ACID ARROW
ACID SPLASH
AID
2nd-level evocation Casting time 1 time 1 action Range 90 Range 90 feet Components VSM Components VSM (powdered rhubarb leaf and an add er's stomach) stomach) Duration Instantaneous Duration Instantaneous
Conjuration Conjuration cantrip Casting time 1 time 1 action Range 60 Range 60 feet Components VS Components VS Duration Instantaneous Duration Instantaneous
2nd-level abjuration Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a tiny strip of white cloth) Duration 8 Duration 8 hours
Make a ranged spell attack attack against a target within range. rang e. On a hit, target takes 4d4 acid damage immediately immediately and 2d4 acid damage at the end of its next tur n. On a miss the arrow deals half of the initial damage and no secondary damage.
AT
You hurl a bubble of acid. Choose one creature within range, or two creatures within range that are within 5 feet of each other. A target must succeed on a Dex save or take 1d6 acid damage.
AT H I G H E R LEVELS
H I G H E R C H A R A C T E R LEVELS
Damage increases to 2d6 at 5th level, 3d6 at 11th, and 4d6 at 17th.
Both damages increase by 1d4 per level.
Your spell bolsters your allies with with tough ness and resolve. Choose up to three creatur es within range. Each target's Max HP and current HP increase by 5 for the duration
PHB 259
AT
H I G H E R LEVELS
Target's HP increases by an additional 5 per level.
PHB 211
PHB 211
ALARM
ALTER SEL ELF F
ANIMAL FRIENDSHIP
1st-level abjuration (ritual) Casting time 1 time 1 minute Range 30 Range 30 feet Components VSM Components VSM (a tiny bell and a piece of fine silver wire) Duration 8 Duration 8 hours
2nd-level 2nd-level transmutation Casting time 1 time 1 action Range Self Range Self Components VS Components VS Duration Concentration, Duration Concentration, up to 1 hour
1st-level enchantment Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a morsel of food) Duration 24 Duration 24 hours
Choose a door, window, window, or an area within r ange that is no larger th an a 20-foot cube. cube. Un til the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the the spell, you can d esignate creatures to not trigger the alar m. A mental alarm alerts you if you are within 1 mile and wakes you if sleeping. An audible alarm produces a bell sound for 10 seconds seconds within 60 feet
You can choose one of the following options. You can use an action action to chang e options. Aquatic Adaptation allows Adaptation allows you to breathe underwater and grants a swim speed equal to walking speed Change Appearance Appearance allows allows you to change th e way others perceive you, but cannot change to another creature ty pe or size. Use an action to change appearance again. Natural Natural Weapons gran Weapons gran ts you fangs, claws. horns, horns, or the like. It does 1d6 damage of appropriate type, you ar e proficient, and it is +1 magic magic weapon.
A beast you can see within range, Int < 4, that can see and h ear you must make make a Wis save save or b e charmed for the duration. Harm from you or your allies ends the effect.
AT
H I G H E R LEVELS
You can affect one one add itional itional beast per level. PHB 211
PHB 211-2
PHB 212
ANIMAL MESSENGER
ANIMAL SHAPES
ANIMATE DEAD
2nd-level enchantment (ritual) Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a morsel of food) Duration 24 Duration 24 hours
8th-level 8th-level transmutation Casting time 1 time 1 action Range 30 Range 30 feet Components VS Components VS Duration Concentration, Duration Concentration, up to 24 hours
3rd-level necromancy Casting time 1 time 1 minute Range 10 Range 10 feet Components VSM Components VSM (a drop of blood, a piece of of flesh, and a pinch of bone dust) Duration Instantaneous Duration Instantaneous
Designate a Tiny creature within range that you can see. That creature trav els up to 50 miles per day flying (25 by land) to a location you've visited and d elivers a message to a person fitting fitting a general description given by you. The message can be up to 25 words and is delivered in your voice.
Choose any nu mber of willing creatures within range and transform each into a beast of Large size or smaller smaller and CR 4 or lower. Each target can be given a different form. Use your action to apply new forms.
If the messenger doesn't reach the d estination estination or doesn't find a matching matching recipient, the message is lost.
