Nitharos Wiki
Advertisement

A[]

Acid Splash[]

Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet o f each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Aid[]

2nd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip o f white cloth)
Duration: 8 hours

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. At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Alarm[]

1st-level abjuration (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a tiny bell and a piece of fine silver wire)
Duration: 8 hours

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 w arded area. When you cast the spell, you can designate creatures that w on’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 o f the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound o f a hand bell for 10 seconds within 60 feet.

Alter Self[]

2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour

You assume a different form. When you cast the spell,
choose one o f the following options, the effects o f which
last for the duration o f the spell. While the spell lasts,
you can end one option as an action to gain the benefits
o f 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 o f your voice, hair length,
coloration, and distinguishing characteristics, if any.
You can make yourself appear as a member o f another
race, though none o f your statistics change. You also
can’t appear as a creature o f 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 w eapon o f 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.

Animal Friendship[]

1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel o f food)
Duration: 24 hours

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 W isdom 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.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can affect one
additional beast for each slot level above 1st.

Animal Messenger[]

2nd-level enchantment (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours

By means o f 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 o f the town guard” or “a
red-haired dwarf wearing a pointed hat.” You also speak
a message o f up to twenty-five words. The target beast
travels for the duration o f 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 m essage
to the creature that you described, replicating the sound
o f 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.
At Higher Levels. If you cast this spell using a spell
slot o f 3nd level or higher, the duration o f the spell
increases by 48 hours for each slot level above 2nd.

Animal Shapes[]

8 th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 24 hours

Your m agic turns others into beasts. Choose any
number o f willing creatures that you can see within
range. You transform each target into the form o f a
Large or smaller beast with a challenge rating o f 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 o f
the chosen beast, though the target retains its alignment
and Intelligence, Wisdom, and Charisma scores. The
target assumes the hit points o f its new form, and when
it reverts to its normal form, it returns to the number
o f hit points it had before it transformed. If it reverts as
a result o f 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 o f 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 o f
its equipment.

Animate Dead[]

3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop o f blood, a piece o f flesh,
and a pinch o f bone dust)
Duration: Instantaneous

This spell creates an undead servant. Choose a pile
o f bones or a corpse o f a Medium or Small humanoid
within range. Your spell imbues the target with a foul
mimicry o f 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 o f 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 o f you (if you
control multiple creatures, you can command any or all
o f them at the same time, issuing the same command to
each one). You decide what action the creature will take
and where it w ill 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 o f the creature for another
24 hours, you must cast this spell on the creature
again before the current 24-hour period ends. This
use o f the spell reasserts your control over up to four
creatures you have animated with this spell, rather than
animating a new one.
At Higher Levels. When you cast this spell using a
spell slot o f 4th level or higher, you animate or reassert
control over two additional undead creatures for each
slot level above 3rd. Each o f the creatures must come
from a different corpse or pile o f bones.

Animate Objects[]

5th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

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 o f you (if you control multiple creatures,
you can command any or all o f them at the same time,
issuing the same command to each one). You decide
what action the creature w ill 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.
A n i m a t e d O b j e c t S t a t i s t i c s
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 o f 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 o f 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
o f 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.
At Higher Levels. If you cast this spell using a
spell slot o f 6th level or higher, you can animate two
additional objects for each slot level above 5th.

Antilife Shell[]

5th-level abjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 1 hour

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.

Antimagic Field[]

8 th-level abjuration
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Components: V, S, M (a pinch o f powdered iron or
iron filings)
Duration: Concentration, up to 1 hour

A 10-foot-radius invisible sphere o f 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 m agic
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 o f Magic. The area o f another spell or magical
effect, such as fireball, can’t extend into the sphere.
If the sphere overlaps an area o f magic, the part of
the area that is covered by the sphere is suppressed.
For example, the flames created by a wall o f 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 w eapon
or a piece o f 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 o f 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 w ell 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 m agic temporarily winks out
o f 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.

Antipathy/Sympathy[]

8 th-level enchantment
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (either a lump o f alum soaked in
vinegar for the antipathy effect or a drop o f honey for
the sympathy effect)
Duration: 10 days

This spell attracts or repels creatures o f 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 o f 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 o f 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 o f it, the creature
must succeed on a W isdom saving throw or b ecome
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 o f the target or moves within 60 feet o f it.
Sympathy. The enchantment causes the specified
creatures to feel an intense urge to approach the target
while within 60 feet o f it or able to see it. When such a
creature can see the target or comes within 60 feet o f it,
the creature must succeed on a W isdom saving throw or
use its movement on each o f its turns to enter the area
or move within reach o f the target. When the creature
has done so, it can’t w illingly m ove away from the target.
If the target damages or otherwise harms an affected
creature, the affected creature can make a W isdom
saving throw to end the effect, as described below.
Ending the Effect. If an affected creature ends its
turn while not within 60 feet o f 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 o f 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.

Arcane Eye[]

4th-level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a bit o f bat fur)
Duration: Concentration, up to 1 hour

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
o f existence. A solid barrier b locks the eye’s movement,
but the eye can pass through an opening as small as 1
inch in diameter.

Arcane Gate[]

6 th-level conjuration
Casting Time: 1 action
Range: 500 feet
Components: V, S
Duration: Concentration, up to 10 minutes

You create linked teleportation portals that remain open
for the duration. Choose two points on the ground that
you can see, one point within 10 feet o f you and one
point within 500 feet o f you. A circular portal, 10 feet
in diameter, opens over each point. If the portal would
open in the space occupied by a creature, the spell fails,
and the casting is lost.
The portals are two-dimensional glowing rings
filled with mist, hovering inches from the ground and
perpendicular to it at the points you choose. A ring is
visible only from one side (your choice), which is the side
that functions as a portal.
Any creature or object entering the portal exits from
the other portal as if the two were adjacent to each
other; passing through a portal from the nonportal side
has no effect. The mist that fills each portal is opaque
and blocks vision through it. On your turn, you can
rotate the rings as a bonus action so that the active side
faces in a different direction.

Arcane Lock[]

2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (gold dust w orth at least 25 gp,
which the spell consumes)
Duration: Until dispelled

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 o f 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.

Armor of Agathys[]

1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a cup o f water)
Duration: 1 hour

A protective magical force surrounds you, manifesting
as a spectral frost that covers you and your gear.
You gain 5 temporary hit points for the duration. If a
creature hits you with a melee attack while you have
these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, both the temporary hit
points and the cold damage increase by 5 for each slot
level above 1st.

Arms of Hadar[]

1st-level conjuration
Casting Time: 1 action
Range: Sel f (10-foot radius)
Components: V, S
Duration: Instantaneous

You invoke the power o f Hadar, the Dark Hunger.
Tendrils o f dark energy erupt from you and batter all
creatures within 10 feet o f you. Each creature in that
area must m ake a Strength saving throw. On a failed
save, a target takes 2d6 necrotic damage and can’t take
reactions until its next turn. On a successful save, the
creature takes half damage, but suffers no other effect.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.

Astral Projection[]

9th-level necromancy
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (for each creature you affect with
this spell, you must provide one jacinth worth at least
1,000 gp and one ornately carved bar o f silver worth
at least 100 gp, all o f which the spell consumes)
Duration: Special

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 o f suspended animation; it
doesn’t need food or air and doesn’t age.
Your astral body resembles your m ortal form in
almost every way, replicating your game statistics and
possessions. The principal difference is the addition o f
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 o f 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 o f 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.

Augury[]

2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones,
or similar tokens w orth at least 25 gp)
Duration: Instantaneous

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 o f a specific course o f 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 o f additional spells or the loss or gain
o f 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.

Aura of Life[]

4th-level abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with
a 30-foot radius. Until the spell ends, the aura moves
with you, centered on you. Each nonhostile creature
in the aura (including you) has resistance to necrotic
damage, and its hit point maximum can't be reduced. In
addition, a nonhostile, living creature regains 1 hit point
when it starts its turn in the aura with 0 hit points.

Aura of Purity[]

4th-level abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes

Purifying energy radiates from you in an aura with a
30-foot radius. Until the spell ends, the aura moves
with you, centered on you. Each nonhostile creature
in the aura (including you) can’t become diseased,
has resistance to poison damage, and has advantage
on saving throws against effects that cause any o f the
following conditions: blinded, charmed, deafened,
frightened, paralyzed, poisoned, and stunned.

Aura of Vitality[]

3rd-level evocation
Casting Time: 1 action
Range: Sel f (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute

Healing energy radiates from you in an aura with a
30-foot radius. Until the spell ends, the aura moves with
you, centered on you. You can use a bonus action to
cause one creature in the aura (including you) to regain
2d6 hit points.

Awaken[]

5th-level transmutation
Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate worth at least 1,000 gp,
which the spell consumes)
Duration: Instantaneous

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 o f 3 or less. The
target gains an Intelligence o f 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 w as charmed.

B[]

Bane[]

1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop o f blood)
Duration: Concentration, up to 1 minute
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.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.

Banishing Smite[]

5th-level abjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane.

If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It 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.

Banishment[]

4th-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute
You attempt to send one creature that you can see
within range to another plane o f existence. The
target must succeed on a Charisma saving throw
or be banished.
If the target is native to the plane o f 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.
At Higher Levels. When you cast this spell using
a spell slot o f 5th level or higher, you can target one
additional creature for each slot level above 4th.

Barkskin[]

2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful o f oak bark)
Duration: Concentration, up to 1 hour

You touch a w illing 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
o f armor it is wearing.

Beacon of Hope[]

3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

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

Beast Sense[]

2nd-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration o f the spell,
you can use your action to see through the beast’s eyes
and hear what it hears, and continue to do so until
you use your action to return to your normal senses.
While perceiving through the beast’s senses, you gain
the benefits o f any special senses possessed by that
creature, though you are blinded and deafened to your
own surroundings.

Bestow Curse[]

3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

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 o f each o f its turns. If it fails, it
wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells
deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM’s
option, you may choose an alternative curse effect, but
it should be no more powerful than those described
above. The DM has final say on such a curse’s effect.
At Higher Levels. If you cast this spell using a spell
slot of 4th level or higher, the duration is concentration,
up to 10 minutes. If you use a spell slot o f 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Bigby’s Hand[]

5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an eggshell and a
snakeskin glove)
Duration: Concentration, up to 1 minute

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 o f 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.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Blade Barrier[]

6 th-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes

You create a vertical wall o f 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 6 d10 slashing damage. On a successful save, the creature takes half as much damage.

Blade Ward[]

Abjuration cantrip
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. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Bless[]

1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling o f holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures o f 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. A t Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, you can target one additional creature for each slot level above 1st.

Blight[]

4th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Necromantic energy washes over a creature o f 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. This 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.
At Higher Levels. When you cast this spell using a
spell slot o f 5th level or higher, the damage increases by
1d8 for each slot level above 4th.

Blinding Smite[]

3rd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares
with bright light, and the attack deals an extra 3d8
radiant damage to the target. Additionally, the target
must succeed on a Constitution saving throw or be
blinded until the spell ends.
A creature blinded by this spell makes another
Constitution saving throw at the end o f each o f its turns.
On a successful save, it is no longer blinded.

Blindness/Deafness[]

2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
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 o f each of its
turns, the target can make a Constitution saving throw.
On a success, the spell ends.
At Higher Levels. When you cast this spell using
a spell slot o f 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

Blink[]

3rd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute

Roll a d20 at the end of each o f your turns for the
duration o f the spell. On a roll o f 11 or higher, you
vanish from your current plane o f existence and appear
in the Ethereal Plane (the spell fails and the casting is
wasted if you w ere 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 o f 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
o f 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.

Blur[]

2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all w ho 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.

Branding Smite[]

2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

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.

At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Burning Hands[]

1st-level evocation
Casting Time: 1 action
Range: Sel f (15-foot cone)
Components: V, S
Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet o f 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 w orn or carried. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

C[]

Call Lightning[]

3rd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

A storm cloud appears in the shape o f 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 o f lightning flashes down from the cloud to that point. Each creature within 5 feet o f 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 o f 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. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Calm Emotions[]

2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You attempt to suppress strong emotions in a group
o f 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 w ishes. If a creature fails its
saving throw, choose one o f 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 o f your choice that it is hostile toward. This
indifference ends if the target is attacked or harmed by
a spell or if it w itnesses any o f its friends being harmed.
When the spell ends, the creature becomes hostile
again, unless the DM rules otherwise.


Chain Lightning
[]

6 th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit o f fur; a p iece o f amber,
glass, or a crystal rod; and three silver pins)
Duration: Instantaneous
You create a bolt o f 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 o f which must b e within 30 feet o f the first
target. A target can be a creature or an object and can
be targeted by only one o f 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.
At Higher Levels. When you cast this spell using
a spell slot o f 7th level or higher, one additional bolt
leaps from the first target to another target for each slot
level above 6th.

