire damage on a fail, or half on success. At Higher Levels: Damage increases by 1d10 for each slot level above 1st. *You can cast this in response to taking damage from a creature you can see within 60 ft. Available to: Warlock Also Available to: Paladin – Oathbreaker (DMG)
Grease (1st Level)
Spell Name: Grease (1st Level) Casting Time: 1 Action Range: 60 ft. (10 ft. square) Components: V, S, M* (*a bit of pork rind or butter) Duration: 1 Minute School: Conjuration Tags: Control Description: Grease covers the ground in a 10-foot square within range, making it Difficult Terrain. When it appears, creatures in the area must succeed on a Dexterity save or fall prone. Creatures entering or ending their turn in the area must also save or fall prone. Available to: Sorcerer, Wizard, Artificer
Goodberry (1st Level)
Spell Name: Goodberry (1st Level) Casting Time: 1 Action Range: Self Components: V, S, M* (*a sprig of mistletoe) Duration: 24 Hours School: Conjuration Tags: Healing Description: You create 10 magical berries in your hand. A creature can use a Bonus Action to eat one. Each berry restores 1 Hit Point and provides nourishment for a full day. Uneaten berries vanish when the spell ends. Available to: Druid, Ranger Also Available to: Cleric – Festus Domain
Feather Fall (1st Level)
Spell Name: Feather Fall (1st Level) Casting Time: 1 Reaction* Range: 60 ft. Components: V, M** (*when you or a creature within 60 ft falls) (**a small feather or piece of down) Duration: 1 Minute School: Transmutation Tags: Utility, Exploration Description: Choose up to five falling creatures within range. Their rate of descent slows to 60 ft per round for the duration. If a creature lands before the spell ends, it takes no fall damage and the spell ends for that creature. Available to: Bard, Sorcerer, Wizard, Artificer
False Life (1st Level)
Spell Name: False Life (1st Level) Casting Time: 1 Action Range: Self Components: V, S, M* (*a drop of alcohol) Duration: Instantaneous School: Necromancy Tags: Buff Description: You bolster yourself with necromantic energy, gaining 2d4 + 4 temporary hit points. At Higher Levels: Gain 5 additional temp HP for each slot level above 1st. Available to: Sorcerer, Wizard, Artificer Also Available to: Cleric – Death Domain (DMG), Cleric – Grave Domain (XGtE), Warlock – The Undead (VRGtR), Warlock – The Undying (SCAG)
Expeditious Retreat (1st Level)
Spell Name: Expeditious Retreat (1st Level) Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: 10 Minutes School: Transmutation Tags: Movement Description: You take the Dash action. Until the spell ends, you can take the Dash action again as a bonus action on each of your turns. Available to: Sorcerer, Warlock, Wizard, Artificer
Faerie Fire (1st Level)
Spell Name: Faerie Fire (1st Level) Casting Time: 1 Action Range: 60 ft. (20 ft. cube) Components: V Duration: 1 Minute School: Evocation Tags: Debuff Description: Each object in a 20-ft cube is outlined in blue, green, or violet light (your choice). Creatures in the area must make a Dexterity save or be outlined for the duration. Affected targets shed dim light in a 10-ft radius and can’t benefit from invisibility. Attack rolls against affected targets have advantage if the attacker can see them. Available to: Bard, Druid, Artificer Also Available to: Cleric – Light Domain, Cleric – Twilight Domain (TCoE), Warlock – Archfey Patron
Entangle (1st Level)
Spell Name: Entangle (1st Level) Casting Time: 1 Action Range: 90 ft. (20 ft. square) Components: V, S Duration: 1 Minute School: Conjuration Tags: Control Description: Grasping plants sprout in a 20-foot square within range, turning it into Difficult Terrain. Creatures in the area must succeed on a Strength save or become Restrained for the duration. Restrained creatures can use an action to make a Strength (Athletics) check to free themselves. The plants vanish when the spell ends. Available to: Druid, Ranger, Warlock – The Many
Detect Poison and Disease (1st Level, Ritual)
Spell Name: Detect Poison and Disease (1st Level, Ritual) Casting Time: 1 Action Range: Self (30 ft. radius) Components: V, S, M* (*a yew leaf) Duration: 10 Minutes School: Divination Tags: Detection Description: You sense the presence and location of poisons, poisonous or venomous creatures, and magical contagions within 30 ft. You also learn the specific kind of poison, creature, or contagion. Blocked by 1 ft. of stone, dirt, or wood; 1 in. of metal; or a thin sheet of lead. Available to: Cleric, Druid, Paladin, Ranger
Create or Destroy Water (1st Level)
Spell Name: Create or Destroy Water (1st Level) Casting Time: 1 Action Range: 30 ft. (30 ft. cube) Components: V, S, M* (*a mix of water and sand) Duration: Instantaneous School: Transmutation Tags: Creation Description: Choose one: • Create Water: Create up to 10 gallons of clean water in an open container, or cause rain in a 30-ft cube, extinguishing exposed flames. • Destroy Water: Destroy up to 10 gallons in an open container, or eliminate fog in a 30-ft cube. At Higher Levels: Create/destroy 10 more gallons or increase cube size by 5 ft per spell level above 1st. Available to: Cleric, Druid, Warlock – The Fathomless (TCoE)
Detect Magic (1st Level)
Spell Name: Detect Magic (1st Level) Casting Time: 1 Action (Ritual) Range: Self (30 ft. radius) Components: V, S Duration: 10 Minutes School: Divination Tags: Detection Description: For the duration, you sense magical effects within 30 ft. You can use an action to see a faint aura around visible creatures or objects that bear magic, and learn the school of magic if it was caused by a spell. The spell is blocked by 1 ft. of stone, dirt, or wood; 1 in. of metal; or a thin sheet of lead. Available to: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard, Artificer Also Available to: Paladin – Oath of the Spelldrinker, Oath of the Watchers; Cleric – Arcana Domain
Detect Evil and Good (1st Level)
Spell Name: Detect Evil and Good (1st Level) Casting Time: 1 Action Range: Self (30 ft. radius) Components: V, S Duration: 10 Minutes School: Divination Tags: Detection Description: For the duration, you sense the location of Aberrations, Celestials, Elementals, Fey, Fiends, or Undead within 30 ft. You also detect the presence and location of the Hallow spell, if active in the area. The spell is blocked by 1 ft. of stone, dirt, or wood; 1 in. of metal; or a thin sheet of lead. Available to: Cleric, Paladin Also Available to: Warlock – The Genie (TCoE)
Bane (1st Level)
Spell Name: Bane (1st Level) Casting Time: 1 Action Range: 30 ft. Components: V, S, M* (*a drop of blood) Duration: 1 Minute School: Enchantment Tags: Debuff Description: Up to three creatures must make a Charisma saving throw. On a failure, the target subtracts 1d4 from all attack rolls and saving throws for the duration. At Higher Levels: Target one additional creature for each slot level above 1st. Available to: Bard, Cleric, Warlock Also Available to: Cleric – Grave Domain (XGtE), Paladin – Oath of Vengeance, Paladin – Oath of the Spelldrinker, Warlock – The Undead (VRGtR)
Alarm (1st Level, Ritual)
Spell Name: Alarm (1st Level, Ritual) Casting Time: 1 Minute Range: 30 ft. (20 ft. cube) Components: V, S, M* (*a bell and silver wire) Duration: 8 Hours School: Abjuration Tags: Detection Description: You set an alarm on a door, window, or area no larger than a 20-ft cube. Choose creatures that won't trigger it, and choose one alarm type: • Audible: Rings like a handbell for 10 seconds within 60 ft. • Mental: You receive a ping if within 1 mile, even while asleep. Available to: Ranger, Wizard, Artificer Also Available to: Sorcerer – Clockwork Sorcery, Paladin – Oath of the Watchers (TCoE)
Unseen Servant (1st Level)
Spell Name: Unseen Servant (1st Level) Casting Time: 1 Action Range: 60 ft. Components: V, S, M (a bit of string and of wood) Duration: 1 Hour School: Conjuration Tags: Control Description: You conjure an invisible, shapeless force with AC 10, 1 HP, and Strength 2 that performs simple tasks. It can’t attack. Once per turn as a Bonus Action, you command it to move up to 15 ft. and interact with objects—cleaning, fetching, lighting fires, etc. If ordered beyond 60 ft. or reduced to 0 HP, the spell ends. Available to: Bard, Warlock, Wizard
Speak with Animals (1st Level)
Spell Name: Speak with Animals (1st Level) Casting Time: 1 Action Range: Self Components: V, S Duration: 10 Minutes School: Divination Tags: Communication, Social Description: For the duration, you can comprehend and verbally communicate with Beasts. You may use Influence action skill options when speaking with them. Most Beasts can provide information about nearby locations and monsters, especially what they’ve perceived within the last day. Available to: Bard, Druid, Ranger, Warlock Also Available to: Cleric – Nature Domain (PHB), Paladin – Oath of the Ancients
Sleep (1st Level)
Spell Name: Sleep (1st Level) Casting Time: 1 Action Range: 60 ft. (5 ft. radius) Components: V, S, M* (a pinch of sand or rose petals) Duration: 1 Minute School: Enchantment Tags: Control Description: Each creature of your choice in a 5-foot-radius sphere must make a Wisdom save or be Incapacitated until the end of its next turn. It must then repeat the save; on failure, the target becomes Unconscious. The spell ends early if the target takes damage or is shaken awake. Creatures that do not sleep or are immune to Exhaustion automatically succeed on the save. At Higher Levels: — Available to: Bard, Sorcerer, Wizard Also Available to: Cleric – Twilight Domain (TCoE), Paladin – Oath of Redemption (XGtE), Warlock – Archefey Patron
Silent Image (1st Level)
Spell Name: Silent Image (1st Level) Casting Time: 1 Action Range: 60 ft. (15 ft. Cube) Components: V, S, M* (*a bit of fleece) Duration: 10 Minutes School: Illusion Tags: Control Description: You create a purely visual illusion no larger than a 15-foot cube. You can use an action to move the image or make it appear animated. The illusion is revealed by touch and can be seen through with a successful Intelligence (Investigation) check against your spell save DC. Available to: Bard, Sorcerer, Wizard
Sanctuary (1st Level)
Spell Name: Sanctuary (1st Level) Casting Time: 1 Bonus Action Range: 30 ft. Components: V, S, M* (a shard of glass from a mirror) Duration: 1 Minute School: Abjuration Tags: Buff, Warding Description: You ward a creature within range. Until the spell ends, creatures must succeed on a Wisdom save to target the warded creature with an attack or damaging spell. On a failure, they must choose a new target or lose the attack/spell. Area effects are unaffected. The spell ends if the warded creature attacks, casts a spell, or deals damage. Available to: Cleric, Artificer Also Available to: Cleric – Peace Domain (TCoE), Paladin – Oath of Redemption (XGtE), Warlock – The Genie (TCoE)
Magic Missile (1st Level)
Spell Name: Magic Missile (1st Level) Casting Time: 1 Action Range: 120 ft. Components: V, S Duration: Instantaneous School: Evocation Tags: Damage Description: You create three glowing darts of magical force. Each dart automatically hits a creature you can see within range and deals 1d4 + 1 Force damage. The darts strike simultaneously and can be directed to one or multiple targets. At Higher Levels: You create one additional dart for each spell slot level above 1st. Available to: Sorcerer, Wizard Also Available to: Cleric – Arcana Domain (SCAG), Warlock – The Many
Inflict Wounds (1st Level)
Spell Name: Inflict Wounds (1st Level) Casting Time: 1 Action Range: Touch Components: V, S Duration: Instantaneous School: Necromancy Tags: Damage Description: A creature you touch makes a Constitution saving throw. On a failed save, it takes 2d10 Necrotic damage. On a successful save, it takes half as much. At Higher Levels: Damage increases by 1d10 for each spell slot level above 1st. Available to: Cleric Also Available to: Paladin – Oathbreaker (DMG)
Hunter’s Mark (1st Level)
Spell Name: Hunter’s Mark (1st Level) Casting Time: 1 Bonus Action Range: 90 ft. Components: V Duration: 1 Hour School: Divination Tags: Damage, Debuff Description: You designate one creature you can see as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to it whenever you hit with a weapon attack. You also gain Advantage on Perception or Survival checks to locate it. If the target drops to 0 HP, you can use a Bonus Action to mark a new creature. At Higher Levels: If cast using a 3rd–4th level slot, the duration increases to 8 hours. At 5th level or higher, it lasts up to 24 hours. Available to: Ranger Also Available to: Paladin – Oath of Vengeance, Warlock – The Predator (HWT)
Illusory Script (1st Level)
Spell Name: Illusory Script (1st Level) Casting Time: 1 Minute Range: Touch Components: S, M* (*ink worth 10+ GP, which the spell consumes) Duration: 10 Days School: Illusion Tags: Communication Description: You inscribe a message that appears normal to you and chosen creatures. To others, it appears as indecipherable or meaningless script. You may alter the message’s apparent handwriting, language (must be one you know), or meaning. A creature with Truesight sees the true message. If the spell is dispelled, both original and illusion vanish. Available to: Bard, Warlock, Wizard
Identify (1st Level)
Spell Name: Identify (1st Level) Casting Time: 1 Minute Range: Touch Components: V, S, M* (*a pearl worth 100+ GP) Duration: Instantaneous School: Divination Tags: Detection Description: You touch an object to learn its magical properties, how to use them, whether it requires attunement, and how many charges it has (if any). You also learn whether any spells are affecting the item and what they are. If it was created by a spell, you learn that spell’s name. If you touch a creature instead, you learn which spells are currently affecting it. Available to: Bard, Wizard, Artificer Also Available to: Cleric – Forge Domain (XGtE), Cleric – Knowledge Domain (PHB)
