Yamato world illustration - Japanese Mythology theme
Japanese Mythology

Yamato

cloned fromShinrai/Yamato
D
Dreadnought

A fantastical world heavily inspired by japanese mythology and the edo time period.

Played3 times
Cloned0 times
Created
61 days ago
Last Updated
11 days ago
VisibilityPublic
Zephyr Step
0

Zephyr Step

Transmutation Cast Time: 1 Bonus action Range: Self Components: V, S Duration: 1 minute or 3 rounds You call upon the power of wind to lighten your step. For 1 minute or 3 rounds, your movement speed increases by 10 feet, and you can move across liquid surfaces or difficult terrain without hindrance. Additionally, your movement does not provoke opportunity attacks during this time.

Explosive Charge
4

Explosive Charge

Evocation Cast Time: 1 bonus action Range: 60 feet Components: V, S, M (an explosive charge) Duration: Instantaneous Effect: Detonate a placed charge, dealing 5d8 fire damage to creatures within 60 feet. Creatures in the area must succeed on a Intelligence saving throw to take half damage.

Explosive Tag
3

Explosive Tag

Evocation Cast Time: 1 Action Range: 30 feet Components: S, M (a small strip of paper) Duration: 10 minutes or until detonated You place a magical explosive tag on a surface or object. The tag can be detonated remotely (up to 100 feet away) and deals 4d8 fire damage in a 10-foot radius. You must use an action to detonate the tag. Your targets must succeed on an Intelligence saving throw to notice your tag in time, otherwise they will suffer the full brunt of the explosion.

Falling Sky
3

Falling Sky

Casting Time: 1 action Range: Self (20-foot radius) Components: S Duration: Instantaneous You leap high into the air and crash down with immense force. Each creature within a 20-foot radius must make a Strength saving throw or take 4d10 bludgeoning damage and be knocked prone (half damage and no knockdown on a success).

False Face
0

False Face

Transmutation Cast Time: 1 Bonus Action Range: Self Components: V, S Duration: 1 hour You can magically alter your own facial appearance, allowing you to pass as someone else. The illusion lasts for 1 hour or until dismissed. It doesn’t alter your clothes or body shape.

Feather Touch
0

Feather Touch

Transmutation Cast Time: 1 Action Range: Touch Components: Somatic Duration: Instantaneous Your hand becomes incredibly precise and soft, allowing delicate manipulations without breaking fragile objects. You can open locks, doors or windows as long as they are not magical or celestial.

Fire Bolt
0

Fire Bolt

Evocation Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: Instant 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. Targets must suceed a Constitution saving throw to only suffer half the damage.

Fire Serpent
2

Fire Serpent

Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of sulfur) Duration: Concentration, up to 1 minute You summon a fiery serpent that slithers through the air toward a target. Make a ranged spell attack; on a hit, the serpent deals 3d10 fire damage and continues to burn, dealing 1d8 fire damage at the start of the target’s turn until the spell ends or is extinguished.

Fist of the Earth
5

Fist of the Earth

Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous You channel the strength of the earth into a punch, causing the ground to erupt under a group of up to 5 enemies within range. The targets must make a Dexterity saving throw or take 6d10 bludgeoning damage and be knocked prone.

Flame Resurgence
0

Flame Resurgence

Abjuration Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: Instantaneous Description: You harness a flickering internal flame, focusing it to cauterize minor wounds and rejuvenate your spirit. When you cast this cantrip, you regain 2d12+4 hit point as the soothing warmth mends small injuries and alleviates fatigue.

Flame of the Fire Kami
5

Flame of the Fire Kami

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a shard of volcanic glas) Duration: Instantaneous Summons a column of sacred fire in a 30-foot radius, dealing 3d8 fire damage and 3d8 radiant damage. Undead and Yokai have disadvantage on saving throws against this spell.

Flare of Fury
2

Flare of Fury

Abjuration Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: 2 Minutes Description: Emit an aura of heat that bolsters your strength +4, constitution +4 and grants advantage on Intimidation checks. Allies within 30 feet gain a +4 to their attack rolls and +5 feet to their movement speed.

Flash Step
2

Flash Step

Transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 round You can instantly move up to 60 feet to an unoccupied space that you can see. After using this spell, your next attack has advantage, and you cannot be targeted by attacks of opportunity until the end of your next turn.

Flash Step Crash
2

Flash Step Crash

Casting Time: 1 action Range: 30 feet Components: V Duration: Instantaneous You instantly dash to an unoccupied space next to a creature within range. As you land, you deliver a downward axe kick, forcing the target to make a Dexterity saving throw. On a failure, it takes 2d10 bludgeoning damage and 1d10 lightning damage and is stunned until the end of its next turn.

Fleeting Vitality
2

Fleeting Vitality

Transmutation Cast Time: 1 bonus action Range: Self Components: V, S, M (a pinch of ginseng or other energizing herb) Duration: 3 minutes or 3 rounds Effect: You consume a revitalizing herb mixture that grants you a burst of energy. For the spell’s duration, you gain an extra 10 feet of movement on your turns and have advantage on saving throws against sleep, paralysis and fear. You also regain 6 used up spell slots.

Flickering Flame
0

Flickering Flame

Conjuration Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: up to 1 hour 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.

Flurry of Blades
0

Flurry of Blades

Evocation Casting Time: 1 Reaction (you can activate it when you get attacked by a melee strike) Range: Self (5-foot radius) Components: V, S Duration: Instantaneous You channel your inner energy to unleash a flurry of 2 rapid lightning strikes. Make a melee weapon attack against each creature within 5 feet of you. Each attack is made with a +4 bonus to hit. If you hit, the attack deals an additional 2d10 lightning damage. This cantrip allows you to strike multiple foes with lightning speed, overwhelming them with your precision and power. Their melee damage gets neutralized and you suffer 0 damage.

Force Orb
1

Force Orb

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a condensed orb of pure force at a target, dealing 2d8 force damage that pushes the target 15 feet away from you on a failed Strength saving throw. On a success, the target will not be pushed away.

Force Pulse
2

Force Pulse

Evocation Cast Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You unleash a wave of force at a creature, dealing 3d10 force damage on a failed Dexterity saving throw. On a successful save, the target takes half damage.

Forceful Cuts
5

Forceful Cuts

You momentarily enhance your speed, creating afterimages of your slashes that strike at your foes. Choose up to five creatures within 60 feet; each must make a Dexterity saving throw or take 6d10 force damage as they are cut from every direction by the phantom blades.

Forceful Strike
1

Forceful Strike

Evocation Casting Time: 1 action Range: Melee Weapon Range Components: V, S Duration: Instantaneous Description: You imbue your weapon with concentrated force energy, delivering a mighty strike. On a hit, the attack deals an additional 2d8 force damage and pushes the target 10 feet back. Creatures larger than Large have advantage on their saving throw (Strength DC 14) to resist being pushed back.

Fortune’s Favor
0

Fortune’s Favor

Divination Casting Time: 1 Bonus Action Range: Self Components: V, S, M (a coin) Duration: 1 minute You flip a coin imbued with luck, granting you advantage on your next ability check or saving throw.

Fox's Guise
0

Fox's Guise

Transmutation Cast Time: 1 Bonus action Range: Self Components: V, S Duration: 1 hour You tap into the elusive nature of the Kitsune, the fox spirit known for its shapeshifting abilities. By focusing your spiritual energy, you can subtly alter your physical appearance to resemble a different person, animal, or even an object. The transformation is minor, suitable for brief deceptions or disguises. The changes might include altering hair color, facial features, or even growing fox ears and a tail. This cantrip is ideal for reconnaissance or slipping through tight situations unnoticed.

Fox's Trick
1

Fox's Trick

Illusion Cast Time: 1 action Range: 30 feet Components: V, S, M (a fox tail charm) Duration: 1 hour Creates an illusory double of yourself or a nearby object, designed to deceive enemies. The illusion can move and speak but vanishes if touched.

Foxfire Arrows
2

Foxfire Arrows

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You shoot 2 arrows at the target. Your arrows strike with mystical foxfire, dealing an additional 2d8 fire damage. If the target is a Yokai, it must make a Constitution saving throw or be stunned until the end of its next turn.

From the Shadows
4

From the Shadows

Transmutation Casting Time: 1 action Range: Self (60 feet teleportation) Components: V, S Duration: 1 round You vanish into shadow and reappear behind an enemy within 60 feet, striking with a ghostly fang. Make a melee weapon attack; on a hit, the target takes 6d10 piercing damage and must make a Wisdom saving throw. On a failure, they are frightened of you until the end of their next turn. If the target was unaware of your presence before the attack, they roll their saving throw at disadvantage.

Frostbite Needle
1

Frostbite Needle

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You conjure a thin icicle and hurl it at a target. The creature must make a Dexterity saving throw, taking 2d8 cold damage on a failed save and suffering disadvantage on its next weapon attack before the end of its turn.

Frostbound Aura
3

Frostbound Aura

Evocation Casting Time: 1 action Range: Self (30-foot radius) Components: V (Verbal), S (Somatic), M (a piece of ice or a snowflake) Duration: Concentration, up to 10 minutes Swirling mist and icy winds envelop the Samurai, creating an aura of frost and wind that chills enemies and empowers the caster. While the aura is active: All enemies within 30 feet of you take 4d10 cold damage at the start of their turn. Your movement speed increases by 10 feet. You gain a +4 bonus to initiative for the duration of the spell. The ground in the aura’s radius becomes slippery and coated in frost. Enemies treat it as difficult terrain. At Higher Levels: When cast using a spell slot of 6th level or higher, the cold damage increases by 1d10 for each slot level above 5th.

Frosted Edge
1

Frosted Edge

Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: 3 minutes or 3 rounds Your weapon becomes coated in frost, dealing an additional 2d8 cold damage on a hit. Attacks against enemies reduce their movement by 10 feet until the start of your next turn.

Frozen Grass
2

Frozen Grass

Casting Time: 1 action Range: 60 feet (20-foot radius) Components: V, S, M (a pinch of frost) Duration: Concentration, up to 1 minute You coat the ground in razor-thin frost. Each creature in the area must make a Dexterity saving throw or take 3d8 cold damage and have its movement halved for the duration. The area becomes difficult terrain.

Fury of the Oni
4

Fury of the Oni

Casting Time: 1 Action Range: Self Components: V, S Duration: Concentration, up to 5 Minutes Description: Unleash a primal scream, bolstering your strength up to +4 and health. Gain 4d12 temporary hit points and advantage on Strength checks and saves. You also regain up to 4d12 hit points and +10 feet to your movement for the duration.

Gale Strike
1

Gale Strike

Evocation Cast Time: 1 action Range: 60 feet Duration: Instantaneous You summon a swift, cutting gust of wind that strikes a creature within range. The target must make a Dexterity saving throw or take 2d8 slashing damage. On a successful save, they take half damage. If the target is airborne, they take an additional 1d8 bludgeoning damage, and the wind causes them to be knocked prone if they fail the save. At Higher Levels: When cast using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Gate to the Spirit Realm
6

Gate to the Spirit Realm

Conjuration Casting Time: 10 minutes Range: 15 feet Components: V, S, M (a sacred artifact or relic) Duration: 1 hour Opens a portal to the spirit realm for 1 hour. You and up to five willing creatures can enter. While in the spirit realm, you can interact with spirits and travel great distances quickly, but you cannot affect the material world.

Genesis
9

Genesis

Transmutation Casting Time: 1 hour Range: 1 mile x 1 mile radius Components: V, S, M (a seed of any kind) Duration: Permanent You channel the raw power of creation to transform a vast area, up to 1 mile in radius, into a flourishing ecosystem. You can create and grow life in all forms: plants, animals, minerals, and bodies of water. You can raise forests, summon rivers, shape mountains, and populate the area with creatures of your choosing. The terrain is altered to your design, allowing for the creation of fertile lands, lakes, or even entirely new habitats. This transformation is permanent, and the newly created life flourishes naturally.

Geomancy
0

Geomancy

Diviniation Casting Time: 1 Bonus Action Range: Touch Components: V, S Duration: Instantaneous Description: By focusing on a gemstone, ore, crystal, or fossil you touch, you gain insight into its composition, origin, and potential uses. You instantly learn if it holds any magical properties, its rarity, and its approximate market value. Additionally, you gain advantage on the next Intelligence (Nature) or Intelligence (History) check related to similar materials you encounter within the next hour.

Get Nimble
0

Get Nimble

Transmutation Cast Time: 1 Bonus Action Range: Self Components: V, S Duration: 10 minutes You channel your energy to enhance your physical abilities or the ones of an allie you touch. For the next 10 minutes, your jump distance is doubled, and you gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks related to climbing, swimming, and jumping. This allows you to navigate challenging terrain with ease, scaling walls or leaping great distances in a single bound.

Ghost Cutter
0

Ghost Cutter

Transmutation Cast Time: 1 Bonus Action Range: Touch Components: V, S Duration: 1 minute You imbue a weapon with spiritual energy. The next weapon attack made ignores non-magical armor and deals an additional 1d10 radiant damage to undead or yokai.

Ghost Walk
9

Ghost Walk

Transmutation Casting Time: 1 action Range: self (60-foot radius) Components: V, S Duration: 1 hour You shift partially into the spirit realm for 1 hour, becoming ethereal. While in this state, you can move through objects, walls, closed doors and creatures as if they were difficult terrain, and you have resistance to all damage except psychic damage. You can also see invisible or hidden creatures within 60 feet. You can end the effect early as a bonus action.

Ghostly Arrows
2

Ghostly Arrows

Conjuration Cast Time: 1 action Range: Self Components: V, S, M (a pinch of salt) Duration: 8 hours Summons 20 ethereal arrows or bolts that can strike incorporeal or intangible creatures and do 3d8 radiant damage on a hit. Ammunition lasts for 8 hours or until used.

Ghostly Visions
2

Ghostly Visions

Divination Casting Time: 1 action Range: Self (100-foot radius) Components: V, S, M (incense worth 25 gold) Duration: 10 minutes Allows you to see and communicate with spirits and Yokai within 100 feet for 10 minutes. You gain insight into their motives and can ask up to five questions.

Golden Tempest
5

Golden Tempest

Evocation Cast Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a handful of gold coins) Duration: Instantaneous Hurl enchanted coins in a whirlwind around you, dealing 6d12 force damage to creatures in range. Targets that fail a Dexterity saving throw are also blinded until the start of your next turn. Allies in your range do not suffer any damage. They will regain 6d12 lost hit points back and +8 on their Weapon Attack for the next 3 rounds (or 3 minutes).

Grand Alchemical Bomb
5

Grand Alchemical Bomb

Type: Evocation Cast Time: 1 action Range: 60 feet Components: V, S, M (alchemical ingredients worth at least 50 gold) Duration: Instantaneous Effect: Create and hurl a massive alchemical bomb that explodes in a 20-foot radius. Creatures in the area take 6d10 acid damage on a failed Dexterity saving throw, or half as much on a success. The area remains acidic, dealing 2d8 acid damage to any creature that enters or ends its turn there for 1 minute.

Gravitational Singularity
7

Gravitational Singularity

Evocation Cast Time: 1 action Range: 100 feet Components: V, S, M (a small iron sphere) Duration: Concentration, up to 1 minute You create a black, swirling singularity that pulls everything toward it. Each creature within 30 feet must make a Strength saving throw or be pulled 10 feet closer and take 7d8 force damage. The singularity collapses after 1 minute, dealing an additional 2d10 fire damage to creatures still in range.

Gravity Field
9

Gravity Field

Evocation Cast Time: 1 action Range: 100 feet Components: V, S Duration: Concentration, up to 1 minute You create an intense gravity field in a 30-foot radius. Each creature in the area must make a Strength saving throw or take 9d8 force damage and be restrained for the duration. Each turn, restrained creatures can repeat the saving throw.

Gravity Hammer
4

Gravity Hammer

Evocation Cast Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Instantaneous You slam the ground, creating a shockwave of gravitational energy. All creatures within a 30-foot radius must make a Dexterity saving throw or take 5d10 force damage and be knocked prone for the following 2 rounds.

Gravity Ripple
0

Gravity Ripple

Transmutation Cast Time: 1 action Range: 30 feet Duration: Instantaneous You create a brief distortion in gravity around a creature within range. The target must succeed on a Strength saving throw or take 1d8 force damage and have their speed reduced by 10 feet until the end of their next turn. If they succeed, they take half damage, and their speed is unaffected. At Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Gravity Surge
2

Gravity Surge

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a fragment of a shattered blade) Duration: Instantaneous Description: You summon a surge of force energy that crushes all creatures in a 20-foot radius sphere centered on a point you can see within range. Each creature must make a Strength saving throw or take 3d10 force damage and be knocked prone. On a successful save, they take half damage and remain standing.

Gravity Well
4

Gravity Well

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a well of gravity in a 10-foot radius sphere. Creatures starting their turn in the area must succeed on a Strength saving throw or take 5d8 force damage and be restrained by the gravitational pull.

Guardian’s Embrace
4

Guardian’s Embrace

Abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You create a protective barrier around an ally. Choose a creature within range. The target gains temporary hit points equal to 5d6 + your spellcasting ability modifier and has advantage on saving throws against all effects that would cause them to be incapacitated, put to sleep or stunned.

Guiding Light
1

Guiding Light

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a small crystal) Duration: 1 hour You conjure a hovering light that illuminates the path ahead, dispelling darkness and revealing hidden dangers. The light casts bright light in a 30-foot radius and dim light for an additional 30 feet. It reveals hidden traps, difficult terrain, and invisible creatures within its area of effect. The light follows you or another creature you designate, moving with them for the duration.

Guiding Wind
0

Guiding Wind

Transmutation Casting Time: 1 Bonus action Range: 60 feet Components: V, S Duration: 1 minute You summon a gentle, spiritual wind that can subtly influence the environment. The breeze can close or open a locked door, closed window, scatter light objects, or carry a whispered message to a creature within range. It can also clear away small amounts of mist or fog. In caves or other dark places it might direct you to a safe way out.

Hammer Toss
0

Hammer Toss

Conjuration Casting Time: 1 Action Range: 60 feet Components: V, S, M (a small hammer) Duration: Instantaneous You conjure a spectral hammer and hurl it toward a target, dealing 1d10 radiant damage. The hammer strikes with surprising force, knocking the target back 5 feet if they fail a Strength saving throw.

Hammerfall
3

Hammerfall

Type: Evocation Cast Time: 1 action Range: 15 feet Components: V, S Duration: Instantaneous Description: Channeling raw strength into their weapon, the Oniro smashes downwards, creating a shockwave that travels in a 15-foot cone. All creatures in the area must make a Strength saving throw. On a failed save, creatures take 4d10 + Strength modifier bludgeoning damage and are knocked back 10 feet. On a success, they take half damage and are not moved.

Healing Breeze
0

Healing Breeze

Cast Time: 1 Bonus action Range: 60 feet Components: V, S Duration: Instantaneous By calling upon the gentle spirits of the wind, you conjure a soothing breeze that carries with it the essence of life. With a graceful motion, you send this breeze towards a wounded ally, and as it reaches them, the gentle winds knit flesh and mend bones, restoring vitality. The ally regains 3d8+ your spellmodifier hit points back. The healing is modest but can make a significant difference in dire moments. The breeze is cool, refreshing, and imbued with the blessing of the wind kami.

Healing Cascade
5

Healing Cascade

Abjuration Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You send out a wave of healing energy that restores 6d12 hit points to up to 6 creatures of your choice within range.

Healing Mantra
4

Healing Mantra

Cast Time: 1 Action Range: Self (60-foot radius) Components: V, S Duration: Concentration, up to 1 minute A soothing aura of spiritual energy surrounds you. At the start of each of your turns, you and all allies within 60 feet regain hit points equal to 5d10 + your spellcasting modifier. The healing increases by 1d10 for each spell slot above 3rd.

Healing Spirit
1

Healing Spirit

Conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a small charm or token) Duration: Instantaneous You call upon a benevolent spirit to heal a creature within range. The target regains 4d8 + your spellcasting modifier in hit points. If the target is a spirit, Yokai, or a creature with a similar nature, they also gain temporary hit points equal to half the amount healed.

Healing Wave
7

Healing Wave

Evocation Casting Time: 1 action Range: 30 feet (30-foot radius) Components: V, S, M (a vial of sacred water) Duration: Instantaneous You call forth a surge of healing waters that envelops all allies within a 30-foot radius. Each affected creature regains 8d8 + 10 hit points and is cleansed of any poison or disease. Additionally, any curses or magical effects reducing hit points are lifted. This powerful spell rejuvenates and fortifies your group, preparing them for the battles ahead. You and your allies in the radius also regain 8 used up Spell slots.