Charm Person[]

1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within
range. It must make a W isdom 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 w as charmed by you.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st. The
creatures must be within 30 feet o f each other when
you target them.

Chill Touch[]

Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space o f a
creature within range. Make a ranged spell attack
against the creature to assail it with the chill o f the
grave. On a hit, the target takes 1d8 necrotic damage,
and it can’t regain hit points until the start o f 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 o f your next turn.
This spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).


Chromatic Orb
[]

1st-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous
You hurl a 4-inch-diameter sphere o f energy at a
creature that you can see within range. You choose
acid, cold, fire, lightning, poison, or thunder for the type
o f orb you create, and then make a ranged spell attack
against the target. If the attack hits, the creature takes
3d8 damage o f the type you chose.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.


Circle of Death
[]

6 th-level necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (the powder o f a crushed black
pearl worth at least 500 gp)
Duration: Instantaneous
A sphere o f negative energy ripples out in a 60-footradius
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.
A t Higher Levels. When you cast this spell using a
spell slot o f 7th level or higher, the damage increases by
2d6 for each slot level above 6th.

Circle of Power[]

5th-level abjuration
Casting Time: 1 action
Range: Sel f (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
Divine energy radiates from you, distorting and
diffusing m agical energy within 30 feet o f you. Until
the spell ends, the sphere moves with you, centered on
you. For the duration, each friendly creature in the area
(including you) has advantage on saving throws against
spells and other magical effects. Additionally, when
an affected creature succeeds on a saving throw made
against a spell or magical effect that allows it to make a
saving throw to take only half damage, it instead takes
no damage if it succeeds on the saving throw.

Clairvoyance[]

3rd-level divination
Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M (a focus worth at least 100
gp, either a jeweled horn for hearing or a glass
eye for seeing)
Duration: Concentration, up to 10 minutes
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 o f 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. A s 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 o f your fist.


Clone
[]

8 th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth at least 1,000
gp and at least 1 cubic inch o f flesh o f the creature
that is to be cloned, which the spell consumes, and a
vessel worth at least 2,000 gp that has a sealable lid
and is large enough to hold a Medium creature, such
as a huge urn, coffin, mud-filled cyst in the ground, or
crystal container filled with salt water)
Duration: Instantaneous
This spell grows an inert duplicate o f 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 o f 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 w illing 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.


Cloud of Daggers
[]

2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sliver o f glass)
Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a cube 5 feet on
each side, centered on a point you choose within range.
A creature takes 4d4 slashing damage when it enters
the spell’s area for the first time on a turn or starts
its turn there.
At Higher Levels. When you cast this spell using a
spell slot o f 3rd level or higher, the damage increases by
2d4 for each slot level above 2nd.


Cloud kill
[]

5th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a 20-foot-radius sphere of poisonous, yellowgreen
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 m oves 10 feet away from you at the start
o f each o f your turns, rolling along the surface o f the
ground. The vapors, being heavier than air, sink to the
lowest level o f the land, even pouring down openings.
At Higher Levels. When you cast this spell using a
spell slot o f 6th level or higher, the damage increases by
1d8 for each slot level above 5th.


Color Spray
[]

1st-level illusion
Casting Time: 1 action
Range: S e l f (15-foot cone)
Components: V, S, M (a pinch o f powder or sand that is
colored red, yellow, and blue)
Duration: 1 round
A dazzling array o f flashing, colored light springs from
your hand. Roll 6 d10; the total is how many hit points
o f creatures this spell can effect. Creatures in a 15-foot
cone originating from you are affected in ascending
order o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, roll an additional 2d10
for each slot level above 1st.


Command
[]

1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can
see within range. The target must succeed on a W isdom
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 o f 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.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The
creatures must be within 30 feet o f each other when
you target them.


Commune
[]

5th-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (incense and a vial o f holy or
unholy water)
Duration: 1 minute
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.


Commune with Nature
[]

5th-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S
Duration: Instantaneous
You briefly become one with nature and gain knowledge
o f the surrounding territory. In the outdoors, the spell
gives you knowledge o f the land within 3 miles o f 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 o f up to three facts of
your choice about any o f the following subjects as they
relate to the area:
• terrain and bodies o f water
• prevalent plants, minerals, animals, or peoples
• powerful celestials, fey, fiends, elementals, or undead
• influence from other planes o f existence
• buildings
For example, you could determine the location of
powerful undead in the area, the location o f major
sources o f safe drinking water, and the location o f any
nearby towns.


Compelled Duel
[]

1st-level enchantment
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You attempt to compel a creature into a duel. One
creature that you can see within range must make a
Wisdom saving throw. On a failed save, the creature is
drawn to you, compelled by your divine demand. For
the duration, it has disadvantage on attack rolls against
creatures other than you, and must make a Wisdom
saving throw each time it attempts to move to a space
that is more than 30 feet away from you; if it succeeds
on this saving throw, this spell doesn’t restrict the
target’s movement for that turn.
The spell ends if you attack any other creature, if you
cast a spell that targets a hostile creature other than the
target, if a creature friendly to you damages the target or
casts a harmful spell on it, or if you end your turn more
than 30 feet away from the target.


Comprehend Languages
[]

1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch o f soot and salt)
Duration: 1 hour
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 w ords are written. It
takes about 1 minute to read one page o f text.
This spell doesn’t decode secret messages in a text
or a glyph, such as an arcane sigil, that isn’t part o f a
written language.


Compulsion
[]

4th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Creatures o f your choice that you can see within range
and that can hear you must make a W isdom 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 o f your turns to designate a
direction that is horizontal to you. Each affected target
must u se as much o f 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 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 w ill provoke
opportunity attacks to move in the designated direction.


Cone of Cold
[]

5th-level evocation
Casting Time: 1 action
Range: Sel f (60-foot cone)
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
A blast o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 6th level or higher, the damage increases by
1d8 for each slot level above 5th.


Confusion
[]

4th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
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 d 10 at the start o f each o f its turns to determine its
behavior for that turn.
At the end o f each o f its turns, an affected target can
make a W isdom saving throw. If it succeeds, this effect
ends for that target.
At Higher Levels. When you cast this spell using a
spell slot o f 5th level or higher, the radius of the sphere
increases by 5 feet for each slot level above 4th.


Conjure Animals
[]

3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon fey spirits that take the form o f beasts and
appear in unoccupied spaces that you can see within
range. Choose one o f the following options for what
appears:
• One beast o f challenge rating 2 or lower
• Two beasts o f challenge rating 1 or lower
• Four beasts o f challenge rating 1/2 or lower
• Eight beasts o f 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.
At Higher Levels. When you cast this spell using
certain higher-level spell slots, you choose one o f the
summoning options above, and more creatures appear:
twice as many with a 5th-level slot, three times as many
with a 7th-level slot, and four times as many with a
9th-level slot.


Conjure Barrage
[]

3rd-level conjuration
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (one piece o f ammunition or a
thrown w eapon)
Duration: Instantaneous
You throw a nonmagical w eapon or fire a piece of
nonmagical ammunition into the air to create a cone
of identical weapons that shoot forward and then
disappear. Each creature in a 60-foot cone must succeed
on a Dexterity saving throw. A creature takes 3d8
damage on a failed save, or half as much damage on a
successful one. The damage type is the same as that of
the w eapon or ammunition used as a component.


Conjure Celestial
[]

7th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon a celestial o f 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.
At Higher Levels. When you cast this spell using a
9th-level spell slot, you summon a celestial o f challenge
rating 5 or lower.


Conjure Elemental
[]

5th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (burning incense for air, soft clay
for earth, sulfur and phosphorus for fire, or water and
sand for water)
Duration: Concentration, up to 1 hour
You call forth an elemental servant. Choose an area o f air,
earth, fire, or water that fills a 10-foot cube within range.
An elemental o f challenge rating 5 or lower appropriate
to the area you chose appears in an unoccupied space
within 10 feet o f 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 o f 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.
At Higher Levels. When you cast this spell using
a spell slot o f 6th level or higher, the challenge rating
increases by 1 for each slot level above 5th.
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.


Conjure Fey
[]

6 th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon a fey creature o f 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 o f 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.
At Higher Levels. When you cast this spell using
a spell slot o f 7th level or higher, the challenge rating
increases by 1 for each slot level above 6th.


Conjure Minor Elementals
[]

4th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
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 o f challenge rating 2 or lower
• Two elementals o f challenge rating 1 or lower
• Four elementals o f 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.
At Higher Levels. When you cast this spell using
certain higher-level spell slots, you choose one o f the
summoning options above, and more creatures appear:
twice as many with a 6th-level slot and three times as
many with an 8th-level slot.


Conjure Volley
[]

5th-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S , M (one piece o f ammunition or one
thrown weapon)
Duration: Instantaneous

You fire a p iece o f nonmagical ammunition from a
ranged weapon or throw a nonmagical w eapon into
the air and choose a point within range. Hundreds of
duplicates o f the ammunition or weapon fall in a volley
from above and then disappear. Each creature in a
40-foot-radius. 20-foot-high cylinder centered on that
point must make a Dexterity saving throw. A creature
takes 8d8 damage on a failed save, or half as much
damage on a successful one. The damage type is the
same as that o f the ammunition or weapon.


Conjure Woodland Beings
[]

4th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (one holly berry per
creature summoned)
Duration: Concentration, up to 1 hour
You summon fey creatures that appear in unoccupied
spaces that you can see within range. Choose one o f the
following options for what appears:
• One fey creature o f challenge rating 2 or lower
• Two fey creatures o f challenge rating 1 or lower
• Four fey creatures o f challenge rating 1/2 or lower
• Eight fey creatures o f 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.
At Higher Levels. When you cast this spell using
certain higher-level spell slots, you choose one o f the
summoning options above, and more creatures appear:
twice as many with a 6th-level slot and three times as
many with an 8th-level slot.


Contact Other Plane
[]

5th-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V
Duration: 1 minute
You mentally contact a demigod, the spirit o f 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 w ould be misleading,
the DM might instead offer a short phrase as an answer.


Contagion
[]

5th-level necromancy
Casting Time: 1 action
Range: Touch
Component: V, S
Duration: 7 days
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 o f your choice from any o f
the ones described below.
At the end o f each o f 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 o f 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 W isdom 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 o f 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 o f its next turn.


Contingency
[]

6 th-level evocation
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a statuette o f yourself carved
from ivory and decorated with gems worth at
least 1,500 gp)
Duration: 10 days
Choose a spell o f 5th level or lower that you can cast, that
has a casting time o f 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 o f another contingency spell on you ends. Also,
contingency ends on you if its material component is
ever not on your person.


Continual Flame
[]

2nd-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (ruby dust worth 50 gp, which the
spell consumes)
Duration: Until dispelled
A flame, equivalent in brightness to a 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.


Control Water
[]

4th-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S , M (a drop o f water and a
pinch o f dust)
Duration: Concentration, up to 10 minutes
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 o f 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 o f 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.
If you choose an area in a large body o f water, you
instead create a 20-foot tall wave that travels from one
side o f 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 o f 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 o f 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 o f water
at least 50 feet square and 25 feet deep. You cause
a whirlpool to form in the center o f the area. The
whirlpool forms a vortex that is 5 feet w ide at the
base, up to 50 feet w ide at the top, and 25 feet tall. Any
creature or object in the water and within 25 feet o f the
vortex is pulled 10 feet toward it. A creature can swim
away from the vortex by m aking 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.


Control Weather
[]

8 th-Ievel transmutation
Casting Time: 10 minutes
Range: Self (5-mile radius)
Components: V, S, M (burning incense and bits o f earth
and wood mixed in water)
Duration: Concentration, up to 8 hours
You take control o f the weather within 5 miles o f 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.

Precipitation
Stage Condition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard

Temperature
Stage Condition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold

Wind
Stage Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm


Cordon of Arrows
[]

2nd-level transmutation
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (four or more arrows or bolts)
Duration: 8 hours
You plant four pieces o f nonmagical ammunition—
arrows or crossbow bolts—in the ground within range
and lay m agic upon them to protect an area. Until the
spell ends, whenever a creature other than you comes
within 30 feet o f the ammunition for the first time on a
turn or ends its turn there, one piece o f ammunition flies
up to strike it. The creature must succeed on a Dexterity
saving throw or take 1d6 piercing damage. The piece of
ammunition is then destroyed. The spell ends when no
ammunition remains.
When you cast this spell, you can designate any
creatures you choose, and the spell ignores them.
At Higher Levels. When you cast this spell using
a spell slot o f 3rd level or higher, the amount of
ammunition that can be affected increases by two for
each slot level above 2nd.