Heroism (1st Level)
Spell Name: Heroism (1st Level) Casting Time: 1 Action Range: Touch Components: V, S Duration: 1 Minute School: Enchantment Tags: Buff Description: A willing creature you touch becomes immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. This effect lasts until the spell ends. At Higher Levels: You can target one additional creature for each spell slot level above 1st. Available to: Bard, Paladin Also Available to: Cleric – Order Domain (TCoE), Cleric – Peace Domain (TCoE), Paladin – Oath of Glory, Paladin – Oath of the Harvest (HGTMH1)
Healing Word (1st Level)
Spell Name: Healing Word (1st Level) Casting Time: 1 Bonus Action Range: 60 ft. Components: V Duration: Instantaneous School: Abjuration Tags: Healing Description: A creature of your choice that you can see within range regains Hit Points equal to 2d4 + your spellcasting ability modifier. At Higher Levels: The healing increases by 2d4 for each spell slot level above 1st. Available to: Bard, Cleric, Druid
Guiding Bolt (1st Level)
Spell Name: Guiding Bolt (1st Level) Casting Time: 1 Action Range: 120 ft. Components: V, S Duration: 1 Round School: Evocation Tags: Damage, Buff Description: You hurl a bolt of light at a creature within range. Make a ranged spell attack. On a hit, the target takes 4d6 Radiant damage, and the next attack roll against it before the end of your next turn has Advantage. At Higher Levels: The damage increases by 1d6 for each spell slot level above 1st. Available to: Cleric Also Available to: Cleric – War Domain, Paladin – Oath of Glory, Warlock – Celestial Patron
Fog Cloud (1st Level)
Spell Name: Fog Cloud (1st Level) Casting Time: 1 Action Range: 120 ft. (20 ft. radius) Components: V, S Duration: 1 Hour School: Conjuration Tags: Control, Environment Description: You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured and lasts for the duration or until dispersed by strong wind, such as from Gust of Wind. At Higher Levels: The fog’s radius increases by 20 feet for each spell slot level above 1st. Available to: Druid, Ranger, Sorcerer, Wizard Also Available to: Cleric – Tempest Domain (PHB), Druid – Circle of the Sea, Warlock – The Genie (TCoE)
Find Familiar (1st Level)
Spell Name: Find Familiar (1st Level) Casting Time: 1 Hour Range: 10 ft. Components: V, S, M* (*burning incense worth 10+ GP, consumed) Duration: Instantaneous School: Conjuration Tags: Summoning Description: You summon a familiar in the form of a CR 0 Beast, which becomes a Celestial, Fey, or Fiend (your choice). It acts independently but obeys your commands. While within 100 ft., you can communicate telepathically and use a Bonus Action to perceive through its senses. It can deliver touch spells if within 100 ft., using its Reaction. The familiar can’t attack but may take other actions. If reduced to 0 HP, it vanishes. As a Magic Action, you may dismiss it to or summon it from a pocket dimension. You may only have one familiar at a time. Available to: Wizard
Divine Favor (1st Level)
Spell Name: Divine Favor (1st Level) Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: 1 Minute School: Transmutation Tags: Damage Description: Until the spell ends, your weapon attacks deal an additional 1d4 Radiant damage on a hit. Available to: Paladin
Disguise Self (1st Level)
Spell Name: Disguise Self (1st Level) Casting Time: 1 Action Range: Self Components: V, S Duration: 1 Hour School: Illusion Tags: Shapechanging Description: You make yourself, including clothing and gear, appear different. You can seem 1 foot shorter or taller and change your weight and features, but must keep the same limb arrangement. Physical inspection reveals the illusion, as objects pass through disguised items. To see through the disguise, a creature must use the Study action and succeed on an Intelligence (Investigation) check against your spell save DC. Available to: Bard, Sorcerer, Wizard Also Available to: Artificer, Cleric – Trickery Domain, Ranger – Gloom Stalker
Cure Wounds (1st Level)
Spell Name: Cure Wounds (1st Level) Casting Time: 1 Action Range: Touch Components: V, S Duration: Instantaneous School: Abjuration Tags: Healing Description: A creature you touch regains Hit Points equal to 2d8 + your spellcasting ability modifier. At Higher Levels: Healing increases by 2d8 for each spell slot level above 1st. Available to: Bard, Cleric, Druid, Paladin, Ranger Also Available to: Artificer, Cleric – Life Domain, Druid – Circle of Wildfire (TCoE), Warlock – Celestial Patron
Comprehend Languages (1st Level)
Spell Name: Comprehend Languages (1st Level) Casting Time: 1 Action Range: Self Components: V, S, M* (*a pinch of soot and salt) Duration: 1 Hour School: Divination Tags: Social Description: For the duration, you understand the literal meaning of any spoken or signed language you hear. You also understand any written language you see by touching the text's surface. It takes 1 minute to read one page. This spell doesn’t decode symbols or secret messages. Available to: Bard, Sorcerer, Warlock, Wizard
Command (1st Level)
Spell Name: Command (1st Level) Casting Time: 1 Action Range: 60 ft. Components: V Duration: Instantaneous School: Enchantment Tags: Control Description: You speak a one-word command. The target must succeed on a Wisdom save or follow the command on its next turn. • Approach: Move toward you, ending turn within 5 ft. if possible. • Drop: Drop held items and end turn. • Flee: Move away by fastest means. • Grovel: Fall Prone and end turn. • Halt: Take no actions or movement. At Higher Levels: Affect one additional creature per spell slot level above 1st. Available to: Bard, Cleric, Paladin Also Available to: Cleric – Knowledge, Order (TCoE); Paladin – Conquest (XGtE), Crown (SCAG); Sorcerer – Draconic; Warlock – Fiend
Color Spray (1st Level)
Spell Name: Color Spray (1st Level) Casting Time: 1 Action Range: Self (15 ft. Cone) Components: V, S, M* (*a pinch of colorful sand) Duration: Instantaneous School: Illusion Tags: Control Description: You unleash a dazzling burst of colorful light. Each creature in a 15-foot cone must make a Constitution saving throw or be Blinded until the end of your next turn. Available to: Bard, Sorcerer, Wizard
Charm Person (1st Level)
Spell Name: Charm Person (1st Level) Casting Time: 1 Action Range: 30 ft. Components: V, S Duration: 1 Hour School: Enchantment Tags: Control, Social Description: One humanoid you can see must make a Wisdom saving throw, with Advantage if you or your allies are fighting it. On a failed save, it is Charmed until the spell ends or until you or your allies harm it. The creature is Friendly to you and knows it was Charmed when the spell ends. At Higher Levels: You can target one additional creature for each slot level above 1st. Available to: Bard, Druid, Sorcerer, Warlock, Wizard Also Available to: Cleric – Trickery Domain, Ranger – Fey Wanderer, Paladin – Oath of Revelry
Burning Hands (1st Level)
Spell Name: Burning Hands (1st Level) Casting Time: 1 Action Range: Self (15 ft. Cone) Components: V, S Duration: Instantaneous School: Evocation Tags: Damage Description: A sheet of flame erupts from your hands. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 3d6 Fire damage on a failed save, or half as much on a success. Flammable unattended objects in the area ignite. At Higher Levels: Damage increases by 1d6 for each spell slot level above 1st. Available to: Sorcerer, Wizard Also Available to: Cleric – Light Domain, Druid – Circle of Wildfire (TCoE), Warlock – The Fiend Patron, Warlock – The Genie (TCoE)
Bless (1st Level)
Spell Name: Bless (1st Level) Casting Time: 1 Action Range: 30 ft. Components: V, S, M* (a Holy Symbol worth 5+ GP) Duration: 1 Minute School: Enchantment Tags: Buff Description: You bless up to three creatures within range. Each target adds 1d4 to attack rolls and saving throws for the duration. At Higher Levels: Target one additional creature for each spell slot level above 1st. Available to: Cleric, Paladin Also Available to: Cleric – Life Domain
Animal Friendship (1st Level)
Spell Name: Animal Friendship (1st Level) Casting Time: 1 Action Range: 30 ft. Components: V, S, M* (*a morsel of food) Duration: 24 Hours School: Enchantment Tags: Control, Social Description: Target a Beast you can see. It must succeed on a Wisdom saving throw or be Charmed for the duration. If you or your allies deal damage to it, the spell ends early. At Higher Levels: You can target one additional Beast for each spell slot level above 1st. Available to: Bard, Druid, Ranger Also Available to: Cleric – Nature Domain (PHB)
Zone of Truth (2nd Level)
Spell Name: Zone of Truth (2nd Level) Casting Time: 1 Action Range: 60 ft. (15 ft. sphere) Components: V, S Duration: 10 Minutes School: Enchantment Tags: Control Description: Create a 15-ft-radius zone that prevents deliberate lies. Creatures entering or starting their turn in the area make a Charisma save. On failure, they can’t speak deliberate lies. You know if they succeed or fail. Affected creatures are aware of the spell and can choose not to answer, but must speak truthfully if they do. Available to: Bard, Cleric, Paladin Also Available to: Cleric – Order Domain (TCoE), Paladin – Oath of the Crown (SCAG), Paladin – Oath of Devotion
Web (2nd Level)
Spell Name: Web (2nd Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. (20 ft. cube) Components: V, S, M* (a bit of spiderweb) Duration: 1 Hour School: Conjuration Tags: Control Description: You conjure webs in a 20-ft cube. They are Difficult Terrain and Lightly Obscured. If not anchored between solid masses, the web collapses on your next turn. Creatures entering or starting in the area must succeed a DEX save or become Restrained. Restrained creatures can escape with a STR (Athletics) check. The webs are flammable; each 5-ft cube burned deals 2d4 Fire damage to creatures starting their turn in the flames. Available to: Artificer, Sorcerer, Wizard Also Available to: Druid – Circle of the Hive (HGTMH)
Warding Bond (2nd Level)
Spell Name: Warding Bond (2nd Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration) Duration: 1 Hour School: Abjuration Tags: Buff, Warding Description: Touch a willing creature to link with it mystically. While within 60 ft., it gains +1 to AC and saves, and Resistance to all damage. When it takes damage, you take the same amount. The spell ends if you drop to 0 HP, move more than 60 ft. apart, or cast the spell again on either creature. Available to: Cleric, Paladin Also Available to: Cleric – Peace Domain (TCoE), Paladin – Oath of the Crown (SCAG), Paladin – Oath of the Harvest (HGTMH)
Suggestion (2nd Level)
Spell Name: Suggestion (2nd Level) Casting Time: 1 Action Concentration Spell Range: 30 ft. Components: V, M* (a drop of honey) Duration: 8 Hours School: Enchantment Tags: Control, Social Description: Suggest a course of action (≤25 words) to one creature that can hear and understand you. It must make a WIS save or be Charmed and follow the suggestion. The task must sound reasonable and not cause harm. The spell ends early if completed or if the target takes damage. Available to: Bard, Sorcerer, Warlock, Wizard Also Available to: Cleric – Knowledge Domain (PHB)
Spiritual Weapon (2nd Level)
Spell Name: Spiritual Weapon (2nd Level) Casting Time: 1 Bonus Action Concentration Spell Range: 60 ft. Components: V, S Duration: 1 Minute School: Evocation Tags: Damage Description: Create a floating, spectral weapon in range. Make a melee spell attack against one creature within 5 ft. On hit, it takes 1d8 + your spellcasting mod in Force damage. On later turns, use a Bonus Action to move the weapon up to 20 ft. and attack again. At Higher Levels: Damage increases by 1d8 for each slot level above 2nd. Available to: Cleric Also Available to: Cleric – War Domain, Paladin – Oath of Conquest (XGtE)
Spike Growth (2nd Level)
Spell Name: Spike Growth (2nd Level) Casting Time: 1 Action Concentration Spell Range: 150 ft. (20 ft. sphere) Components: V, S, M* (seven thorns) Duration: 10 Minutes School: Transmutation Tags: Damage, Control Description: The ground in a 20-ft-radius sphere sprouts spikes and thorns, becoming Difficult Terrain. Any creature moving through the area takes 2d4 Piercing damage for every 5 feet moved. The terrain looks natural; creatures unaware of it must take a Search action and succeed on a Wisdom (Perception or Survival) check vs your spell save DC to recognize the hazard. Available to: Druid, Ranger Also Available to: Cleric – Nature Domain (PHB), Warlock – The Genie (TCoE)
Spider Climb (2nd Level)
Spell Name: Spider Climb (2nd Level) Casting Time: 1 Action Concentration Spell Range: Touch Components: V, S, M* (a drop of bitumen and a spider) Duration: 1 Hour School: Transmutation Tags: Buff, Movement Description: One willing creature you touch can move up, down, and across vertical surfaces and ceilings, keeping its hands free. It also gains a Climb Speed equal to its Speed. At Higher Levels: Target one additional creature per slot level above 2nd. Available to: Artificer, Sorcerer, Warlock, Wizard
Silence (2nd Level)
Spell Name: Silence (2nd Level) Casting Time: 1 Action Concentration Spell, Ritual Spell Range: 120 ft. (20 ft. sphere) Components: V, S Duration: 10 Minutes School: Illusion Tags: Control Description: No sound can be made in or pass through a 20-ft-radius sphere centered on a point in range. Creatures inside are Deafened and immune to Thunder damage. Spells with verbal components can’t be cast in the area. Available to: Bard, Cleric, Ranger Also Available to: Warlock – The Fathomless (TCoE), Warlock – The Undying (SCAG), Monk – Way of Shadow
Shatter (2nd Level)