Heaven's Gale
7

Heaven's Gale

Evocation Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a handful of rice) Duration: Instantaneous You summon a powerful gust of divine wind that sweeps through a 60-foot radius centered on you. Each creature of your choice in the area suffers 4d8 force damage and must make a Strength saving throw or be knocked prone and pushed 30 feet away from you. The wind clears away fog, gas, and other vapors, and extinguishes unprotected flames in the area.

Heavenly Chains
9

Heavenly Chains

Conjuration Casting Time: 1 Minute Range: 90 feet Components: V, S, M (a blessed feather of a Tengu) Duration: Instantaneous You summon chains of divine light to bind a creature within range. The target must make a Strength saving throw. On a failure, they are restrained for 10 minutes and take 9d8 radiant damage at the start of each of their turns. The restrained creature can attempt another Strength saving throw at the end of each of its turns to break free. While restrained, they are also blinded.

Heaven’s Judgment
4

Heaven’s Judgment

Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous A massive bolt of lightning crashes down on a creature. It must make a Dexterity saving throw, taking 4d10 lightning damage on a failure or half on a success.

Heaven’s Thunderclap
5

Heaven’s Thunderclap

Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Effect: You clap your hands together and generate an explosive thunderclap in melee range. On a hit, the target takes 6d10 thunder damage and is stunned until the end of its next turn. If the target is airborne, it takes an additional 2d8 force damage.

Hellfire Comet
2

Hellfire Comet

Evocation Casting Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous Description: You conjure a flaming stone that streaks from above, impacting a point within range. Each creature in a 20-foot radius of that point must succeed on a Dexterity saving throw or take 1d8 fire damage and 1d8 bludgeoning damage as the ground shatters. The damage increases by 1d8 (fire) and 1d8 (bludgeoning) at 5th, 11th, and 17th levels.

Hexbreaker
5

Hexbreaker

Abjuration Cast Time: 1 reaction (when affected by a hex or curse) Range: 60 feet Components: V, S Duration: Instantaneous When you are the target of a hex, curse, or debilitating magical effect, you can react to shatter the binding magic. The effect is immediately dispelled, and you may choose to reverse the hex, causing the original caster to suffer the same effect if they fail a Charisma saving throw.

Ignition
1

Ignition

Evocation Casting Time: 1 Action Range: 30 feet Components: V, S Duration: Instantaneous Description: Create a spark that ignites flammable materials or deals 2d10 fire damage. This can disrupt concentration when used against spellcasters.

Illusory Noh Mask
7

Illusory Noh Mask

Enchantment Cast Time: 1 bonus action Range: 30 feet Components: V, S, M (a small theatrical mask) Duration: 10 minutes You project an eerie Noh mask onto a target, forcing them to confront their deepest fears. The target must make a Wisdom saving throw or be paralyzed and take 5d8 psychic damage. The paralyzed effect ends if the creature takes damage.

Illusory Wardrobe
0

Illusory Wardrobe

Illusion Cast Time: 1 action Range: Self Duration: 1 hour Temporarily alter your clothing’s appearance, mimicking elaborate costumes, uniforms or disguises fitting the theme of your performance, helpful in confusing or impressing onlookers.

Infernal Geyser
4

Infernal Geyser

Casting Time: 1 action Range: 30 feet Components: V, S, M (volcanic ash) Duration: Instantaneous A pillar of fire erupts beneath a target, forcing it to make a Dexterity saving throw. On failure, it takes 5d10 fire damage and is launched 10 feet into the air, landing prone.

Infernal Retaliation
1

Infernal Retaliation

Evocation Casting Time: 1 Reaction (which you take in response to being damaged by a creature within 30 feet of you that you can see) Range: 30 feet Components: V, S Duration: Instantaneous Description: As you endure the blow, you respond with a fierce, fiery reprisal. The attacking creature must make a Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much on a successful one. The damage increases by 1d8 at 5th, 11th, and 17th levels.

Inferno
5

Inferno

Evocation Casting Time: 1 action Range: 60 feet (20-foot radius) Components: V, S, M (a piece of charcoal) Duration: Concentration, up to 1 minute You summon a massive firestorm at a point within range, engulfing a 20-foot radius in flames. Each enemy creature in the area must make a Dexterity saving throw, taking 6d10 fire damage on a failed save, or half as much on a successful one. The fire spreads to any flammable objects in the area. Allies standing in the radius of the flames suffer no damage and get healed by 4d8 instead.

Inferno Dragon’s Descent
7

Inferno Dragon’s Descent

Cast Time: 1 action Range: 120 feet (40-foot radius) Components: V, S, M (a dragon scale) Duration: Instantaneous A massive spectral dragon composed of flame streaks through the battlefield, exploding upon impact. All creatures in the area must make a Dexterity saving throw. On a failure, they take 7d8 fire damage and are blinded for 1 minute. On a success, they take half damage and are not blinded.

Inferno Form
5

Inferno Form

Casting Time: 1 Bonus Action Range: Self Components: V, S, M (ember) Duration: Concentration, up to 10 Minutes Description: Surround yourself in flames, gaining resistance to all magical attacks and dealing 6d12 fire damage to any creature that hits you. You also emit bright light in a 60-foot radius and dim light for another 20 feet. If you are receiving fire or necrotic damage while in this form, the damage gets completely neutralized. Your are immune to fire and necrotic damage until the form ends.

Infiltrator's Cloak
2

Infiltrator's Cloak

Illusion Cast Time: 1 Action Range: Self Components: S, M (a piece of black cloth) Duration: 1 hour You become invisible to any non-magical detection methods, including mundane sight and sound. This effect ends if you attack or cast a spell.

Ink Binding Dance
7

Ink Binding Dance

Conjuration Cast Time: 1 action Range: 30 feet (15-foot radius) Components: V, S, M (a drop of ink) Duration: Concentration, up to 1 minute A swirling, magical ink pool emerges beneath your enemies, forming calligraphic chains. All creatures in the radius must make a Dexterity saving throw or be restrained. Restrained creatures take 5d8 acid damage at the start of their turns.

Ink Mastery
0

Ink Mastery

Conjuration Cast Time: 1 Bonus action Range: 120 feet Duration: 1 hour Summon a small animated drawing or tattoo that moves on a surface or person, able to deliver short messages, act as a visual aid, or distract a target.

Inkstorm
9

Inkstorm

Conjuration Cast Time: 1 action Range: 60 feet (30-foot radius) Components: V, S, M (a jar of ink) Duration: Concentration, up to 1 minute A vortex of enchanted ink swirls around the area, blinding creatures and cutting them with force-infused droplets. All enemies within the radius must make a Dexterity saving throw or take 9d8 force damage and be blinded for 1 minute. The inkstorm obscures vision within its radius.

Inner Flame
0

Inner Flame

Transmutation Cast Time: 1 Bonus Action Range: Touch, 60 feet radius Components: S Duration: 30 minutes Warm yourself or a small object with ki energy, warding off cold and granting slight comfort or preventing frostbite in a 60 feet radius. You also regenerate 6 Spellslots.

Iron Body
2

Iron Body

Transformation Cast Time: 1 Action Range: Self Components: V, S Duration: 10 minutes Your body becomes as strong as iron, granting you resistance to non-magical slashing, piercing, and bludgeoning damage.

Iron Stance
0

Iron Stance

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You assume a defensive stance, reinforcing your body and mind. For the duration, you gain a +4 bonus to AC and advantage on saving throws against being pushed, grappled, or knocked prone.

Iron Will
1

Iron Will

Enchantment Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You steel your mind against fear, charm and sleep. For the duration, you have advantage on saving throws against being frightened, put to sleep or charm and gain temporary hit points equal to your level + your Wisdom modifier. If you are asleep, enchanted or feared: you can activate Iron Will and shake off all negative effects from you once per short rest.

Kabuki Mask
0

Kabuki Mask

Illusion Cast Time: 1 Bonus action Range: Self Duration: 10 minutes Create an illusory mask that mimics traditional Kabuki designs, changing your appearance to match a character or emotion of your choice, making you harder to identify.

Kami's Blessing
0

Kami's Blessing

Enchantment Casting Time: 1 Bonus action Range: 60 feet Components: V, S Duration: 10 minutes You invoke the favor of a minor Kami, granting all allies in a 60 feet radius around you a +4 bonus on their next skill check or saving throw. The blessing manifests as a soft, spiritual glow that surrounds the targets briefly when the bonus is applied.

Kamidana Blessing
0

Kamidana Blessing

Transmutation Casting Time: 1 Action Range: Touch Components: V, S, M (a small shrine charm) Duration: Instantaneous You bless an object or food, cleansing it of impurities or decay, ensuring its quality. Can delay spoilage or remove rot.

Kami’s Embrace
3

Kami’s Embrace

Evocation Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a sacred talisman) Duration: Instantaneous You invoke the power of the Kami to heal yourself and your allies. All creatures of your choice within a 60-foot radius regain 5d10 + your spellcasting modifier in hit points. Additionally, they are cleansed of any poison or disease afflicting them.

Ki Pulse
0

Ki Pulse

Divination Cast Time: 1 Bonus Action Range: 120-foot radius Components: S Duration: Instantaneous Send out a pulse of ki energy, detecting hidden enemies, traps, or objects within range.

Ki Spark
0

Ki Spark

Evocation Cast Time: 1 Bonus Action Range: 30 feet Components: Somatic Duration: Instantaneous Create a spark of ki energy to light a small fire (e.g., candle, torch). The spark can be hold in your palm and lights an area of 30 feet around you. You cancel this effect through a wave of your hand.

Kiai
0

Kiai

Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: 1 round You unleash a powerful battle cry that bolsters your fighting spirit. Until the end of your next turn, you gain advantage on your next attack roll. If the attack hits, it deals an extra 1d10 force damage as your kiai resonates through the strike.

Killing Blow
2

Killing Blow

Evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You channel your focus into a single powerful strike. Your next melee weapon attack within the duration has advantage, and on a hit, it deals an additional 3d12 cold damage. If the attack reduces a creature to 0 hit points, you regain hit points equal to half the damage dealt. Your target have to roll a constitution saving throw to suffer only half damage.

Kiln's Embrace
4

Kiln's Embrace

Necromancy Cast Time: 1 action Range: Touch Components: V, S, M (a shard from a kiln) Duration: Concentration, up to 1 minute Effect: You touch a creature, heating their body from within like clay in a kiln. They must make a Constitution saving throw. On a failed save, they take 5d8 fire damage initially and 2d8 fire damage at the start of each of their turns as they “bake” internally. On a successful save, they take half the initial damage and avoid the ongoing effect.

Lightning Fang Kick
1

Lightning Fang Kick

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You launch a swift spinning kick charged with lightning. Choose up to 3 creatures within range. They must make a Dexterity saving throw, taking 2d8 lightning damage on a failed save or half as much on a success. If the target is wearing metal armor, it rolls with disadvantage.

Love’s Omen
0

Love’s Omen

Divination/Enchantment Casting Time: 1 action Range: 20 feet Components: V, S, M (a folded paper heart) Duration: Instantaneous You cast a small, floating paper charm into the air, which then unfolds into an animal shape representing an omen about a love-related question. The shape hints at the future or nature of a romantic bond between two people. Examples include: A crane (symbolizing longevity in love). A fox (representing trickery or uncertainty). A butterfly (indicating fleeting passion). A snake (signifying deep devotion or jealousy). The DM provides a vague but thematic answer to the caster’s question based on the state of the relationship.

Mason’s Might
2

Mason’s Might

Transmutation Cast Time: 1 action Range: Self Components: V, S, M (a small stone and a mason’s chisel) Duration: 10 minutes Effect: This spell grants you enhanced strength and precision with stone and heavy materials. For the duration, you gain advantage on all Strength checks and saving throws related to stone or earth, and attacks made with a hammer deal an additional 3d8 bludgeoning damage. Additionally, you gain the ability to shape non-magical stone within a 15-foot radius, allowing you to repair or damage stone objects or create midsized or large openings in walls.

Mason’s Quake
3

Mason’s Quake

Transmutation Cast Time: 1 action Range: 30 feet Components: V, S, M (a mason’s hammer and a rock fragment) Duration: Instantaneous Effect: Strike the ground with a mason’s hammer, creating a seismic shockwave that cracks the earth in a 30-foot radius around a point you choose within range. All creatures in the area must make a Dexterity saving throw, taking 4d8 bludgeoning damage on a failure, or half as much on a success. Additionally, the ground in the area becomes difficult terrain for 1 minute as jagged rock fragments protrude from the surface.

Mental Wound
4

Mental Wound

Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You inflict a debilitating wound on a group of up to 6 creatures. They will feel intimidated for the next 3 turns. The targets must make a Wisdom saving throw or take 5d8 psychic damage and have disadvantage on all attack rolls and ability checks for the duration.

Merchant's Pavilion
3

Merchant's Pavilion

Conjuration (ritual) Cast Time: 1 minute Range: 80 feet Components: V, S, M (a handful of coins and a piece of cloth) Duration: 8 hours Effect: You summon a sturdy pavilion-like structure at the point you cast the spell, providing a spacious interior of 80 feet in diameter. The structure is decorated with merchant-themed comforts such as seating, low tables, and small displays for showcasing wares or resting. The pavilion has an ambient warmth and soft lighting, is impervious to outside weather, and can comfortably shelter up to 6 creatures, blocking out creatures and spells from outside. While inside, all inhabitants have advantage on Constitution saving throws against exhaustion due to weather and benefit from a soothing aura, regaining 1d4 hit points per hour spent resting.

Merchant’s Gambit
5

Merchant’s Gambit

Enchantment Cast Time: 1 action Range: 30 feet Components: V, S, M (a silver die or game piece) Duration: 1 minute Effect: Enchant a creature to become extremely risk-prone. The target suffers 6d8 psychic damage. On their turn, they must make a Wisdom saving throw. On a failure, they are compelled to act in a reckless manner, granting advantage on all attacks against them for the duration.

Message
0

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.

Mind Crush
4

Mind Crush

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You crush the target’s mind with psychic force, whispering viscious and demoralizing words in their ears. You are dealing 5d10 psychic damage. The target must succeed on a Wisdom saving throw or be incapacitated for 1 round.

Mind Overload
5

Mind Overload

You overload a creature's mind with an unbearable surge of information, causing intense psychic pain. The target takes 5d10 psychic damage and must make an Intelligence saving throw; on a failure, they are stunned until the end of their next turn.

Mind Rend
5

Mind Rend

Enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Description: You tear with your gaze into the mind of a single creature you can see within range. The target must make an Intelligence saving throw. On a failure, it takes 6d10 psychic damage and is incapacitated until the end of its next turn. On a success, it takes half damage and suffers no additional effects.

Mind Shroud
3

Mind Shroud

Abjuration Cast Time: 1 Action Range: Self (60-foot radius) Components: V, S Duration: 1 hour You shield your mind and those of your allies in a 60-foot radius around you from magical detection and telepathy, making all immune to mind-reading and divination spells for the duration.

Mind-Rending Reverie
7

Mind-Rending Reverie

Enchantment Cast Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You weave a haunting melody or dance, entrancing up to 5 creatures of your choice within range. Each target must make a Wisdom saving throw or be charmed for the duration. Charmed creatures take 6d8 psychic damage if they attempt to attack or cast a spell.

Mindful Strike
0

Mindful Strike

Divination Cast Time: 1 Bonus Action Range: Self Components: S, V (focus mantra) Duration: 3 rounds or 1 minute Focus on your opponent’s movements, gaining advantage on your next defense roll or evasion against their attack. You attack weak points that stun your target for the following minute or 3 rounds. Works not with celestials and bosses.

Misty Mirage
3

Misty Mirage

Illusion Cast Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 10 minutes You create an illusion of yourself and up to two allies that can move around within a 30-foot radius. Enemies must make an Intelligence check to discern which image is real.

Molten Surge
4

Molten Surge

Evocation Casting Time: 1 Action Range: Self, 30-foot radius Components: V, S, M (lava rock) Duration: Concentration, up to 1 Minute Description: Release a wave of molten lava in a 30-foot radius, dealing 5d12 fire damage and creating hazardous terrain that restricts movement. All targets in range must succeed a constitution saving throw

Moment of Stillness
0

Moment of Stillness

Abjuration Cast Time: 1 Action Range: Self Components: Somatic, Verbal (silent breath technique) Duration: Instant You focus your mind on your steady breathing and heartbeat. You enter a solemn state of meditation and regenerate 10 used up spellslots in the process. This you can do once per day/once per longrest.

Moonlit Dance
5

Moonlit Dance

Illusion Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You create an illusory duplicate of yourself that mimics your movements and attacks. For the duration, you can make 4 melee weapon attacks on your turn as if you were in the place of the duplicate. The duplicate provides disadvantage on attack rolls against you and can absorb damage equal to half of your hit points.

Mystic Arrow Crafting
1

Mystic Arrow Crafting

Conjuration Cast Time: 10 minutes Range: Touch Components: V, S, M (a handful of feathers) Duration: 24 hours Craft up to 10 magical arrows that deal an extra 2d8 damage of a chosen type (piercing, fire, cold, etc.). Arrows disappear after 24 hours if unused.

Mystic Portal
7

Mystic Portal

Conjuration Casting Time: 1 action Range: 10 feet Components: V, S, M (a small handsized silver mirror) Duration: Instantaneous You create a shimmering portal that teleports you and up to 10 willing creatures to a destination you choose within 500 miles. The destination must be a place you’ve seen before or can visualize clearly. The portal remains open for 1 minute, allowing any creatures to pass through. After the duration ends, the portal closes, leaving no trace.

Nailstorm
2

Nailstorm

Evocation Cast Time: 1 action Range: 30 feet Components: V, S, M (a handful of iron nails and a carpenter’s tool such as a hammer or saw) Duration: Instantaneous Effect: You conjure a swirling storm of sharp iron nails in a 30-foot radius centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 3d8 piercing damage as the nails cut into them; on a successful save, they take half damage. The nails disappear after the spell’s effect, leaving no trace.

Nature’s Embrace
9

Nature’s Embrace

Transmutation Casting Time: 1 action Range: 120 feet (60-foot radius) Components: V, S, M (a piece of living wood) Duration: Concentration, up to 10 minutes You call upon the power of nature to heal and protect your allies. Within a 60-foot radius area of your choice, the ground becomes lush with plants, and the air is filled with a soothing fragrance. All allies within the area regain 9d8 hit points at the start of each of their turns, are cured of any diseases, and are immune to being charmed or frightened. Additionally, the area becomes difficult terrain for enemies, and all allies have advantage on Dexterity saving throws.

Nature’s Murmurs
0

Nature’s Murmurs

Divination Casting Time: 1 Bonus action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 10 minutes You attune yourself to the subtle voices of nature, gaining intuitive knowledge about recent events in the area. Nearby plants and trees provide brief impressions of the passage of creatures, unnatural disturbances, or environmental changes.

Nature’s Retribution
5

Nature’s Retribution

Conjuration Cast Time: 1 action Range: 60 feet radius Components: V, S, M (a leaf from a sacred tree) Duration: Concentration, up to 10 minutes You call upon the forces of nature to strike back at your enemies. Vines, roots, and thorned branches erupt from the ground in a 30-foot radius centered on a point you choose within range. Creatures in the area must make a Strength saving throw or take 6d8 piercing damage and become restrained. On a successful save, they take half damage and are not restrained. While restrained, the creatures take 2d6 piercing damage at the start of their turn from the thorny vines.

Needle Prick
0

Needle Prick

Conjuration Casting Time: 1 Action Range: 30 feet Components: V, S, M (a needle) Duration: Instantaneous You conjure a spectral needle that pricks a target, dealing 1d10 piercing damage. If the target is wearing fabric or light armor, the needle can unravel a small portion, reducing their AC by 1 until they repair the damage.

Nerve Strike
3

Nerve Strike

Necromancy Cast Time: 1 Action Range: Touch Components: V, S Duration: Instant You target a pressure point on an enemy. On a hit, the target receives 4d8 psychic damage. The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the save at the end of each turn.

One with the Stone
0

One with the Stone

Divination Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: 10 Minutes Description: You ground yourself and become attuned to the stone around you. You can lay your hand against stone, earth, sand, ore or crystal and can ask up to 3 questions. The minerals will answer you in form of molding into scriptures, statues or painting like objects. You are free to interpret what they show you. For the duration, you can move through non-magical difficult terrain made out of earth, metal, sand, ores, crystal or stone without penalty. You are able to breath and suffer no restrictions. You can also call stones, boulders or rocks to where you are and let them mold into passable ways, bridges or stairs to move over difficult terrain or smaller rifts or cliffs on the ground.

Oni’s Dominion
0

Oni’s Dominion

Casting Time: 1 Action Range: 20-foot radius centered on self Components: V, S Duration: 1 Round Description: You emanate a foreboding aura that disrupts the resolve of enemies within range. Each creature within 20 feet of you must succeed on a Wisdom saving throw or have disadvantage on attack rolls against you until the end of its next turn. Allies within this range gain a +4 bonus to their next attack roll.