Counterspell
[]

3rd-level abjuration
Casting Time: 1 reaction, which you take when you see
a creature within 60 feet o f you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process o f
casting a spell. If the creature is casting a spell o f 3rd
level or lower, its spell fails and has no effect. If it is
casting a spell o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 4th level or higher, the interrupted spell has
no effect if its level is less than or equal to the level o f the
spell slot you used.


Create Food and Water
[]

3rd-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You create 45 pounds o f food and 30 gallons o f 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.


Create or Destroy Water
[]

1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop o f water if creating water
or a few grains o f sand if destroying it)
Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons o f clean
water within range in an open container. Alternatively,
the water falls as rain in a 30-foot cube within range,
extinguishing exposed flames in the area.
D estroy Water. You destroy up to 10 gallons o f water
in an open container within range. Alternatively, you
destroy fog in a 30-foot cube within range.
A t Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, you create or destroy
10 additional gallons of water, or the size of the cube
increases by 5 feet, for each slot level above 1st.


Create Undead
[]

6th-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one clay pot filled with grave dirt,
one clay pot filled with brackish water, and one 150 gp
black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three
corpses o f 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 o f your turns, you can
mentally command any creature you animated with
this spell if the creature is within 120 feet o f you (if you
control multiple creatures, you can command any or all
o f them at the same time, issuing the same command to
each one). You decide what action the creature w ill 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 o f the creature for another
24 hours, you must cast this spell on the creature
before the current 24-hour period ends. This use
o f the spell reasserts your control over up to three
creatures you have animated with this spell, rather than
animating new ones.
At Higher Levels. When you cast this spell using a
7th-level spell slot, you can animate or reassert control
over four ghouls. When you cast this spell using an
8th-level spell slot, you can animate or reassert control
over five ghouls or two ghasts or wights. When you cast
this spell using a 9th-level spell slot, you can animate or
reassert control over six ghouls, three ghasts or wights,
or two mummies.


Creation
[]

5th-level illusion
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a tiny p iece o f matter o f the same
type o f the item you plan to create)
Duration: Special
You pull w isps 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 o f a
form and material that you have seen before.
The duration depends on the object’s material. If
the object is composed o f multiple materials, use the
shortest duration.
Using any material created by this spell as another
spell’s material component causes that spell to fail.
At Higher Levels. When you cast this spell using a
spell slot o f 6th level or higher, the cube increases by 5
feet for each slot level above 5th.


Crown of Madness
[]

2nd-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
One humanoid o f your choice that you can see within
range must succeed on a W isdom saving throw or
become charmed by you for the duration. While
the target is charmed in this way, a twisted crown
of jagged iron appears on its head, and a madness
glows in its eyes.
The charmed target must use its action before moving
on each of its turns to make a melee attack against a
creature other than itself that you mentally choose.
Material Duration
Vegetable matter 1 day
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine or mithral 1 minute
The target can act normally on its turn if you choose no
creature or if none are within its reach.
On your subsequent turns, you must use your action to
maintain control over the target, or the spell ends. Also,
the target can make a Wisdom saving throw at the end
o f each o f its turns. On a success, the spell ends.


Crusader’s Mantle
[]

3rd-level evocation
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Holy power radiates from you in an aura with a 30-foot
radius, awakening boldness in friendly creatures. Until
the spell ends, the aura moves with you, centered on
you. While in the aura, each nonhostile creature in the
aura (including you) deals an extra 1d4 radiant damage
when it hits with a w eapon attack.


Cure Wounds
[]

1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number o f hit points
equal to 1d8 + your spellcasting ability modifier. This
spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.

D[]

Dancing Lights[]

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit o f phosphorus or w ychwood,
or a glowworm)
Duration: Concentration, up to 1 minute

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 o f another light created by this
spell, and a light winks out if it exceeds the spell’s range.

Darkness[]

2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or
piece o f coal)
Duration: Concentration, up to 10 minutes

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 w orn or carried, the darkness
emanates from the object and moves with it. Completely
covering the source o f 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 o f light
created by a spell o f 2nd level or lower, the spell that
created the light is dispelled.

Darkvision
[]

2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (either a pinch o f dried
carrot or an agate)
Duration: 8 hours

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 o f 60 feet.

Daylight[]

3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 hour

A 60-foot-radius sphere o f 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 w orn 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 o f this spell’s area overlaps with an area of
darkness created by a spell o f 3rd level or lower, the
spell that created the darkness is dispelled.

Death Ward
[]

4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours

You touch a creature and grant it a measure of
protection from death.
The first time the target w ould 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.

Delayed Blast Fireball
[]

7th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball o f bat
guano and sulfur)
Duration: Concentration, up to 1 minute

A beam o f 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 o f 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 w orn or carried.
At Higher Levels. When you cast this spell using
a spell slot o f 8th level or higher, the base damage
increases by 1d6 for each slot level above 7th.

Demiplane
[]

8 th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 1 hour

You create a shadowy d oor 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 o f 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
o f a demiplane created by a casting o f this spell by
another creature, you can have the shadowy door
connect to its demiplane instead.

Destructive Wave
[]

5th-level evocation
Casting Time: 1 action
Range: Sel f (30-foot radius)
Components: V
Duration: Instantaneous

You strike the ground, creating a burst o f divine
energy that ripples outward from you. Each creature
you choose within 30 feet o f you must succeed on a
Constitution saving throw or take 5d6 thunder damage,
as well as 5d6 radiant or necrotic damage (your choice),
and be knocked prone. A creature that succeeds on
its saving throw takes half as much damage and isn’t
knocked prone.

Detect Evil and Good
[]

1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

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

Detect Magic
[]

1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence o f magic
within 30 feet o f 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 o f magic, if any.
The spell can penetrate most barriers, but it is blocked
by 1 foot o f stone, 1 inch o f common metal, a thin sheet
of lead, or 3 feet o f wood or dirt.

Detect Poisonand Disease
[]

1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence and
location o f poisons, poisonous creatures, and diseases
within 30 feet o f 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 o f stone, 1 inch o f common metal, a thin sheet
o f lead, or 3 feet o f w o od or dirt.

Detect Thoughts
[]

2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a copper piece)
Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts o f 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 o f 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 w orries 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 o f its thoughts, so this spell
is particularly effective as part o f 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 o f you. The spell can
penetrate barriers, but 2 feet o f rock, 2 inches o f any
metal other than lead, or a thin sheet o f lead blocks you.
You can’t detect a creature with an Intelligence o f 3 or
lower or one that doesn’t speak any language.
Once you detect the presence o f a creature in this way,
you can read its thoughts for the rest o f the duration as
described above, even if you can’t see it, but it must still
be within range.

Dimension Door
[]

4th-level conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous

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 o f your size or smaller w ho is
carrying gear up to its carrying capacity. The creature
must be within 5 feet o f you when you cast this spell.
If you w ould 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.

Disguise Self
[]

1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor,
weapons, and other belongings on your person—look
different until the spell ends or until you u se 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 o f limbs. Otherwise, the extent
o f 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 w ho touches it w ould feel nothing or would
feel your head and hair. If you use this spell to appear
thinner than you are, the hand o f 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 appearance and must succeed
on an Intelligence (Investigation) check against your
spell save DC.

Disintegrate
[]

6 th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a lodestone and a pinch o f dust)
Duration: Instantaneous
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 o f magical force, such
as the wall created by wall o f 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
o f fine gray dust. The creature can be restored to life
only by means o f a true resurrection or a wish spell.
This spell automatically disintegrates a Large or
smaller nonmagical object or a creation o f magical
force. If the target is a Huge or larger object or creation
o f force, this spell disintegrates a 10-foot-cube portion of
it. A m agic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a
spell slot o f 7th level or higher, the damage increases by
3d6 for each slot level above 6th.

Dispel Eviland Good
[]

5th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (holy water or powdered
silver and iron)
Duration: Concentration, up to 1 minute

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.

Dispel Magic
[]

3rd-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

Choose one creature, object, or magical effect within
range. Any spell of 3rd level or lower on the target ends.
For each spell o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 4th level or higher, you automatically end
the effects o f a spell on the target if the spell’s level is
equal to or less than the level o f the spell slot you used.

Dissonant Whispers
[]

1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You whisper a discordant melody that only one creature
of your choice within range can hear, wracking it with
terrible pain. The target must m ake a Wisdom saving
throw. On a failed save, it takes 3d6 psychic damage and
must immediately use its reaction, if available, to move
as far as its speed allows away from you. The creature
doesn’t move into obviously dangerous ground, such
as a fire or a pit. On a successful save, the target takes
half as much damage and doesn’t have to move away. A
deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.

Divination
[]

4th-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (incense and a sacrificial offering
appropriate to your religion, together worth at least 25
gp, which the spell consumes)
Duration: Instantaneous

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
o f 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.

Divine Favor
[]

1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Your prayer empowers you with divine radiance. Until
the spell ends, your weapon attacks deal an extra 1d4
radiant damage on a hit.

Divine Word
[]

7th-level evocation
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Instantaneous

You utter a divine word, imbued with the power that
shaped the world at the dawn o f creation. Choose any
number o f 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:
• 50 hit points or fewer: deafened for 1 minute
• 40 hit points or fewer: deafened and blinded for 10
minutes
• 30 hit points or fewer: blinded, deafened, and stunned
for 1 hour
• 20 hit points or fewer: killed instantly
Regardless o f its current hit points, a celestial, an
elemental, a fey, or a fiend that fails its save is forced
back to its plane o f origin (if it isn’t there already) and
can’t return to your current plane for 24 hours by any
means short o f a wish spell.

Dominate Beast
[]

4th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You attempt to beguile a beast that you can see within
range. It must succeed on a W isdom 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 o f you are on the same plane
o f 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 o f 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 o f its ability.
You can u se your action to take total and precise
control o f the target. Until the end o f 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.
At Higher Levels. When you cast this spell with a
5th-level spell slot, the duration is concentration, up
to 10 minutes. When you use a 6th-level spell slot,
the duration is concentration, up to 1 hour. When you
use a spell slot o f 7th level or higher, the duration is
concentration, up to 8 hours.

Dominate Monster
[]

8 th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour

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 o f 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 o f 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 o f its ability.
You can use your action to take total and precise
control o f the target. Until the end o f 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.
At Higher Levels. When you cast this spell with
a 9th-level spell slot, the duration is concentration,
up to 8 hours.

Dominate Person
[]

5th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You attempt to beguile a humanoid that you can see
within range. It must succeed on a W isdom 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 o f you are on the same plane
o f 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 o f 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 o f its ability.
You can use your action to take total and precise
control o f the target. Until the end o f 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.
At Higher Levels. When you cast this spell using
a 6th-level spell slot, the duration is concentration,
up to 10 minutes. When you use a 7th-level spell slot,
the duration is concentration, up to 1 hour. When you
use a spell slot of 8th level or higher, the duration is
concentration, up to 8 hours.

Drawmij’s Instant Summons
[]

6 th-level conjuration (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a sapphire w orth 1,000 gp)
Duration: Until dispelled

You touch an object weighing 10 pounds or less w hose
longest dimension is 6 feet or less. The spell leaves an
invisible mark on its surface and invisibly inscribes the
name o f 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.

Dream
[]

5th-level illusion
Casting Time: 1 minute
Range: Special
Components: V, S, M (a handful of sand, a dab o f ink,
and a writing quill plucked from a sleeping bird)
Duration: 8 hours

This spell shapes a creature’s dreams. Choose a
creature known to you as the target o f this spell. The
target must be on the same plane o f existence as you.
Creatures that don’t sleep, such as elves, can’t be
contacted by this spell. You, or a w illing creature you
touch, enters a trance state, acting as a m essenger.
While in the trance, the messenger is aware o f 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 o f the
spell. The messenger can also shape the environment
o f the dream, creating landscapes, objects, and other
images. The messenger can emerge from the trance at
any time, ending the effect o f 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 o f no more than ten words and
then the target must make a W isdom saving throw. On
a failed save, echoes o f the phantasmal monstrosity
spawn a nightmare that lasts the duration o f 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 o f hair, clipping from a
nail, or similar portion o f the target’s body, the target
makes its saving throw with disadvantage.

Druidcraft
[]

Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Whispering to the spirits o f nature, you create one o f 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 o f wind, the sound o f a
small animal, or the faint odor o f skunk. The effect
must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a
small campfire.

E[]

Earthquake[]

8 th-level evocation
Casting Time: 1 action
Range: 500 feet
Components: V, S, M (a pinch o f dirt, a piece o f rock,
and a lump of clay)
Duration: Concentration, up to 1 minute

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 o f 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 o f your next turn after you cast the spell. A total
o f 1d6 such fissures open in locations chosen by the DM.
Each is 1d10 x 10 feet deep, 10 feet wide, and extends
from one edge o f 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 o f each o f 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 o f 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 o f the rubble. On
a successful save, the creature takes half as much
damage and doesn’t fall prone or become buried.