Spell Name: Shatter (2nd Level) Casting Time: 1 Action Range: 60 ft. (10 ft. sphere) Components: V, S, M* (a chip of mica) Duration: Instantaneous School: Evocation Tags: Damage Description: A loud noise erupts in a 10-ft-radius sphere. Each creature in the area makes a CON save, taking 3d8 Thunder damage on a fail, or half on success. Constructs have Disadvantage. Unworn, uncarried objects in the area also take damage. At Higher Levels: Damage increases by 1d8 for each slot level above 2nd. Available to: Bard, Sorcerer, Wizard Also Available to: Cleric – Tempest Domain (PHB), Druid – Circle of the Sea
See Invisibility (2nd Level)
Spell Name: See Invisibility (2nd Level) Casting Time: 1 Action Range: Self Components: V, S, M* (a pinch of talc) Duration: 1 Hour School: Divination Tags: Detection Description: For the duration, you see creatures and objects with the Invisible condition as if visible. You also see into the Ethereal Plane, where creatures and objects appear ghostly. Available to: Bard, Sorcerer, Wizard Also Available to: Artificer, Cleric – Light Domain, Cleric – Twilight Domain (TCoE), Paladin – Oath of the Watchers (TCoE), Warlock – The Many
Scorching Ray (2nd Level)
Spell Name: Scorching Ray (2nd Level) Casting Time: 1 Action Range: 120 ft. Components: V, S Duration: Instantaneous School: Evocation Tags: Damage Description: You hurl three fiery rays. Each ray requires a ranged spell attack. On a hit, a ray deals 2d6 Fire damage. You may target one or several creatures. At Higher Levels: Create one additional ray for each slot level above 2nd. Available to: Sorcerer, Wizard Also Available to: Cleric – Light Domain, Druid – Circle of Wildfire (TCoE), Warlock – The Genie (TCoE), Warlock – Fiend Patron, Warlock – The Many
Rope Trick (2nd Level)
Spell Name: Rope Trick (2nd Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (a segment of rope) Duration: 1 Hour School: Transmutation Tags: Utility Description: Touch a rope. One end rises and hangs, opening an invisible 3x5 ft. portal at the top into an extradimensional space. Up to 8 Medium or smaller creatures can climb in. Creatures inside can see out but can’t be seen or affected. The rope can be pulled in. When the spell ends, everything inside falls out. Available to: Artificer, Wizard Also Available to: Ranger – Gloom Stalker
Ray of Enfeeblement (2nd Level)
Spell Name: Ray of Enfeeblement (2nd Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. Components: V, S Duration: 1 Minute School: Necromancy Tags: Debuff Description: Shoot a beam at a creature in range. It must make a CON save. On success, it has Disadvantage on its next attack roll. On failure, it has Disadvantage on Strength-based d20 tests and subtracts 1d8 from all damage rolls. It can repeat the save at the end of each of its turns to end the effect. Available to: Warlock, Wizard Also Available to: Cleric – Grave Domain (XGtE), Cleric – Death Domain (DMG)
Protection from Poison (2nd Level)
Spell Name: Protection from Poison (2nd Level) Casting Time: 1 Action Range: Touch Components: V, S Duration: 1 Hour School: Abjuration Tags: Buff, Warding Description: You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and gains Resistance to Poison damage. Available to: Artificer, Cleric, Druid, Paladin, Ranger Also Available to: Cleric – Festus Domain
Prayer of Healing (2nd Level)
Spell Name: Prayer of Healing (2nd Level) Casting Time: 10 Minutes Range: 30 ft. Components: V Duration: Instantaneous School: Abjuration Tags: Healing Description: Up to five creatures of your choice within range who remain for the spell’s entire casting time gain the benefits of a Short Rest and regain 2d8 Hit Points. A creature can’t be affected by this spell again until it finishes a Long Rest. At Higher Levels: Healing increases by 1d8 for each spell slot level above 2nd. Available to: Cleric, Paladin Also Available to: Paladin – Oath of the Harvest (HGtMH)
Pass Without Trace (2nd Level)
Spell Name: Pass without Trace (2nd Level) Casting Time: 1 Action Concentration Spell Range: Self (30 ft.) Components: V, S, M* (ashes from burned mistletoe) Duration: 1 Hour School: Abjuration Tags: Buff, Exploration Description: You emit a 30-ft aura that conceals movement. You and chosen creatures in the aura gain +10 to Dexterity (Stealth) checks and leave no tracks. Available to: Druid, Ranger Also Available to: Cleric – Trickery Domain, Monk – Way of Shadow
Moonbeam (2nd Level)
Spell Name: Moonbeam (2nd Level) Casting Time: 1 Action Concentration Spell Range: 120 ft. (5 ft. radius, 40 ft. high cylinder) Components: V, S, M* (a moonseed leaf) Duration: 1 Minute School: Evocation Tags: Damage, Control Description: A pale beam in a 5-ft-radius, 40-ft-high cylinder forces creatures entering or starting in it to make a CON save. On a fail, they take 2d10 Radiant damage (half on success). Shapechangers revert to true form and can't change while in the beam. Move the beam up to 60 ft. as a Magic action. At Higher Levels: Damage increases by 1d10 per slot level above 2nd. Available to: Druid Also Available to: Cleric – Twilight Domain (TCoE), Paladin – Oath of the Ancients, Paladin – Oath of the Watchers (TCoE)
Misty Step (2nd Level)
Spell Name: Misty Step (2nd Level) Casting Time: 1 Bonus Action Range: Self Components: V Duration: Instantaneous School: Conjuration Tags: Teleportation Description: Briefly wreathed in silvery mist, you teleport up to 30 feet to an unoccupied space you can see. Available to: Sorcerer, Warlock, Wizard Also Available to: Paladin – Oath of Vengeance, Paladin – Oath of the Ancients, Ranger – Fey Wanderer, Warlock – Archfey Patron
Mirror Image (2nd Level)
Spell Name: Mirror Image (2nd Level) Casting Time: 1 Action Range: Self Components: V, S Duration: 1 Minute School: Illusion Tags: Deception, Warding Description: Three illusory duplicates appear in your space. They mimic your actions and shift unpredictably. When you're hit by an attack, roll a d6 for each duplicate. On a 3+, a duplicate is hit instead and destroyed. Spell ends when all three are gone. Does not affect creatures with Blindsight, Truesight, or if you are Blinded. Available to: Bard, Sorcerer, Warlock, Wizard
Melf’s Acid Arrow (2nd Level)
Spell Name: Melf’s Acid Arrow (2nd Level) Casting Time: 1 Action Range: 90 ft. Components: V, S, M* (powdered rhubarb leaf) Duration: Instantaneous School: Evocation Tags: Damage Description: Fire a shimmering acid arrow at a target. On hit, it takes 4d4 Acid damage plus 2d4 at the end of its next turn. On miss, the target takes half the initial damage and no delayed damage. At Higher Levels: Both damage rolls increase by 1d4 for each slot level above 2nd. Available to: Wizard
Levitate (2nd Level)
Spell Name: Levitate (2nd Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. Components: V, S, M* (a metal spring) Duration: 10 Minutes School: Transmutation Tags: Movement Description: One creature or loose object rises up to 20 ft. and remains suspended. A creature must succeed on a CON save or be affected. You can move the target vertically 20 ft. on your turn. If not the target, you must use a Magic action to move it. The target can only move by pulling or pushing against a surface. Available to: Artificer, Sorcerer, Wizard
Magic Weapon (2nd Level)
Spell Name: Magic Weapon (2nd Level) Casting Time: 1 Bonus Action Range: Touch Components: V, S Duration: 1 Hour School: Transmutation Tags: Buff Description: You touch a nonmagical weapon. It becomes magical for the duration, gaining a +1 bonus to attack and damage rolls. Casting this spell again ends the previous effect. At Higher Levels: • 3rd–5th level: Bonus increases to +2. • 6th level or higher: Bonus increases to +3. Available to: Paladin, Ranger, Sorcerer, Wizard Also Available to: Cleric – War Domain, Cleric – Arcana Domain (SCAG), Cleric – Forge Domain (XGtE), Paladin – Oath of Glory
Magic Mouth (2nd Level)
Spell Name: Magic Mouth (2nd Level) Casting Time: 1 Minute Ritual Spell Range: 30 ft. Components: V, S, M* (jade dust worth 10+ GP, which the spell consumes) Duration: Until Dispelled School: Illusion Tags: Communication Description: Implant a message (25 words or fewer) into an object. It speaks when a set condition is met. The mouth appears and recites the message in your voice and volume. You can choose to have it speak once or every time the condition triggers. Triggers must be based on visible or audible events within 30 ft. Available to: Artificer, Bard, Wizard
Locate Object (2nd Level)
Spell Name: Locate Object (2nd Level) Casting Time: 1 Action Concentration Spell Range: Self Components: V, S, M* (a forked twig) Duration: 10 Minutes School: Divination Tags: Detection Description: Describe or name a familiar object. You sense its direction if it’s within 1,000 ft. If it’s moving, you sense that too. You can locate a specific object you've seen up close (within 30 ft.) or the nearest object of a certain kind. The spell fails if lead blocks the path to the object. Available to: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Locate Animals or Plants (2nd Level)
Spell Name: Locate Animals or Plants (2nd Level) Casting Time: 1 Action Ritual Spell Range: Self Components: V, S, M* (fur from a bloodhound) Duration: Instantaneous School: Divination Tags: Detection Description: Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest one of that kind within 5 miles, if present. Available to: Bard, Druid, Ranger
Lesser Restoration (2nd Level)
Spell Name: Lesser Restoration (2nd Level) Casting Time: 1 Bonus Action Range: Touch Components: V, S Duration: Instantaneous School: Abjuration Tags: Healing Description: You touch a creature and end one condition afflicting it: Blinded, Deafened, Paralyzed, or Poisoned. Available to: Artificer, Bard, Cleric, Druid, Paladin, Ranger Also Available to: Cleric – Life Domain, Sorcerer – Clockwork Sorcery, Warlock – Celestial Patron
Knock (2nd Level)
Spell Name: Knock (2nd Level) Casting Time: 1 Action Range: 60 ft. Components: V Duration: Instantaneous School: Transmutation Tags: Utility Description: Choose an object within range (door, box, chest, etc.) that is locked or barred. One mundane lock is opened, or it becomes unstuck/unbarred. If affected by Arcane Lock, that spell is suppressed for 10 minutes. The spell produces a loud knock audible up to 300 feet. Available to: Bard, Sorcerer, Wizard
Invisibility (2nd Level)
Spell Name: Invisibility (2nd Level) Casting Time: 1 Action Concentration Spell Range: Touch Components: V, S, M* (an eyelash in gum arabic) Duration: 1 Hour School: Illusion Tags: Buff Description: A creature you touch becomes Invisible until the spell ends. The spell ends early if the target makes an attack roll, deals damage, or casts a spell. At Higher Levels: Target one additional creature for each spell slot level above 2. Available to: Bard, Sorcerer, Warlock, Wizard Also Available to: Cleric – Trickery Domain
Hold Person (2nd Level)
Spell Name: Hold Person (2nd Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. Components: V, S, M* (a straight piece of iron) Duration: 1 Minute School: Enchantment Tags: Control Description: Choose a Humanoid in range. It must succeed on a WIS save or be Paralyzed for the duration. At the end of each of its turns, it can repeat the save, ending the effect on a success. At Higher Levels: Target one additional Humanoid for each slot level above 2nd. Available to: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Also Available to: Cleric – Order Domain (TCoE), Paladin – Oath of Redemption (XGtE), Paladin – Oath of Conquest (XGtE), Paladin – Oath of Vengeance
Heat Metal (2nd Level)
Spell Name: Heat Metal (2nd Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. Components: V, S, M* (a piece of iron and a flame) Duration: 1 Minute School: Transmutation Tags: Damage, Debuff Description: Choose a visible manufactured metal object, like a weapon or armor. It glows red-hot. A creature in contact with it takes 2d8 Fire damage. On later turns, you can use a Bonus Action to deal the damage again if the object remains in range. If a creature is wearing or holding it, it must succeed on a CON save or drop it. If it can’t, it has Disadvantage on attack rolls and ability checks until your next turn. At Higher Levels: Damage increases by 1d8 for each slot level above 2nd. Available to: Bard, Druid Also Available to: Artificer, Cleric – Festus Domain, Cleric – Forge Domain (XGtE), Paladin – Oath of the Spelldrinker
Gust of Wind (2nd Level)
Spell Name: Gust of Wind (2nd Level) Casting Time: 1 Action Concentration Spell Range: Self Components: V, S, M* (a legume seed) Duration: 1 Minute School: Evocation Tags: Control Description: A 60 ft. long, 10 ft. wide Line of wind blasts from you. Creatures in the Line must make a STR save or be pushed 15 ft. away. Creatures that end their turn in the Line must repeat the save. Moving closer costs 2 ft. per 1 ft. of movement. The gust disperses gas/vapor, extinguishes flames, and can extinguish protected flames (50% chance). You can change the wind's direction as a Bonus Action. Available to: Druid, Ranger, Sorcerer, Wizard Also Available to: Cleric – Tempest Domain (PHB), Druid – Circle of the Sea, Warlock – The Fathomless (TCoE), Warlock – The Genie (TCoE)
Gentle Repose (2nd Level)
Spell Name: Gentle Repose (2nd Level) Casting Time: 1 Action Ritual Spell Range: Touch Components: V, S, M* (2 Copper Pieces, which the spell consumes) Duration: 10 Days School: Necromancy Tags: Warding Description: You touch a corpse or remains. The target is protected from decay and cannot become Undead. The spell also pauses the time limit for resurrection—days under this spell don’t count against spells like Raise Dead. Available to: Cleric, Paladin, Wizard Also Available to: Druid – Circle of Spores (TCoE), Cleric – Grave Domain (XGtE)
Flaming Sphere (2nd Level)