AT
Transformation Transformation lasts for for the duration or until target reaches 0 HP or dies. Targets keep their mental scores but get other game statistics of the beast, cannot speak or cast spells, and have their gear melded in to their new forms, If the beast form reaches 0 HP, excess damage rolls over to the normal form. It isn't knocked unconscious unless the n ormal form reaches 0 HP.
H I G H E R LEVELS
Duration increases by 48 hours per level. PHB 212
PHB 212
Animate a pile of bones or a corpse of a Medium or Small humanoid into a Skeleton or Zombie that follows your commands. As a bonus action on each turn, mentally issue one command command to any /all within 60 feet: specific movement and action, or general command such as "guard this corridor". Undead are controlled for 24 hours. Within that time, re-cast re-cast the sp ell to reassert control over up to 4 undead animated by this spell instead of animating new ones.
AT
H I G H E R LEVELS
Animates or maintains control over 2 ad ditional undead per level. PHB 212-3
ANIMATE OBJECTS
ANTILIFE SHELL
ANTIMAGIC FIELD
5th-level 5th-level transmutation t ransmutation Casting time 1 time 1 action Range 120 Range 120 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute
5th-level abjuration Casting time 1 time 1 action Range Self Range Self ( 10-foot 10-foot radius) Components VS Components VS Duration Concentration, Duration Concentration, up to 1 hour
8th-level abjuration Casting time 1 time 1 action Range Self Range Self (10-foot radius sphere) Components VSM Components VSM (a pinch of powdered iron or iron filings) Duration Concentration, Duration Concentration, up to 1 hour
Animate up to ten objects within within r ange. As a bonus action, mentally issue one command to any/all within 500': specific movement & action, or general command such as "guard this corridor". Size Co st st Tiny 1 Small 1 Medium 2 Large 4 Hu g e 8
HP 20 25 40 50 80
AC 18 16 13 10 10
Str 4 6 10 14 18
Dex 18 14 12 10 6
Hit D mg mg +8 1d4+4 +6 1d8+2 +5 2d 2d6+1 +6 2d10+2 +8 2d12+4
A shimmering barrier extends 10 feet out from you and moves with you. Living creatures cannot pass or reach through and are pushed if the barrier barr ier moves into them, but can attack with spells, ranged, or reach weapons. If you move in a way to force force a creature to pass through the barrier, the spell ends.
Construct, Con 10, Int 3, Wis 3, Cha 1, fly 30' (hover), blindsight 30' (blind beyond).
AT
A 10-foot invisible sphere surrounds you (and moves moves with you) in which magic does not function. Spells can't be cast, cast, summoned summoned creatures disappear, an d magic items become mund mund ane within sphere. Spells and magical effects effects are supp ressed within the sphere, b ut still consume consume their du ration, and resume when the sphere no longer suppresses them. Artifacts and deity magic are unaffected by this spell. dispel magic doesn't doesn't affect the the sph ere, and spheres don't suppress each other.
H I G H E R LEVELS
Animate two additional objects per level.
PHB 213
PHB 213
PHB 213-4
ANTIPATHY/SYMPATHY
ARCANE EYE
ARCANE HAND
8th-level enchantment Casting time 1 time 1 hour Range 60 Range 60 feet Components VSM Components VSM (a lu mp of alum soaked in vinegar for Antipathy or honey for Sy mpathy) mpathy) Duration 10 Duration 10 days
4th-level divination Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a bit of bat fur) Duration Concentration, Duration Concentration, up to 1 hour
5th-level evocation Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (eggshell and snakeskin glove) Duration Concentration, Duration Concentration, up to 1 minute
Target a Hug e or smaller object object or creature or an area up to a 200' cube, and a type of intelligent creature. When creature of typ e can see target or comes within 60', make a Wis save or be affected. Each 24 hours and when affected creature ends turn out of sight and over 60' away, Wis Wis save to end effect and recognize as magical. Immune Immune for 1 minute on successful save. Antipathy: Antipathy: Creature frightened, must use movement to flee. Sympathy: Sympathy: Must use movement to come within reach of targ et, cannot willingly willingly move move away. If target har ms it, Wis Wis save to end effect.