Eldritch Blast
[]

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

A beam o f crackling energy streaks toward a creature
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1dlO 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.

Elemental Weapon
[]

3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic
weapon. Choose one o f the following damage types:
acid, cold, fire, lightning, or thunder. For the duration,
the weapon has a +1 bonus to attack rolls and deals an
extra 1d4 damage o f the chosen type when it hits.
At Higher Levels. When you cast this spell using a
spell slot o f 5th or 6th level, the bonus to attack rolls
increases to +2 and the extra damage increases to
2d4. When you use a spell slot of 7th level or higher,
the bonus increases to +3 and the extra damage
increases to 3d4.

Enhance Ability
[]

2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour.

You touch a creature and bestow upon it a magical enhancement. Choose one o f 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.

At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Enlarge/Reduce
[]

2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
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 w orn
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 w earing 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 o f 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).

Ensnaring Strike
[]

1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a w eapon attack
before this spell ends, a w rithing mass o f thorny vines
appears at the point o f impact, and the target must
succeed on a Strength saving throw or be restrained by
the magical vines until the spell ends. A Large or larger
creature has advantage on this saving throw. If the
target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6
piercing damage at the start of each of its turns. A creature
restrained by the vines or one that can touch the creature
can use its action to make a Strength check against your
spell save DC. On a success, the target is freed.
At Higher Levels. If you cast this spell using a spell
slot o f 2nd level or higher, the damage increases by 1d6
for each slot level above 1st.

Entangle
[]

1st-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute

Grasping w eeds and vines sprout from the ground in a
20-foot square starting from 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.

Enthrall
[]

2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute

You weave a distracting string o f words, causing
creatures o f your choice that you can see within range
and that can hear you to make a W isdom 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.

Etherealness
[]

7th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 8 hours

You step into the border regions o f 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 o f 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 o f 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 o f the Outer Planes.
At Higher Levels. When you cast this spell using
a spell slot of 8th level or higher, you can target up to
three willing creatures (including you) for each slot level
above 7th. The creatures must be within 10 feet o f you
when you cast the spell.

Evard’s Black Tentacles
[]

4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece o f tentacle from a giant
octopus or a giant squid)
Duration: Concentration, up to 1 minute

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.

Expeditious Retreat
[]

1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

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

Eyebite
[]

6 th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
For the spell’s duration, your eyes become an inky void
imbued with dread power. One creature o f your choice
within 60 feet o f you that you can see must succeed
on a W isdom saving throw or be affected by one o f the
following effects o f 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 o f eyebite.
Asleep. The target falls unconscious. It w akes up if it
takes any damage or if another creature uses its action
to shake the sleeper awake.
Panicked. The target is frightened o f you. On each
o f 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 o f each o f its turns, it can
make another Wisdom saving throw. If it succeeds,
the effect ends.

F[]

Fabricate
4th-level transmutation
Casting Time: 10 minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
You convert raw materials into products of the same
material. For example, you can fabricate a wooden
bridge from a clump o f 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 o f 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 o f objects made by the spell is
commensurate with the quality o f 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.

Faerie Fire
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
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.

False Life
1st-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount o f alcohol or
distilled spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile o f life,
you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, you gain 5 additional
temporary hit points for each slot level above 1st.

Fear
3rd-level illusion
Casting Time: 1 action
Range: Sel f (30-foot cone)
Components: V, S, M (a white feather or the
heart o f a hen)
Duration: Concentration, up to 1 minute
You project a phantasmal image o f a creature’s worst
fears. Each creature in a 30-foot cone must succeed on
a W isdom 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 o f its turns, unless there is
nowhere to move. If the creature ends its turn in a
location where it doesn’t have line o f sight to you,
the creature can make a W isdom saving throw. On a
successful save, the spell ends for that creature.


Feather Fall
1st-level transmutation
Casting Time: 1 reaction, which you take when you or a
creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or p iece o f down)
Duration: 1 minute
Choose up to five falling creatures within range. A
falling creature's rate o f 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.

Feeblemind
8 th-level enchantment
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a handful o f clay, crystal, glass,
or mineral spheres)
Duration: Instantaneous
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 o f 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.


Feign Death
3rd-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch o f graveyard dirt)
Duration: 1 hour
You touch a willing creature and put it into a cataleptic
state that is indistinguishable from death.
For the spell’s duration, or until you use an action
to touch the target and dismiss the spell, the target
appears dead to all outward inspection and to spells
used to determine the target’s status. The target is
blinded and incapacitated, and its speed drops to 0.
The target has resistance to all damage except psychic
damage. If the target is diseased or poisoned when you
cast the spell, or becomes diseased or poisoned while
under the spell’s effect, the disease and poison have no
effect until the spell ends.


Find Familiar
1st-level conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth o f charcoal,
incense, and herbs that must be consumed by fire in a
brass brazier)
Duration: Instantaneous
You gain the service o f 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 w easel. Appearing in
an unoccupied space within range, the familiar has the
statistics o f the chosen form, though it is a celestial, fey,
or fiend (your choice) instead o f a beast.
Your familiar acts independently o f 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 o f 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 o f your next turn,
gaining the benefits o f 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 o f the
forms from the above list. Your familiar transforms into
the chosen creature.
Finally, when you cast a spell with a range o f touch,
your familiar can deliver the spell as if it had cast the
spell. Your familiar must be within 100 feet o f 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.


Find Steed
2nd-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous
You summon a spirit that assumes the form o f 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 o f 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 o f 5 or less, its Intelligence
becomes 6, and it gains the ability to understand one
language o f 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 o f 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.

Find the Path
6 th-level divination
Casting Time: 1 minute
Range: Self
Components: V, S, M (a set o f divinatory tools—such
as bones, ivory sticks, cards, teeth, or carved runes—
worth 100 gp and an object from the location you
wish to find)
Duration: Concentration, up to 1 day
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 o f existence. If you
name a destination on another plane o f 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.


Find Traps
2nd-level divination
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
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.

Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
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
o f its ability.


Fireball
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat
guano and sulfur)
Duration: Instantaneous
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 o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 4th level or higher, the damage increases by
1d6 for each slot level above 3rd.


Fire Bolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
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.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).

Fire Shield
4th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes
Thin and wispy flames wreathe your body for the
duration, shedding bright light in a 10-foot radius and
dim light for an additional 10 feet. You can end the spell
early by using an action to dismiss it.
The flames provide you with a warm shield or a chill
shield, as you choose. The w arm shield grants you
resistance to cold damage, and the chill shield grants
you resistance to fire damage.
In addition, whenever a creature within 5 feet o f you
hits you with a melee attack, the shield erupts with
flame. The attacker takes 2d8 fire damage from a warm
shield, or 2d8 cold damage from a cold shield.


Fire Storm
7th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
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.


Flame Blade
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (leaf o f sumac)
Duration: Concentration, up to 10 minutes
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 o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 4th level or higher, the damage increases by
1d6 for every two slot levels above 2nd.


Flame Strike
5th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (pinch o f sulfur)
Duration: Instantaneous
A vertical column o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 6th level or higher, the fire damage or the
radiant damage (your choice) increases by 1d6 for each
slot level above 5th.


Flaming Sphere
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit o f tallow, a pinch of
brimstone, and a dusting o f powdered iron)
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere o f fire appears in an
unoccupied space o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd.


Flesh to Stone
6 th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch o f lime, water, and earth)
Duration: Concentration, up to 1 minute
You attempt to turn one creature that you can see within
range into stone. If the target’s body is made o f 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 o f each o f 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 o f both until the target collects
three o f 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.


Fly
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a wing feather from any bird)
Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying
speed o f 60 feet for the duration. When the spell ends,
the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this spell using
a spell slot o f 4th level or higher, you can target one
additional creature for each slot level above 3rd.

Fog Cloud
1st-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere o f 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 o f moderate or greater speed (at least 10
miles per hour) disperses it.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the radius o f the fog
increases by 20 feet for each slot level above 1st.


Forbiddance
6 th-level abjuration (ritual)
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a sprinkling o f holy water, rare
incense, and powdered ruby worth at least 1,000 gp)
Duration: 1 day
You create a ward against magical travel that protects
up to 40,000 square feet o f floor space to a height o f 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 o f creatures that
you choose when you cast it. Choose one or more o f 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 o f 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.


Forcecage
7th-level evocation
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500 gp)
Duration: 1 hour
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 o f 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 o f 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 o f 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 o f the spell or
effect. The cage also extends into the Ethereal Plane,
blocking ethereal travel.
This spell can’t be dispelled by dispel magic.


Foresight
9th-level divination
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a hummingbird feather)
Duration: 8 hours
You touch a w illing 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.


Freedom of Movement
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a leather strap, bound around the
arm or a similar appendage)
Duration: 1 hour
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 o f 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.

Friends
Enchantment cantrip
Casting Time: 1 action
Range: Self
Components: S, M (a small amount o f makeup applied
to the face as this spell is cast)
Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma
checks directed at one creature o f your choice that isn’t
hostile toward you. When the spell ends, the creature
realizes that you used magic to influence its mood
and becomes hostile toward you. A creature prone
to violence might attack you. Another creature might
seek retribution in other ways (at the DM’s discretion),
depending on the nature o f your interaction with it.

G[]

Gaseous Form
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit o f gauze and a
wisp o f smoke)
Duration: Concentration, up to 1 hour
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 o f 10 feet. The target can
enter and occupy the space o f 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 w as carrying or
holding can’t be dropped, used, or otherwise interacted
with. The target can’t attack or cast spells.

Gate
9th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a diamond worth at least 5,000 gp)
Duration: Concentration, up to 1 minute
You conjure a portal linking an unoccupied space you
can see within range to a precise location on a different
plane o f 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
o f 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
o f 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.


Geas
5th-level enchantment
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
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 o f activity
as you decide. If the creature can understand you, it
must succeed on a W isdom saving throw or b ecome
charmed by you for the duration. While the creature
is charmed by you, it takes 5 d10 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 o f 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.
At Higher Levels. When you cast this spell using
a spell slot o f 7th or 8th level, the duration is 1 year.
When you cast this spell using a spell slot o f 9th level,
the spell lasts until it is ended by one o f the spells
mentioned above.


Gentle Repose
2nd-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch o f salt and one copper
piece placed on each o f the corpse’s eyes, which must
remain there for the duration)
Duration: 10 days
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 o f this spell don’t count against the time
limit o f spells such as raise dead.

Giant Insect
4th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You transform up to ten centipedes, three spiders, five
wasps, or one scorpion within range into giant versions
o f 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.


Glibness
8 th-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 hour
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.


Globe of Invulnerability
6th-level abjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S, M (a glass or crystal bead that
shatters when the spell ends)
Duration: Concentration, up to 1 minute
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.
At Higher Levels. When you cast this spell using a
spell slot o f 7th level or higher, the barrier blocks spells
o f one level higher for each slot level above 6th.


Glyph of Warding
3rd-level abjuration
Casting Time: 1 hour
Range: Touch
Components: V, S, M (incense and powdered diamond
worth at least 200gp, which the spell consumes)
Duration: Until dispelled or triggered
When you cast this spell, you inscribe a glyph that
harms other creatures, either upon a surface (such as
a table or a section o f 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 o f 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 o f 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 o f 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 w ho 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
o f 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 o f its
full duration.
At Higher Levels. When you cast this spell using
a spell slot o f 4th level or higher, the damage o f an
explosive runes glyph increases by 1d8 for each slot
level above 3rd. If you create a spell glyph, you can store
any spell o f up to the same level as the slot you use for
the glyph o f warding.


Goodberry
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
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 o f the casting o f this spell.


Grasping Vine
4th-level conjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a vine that sprouts from the ground in an
unoccupied space o f your choice that you can see within
range. When you cast this spell, you can direct the vine
to lash out at a creature within 30 feet o f it that you can
see. That creature must succeed on a Dexterity saving
throw or b e pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out
at the same creature or another one as a bonus action
on each o f your turns.


Grease
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit o f pork rind or butter)
Duration: 1 minute
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.


Greater Invisibility
4th-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
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.


Greater Restoration
5th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond dust worth at least 100gp, which the spell consumes)
Duration: Instantaneous
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 o f 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 o f the target’s ability scores
• One effect reducing the target’s hit point maximum


Guardian of Faith
4th-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 8 hours
A Large spectral guardian appears and hovers for the
duration in an unoccupied space o f 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 o f your deity.
Any creature hostile to you that moves to a space
within 10 feet o f 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.