Spell Name: Flaming Sphere (2nd Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. (5 ft. sphere) Components: V, S, M* (a ball of wax) Duration: 1 Minute School: Conjuration Tags: Damage Description: Create a 5-ft sphere of fire in range. Any creature ending its turn within 5 ft. makes a DEX save, taking 2d6 Fire damage on a fail, half on success. As a Bonus Action, move the sphere up to 30 ft. into a space. Creatures in its path must save or take damage. It sheds Bright Light in 20 ft. and Dim Light in 20 ft. more. Burns flammable objects it touches. At Higher Levels: Damage increases by 1d6 per level above 2nd. Available to: Druid, Sorcerer, Wizard Also Available to: Druid – Circle of Wildfire (TCoE)
Flame Blade (2nd Level)
Spell Name: Flame Blade (2nd Level) Casting Time: 1 Bonus Action Concentration Spell Range: Self Components: V, S, M* (a sumac leaf) Duration: 10 Minutes School: Evocation Tags: Damage Description: You evoke a fiery scimitar in your free hand. As a magic action, you can make a melee spell attack. On hit, the target takes 3d6 Fire damage + spellcasting modifier. The blade sheds Bright Light in 10 ft. and Dim Light for 10 more. It vanishes if dropped but can be re-evoked as a Bonus Action. At Higher Levels: Damage increases by 1d6 per level above 2nd. Available to: Druid, Sorcerer
Find Steed (2nd Level)
Spell Name: Find Steed (2nd Level) Casting Time: 1 Action Range: 30 ft. Components: V, S Duration: Instantaneous School: Conjuration Tags: Summoning Description: Summon a loyal, otherworldly steed in an unoccupied space. Summon: You summon a Large, rideable beast in range, using the Otherworldly Steed stat block. Choose its type—Celestial, Fey, or Fiend. Recasting replaces the previous steed. Combat: The steed shares your initiative. While mounted, you control it. If you are Incapacitated, it acts after you, focused on protecting you. Disappearance: The steed vanishes at 0 HP or if you die, leaving behind gear. You may resummon the same or a new steed. Available to: Paladin
Enthrall (2nd Level)
Spell Name: Enthrall (2nd Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. Components: V, S Duration: 1 Minute School: Enchantment Tags: Control Description: You weave distracting words. Each chosen creature in range must make a WIS save. Creatures fighting you or your allies succeed automatically. On a failed save, the target has -10 to WIS (Perception) checks and Passive Perception until the spell ends. Available to: Bard, Warlock
Enlarge/Reduce (2nd Level)
Spell Name: Enlarge/Reduce (2nd Level) Casting Time: 1 Action Concentration Spell Range: 30 ft. Components: V, S, M* (a pinch of powdered iron) Duration: 1 Minute School: Transmutation Tags: Buff Description: Enlarge increases the target’s size by one category, grants Advantage on STR checks/saves, and adds 1d4 to damage. Reduce decreases size, imposes Disadvantage on STR checks/saves, and subtracts 1d4 from damage (min 1). Unwilling creatures make a CON save to resist. Available to: Artificer, Bard, Druid, Sorcerer, Wizard
Enhance Ability (2nd Level)
Spell Name: Enhance Ability (2nd Level) Casting Time: 1 Action Concentration Spell Range: Touch Components: V, S, M* (fur or a feather) Duration: 1 Hour School: Transmutation Tags: Buff Description: You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. At Higher Levels: You can target one additional creature for each spell slot level above 2nd. You can choose a different ability for each target. Available to: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard Also Available to: Artificer, Paladin – Oath of Glory, Paladin – Oath of Revelry, Warlock – Future You Patron
Find Traps (2nd Level)
Spell Name: Find Traps (2nd Level) Casting Time: 1 Action Range: 120 ft. Components: V, S Duration: Instantaneous School: Divination Tags: Detection Description: Sense any trap within range and line of sight. A trap includes magical effects like Alarm or Glyph of Warding and mechanical threats like pit traps, but not natural hazards. You don’t learn the trap’s location, only its presence and the general nature of the danger it poses. Available to: Cleric, Druid, Ranger
Detect Thoughts (2nd Level)
Spell Name: Detect Thoughts (2nd Level) Casting Time: 1 Action Concentration Self Range: Self Components: V, S, M* (1 Copper Piece) Duration: 1 Minute School: Divination Tags: Social, Detection Description: Activate one effect and switch as a Magic action. • Sense Thoughts: Detect creatures within 30 ft. that know a language or are telepathic. • Read Thoughts: Learn a target's surface thoughts. You can probe deeper (WIS save) to uncover emotions or reasoning. On fail, learn more; on success, spell ends. The target knows you’re probing. Targets may use their action to contest with an Intelligence (Arcana) check. Available to: Bard, Sorcerer, Wizard Also Available to: Sorcerer – Aberrant Sorcery, Warlock – Great Old One Patron
Darkvision (2nd Level)
Spell Name: Darkvision (2nd Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (a dried carrot) Duration: 8 Hours School: Transmutation Tags: Buff Description: For the duration, a willing creature you touch gains Darkvision with a range of 150 feet. Available to: Artificer, Druid, Ranger, Sorcerer, Wizard
Darkness (2nd Level)
Spell Name: Darkness (2nd Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. (15 ft. sphere) Components: V, M* (bat fur and a piece of coal) Duration: 10 Minutes School: Evocation Tags: Control Description: Magical darkness fills a 15-ft-radius sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it. You can cast it on an object (not worn/carried) to cause an emanation. Covering the object blocks the effect. If this overlaps with light from a 2nd-level or lower spell, that light is dispelled. Available to: Sorcerer, Warlock, Wizard Also Available to: Paladin – Oathbreaker (DMG), Monk – Way of Shadow
Continual Flame (2nd Level)
Spell Name: Continual Flame (2nd Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (ruby dust worth 50+ GP, which the spell consumes) Duration: Until Dispelled School: Evocation Tags: Creation Description: You touch an object, causing a flame to appear. It sheds Bright Light in a 20-foot radius and Dim Light for another 20 feet. The flame looks real but creates no heat and consumes no fuel. It cannot be smothered or quenched, though it can be hidden or covered. Available to: Cleric, Druid, Wizard Also Available to: Artificer
Calm Emotions (2nd Level)
Spell Name: Calm Emotions (2nd Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. (20 ft. sphere) Components: V, S Duration: 1 Minute School: Enchantment Tags: Social Description: Each humanoid in a 20-ft-radius sphere must succeed on a Charisma save or: • Gain immunity to Charmed and Frightened conditions, or suppress existing ones for the duration. • Become Indifferent to a creature it is Hostile toward. This ends if the target takes or sees damage. Available to: Bard, Cleric Also Available to: Paladin – Oath of Redemption (XGtE), Sorcerer – Aberrant Sorcery, Warlock – Archfey Patron
Branding Smite (2nd Level)
Spell Name: Branding Smite (2nd Level) Casting Time: 1 Bonus Action Concentration Spell Range: Self Components: V Duration: 1 Minute School: Evocation Tags: Damage, Control Description: The next time you hit a creature with a weapon attack, it takes an extra 2d6 Radiant damage. If invisible, it becomes visible. The target sheds Dim Light in a 5-ft radius and can’t become invisible until the spell ends. At Higher Levels: Damage increases by 1d6 for each slot level above 2nd. Available to: Paladin, Artificer – Battle Smith, Warlock – The Hexblade (XGtE)
Blur (2nd Level)
Spell Name: Blur (2nd Level) Casting Time: 1 Action Concentration Spell Range: Self Components: V Duration: 1 Minute School: Illusion Tags: Warding Description: Your body blurs for the duration. Attackers have Disadvantage on attack rolls against you. This effect is ignored by creatures that perceive you using Blindsight or Truesight. Available to: Sorcerer, Wizard Also Available to: Artificer, Druid – Circle of the Hive (HGTMH), Warlock – The Genie (TCoE), Warlock – The Hexblade (XGtE)
Blindness/Deafness (2nd Level)
Spell Name: Blindness/Deafness (2nd Level) Casting Time: 1 Action Range: 120 ft. Components: V Duration: 1 Minute School: Transmutation Tags: Debuff Description: One creature you can see must make a CON save or be Blinded or Deafened (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the effect on a success. At Higher Levels: Target one additional creature for each slot level above 2nd. Available to: Bard, Cleric, Sorcerer, Wizard Also Available to: Cleric – Death Domain (DMG), Druid – Circle of Spores (TCoE), Warlock – The Undead (VRGtR), Warlock – The Undying (SCAG)
Barkskin (2nd Level)
Spell Name: Barkskin (2nd Level) Casting Time: 1 Bonus Action Concentration Spell Range: Touch Components: V, S, M* (a handful of oak bark) Duration: 1 Hour School: Transmutation Tags: Buff, Warding Description: You touch a willing creature. Its skin takes on a bark-like appearance. Its AC becomes 17 if it was lower than that. Available to: Druid, Ranger Also Available to: Cleric – Nature Domain (PHB)
Augury (2nd Level)
Spell Name: Augury (2nd Level) Casting Time: 1 Minute Ritual Spell Range: Self Components: V, S, M* (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP) Duration: Instantaneous School: Divination Tags: Foreknowledge Description: You receive an omen from an otherworldly entity about the results of a course of action you intend to take within the next 30 minutes. The DM chooses one of four omens: • Weal: Good result • Woe: Bad result • Weal and woe: Both good and bad • Indifference: Neither good nor bad The result ignores circumstances like other spell effects. If cast more than once before a Long Rest, there's a cumulative 25% chance after the first that no answer is received. Available to: Cleric, Druid, Wizard Also Available to: Cleric – Knowledge Domain (PHB)
Arcanist’s Magic Aura (2nd Level)
Spell Name: Arcanist’s Magic Aura (2nd Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (a small square of silk) Duration: 24 Hours School: Illusion Tags: Deception Description: Place an illusion on a creature or object to mislead divination magic. Choose one or both effects: • False Aura: Alter the target’s magical aura to appear magical, nonmagical, or of a different school. • Mask: Make the target appear as a different creature type or alignment to divination. Recasting the same illusion daily for 30 days makes the illusion permanent until dispelled. Available to: Wizard Also Available to: Cleric - Arcana Domain, Paladin - Oath of the Spelldrinker
Arcane Lock (2nd Level)
Spell Name: Arcane Lock (2nd Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (gold dust worth 25+ GP, which the spell consumes) Duration: Until Dispelled School: Abjuration Tags: Utility, Warding Description: Touch a closed door, window, gate, container, or hatch to magically lock it. It can’t be opened by nonmagical means. Designated creatures can open or close it. You may set a password; speaking it within 5 ft. unlocks the object for 1 minute. Available to: Artificer, Wizard
Alter Self (2nd Level)
Spell Name: Alter Self (2nd Level) Casting Time: 1 Action Concentration Spell Range: Self Components:** V, S Duration: 1 Hour School: Transmutation Tags: Shapechanging Description: Choose one: • Aquatic Adaptation: Breathe underwater; gain Swim Speed equal to your Speed. • Change Appearance: Alter height, features, voice, etc. Take a Magic action to change again. • Natural Weapons: Grow claws, fangs, horns, or hooves. Unarmed Strikes deal 1d6 (type) using your spellcasting mod. Available to: Artificer, Sorcerer, Wizard Also Available to: Warlock – The Predator (HWT), Sorcerer – Draconic Sorcery
Animal Messenger (2nd Level)
Spell Name: Animal Messenger (2nd Level) Casting Time: 1 Action Ritual Spell Range: 30 ft. Components: V, S, M* (a morsel of food) Duration: 24 Hours School: Enchantment Tags: Communication, Social Description: A Tiny Beast you can see must make a CHA save or deliver a 25-word message to a target matching your description. It travels 25 miles/day or 50 if flying. If it doesn't arrive in time, the message is lost and it returns. At Higher Levels: Duration increases by 48 hours per slot level above 2nd. Available to: Bard, Druid, Ranger
Water Walk (3rd Level)
Spell Name: Water Walk (3rd Level) Casting Time: 1 Action Ritual Spell Range: 30 ft. Components: V, S, M* (a piece of cork) Duration: 1 Hour School: Transmutation Tags: Movement Description: Ten willing creatures you choose within range can move across any liquid—water, acid, mud, snow, quicksand, or lava—as if it were solid ground. (Lava still causes heat damage.) A creature must use a Bonus Action to move between the surface and the liquid. If it falls in, it passes through as normal. Available to: Cleric, Druid, Ranger, Sorcerer
Aid (2nd Level)
Spell Name: Aid (2nd Level) Casting Time: 1 Action Range: 30 ft. Components: V, S, M* (a strip of white cloth) Duration: 8 Hours School: Abjuration Tags: Buff Description: Choose up to three creatures within range. Each target’s current and maximum Hit Points increase by 5 for the duration. At Higher Levels: Increase HP boost by 5 for each slot level above 2nd. Available to: Artificer, Bard, Cleric, Druid, Paladin, Ranger Also Available to: Cleric – Life Domain, Cleric – Peace Domain (TCoE), Paladin – Oath of Devotion, Sorcerer – Clockwork Sorcery, Warlock – Celestial Patron
Water Breathing (3rd Level)
Spell Name: Water Breathing (3rd Level) Casting Time: 1 Action Ritual Spell Range: 30 ft. Components: V, S, M* (a short reed) Duration: 24 Hours School: Transmutation Tags: Buff Description: Up to ten willing creatures you choose within range gain the ability to breathe underwater for the duration. They also retain their normal breathing capabilities. Available to: Druid, Ranger, Sorcerer, Wizard Also Available to: Druid – Circle of the Sea