Oni’s Gaze
4

Oni’s Gaze

Enchantment Cast Time: 1 action Range: 60 feet Components: V, S, M (a drop of ink) Duration: Concentration, up to 1 minute You lock eyes with a target, channeling the intimidating gaze of an Oni. The target must make a Wisdom saving throw or be frightened for the duration. Yokai and demonic creatures have disadvantage on this saving throw. While frightened, the target takes 5d8 psychic damage at the start of each of its turns.

Paper Talismans
0

Paper Talismans

Evocation Casting Time: 1 Bonus action Range: 30 feet Components: V, S, M (a folded paper charm) Duration: Instantaneous Effect: You conjure a flurry of glowing paper talismans that fly toward a target. Make a ranged spell attack; on a hit, the target takes 1d8 Radiant and 1d8 Necrotic damage (your choice). The talismans momentarily glow with kanji symbols, revealing if the creature is undead or cursed. Damage increases at higher levels.

Pathfinder’s Instinct
1

Pathfinder’s Instinct

Divination Casting Time: 1 action Range: Self Components: V, S Duration: 8 hours You heighten your awareness of your surroundings, allowing you to navigate difficult or unfamiliar terrain with ease. For the duration, you and up to six allies within 60 feet of you cannot become lost except by magical means, and you have advantage on Wisdom (Survival) checks made to track creatures or find food and water. You are able to find emergency shelters and can make out possible traps and dangers.

Pestilent Cataclysm
9

Pestilent Cataclysm

Cast Time: 1 action Range: 100 feet (40-foot radius) Components: V, S, M (a vial of plague-ridden blood) Duration: Concentration, up to 1 minute A swirling vortex of toxic miasma consumes everything, reducing all to decay. Any creature that starts its turn in the area must make a Constitution saving throw or take 9d10 poison damage and be paralyzed. If they fail three saving throws in a row, they die instantly as their body rots away.

Petal Dance
0

Petal Dance

Conjuration Cast Time: 1 Bonus Action Range: 30-foot radius Components: S Duration: 1 minute Summon swirling petals to distract a group of targets or create a visual spectacle, imposing disadvantage on an enemy’s next attack.

Phantasm
0

Phantasm

Illusion Cast Time: 1 Bonus action Range: 30 feet Components: V (Verbal), S (Somatic) Duration: 5 minutes Drawing upon your connection to the spirit world, you create a phantasmal duplicate of yourself, an illusionary echo that confuses foes and distracts attention. The phantasm looks, sounds, and moves like you, though it has no physical substance. This illusion can perform simple actions like walking, speaking, or mimicking your movements, but it cannot cause harm or interact with objects. The phantasm can be used to mislead enemies or create a diversion, appearing as a spectral image with a faint, otherworldly glow.

Phantom Arrow Rain
5

Phantom Arrow Rain

Conjuration Cast Time: 1 action Range: 150 feet Components: V, S, M (a handful of salt and a broken arrow) Duration: Instantaneous You summon a storm of spectral arrows that rain down in a 30-foot radius, centered on a point you can see within range. Creatures within the area must make a Dexterity saving throw. On a failed save, they take 5d8 piercing damage + 2d8 psychic damage and are marked by a ghostly aura for 1 minute. Marked creatures are visible even if invisible, and attacks against them are made with advantage. On a successful save, they take half damage and are not marked.

Phantom Broker
1

Phantom Broker

Illusion Cast Time: 1 action Range: 60 feet Components: V, S, M (a small ledger) Duration: Concentration, up to 1 hour Effect: Create an illusory copy of yourself to interact with people and objects. The copy can’t deal damage but can distract and negotiate.

Phantom Dance of the Thousand Veils
9

Phantom Dance of the Thousand Veils

Illusion Cast Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a silk veil) Duration: Concentration, up to 10 minutes You conjure thousands of illusory dancers that confuse and assault your enemies. All creatures of your choice within range must make an Intelligence saving throw or take 9d10 psychic damage and be blinded for 1 minute. Allies in the radius gain advantage on all saving throws for the duration.

Phantom Decoy
0

Phantom Decoy

Illusion Cast Time: 1 Bonus Action Range: 30 feet Components: V, S Duration: 1 round You create an illusory copy of yourself within range. The decoy moves and acts like the Ninja for 1 round, confusing enemies. Attacks made against the decoy have no effect, and it vanishes after 1 round.

Phantom Edge
1

Phantom Edge

Illusion Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Concentration, up to 1 minute Description: You summon an invisible blade of psychic energy to attack a creature's mind. Choose a creature within range; it must succeed on a Wisdom saving throw or take 2d8 psychic damage and suffer disadvantage on its next attack roll.

Phantom Execution
3

Phantom Execution

You momentarily create the illusion of being everywhere at once, striking from all angles. A creatures within 15 feet must make a Dexterity saving throw, taking 2d8 psychic and 2d10 force damage on a failure, with additional damage if they are frightened or confused.

Phantom Piercer
0

Phantom Piercer

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You conjure a spectral javelin infused with spiritual energy and launch it toward a target within range. On a hit, the target takes 1d8 radiant damage. If the target is a yokai or undead, it takes an additional 1d4 radiant damage. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Phantom Shikigami
3

Phantom Shikigami

Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a calligraphy brush) Duration: Concentration, up to 1 minute Effect: You conjure a ghostly Shikigami, resembling a spiritual fox, raven, or serpent, which hovers around you, attacking enemies within range. Once per turn, as a bonus action, you can command it to lash out, forcing a creature to make a Dexterity saving throw or take 3d8 Radiant or 3d8 Necrotic damage (your choice). The Shikigami vanishes if you lose concentration.

Phase Step
2

Phase Step

Conjuration Cast Time: 1 bonus action Range: Self Components: V, S Duration: Instantaneous You teleport to an unoccupied space you can see within 30 feet. Your body shifts to another plane of existence for the time being and looks like a flickering ghost. You are immune to any form of damage for the following 2 rounds or 2 minutes. You can also walk through walls, closed doors and windows and other hard surfaces for the duration without any restrictions.

Phoenix Fire
5

Phoenix Fire

Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous You conjure a bird of flame that dives at your enemies, dealing 4d8 fire damage to a target within range and 2d8 radiant damage to creatures within 10 feet of the target. Targets must succeed a Constitution saving throw of 15 or higher to suffer only half of the incoming damage. The fire of the phoenix revives fallen allies with half of their hit points.

Poison Breath
2

Poison Breath

Evocation Cast Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You unleash a wave of poisonous mist in a 15-foot cone. Each creature must make a Constitution saving throw, taking 3d10 poison damage on a failure or half on a success.

Poison Touch
0

Poison Touch

Necromancy Cast Time: 1 Bonus Action Range: Touch Components: V, M (a drop of venom) Duration: 1 minute You touch a weapon, coating it in a thin layer of poison. The next successful attack with the weapon within 1 minute deals an additional 1d8 poison damage.

Poison's Sting
0

Poison's Sting

Evocation Cast Time: Bonus Action Range: 30 feet Components: V, S Duration: Instantaneous You hurl a poison needle at a target, dealing 1d8 poison damage. The target must make a Constitution saving throw. On a failed save, they also have disadvantage on their next attack roll and are poisoned for the next 3 rounds. Damage increases by 1d8 at higher levels (5th, 11th, 17th).

Prestidigitation
0

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 - You chill, warm, or flavor 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.

Protective Melody
3

Protective Melody

Enchantment Cast Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute or 3 rounds You sing an inspiring song, granting up to 5 allies within range temporary hit points equal to 3d8 + your spellcasting modifier. Your allies also gain +5 movement speed and +4 on their initiative for the next 3 rounds.

Psychic Eruption
6

Psychic Eruption

Evocation Cast Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You cause an explosion of psychic energy in a 30-foot radius. All creatures must succeed on an Intelligence saving throw or take 7d8 psychic damage and become disoriented (disadvantage on attack rolls) for 1 minute.

Psychic Shockwave
3

Psychic Shockwave

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You send a shockwave of psychic energy at a target. The creature must succeed on an Intelligence saving throw or take 4d10 psychic damage and be stunned until the end of their next turn. On a successful save, they take half damage and aren't stunned.

Psychic Ward
4

Psychic Ward

Abjuration Cast Time: 1 action Range: Self (60-foot radius) Components: V, S Duration: 10 minute You create a psychic barrier around yourself, granting advantage on Intelligence and Wisdom saving throws to you and allies within range. For the duration all become immune to enchantments, illusions and psychic damage. Allies who suffer from illusions or enchantments are cleansed.

Pulverizing Blow
2

Pulverizing Blow

Type: Evocation Cast Time: 1 action Range: 15 feet (line) Components: V, S, M (heavy weapon) Duration: Instantaneous Description: The Oniro channels all their power into a single, devastating blow, creating a shockwave in a 15-foot line that crashes through enemies. All creatures in the line must make a Constitution saving throw. On a failed save, creatures take 3d12 + Strength modifier bludgeoning damage and are pushed back 10 feet. On a successful save, they take half damage and are not pushed back.

Purify the Unclean
1

Purify the Unclean

Abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a vial of holy water) Duration: Instantaneous Dispel curses, break enchantments, and banish minor Yokai within a 30-foot radius. Does not affect deities or major spirits.

Quake Step
2

Quake Step

Evocation Casting Time: 1 Action Range: Self, 15 feet around Components: V, S, M (rock) Duration: Instantaneous Description: Stomp the ground, causing it to shake. Enemies within 15 feet must succeed on a Dexterity saving throw or be knocked prone and suffer 3d12 bludgeoning damage + 1d8 Force Damage.

Quick Stitch
0

Quick Stitch

Transmutation Casting Time: 1 Bonus Action Range: Touch Components: V, S, M (a needle and thread) Duration: Instantaneous With a wave of your hand, you can magically stitch together torn fabric or wounds. This cantrip can heal 2d12 + your spellmodifier hit points of damage by rapidly stitching small cuts or stabilize an unconscious ally without needing to make a roll.

Radiant Crescent
5

Radiant Crescent

Evocation Cast Time: 1 action Range: 60 feet Components: V, S, M (a small crescent moon charm) Duration: Instantaneous You conjure a sweeping crescent of radiant energy that arcs out from you toward a target or group of enemies in a 60-foot line. Each creature in the line must make a Dexterity saving throw. On a failed save, the creatures take 6d10 radiant damage and are blinded until the end of their next turn. On a successful save, they take half damage and are not blinded. Yokai and undead have disadvantage on the saving throw.

Radiant Lotus Strike
3

Radiant Lotus Strike

Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous Your hands glow with radiant energy as you perform a devastating spinning attack. Each creature within 10 feet must make a Dexterity saving throw, taking 4d8 radiant damage and becoming blinded for 1 round on a failed save (half damage and no blindness on a success).

Raging Storm
4

Raging Storm

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a feather) Duration: Concentration, up to 1 minute You summon a powerful storm, with howling winds and lightning strikes. Each creature within a 60-foot radius must make a Dexterity saving throw or take 5d10 lightning damage and be pushed back 10 feet. The area becomes difficult terrain for the duration. Your allies who stand in the storm suffer no damage, get 24 temporary hit points for the upcoming 3 turns and a +5 feet of movement speed for the rest of the fight or until you discontinue the effect.

Raining Fabrics
3

Raining Fabrics

Evocation Cast Time: 1 action Range: 60 feet Components: V, S, M (a small piece of cloth) Duration: Concentration, up to 1 minute Effect: Send a wave of animated fabric toward up to three creatures within range. Each target must make a Dexterity saving throw. On a failure, they are enveloped in restrictive fabric, becoming blinded and feared. They also suffer 4d8 Force damage. Restrained creatures can use their action to make a Strength check against your spell save DC to free themselves.

Rebinding the Soul
5

Rebinding the Soul

Necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a piece of the deceased’s body, incense worth 100 gold) Duration: Instantaneous You perform a ritual to call back the soul of a recently deceased creature. The creature must have died within the last 10 days. Upon completion, the spirit is drawn back to its body, restoring it to life with 1 hit point. The creature is weakened, with 2 levels of exhaustion. This spell does not restore lost body parts.

Red Thread of Fate
0

Red Thread of Fate

Divination Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Effect: You reach into the unseen world to reveal the threads of fate that connect two creatures. Choose two willing creatures within range; for the duration, a faint, glowing red thread becomes visible to you, symbolizing their bond. The intensity of the glow reflects the strength of their connection, whether it be romantic, platonic, or familial. You gain advantage on Insight checks related to their relationship. Once during the duration, you may roll a d6 and add the result to either creature's next Persuasion or Insight check related to each other.

Reed’s Resilience
0

Reed’s Resilience

Transmutation Cast Time: 1 Reaction (triggered by an effect that could knock you prone) Range: Self Components: S Duration: Instantaneous Your body bends like a reed, giving you advantage on checks to avoid being knocked prone, paralysed, grappled or unbalanced.

Reflecting Mirrors
0

Reflecting Mirrors

Illusion Cast Time: 1 Bonus action Range: Self Duration: 1 round Briefly become transparent or reflect light, allowing you to avoid attacks of opportunity while moving through enemy spaces.

Reflective Ward
6

Reflective Ward

Abjuration Cast Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute or 3 rounds You create a ward around you that reflects incoming spells for the next 3 rounds. The next spell targeting you within the duration is reflected back at the caster. After the duration the ward explodes and emits 4d8 thunder damage against creatores in a 20 foot radius around you.

Rejuvenating Aura
3

Rejuvenating Aura

Abjuration Cast Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 10 minutes You create a healing aura that restores 4d8 hit points to each ally within range at the start of your turn.

Repair
0

Repair

Transmutation Casting Time: 1 Bonus Action Range: Touch Components: V, S Duration: Instantaneous You instantly repair tears or holes in cloth, leather, or armor. Also repairs broken objects like pottery and tools or weapons. Does not restore lost durability but prevents further damage.

Retreat
1

Retreat

Divination Casting Time: 1 reaction (trigger: being attacked) Range: 30 feet Components: V, S Duration: Instantaneous You foresee your opponent's strike. You gain a +2 bonus to AC against the triggering attack, and if it misses, you may immediately activate a Dash action and move 30 feet without provoking opportunity attacks in the direction of your choice.

Rewrite Memories
4

Rewrite Memories

Enchantment Cast Time: 1 action Range: 30 feet Components: V, S, M (a vial of ink and a small notebook) Duration: Concentration, up to 10 minutes You reach into the mind of a creature you can see within range and subtly alter its memories. The target must make a Wisdom saving throw. On a failed save, you gain access to its memories from the past 24 hours, and for the spell's duration, you can reshape up to 10 minutes of those memories to your design. You can erase, replace, or modify details, causing the creature to remember events in a way that aligns with your intentions. You could make them believe they were somewhere else, saw something different, or had a conversation that never happened. These changes last indefinitely, but if the memory is questioned or triggered, the creature may attempt an Intelligence saving throw to recognize inconsistencies or hints of alteration.

Rimefang Avalanche
7

Rimefang Avalanche

Cast Time: 1 action Range: 100 feet (30-foot radius) Components: V, S, M (a piece of glacial ice) Duration: Instantaneous You call forth a spectral avalanche, burying enemies under layers of ice. All creatures in the area must make a Constitution saving throw. On a failure, they take 7d10 cold damage and are knocked prone and restrained under the ice. The restrained effect lasts for 1 minute or until they spend an action making a Strength saving throw.

Ritual of Binding
6

Ritual of Binding

Conjuration Casting Time: 1 hour Range: 60 feet Components: V, S, M (an ornate binding circle) Duration: Until dispelled Binds a powerful spirit, lesser deity or Yokai to a specific location or object. The binding lasts until dispelled or the object is destroyed. The spirit, lesser deity or Yokai can only act within the bounds of the binding and can communicate with you.

Rock Shield
0

Rock Shield

Abjuration Cast Time: 1 Bonus action Range: Self Components: V, S Duration: 1 minute You summon a small barrier of earth to protect yourself from harm. Until the start of your next turn, you gain +4 AC. The shield appears as a floating disk of hardened soil or stone, absorbing the first blow that would hit you. The shield can also be used to block minor environmental hazards like falling debris.

Rolling Thunder Cyclone
4

Rolling Thunder Cyclone

Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous You spin rapidly, generating a vortex of force and lightning. Each creature within 10 feet must make a Dexterity saving throw, taking 3d10 bludgeoning damage and 2d8 thunder damage on a failure (half damage on a success).

Samurai’s Resolve
0

Samurai’s Resolve

Enchantment Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You bolster your mental and physical endurance. For the duration, you gain 2d8 temporary hit points plus your Constitution modifier. These temporary hit points remain until the spell ends or they are depleted. You also regain 6 used up Spellslots.

Sanctuary Atelier
5

Sanctuary Atelier

Conjuration Cast Time: 10 minutes Range: Self Components: V, S, M (a small model of a room and a piece of fine silk) Duration: 24 hours Effect: You create an extradimensional workshop, an atelier designed to your specifications, accessible by a shimmering portal that only you and up to 8 willing creatures you designate can enter. The interior spans up to 500 feet in diameter, with multiple chambers that you can design at will, including crafting spaces, rest areas, and storage rooms. Within the atelier, you can summon basic crafting tools, repair items, and even create small comforts (food and drink, bedding, etc.), as long as they remain within the space. The atelier’s design can be modified once per casting, allowing you to adjust the layout or decor. The space is secure from outside influence, scrying, and teleportation. When the spell ends, all creatures and objects within are gently deposited back at the portal’s location.

Sanctuary of the Kami
5

Sanctuary of the Kami

Conjuration Casting Time: 1 minute Range: Self (120-foot radius) Components: V, S, M (a piece of jade) Duration: 24 hours You create a pocket dimension, a serene and secure space tailored to your desires. The sanctuary appears as a 120-foot radius area, filled with natural elements of your choosing—lush forests, tranquil streams, or calming sands. You and up to 10 willing creatures can freely enter and leave the sanctuary, appearing back where you entered. The space is warded against outside threats and hostile magic, providing a perfect refuge for rest, meditation, or strategizing. The sanctuary remains stable for at leasr 24 hours, after which it gently fades, returning everyone to the material plane. You can cast a new Sanctuary 12 hours after leaving the one you used.

Scent of Death
2

Scent of Death

Necromancy Cast Time: 1 Action Range: 30 feet Components: S, M (a fragment of bone) Duration: 1 minute You conjure a foul scent that spreads through a 15-foot radius. They suffer 3d8 necrotic damage when they smell the scent. Creatures in the area must make a Constitution saving throw or be unable to regain hit points for the duration. They also feel heavy nausea and might lose their weapons which fall down on the floor.

Scorching Scream
4

Scorching Scream

Casting Time: 1 Action Range: Self, 30-foot straight line Components: V, S Duration: Instantaneous Description: Release a wave of searing heat with a scream in a straight line before you up to 30 feet, dealing 5d10 fire damage and reducing enemy attack rolls for one turn to all targets in range. They have to succeed a dexterity saving throw so that they only suffer half the damage.

Script of Shadows
0

Script of Shadows

Illusion Cast Time: 1 action Range: 30 feet Duration: 24 hours or permanent Create illusory writing or art on a surface that only specific creatures can see, perfect for secret messages or hidden codes.

Seal of the Spirit Keeper
0

Seal of the Spirit Keeper

Abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes Effect: You inscribe a protective spirit seal on an object or person. The seal glows faintly and repels low-level evil energy, hexes or evil spirits and minor undead. If an undead or possessed creature comes within 5 feet, the seal flares, causing 1d10 Radiant damage and forcing a Wisdom saving throw to resist being turned.

Searing Cinders
1

Searing Cinders

Cast Time: 1 action Range: 30 feet Components: V, S, M (a pinch of ash) Duration: Instantaneous You scatter a handful of enchanted embers that cling to your foes and ignite. A target within range must make a Dexterity saving throw. On a failure, it takes 2d8 fire damage and is lightly ignited, taking 1 fire damage at the start of each of its turns for 1 minute or until it spends an action to put out the flames.

Searing Strike
1

Searing Strike

Evocation Cast Time: 1 Bonus Action Range: Self Components: V Duration: Concentration, up to 1 minute Your fists or weapon become engulfed in radiant flame, dealing an additional 1d8 radiant damage and 1d8 fire damage on a hit. Increases to 2d8 for each at 5th level. Your target needs to succeed a Constitution-Saving Throw over 14 to only suffer half of the incoming damage.

Seismic Strike
5

Seismic Strike

Type: Evocation Cast Time: 1 action Range: 30 feet Components: V, S, M (heavy or two-handed weapon) Duration: Instantaneous Description: The Oniro strikes the ground with unyielding force, creating a seismic shockwave that erupts in a 30-foot radius centered on a point within 30 feet. All creatures in this radius must make a Constitution saving throw or take 6d12 + Strength modifier bludgeoning damage and be knocked prone. A successful save halves the damage and prevents being knocked prone.