Guards and Wards
6th-level abjuration
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (burning incense, a small
measure o f brimstone and oil, a knotted string, a
small amount o f umber hulk blood, and a small silver
rod worth at least 10 gp)
Duration: 24 hours
You create a ward that protects up to 2,500 square feet
o f 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 o f 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 o f 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 o f the minor illusion spell)
to make them appear as plain sections o f 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 o f one
o f the following magical effects within the w arded area
o f 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 w ind while guards and
wards lasts.
• Place a constant gust o f wind in one corridor or room.
• Place a suggestion in one location. You select an area
o f up to 5 feet square, and any creature that enters
or passes through the area receives the suggestion
mentally.
The whole w arded 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.


Guidance
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
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 o f its choice. It can roll the die before
or after making the ability check. The spell then ends.


Guiding Bolt
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.

Gust of Wind
2nd-level evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A line o f strong w ind 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 o f your turns before the
spell ends, you can change the direction in which the
line blasts from you.

H[]

Hail of Thorns
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon
attack before the spell ends, this spell creates a rain
o f thorns that sprouts from your ranged w eapon or
ammunition. In addition to the normal effect of the
attack, the target o f the attack and each creature within
5 feet o f it must make a Dexterity saving throw. A
creature takes 1dlO piercing damage on a failed save, or
half as much damage on a successful one.
At Higher Levels. If you cast this spell using a spell
slot o f 2nd level or higher, the damage increases by 1d10
for each slot level above 1st (to a maximum o f 6 d10).


Hallow
5th-level evocation
Casting Time: 24 hours
Range: Touch
Components: V, S, M (herbs, oils, and incense worth at
least 1,000 gp, which the spell consumes)
Duration: Until dispelled
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 p os sess creatures within it. Any creature
charmed, frightened, or pos sessed by such a creature
is no longer charmed, frightened, or possessed upon
entering the area. You can exclude one or more of those
types o f 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 o f 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 o f 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 o f 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 o f 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 o f 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.


Hallucinatory Terrain
4th-level illusion
Casting Time: 10 minutes
Range: 300 feet
Components: V, S, M (a stone, a twig, and a bit
of green plant)
Duration: 24 hours
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.

Harm
6th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
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.


Haste
3rd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving o f licorice root)
Duration: Concentration, up to 1 minute
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
o f 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 o f lethargy
sweeps over it.


Heal
6th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose a creature that you can see within range. A
surge o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 7th level or higher, the amount o f healing
increases by 10 for each slot level above 6th.


Healing Word
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the healing increases by
1d4 for each slot level above 1st.

Heat Metal
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal
weapon or a suit o f 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 o f 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 o f your next turn.
At Higher Levels. When you cast this spell using a
spell slot o f 3rd level or higher, the damage increases by
1d8 for each slot level above 2nd.

Hellish Rebuke
1st-level evocation
Casting Time: 1 reaction, which you take in response
to being damaged by a creature within 60 feet o f you
that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
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.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1dlO for each slot level above 1st.

Heroes’ Feast
6th-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (a gem-encrusted bowl worth at
least 1,000gp, which the spell consumes)
Duration: Instantaneous
You bring forth a great feast, including magnificent
food and drink. The feast takes 1 hour to consume and
disappears at the end o f that time, and the beneficial
effects don’t set in until this hour is over. Up to twelve
other creatures can partake o f the feast.
A creature that partakes o f the feast gains several
benefits. The creature is cured o f 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 o f hit points. These
benefits last for 24 hours.


Heroism
1st-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
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 o f each
o f its turns. When the spell ends, the target loses any
remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.

Hex
1st-level enchantment
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within
range. Until the spell ends, you deal an extra 1d6
necrotic damage to the target whenever you hit it with
an attack. Also, choose one ability when you cast the
spell. The target has disadvantage on ability checks
made with the chosen ability.
If the target drops to 0 hit points before this spell
ends, you can use a bonus action on a subsequent turn
o f yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using
a spell slot o f 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. When you
use a spell slot o f 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours.

Hold Monster
5th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The
target must succeed on a Wisdom saving throw or be
paralyzed for the duration. This spell has no effect on
undead. At the end o f each o f its turns, the target can
make another Wisdom saving throw. On a success, the
spell ends on the target.
At Higher Levels. When you cast this spell using
a spell slot o f 6th level or higher, you can target one
additional creature for each slot level above 5th. The
creatures must be within 30 feet o f each other when
you target them.


Hold Person
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece o f iron)
Duration: Concentration, up to 1 minute
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 o f each of
its turns, the target can make another Wisdom saving
throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using
a spell slot o f 3rd level or higher, you can target one
additional humanoid for each slot level above 2nd. The
humanoids must be within 30 feet o f each other when
you target them.


Holy Aura
8th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a tiny reliquary worth at least
1,000gp containing a sacred relic, such as a scrap of
cloth from a saint’s robe or a piece o f parchment from
a religious text)
Duration: Concentration, up to 1 minute
Divine light washes out from you and coalesces
in a soft radiance in a 30-foot radius around you.
Creatures o f 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.


Hunger of Hadar
3rd-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a pickled octopus tentacle)
Duration: Concentration, up to 1 minute
You open a gateway to the dark between the stars, a
region infested with unknown horrors. A 20-foot-radius
sphere o f blackness and bitter cold appears, centered
on a point with range and lasting for the duration. This
void is filled with a cacophony o f soft whispers and
slurping noises that can be heard up to 30 feet away. No
light, magical or otherwise, can illuminate the area, and
creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the
area is difficult terrain. Any creature that starts its turn
in the area takes 2d6 cold damage. Any creature that
ends its turn in the area must succeed on a Dexterity
saving throw or take 2d6 acid damage as milky,
otherworldly tentacles rub against it.

Hunter’s Mark
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
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 w eapon 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 o f yours to mark a new creature.
At Higher Levels. When you cast this spell using
a spell slot o f 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. When you
use a spell slot o f 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours.

Hypnotic Pattern
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: S, M (a glowing stick o f incense or a
crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute
You create a twisting pattern o f colors that w eaves
through the air inside a 30-foot cube within range.
The pattern appears for a moment and vanishes. Each
creature in the area w ho sees the pattern must make
a W isdom 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 o f 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.

I[]

Ice Storm[]

4th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a pinch o f dust and a few
drops o f water)
Duration: Instantaneous

A hail o f 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 o f your next turn. At Higher Levels. When you cast this spell using a spell slot o f 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Identify
[]

1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and
an owl feather)
Duration: Instantaneous

You choose one object that you must touch throughout the casting o f 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 w as 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.

Illusory Script
[]

1st-level illusion (ritual)
Casting Time: 1 minute
Range: Touch
Components: S, M (a lead-based ink worth at least 10
gp, which the spell consumes)
Duration: 10 days

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.

Imprisonment
[]

9th-level abjuration
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a vellum depiction or a carved statuette in the likeness o f the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
Duration: Until dispelled

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a W isdom 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 o f the following forms of imprisonment.

Burial. The target is entombed far beneath the earth in a sphere o f 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 o f it. The special component for this version o f 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 o f the spell is a fine chain o f 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 o f your choice. The special component for this version o f the spell is a miniature representation o f the prison made from jade.

Minimus Containment. The target shrinks to a height o f 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 o f the spell consists o f rare soporific herbs.

Ending the Spell. During the casting o f the spell, in any o f 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 o f 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 o f the first casting is immediately freed from its binding.

Incendiary Cloud
[]

8 th-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute

A swirling cloud o f 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 o f 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 o f your turns.

Inflict Wounds
[]

1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Insect Plague
[]

5th-level conjuration
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a few grains o f sugar, some
kernels o f grain, and a smear o f fat)
Duration: Concentration, up to 10 minutes
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 4 d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also mak this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot o f 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Invisibility
[]

2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased
in gum arabic)
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is w earing 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. At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, you can target one additional creature for each slot level above 2nd.

J[]

Jump
[]

1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a grasshopper’s hind leg)
Duration: 1 minute

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

K[]

Knock
[]

2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set o f 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.

L[]

Legend Lore
5th-level divination
Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth at least 250 gp,
which the spell consumes, and four ivory strips worth
at least 50 gp each)
Duration: Instantaneous
Name or describe a person, place, or object. The spell
brings to your mind a brief summary o f the significant
lore about the thing you named. The lore might consist
o f 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 o f the
evil ones. Only a true Child o f Stone, lover and beloved
o f Moradin, may awaken the true powers o f the axe, and
only with the sacred word Rudnogg on the lips.”


Leomund’s Secret Chest
4th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (an exquisite chest, 3 feet by 2 feet
by 2 feet, constructed from rare materials worth at
least 5,000 gp, and a Tiny replica made from the same
materials worth at least 50 gp)
Duration: Instantaneous
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 o f 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 o f 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.


Leomund’s Tiny Hut
3rd-level evocation (ritual)
Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V, S, M (a small crystal bead)
Duration: 8 hours
A 10-foot-radius immobile dome o f force springs into
existence around and above you and remains stationary
for the duration. The spell ends if you leave its area.
Nine creatures o f 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 o f 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, o f any color you choose, but it is transparent
from the inside.


Lesser Restoration
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or
one condition afflicting it. The condition can be blinded,
deafened, paralyzed, or poisoned.


Levitate
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (either a small leather loop or a
piece o f golden wire bent into a cup shape with a long
shank on one end)
Duration: Concentration, up to 10 minutes
One creature or object o f 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 w ere
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 o f 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.


Light
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
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.


Lightning Arrow
3rd-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The next time you make a ranged weapon attack during
the spell’s duration, the weapon’s ammunition, or the
weapon itself if it’s a thrown weapon, transforms into
a bolt o f lightning. Make the attack roll as normal. The
target takes 4d8 lightning damage on a hit, or half
as much damage on a miss, instead o f the weapon’s
normal damage.
Whether you hit or miss, each creature within 10 feet
o f the target must make a Dexterity saving throw. Each
o f these creatures takes 2d8 lightning damage on a
failed save, or half as much damage on a successful one.
The piece o f ammunition or weapon then returns to
its normal form.
At Higher Levels. When you cast this spell using a
spell slot o f 4th level or higher, the damage for both
effects o f the spell increases by 1d8 for each slot
level above 3rd.


Lightning Bolt
3rd-level evocation
Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a bit o f fur and a rod o f amber,
crystal, or glass)
Duration: Instantaneous
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.
A t Higher Levels. When you cast this spell using a
spell slot o f 4th level or higher, the damage increases by
1d6 for each slot level above 3rd.


Locate Animals or Plants
2nd-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit o f fur from a bloodhound)
Duration: Instantaneous
Describe or name a specific kind o f 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.


Locate Creature
4th-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of fur from a bloodhound)
Duration: Concentration, up to 1 hour
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 o f you. If the creature
is moving, you know the direction o f 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 o f 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.


Locate Object
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a forked twig)
Duration: Concentration, up to 10 minutes
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 o f 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 o f a particular kind, such as a certain kind of
apparel, jewelry, furniture, tool, or w eapon.
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.


Longstrider
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch o f dirt)
Duration: 1 hour
You touch a creature. The target’s speed increases by 10
feet until the spell ends.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.

M[]

Mage Armor 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece o f cured leather) Duration: 8 hours 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.

Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
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 o f 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.


Magic Circle
3rd-level abjuration
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (holy water or powdered
silver and iron worth at least 100 gp, which the
spell consumes)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder o f
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 o f
creatures: celestials, elementals, fey, fiends, or undead.
The circle affects a creature o f the chosen type in the
following ways:
• The creature can’t w illingly 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 o f the specified type from leaving the cylinder
and protecting targets outside it.
At Higher Levels. When you cast this spell using a
spell slot o f 4th level or higher, the duration increases by
1 hour for each slot level above 3rd.

Magic Jar
6th-level necromancy
Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, reliquary, or some
other ornamental container worth at least 500 gp)
Duration: Until dispelled
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 o f 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 o f the container, either returning
to your living body (and ending the spell) or attempting
to possess a humanoids body.
You can attempt to pos sess any humanoid within
100 feet o f 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 pos sess it, and you can’t attempt to pos sess it again
for 24 hours.
Once you pos sess a creature’s body, you control it.
Your game statistics are replaced by the statistics o f the
creature, though you retain your alignment and your
Intelligence, Wisdom, and Charisma scores. You retain
the benefit o f your own class features. If the target has
any class levels, you can’t use any o f 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 o f 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.


Magic Missile
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts o f magical force. Each
dart hits a creature o f 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.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell creates one
more dart for each slot level above 1st.

Magic Mouth
2nd-level illusion (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a small bit o f honeycomb
and jade dust worth at least 10 gp, which the
spell consumes)
Duration: Until dispelled
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 o f 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 o f the
object. For example, you could instruct the mouth to
speak when any creature moves within 30 feet o f the
object or when a silver bell rings within 30 feet o f it.