Speak with Dead (3rd Level)
Spell Name: Speak with Dead (3rd Level) Casting Time: 1 Action Range: 10 ft. Components: V, S, M* (burning incense) Duration: 10 Minutes School: Necromancy Tags: Communication, Social Description: You animate a corpse within range to answer up to 5 questions. The corpse must have a mouth and not be Undead or previously affected by this spell in the last 10 days. It knows only what it knew in life and answers in brief or cryptic ways. It is not compelled to be truthful if it sees you as an enemy. This does not return its soul, only a semblance of awareness. The corpse cannot learn new things or comment on events after death or future ones. Available to: Bard, Cleric, Wizard Also Available to: Cleric – Knowledge Domain (PHB), Warlock – The Undead (VRGtR), Warlock – The Undying (SCAG)
Sending (3rd Level)
Spell Name: Sending (3rd Level) Casting Time: 1 Action Range: Unlimited Components: V, S, M* (a copper wire) Duration: Instantaneous School: Divination Tags: Communication Description: Send a message of 25 words or fewer to a creature you’ve met or that’s been described to you. The message is mentally received and answered immediately. Targets understand your message. The spell works across any distance, even planes. If sent to another plane, there’s a 5% chance the message fails—you know if it doesn’t arrive. Targets can block further Sending for 8 hours. If blocked, the spell fails and you are made aware. Available to: Bard, Cleric, Wizard Also Available to: Cleric – Peace Domain (TCoE), Sorcerer – Aberrant Sorcery
Revivify (3rd Level)
Spell Name: Revivify (3rd Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (a diamond worth 300+ GP, which the spell consumes) Duration: Instantaneous School: Necromancy Tags: Healing Description: You touch a creature that has died within the last minute. It returns to life with 1 Hit Point. This spell can’t revive a creature that died of old age, nor does it restore missing body parts. Available to: Cleric, Druid, Paladin, Ranger Also Available to: Artificer, Cleric – Life Domain, Cleric – Grave Domain (XGtE), Druid – Circle of Wildfire (TCoE), Warlock – Celestial Patron
Phantom Steed (3rd Level)
Spell Name: Phantom Steed (3rd Level) Casting Time: 1 Minute Ritual Spell Range: 30 ft. Components: V, S Duration: 1 Hour School: Illusion Tags: Movement Description: You conjure a Large, quasi-real horse with a saddle, bit, and bridle. It vanishes if its gear is carried more than 10 ft. from it. The steed can be ridden by you or a chosen creature, using the Riding Horse stats with a Speed of 100 ft. (13 miles per hour). It fades gradually when the spell ends, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage. Available to: Wizard Also Available to: Warlock – The Undead (VGtR)
Nondetection (3rd Level)
Spell Name: Nondetection (3rd Level) Casting Time: 1 Action Range: Touch Components: V, S, M* (a pinch of diamond dust worth 25+ GP, which the spell consumes) Duration: 8 Hours School: Abjuration Tags: Deception Description: You hide a touched target from Divination magic for the duration. The target can be a willing creature, a place, or an object no larger than 10 ft. in any dimension. It can't be targeted by Divination spells or perceived through magical scrying sensors. Available to: Bard, Ranger, Wizard Also Available to: Cleric – Trickery Domain, Cleric – Knowledge Domain (PHB), Paladin – Oath of the Watchers (TCoE), Warlock – The Many
Major Image (3rd Level)
Spell Name: Major Image (3rd Level) Casting Time: 1 Action Concentration Spell Range: 120 ft. (20 ft. cube) Components: V, S, M* (a bit of fleece) Duration: 10 Minutes School: Illusion Tags: Control Description: You create a visible illusion no larger than a 20-ft cube. It can include sounds, smells, and temperature but can’t cause damage or conditions. You can take a Magic action to move the image and adjust its appearance or sounds. Physical interaction reveals it to be false. A creature can use a Study action to investigate it with an INT (Investigation) check vs. your spell save DC. On success, it sees through the illusion. At Higher Levels: If cast with a level 4+ slot, the spell lasts until dispelled without requiring Concentration. Available to: Bard, Sorcerer, Warlock, Wizard
Lightning Bolt (3rd Level)
Spell Name: Lightning Bolt (3rd Level) Casting Time: 1 Action Range: Self (100 ft. line) Components: V, S, M* (a bit of fur and a crystal rod) Duration: Instantaneous School: Evocation Tags: Damage Description: A 100-foot-long, 5-foot-wide Line of lightning blasts from you in a direction you choose. Each creature in the Line makes a Dexterity save, taking 8d6 Lightning damage on a failed save, or half as much on a success. At Higher Levels: The damage increases by 1d6 for each spell slot level above 3. Available to: Sorcerer, Wizard Also Available to: Druid – Circle of the Sea, Warlock – The Fathomless (TCoE)
Haste (3rd Level)
Spell Name: Haste (3rd Level) Casting Time: 1 Action Concentration Spell Range: 30 ft. Components: V, S, M* (a shaving of licorice root) Duration: 1 Minute School: Transmutation Tags: Buff Description: Choose a willing creature in range. Its Speed doubles, it gains +2 AC, Advantage on Dex saves, and 1 extra action per turn. That action can be used to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. When the spell ends, the target is Incapacitated and its Speed drops to 0 until its next turn. Available to: Sorcerer, Wizard Also Available to: Artificer, Paladin – Oath of Glory, Paladin – Oath of Vengeance
Leomund’s Tiny Hut (3rd Level)
Spell Name: Leomund’s Tiny Hut (3rd Level) Casting Time: 1 Minute Ritual Spell Range: Self (10 ft.) Components: V, S, M* (a crystal bead) Duration: 8 Hours School: Evocation Tags: Utility Description: A 10-ft Emanation springs into existence around you and remains stationary for the duration. The spell fails if the Emanation can’t encapsulate all creatures in its area. Creatures and objects inside at casting can move through it freely; others can’t. Spells of level 3 or lower can’t pass through or affect it. You can command the interior to show Dim Light or Darkness, and change its outside color (transparent from inside). The area is dry and comfortable. The spell ends if you leave or cast it again. Available to: Bard, Wizard Also Available to: Cleric – Twilight Domain (TCoE)
Dispel Magic (3rd Level)
Spell Name: Dispel Magic (3rd Level) Casting Time: 1 Action Range: 120 ft. Components: V, S Duration: Instantaneous School: Abjuration Tags: Control Description: Choose one creature, object, or magical effect in range. End any spell of 3rd level or lower on the target. For each spell of 4th level or higher, make a spellcasting ability check (DC 10 + spell’s level). On success, the spell ends. At Higher Levels: Automatically end a spell if its level is equal to or lower than the level of the slot used. Available to: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard Also Available to: Cleric – Arcana Domain (SCAG), Cleric – Order Domain (TCoE), Paladin – Oath of Devotion, Paladin – Oath of the Spelldrinker, Sorcerer – Clockwork Sorcery, Warlock – Oath of the Spelldrinker
Create Food and Water (3rd Level)
Spell Name: Create Food and Water (3rd Level) Casting Time: 1 Action Range: 30 ft. Components: V, S Duration: Instantaneous School: Conjuration Tags: Creation Description: You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range. The food is bland but nourishing and resembles a food of your choice. Water is clean. Both help prevent malnutrition and dehydration. The food spoils after 24 hours if uneaten. Available to: Cleric, Paladin Also Available to: Cleric – Festus Domain, Artificer, Paladin – Oath of the Harvest (HGtMH), Paladin – Oath of Revelry, Warlock – The Genie (TCoE)
Counterspell (3rd Level)
Spell Name: Counterspell (3rd Level) Casting Time: 1 Reaction* Range: 60 ft. Components: S Duration: Instantaneous School: Abjuration Tags: Negation Description: You attempt to interrupt a creature casting a spell. The creature makes a Constitution save. On a fail, the spell fails and any action, Bonus Action, or Reaction used to cast it is wasted. If it was cast with a spell slot, the slot is not expended. Available to: Sorcerer, Warlock, Wizard Also Available to: Paladin – Oath of Redemption (XGtE), Paladin – Oath of the Watchers (TCoE) * Reaction - which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components
Conjure Animals (3rd Level)
Spell Name: Conjure Animals (3rd Level) Casting Time: 1 Action Concentration Spell Range: 60 ft. Components: V, S Duration: 10 Minutes School: Conjuration Tags: Damage, Buff Description: You conjure a Large pack of spectral animals in an unoccupied space you can see. The pack lasts for the duration, and you choose their form (e.g., wolves, serpents, birds). You have Advantage on Strength saves within 5 ft. of the pack, and can move the pack up to 30 ft. to a visible space on your turn. Whenever the pack moves within 10 ft. of a visible creature or a creature moves within 10 ft. or ends its turn there, you can force a DEX save. On a fail, the creature takes 3d10 Slashing damage (once per turn). At Higher Levels: The damage increases by 1d10 for each spell slot level above 3. Available to: Druid, Ranger
Call Lightning (3rd Level)
Spell Name: Call Lightning (3rd Level) Casting Time: 1 Action Concentration Spell Range: 120 ft. (60 ft. ⬭*) Components: V, S Duration: 10 Minutes School: Conjuration Tags: Damage Description: A storm cloud appears in a 60-ft-radius, 10-ft-tall cylinder above you. Choose a point under the cloud—lightning strikes it. Creatures within 5 ft. make a Dex save, taking 3d10 Lightning damage on a fail, or half on a success. Until the spell ends, you can use a Magic action to strike again. If you're outdoors in a storm, use the existing one and add 1d10 damage. At Higher Levels: Damage increases by 1d10 per slot level above 3rd. Available to: Druid Also Available to: Cleric – Tempest Domain (PHB)
Animate Dead (3rd Level)
Spell Name: Animate Dead (3rd Level) Casting Time: 1 Minute Range: 10 ft. Components: V, S, M* (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous School: Necromancy Tags: Creation Description: Choose a pile of bones or a corpse of a Medium or Small Humanoid. It becomes a Skeleton (bones) or a Zombie (corpse). As a Bonus Action, you can command any creature you control with this spell if it's within 60 feet. Uncommanded creatures Dodge and avoid harm. Control lasts 24 hours, and reapplying the spell maintains control for another 24 hours. This use lets you reassert control over up to 4 creatures previously animated instead of creating new ones. At Higher Levels: You animate or reassert control over two additional Undead per level above 3rd. Each must come from a different pile or corpse. Available to: Cleric, Wizard Also Available to: Cleric – Death Domain (DMG), Druid – Circle of Spores (TCoE), Paladin – Oathbreaker (DMG)
Beacon of Hope (3rd Level)
Spell Name: Beacon of Hope (3rd Level) Casting Time: 1 Action Concentration Spell Range: 30 ft. Components: V, S Duration: 1 Minute School: Abjuration Tags: Buff Description: Choose any number of creatures in range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing. Available to: Cleric Also Available to: Cleric – Peace Domain (TCoE), Paladin – Oath of Devotion, Paladin – Oath of the Harvest (HGTMH)
Bestow Curse (3rd Level)
Spell Name: Bestow Curse (3rd Level) Casting Time: 1 Action Concentration Spell Range: Touch Components: V, S Duration: 1 Minute School: Necromancy Tags: Debuff Description: You touch a creature that must succeed on a Wisdom saving throw or be cursed for the duration. Choose one: • Disadvantage on checks and saves using one ability • Disadvantage on attack rolls against you • Must save or take Dodge action each turn • Attacks/spells you cast deal +1d8 Necrotic damage At Higher Levels: Level 4: Duration 10 min. Level 5–6: No Concentration, lasts 8 hrs. Level 7–8: 24 hrs. Level 9: Until dispelled. Available to: Bard, Cleric, Wizard Also Available to: Paladin – Oath of Conquest (XGtE), Paladin – Oathbreaker (DMG)
Blink (3rd Level)
Spell Name: Blink (3rd Level) Casting Time: 1 Action Concentration Spell Range: Self Components: V, S Duration: 1 Minute School: Transmutation Tags: Utility Description: At each turn’s end, roll 1d6. On 4–6, you vanish to the Ethereal Plane. You remain there until your next turn, returning to an unoccupied space within 10 ft. of where you left. While Ethereal, you perceive the Material Plane in gray shades up to 60 ft., and can interact only with other Ethereal creatures. If no space is available, you appear in the nearest one. The spell ends early if you vanish while already on the Ethereal Plane. Available to: Sorcerer, Wizard Also Available to: Artificer, Warlock – The Hexblade (XGtE), Warlock – The Many, Warlock – The Predator (HWT), Warlock – Archefy Patron
Clairvoyance (3rd Level)
Spell Name: Clairvoyance (3rd Level) Casting Time: 10 Minutes Concentration Spell Range: 1 mile Components: V, S, M* (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing) Duration: 10 Minutes School: Divination Tags: Scrying, Detection, Utility Description: You create an invisible sensor in a familiar or obvious location within range. Choose seeing or hearing. You perceive through the sensor as if present. As a Bonus Action, you can switch senses. The sensor is intangible and immobile. It’s visible as a glowing orb to those with See Invisibility or Truesight. Available to: Bard, Cleric, Sorcerer, Wizard Also Available to: Warlock – Great Old One Patron
Daylight (3rd Level)