Send Whisper
0

Send Whisper

Divination Cast Time: 1 Bonus Action Range: 120 feet Components: V Duration: Instant You can send a brief, whispered message on the wind to a creature within range that you can see. The message is heard only by the intended target and can be no longer than a sentence. Your target can send a whisper back and answer you in one sentence. Only you are able to hear it.

Sensing Sickness
0

Sensing Sickness

Divination Casting Time: 1 Bonus action Range: 10 feet Components: V, S Duration: Instantaneous You scan a creature within range to determine if they are poisoned, diseased, or suffering from a supernatural affliction. You learn the general cause of their condition, such as venom, a curse, or a plague, providing insight into possible remedies without curing the ailment.

Serpent’s Grasp
1

Serpent’s Grasp

Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a snake scale) Duration: Concentration, up to 1 minute You conjure a spectral serpent that attempts to coil around a creature within range. The target must succeed on a Strength saving throw or be restrained. When they fail they get hit by 2d10 Poison damage. The serpent can be dismissed early, and the target can make a Strength check at the end of each of its turns to break free.

Shadow Bind
0

Shadow Bind

Conjuration Cast Time: 1 Bonus Action Range: 30 feet Components: S Duration: 3 rounds You manipulate shadows to briefly entangle a target's feet. The target suffers 1d8 necrotic damage. The target must succeed on a Wisdom saving throw or be restrained for 3 rounds and suffer at least half of the damage.

Shadow Clones
4

Shadow Clones

Illusion Cast Time: 1 Action Range: Self Components: S, M (a small mirror) Duration: 10 minutes You create three additional illusory clones of yourself. These clones mimic the your actions but are intangible and vanish if struck. Enemies must make a Intelligence saving throw to discern you from the clones. Your clones will attack up to 3 targets in a 60-foot radius at the same time, striking them with 3d8 Slashing damage + 2d8 psychic damage.

Shadow Guard
2

Shadow Guard

Abjuration Cast Time: Reaction (when you are hit by an attack) Range: Self (30 feet radius) Components: S, M (a smoke pellet) Duration: 1 round You quickly toss a smoke pellet, creating a veil of shadows that deflects an incoming attack. The Ninja gains a +4 bonus to AC, including against the triggering attack, until the start of their next turn. You can teleport to a secure free place 30 feet around you while you are in the shadows. You do not trigger any opportunity attacks when you move. The shadows dissipate after 1 round.

Shadowhaul
1

Shadowhaul

Transmutation Casting Time: 1 Action Range: Self Components: V, S, M (a small piece of dark cloth) Duration: Instantaneous Description: You weave shadowy energy around your weapon, enhancing your next melee attack. Make a melee weapon attack. On a hit, the target takes the normal weapon damage plus an additional 1d12 necrotic damage as the shadows sap their vitality. The target must also succeed on a Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken until it completes a long rest. This spell's necrotic damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Shadowspear
3

Shadowspear

Casting Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous Description: You conjure a spear of pure shadow and hurl it toward a creature within range. The target must make a Dexterity saving throw. On a failed save, the creature takes 4d8 necrotic damage, and shadows cling to it, reducing its movement speed by 10 feet until the start of your next turn. On a successful save, the creature takes half as much damage and suffers no movement penalty. At higher levels, the damage increases by 1d8 for each spell level above 3rd.

Shadowstep
2

Shadowstep

Conjuration Cast Time: 1 Bonus Action Range: 60 feet Components: S, M (a shadow fragment) Duration: Instant You teleport to a shadowy area you can see within range, disappearing from one shadow and reappearing in another.

Shadowvines
0

Shadowvines

Conjuration Casting Time: 1 Bonus Action Range: 30 feet Components: S Duration: 2 Rounds Description: Shadowvines reach up and try to hold a creature you can see within range. The creature must succeed on a Dexterity saving throw or have its movement speed reduced by 10 feet until the end of its next turn. The target also suffers 1d8 necrotic damage.

Shatter Pot
2

Shatter Pot

Evocation Cast Time: 1 action Range: 30 feet Components: V, S, M (a small clay pot) Duration: Instantaneous Effect: You hurl a clay pot that shatters on impact, creating an explosive blast in a 15-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, they take 3d8 bludgeoning damage as shards of pottery cut into them. On a successful save, they take half damage.

Sheltering Wind
1

Sheltering Wind

Abjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: 8 hours You summon a gentle wind that shields you and your allies from harsh environmental conditions. For the duration, you and up to six allies within range are protected from extreme temperatures, have advantage on saving throws against environmental hazards, and gain a +5 bonus to Dexterity (Stealth) checks to avoid detection in natural environments.

Shifting Silhouette
0

Shifting Silhouette

Illusion Cast Time: 1 action Range: Self or 30 feet Duration: 1 round Create a shifting mirage of yourself or a target, imposing disadvantage on enemies’ next attack rolls by making it difficult to determine the target’s true position. You teleport 60 feet to a free place in front of you. For the next 3 rounds you are immune to all sleep, charm or fear effects. You can not be frozen in place either.

Shikigami Guardian
4

Shikigami Guardian

Conjuration Casting Time: 1 action Range: 60 Components: V, S Duration: 1 hour Effect: You summon an ethereal fox, crane, or hound Shikigami that stands next a target in spectral form, guarding and shielding them from harm. The target gains resistance to Necrotic damage, and if they drop to 0 HP, the Shikigami absorbs the blow, leaving them at 1 HP instead, before vanishing.

Shuriken Strike
0

Shuriken Strike

Evocation Cast Time: Action Range: 30 feet Components: S, M (a shuriken or small blade) Duration: Instant You throw a spectral shuriken at a target. The target must make a Dexterity saving throw or take 1d8 force damage + 1d8 piercing damage. The shuriken vanishes after the strike.

Silent Aura
4

Silent Aura

Illusion Cast Time: 1 Bonus Action Range: Self (60-foot radius) Components: S Duration: Concentration, up to 1 hour You muffle your movement and the movement of your allies in a 60 foot-radius and create a silent aura. Everyone in your aura will vanish, including yourself and cannot be seen as long as you do not break out of your concentration. You all make no noise while moving, and attacks made while hidden remain silent. This effect ends if you cast another spell or take damage. You can not be dectected by magic and other surveilence methods.

Silent Death
4

Silent Death

You imbue a single drop of liquid with an almost imperceptible toxin. The next creature that drinks it within 1 hour must make a Constitution saving throw. On a failure, they take 5d8 poison damage, becoming paralyzed for 1 round if they drop to or below half their hit points.

Silent Footsteps
0

Silent Footsteps

Transmutation Cast Time: 1 Bonus Action Range: Self Components: S, V (whispering a mantra) Duration: 30 minutes Your footsteps make no sound, granting advantage on Stealth checks during the duration.

Silent Scream
4

Silent Scream

Enchantment Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instant You target a creature, inflicting them with an overwhelming, silent scream. The target must succeed on a Wisdom saving throw or be stunned for 3 rounds. They will suffer 5d8 psychic damage + 1d8 Force damage.

Silent Step
0

Silent Step

Transmutation Cast Time: Bonus Action Range: Self Components: S, M (a pinch of ash) Duration: 30 minutes You move silently, granting advantage on Dexterity (Stealth) checks to avoid detection while moving. The effect ends if you attack something or cast another spell.

Silent Touch
2

Silent Touch

Evocation Cast Time: 1 Action Range: Touch Components: V, S Duration: 1 hour You touch a willing creature, granting them advantage on Dexterity (Stealth) checks and making them unable to be tracked by non-magical means for the duration as long as they are stealthy.

Singularity
2

Singularity

Evocation Level: 2 Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A surge of gravitational energy pulls all creatures in a 30-foot radius toward a point you choose within range. Each creature must make a Strength saving throw or take 3d8 force damage and be pulled 10 feet toward the point.

Smoke Bomb
1

Smoke Bomb

Conjuration Cast Time: 1 Action Range: 30 feet Components: S, M (a pinch of dust) Duration: 1 minute You conjure a 30-foot-radius cloud of smoke that obscures vision. Creatures inside are heavily obscured, and the smoke disperses after 1 minute or with a strong wind. You can target up to 3 enemoies. They suffer 2d8 force damage. Targets have to suceed a Constitution saving throw to suffer only half the damage.

Smoke Veil
0

Smoke Veil

Illusion Cast Time: 1 Bonus Action Range: Self (5-foot radius) Components: S, M (a small handful of dust) Duration: 1 minute You create a thin cloud of smoke around yourself, lightly obscuring the area. Creatures within 5 feet have disadvantage on attacks made against the Ninja.

Snaring Threads
1

Snaring Threads

Conjuration Cast Time: 1 action Range: 30 feet Components: V, S, M (a strand of silk) Duration: Concentration, up to 1 minute Effect: Summon strands of enchanted cloth that attempt to ensnare a creature within range. The target also suffers 2d8 psychic damage. The target must succeed on a Strength saving throw or become restrained. While restrained, they can use an action to make a Strength check against your spell save DC to break free.

Soothing Balm
1

Soothing Balm

Abjuration Cast Time: 1 action Range: Touch Components: V, S, M (a pinch of healing herbs) Duration: 1 hour Effect: You apply a herbal balm to a creature you touch, granting them 3d8 + your spellcasting modifier in temporary hit points. Additionally, the balm reduces any minor pain or discomfort, granting the creature advantage on saving throws against being frightened for the duration. It also neutralizes burns on the skin or frost effects on the body.

Soothing Melody
0

Soothing Melody

Evocation Cast Time: 1 action Range: 30 feet Duration: Instantaneous Play or sing a short tune that heals 3d10 hit points or soothes all ally’s fear, giving them temporary advantage on saving throws against being frightened, charmed or pyralised.

Soul Bolt
2

Soul Bolt

Evocation Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a bolt of spiritual energy, dealing 3d10 radiant damage to a target. If the target is undead, deal an additional 1d10 radiant damage.

Soul Reaver
5

Soul Reaver

Necromancy Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous You target a creature's soul directly. The target must make a Constitution saving throw. On a failed save, they take 6d8 necrotic damage, and if reduced to 0 hit points, their soul is absorbed into your weapon or body, granting you temporary hit points equal to half the damage dealt. On a successful save, they take half damage and no soul absorption occurs.

Soul Rend
9

Soul Rend

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a shard of jade crystal) Duration: Instantaneous You tear at the very essence of a creature’s soul. Make a ranged spell attack against a creature within range. On a hit, the target takes 9d10 necrotic damage. If the target is reduced to 0 hit points by this attack, their soul is temporarily trapped in the spirit realm for 1 minute, preventing any resurrection attempts until the time has passed.

Soul Venom
5

Soul Venom

You inject a dark poison directly into the target's soul. A creature within 10 feet must make a Constitution saving throw or take 6d10 poison damage. If they fail the save, they are also wracked with unbearable pain, suffering 2d10 psychic damage as their soul is tormented.

Soul-Binding Sigil
3

Soul-Binding Sigil

Abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a paper charm inscribed with a name) Duration: 1 hour You inscribe a binding sigil onto a target’s spirit, making it harder for them to flee the mortal plane. An undead or extraplanar entity within range must make a Charisma saving throw. On a failure, they cannot phase, teleport, or leave the material plane for the spell’s duration. The effect ends early if they drop to 0 HP.

Soul-Weaving Rite
8

Soul-Weaving Rite

Necromancy Casting Time: 10 minutes Range: Touch Components: V, S, M (a woven red and white thread) Duration: Instantaneous You reach into the veil between life and death, attempting to return a recently departed soul to its body. Unlike Resurrection, this spell does not create a new body; it instead binds the soul back into its original form, provided the body is mostly intact. The soul must be willing to return and must pass a Wisdom saving throw against your spell save DC. If it succeeds, it returns with one level of exhaustion but at full HP. If the soul fails the save, it instead lingers as a phantom bound to you for 24 hours, granting you advantage on Wisdom (Insight) and Intelligence (History) checks before fading into the afterlife.

Soulbound Crescendo
8

Soulbound Crescendo

Enchantment (Psychic Damage, Buff) Cast Time: 1 minute Range: 30 feet Components: V, S, M (a musical instrument) Duration: Concentration, up to 10 minutes You perform a soul-stirring masterpiece that inspires allies and devastates foes. Allies in range gain 30 temporary hit points, and their attacks deal an additional 3d10 radiant damage for the duration. Enemies must make a Wisdom saving throw or take 8d8 psychic damage and be frightened for 1 minute.

Soul’s Return
8

Soul’s Return

Necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sacred relic and a gemstone worth 500 gold, which the spell consumes) Duration: Instantaneous You perform a powerful ritual to bring back a creature that has been dead for up to 100 years. The soul of the creature must be willing to return. The creature is restored to life with full hit points and is cleansed of any diseases or curses it suffered in life. This spell can restore lost body parts and can even return a spirit from another plane, though the resurrection may fail if the soul is unwilling or trapped. The resurrected creature gains 1 level of exhaustion.

Spark
0

Spark

Evocation Cast Time: 1 Bonus Action Range: 60 feet Components: V, S Duration: 1 Minute You conjure a small spark of electrical energy, targeting a creature or object within range. The spark deals 1d10 lightning damage when it hits an object or creature.

Spectral Chains
5

Spectral Chains

Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a length of silver chain) Duration: Concentration, up to 1 minute You summon ethereal chains that lash out at up to three creatures within range. Each targets must make a Dexterity saving throw or be restrained by the chains. While restrained, the targets take 6d8 necrotic damage at the start of each of its turns. A restrained creature can use its action to make a Strength or Dexterity saving throw (its choice) to break free.

Spectral Mask
0

Spectral Mask

Illusion Cast Time: 1 action Range: Self Components: V, S Duration: 1 minute You conjure a fearsome mask, granting you advantage on Intimidation checks. Any supernatural enemies within 30 feet have disadvantage on their next attack against you.

Spectral Sting
5

Spectral Sting

Transformation Casting Time: 1 bonus action Range: Self Components: V, S, M (a shard of ice) Duration: Concentration, up to 1 minute You transform your weapon into a spectral blade of frost and force. Your attacks deal 4d10 cold and 2d10 force damage combined in a 30 feet straight line in front of you. The targets are paralyzed until the end of your next turn. The targets must succeed a Dexterity saving throw to suffer only half damage and to not suffer paralysis.

Spirit Arrow
5

Spirit Arrow

Conjuration Cast Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous Conjures a spectral arrow that ignores physical barriers and deals 6d10 force damage. This arrow can strike a target hidden behind cover.

Spirit Banishment
7

Spirit Banishment

Abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a sacred brush) Duration: Instantaneous You invoke an ancient banishment rite, which deals 7d8 radiant damage and forcing all undead and fiends within range to make a Charisma saving throw or be immediately sent back to their plane of origin. If they fail by 10 or more, they are permanently exorcised and unable to return for 100 years.

Spirit Barrier
3

Spirit Barrier

Abjuration Cast Time: 1 action Range: 30 feet radius Components: V, S, M (a small totem) Duration: 1 minute You create a protective spiritual barrier that grants all allies within 30 feet resistance to necrotic and psychic damage.

Spirit Chains
3

Spirit Chains

Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S Duration: 1 minute Ethereal chains rise from the ground, restraining a target. The creature must succeed on a Strength saving throw or take 4d8 radiant damage and become restrained for the duration. They can repeat the saving throw at the end of each turn.

Spirit Cleaver
1

Spirit Cleaver

Evocation Cast Time: 1 Action Range: Self Components: V, S Duration: 1 minute Your weapon becomes charged with spiritual energy. For the duration, your attacks deal an additional 2d10 radiant damage to yokai, spirits, or undead. If the target is immune to radiant damage, it instead takes force damage.

Spirit Communion
5

Spirit Communion

Divination Casting Time: 10 minutes Range: Self Components: V, S, M (an offering of food or incense) Duration: 1 hour You perform a ritual to commune with the spirits, ancestors, or Kami. During this time, you can ask questions, receiving cryptic but truthful answers. Additionally, the spirits may provide a boon, granting you advantage on one ability check, attack roll, or saving throw within the next 24 hours.

Spirit Flame
0

Spirit Flame

Evocation Casting Time: 1 Bonus action Range: 30 feet Components: V, S Duration: Instantaneous You summon a small, ghostly flame that you can hurl at a target within range. You will deal 1d8 radiant damage. The flame can also briefly illuminate hidden spiritual presences, causing any invisible spirits within 30 feet of the target to be faintly visible until the end of your next turn.

Spirit Lure
0

Spirit Lure

Conjuration Cast Time: 1 action Range: 30 feet Components: V, S, M (a piece of incense or offering) Duration: 1 minute You create a spiritual lure in a 5-foot area that attracts lesser spirits or yokai. Supernatural creatures within 30 feet are drawn toward the lure.

Spirit Sense
0

Spirit Sense

Divination Cast Time: 1 Bonus action Range: Self (60-foot radius) Components: V, S Duration: Instantaneous You momentarily sense the presence of spirits or yokai within 60 feet. A faint pulse directs you toward any hidden supernatural entities.

Spirit Sight
3

Spirit Sight

Divination Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a pinch of incense) Duration: 1 hour You gain the ability to see into the Spirit Realm, allowing you to perceive spirits, Yokai, and other ethereal entities that are normally invisible. You can also see through illusions and detect the presence of nearby magical auras.

Spirit Ward
0

Spirit Ward

Abjuration Casting Time: 1 Bonus action Range: self Components: V, S Duration: 1 round You create a brief barrier of spiritual energy around yourself, granting a +4 bonus to AC against the next attack made by a spirit or ethereal creature before your next turn.

Spirit's Favor
0

Spirit's Favor

Abjuration Cast Time: 1 Bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You call upon the guiding spirits to bless an ally, enhancing their abilities +4 for 1 minute. By inscribing a sacred talisman or making a quick gesture, you channel spiritual energy towards their ally, who then feels a surge of confidence and clarity. This divine favor manifests as an ephemeral glow or a gentle breeze, guiding the ally's actions and ensuring success in their next endeavor.

Spiritform
6

Spiritform

Divination Casting Time: 10 minutes Range: Self Components: V, S, M (a painted spirit mask) Duration: 10 minutes Effect: You separate your soul from your body, becoming a semi-corporeal ghostly figure. While in this state, you can pass through walls, speak with spirits, and see the past imprinted on locations. Your body remains vulnerable, but you take half damage from non-magical attacks while in spectral form.

Spiritual Rejuvenation
6

Spiritual Rejuvenation

Evocation Casting Time: 1 action Range: 60 feet (30-foot radius) Components: V, S, M (a blessed fan) Duration: Instantaneous You summon a wave of spiritual energy that washes over all allies within a 30-foot radius centered on a point within 60 feet. Each affected creature regains 7d10 + your spellcasting modifier in hit points. This spell also removes one level of exhaustion from each affected creature.You and all allies in radius will rgenerate 10 expended spellslots.

Splinter Barrage
2

Splinter Barrage

Conjuration Cast Time: 1 action Range: 15-foot cone Components: V, S, M (a handful of sawdust) Duration: Instantaneous Effect: You conjure a burst of sharp wooden splinters in a 15-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 3d10 piercing damage and have disadvantage on attack rolls until the end of their next turn due to the splinters lodged in them. On a successful save, they take half damage and are not affected by the disadvantage.

Splintering Strike
4

Splintering Strike

Evocation Cast Time: 1 action Range: 60 feet Components: V, S, M (a carpenter’s hammer and a small piece of wood) Duration: Instantaneous Effect: Channel your power through a carpenter’s hammer, causing a piece of wood to explode into a burst of dangerous splinters. All creatures in a 30-foot cone must make a Dexterity saving throw. On a failure, they take 5d8 piercing damage and are knocked back 10 feet. On a success, they take half damage and are not pushed back.

Stagecraft
0

Stagecraft

Conjuration Cast Time: 1 Bonus action Range: 60 feet Duration: 3 rounds Summon small, harmless props like paper fans, parasols, or stage curtains to enhance your performances, or obscure a 60-foot area with a veil of illusions for 3 rounds.

Static Discharge
0

Static Discharge

Evocation Cast Time: 1 Bonus action Range: Touch Components: V, S Duration: I minute You gather static electricity into your hand, ready to release it on contact. When you touch a creature or object, the static discharges, dealing 1d10 lightning damage to the target. If the target is wearing metal armor or holding a metal object, you have advantage on the attack roll. This cantrip can also be used to power small devices or ignite flammable materials.

Step of the Kami
1

Step of the Kami

Abjuration Cast Time: 1 Bonus Action Range: Self Components: V, S Duration: 30 minutes Your speed increases by 10 feet, and you can walk across vertical surfaces and even ceilings without falling for the duration.