Magic Weapon
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a nonmagical w eapon. Until the spell ends,
that weapon becomes a magic weapon with a +1 bonus
to attack rolls and damage rolls.
At Higher Levels. When you cast this spell using a
spell slot o f 4th level or higher, the bonus increases to
+2. When you use a spell slot o f 6th level or higher, the
bonus increases to +3.


Major Image
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit o f fleece)
Duration: Concentration, up to 10 minutes
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 o f 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 o f 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.
At Higher Levels. When you cast this spell using
a spell slot o f 6th level or higher, the spell lasts until
dispelled, without requiring your concentration.


Mass Cure Wounds
5th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 6th level or higher, the healing increases by
1d8 for each slot level above 5th.

Mass Heal
9th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A flood o f healing energy flows from you into injured
creatures around you. You restore up to 700 hit points,
divided as you choose among any number o f creatures
that you can see within range. Creatures healed by
this spell are also cured o f all diseases and any effect
making them blinded or deafened. This spell has no
effect on undead or constructs.

Mass Healing Word
3rd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
As you call out words o f restoration, up to six creatures
o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 4th level or higher, the healing increases by
1d4 for each slot level above 3rd.

Mass Suggestion
6th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, M (a snake’s tongue and either a bit of
honeycomb or a drop o f sweet oil)
Duration: 24 hours
You suggest a course o f activity (limited to a sentence
or two) and magically influence up to twelve creatures
o f 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 o f the spell.
Each target must make a Wisdom saving throw. On a
failed save, it pursues the course o f action you described
to the best o f its ability. The suggested course o f action
can continue for the entire duration. If the suggested
activity can be completed in a shorter time, the spell
ends w hen the subject finishes what it w as asked to do.
You can also specify conditions that w ill trigger a
special activity during the duration. For example, you
might suggest that a group o f 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 o f your companions damage a creature
affected by this spell, the spell ends for that creature.
At Higher Levels. When you cast this spell using
a 7th-level spell slot, the duration is 10 days. When
you use an 8th-level spell slot, the duration is 30 days.
When you use a 9th-level spell slot, the duration is a
year and a day.

Maze
8 th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
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.


Meld into Stone
3rd-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
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 o f 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 o f 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 w ithin 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.

Melf’s Acid Arrow
2nd-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf and an
adder’s stomach)
Duration: Instantaneous
A shimmering green arrow streaks toward a target
within range and bursts in a spray o f 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 o f its next turn. On a miss, the arrow
splashes the target with acid for half as much o f the
initial damage and no damage at the end o f its next turn.
At Higher Levels. When you cast this spell using a
spell slot o f 3rd level or higher, the damage (both initial
and later) increases by 1d4 for each slot level above 2nd.

Mending
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object
you touch, such as a broken chain link, two halves of
a broken key, a torn cloak, or a leaking wineskin. As
long as the break or tear is no larger than 1 foot in
any dimension, you mend it. leaving no trace o f the
former damage.
This spell can physically repair a magic item
or construct, but the spell can’t restore magic to
such an object.

Message
Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece o f copper wire)
Duration: 1 round
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 o f stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet o f wood
blocks the spell. The spell doesn’t have to follow a
straight line and can travel freely around corners or
through openings.


Meteor Swarm
9th-level evocation
Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: Instantaneous
Blazing orbs o f 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 o f 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.

Mind Blank
8 th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 24 hours
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 o f similar power used to affect the
target’s mind or to gain information about the target.

Minor Illusion
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit o f fleece)
Duration: 1 minute
You create a sound or an image o f 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 o f 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 o f 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.


Mirage Arcane
7th-level illusion
Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square
look, sound, smell, and even feel like some other sort
o f 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 o f 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.

Mirror Image
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your
space. Until the spell ends, the duplicates move with
you and mimic your actions, shifting position so it’s
impossible to track which image is real. You can use
your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during
the spell’s duration, roll a d20 to determine whether the
attack instead targets one o f your duplicates.
If you have three duplicates, you must roll a 6 or
higher to change the attack’s target to a duplicate. With
two duplicates, you must roll an 8 or higher. With one
duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier.
If an attack hits a duplicate, the duplicate is destroyed. A
duplicate can be destroyed only by an attack that hits it.
It ignores all other damage and effects. The spell ends
when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it
relies on senses other than sight, such as blindsight, or
if it can perceive illusions as false, as with truesight.


Mislead
5th-level illusion
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You become invisible at the same time that an illusory
double o f 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 w ere located where it is. On each o f 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.


Misty Step
2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30
feet to an unoccupied space that you can see.

Modify Memory
5th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s memories.
One creature that you can see must make a W isdom
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 o f its
surroundings, though it can still hear you. If it takes any
damage or is targeted by another spell, this spell ends,
and none o f the target’s memories are modified.
While this charm lasts, you can affect the target’s
memory o f an event that it experienced within the last
24 hours and that lasted no more than 10 minutes. You
can permanently eliminate all memory o f 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 o f 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 o f 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.
At Higher Levels: If you cast this spell using a spell
slot of 6th level or higher, you can alter the target’s
memories o f an event that took place up to 7 days ago
(6th level), 30 days ago (7th level), 1 year ago (8th level),
or any time in the creature’s past (9th level).


Moonbeam
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (several seeds o f any m oonseed
plant and a piece of opalescent feldspar)
Duration: Concentration, up to 1 minute
A silvery beam o f pale light shines down in a 5-footradius,
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 o f your turns after you cast this spell, you can
use an action to move the beam 60 feet in any direction.
At Higher Levels. W hen you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
1dlO for each slot level above 2nd.


Mordenkainen’s Faithful Hound
4th-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny silver whistle, a piece of
bone, and a thread)
Duration: 8 hours
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 o f 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 o f each o f your turns, the hound attempts
to bite one creature within 5 feet o f 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.


Mordenkainen’s Magnificent Mansion
7th-level conjuration
Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature portal carved from
ivory, a small piece of polished marble, and a tiny
silver spoon, each item worth at least 5 gp)
Duration: 24 hours
You 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 w ide 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 o f 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 ninecourse
banquet for up to 100 people. A staff o f 100
near-transparent servants attends all who enter. You


Mordenkainen’s Private Sanctum
4th-level abjuration
Casting Time: 10 minutes
Range: 120 feet
Components: V, S, M (a thin sheet o f lead, a piece
o f opaque glass, a wad of cotton or cloth, and
powdered chrysolite)
Duration: 24 hours
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 o f the
following properties:
• Sound can't pass through the barrier at the edge of
the w arded area.
• The barrier o f 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 o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 5th level or higher, you can increase the size
o f the cube by 100 feet for each slot level beyond 4th.
Thus you could protect a cube that can be up to 200 feet
on one side by using a spell slot o f 5th level.


Mordenkainen’s Sword
7th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a miniature platinum sword with
a grip and pommel o f copper and zinc, worth 250 gp)
Duration: Concentration, up to 1 minute
You create a sword-shaped plane o f force that hovers
within range. It lasts for the duration.
When the sword appears, you make a melee spell
attack against a target o f your choice within 5 feet o f the
sword. On a hit. the target takes 3d10 force damage.
decide the visual appearance o f 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.
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.


Move Earth
6th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an iron blade and a small bag
containing a mixture o f soils—clay, loam, and sand)
Duration: Concentration, up to 2 hours
Choose an area o f 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 o f 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 o f 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.

N[]

Nondetection
[]

3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
Duration: 8 hours

For the duration, you hide a target that you touch from divination magic. The target can be a w illing 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.

Nystul’s Magic Aura
[]

2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small square o f silk)
Duration: 24 hours

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 w orn 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 w ere a creature of that type or of that alignment.

O[]

Otiluke’s Freezing Sphere
[]

6th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a small crystal sphere)
Duration: Instantaneous

A frigid globe o f cold energy streaks from your fingertips to a point o f 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 o f water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth o f 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that w ere swimming on the surface o f 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, co o l 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 o f the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot o f 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Otiluke’s Resilient Sphere
[]

4th-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
Duration: Concentration, up to 1 minute

A sphere o f shimmering force encloses a creature or object o f 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.

Otto’s Irresistible Dance
[]

6th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

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 W isdom saving throw to regain control o f itself. On a successful save, the spell ends.

P[]

Pass without Trace
2nd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of
mistletoe and a sprig o f spruce)
Duration: Concentration, up to 1 hour
A veil o f 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 m agical
means. A creature that receives this bonus leaves
behind no tracks or other traces o f its passage.


Passwall
5th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch o f sesame seeds)
Duration: 1 hour
A passage appears at a point o f 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.


Phantasmal Force
2nd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit o f fleece)
Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind o f a
creature that you can see within range. The target must
make an Intelligence saving throw. On a failed save, you
create a phantasmal object, creature, or other visible
phenomenon o f your choice that is no larger than a
10-foot cube and that is perceivable only to the target
for the duration. This spell has no effect on undead
or constructs.
The phantasm includes sound, temperature, and other
stimuli, also evident only to the creature.
The target can use its action to examine the phantasm
with an Intelligence (Investigation) check against your
spell save DC. If the check succeeds, the target realizes
that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats
the phantasm as if it were real. The target rationalizes
any illogical outcomes from interacting with the
phantasm. For example, a target attempting to walk
across a phantasmal bridge that spans a chasm falls
once it steps onto the bridge. If the target survives the
fall, it still believes that the bridge exists and comes up
with some other explanation for its fall—it w as pushed,
it slipped, or a strong wind might have knocked it off.
An affected target is so convinced o f the phantasm’s
reality that it can even take damage from the illusion. A
phantasm created to appear as a creature can attack the
target. Similarly, a phantasm created to appear as fire, a
pool o f acid, or lava can burn the target. Each round on
your turn, the phantasm can deal 1d6 psychic damage
to the target if it is in the phantasm’s area or within 5
feet o f the phantasm, provided that the illusion is o f a
creature or hazard that could logically deal damage,
such as by attacking. The target perceives the damage
as a type appropriate to the illusion.


Phantasmal Killer
4th-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
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 b ecomes frightened for the duration. At the
start o f each o f the target’s turns before the spell ends,
the target must succeed on a W isdom saving throw
or take 4 d10 psychic damage. On a successful save,
the spell ends.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases by
1dlO for each slot level above 4th.


Phantom Steed
3rd-level illusion (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large quasi-real, horselike creature appears on
the ground in an unoccupied space o f your choice
within range. You decide the creature’s appearance,
but it is equipped with a saddle, bit, and bridle. Any
o f the equipment created by the spell vanishes in a
puff o f 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 o f 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.


Planar Ally
6th-level conjuration
Casting Time: 10 minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous
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 o f 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 o f forms. A celestial might
require a sizable donation o f gold or m agic items to
an allied temple, while a fiend might demand a living
sacrifice or a gift o f treasure. Some creatures might
exchange their service for a quest undertaken by you.
As a rule o f 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 o f 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 o f it, receiving a full share o f experience
points awarded.


Planar Binding
5th-level abjuration
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (a jewel worth at least 1,000 gp,
which the spell consumes)
Duration: 24 hours
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 o f the spell.
(Typically, the creature is first summoned into the center
o f an inverted magic circle in order to keep it trapped
while this spell is cast.) At the completion o f 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 w as summoned or created by another spell,
that spell’s duration is extended to match the duration
o f this spell.
A bound creature must follow your instructions to the
best o f 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 w ords 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 o f existence. If you are on a
different plane o f existence, it returns to the place where
you bound it and remains there until the spell ends.
At Higher Levels. When you cast this spell using a
spell slot o f a higher level, the duration increases to 10
days with a 6th-level slot, to 30 days with a 7th-level slot,
to 180 days with an 8th-level slot, and to a year and a
day with a 9th-level spell slot.


Plane Shift
7th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a forked, metal rod worth at least
250 gp, attuned to a particular plane of existence)
Duration: Instantaneous
You and up to eight w illing creatures who link hands in
a circle are transported to a different plane o f existence.
You can specify a target destination in general terms,
such as the City o f Brass on the Elemental Plane of
Fire or the palace o f Dispater on the second level o f the
Nine Hells, and you appear in or near that destination.
If you are trying to reach the City o f Brass, for example,
you might arrive in its Street o f 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 o f 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 o f existence you specify. A creature
so transported must find its own way back to your
current plane of existence.


Plant Growth
3rd-level transmutation
Casting Time: 1 action or 8 hours
Range: 150 feet
Components: V, S
Duration: Instantaneous
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 o f 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 o f food when harvested.


Poison Spray
Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see
within range and project a puff o f noxious gas from your
palm. The creature must succeed on a Constitution
saving throw or take 1d12 poison damage.
This spell’s damage increases by 1d12 when you reach
5th level (2d12), 11th level (3d12), and 17th level (4d12).