Spell Name: Daylight (3rd Level) Casting Time: 1 Action Range: 60 ft. (60 ft. Sphere) Components: V, S Duration: 1 Hour School: Evocation Tags: Control Description: For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet. You can instead cast the spell on an object not being worn or carried, creating a 60-foot Emanation. Covering the object with something opaque blocks the sunlight. If any of this spell’s area overlaps an area of Darkness created by a spell of level 3 or lower, that spell is dispelled. Available to: Cleric, Druid, Paladin, Ranger, Sorcerer Also Available to: Cleric – Light Domain, Warlock – Celestial Patron
Fear (3rd Level)
Spell Name: Fear (3rd Level) Casting Time: 1 Action Concentration Spell Range: Self (30 ft. cone) Components: V, S, M* (a white feather) Duration: 1 Minute School: Illusion Tags: Control, Debuff Description: Each creature in a 30-ft Cone must succeed on a Wisdom save or drop what it’s holding and gain the Frightened condition. Frightened creatures Dash away on each turn by the safest route unless they can’t move. If a creature ends its turn somewhere it can’t see you, it repeats the save. On success, the effect ends. Available to: Bard, Sorcerer, Warlock, Wizard Also Available to: Paladin – Oath of Conquest (XGtE), Ranger – Gloom Stalker, Sorcerer – Draconic Sorcery
Fireball (3rd Level)
Spell Name: Fireball (3rd Level) Casting Time: 1 Action Range: 150 ft. (20 ft. sphere) Components: V, S, M* (a ball of bat guano and sulfur) Duration: Instantaneous School: Evocation Tags: Damage Description: A bright streak flashes from you to a point you choose, then blossoms into a fiery explosion. Each creature in a 20-ft-radius Sphere makes a Dex save, taking 8d6 Fire damage on a fail, or half on success. Flammable objects not worn or carried catch fire. At Higher Levels: The damage increases by 1d6 for each spell slot level above 3. Available to: Sorcerer, Wizard Also Available to: Cleric – Light Domain, Warlock – The Genie (TCoE), Warlock – Fiend Patron
Fly (3rd Level)
Spell Name: Fly (3rd Level) Casting Time: 1 Action Concentration Spell Range: Touch Components: V, S, M* (a feather) Duration: 10 Minutes School: Transmutation Tags: Movement Description: You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. At Higher Levels: You can target one additional creature for each spell slot level above 3. Available to: Sorcerer, Warlock, Wizard Also Available to: Artificer, Druid – Circle of the Hive (HGTMH), Sorcerer – Draconic Sorcery
Gaseous Form (3rd Level)
Spell Name: Gaseous Form (3rd Level) Casting Time: 1 Action Concentration Spell Range: Touch Components: V, S, M* (a bit of gauze) Duration: 1 Hour School: Transmutation Tags: Buff, Movement Description: A willing creature you touch transforms into mist, gaining a Fly Speed of 10 ft. (hover), Resistance to Bludgeoning, Piercing, and Slashing damage, Immunity to the Prone condition, and Advantage on Strength, Dexterity, and Constitution saves. It can enter other creatures' spaces, pass through cracks, and move through gaps but not liquids. It can’t talk, cast spells, or manipulate items. The spell ends if it reaches 0 HP or ends it with a Magic action. At Higher Levels: You can target one additional creature for each spell slot level above 3. Available to: Sorcerer, Warlock, Wizard Also Available to: Druid – Circle of Spores (TCoE)
Glyph of Warding (3rd Level)
Spell Name: Glyph of Warding (3rd Level) Casting Time: 1 Hour Range: Touch Components: V, S, M* (powdered diamond worth 200+ GP, consumed) Duration: Until Dispelled/Triggered School: Abjuration Tags: Damage, Control, Warding Description: Inscribe a invisible glyph on a surface or object (max 10 ft. diameter). The spell ends if moved 10+ ft. from location. A successful Perception check reveals the glyph. Set the Trigger: Define trigger (touching, opening, etc.) & if glyph is explosive or stores a spell. Once triggered, the glyph ends. Explosive Rune: When triggered, a 20-ft.-radius Sphere erupts with 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (chosen on cast). Dex save for half. Spell Glyph: Store a 3rd-level or lower spell targeting one creature or area. When triggered, it activates as if cast. Concentration spells last full duration. At Higher Levels: Explosive Rune damage +1d8 per level. Stored spells match the level casted. Available to: Bard, Cleric, Wizard, Artificer
Hypnotic Pattern (3rd Level)
Spell Name: Hypnotic Pattern (3rd Level) Casting Time: 1 Action Concentration Spell Range: 120 ft. (30 ft. Cube) Components: S, M* (a pinch of confetti) Duration: 1 Minute School: Illusion Tags: Control Description: You create a twisting pattern of colors in a 30-foot Cube within range. Each creature that sees it must succeed on a Wisdom save or be Charmed for the duration. While Charmed, the creature is Incapacitated and its Speed becomes 0. The effect ends for a creature if it takes damage or if another uses an action to shake it out of its stupor. Available to: Bard, Sorcerer, Warlock, Wizard Also Available to: Cleric – Trickery Domain, Druid – Circle of the Hive (HGTMH), Paladin – Oath of Redemption (XGtE), Paladin – Oath of Revelry
Magic Circle (3rd Level)
Spell Name: Magic Circle (3rd Level) Casting Time: 1 Minute Concentration Spell Range: 10 ft. (10 ft. ⌀) Components: V, S, M* (salt and powdered silver worth 100+ GP, which the spell consumes) Duration: 1 Hour School: Abjuration Tags: Control Description: You create a 10-ft.-radius, 20-ft.-tall Cylinder of magical energy. Choose one or more: Celestial, Elemental, Fey, Fiend, Undead. Affected creatures can’t enter by nonmagical means, must succeed on a CHA save to teleport in, have Disadvantage on attacks against targets inside, and can’t possess or inflict Charmed/Frightened on targets within. The effect can be reversed to trap the creature type inside instead. At Higher Levels: Duration increases by 1 hour for each slot level above 3. Available to: Cleric, Paladin, Warlock, Wizard Also Available to: Cleric – Arcana Domain (SCAG)
Mass Healing Word (3rd Level)
Spell Name: Mass Healing Word (3rd Level) Casting Time: 1 Bonus Action Range: 60 ft. Components: V Duration: Instantaneous School: Abjuration Tags: Healing Description: Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. At Higher Levels: The healing increases by 1d4 for each spell slot level above 3. Available to: Bard, Cleric Also Available to: Cleric – Life Domain, Cleric – Order Domain (TCoE)
Meld into Stone (3rd Level)
Spell Name: Meld into Stone (3rd Level) Casting Time: 1 Action Ritual Spell Range: Touch Components: V, S Duration: 8 Hours School: Transmutation Tags: Movement Description: You step into a stone object or surface large enough to hold your body, vanishing for the duration. You can’t see outside and make Perception checks to hear with Disadvantage. You’re aware of time and can cast spells on yourself. You can exit by using 5 ft. of movement. Minor damage doesn’t affect you, but major change or partial destruction expels you and deals 6d6 Force damage. Complete destruction or transmutation deals 50 Force damage. You appear prone in the nearest unoccupied space. Available to: Cleric, Druid, Ranger Also Available to: Warlock – The Genie (TCoE)
Plant Growth (3rd Level)
Spell Name: Plant Growth (3rd Level) Casting Time: Special Range: 150 ft. (100 ft. Sphere) Components: V, S Duration: Instantaneous School: Transmutation Tags: Control Description: This spell channels vitality into plants. You choose Overgrowth or Enrichment when casting. • Overgrowth: All normal plants in a 100-foot-radius Sphere become overgrown. Movement through the area costs 4 feet per 1 foot. Areas within can be excluded. • Enrichment: Plants in a half-mile radius become enriched for 365 days. Food yields are doubled. Only one Plant Growth can affect an area per year. Available to: Bard, Druid, Ranger Also Available to: Cleric – Nature Domain (PHB), Druid – Circle of Wildfire (TCoE), Paladin – Oath of the Ancients, Warlock – Archefy Patron
Remove Curse (3rd Level)
Spell Name: Remove Curse (3rd Level) Casting Time: 1 Action Range: Touch Components: V, S Duration: Instantaneous School: Abjuration Tags: Buff Description: At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, the curse remains, but the spell breaks its owner's Attunement so it can be removed or discarded. Available to: Cleric, Paladin, Warlock, Wizard
Protection from Energy (3rd Level)
Spell Name: Protection from Energy (3rd Level) Casting Time: 1 Action Concentration Spell Range: Touch Components: V, S Duration: 1 Hour School: Abjuration Tags: Buff, Warding Description: For the duration, the willing creature you touch gains Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder. Available to: Cleric, Druid, Ranger, Sorcerer, Wizard Also Available to: Artificer, Cleric – Forge Domain (XGtE), Paladin – Oath of Glory, Paladin – Oath of the Ancients, Paladin – Oath of Vengeance, Sorcerer – Clockwork Sorcery, Warlock – Future You Patron
Sleet Storm (3rd Level)
Spell Name: Sleet Storm (3rd Level) Casting Time: 1 Action Concentration Spell Range: 150 ft. (40 ft. Cylinder) Components: V, S, M* (a miniature umbrella) Duration: 1 Minute School: Conjuration Tags: Control Description: Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames are doused. Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or fall Prone and lose Concentration. Available to: Druid, Sorcerer, Wizard Also Available to: Cleric – Tempest Domain (PHB), Warlock – The Fathomless (TCoE), Warlock – The Genie (TCoE)
Slow (3rd Level)
Spell Name: Slow (3rd Level) Casting Time: 1 Action Concentration Spell Range: 120 ft. (40 ft. Cube) Components: V, S, M* (a drop of molasses) Duration: 1 Minute School: Transmutation Tags: Control, Debuff Description: You alter time around up to six creatures in a 40-ft Cube. Targets make a WIS save or are affected for the duration. Affected: Speed halved, –2 to AC and Dex saves, can’t take Reactions. Can take only 1 Action or Bonus Action per turn (not both), and only one attack if choosing Attack. Somatic spells have a 25% fail chance due to slowed gestures. Targets repeat the save at each turn’s end, ending the effect on success. Available to: Bard, Sorcerer, Wizard Also Available to: Cleric – Order Domain, Paladin – Oath of the Spelldrinker, Warlock – The Predator, Warlock – Future You Patron
Speak with Plants (3rd Level)
Spell Name: Speak with Plants (3rd Level) Casting Time: 1 Action Range: Self Components: V, S Duration: 10 Minutes School: Transmutation Tags: Communication, Social Description: You imbue plants in a 30-ft Emanation with limited sentience. They can follow simple commands, share info about the last day, and communicate as if using a shared language. You can turn Difficult Terrain caused by plants into ordinary terrain, or make normal terrain with plants become Difficult Terrain. Plants can’t move, but can shift stalks and branches. Available to: Bard, Druid, Ranger
Spirit Guardians (3rd Level)
Spell Name: Spirit Guardians (3rd Level) Casting Time: 1 Action Concentration Spell Range: Self (15 ft.) Components: V, S, M* (a prayer scroll) Duration: 10 Minutes School: Conjuration Tags: Damage, Control Description: Protective spirits flit around you in a 15-ft Emanation. If you are good or neutral, they appear angelic or fey; if evil, they appear fiendish. You can designate unaffected creatures. Others have halved Speed in the area. When a creature enters or ends its turn in the area, it must make a Wisdom save. On fail: 3d8 Radiant (if good/neutral) or Necrotic (if evil) damage. On success: half damage. Save is once per turn. At Higher Levels: Damage increases by 1d8 per level above 3rd. Available to: Cleric Also Available to: Cleric – War Domain, Paladin – Oath of the Crown (SCAG)
Stinking Cloud (3rd Level)
Spell Name: Stinking Cloud (3rd Level) Casting Time: 1 Action Concentration Spell Range: 90 ft. (20 ft. Sphere) Components: V, S, M* (a rotten egg) Duration: 1 Minute School: Conjuration Tags: Control Description: You create a 20-foot-radius Sphere of yellow, nauseating gas. The cloud is Heavily Obscured and lingers for the duration or until dispersed by strong wind. Each creature that starts its turn in the area must make a CON save or be Poisoned until turn’s end. While Poisoned in this way, it can’t take actions or Bonus Actions. Available to: Bard, Sorcerer, Wizard Also Available to: Warlock – Fiend Patron, Cleric – Festus Domain
Tongues (3rd Level)
Spell Name: Tongues (3rd Level) Casting Time: 1 Action Range: Touch Components: V, M* (a miniature ziggurat) Duration: 1 Hour School: Divination Tags: Communication, Social Description: The touched creature can understand any spoken or signed language it hears or sees. When it communicates by speech or signing, any creature that knows at least one language can understand it, provided they can hear or see the communication. Available to: Bard, Cleric, Sorcerer, Warlock, Wizard Also Available to: None
Fortified Encampment
Creates a fortified encampment of 30ft radius. The camp consists of several grey tents, with bedrolls inside, a large central campfire burning brightly and some small walled huts with comfortable beds. By the tents are packs, crate and boxes of supplies of food, drink, bandages, healing potions and supplies to mend equipement. The camp is encircled by a 10ft tall palisade wall, with a fortified gate to allow access. The palisade walls have a walkway along them, allowing a medium size being to stand and walk along them, the walkway is accessed by ladders within the camp, the walkway is patrolled by mercenary humans of both genders, clad in leather armor, armed with longbows and shortswords. As well as the guards there is a cook, providing meals, a smith to repair equipment and several cats inhabiting the encampment. The fortified encampment spell persists until the caster dismisses the spell, recasts it at another location or dies.