Stone Hand
0

Stone Hand

Conjuration Cast Time: 1 Bonus action Range: 60 feet Components: V, S Duration: 10 minutes You summon a small hand of earth to emerge from the ground at a point within range. The hand can grasp and manipulate objects, deliver an unarmed strike dealing 2d8 bludgeoning damage, or attempt to grapple a creature of average size or smaller. The hand can also throw stuff in a 60 feet radius around it. The hand remains for up to 10 minutes or until dismissed. You can tell the hand where to go. The hand can disappear when it distances itself over 70 feet from you.

Stone Palm
0

Stone Palm

Transmutation Cast Time: 1 Bonus Action Range: Self Components: S Duration: 1 round or 1 minute Your palm becomes as hard as stone, allowing you to deal 1d10 force damage or break objects on impact.

Stone Skin
0

Stone Skin

Transmutation Casting Time: 1 Bonus Action Range: Self Components: S Duration: 1 Minute or 3 rounds Harden your skin to stone, giving you a +6 bonus to AC until the cantrip ends. This effect provides no bonus if you’re using a shield. You can also touch an ally and they get the Stone Skin effect instead of you for the duration.

Stone Ward
6

Stone Ward

Abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a polished stone) Duration: 1 hour You touch a willing creature, imbuing them with the durability of stone. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. Additionally, they have advantage on saving throws against being petrified or paralyzed.

Storm Barrage
3

Storm Barrage

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You unleash a flurry of electrified strikes, sending arcs of lightning toward up to three creatures within range. Each must make a Dexterity saving throw, taking 4d8 lightning damage on a failure or half on a success.

Storm of Thought
5

Storm of Thought

Evocation Cast Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous A storm of psychic energy bombards a 20-foot radius sphere. Each creature must make an Wisdom saving throw, taking 6d8 psychic damage on a failure, or half as much on a success.

Stormpiercer
1

Stormpiercer

Evocation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous With a swift motion, you unleash a lightning-infused projectile—whether a spectral arrow, dagger, or claw strike—that crackles with energy. Make a ranged spell attack against a creature within range. On a hit, the target takes 2d8 piercing damage plus 1d8 lightning damage. If the target is wearing metal armor or carrying a conductive weapon, you have advantage on the attack roll. At Higher Levels: When cast using a higher-level spell slot, the lightning damage increases by 1d8 per spell level above 1st.

Stormspear
5

Stormspear

Cast Time: 1 action Range: 60 feet (line, 5 feet wide) Components: V, S, M (a sliver of metal) Duration: Instantaneous A crackling spear of lightning launches from your hands, striking all in its path. Each creature in the line must make a Dexterity saving throw. On a failure, they take 5d10 lightning damage and are stunned until the end of their next turn. On a success, they take half damage and are not stunned.

Suffocating Spores
3

Suffocating Spores

Casting Time: 1 action Range: 30 feet (10-foot radius) Components: V, S Duration: Concentration, up to 1 minute You conjure a toxic cloud of spores. Creatures in the area must make a Constitution saving throw or take 4d10 poison damage and begin suffocating (cannot speak or cast spells with verbal components) for 1 minute. They can repeat the save at the end of each turn.

Summon Flying Carpet
5

Summon Flying Carpet

Conjuration Cast Time: 1 minute Range: 10 feet Components: V, S, M (a piece of fine carpet worth at least 500 gold) Duration: 12 hours Effect: You summon a magnificent, enchanted flying carpet that can carry up to six large creatures (including yourself) or an equivalent amount of weight. The carpet hovers in the air at your command and has a flight speed of 80 feet, with the agility and fluidity of a dragon, allowing it to make sharp turns, dives, and rapid ascents. The carpet can hover in place and is resistant to being knocked prone or disrupted by strong winds. The summoned carpet follows your mental commands and can ascend to any height, though it cannot pass through magical barriers. While you or another rider is in physical contact with it, you can use a bonus action to adjust its altitude, direction, or speed. Once summoned, the carpet remains with you for 12 hours, after which it dissipates, leaving any passengers gently on the ground.

Summon Sandstone Golem
8

Summon Sandstone Golem

Conjuration Casting Time: 1 minute Range: 60 feet Components: V, S, M (a piece of sandstone) Duration: Concentration, up to 1 hour You summon a towering sandstone golem to fight by your side. The golem has an AC of 30, 200 hit points, and is immune to poison, psychic damage, and conditions such as charmed, exhausted, frightened, paralyzed, petrified, and poisoned. The golem follows your commands and can attack twice per round with +10 to hit (2d12 + 6 bludgeoning damage). It also has the ability to create a sandstorm in a 30-foot radius once per hour, reducing visibility to 10 feet and imposing disadvantage on attack rolls for all creatures within the area except the golem. The golem remains for the duration or until it is reduced to 0 hit points.

Summon Spectral Weapon
4

Summon Spectral Weapon

Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You summon a spectral weapon—an ethereal sword, spear, or bow—imbued with spiritual energy. The weapon takes no damage when attacked by enemies. It stays in battle for 3 rounds and desolves afterwards. You can control where it hovers to in a 60 feet area. Make a ranged spell attack against a creature within range. On a hit, the target takes 5d8 force damage. If the target is a spirit, Yokai, or undead, it takes an additional 1d8 radiant damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.

Summon Wings of a Tengu
6

Summon Wings of a Tengu

Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a Tengu feather) Duration: Concentration, up to 1 hour You sprout two black Tengu wings from your back, granting you the ability to fly with a movement speed of 40 feet. While airborne, you are immune to effects that alter the terrain or destroy the ground beneath you, and you cannot be entangled or otherwise restrained by such effects. These wings remain until the spell ends, allowing you to soar freely and avoid ground-based threats. You can transport other creatures or objects while flying, but you have to roll a strength saving throw over 14 and succeed it when you want to take someone or something with you, who/which might be the same size or bigger than you.

Sunfire Slash
4

Sunfire Slash

Evocation Cast Time: 1 bonus action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous Your weapon glows with radiant sunlight, unleashing a fiery wave in a 15-foot cone. Targets take 5d8 fire and 1d8 radiant damage.

Sunrise Glow
0

Sunrise Glow

Evocation Cast Time: 1 Action Range: Self Components: S Duration: 30 minutes Your body emits a warm, faint glow, lighting up a 30-foot radius around you and dispelling minor darkness or illusions. Evil yokai or darkness based animals or monsters have to roll a Constitution-saving throw of 14 or higher. If they fail, they get hit with 2d8 radiant damage.

Sunyata’s Judgement
7

Sunyata’s Judgement

Evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a pearl soaked in moonlight) Duration: Instantaneous Effect: You unleash a beam of Radiant destruction infused with the light of ultimate truth. A 5-foot-wide, 120-foot-long beam carves through enemies, dealing 4d8 Radiant damage and 3d8 necrotic damage and blinding creatures for 1 minute.

Swift Step
0

Swift Step

Transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: 3 turns You focus your energy into your legs, increasing your speed. Your movement speed increases by 10 feet until the end of your next 3 turns. Additionally, the first opportunity attacks made against you in this upcoming 3 turns are made with disadvantage.

Talisman of Safety
0

Talisman of Safety

Abjuration Cast Time: 1 action Range: 60 feet Components: V, S, M (a small paper talisman) Duration: 1 hour You imbue a small talisman with protective energy. When placed on a creature, it grants a +4 bonus to AC and advantage on saving throws against magical abilities and enchantment effects for 1 hour. This talisman vanishes after it is used or when the spell ends.

Talon Bombardment
4

Talon Bombardment

Evocation Cast Time: 1 action Range: 90 feet Components: V, S, M (a talon-shaped charm) Duration: Instantaneous You summon a spectral talon that soars toward a group of enemies. Upon reaching its destination, the talon scatters explosive spirit orbs in a 20-foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, creatures take 5d10 force damage and are knocked prone. On a successful save, they take half damage and remain standing. The talon vanishes after delivering its barrage.

Tattooed Protection
0

Tattooed Protection

Abjuration Cast Time: 1 action Range: Touch Duration: 1 minute A magical tattoo briefly appears on a creature’s skin, granting them a +6 bonus to AC for 1 minute.

Telekinetic Hold
4

Telekinetic Hold

Transmutation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You telekinetically grab a creature or object weighing up to 1,000 pounds and can move it 25 feet per turn. If a creature is targeted, they must succeed on a Strength saving throw or be restrained for the following 3 rounds and can be carried by you wherever you want.

Tengu’s Breath
0

Tengu’s Breath

Evocation Casting Time: 1 Bonus Action Range: 30 feet Components: V, S Duration: Instantaneous, 1 minute You create a short gust of wind, pushing small objects 15 feet away from you or dousing flames. Can scatter papers or create a small distraction for 1 minute. Enemies hit by the gust of wind suffer 1d8 force damage.

Thousand Crane Barrage
1

Thousand Crane Barrage

Evocation Cast Time: 1 action Range: 120 feet Components: V, S, M (a small origami crane) Duration: Instantaneous You conjure multiple spectral arrows looking like cranes that dive toward a target, dealing 4d6 slashing damage. On a failed Dexterity saving throw, the target is restrained by the cranes for 1 minute.

Thousand Cuts
5

Thousand Cuts

Evocation Casting Time: 1 action Range: 60 feet (area of effect) Components: V, S Duration: Concentration, up to 1 minute or 3 rounds You become a blur of motion, striking with the speed of a divine predator. Each creature of your choice within 60 feet must make a Dexterity saving throw. On a failure, they take 8d10 slashing damage and are slowed (their movement speed is halved) until the end of their next turn. On a success, they take half damage and suffer no speed reduction. For the spell’s duration, you can use your bonus action to teleport up to 30 feet and make an extra melee weapon attack, dealing 2d8 Piercing Damage on a hit.

Thunder Palm
3

Thunder Palm

Evocation Cast Time: 1 Action Range: 30 feet Components: V, S Duration: Instantaneous You strike the air with a forceful palm, sending a shockwave that deals 4d8 thunder damage to up to 3 targets and pushes all creatures within a 15-foot cone back 10 feet. Your targets need to succeed a Strength-Saving Throw to avoid the knockback-effect.

Thundering Palm
1

Thundering Palm

Casting Time: 1 action Range: Touch Components: V Duration: Instantaneous Your palm crackles with thunderous energy as you strike your target. Make a melee spell attack against a creature. On a hit, the target takes 2d10 thunder damage and must succeed on a Strength saving throw or be pushed 10 feet away and knocked prone.

Thunderous Dragon Strike
2

Thunderous Dragon Strike

Casting Time: 1 action Range: 30 feet (cone) Components: V, S Duration: Instantaneous You unleash a series of rapid strikes that create a shockwave of thunder. Each creature in a 30-foot cone must make a Constitution saving throw, taking 3d8 thunder damage and being deafened for 1 minute on a failed save (half damage and no deafening on a success).

Thunderous Force
3

Thunderous Force

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous, 1 minute or 3 rounds You conjure a forceful thunderous energy that deals 4d10 thunder damage to a creature. The target must succeed on a Constitution saving throw or be deaf for 1 minute or the following 3 rounds.

Thunderous Tempest
5

Thunderous Tempest

Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S, M (a feather and a drop of rainwater) Duration: Concentration, up to 3 minutes You summon a fierce storm of divine wind and lightning in a 20-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 4d8 lightning damage and 2d8 thunder damage. On a successful save, they take half damage. While the storm persists, the area is considered difficult terrain, and ranged attacks through the area are made with disadvantage. You can move the storm up to 30 feet as a bonus action on your turn.

Timber Strike
1

Timber Strike

Evocation Cast Time: 1 bonus action Range: 30 feet Components: V, S, M (a splinter of wood) Duration: Instantaneous Effect: You throw a magical wooden shard at a creature within range. Make a ranged spell attack. On a hit, the target takes 2d8 piercing damage and is momentarily rooted in place. Their speed is reduced by 10 feet until the end of their next turn.

Timber Trap
4

Timber Trap

Conjuration Cast Time: 1 minute Range: 60 feet Components: V, S, M (a wooden peg) Duration: Until triggered or 1 hour Effect: You create a magical wooden trap in a 10-foot-square area on the ground within range. When a creature steps into the area, sharp wooden spikes spring up, dealing 5d8 piercing damage and stopping the creature’s movement for that turn. The trap remains for the duration or until triggered. You can also choose to disarm the trap without triggering it.

Titan’s Point
5

Titan’s Point

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You strike the ground with immense force just with your finger, creating an echoing shockwave that reverberates through the battlefield. Each creature in a 60-foot radius must make a Constitution saving throw, taking 3d10 thunder damage plus 3d10 bluedgeoning damage and being knocked prone on a failure.

Tormented Howl
6

Tormented Howl

Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Effect: You unleash the agonized wail of restless spirits, forcing creatures in a 30-foot cone to make a Wisdom saving throw. On a failure, they take 6d8 Necrotic damage and are frightened for 1 minute.

Toxic Deluge
5

Toxic Deluge

Conjuration Cast Time: 1 Action Range: 60 feet radius Components: V, S, M (a drop of venom) Duration: Concentration, up to 1 minute You summon a rain of poison in a 30-foot radius centered on a point within range. Creatures in the area must make a Constitution saving throw at the start of each of their turns or take 6d10 poison damage and be poisoned. On a success, they take half damage and are not poisoned.

Toxic Spores
1

Toxic Spores

Conjuration Cast Time: 1 action Range: 30 feet Components: V, S, M (a dried mushroom cap) Duration: Concentration, up to 1 minute Effect: You release a cloud of toxic spores in a 15-foot radius around a point you choose within range. Each creature within the area must make a Constitution saving throw. On a failed save, they take 2d8 poison damage and are poisoned until the start of their next turn. On a successful save, they take half damage and are not poisoned.

Trade Secret
0

Trade Secret

Divination Casting Time: 1 Action Range: 30 feet Components: V, S Duration: Instantaneous You magically gain insight into an ally's needs during combat or trade. You can grant an ally advantage on one ability check or saving throw. Alternatively, you can provide them with a brief suggestion on how to approach a trade negotiation more effectively, gaining advantage on their next Persuasion or Insight check.

Tremor Sense
0

Tremor Sense

Divination Casting Time: 1 Bonus Action Range: Self (120 feet radius) Components: S Duration: Concentration, up to 1 Minute Description: You gain tremorsense out to 120 feet until the cantrip ends, allowing you to detect creatures and objects in contact with the ground within range. You can also hear muffled conversations between people 60 feet ahead of you for the duration.

Turtle Stance
2

Turtle Stance

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You adopt a defensive posture. For the duration, you gain a +4 bonus to AC and can use your reaction to impose disadvantage on one attack roll made against you. This stance reflects the Samurai’s ability to defend with skill and precision. You regain 6 used up spell slots. You also regain 3d8+ your spell modifier hit points and free yourself from any negative status effects like poison, paralysis, charme or a curse.

Two Faced
2

Two Faced

Illusion Cast Time: 1 action Range: Self Components: V, S, M (a fine piece of cloth or thread) Duration: 1 hour Effect: Shroud yourself in an illusory cloak that changes your appearance to that of another person, including clothing and basic accessories. Your height and body shape can be altered within a reasonable range, though the illusion fails under physical inspection. Creatures may attempt an Intelligence (Investigation) check against your spell save DC to see through the disguise.

Tyrant’s Wrath
5

Tyrant’s Wrath

Necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a drop of royal blood) Duration: Concentration, up to 1 minute You call upon the power of a tyrant’s vengeance. Choose a point within range; a 30-foot radius of dark, crackling energy erupts. Enemies within this area must make a Constitution saving throw. On a failed save, they take 6d10 thunder damage and are deaf for the duration. On a successful save, they take half damage and are not deaf.

Ukiyoe Animation
0

Ukiyoe Animation

Transmutation Cast Time: 1 action Range: 30 feet Duration: 1 minute Bring static drawings or art to life for a short time, causing them to move, interact, or provide distractions within a 30-foot square. The illusions show alluring, raunchy, steamy or shameless drawings that distract, anger and maybe ashame people in a 30 foot radius.

Unshakable Spirit
3

Unshakable Spirit

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Your resolve becomes unbreakable. You gain advantage on saving throws against charm, sleep and fear effects. Additionally, you and your allies within 30 feet of you gain a +4 bonus to saving throws against fear, sleep and charm effects. You can not be knocked prone, frozen or be paralysed for the duration.

Unyielding Force
3

Unyielding Force

Evocation Casting Time: 1 bonus action Range: Self (30 feet) Components: V, S, M (a fragment of an anvil) Duration: Concentration, up to 1 minute Description: You infuse your weapon with unrelenting force, turning every swing into a devastating attack. For the duration, your weapon attacks deal an additional 4d10 force damage and ignore resistances to force damage. Additionally, when you hit with a melee weapon attack, creatures within 5 feet of your target must make a Dexterity saving throw or take half of the force damage dealt.

Upheavel
3

Upheavel

Evocation Casting Time: 1 action Range: Self (60-foot radius) Components: V, S Duration: Instantaneous You stomp the ground, causing it to tremble violently. All creatures within a 30-foot radius must make a Dexterity saving throw or take 4d10 bludgeoning damage and be knocked prone.

Vampiric Strike
2

Vampiric Strike

Casting Time: 1 Action Range: Self, up to 15 feet in a cone in front of you Components: V, S, M (weapon) Duration: 1 Turn Description: Envelop your weapon in shadow energy for a single strike, dealing an additional 3d12 necrotic damage against up to 4 targets in range. If the target fails a Constitution save, their vision is reduced until the end of their next turn. Half the damage your targets suffer you regain back as hit points. You will heal yourself.

Vanish
0

Vanish

Transmutation Cast Time: Reaction Range: Self Components: V, M (a small puff of smoke) Duration: Instant, concentration, for up to 1 hour You can disappear from sight when attacked. After being targeted by an attack, you can use this cantrip to impose disadvantage on the attack roll by vanishing in a puff of smoke. You can not be sen for the duration. The effect may stop when you attack someone or when they are able to detect you through magical means.

Veil of Shadows
3

Veil of Shadows

Transmutation Casting Time: 1 Action Range: Self Components: V, S Duration: Concentration, up to 1 minute Description: You envelop yourself in swirling shadows that obscure your form and dampen incoming attacks. For the duration, you gain resistance to necrotic damage and any non-magical weapon damage (piercing, slashing and bludgeoning). Additionally, attackers have disadvantage on attack rolls against you. Each time an attacker misses due to this effect, they take 1d8 necrotic damage as the shadows retaliate. The damage increases by 1d8 when you reach 11th level (2d8) and 17th level (3d8).

Vengeful Strike
0

Vengeful Strike

Necromancy Casting Time: 1 reaction, which you take in response to taking damage from a creature within 5 feet of you that you can see Range: Self Components: V, S Duration: Instantaneous When an enemy lands a blow, you channel your pain into a powerful counterattack. You immediately make a melee weapon attack against the creature that harmed you. If you hit, the attack deals an additional 3d8 necrotic damage, and the creature must succeed on a Constitution saving throw or have disadvantage on its next attack roll. This cantrip turns your foe's aggression against them, ensuring they pay dearly for their strike.

Venom Sense
1

Venom Sense

Divination Cast Time: 1 Action Range: Touch Components: V, S, M (a sprig of bitter herb) Duration: Instant You touch a creature and gains insight into the cause of any paralysis, poison, or acid-related sickness affecting them. They can identify the nature of the affliction and know its specific effects. Once identified, you can neutralize the poison, paralysis, or acid burn, removing its harmful effects instantly. This spell can heal up to one condition or ongoing poison effect.

Venomous Bloom
5

Venomous Bloom

Cast Time: 1 action Range: 30 feet (10-foot radius) Components: V, S, M (a dried flower petal) Duration: Concentration, up to 1 minute You cause a large spectral lotus to bloom, releasing a wave of toxic spores. All creatures in the area must make a Constitution saving throw. On a failure, they take 5d10 poison damage and are poisoned for the spell’s duration. A poisoned creature repeats the save at the end of its turn. On a success, the spell ends for that creature.

Venomous Echo
2

Venomous Echo

You whisper a cursed mantra into the air, targeting a creature within 30 feet. The target must make a Constitution saving throw or take 3d8 poison damage and suffer from mild hallucinations, reducing their Perception checks by half for 1 minute.

Verdant Growth
3

Verdant Growth

Conjuration Cast Time: 1 action Range: 60 feet Components: V, S, M (a sprig of fresh mint or another green herb) Duration: Concentration, up to 1 minute Effect: You cause plants in a 30-foot square within range to grow rapidly, providing cover and slowing down enemies. Any creature in the area must make a Strength saving throw or have their speed reduced by half for the duration. They suffer 4d10 piercing damage. Allies within the area gain partial cover (+2 AC) from the thick foliage, and if they start their turn within it, they regain 3d12 hit points and +5 on their movement speed.