You create an invisible floating eye for the duratio dur ation. n. You mentally receive v isual information information from the eye, which has normal vision and darkv ision ision to 30 feet. The eye can look in every direction. Use an action to move move the eye u p to 30 feet in any direction. It cannot pass through solid solid objects, but can fit through a space as small small as a 1-inch square. No distance limit, limit, but cannot enter another plane.
A Large hand appears in range. AC 20, HP as caster, Str 26, Dex 10. Bonus action to move it up to 60 feet and one cause effect: Melee spell attack, caster's stats, 4d8 force dmg Push hand's Str vs Athletics, advantage if target Medium, both move spell ability mod × 5 feet Hand grapples target. While grappling, bonus action action for 2d6 + spell ability mod blud geoning damage. Until new effect, hand moves moves to stay between you and a target. Gives half cover. Target can move through as difficult terrain if Str greater.
AT
PHB 214
PHB 214
H I G H E R LEVELS
Damage increases by 2dX per level. PHB 218
ARCANE LOCK
ARCANE SWORD
ARCANIST'S MAGIC AURA
2nd-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (gold du st worth worth at least 25 gp, which is consumed) Duration Until Duration Until dispelled
7th-level evocation Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a miniature platinum sword worth 250 gp) Duration Concentration, Duration Concentration, up to 1 minute
2nd-level illusion Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a small square of silk) Duration 24 Duration 24 hours
You choose a closed door, window, gate, chest, or other entry way and lock lock it magically. You You can designate any number of creatures that can open it normally and can also designate a p assword assword that suppr esses the the spell for 1 minute if spoken within 5 feet of it. Casting knock on on the object suppr esses this spell for 10 minu tes.
A sword-shaped piece of force force appear s floating floating in the air. You can make a melee spell attack on a creature within 5' of the sword sword for 3d10 force damage. Until the spell ends, use a b onus action action to move move it u p to 20' and make another attack.
When affected by this spell the object's object's DC to pick or break is increased by 10.
PHB 215
The target creature or unattended object receives one or both of False aura to effects like detect magic : a magic item appearing n onmagical, or a nonmagic item appearing magical, or changing the aura's school. The The false aur a can be made apparent to any creature touching the item. Change the creature type and/or alignment seen by spells such as divine smite and smite and symbol triggers. Casting this with the same effects on the same creature or object for 30 day s makes it permanent.
PHB 262-3
PHB 263
ASTRAL PROJECTION
AUGURY
AWAKEN
9th-level 9th-level necromancy Casting time 1 time 1 hour Range 10 Range 10 feet Components VSM Components VSM (per creature: a jacinth worth 1000 gp and an ornately carved silver bar worth 100 gp, b oth consumed) Duration Special Duration Special
2nd-level divination (ritual) Casting time 1 time 1 minute Range Self Range Self Components VSM Components VSM (sp ecially ecially marked sticks, bones, or similar similar tokens worth 25 gp ) Duration Instantaneous Duration Instantaneous
5th-level 5th-level transmutation Casting time 8 time 8 hours Range Touch Range Touch Components VSM Components VSM (an ag ate worth 1000 gp, which is consumed) Duration Instantaneous Duration Instantaneous
You and u p to 8 willing creatures project to Astral Astral Plane. Material Material body is unconscious unconscious and in suspended animation. animation. Astral body is duplicate of material body includin g possessions, possessions, damage and effects to it don't affect material body.
You cast bones, play cards, or some other divination method to receive an open about a specific specific course of action action you y ou plan to take within the next 30 minutes. Possible omens: Weal: good results Woe: Woe: bad results Weal and woe: both good and bad results Nothing: neither good nor bad results
Creature is returned to material body if spell ends. Use action to end spell for all. End s for one creature if either body drops 0 HP or dispel magic is is cast on on either body. If astral form enters another plane (except maybe Outer Planes), material body is transported there and creature re-enters it.
If cast two or more times before completing a long rest, cumulative 25% chance for each casting after the first to get a random reading.