Polymorph
4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see
within range into a new form. An unwilling creature
must make a W isdom 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 o f the chosen beast. It retains its alignment
and personality.
The target assumes the hit points o f its new form.
When it reverts to its normal form, the creature
returns to the number o f hit points it had before it
transformed. If it reverts as a result o f 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 o f 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 o f its equipment.


Power Word Heal
9th-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A wave o f healing energy washes over the creature
you touch. The target regains all its hit points. If the
creature is charmed, frightened, paralyzed, or stunned,
the condition ends. If the creature is prone, it can use its
reaction to stand up. This spell has no effect on undead
or constructs.


Power Word Kill
9th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You utter a w ord o f 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.

Power Word Stun
8th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a w ord o f power that can overwhelm the
mind o f 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 o f each o f its turns. On a successful
save, this stunning effect ends.

Prayer of Healing
2nd-level evocation
Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous
Up to six creatures o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 3rd level or higher, the healing increases by
1d8 for each slot level above 2nd.


Prestidigitation
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor m agical 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 o f 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 o f 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 o f
your next turn.
If you cast this spell multiple times, you can have up to
three o f its non-instantaneous effects active at a time,
and you can dismiss such an effect as an action.


Prismatic Spray
7th-level evocation
Casting Time: 1 action
Range: Sel f (60-foot cone)
Components: V, S
Duration: Instantaneous
Eight multicolored rays o f 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 o f each o f 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 o f both until the
target collects three o f a kind.
7. Violet. On a failed save, the target is blinded. It
must then make a W isdom 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 o f 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.


Prismatic Wall
9th-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
A shimmering, multicolored plane o f 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 o f 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 o f it or starts its turn there, the creature
must succeed on a Constitution saving throw or become
blinded for 1 minute.
The wall consists o f 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
o f the spell. A rod o f 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 o f 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 o f each o f 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 o f equal or
higher level.
7. Violet. On a failed save, the creature is blinded. It
must then make a W isdom 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 o f 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 o f equal or higher level that can end spells and
magical effects.


Produce Flame
Conjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
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 o f you. Make a ranged spell attack. On a
hit, the target takes 1d8 fire damage.
This spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).


Programmed Illusion
6th-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit o f fleece and jade dust worth
at least 25 gp)
Duration: Until dispelled
You create an illusion o f 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 o f the area.
For example, you could create an illusion o f 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 w ord 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.

Project Image
7th-level illusion
Casting Time: 1 action
Range: 500 miles
Components: V, S, M (a small replica o f you made from
materials worth at least 5 gp)
Duration: Concentration, up to 1 day
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 o f
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.


Protection from Energy
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration, the w illing creature you touch has
resistance to one damage type o f your choice: acid, cold,
fire, lightning, or thunder.


Protection from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver
and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
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 p os sessed by them. If the target is already charmed,
frightened, or p ossessed by such a creature, the target
has advantage on any new saving throw against the
relevant effect.


Protection from Poison
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
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.

Purify Food and Drink
1st-level transmutation (ritual)
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
All nonmagical food and drink within a 5-foot-radius
sphere centered on a point o f your choice within range is
purified and rendered free o f poison and disease.

Q[]

R[]

Raise Dead
5th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth at least 500 gp,
which the spell consumes)
Duration: Instantaneous
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 w illing 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 w ounds, 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.


Rary’s Telepathic Bond
5th-level divination (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (pieces o f eggshell from two
different kinds o f creatures)
Duration: 1 hour
You forge a telepathic link among up to eight w illing
creatures o f your choice within range, psychically
linking each creature to all the others for the duration.
Creatures with Intelligence scores o f 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
o f existence.


Ray of Enfeeblement
2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A black beam o f 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 o f each o f the target’s turns, it can make
a Constitution saving throw against the spell. On a
success, the spell ends.


Ray of Frost
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam o f 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.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

Ray of Sickness
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A ray o f sickening greenish energy lashes out toward
a creature within range. Make a ranged spell attack
against the target. On a hit, the target takes 2d8 poison
damage and must make a Constitution saving throw.
On a failed save, it is also poisoned until the end of
your next turn.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.

Regenerate
7th-level transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a prayer wheel and holy water)
Duration: 1 hour
You touch a creature and stimulate its natural healing
ability. The target regains 4d8 + 15 hit points. For the
duration o f the spell, the target regains 1 hit point at the
start o f each o f 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.

Reincarnate
5th-level transmutation
Casting Time: 1 hour
Range: Touch
Components: V, S, M (rare oils and unguents worth at
least 1,000 gp, which the spell consumes)
Duration: Instantaneous
You touch a dead humanoid or a piece o f 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 w illing 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.
d100 Race
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.

Remove Curse
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
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.

Resistance
Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a miniature cloak)
Duration: Concentration, up to 1 minute
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 o f its choice. It can roll
the die before or after m aking the saving throw. The
spell then ends.

Resurrection
7th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth at least 1,000gp, which the spell consumes)
Duration: Instantaneous
You touch a dead creature that has been dead for no
more than a century, that didn’t die o f 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 p oisons 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 w ounds 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.


Reverse Gravity
7th-level transmutation
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
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 o f the area without striking
anything, it remains there, oscillating slightly, for
the duration.
At the end o f the duration, affected objects and
creatures fall back down.


Revivify
3rd-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamonds worth 300 gp, which
the spell consumes)
Duration: Instantaneous
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.

Rope Trick
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (powdered corn extract and a
twisted loop o f parchment)
Duration: 1 hour
You touch a length o f 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 o f 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 o f 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 o f the extradimensional space, but those
inside can see out o f 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.

S[]

Sacred Flame

Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous 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. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sanctuary

1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute 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 W isdom 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 w arded creature from area effects, such as the explosion o f a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Scorching Ray

2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays o f 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. At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, you create one additional ray for each slot level above 2nd.

Scrying

5th-level divination Casting Time: 10 minutes Range: Sel f Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) Duration: Concentration, up to 10 minutes You can see and hear a particular creature you choose that is on the same plane o f existence as you. The target must make a W isdom 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 w ere there. The sensor moves with the target, remaining within 10 feet o f it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size o f your fist. Instead o f targeting a creature, you can choose a location you have seen before as the target o f this spell. When you do, the sensor appears at that location and doesn’t move.

Searing Smite

1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during the spell’s duration, your w eapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start o f each o f its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet o f it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

See Invisibility

2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a pinch o f talc and a small sprinkling o f powdered silver) Duration: 1 hour For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. S e e m in g 5th-level illusion Casting Time: 1 action Range: 30 feet Components: V, S Duration: 8 hours This spell allows you to change the appearance o f any number o f 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 w ell 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 o f 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 w ould feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone w ho 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

Sending

3rd-level evocation Casting Time: 1 action Range: Unlimited Components: V, S, M (a short piece o f fine copper wire) Duration: 1 round You send a short message o f 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 o f at least 1 to understand the meaning o f your message. You can send the message across any distance and even to other planes o f existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

Sequester

7th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a powder composed o f diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) Duration: Until dispelled 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 o f the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.

Shapechange

9th-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell) Duration: Concentration, up to 1 hour You assume the form o f 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 o f your skill and saving throw proficiencies, in addition to gaining those o f 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 o f yours. You can’t use any legendary actions or lair actions o f 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 o f hit points you had before you transformed. If you revert as a result o f 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 o f any features from your class, race, or other source and can use them, provided that your new form is physically capable o f 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 w ear a piece o f 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.

Shatter

2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point o f 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. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Shield

1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start o f your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Shield of Faith

1st-level abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit o f holy text written on it) Duration: Concentration, up to 10 minutes A shimmering field appears and surrounds a creature o f your choice within range, granting it a +2 bonus to AC for the duration.

Shillelagh

Transmutation cantrip Casting Time: 1 bonus action Range: Touch Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) Duration: 1 minute The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead o f Strength for the attack and damage rolls of melee attacks using that w eapon, 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.

Shocking Grasp

Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous 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 o f metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start o f its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Silence

2nd-level illusion (ritual) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes 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.

Silent Image

1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit o f fleece) Duration: Concentration, up to 10 minutes You create the image o f 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 o f 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.

Simulacrum

7th-level illusion Casting Time: 12 hours Range: Touch Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece o f that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) Duration: Until dispelled You shape an illusory duplicate o f 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 o f 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.

Sleep

1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch o f fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points o f 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. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Sleet Storm

3rd-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (a pinch o f dust and a few drops o f water) Duration: Concentration, up to 1 minute 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.

Slow

3rd-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop o f molasses) Duration: Concentration, up to 1 minute You alter time around up to six creatures o f your choice in a 40-foot cube within range. Each target must succeed on a W isdom 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 o f 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 o f its turn. On a successful save, the effect ends for it.

Spare the Dying

Necromancy cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Speak with Animals

1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes 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 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.

Speak with Dead

3rd-level necromancy Casting Time: 1 action Range: 10 feet Components: V, S, M (burning incense) Duration: 10 minutes You grant the semblance o f 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 o f 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.

Speak with Plants

3rd-level transmutation Casting Time: 1 action Range: Sel f (30-foot radius) Components: V, S Duration: 10 minutes You imbue plants within 30 feet o f 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 v ines 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.

Spider Climb

2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop o f bitumen and a spider) Duration: Concentration, up to 1 hour 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.

Spike Growth

2nd-level transmutation Casting Time: 1 action Range: 150 feet Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) Duration: Concentration, up to 10 minutes 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 transformation o f the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Spirit Guardians

3rd-level conjuration Casting Time: 1 action Range: Sel f (15-foot radius) Components: V, S, M (a holy symbol) Duration: Concentration, up to 10 minutes 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 o f 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. At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Spiritual Weapon

2nd-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 minute 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 o f 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 o f it. The weapon can take whatever form you choose. Clerics o f 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. At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

Stinking Cloud

3rd-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a rotten egg or several skunk cabbage leaves) Duration: Concentration, up to 1 minute You create a 20-foot-radius sphere o f 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 o f 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. St o n e Sh a p e 4th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (soft clay, which must be worked into roughly the desired shape o f the stone object) Duration: Instantaneous You touch a stone object of Medium size or smaller or a section o f 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.

Stoneskin

4th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (diamond dust worth 100 gp, which the spell consumes) Duration: Concentration, up to 1 hour This spell turns the flesh o f a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Storm of Vengeance

9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and spreading to a radius o f 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 o f lightning from the cloud to strike six creatures or objects o f your choice beneath the cloud. A given creature or object can’t be struck by m ore 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 w eapon attacks in the area are impossible. The w ind and rain count as a severe distraction for the purposes o f 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.

Suggestion

2nd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop o f sweet oil) Duration: Concentration, up to 8 hours You suggest a course o f 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 o f 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 o f action you described to the best o f its ability. The suggested course o f 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 w as 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 o f your companions damage the target, the spell ends.

Sunbeam

6th-level evocation Casting Time: 1 action Range: Sel f (60-foot line) Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute A beam o f 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 o f radiance as your action on any turn until the spell ends. For the duration, a mote o f 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.

Sunburst

8th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (fire and a piece o f sunstone) Duration: Instantaneous 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 o ozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end o f each o f 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.

Swift Quiver

5th-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S, M (a quiver containing at least one piece o f ammunition) Duration: Concentration, up to 1 minute You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it. On each o f your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece o f ammunition you used with a similar piece o f nonmagical ammunition. Any pieces o f ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Symbol

7th-level abjuration Casting Time: 1 minute Range: Touch Components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value o f at least 1,000 gp, which the spell consumes) Duration: Until dispelled or triggered When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section o f 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 o f 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 o f 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 o f 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.


Staggering Smite
[]

4th-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during this spell’s duration, your w eapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end o f its next turn.


T[]

Tasha’s Hideous Laughter
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is
waved in the air)
Duration: Concentration, up to 1 minute
A creature o f your choice that you can see within range
perceives everything as hilariously funny and falls
into fits o f laughter if this spell affects it. The target
must succeed on a W isdom saving throw or fall prone,
becoming incapacitated and unable to stand up for the
duration. A creature with an Intelligence score o f 4 or
less isn’t affected.
At the end o f each o f its turns, and each time it takes
damage, the target can make another W isdom saving
throw. The target has advantage on the saving throw if
it’s triggered by damage. On a success, the spell ends.


Telekinesis
5th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
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 o f this spell. Until the end o f 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 w eighs
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 o f this spell.
If the object is w orn 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 o f 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.