Vicious Mockery
0

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 1d10 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Vital Breath
2

Vital Breath

Abjuration Cast Time: 1 Bonus Action Range: Self Components: V, S Duration: Instantaneous You center yourself, drawing upon your inner spiritual energy to heal your wounds. You regain hit points equal to 3d10 + your spellcasting modifier. At higher levels, the healing increases by 1d8 for each spell slot above 2nd.

Vivid Stroke
0

Vivid Stroke

Transmutation Cast Time: 1 Bonus action Range: 60 feet Duration: 10 minutes or Permanent Conjure magical paint or ink to create beautiful, realistic images on surfaces. These can be permanent or fade after a set duration, useful for artistic or illusory purposes. You can also attack a target of your choosing in a 60 feet radius with a vivid stroke of black ink. The target takes 1d8 acid damage. The acid can corrode metal surfaces, chains and locks so that they fall off.

Voice of the Ancestors
4

Voice of the Ancestors

Divination Cast Time: 1 Action Range: Self Components: V, S, M (small offering) Duration: 10 minutes You commune with the spirits of your ancestors, receiving vague and cryptic guidance in response to 5 questions concerning a specific goal, event, or activity occurring within 7 days.

Void Lash
5

Void Lash

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You lash a creature with gravity, dealing 6d8 force damage and reducing the target’s speed by half for 1 minute. The target can make a Strength saving throw at the end of each of its turns to end the speed reduction.

Void Strike
1

Void Strike

Necromancy Cast Time: 1 Action Range: Self (15-foot radius) Components: V, S Duration: Instantaneous Your strike creates a pulse of dark energy that deals 2d8 necrotic damage to all creatures within a 15-foot radius.

Wail of the Ronin
4

Wail of the Ronin

Evocation Casting Time: 1 action Range: 60 feet (radius) Components: V, S Duration: Concentration, up to 1 minute A spectral cry echoes, affecting enemies within range. They must succeed on a Wisdom saving throw or take 5d8 psychic damage and have disadvantage on attack rolls for the duration.

Wall Walk
0

Wall Walk

Transmutation Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: 30 minutes, concentration You channel spritual energy into your feet, allowing you to defy gravity and walk on walls and ceilings. For the spell's duration, you can move across vertical and inverted surfaces as if they were the ground. Your speed remains unaffected. If concentration breaks, you immediately fall from any height unless supported by another surface.

Ward of Purity
0

Ward of Purity

Abjuration Casting Time: 1 Bonus action Range: 60 feet Components: V, S Duration: 1 minute You trace a sacred symbol in the air, granting a creature you touch protection from malevolent spirits. For the duration, the target has advantage on saving throws against being frightened or possessed by spirits. You also cleanse any disease, poison or paralysis from the target.

Warding Flames
2

Warding Flames

Abjuration Cast Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a pinch of ash) Duration: Concentration, up to 10 minutes You summon protective flames that ward off spirits and Yokai. Any Yokai or incorporeal creature within a 60-foot radius of you must succeed on a Wisdom saving throw or be repelled and suffer 3d8 radiant damage. Allies within the radius have advantage on saving throws against being charmed or possessed.

Water Prison
3

Water Prison

Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of water) Duration: Concentration, up to 1 minute You create a sphere of water around a creature within range, trapping it inside. The trapped target suffers 4d8 cold damage plus your intelligence modifier at the beginning of each turn as long as it is inside the sphere of water. The target must make a Strength saving throw or be restrained. A restrained creature can hold its breath for a number of rounds equal to its Constitution modifier (minimum 1). At the end of each of its turns, the target can make a Strength saving throw to break free.

Water Walk
0

Water Walk

Transmutation Cast Time: 1 Bonus Action Range: Self Components: S Duration: 1 hour Walk on water and other liquid surfaces as if it were solid ground for up to 1 hour. You also grant up to 6 allies in a 60 foot radius around you the same effect for the duration.

Water's Call
0

Water's Call

Conjuration Cast Time: 1 Bonus action Range: 30 feet Components: V, S Duration: Instantaneous By invoking the spirits of water, you can manipulate the presence of water in their surroundings. With a gentle wave of your hand or a whispered prayer, you can create water out of thin air or draw it from the moisture in the environment. Alternatively, you can banish water, causing it to evaporate or vanish as if it had never existed. This cantrip is essential for survival in the wild, whether quenching thirst, extinguishing fires, or navigating treacherous waters. You create or destroy up to 10 gallons of water within a 30-foot range. The water appears in a container or as rain in an open space. Alternatively, they can destroy the same amount of water, turning it into mist or causing it to evaporate.

Wedding Blessing
0

Wedding Blessing

Abjuration/Divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a small silver bell) Duration: 10 minutes Effect: You invoke a sacred blessing of harmony upon a pair of individuals, whether newlywed lovers, sworn siblings, or lifelong companions. For the duration: The two chosen creatures gain advantage on saving throws against effects that would charm or frighten them. If they stand within 30 feet of each other, they may share hit points once during the duration, transferring up to their level in HP between them. If used during an actual wedding or oath ceremony, the spell lingers for 24 hours, granting the couple 1d4 bonus to Persuasion and Insight checks when interacting with each other.

Whirling Shadows
5

Whirling Shadows

Evocation Casting Time: 1 Action Range: Self, 30-foot radius Components: V, S Duration: Concentration, up to 1 Minute Description: Create a swirling vortex of shadow, dealing 6d12 necrotic damage to all enemies within 30 feet. Creatures failing a Wisdom save have disadvantage on attacks against you until the spell ends.

Whirling Shroud
3

Whirling Shroud

Conjuration Cast Time: 1 action Range: Self (15-foot radius) Components: V, S, M (a spool of thread) Duration: Concentration, up to 1 minute Effect: Summon a swirling shroud of cloth that lashes out at any creature within a 15-foot radius. Enemies in the area at the start of their turn or who enter it must make a Dexterity saving throw, taking 4d8 slashing damage on a failure, or half on a success. Allies in the area are shielded by the cloth, gaining half cover and a +2 bonus to AC.

Whirlwind Strike
1

Whirlwind Strike

Type: Evocation Cast Time: 1 Action Range: Self (15-foot radius) Components: V, S (verbal, somatic) Duration: Instantaneous Description: The Oniro unleashes a powerful circular swing, attacking all enemies within a 15-foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, creatures take 2d10 + Strength modifier slashing damage, or half as much on a successful save. The spell’s damage increases by 1d10 at levels 5, 11, and 17.

Whisper of the Departed
0

Whisper of the Departed

Divination Casting Time: 1 Bonus action Range: 10 feet Components: V, S Duration: Concentration, up to 1 minute Effect: You briefly attune to the voices of nearby lingering spirits. For the duration, you can sense the strongest emotion left behind by a soul in the area (anger, sorrow, peace, etc.), and you may ask a single yes/no question to any spirit that lingers. If no spirit is present, a faint whisper from beyond the veil answers vaguely.

Whisper of the Stones
0

Whisper of the Stones

Divination Cast Time: 1 Bonus action Range: Touch Components: V, S Duration: Instantaneous You place your hand upon a rock, ore, or crystal, closing your eyes to connect with the ancient spirits dwelling within the earth. By channeling your spiritual energy, you can converse with these spirits, asking 3 questions or seeking guidance. The answers come not in words but as telepathic visions—snapshots or fleeting images that provide insights about the material’s origin, history, or any hidden secrets it may hold. This connection to the earth is sacred, often used to uncover the past or locate hidden resources.

Whispering Leaves
0

Whispering Leaves

Divination Casting Time: 1 Bonus action Range: Self (120-foot radius) Components: V, S Duration: Concentration, up to 1 hour By touching a plant, leaf, or tree, you attune yourself to its essence, gaining insight into the condition of nearby flora. You learn if any plants in the area are poisonous, medicinal, or possess mystical properties, and in a forest, it can guide you toward edible food, healing herbs, or detect supernatural corruption affecting plant life.

Whispering Shadows
1

Whispering Shadows

Enchantment Cast Time: 1 Action Range: 60 feet Components: V Duration: 1 minute You send a disorienting whisper through the shadows. A target creature must succeed on a Wisdom saving throw or become frightened of the Ninja for the duration. The creature can repeat the saving throw at the end of each of its turns. The target will suffer 2d8 psychic damage.

Whispering Wind
0

Whispering Wind

Transmutation Casting Time: 1 Bonus action Range: 60 feet Components: V, S Duration: Instant You summon a gentle breeze that carries your whispered message to a creature within range. The message is heard clearly by the target, regardless of other noise. The wind can also carry small objects, like a feather, scroll, paper or a trinket, to the target. If the target is friendly, the breeze grants them 1d12 temporary hit points. The winds can also create beautiful illusions and aurora lights, for example when you tell a story to others and want to impress or distract them.

Whispering Words
0

Whispering Words

Illusion Cast Time: 1 bonus action Range: 60 feet Duration: Instantaneous Send a soft, illusory whisper to a creature within range, delivering a short message only they can hear, akin to a secret stage aside.

Whispers of the Wind
0

Whispers of the Wind

Divination Cast Time: 1 Bonus Action Range: 30 feet Components: S, V Duration: Concentration, up to 1 minute Hear whispered conversations or sounds carried by the wind from a specific target within range. You can hear clearly what they say when you concentrate yourself on the spoken words.

Windblade Strike
2

Windblade Strike

Evocation Cast Time: 1 Action Range: Self (30-foot line) Components: V, S Duration: Instantaneous A sharp blade of wind extends from your weapon or hand, slashing in a 30-foot line. Each creature in the line must make a Dexterity saving throw, taking 3d8 slashing damage on a failure.

Windstep
2

Windstep

Conjuration Casting Time: 1 bonus action Range: Self Components: V, S Duration: Instantaneous You harness the power of the wind to teleport yourself up to 60 feet to an unoccupied space you can see. As you teleport, you momentarily transform into a gust of wind, allowing you to pass through narrow gaps or around obstacles. You reappear with no sound, leaving only a faint breeze behind.

Winter’s Grasp
4

Winter’s Grasp

Casting Time: 1 action Range: 60 feet Components: V, S, M (a shard of ice) Duration: Instantaneous Effect: A freezing wind wraps around one target. It must make a Constitution saving throw, taking 4d8 cold damage on a failure and becoming restrained in ice for 1 minute.

Winter’s Judgement
5

Winter’s Judgement

Cast Time: 1 action Range: 60 feet (20-foot radius) Components: V, S, M (a shard of ice) Duration: Instantaneous You call forth a piercing wave of frost, freezing the very life from your enemies.. Creatures in the area must make a Constitution saving throw. On a failure, they take 5d10 cold damage and are paralyzed until the end of their next turn. On a success, they take half damage and are unaffected by paralysis.

Withering Touch
2

Withering Touch

Cast Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous The target must make a Constitution saving throw. On a failure, they take 3d8 poison damage and cannot regain hit points until the end of their next turn. Your magic seeps into a foe, rotting them from within.

Workshop Warp
2

Workshop Warp

Conjuration Cast Time: 1 action Range: 300 feet Components: V, S, M (a miniature model of a door made from wood) Duration: Instantaneous Effect: You and one willing creature within 30 feet teleport to an unoccupied location within range that you can see, visualizing the destination as if it were through a doorway. This spell creates a temporary, shimmering doorframe that remains for 1 round after casting, allowing other allies within 30 feet to follow through. The frame vanishes once you’re through, and you cannot teleport through solid objects or walls. Upon arrival, you and the creature with you are briefly surrounded by a faint, protective wooden bark, granting each of you resistance to all physical damage (bludgeoning, slashing, piercing damage) for 2 rounds.

World’s End Blizzard
9

World’s End Blizzard

Cast Time: 1 action Range: 120 feet (60-foot radius) Components: V, S, M (a vial of water from a frozen lake) Duration: Concentration, up to 1 minute You summon an apocalyptic storm, freezing entire battlefields in an eternal winter. All creatures in the area take 9d10 cold damage at the start of their turn. Any creature reduced to 0 HP is permanently frozen in ice, unable to be revived except through Wish or divine means.

Wraith Needle
2

Wraith Needle

You conjure a spectral needle and hurl it at a target within 60 feet. The needle pierces through armor and flesh, dealing 3d8 psychic damage. If the target fails a Wisdom saving throw, they suffer from blurred vision, imposing disadvantage on their next attack.

Wrath of the Heavens
4

Wrath of the Heavens

Evocation Cast Time: 1 Action Range: 90 feet Components: V, S, M (holy symbol) Duration: Instantaneous You call down a bolt of divine lightning to strike a creature within range. It must make a Dexterity saving throw, taking 4d10 lightning damage and 1d10 radiant damage on a failed save or half as much on a successful one.

Yin-Yang Shield
2

Yin-Yang Shield

Abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of blessed paper) Duration: 10 minutes Creates a barrier of spiritual energy around you and all allies within 60 feet, granting immunity against all physical damage if it is a Yang-Shield for the duration. You can change it into a Yin-Shield with a Bonus Action. If the Yin-Shield is activated, you and all allies within 60 feet are granted immunity against all magical damage for the duration. You can switch to the Yang-Shield with a Bonus Action as well.

Yokai Binding
2

Yokai Binding

Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a charm or talisman) Duration: 1 hour Binds a lesser Yokai or spirit to a physical object for 1 hour. The bound spirit or yokai cannot move and has to stay in place and the object becomes a focus for divination spells. You can talk and communicate with the bound spirit for the duration. You can set the spirit free with another action or ban it to the Underworld Yomi with another action.

Yokai’s Grasp
4

Yokai’s Grasp

Necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a Yokai talisman) Duration: Concentration, up to 1 minute You summon the spectral hands of a Yokai to grasp up to 3 creatures within range. The targets must make a Wisdom saving throw or be paralyzed with fear as ghostly hands pull at their soul. At the start of each of its turns, the creature takes 5d8 necrotic damage and can repeat the saving throw to end the effect.

Yokai’s Mark
0

Yokai’s Mark

Divination Cast Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 hour You place a mystical mark on a creature, allowing you to track it within a 1-mile radius for the next hour. The mark glows faintly, visible only to you.

Yokai’s Wrath
8

Yokai’s Wrath

Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute You channel the anger of a vengeful Yokai into a powerful curse. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, they take 8d8 necrotic damage and are cursed for 1 minute. While cursed, they have disadvantage on attack rolls, ability checks, and saving throws. On a successful save, the target takes half damage and is not cursed.

 Bladestorm Barrage
4

Bladestorm Barrage

Evocation Casting Time: 1 action Range: 60 feet (radius) Components: V, S, M (a broken arrow) Duration: Instantaneous You summon a tempest of spectral blades in a 30-foot radius, dealing 5d10 slashing damage to all creatures in the area. Creatures must succeed on a Dexterity saving throw or take full damage.

 Cleansing Flames
4

Cleansing Flames

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of ashes) Duration: Instantaneous You summon a purifying fire that burns away curses and dark magic. All creatures of your choice within a 60-foot radius centered on a point within range must make a Constitution saving throw. On a failed save, they take 5d8 radiant damage, or half as much on a successful save. In addition, any curses or magical effects on the targets that cause harm or hindrance are dispelled, and undead creatures have disadvantage on the saving throw. Your allies suffer no damage and regain 5d8 hit points instead.

 Curse of the Tainted Land
7

Curse of the Tainted Land

Cast Time: 1 action Range: 90 feet (20-foot radius) Components: V, S, M (a handful of soil from a cursed battlefield) Duration: Concentration, up to 1 minute A wave of cursed energy seeps into the land, creating an area of death and decay. The affected area is difficult terrain and any creature that starts its turn in it must make a Constitution saving throw or take 7d10 poison damage. Any creature reduced to 0 HP by this spell cannot be revived except through Wish or Divine Intervention.

 Death Spiral
5

Death Spiral

Type: Evocation Cast Time: 1 action Range: Self (30-foot radius) Components: V, S, M (heavy or two-handed weapon) Duration: Instantaneous Description: The Oniro becomes a cyclone of death, striking at all enemies within a 30-foot radius. Each creature in the area must make a Dexterity saving throw. On a failure, creatures take 6d12 + Strength modifier slashing damage and are pulled 5 feet closer to the Oniro. On a success, they take half damage and are not pulled.

 Grand Funeral Procession
9

Grand Funeral Procession

Conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a lantern filled with sacred oil) Duration: Concentration, up to 10 minutes You summon a procession of thousands of spectral spirits, gliding solemnly through the battlefield. These spirits judge the living and dead alike, determining who is ready to pass on and who must fight another day. When you cast this spell, choose one of two effects: Blessed Funeral: Up to 10 creatures of your choice within range regain 99 HP and are cleansed of all curses, diseases, and possession effects. If an ally has died within the last minute, you may restore them to life with full HP instead of healing another target. Banishing Funeral: All undead and extraplanar beings within 120 feet must make a Charisma saving throw or be instantly exiled to the afterlife or their home plane. Those that fail the save by 10 or more are permanently bound, unable to return for 100 years. Creatures who succeed still take 8d10 Necrotic damage.

 Graviton Waltz
9

Graviton Waltz

Evocation (Gravity, Force Damage) Cast Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute A celestial dancer manifests, wielding immense gravitational power. Each turn, you can direct the dancer to slam into a creature or structure, dealing 8d10 force damage and knocking the target 30 feet away.

 Misty Shroud
1

Misty Shroud

Illusion Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 10 minutes A swirling mist surrounds you, obscuring your form. Attackers have disadvantage on attacks against you as long as the mist persists. The mist moves with you and does not obscure your vision.

 Pyre of the Sun
6

Pyre of the Sun

Cast Time: 1 action Range: 90 feet (30-foot radius) Components: V, S, M (a piece of coal and a pinch of gold dust) Duration: Instantaneous A brilliant flame erupts in a massive area, burning all in its light. All creatures in the area must make a Dexterity saving throw. On a failure, they take 6d8 fire damage and cannot become invisible until the spell ends. On a success, they take half damage.

 Spirit Blade
3

Spirit Blade

Conjuration Casting Time: 1 bonus action Range: Touch Components: V, S, M (a blessed whetstone) Duration: 1 hour Enchants a weapon with spiritual energy for 1 hour. You deal 4d8 additional radiant damage with your weapon attack for the duration. The weapon deals an additional 1d8 radiant damage to spirits, Yokai, and undead. Your targets have to succeed an intelligence saving throw to suffer only half damage.

 Spirit Shroud
3

Spirit Shroud

Abjuration Casting Time: 1 action Range: Self Components: V, S, M (a piece of silk) Duration: Concentration, up to 10 minutes An ethereal shroud of warrior spirits surrounds you, granting resistance to cold and psychic damage. When you are hit by a melee attack, the attacker takes 4d8 force damage.

 Stonebreaker
4

Stonebreaker

Type: Evocation Cast Time: 1 action Range: 20-foot radius Components: V, S, M (weapon) Duration: Instantaneous Description: The Oniro brings down their weapon with such force that the ground cracks in a 20-foot radius, sending shards of stone into the air. All creatures within this radius must make a Dexterity saving throw or take 5d12 + Strength modifier bludgeoning damage and be stunned until the end of their next turn. A successful save halves the damage and negates the stun.

 Striking Cobra
1

Striking Cobra

Evocation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute or 3 rounds You focus your energy into a precise strike. For the duration, your melee weapon attacks deal an additional 2d8 slashing damage. On a critical hit, you can make a bonus attack as part of the same action.

 Way of the Blade
0

Way of the Blade

Transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You channel your martial prowess into your weapon, enhancing its lethality. For the duration, your weapon attacks score a critical hit on a roll of 19 or 20. If you already have a feature that expands your critical hit range, this cantrip adds +4 to the critical range.

 Winter's Wrath
2

Winter's Wrath

Evocation Casting Time: 1 action Range: 60 feet (30-foot radius) Components: V, S, M (a snowflake preserved in glass) Duration: Concentration, up to 1 minute A howling blizzard fills a 30-foot radius centered on a point you choose. Creatures in the area must make a Constitution saving throw at the start of their turns, taking 3d10 cold damage on a failure (half on success) and gaining 1 level of exhaustion. The ground becomes icy, turning it into difficult terrain for the duration.

Acid Blade
1

Acid Blade

Transmutation Cast Time: Bonus Action Range: Self Components: V, M (a drop of venom) Duration: 1 minute You coat your weapon with special acid, causing the next melee attack to deal an additional 2d8 acid damage.

Acid Breath
6

Acid Breath

Evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a snake scale) Duration: Instantaneous You exhale a blast of elemental energy in a 15-foot cone, dealing 7d10 acid damage to all creatures in the area. Each creature must make a Dexterity saving throw, taking full damage on a failed save, or half as much on a successful one.