Summon the Cervantes
It summons the Cervantes

Summon zombie Royal guards
You summon six pristine zombie guards, each clad in plate mill armor and wielding a tower shield and a long spear. These elegant male corpses dig their way out of the grave, emerging without the scent of rot, and stand ready to protect you. They possess a surprising level of intelligence for zombies, instinctively employing combat tactics and working as a cohesive unit.

Power Word Kill
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

Protection from Poison
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Speak with Plants
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.

Private Sanctum
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: - Sound can't pass through the barrier at the edge of the warded area. - The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. - Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. - Creatures in the area can't be targeted by divination spells. - Nothing can teleport into or out of the warded area. - Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent.

Purify Food and Drink
All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Speak with Dead
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Scrying
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. **Knowledge & Save Modifier** Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) -5 **Connection & Save Modifier** Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, or the like -10 On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Find Steed
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Forcecage
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic.

Reverse Gravity
This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.

Spare the Dying
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Animal Messenger
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

Suggestion
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.

Find the Path
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Foresight
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.

Major Image
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

Conjure Animals
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - One beast of challenge rating 2 or lower - Two beasts of challenge rating 1 or lower - Four beasts of challenge rating 1/2 or lower - Eight beasts of challenge rating 1/4 or lower - Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures 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. The DM has the creatures' statistics.

Mislead
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Mirage Arcane
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 could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.

Barkskin
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Arcane Lock
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. 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.

Create or Destroy Water
You either create or destroy water. **Create Water.** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range **Destroy Water.** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

Gaseous Form
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Sanctuary
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Find Traps
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Find Familiar
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Dominate Beast
You attempt to beguile a beast that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. 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. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

Divine Favor
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Locate Creature
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close-within 30 feet-at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Mass Suggestion
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

Fly
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

Telepathic Bond
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

Heal
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

Commune
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

Conjure Minor Elementals
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: - One elemental of challenge rating 2 or lower - Two elementals of challenge rating 1 or lower - Four elementals of challenge rating 1/2 or lower - Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures 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. The DM has the creatures' statistics.

Animate Objects
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. ### Animated Object Statistics | Size | HP | AC | Attack | Str | Dex | |--------|----|----|----------------------------|-----|-----| | Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 | | Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 | | Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 | | Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 | | Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 | An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

Faerie Fire
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Hallucinatory Terrain
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Telekinesis
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. **Creature.** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. **Object.** You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Longstrider
You touch a creature. The target's speed increases by 10 feet until the spell ends.

Move Earth
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

Unseen Servant
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wind. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Passwall
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Control Weather
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Slow
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each 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.

Antipathy/Sympathy
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. **Antipathy.** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. **Sympathy.** The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a wisdom saving throw to end the effect, as described below. **Ending the Effect.** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Fabricate
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Antimagic Field
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. **Targeted Effects.** Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. **Areas of Magic.** The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. **Spells.** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. **Magic Items.** The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. **Magical Travel.** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. **Creatures and Objects.** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. **Dispel Magic.** Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.

Levitate
One creature 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 500 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. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.

Create Undead
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

Heroism
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

Shield of Faith
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Seeming
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose 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 action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Mending
This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Planar Binding
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

Create Food and Water
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Dominate Monster
You attempt to beguile a creature that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. 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. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

Pass without Trace
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Mind Blank
Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

Irresistible Dance
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a wisdom saving throw to regain control of itself. On a successful save, the spell ends.

Regenerate
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Death Ward
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Expeditious Retreat
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Dancing Lights
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Daylight
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Calm Emotions
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Sending
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Bane
Up to three creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Locate Object
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Greater Restoration
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: - One effect that charmed or petrified the target - One curse, including the target's attunement to a cursed magic item - Any reduction to one of the target's ability scores - One effect reducing the target's hit point maximum

Healing Word
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Resilient Sphere
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing-not physical objects, energy, or other spell effects-can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.

Knock
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents 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 arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Enthrall
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Enhance Ability
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. **Bear's Endurance.** The target has advantage on constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. **Bull's Strength.** The target has advantage on strength checks, and his or her carrying capacity doubles. **Cat's Grace.** The target has advantage on dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. **Eagle's Splendor.** The target has advantage on Charisma checks **Fox's Cunning.** The target has advantage on intelligence checks. **Owl's Wisdom.** The target has advantage on wisdom checks.

Teleport
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table. **Familiarity.** "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. "False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. **On Target.** You and your group (or the target object) appear where you want to. **Off Target.** You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. **Similar Area.** You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. **Mishap.** The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Blindness/Deafness
You can blind or deafen a foe. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is either blinded or deafened (your choice) 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.

Raise Dead
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Tiny Hut
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Rope Trick
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.

Word of Recall
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.

Antilife Shell
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Clairvoyance
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Minor Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Prismatic Wall
A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action 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 creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it. **1. Red.** The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. **2. Orange.** The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. **3. Yellow.** The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. **4. Green.** The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. **5. Blue.** The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. **6. Indigo.** On a failed save, the creature is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast 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 creature is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.

Disguise Self
You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change 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 changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your apperance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Clone
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, 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 has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

Goodberry
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Detect Evil and Good
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Etherealness
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

Revivify
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Mass Healing Word
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Locate Animals or Plants
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Silence
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Alarm
You set an 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, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. 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 sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Guards and Wards
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. **Corridors.** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. **Doors.** All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections 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 can place your choice of one of the following magical effects within the warded area of the stronghold. - Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. - Place magic mouth in two locations. - Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. - Place a constant gust of wind in one corridor or room. - Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.

Maze
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Legend Lore
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched 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 touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

Eyebite
For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite. **Asleep.** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. **Panicked.** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends **Sickened.** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another wisdom saving throw. If it succeeds, the effect ends.

Holy Aura
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a constitution saving throw or be blinded until the spell ends.