Telepathy
8 th-level evocation
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (a pair o f linked silver rings)
Duration: 24 hours
You create a telepathic link between yourself and
a willing creature with which you are familiar. The
creature can be anywhere on the same plane of
existence as you. The spell ends if you or the target are
no longer on the same plane.
Until the spell ends, you and the target can
instantaneously share w ords, images, sounds, and
other sensory messages with one another through the
link, and the target recognizes you as the creature it
is communicating with. The spell enables a creature
with an Intelligence score o f at least 1 to understand
the meaning o f your words and take in the scope o f any
sensory messages you send to it.

Teleport
7th-level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous
This spell instantly transports you and up to eight
willing creatures o f 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 o f existence as
you. Your familiarity with the destination determines
whether you arrive there successfully. The DM rolls
d 100 and consults the table.
Familiarity Mishap
Similar
Area
Off
Target
On
Target
Permanent circle — — — 01-100
Associated object — — — 01-100
Very familiar 01-05 06-13 14-24 25-100
Seen casually 01-33 34-43 44-53 54-100
Viewed once 01-43 44-53 54-73 74-100
Description 01-43 44-53 54-73 74-100
False destination 01-50 51-100 — —
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 o f 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 x
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 d 10s, then you
would be off target by 15 percent, or 18 miles. The DM
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 o f the compass. If you w ere
teleporting to a coastal city and w ound 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 o f the same
tools and implements as your laboratory. Generally,
you appear in the closest similar place, but since the
spell has no range limit, you could conceivably wind up
anywhere on the plane.
Mishap. The spell’s unpredictable magic results in a
difficult journey. Each teleporting creature (or the target
object) takes 3d10 force damage, and the DM rerolls on
the table to see where you wind up (multiple mishaps
can occur, dealing damage each time).

Teleportation Circle
5th-level conjuration
Casting Time: 1 minute
Range: 10 feet
Components: V, M (rare chalks and inks infused with
precious gems with 50 gp, which the spell consumes)
Duration: 1 round
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 w hose sigil sequence you know and that is
on the same plane o f existence as you. A shimmering
portal opens within the circle you drew and remains
open until the end o f your next turn. Any creature that
enters the portal instantly appears within 5 feet o f the
destination circle or in the nearest unoccupied space if
that space is occupied.
Many m ajor 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.


Tenser’s Floating Disk
1st-level conjuration (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop o f mercury)
Duration: 1 hour
This spell creates a circular, horizontal plane o f force,
3 feet in diameter and 1 inch thick, that floats 3 feet
above the ground in an unoccupied space o f 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. It
can move across uneven terrain, up or down stairs,
slopes and the like, but it can’t cross an elevation change
of 10 feet or more. For example, the 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 from the disk (typically
because it can’t move around an obstacle to follow you),
the spell ends.


Thaumaturgy
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign o f supernatural
power, within range. You create one o f 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 o f your choice within range, such as a
rumble o f thunder, the cry o f a raven, or ominous
whispers.
• You instantaneously cause an unlocked door or window
to fly open or slam shut.
• You alter the appearance o f your eyes for 1 minute.
If you cast this spell multiple times, you can have up to
three o f its 1-minute effects active at a time, and you can
dismiss such an effect as an action.

Thorn Whip
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (the stem o f a plant with thorns)
Duration: Instantaneous
You create a long, vine-like whip covered in thorns that
lashes out at your command toward a creature in range.
Make a melee spell attack against the target. If the
attack hits, the creature takes 1d6 piercing damage, and
if the creature is Large or smaller, you pull the creature
up to 10 feet closer to you.
This spell’s damage increases by 1d6 w hen you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thunderous Smite
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack
during this spell’s duration, your weapon rings with
thunder that is audible within 300 feet o f you, and the
attack deals an extra 2d6 thunder damage to the target.
Additionally, if the target is a creature, it must succeed
on a Strength saving throw or be pushed 10 feet away
from you and knocked prone.

Thunderwave
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave o f 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 o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.


Time Stop
9th-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
You briefly stop the flow o f 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 o f 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.

Tongues
3rd-level divination
Casting Time: 1 action
Range: Touch
Components: V, M (a small clay model o f a ziggurat)
Duration: 1 hour
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.

Transport via Plants
6th-level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: 1 round
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 o f 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 o f movement.

Tree Stride
5th-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You gain the ability to enter a tree and move from inside
it to inside another tree o f 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 o f all other trees o f the
same kind within 500 feet and, as part o f the move used
to enter the tree, can either pass into one o f those trees
or step out o f the tree you’re in. You appear in a spot of
your choice within 5 feet o f the destination tree, using
another 5 feet o f movement. If you have no movement
left, you appear within 5 feet o f the tree you entered.
You can use this transportation ability once per round
for the duration. You must end each turn outside a tree.

True Polymorph
9th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop o f mercury, a dollop of
gum arabic, and a w isp o f smoke)
Duration: Concentration, up to 1 hour
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 becomes permanent.
Shapechangers aren’t affected by this spell. 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 o f 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 o f its new form,
and when it reverts to its normal form, the creature
returns to the number o f hit points it had before it
transformed. If it reverts as a result o f 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 o f 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 o f such actions.
The target’s gear melds into the new form. The
creature can’t activate, use, wield, or otherwise benefit
from any o f its equipment.
Object into Creature. You can turn an object into
any kind o f 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 o f your turns.
You decide what action it takes and how it moves. The
DM has the creature’s statistics and resolves all o f 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 o f the object, and the creature has no
memory o f time spent in this form, after the spell ends
and it returns to its normal form.

True Resurrection
9th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a sprinkle o f holy water and
diamonds worth at least 25,000 gp, which the
spell consumes)
Duration: Instantaneous
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 w ounds, 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 o f you.

True Seeing
6 th-level divination
Casting Time: 1 action
Range: Touch
Components: V, S, M (an ointment for the eyes that
costs 25 gp; is made from mushroom powder, saffron,
and fat; and is consumed by the spell)
Duration: 1 hour
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 o f 120 feet.


True Strike
Divination cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round
You extend your hand and point a finger at a target in
range. Your magic grants you a brief insight into the
target’s defenses. On your next turn, you gain advantage
on your first attack roll against the target, provided that
this spell hasn’t ended.

Tsunami
8th-level conjuration
Casting Time: 1 minute
Range: Sight
Components: V, S
Duration: Concentration, up to 6 rounds
A wall o f water springs into existence at a point you
choose within range. You can make the wall up to 300
feet long, 300 feet high, and 50 feet thick. The wall lasts
for the duration.
When the wall appears, each creature within its area
must make a Strength saving throw. On a failed save,
a creature takes 6 d10 bludgeoning damage, or half as
much damage on a successful save.
At the start o f each o f your turns after the wall
appears, the wall, along with any creatures in it, moves
50 feet away from you. Any Huge or smaller creature
inside the wall or whose space the wall enters when
it moves must succeed on a Strength saving throw or
take 5 d10 bludgeoning damage. A creature can take
this damage only once per round. At the end o f the turn,
the wall’s height is reduced by 50 feet, and the damage
creatures take from the spell on subsequent rounds is
reduced by 1d10. When the wall reaches 0 feet in height,
the spell ends.
A creature caught in the wall can move by swimming.
Because o f the force of the wave, though, the creature
must make a successful Strength (Athletics) check
against your spell save DC in order to move at all. If it
fails the check, it can’t move. A creature that moves out
of the area falls to the ground.

U[]

Unseen Servant
[]

1st-level conjuration (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece o f string and a bit o f wood)
Duration: 1 hour

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 o f 2, and it can’t attack. If it drops to 0 hit points, the spell ends.

Once on each o f 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 wine. 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.

V[]

Vampiric Touch
[]

3rd-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your w ounds. 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 o f necrotic damage dealt. Until the spell ends, you can make the attack again on each o f your turns as an action.

At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Vicious Mockery
[]

Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You unleash a string o f 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 W isdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end o f its next turn.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

W[]

Wall of Fire
[]

4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute
You create a wall o f 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 o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 5th level or higher, the damage increases by
1d8 for each slot level above 4th.

Wall of Force
[]

5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch o f powder made by
crushing a clear gemstone)
Duration: Concentration, up to 10 minutes
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 o f up to 10 feet, or you
can shape a flat surface made up o f ten 10-foot-by-
10-foot panels. Each panel must b e 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.

Wall of Ice
[]

6th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece o f quartz)
Duration: Concentration, up to 10 minutes
You create a wall o f ice on a solid surface within range.
You can form it into a hemispherical dome or a sphere
with a radius o f up to 10 feet, or you can shape a flat
surface made up o f 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 o f 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 o f wall to 0 hit points destroys it and
leaves behind a sheet o f frigid air in the space the wall
occupied. A creature moving through the sheet o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 7th level or higher, the damage the wall
deals when it appears increases by 2d6, and the damage
from passing through the sheet of frigid air increases by
1d6, for each slot level above 6th.

Wall of Stone
[]

5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small block o f granite)
Duration: Concentration, up to 10 minutes
A nonmagical wall o f solid stone springs into existence
at a point you choose within range. The wall is 6 inches
thick and is composed o f 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 o f the wall
(your choice). If a creature w ould 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 o f stone that can be
damaged and thus breached. Each panel has AC 15 and
30 hit points per inch o f 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.

Wall of Thorns
[]

6th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a handful o f thorns)
Duration: Concentration, up to 10 minutes
You create a wall o f 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 o f 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 o f 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.
At Higher Levels. When you cast this spell using a
spell slot o f 7th level or higher, both types o f damage
increase by 1d8 for each slot level above 6th.

Warding Bond
[]

2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pair o f platinum rings worth at
least 50 gp each, which you and the target must w ear
for the duration)
Duration: 1 hour
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 o f 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 o f the
connected creatures. You can also dismiss the spell
as an action.

Water Breathing
[]

3rd-level transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a short reed or piece o f straw)
Duration: 24 hours
This spell grants up to ten w illing creatures you can see
within range the ability to breathe underwater until the
spell ends. Affected creatures also retain their normal
mode o f respiration.

Water Walk
[]

3rd-level transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of cork)
Duration: 1 hour
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 o f the liquid at a
rate o f 60 feet per round.

Web
[]

2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit o f spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass o f 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 w ebs are difficult
terrain and lightly obscure their area.
If the w ebs 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 o f your next turn. W ebs 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 w ebs 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 o f webs
exposed to fire burns away in 1 round, dealing 2d4 fire
damage to any creature that starts its turn in the fire.

Weird
[]

9th-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to one minute
Drawing on the deepest fears o f a group o f creatures,
you create illusory creatures in their minds, visible
only to them. Each creature in a 30-foot-radius
sphere centered on a point o f 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 o f each o f the frightened creature’s
turns, it must succeed on a Wisdom saving throw or
take 4 d10 psychic damage. On a successful save, the
spell ends for that creature.

Wind Walk
[]

6th-level transmutation
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (fire and holy water)
Duration: 8 hours
You and up to ten willing creatures you can see
within range assume a gaseous form for the duration,
appearing as w isps o f cloud. While in this cloud form,
a creature has a flying speed o f 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.

Wind Wall
[]

3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a tiny fan and a feather of
exotic origin)
Duration: Concentration, up to 1 minute
A wall o f strong w ind 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.

Wish
[]

9th-level conjuration
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Wish is the mightiest spell a mortal creature can
cast. By simply speaking aloud, you can alter the very
foundations o f reality in accord with your desires.
The basic use o f this spell is to duplicate any other
spell o f 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 o f the following
effects o f your choice:
• You create one object o f 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 that 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 o f 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 o f how you worded
the wish. For example, wishing that a villain w ere 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
o f the item’s current owner.
The stress o f casting this spell to produce any effect
other than duplicating another spell w eakens you. After
enduring that stress, each time you cast a spell until
you finish a long rest, you take 1d10 necrotic damage
per level o f 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
o f 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.

Witch Bolt
[]

1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been
struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward
a creature within range, forming a sustained arc o f
lightning between you and the target. Make a ranged
spell attack against that creature. On a hit, the target
takes 1d12 lightning damage, and on each o f your turns
for the duration, you can use your action to deal 1d12
lightning damage to the target automatically. The spell
ends if you use your action to do anything else. The spell
also ends if the target is ever outside the spell’s range or
if it has total cover from you.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, the initial damage
increases by 1d12 for each slot level above 1st.

Word of Recall
[]

6 th-level conjuration
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous
You and up to five w illing creatures within 5 feet o f 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.

Wrathful Smite
[]

1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit with a melee w eapon attack
during this spell’s duration, your attack deals an extra
1d6 psychic damage. Additionally, if the target is a
creature, it must make a W isdom saving throw or be
frightened o f you until the spell ends. As an action, the
creature can make a W isdom check against your spell
save DC to steel its resolve and end this spell.

Z[]

Zone of Truth
[]

2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point o f 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 o f the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries o f the truth.

Advertisement