Acid Rain
5

Acid Rain

Conjuration Cast Time: 1 Action Range: 150 feet Components: V, S, M (a vial of acid) Duration: Concentration, up to 1 minute A corrosive storm forms over a 20-foot-radius area. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 6d10 acid damage and suffer a -6 penalty to AC for the duration. On a success, they take half as much damage and no penalty.

Acid Veil
4

Acid Veil

Transmutation Cast Time: 1 action Range: 30 feet Components: V, S, M (a vial of acid) Duration: Concentration, up to 10 minutes Effect: Shroud yourself in a mist of acid which is not harmful to you. Anyone within melee range takes 5d10 acid damage each turn. If you are attacked with acid based magic, you neutralize the damage and suffer no injuries or negative status effects.

Acid Veil Catastrophe
9

Acid Veil Catastrophe

Cast Time: 1 action Range: 150 feet (60-foot radius) Components: V, S, M (a chunk of petrified acid) Duration: Concentration, up to 1 minute Creatures in the area take 9d10 acid damage at the start of their turn. Structures and objects take double damage, and all non-magical weapons and armor are permanently destroyed if exposed to the acid for more than 2 rounds.

Acidic Dart
0

Acidic Dart

Evocation Cast Time: 1 Bonus Action Range: 60 feet Components: V, S Duration: Instantaneous You conjure a dart of acid and hurl it at a creature within range. On a hit, the target takes 1d8 acid damage, and if they are wearing non-magical armor, it is corroded and gives a -1 penalty to their AC until repaired. Damage increases by 1d6 at higher levels (5th, 11th, 17th).

Aegis of the Winds
5

Aegis of the Winds

Abjuration Cast Time: 1 Action Range: 60 feet Components: V, S, M (small charm) Duration: Concentration, up to 3 minutes You summon a protective barrier of whirling winds around yourself and all your allies within range, granting them temporary hit points equal to 5d10. The barrier shines with radiant light. You also neutralize all illusions, enchantments and curses in range.

Appraise
0

Appraise

Divination Casting Time: 1 Bonus Action Range: Touch Components: V, S Duration: Instantaneous You assess the value, composition, and hidden details of an item. Useful for trade decisions or identifying flaws.

Arcane Restoration
8

Arcane Restoration

Evocation Cast Time: 1 action Range: Self Components: V, S Duration: Instantaneous Once per day or once per long rest, you can call upon the flow of arcane energy to restore up to all levels of expended spell slots. You can distribute the restored spell levels across any combination of slots (e.g., 2 level 5 slots, 1 level 8 slot and 1 level 2 slot, etc.). This does not affect cantrips.

Aura of Bravery
1

Aura of Bravery

Abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprig of sacred tree) Duration: 10 minutes Grants a target +2 to AC for 10 minutes and advantage on saving throws against possession or fear effects from spirits to all allies in a 30 feet radius around you.

Banishing Strike
0

Banishing Strike

Abjuration Cast Time: 1 bonus action Range: Touch Components: V, S Duration: 1 round The next time you hit a yokai or spirit with a weapon attack, it must make a Wisdom saving throw or be banished to the Ethereal Plane until the start of your next turn.

Bankruptcy Curse
2

Bankruptcy Curse

Necromancy Cast Time: 1 action Range: 60 feet Components: V, S, M (a handful of ashes and a copper coin) Duration: Concentration, up to 10 minutes Effect: You lay a curse on a creature within range, symbolizing financial ruin and despair. At the start of each of the target’s turns, they take 3d8 necrotic damage as the curse steadily erodes their lifeforce and they gradually loose their currency from the inventory (halfing the sum on each turn). While cursed, the creature has disadvantage on all saving throws to resist effects that cause damage or would inflict a condition (such as being frightened, paralyzed, or stunned). Additionally, the cursed creature has disadvantage on ability checks and saving throws using Wisdom, representing a weakened resolve and diminished judgment under the spell’s influence. At the end of each of its turns, the creature can attempt another Wisdom saving throw. On a successful save, the curse ends early, freeing the creature from the debilitating effects.

Bargainer's Charm
0

Bargainer's Charm

Enchantment Casting Time: 1 Bonus Action Range: 30 feet Components: V, S Duration: 10 minutes You imbue your words with charm, granting you advantage on Persuasion or Deception checks for bartering or negotiating. The spell can subtly influence the attitudes of one creature toward you, as long as your requests seem reasonable.+4 to all Charisma based ability checks for the duration.

Barkskin
2

Barkskin

Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a piece of bark) Duration: Concentration, up to 1 hour You touch yourself or a willing creature, and their skin becomes as tough as bark. The target’s AC cannot be less than 16, regardless of what kind of armor it is wearing. You get +4 to your AC for the duration.

Barrier of Wealth
5

Barrier of Wealth

Abjuration Cast Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a gemstone worth at least 50 gold) Duration: Concentration, up to 10 minutes Effect: Summon a shimmering barrier of coins and gems that rotates around you. Creatures in melee range that attack you must succeed on a Dexterity saving throw or take 6d8 slashing damage. Allies within the radius gain a +2 bonus to their AC.

Barrier of Winds
1

Barrier of Winds

Abjuration Cast Time: 1 Action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 minute You summon a swirling barrier of wind around you, granting a +2 bonus to AC and forcing ranged attacks against you to be made with disadvantage.

Barrier of the Kami
8

Barrier of the Kami

Abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (1 piece of Iron Bark) You summon the protective power of the Kami to create a 30-foot radius barrier around a point within 60 feet. The barrier lasts for 1 minute and grants total cover against attacks and spells from outside. Any hostile creature that attempts to enter the barrier must make a Wisdom saving throw or be repelled and take 4d6 psychic damage. Allies within the barrier have advantage on saving throws.

Battle Focus
0

Battle Focus

Divination Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 10 minutes You enter a state of heightened awareness, sharpening your senses and reflexes. For the duration, you gain a +4 bonus to initiative rolls and cannot be surprised. Additionally, you have advantage on Wisdom (Perception) checks to detect hidden enemies.

Binding Talon
3

Binding Talon

Transmutation Cast Time: 1 action Range: 60 feet Components: V, S Duration: 1 round A spectral talon strikes at your command, dealing 4d8 piercing damage. The target must succeed on a Strength saving throw or be grappled for 1 round.

Binding Threads
0

Binding Threads

Conjuration Cast Time: 1 action Range: 60 feet Components: V, S Duration: 1 round (1 minute) Spectral threads attempt to bind a small creature or yokai within range. The target must succeed on a Strength saving throw or be restrained until the start of your next turn. On hit, the target suffers 1d10 radiant damage.

Blade Cyclone
3

Blade Cyclone

Type: Evocation Cast Time: 1 action Range: Self (15-foot radius) Components: V, S Duration: Instantaneous Description: The Oniro spins with fierce intensity, becoming a whirling force of steel and fury. Each creature within a 15-foot radius must make a Dexterity saving throw. On a failed save, creatures take 4d12 + Strength modifier slashing damage, or half as much on a successful save. The user has advantage on attacks of opportunity until the start of their next turn.

Blade Ward
0

Blade Ward

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You extend your hand and trace a sigil of warding in the air, protecting yourself from harm. Until the end of your next turn, you have resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Blazing Foxfire
3

Blazing Foxfire

Casting Time: 1 action Range: 60 feet Components: V, S, M (a fox whisker) Duration: Concentration, up to 1 minute You summon three spectral foxfires that chase your enemies. As a bonus action, you can send one at a target, forcing them to make a Dexterity saving throw. On a failure, they take 4d10 fire damage. Any remaining foxfires persist for up to 1 minute.

Blazing Heavens’ Wrath
9

Blazing Heavens’ Wrath

Cast Time: 1 action Range: 150 feet (50-foot radius) Components: V, S, M (a feather from a celestial being) Duration: Instantaneous A pillar of divine fire descends from the sky, reducing all in its wake to ash. All creatures in the area must make a Dexterity saving throw. On a failure, they take 9d10 fire damage and are incapacitated until the end of their next turn. On a success, they take half damage and are not incapacitated.

Blazing Path
3

Blazing Path

Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You strike the ground, creating a line of fiery energy that extends 30 feet. Each creature in a 30-foot-wide line must make a Dexterity saving throw or take 4d10 fire damage, taking half damage on a successful save. The path ignites flammable objects that aren’t being worn or carried.

Box of Pandora
8

Box of Pandora

Conjuration Casting Time: 1 action Range: 60 feet (30-foot radius) Components: V, S, M (a golden talisman with a name inscribed) Duration: Concentration, up to 1 minute You open a shimmering spiritual box, allowing one hundred spectral Shikigami to rush forth, phasing in and out of existence. Enemies within the 30-foot radius must make a Wisdom saving throw at the start of each of their turns or take 8d8 Necrotic damage. Allies in the area receive advantage on death saving throws and resistance to Necrotic damage. The spirits whisper secrets of the afterlife, causing all creatures in the area to be under the effect of Detect Evil and Good for the duration.

Breaking Stone Fist
1

Breaking Stone Fist

Casting Time: 1 bonus action Range: Self (5-foot radius) Components: S Duration: Concentration, up to 1 minute or 3 rounds Your strikes gain earth-shattering power. Your melee strikes deal an additional 2d10 bludgeoning damage, and when you hit a creature, it must make a Strength saving throw or be knocked back 5 feet.

Breeze of Tranquility
0

Breeze of Tranquility

Abjuration Cast Time: 1 Action Range: 30-foot radius Components: S, V (calming mantra) Duration: 1 minute Summon a gentle, calming breeze that provides relief from stress or fear, granting advantage on saving throws against fear effects.

Brushstroke of Binding Shadows
6

Brushstroke of Binding Shadows

Conjuration Cast Time: 1 action Range: 60 feet Components: V, S, M (a brush or writing tool) Duration: Concentration, up to 10 minutes You conjure a swirling ink glyph that anchors your enemies in place. Choose up to 3 creatures within range; they must make a Dexterity saving throw or be restrained by magical ink tendrils for the duration. Restrained creatures take 7d8 acid damage at the start of their turns. You can use an action on subsequent turns to shift the glyph to target a new creature within range.

Bubbling Stream
0

Bubbling Stream

Conjuration Cast Time: 1 Bonus action Range: 30 feet Components: V, S Duration: Instant You create a small stream of water that flows from a point within range. The stream can fill a container, extinguish a small fire, or create difficult terrain in a 30-foot square. If used offensively, the stream can deal 1d8 cold damage to a creature within range and attempt to push it 5 feet back if it fails a Strength saving throw.

Burning Blast
1

Burning Blast

Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a blast of fire and flames at a creature within range. Make a ranged spell attack; on a hit, the target takes 2d10 damage of fire. Creatures who get hit need to roll a Constitution saving throw of 15 or higher to suffer half the damage only.

Call of the Ancestors
7

Call of the Ancestors

Necromancy Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a family heirloom) Duration: 10 minutes Summons the spirits of your ancestors to aid you in battle for 10 minutes. These spirits grant advantage on all attack rolls, saving throws, and ability checks, and deal an additional 7d8 radiant damage to all attacks for the duration.

Caltrops
0

Caltrops

Conjuration Cast Time: 1 Bonus Action Range: 30 feet Components: S, M (a handful of small spikes) Duration: 1 minute You scatter spectral caltrops in a 30-foot area. Creatures moving through this area must succeed on a Dexterity saving throw or take 1d8 piercing damage and have their movement speed halved for 1 round.

Captivate
0

Captivate

Enchantment Cast Time: 1 Bonus action Range: 30 feet Duration: 1 round or 1 minute Project a captivating glance at a creature, causing it to make a Wisdom saving throw or be charmed for 1 round or 1 minute. The target is not aware afterwards that they were charmed.

Caustic Rain
2

Caustic Rain

Casting Time: 1 action Range: 30-foot radius within 60 feet Components: V, S, M (a vial of acidic water) Duration: Instantaneous A brief downpour of acidic rain burns all creatures in the area. They must make a Dexterity saving throw, taking 3d8 acid damage on a failure.

Celestial Melody
0

Celestial Melody

Enchantment Cast Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You can target one creature within 30 feet. The creature gains advantage on saving throws against being frightened or charmed for 1 minute. Additionally, the melody can be used to influence the emotions of a group, creating a calming or inspiring atmosphere. You channel the harmonious energies of the celestial realms, creating a soothing melody that resonates in the air around you. This ethereal music calms the minds of allies, boosting their morale, or subtly influencing the emotions of those who hear it. The melody can be tailored to evoke different feelings, such as courage, peace, or even nostalgia, depending on your intent. This cantrip is often used to bolster companions before a challenging task or to ease tension in negotiations.

Celestial Mend
3

Celestial Mend

Abjuration Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You channel healing energy into 6 creatures in a 60 feet radius around you including yourself, restoring 5d8 + your spellcasting modifier in hit points. Additionally, the targets gain temporary hit points equal to your spellcasting modifier for 1 hour.

Celestial Phoenix Kick
4

Celestial Phoenix Kick

Casting Time: 1 action Range: 15 feet Components: V, S Duration: Instantaneous Effect: You execute a radiant-enhanced flying kick, bursting with divine energy. One target within range must make a Constitution saving throw, taking 3d10 radiant damage plus 2d8 Fire damage and being knocked prone on a failure. On a success, it takes half damage and is not knocked prone.

Celestial Sanctuary
9

Celestial Sanctuary

Abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a blessed talisman) Duration: Concentration, up to 10 minutes You create a 30-foot radius aura of divine protection around you. All allies within this sanctuary gain resistance to all damage types, and they automatically succeed on saving throws against spells and magical effects. The sanctuary also neutralizes any harmful conditions (such as poison, fear, or paralysis) on affected allies. While within the aura, allies are immune to any attempts to banish, teleport, or otherwise forcefully move them against their will. They regain 8d8 hit points.

Chain of Deals
1

Chain of Deals

Enchantment Cast Time: 1 action Range: 60 feet Components: V, S, M (a gold ring) Duration: Concentration, up to 1 minute Effect: Compel two creatures to view each other as allies for the duration.

Chilling Gaze
3

Chilling Gaze

Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Your gaze strikes terror into the hearts of your enemies. Each creature within a 30-foot cone must make a Wisdom saving throw. On a failed save, the creature is paralyzed with fear and takes 4d10 cold damage. On a successful save, the creature takes half damage and is not paralyzed.

Chilling Wind Slash
5

Chilling Wind Slash

Evocation Casting Time: 1 action Range: 30 feet (line) Components: V, S, M (a shard of ice) Duration: Instantaneous You slash your weapon, sending forth a blade of freezing wind in a 30-foot line. Creatures in the line must make a Constitution saving throw or take 6d8 cold damage and have their speed reduced to 0 until the end of their next turn. On a successful save, they take half damage and no speed reduction.

Choking Mist
3

Choking Mist

Conjuration Cast Time: 1 Action Range: 30 feet Components: S, M (a drop of poison) Duration: 1 minute You release a 15-foot-radius cloud of noxious mist. Creatures in the area must make a Constitution saving throw or take 4d8 poison damage and be poisoned for the duration. The mist lingers for 1 minute or until dispersed by wind.

Choking Smoke
2

Choking Smoke

Conjuration Level: 2 Cast Time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute You conjure a thick cloud of swirling, tinted smoke in a 15-foot-radius sphere centered on a point within range. The cloud heavily obscures the area, causing all creatures within it to make a Constitution saving throw at the start of each of their turns. On a failed save, they take 3d8 poison damage and are blinded until the start of their next turn. On a successful save, they take half damage and are not blinded. At Higher Levels: When cast using a spell slot of 3rd level or higher, the poison damage increases by 1d8 for each slot level above 2nd.

Coin Barrier
0

Coin Barrier

Abjuration Casting Time: 1 Reaction (when you are hit by an attack) Range: Self Components: V, S, M (a handful of coins) Duration: Instantaneous You toss coins into the air, granting +4 AC against one attack. The coins scatter afterward, disorienting nearby enemies.

Coin Flick
0

Coin Flick

Conjuration Casting Time: 1 Bonus Action Range: 30 feet Components: V, S, M (a coin) Duration: Instantaneous You flick a coin at a target, dealing 1d8 bludgeoning damage. If the coin strikes metal or stone, it makes a loud noise, potentially distracting nearby creatures.

Coin Shot
0

Coin Shot

Conjuration Casting Time: 1 Bonus Action Range: 60 feet Components: V, S, M (a coin) Duration: Instantaneous You hurl a coin imbued with magical force, causing it to ricochet and hit up to 3 enemies. Deals 1d8 force damage and can bounce off surfaces to hit additional targets or create distractions.

Coldsteel Wall
2

Coldsteel Wall

Abjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes You summon a translucent wall of icy steel, 20 feet wide and 5 feet high. Enemies passing through it take 3d8 cold damage and have disadvantage on attack rolls until the end of their next turn. You and your allies can use the icy wall as cover.

Corroding Chains
4

Corroding Chains

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You summon chains dripping with acid that bind a target. It must make a Strength saving throw or take 4d8 acid damage and be restrained. The target takes another 1d8 acid damage at the start of each turn while restrained.

Crashing Wave
4

Crashing Wave

Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S, M (a small water bowl) Duration: Instantaneous A booming crash of water and spiritual force emanates from a point within range. Each creature within a 15-foot radius sphere centered on that point must make a Strength saving throw. A creature takes 5d8 water (cold) damage + 1d10 force damage on a failed save, or half as much on a successful one. The water crashes with such force that non-magical objects not worn or carried in the area are soaked and damaged.

Crescent Moon Slash
3

Crescent Moon Slash

Evocation Casting Time: 1 action Range: 30 feet (line attack) Components: V, S Duration: Instantaneous You slash through the air, sending a crescent-shaped wind blade forward. All creatures in a 30-foot line, 5 feet wide, must make a Dexterity saving throw. On a failure, they take 4d8 slashing damage and begin bleeding, suffering 1d8 force damage at the start of their next turn. On a success, they take half damage and do not bleed. This attack ignores non-magical cover such as wooden walls or foliage.

Crescent Slash
3

Crescent Slash

Evocation Casting Time: 1 action Range: 30 feet (cone) Components: V, S, M (a small curved blade) Duration: Instantaneous You unleash a wave of slashing energy in a 30-foot cone, dealing 4d10 slashing damage to creatures in the area. Creatures must succeed on a Dexterity saving throw or take full damage.

Crimson Arc
4

Crimson Arc

Type: Conjuration Cast Time: 1 action Range: 30 feet Components: V, S, M (weapon) Duration: Instantaneous Description: The Oniro sweeps their weapon in a massive arc, releasing a slashing wave that travels 30 feet in a wide arc before dissipating. All creatures in a 30-foot arc must succeed on a Dexterity saving throw or take 5d12 + Strength modifier fire damage. If a creature is below half health, they take an additional 1d12 slashing damage.

Crimson Strike
0

Crimson Strike

Evocation Casting Time: 1 action Range: Self Components: V, S, M (a drop of your own blood) Duration: 1 minute You draw on your own life force to empower your weapon. Your next melee weapon attack before the spell ends deals an additional 1d8 necrotic damage. If the attack hits, you regain hit points double the necrotic damage dealt.

Crushing Blows
3

Crushing Blows

Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: 3 Minutes or 3 Rounds Description: Enchant your weapon to deliver devastating blows, increasing damage by 4d12 bludgeoning damage and giving a chance to shatter low-tier armor on each hit.

Crushing Gravity
1

Crushing Gravity

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You increase the gravity around a target, forcing them to make a Strength saving throw or take 2d8 force damage and be knocked prone. On a successful save, they take half damage and remain standing.

Crushing Horizon
6

Crushing Horizon

Evocation Cast Time: 1 action Range: 60 feet (20-foot radius sphere) Components: V, S Duration: Concentration, up to 1 minute You conjure a gravitational well that pulls all creatures within a 20-foot sphere toward its center. Each creature must make a Strength saving throw or take 7d10 force damage and be restrained for the duration. Creatures that succeed take half damage and are not restrained. Allies will not be restraint or pulled to the well.

Cunning Agility
3

Cunning Agility

Transmutation Cast Time: Bonus Action Range: Self Components: S, M (a small wind chime) Duration: 10 minutes You channel your inner speed and precision, increasing your movement by +10 feet for the duration. Additionally, you gain a +4 bonus to initiative rolls for the next combat encounter. While this spell is active, you move with heightened agility, appearing almost as a blur to observers. Enemies who attack you in melee range attack you with disadvantage.

Curse of the Wailing Ghost
3

Curse of the Wailing Ghost

Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a fragment of bone) Duration: 1 minute A ghostly wail targets all creatures in one line up to 60 feet in front of you. You deal 4d10 psychic damage to each target. The targets must make a Wisdom saving throw or be frightened for 1 minute. While frightened, the target also takes 1d10 psychic damage at the start of each turn.