Thaumaturgy
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range. - Your voice booms up to three times as loud as normal for 1 minute. - You cause flames to flicker, brighten, dim, or change color for 1 minute. - You cause harmless tremors in the ground for 1 minute. - You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. - You instantaneously cause an unlocked door or window to fly open or slam shut. - You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Speak with Animals
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Meld into Stone
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change 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 complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Astral Projection
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Simulacrum
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

Creation
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration **Vegetable matter** 1 day **Stone or crystal** 12 hours **Precious metals** 1 hour **Gems** 10 minutes **Adamantine or mithral** 1 minute Using any material created by this spell as another spell's material component causes that spell to fail.

Planar Ally
You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

Demiplane
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

Magnificent Mansion
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

Contact Other Plane
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (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.

Giant Insect
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Polymorph
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen 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 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. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Color Spray
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Invisibility
A creature you touch 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.

Reincarnate
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. **01-04** Dragonborn **05-13** Dwarf, hill **14-21** Dwarf, mountain **22-25** Elf, dark **26-34** Elf, high **35-42** Elf, wood **43-46** Gnome, forest **47-52** Gnome, rock **53-56** Half-elf **57-60** Half-orc **61-68** Halfling, lightfoot **69-76** Halfling, stout **77-96** Human **97-00** Tiefling The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Gate
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each 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 unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

Detect Magic
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Divination
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Dispel Evil and Good
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. **Break Enchantment.** As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. **Dismissal.** As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

Mass Cure Wounds
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Resurrection
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Globe of Invulnerability
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any 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. Similarly, the area within the barrier is excluded from the areas affected by such spells.

Conjure Woodland Beings
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - One fey creature of challenge rating 2 or lower - Two fey creatures of challenge rating 1 or lower - Four fey creatures of challenge rating 1/2 or lower - Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their 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. The DM has the creatures' statistics.

True Seeing
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Imprisonment
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. **Burial.** The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb. **Chaining.** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. **Hedged Prison.** The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component 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 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. **Slumber.** The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs. **Ending the Spell.** During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

Bless
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Conjure Fey
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature's statistics.

Blink
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Secret Chest
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Dominate Person
You attempt to beguile a humanoid that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. 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. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

Control Water
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. **Flood.** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts **Part Water.** You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. **Redirect Flow.** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. **Whirlpool.** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center 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 creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

Confusion
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10 foot radius sphere centered on a point you choose within range 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 must roll a d10 at the start of each of its turns to determine its behavior for that turn. | d10 | Behavior | |---|---| | 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. | | 2-6 | The creature doesn’t move or take actions this turn. | | 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | | 9-10 | The creature can act and move normally. | At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Conjure Celestial
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial's statistics.

True Polymorph
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. **Creature into Creature.** If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics 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 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. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. **Object into Creature.** You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. **Creature into Object.** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

Glibness
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Prayer of Healing
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Transport via Plants
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

True Strike
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 attack roll against the target, provided that this spell hasn't ended.

Sequester
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.

See Invisibility
For the duration of the spell, you see invisible creatures and objects as if they were visible, and you can see through Ethereal. The ethereal objects and creatures appear ghostly translucent.

Detect Poison and Disease
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Aid
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

Mass Heal
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

Mirror Image
Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates. Whenever a creature is targeting you with an attack during the duration of the spell, roll 1d20 to determine if the attack does not target rather one of your duplicates. If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more. The CA of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The spell ends if the three duplicates are destroyed. A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.

Mage Hand
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.

Hold Person
Choose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target.

Project Image
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Commune with Nature
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: - terrain and bodies of water - prevalent plants, minerals, animals, or peoples - powerful celestials, fey, fiends, elementals, or undead - influence from other planes of existence - buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Geas
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

Grease
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a dexterity saving throw or fall prone.

Zone of Truth
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.

Animal Friendship
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends.

Feather Fall
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.

Divine Word
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: - 50hp or less: deafened for 1 minute - 40 hp or less: deafened and blinded for 10 minutes - 30 hp or less: blinded, deafened and dazed for 1 hour - 20 hp or less: killed instantly. Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.

Enlarge/Reduce
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. **Enlarge.** 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 weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. **Reduce.** 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. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Spider Climb
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Detect Thoughts
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's 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. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Darkness
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Instant Summons
You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.

Jump
You touch a creature. The creature's jump distance is tripled until the spell ends.

Identify
You choose one object that you must touch throughout the casting of the spell. 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 you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Floating Disk
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on 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. If 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 disk 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 away from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Banishment
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than 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 space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

Entangle
Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.

Augury
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses 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 especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Stinking Cloud
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Prestidigitation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range': - You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. - You instantaneously light or snuff out a candle, a torch, or a small campfire. - You instantaneously clean or soil an object no larger than 1 cubic foot. - You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. - You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. - You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Guidance
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Shillelagh
The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Magic Weapon
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

Fear
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a wisdom saving throw. On a successful save, the spell ends for that creature.

Charm Person
You attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Flesh to Stone
You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make another constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Compulsion
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

Contingency
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

Wall of Force
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Sleet Storm
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell's area, the creature must make a successful constitution saving throw against your spell save DC or lose concentration.

Arcane Eye
You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Command
You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends **Approach.** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. **Drop** The target drops whatever it is holding and then ends its turn. **Flee.** The target spends its turn moving away from you by the fastest available means. **Grovel.** The target falls prone and then ends its turn. **Halt.** The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Mage Armor
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

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

Power Word Stun
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Magic Jar
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container 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 creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.

Cure Wounds
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Teleportation Circle
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Web
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

False Life
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

Awaken
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Haste
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Hallow
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. **Courage.** Affected creatures can't be frightened while in the area. **Darkness.** Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area **Daylight.** Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light. **Energy Protection.** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing **Energy Vulnerability.** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. **Everlasting Rest.** Dead bodies interred in the area can't be turned into undead. **Extradimensional Interference.** Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means. **Fear.** Affected creatures are frightened while in the area. **Silence.** No sound can emanate from within the area, and no sound can reach into it. **Tongues.** Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

Fog Cloud
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.

Protection from Evil and Good
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Gust of Wind
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Hypnotic Pattern
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Stoneskin
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Magic Mouth
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Resistance
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Nondetection
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Message
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Time Stop
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Stone Shape
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

Dimension Door
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Arcanist's Magic Aura
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. **False Aura.** You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. **Mask.** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Animate Dead
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

Shield
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Hideous Laughter
A creature of your choice that you can see within range 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 4 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 had advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Programmed Illusion
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Comprehend Languages
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Plant Growth
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 normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Freedom of Movement
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Druidcraft
Whispering to the spirits of nature, you create one of the following effects within range: - You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. - You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. - You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5---foot cube. - You instantly light or snuff out a candle, a torch, or a small campfire.

Warding Bond
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

True Resurrection
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Tree Stride
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Wind Walk
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.

Dream
This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a wisdom saving throw. On a failed save, echoes 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 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

Sleep
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.

Conjure Elemental
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics.

Earthquake
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects 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 cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). **Structures.** The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

Water Walk
This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Fire Storm
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange 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. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

Bestow Curse
You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: - Choose 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.

Gentle Repose
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Hold Monster
Choose a creature you can see within range. The target must make a saving throw of Wisdom or be paralyzed for the duration of the spell. This spell has no effect against the undead. At the end of each round, the target can make a new saving throw of Wisdom. If successful, the spell ends for the creature.

Spike Growth
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The development of land is camouflaged to look natural. Any creature that does not see the area when the spell is spell casts must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Weird
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the start of each of the frightened creature's turns, it must succeed on a wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

Vampiric Touch
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

Freezing Sphere
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.

Produce Flame
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. 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 an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

Vicious Mockery
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Ice Storm
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

Shocking Grasp
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

Sunbeam
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

Dispel Magic
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each 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 spell ends.

Harm
You unleash a virulent disease on a creature that you can see within range. The target must make a constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

Guiding Bolt
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

Poison Spray
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

Thunderwave
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. 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 you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

Heat Metal
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

Ray of Frost
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Prismatic Spray
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. **1. Red.** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. **2. Orange.** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. **3. Yellow.** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. **4. Green.** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. **5. Blue.** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. **6. Indigo.** On a failed save, the target is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects 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 successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) **8. Special.** The target is struck by two rays. Roll twice more, rerolling any 8.

Scorching Ray
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

Wish
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: - You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. - You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell. - You grant up to ten creatures you can see resistance to a damage type you choose. - You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack. - You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence 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, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

Wall of Ice
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

Sacred Flame
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

Cloudkill
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, 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 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

Flaming Sphere
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Disintegrate
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

Darkvision
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Incendiary Cloud
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and 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. When the cloud appears, each creature in it must make a dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Lightning Bolt
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.

Fireball
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-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 being worn or carried.

Arcane Hand
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. **Clenched Fist.** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. **Forceful Hand.** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. **Grasping Hand.** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier **Interposing Hand.** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

Hunter's Mark
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Guardian of Faith
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Storm of Vengeance
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn. **Round 2.** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. **Round 3.** You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. **Round 4.** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. **Round 5-10.** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Insect Plague
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

Fire Shield
Thin and vaporous flame surround your body for the duration of the spell, radiating a bright light bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell using an action to make it disappear. The flames are around you a heat shield or cold, your choice. The heat shield gives you cold damage resistance and the cold resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, flames spring from the shield. The attacker then suffers 2d8 points of fire damage or cold, depending on the model.

Burning Hands
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Circle of Death
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

Glyph of Warding
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. **Explosive Runes.** When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. **Spell Glyph.** You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

Acid Splash
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a dexterity saving throw or take 1d6 acid damage.

Blade Barrier
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

Chill Touch
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

Black Tentacles
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Acid Arrow
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

Flame Strike
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

Fire Bolt
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Call Lightning
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

Alter Self
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action 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 can breathe underwater and gain a swimming speed equal to your walking speed. **Change Appearance.** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. **Natural Weapons.** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Plane Shift
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Contagion
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target's turns, it must make a constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. **Blinding Sickness.** Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on wisdom checks and wisdom saving throws and is blinded. **Filth Fever.** A raging fever sweeps through the creature's body. The creature has disadvantage on strength checks, strength saving throws, and attack rolls that use Strength. **Flesh Rot.** The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. **Mindfire.** The creature's mind becomes feverish. The creature has disadvantage on intelligence checks and intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. **Seizure.** The creature is overcome with shaking. The creature has disadvantage on dexterity checks, dexterity saving throws, and attack rolls that use Dexterity. **Slimy Doom.** The creature begins to bleed uncontrollably. The creature has disadvantage on constitution checks and constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Sunburst
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.

Faithful Hound
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

Continual Flame
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Wall of Fire
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. 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 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet o f that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side o f the wall deals no damage. The other side of the wall deals no damage.

Cone of Cold
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

Arcane Sword
You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

Modify Memory
You attempt to reshape another creature's memories. One creature that you can see 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. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, 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 description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature's true memory.

Chain Lightning
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

Blight
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

Shatter
A sudden loud ringing noise, painfully intense, erupts 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. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone,crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

Feeblemind
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish.

Phantasmal Killer
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target's turns before the spell ends, the target must succeed on a wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

Light
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.

Spiritual Weapon
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

Delayed Blast Fireball
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

Moonbeam
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.

Flame Blade
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Hellish Rebuke
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

Spirit Guardians
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

Magic Missile
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Ray of Enfeeblement
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a constitution saving throw against the spell. On a success, the spell ends.

Forbiddance
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

Wall of Thorns
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

Wind Wall
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Meteor Swarm
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

Finger of Death
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Water Breathing
This spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term. Affected creatures also retain their normal breathing pattern.

Protection from Energy
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Symbol
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. **Death.** Each target must make a constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful save **Discord.** Each target must make a constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. **Fear.** Each target must make a wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. **Hopelessness.** Each target must make a charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects. **Insanity.** Each target must make an intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic. **Pain.** Each target must make a constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. **Sleep.** Each target must make a wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. **Stunning.** Each target must make a wisdom saving throw and becomes stunned for 1 minute on a failed save.

Remove Curse
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

Magic Circle
You create a 10---foot---radius, 20---foot---tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: - The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a charisma saving throw. - The creature has disadvantage on attack rolls against targets within the cylinder. - Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

Counterspell
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is 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.

Lesser Restoration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Misty Step
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Greater Invisibility
You or a creature you touch 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.

Tongues
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Beacon of Hope
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Eldritch Blast
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Inflict Wounds
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

Blur
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Animal Shapes
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. 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 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. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

Illusory Script
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause 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. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.

Heroes' Feast
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

Wall of Stone
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Branding Smite
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5---foot radius and can't become invisible until the spell ends.

Shapechange
You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, 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 excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

Silent Image
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.