Cursed Thorns
1

Cursed Thorns

Cast Time: 1 action Range: 60 feet Components: V, S, M (a dried thorn) Duration: Instantaneous You conjure spectral thorny vines that lash at a target, injecting venom. The target must make a Constitution saving throw, taking 2d8 poison damage on a failure. If the target fails, it also suffers disadvantage on the next Constitution save it makes before the end of your next turn.

Cutting Wind Arrows
2

Cutting Wind Arrows

Evocation Casting Time: 1 action Range: Self (arrows fired up to normal range) Components: V, S, M (a bundle of arrows) Duration: Concentration, up to 1 minute or 3 rounds You infuse up to three arrows or thrown weapons with cutting wind energy. For the duration, when fired or thrown, they deal an additional 2d8 piercing damage, and upon hitting a target, a burst of wind slashes nearby foes, dealing 1d8 force damage to all creatures within 25 feet of the target. The arrows return to normal after being fired or when the spell ends.

Dance of Falling Stars
8

Dance of Falling Stars

Evocation Cast Time: 1 action Range: 150 feet (30-foot radius) Components: V, S, M (a small star-shaped token) Duration: Concentration, up to 1 minute You summon an illusory starry sky that rains radiant meteors imbued with gravitational energy. Each round, a target of your choice in the radius must make a Dexterity saving throw or take 7d10 radiant damage and 3d10 force damage.

Dancing Flames
0

Dancing Flames

Evocation Cast Time: 1 Bonus action Range: 60 feet Components: V, S Duration: 1 hour You create a small flame that dances in the air or across a surface within range. The flame sheds light in a 15-foot radius and can be directed to move, change color, or flicker as desired. You can use the flame to ignite flammable objects or send a simple visual signal (e.g., an arrow-shaped flame pointing in a direction). The flame lasts for 1 hour or until extinguished.

Danger Sense
0

Danger Sense

Divination Casting Time: 1 Reaction (which you take when you would make a Dexterity saving throw against a trap or effect you can see) Range: Self (60 feet radius around yourself) Components: V, S Duration: Instantaneous Description: Your senses heighten, allowing you to detect imminent threats with a supernatural instinct. You are able to recognize changes in the environement that would normally not be there or were changed recently. When you cast this cantrip, you gain advantage on Wisdom based rolls and +4 on upcoming Intelligence (Nature) checks.

Dark Vision
1

Dark Vision

Transmutation Cast Time: 1 Action Range: Touch Components: S, M (a bat wing) Duration: 8 hours You grant yourself or an ally the ability to see in total darkness for up to 60 feet. You can grant Darkvision to another willing creature by touch for the same duration.

Dazzling Display
0

Dazzling Display

Illusion Cast Time: 1 Bonus action Range: 30 feet Duration: 1 round Create a burst of colorful lights or patterns in a 10-foot radius, temporarily distracting enemies and giving them disadvantage on their next attack.

Death Mark
2

Death Mark

Necromancy Cast Time: 1 Action Range: 30 feet Components: S, M (a drop of ink) Duration: 1 minute You mark a target with a death symbol visible only to you. While marked, the target takes an additional 3d10 necrotic damage from the Ninja's attacks. The mark lasts 1 minute or until the Ninja dismisses it.

Death’s Embrace
5

Death’s Embrace

Transformation Cast Time: 1 Action Range: 60 feet Components: V, S Duration: 1 round You teleport to a shadow within range, and upon arrival, necrotic energy bursts from you in a 15-foot radius. Each creature in that area takes 6d10 necrotic damage and must make a Constitution saving throw or be frightened of you until the end of your next turn.

Deflect Harm
2

Deflect Harm

Abjuration Cast Time: 1 Reaction (when you get attacked by a ranged magical attack) Range: 60 feet Components: V, S Duration: Instantaneous When a creature within range is hit by an attack, you can reduce the damage by 3d10.

Detect Spirits
2

Detect Spirits

Spell Level: 2 School: Divination Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a sprig of sacred tree or a charm inscribed with holy symbols) Duration: Concentration, up to 30 minutes Description: By invoking ancient incantations and focusing your spiritual energy, you extend your senses into the ethereal plane, allowing you to perceive the presence of spirits within a 60-foot radius. This includes Yokai, ghosts, nature spirits, and even divine entities that are otherwise invisible to mortal eyes. For the duration, you can see a faint aura around any spirit within the area, revealing their location. You also gain insight into the nature of the spirit, such as whether it is benevolent or malevolent, and its general type (e.g., Yokai, Kami, Ghost). At Higher Levels: When cast using a spell slot of 3rd level or higher, the range increases by 10 feet for each level above 2nd.

Diamond Body
4

Diamond Body

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Your body becomes as hard as diamond. For the duration, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. Additionally, you have advantage on saving throws against effects that would move or grapple you. Targets that touch you or attack you in melee range suffer 5d10 piercing damage. They have to roll a Constitution saving throw to suffer only half damage.

Divine Wind
7

Divine Wind

Evocation Casting Time: 1 action Range: 60 feet (60-foot line) Components: V, S, M (a fan made of sacred wood) Duration: Instantaneous Summons a powerful wind infused with spiritual energy. The wind moves in a 60-foot line, dealing 7d8 force damage to enemies and pushing them back 20 feet. The wind also purifies the area, dispelling curses and banishing minor Yokai.

Doppelgänger
2

Doppelgänger

Illusion Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You create an illusory duplicate of yourself that strikes at a target within range. The illusion deals 3d10 psychic damage and distracts the target, granting advantage to your next attack roll against them.

Dragonform
8

Dragonform

Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a dragon scale) Duration: Concentration, up to 8 hours You transform into a majestic dragon, gaining the physical attributes and abilities of a dragon while retaining your own mind. In this form, you gain a flying speed of 80 feet, immunity to the damage type associated with your dragon form (fire, cold, lightning, or acid), and can use a breath weapon once per transformation (8d10 damage in a 60-foot cone). Your dragonform reflects your personality, stats, skills and alignement. You can also communicate telepathically with other dragons and transport up to 6 willing creatures on your back. The transformation lasts for up to 8 hours, or until you dismiss it.

Dragon’s Roar
5

Dragon’s Roar

Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You unleash a deafening roar that terrifies your enemies. All creatures within a 30-foot radius must make a Wisdom saving throw or be frightened for 1 minute. While frightened in this way, creatures are incapacitated and have their speed reduced to 0. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. They also get hit with 6d10 fire damage if they fail their Wisdom saving throw.

Dramatic Flare
0

Dramatic Flare

Evocation Cast Time: 1 action Range: Self (5-foot radius) Duration: Instantaneous Summon a dramatic burst of sparks, fire, or glitter around yourself or an ally, dazzling creatures nearby and granting you or your ally advantage on a performance or persuasion check.

Dual Attack
1

Dual Attack

Evocation Casting Time: 1 bonus action Range: Self Components: V (Verbal), M (a melee weapon) Duration: Concentration, up to 1 round Description: Harnessing their mastery of precision and speed, the Samurai channels their focus into a rapid succession of strikes. Until the end of your turn, when you take the Attack action, you can make two additional melee weapon attacks as part of that action. Both attacks benefit from your normal attack bonuses and can deal additional damage based on your weapon type.

Earthen Armor
1

Earthen Armor

Abjuration Cast Time: 1 action Range: Self Components: V, S, M (a shard of clay) Duration: Concentration, up to 10 minutes Effect: You cover yourself in a protective layer of hardened clay, granting you +2 AC for the duration. If you take fire damage, the armor hardens further, increasing your AC by an additional +2 until the start of your next turn. The armor crumbles when the spell ends.

Earthen Pillar
4

Earthen Pillar

Casting Time: 1 Action Range: 30 feet Components: V, S, M (piece of earth) Duration: Instantaneous Description: Raise a stone pillar beneath an enemy, dealing 5d10 bludgeoning damage and knocking them prone on a failed Dexterity save.

Earthen Rejuvenation
3

Earthen Rejuvenation

Transmutation Cast Time: 1 action Range: 30 feet Components: V, S, M (powdered clay and water) Duration: 10 minutes Effect: You create a rejuvenating mud bath in a 20-foot radius centered on a point within range. Allies who spend at least 1 minute submerged regain 4d10 + your spellcasting modifier hit points and have disadvantage removed from any one physical condition they suffer (such as exhaustion, paralysis, or poison). The mud hardens and crumbles when the spell ends.

Earthen Wall
4

Earthen Wall

Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a handful of soil) Duration: 10 minutes You summon a wall of earth, 10 feet high, 10 feet wide, and 1 foot thick, at a point within range. The wall provides cover and can be shaped into simple forms like ramps or barricades. It has an AC of 20 and 200 hit points. The wall crumbles into dust when the spell ends.

Earthquake
8

Earthquake

Evocation Casting Time: 1 action Range: 120 feet (100-foot straight line in front of you) Components: V, S, M (a pinch of dirt) Duration: Concentration, up to 1 minute You cause a massive earthquake to shake the ground in a 100-foot straight line in front of you. Each creature in the area must make a Dexterity saving throw or take 8d10 bludgeoning damage and be knocked prone.

Earthshaker
1

Earthshaker

Type: Evocation Cast Time: 1 Action Range: 30 feet Components: V, S Duration: Instantaneous Description: Slamming their weapon into the ground, the Oniro sends a shockwave in a 15-foot line extending from themselves. Each creature in this line must succeed on a Dexterity saving throw or take 2d12 + Strength modifier bludgeoning damage and fall prone. At higher levels, the Oniro can target an additional 5 feet of line length (20 feet at 5th level, 25 feet at 11th level, and 30 feet at 17th level).

Echo Strike
0

Echo Strike

Illusion Cast Time: 1 Bonus Action Range: Self Components: Somatic Duration: 1 round Create an afterimage when attacking, confusing the enemy and granting advantage on the next melee attack.

Echo of the Forgotten
0

Echo of the Forgotten

Conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Effect: You conjure the fading memory of a soul, forming an illusory vision of its last moments. A creature within range must make an Intelligence saving throw or be momentarily overwhelmed, taking 1d10 Necrotic damage and suffering disadvantage on their next attack roll. If cast near a corpse, the vision shows the last thing the dead saw before perishing.

Echoes of the Past
7

Echoes of the Past

Divination Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a relic or memento from the past) Duration: Concentration, up to 10 minutes You attune yourself to the lingering spirits and memories in an area, allowing you to witness events that occurred there within the past 100 years. The visions are vivid but silent, showing key moments as they happened. You can choose to focus on a specific event or person, if known, or simply observe the most emotionally significant moments. While concentrating, you can interact with the environment as if you were present at the time, gaining insight into hidden secrets, lost knowledge, or understanding the motivations of those involved.

Echoing Laughter
0

Echoing Laughter

Illusion Cast Time: 1 action Range: 30 feet Duration: 1 round Your laughter or voice echoes, disorienting enemies. Creatures in a 15-foot radius must succeed on a Wisdom saving throw or suffer 1d8 psychic damage.

Ember Strike
0

Ember Strike

Transmutation Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: 3 Minutes or 3 rounds Description: Ignite your weapon with flickering flames. For the spell's duration, attacks deal an additional 1d8 fire damage and ignite flammable objects.

Emberguard
0

Emberguard

Abjuration Casting Time: 1 Reaction (which you can activate when you are hit by a melee or magical attack) Range: Self Components: V, S Duration: 1 Round Description: When struck, you summon a protective aura of flickering embers that enshroud you. For the following 3 rounds, the attacker and any creature that strikes you with a melee or magical attack takes 1d12 fire damage as the embers lash out in defense. The damage increases by 1d6 at 5th, 11th, and 17th levels.

Emberlash Maelstrom
3

Emberlash Maelstrom

Evocation Casting Time: 1 Action Range: Self, 15-foot radius Components: V, S, M (hot coals) Duration: Concentration, up to 1 Minute Description: Create a swirling firestorm around yourself. Enemies that enter or start their turn within the area take 4d8 fire damage + 1d8 force damage. They have to succeed a constitution saving throw to only suffer half the damage.

Emperor’s Judgment
9

Emperor’s Judgment

Casting Time: 1 action Range: 100 feet (60-foot radius) Components: V, S, M (a royal calligraphy brush) Duration: Instantaneous You invoke the final decree of celestial law, unleashing a column of divine energy upon your foes. A 60-foot radius area within range is engulfed in Radiant light or all-consuming void, depending on your intent: Radiant Judgement: Creatures of your choice must make a Constitution saving throw or take 10d12 Radiant damage. If they fail by 10 or more, they are permanently blinded. Undead and fiends take 10d12 radiant damage. Shadow Judgment: Instead of Radiant damage, the light darkens into pure oblivion, dealing 10d12 Necrotic damage. Any creature reduced to 0 HP by this version cannot be revived. The ground in the affected area is marked with divine calligraphy, glowing or darkened, for one week.

Encouragement
0

Encouragement

Enchantment Cast Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 minute The target gains a +4 bonus to their next Charisma check within 1 minute. If the target is making a speech or performing in front of a crowd, the bonus increases to +2. The effect ends after the target's next Charisma check or after 1 minute.You speak a phrase imbued with spiritual power, causing it to echo through the minds of those who hear it. This echo can carry the weight of your intent, making their words more persuasive or memorable. The cantrip can be used to bolster an ally's confidence, making their next statement more impactful, or to subtly influence a crowd, planting a thought that lingers in their minds. This is particularly useful in situations where words alone might tip the balance.

Eruption
3

Eruption

Casting Time: 1 Action Range: Self, 30-foot cone Components: V, S, M (heated rock) Duration: Instantaneous Description: Slam your weapon into the ground, releasing a fiery wave. Enemies in a 30-foot cone take 4d8 fire damage+ 1d10 force damage on a failed Dexterity save or half as much on a success.

Essence Transfer
3

Essence Transfer

Necromancy Cast Time: 1 action Range: 60 feet Components: V, S, M (a drop of fresh blood and a medicinal root) Duration: Instantaneous Effect: You draw on the life force of an ally or yourself, transferring it to another creature within range. The donor creature loses 2d8 hit points, and another creature of your choice within range regains an equivalent amount of hit points. This spell cannot bring a creature above their hit point maximum.

Eternal Brushstroke
8

Eternal Brushstroke

Conjuration Cast Time: 1 action Range: 120 feet Components: V, S, M (a paintbrush or writing tool) Duration: Concentration, up to 1 hour You paint an enormous glyph or sigil midair, which can serve one of three purposes: Barrier (creates a wall of force with 150 HP), Portal (teleports up to 10 creatures to a location you know), or Rune Trap (explodes, dealing 8d10 psychic damage in a 20-foot radius when activated).

Eternal Chill
6

Eternal Chill

Cast Time: 1 action Range: 60 feet Components: V, S, M (a snowflake encased in resin) Duration: Concentration, up to 1 minute You summon a spectral blizzard that engulfs a single foe, freezing them in place. A creature you choose must make a Constitution saving throw. On a failure, it takes 6d10 cold damage and is restrained in a prison of ice. The target can make a Strength saving throw at the end of each of its turns to break free. On a success, it takes half damage and is not restrained.

Ether Step
3

Ether Step

Divination Cast Time: 1 Bonus Action Range: Self Components: V, S Duration: Instantaneous You shift briefly into the ethereal plane, allowing you to teleport up to 60 feet to an unoccupied space you can see. You are immune to all damage until your next turn.

Ethereal Shuriken
4

Ethereal Shuriken

Conjuration Cast Time: 1 Action Range: Self (60-foot radius) Components: V, S, M (a small blade) Duration: 10 minutes You summon an ethereal oversized shuriken which you can throw at a group of up to 6 enemies. On hit it will dish out 3d8 slashing damage + 2d8 lightning damage. Your targets need to succeed on a Dexterity saving throw to only suffer half the damage. The weapon counts as magical for overcoming resistances. The weapon vanishes when dismissed or after 10 minutes.

Ethereal Step
0

Ethereal Step

Transmutation Cast Time: 1 bonus action Range: Self Components: V, S Duration: 1 round You briefly step into the Ethereal Plane, becoming immune to attacks from non-ethereal creatures and allowing you to pass through non-magical obstacles until the start of your next turn.

Ethereal Whisper
0

Ethereal Whisper

Divination Casting Time: 1 Bonus action Range: Self Components: V Duration: 10 minutes You can hear the whispers of spirits around you, allowing you to ask three yes or no questions to the spirits within 30 feet. The spirits will answer truthfully, though their responses may be cryptic or vague.

Exorcism of Blazing Light
4

Exorcism of Blazing Light

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (an iron talisman) Duration: Concentration, up to 1 minute or 3 rounds Effect: You summon a circle of holy fire around an undead, fiend, or possessed creature. The target must make a Wisdom saving throw or be paralyzed in place, unable to move. While trapped, they take 4d8 Radiant damage per turn until they break free. If the entity was possessing a body, it is forced out immediately.

Exorcist’s Light
0

Exorcist’s Light

Evocation Cast Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You create a flickering, holy flame that casts bright light in a 30-foot radius. Undead or yokai within the light must make a Constitution saving throw or take 1d10 radiant damage equal to your proficiency bonus.

Exploding Seal
4

Exploding Seal

Abjuration Cast Time: 1 action Range: 60 feet Components: V, S, M (a small paper seal) Duration: Concentration, up to 1 minute You throw a sacred paper seal toward a yokai or spirit. The target must succeed on a Wisdom saving throw or be restrained by spiritual bindings for the duration. The target can make another Wisdom saving throw at the end of each of its turns. On hit the seal wil instantly explode. It can reach up to 3 creatures in a 15 feet radius. They suffer 4d8 fire damage + 1d8 radiant damage.

Modify Memory
5

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.

Shapechange
9

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
1

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.

Power Word Kill
9

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
2

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
3

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
4

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
1

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
3

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
5

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
2

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
7

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
7

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
0

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
2

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
2

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
6

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
9

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
3

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
3

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
5

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
7

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
2

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
2

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
1

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
3

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
1

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
2

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
1

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
4

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
1

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
4

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
6

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
3

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
5

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
6

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
5

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
4

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
5

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
1

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
4

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
5

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
1

Longstrider

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

Move Earth
6

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
1

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
5

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
8

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
3

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
8

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
4

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
8

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
2

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
6

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
1

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
1

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
5

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
0

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
5

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
3

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
8

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
2

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
8

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
6

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
7

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
4

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
1

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
0

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
3

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
2

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
3

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
1

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
2

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
5

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
1

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
4

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
2

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
2

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
2

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
7

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
2

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
5

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
3

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
2

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
6

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
5

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
3

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
0

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
9

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
1

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
8

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
1

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
1

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
7

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
3

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
3

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
2

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
2

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
1

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
6

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
8

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
5

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
6

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
8

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
0

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
1

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
3

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
9

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
7

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
5

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
6

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
8

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
7

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
5

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
4

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
4

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
1

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
2

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
5

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
9

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
1

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
4

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
5

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
5

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
7

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
6

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
4

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
6

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
9

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
1

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
6

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
3

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
4

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
5

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
4

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
4

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
7

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
9

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
8

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
2

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
6

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
0

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
7

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
2

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
1

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
2

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
9

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
2

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
0

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
2

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
7

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
5

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
5

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
1

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
2

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
1

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
1

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
7

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
2

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
2

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
2

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
2

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
6

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
1

Jump

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

Identify
1

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
1

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
4

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
1

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
2

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
3

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
0

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
0

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
0

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
2

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
3

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
1

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
6

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
4

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
6

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
5

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
3

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
4

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
1

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
1

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
3

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
8

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
6

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
1

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
5

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
2

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
1

False Life

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

Awaken
5

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
3

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
5

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
1

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
1

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
2

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
3

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
4

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
2

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
0

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
3

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
0

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
9

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
4

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
4

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
2

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
3

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
1

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
1

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
6

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
1

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
3

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
4

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
0

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
2

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
9

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
5

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
6

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
5

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
1

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
5

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
8

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
3

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
7

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
3

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
2

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
5

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
2

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
9

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
3

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
6

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
0

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
0

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
4

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
0

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
6

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
3

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
6

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
1

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
0

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
1

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
2

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
0

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
7

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
2

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
9

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
6

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
0

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
5

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
2

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
6

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
2

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
8

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
3

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
3

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
5

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
1

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
4

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
9

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
5

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
4

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
1

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
6

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
3

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
0

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
6

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
0

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
4

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
2

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
5

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
0

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
3

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
2

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
7

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
5

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
8

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
4

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
2

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
4

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
5

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
7

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.

Branding Smite
2

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.

Chain Lightning
6

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
4

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
2

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
8

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
4

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
0

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
2

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
7

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
2

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
2

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
1

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
3

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
1

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
2

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
6

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
6

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
3

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
9

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
7

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
3

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
3

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
7

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
3

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
3

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
3

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
2

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
2

Misty Step

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

Greater Invisibility
4

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
3

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
3

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
0

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
1

Inflict Wounds

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

Blur
2

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
8

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
1

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
6

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
5

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.

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