PHB 215
After spending the casting time tracing pathways in the g emstone emstone focus, you touch touch a H uge or smaller smaller beast or p lant with an Intelligence of 3 or less. The touched p lant or beast gains awareness, the ability to move, move, an In telligence of 10 and the ability to speak one language you know. A plant gains the ability to move its limbs, roots, vines, etc. and gains senses similar similar to a h uman's. The awakened creature is charmed by you for 30 days or until you or your allies harm it.
PHB 215-6
PHB 216
BANE
BANISHMENT
BARKSKIN
1st-level enchantment Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a drop of blood) Duration Concentration, Duration Concentration, up to 1 minute
4th-level abjuration Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (an item distasteful to the target) Duration Concentration, Duration Concentration, up to 1 minute
2nd-level 2nd-level transmutation Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a handful of oak bark) Duration Concentration, Duration Concentration, up to 1 hour
Up to three creatures of your choice within range must make make a Char isma isma save. On failure, whenev er the creature makes an attack roll or saving throw before the spell end s it rolls 1d4 and subtracts the result from the attack roll or saving throw.
AT
Target must succeed succeed on a Ch a save or be banished to another plane of existence. If the target is native to the current plane it is banished to a demiplane and incapacitated for the duration. If it is native to another plane it is return ed there; if the spell ends before 1 minute h as passed the creature retur ns to the space it left or or the n earest unoccupied space, otherwise it doesn't.
AT
H I G H E R LEVELS
Target one additional creature per level.
Touched creature's AC cannot be less than 16 for the duration and takes on a rough, bark-like appearance.
H I G H E R LEVELS
Target one additional creature per level. PHB 216
PHB 217
PHB 217
BEACON OF HOPE
BESTOW CURSE
BLACK TENTACLES
3rd-level abjuration Casting time 1 time 1 action Range 30 Range 30 feet Components V Components VS S Duration Cocentration, Duration Cocentration, up to 1 minute
3rd-level necromancy Casting time 1 time 1 action Range Touch Range Touch Components VS Components VS Duration Concentration, Duration Concentration, up to 1 minute
4th-level conjuration Casting time 1 time 1 action Range 90 Range 90 feet Components VSM Components VSM (a p iece of tentacle tentacle from a giant squid or g iant octopus) octopus) Duration Concentration, Duration Concentration, up to 1 minute
Choose any number of creatures within range. Those affected affected hav e advan tage on Wisdom and death saving throws, and recover the maximum number of HP possible from healing effects.
The creature touched must make a Wis save or receive one curse of your choice for for the d uration: Disadvantage on checks and saves with one ability score Disadvantag e on attack rolls against you Target makes a Wis save at the start of each turn. On failure, it wastes its its action action d oing nothing. Your spells and attacks deal an extra 1d8 necrotic damage to the target.
AT
H I G H E R LEVELS
Black tentacles tentacles fill a 20' 20' square on the gr ound y ou can see within range, creating difficult terrain. When a creature en ters for the first time time on a tur n or starts its turn ther e, it must succeed succeed on a Dex save or take 3d6 bludgeoning and be restrained. An already-restrained creature takes 3d6 bludgeoning at the start of its turn. A restrained creature can make a Str or Dex check versus your spell save DC to free itself.
Duration in creases. 4th: 4th: Concentration to 10 minutes. 5th: 5th: 8 hour s (no concentration). 7th: 24 hours. 9th: Until dispelled. PHB 217
PHB 218
PHB 238
BLADE BARRIER
BLESS
BLIGHT
6th-level evocation Casting time 1 time 1 action Range 90 Range 90 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 10 minutes minutes
1st-level enchantment Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a sprinkling of holy water) Duration Concentration, Duration Concentration, up to 1 minute
4th-level necromancy Casting time 1 time 1 action Range 30 Range 30 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
You create a wall of whirling blades that can manifest as a straight straight wall up to 100 feet long or a ringed ring ed wall up to 60 feet in diameter, in either case 20 feet high and 5 feet thick.
Up to three creatures of your choice within range can choose to add 1d4 to any attack rolls and saving throws made during the duration.
When a creatur e enters the wall for the first time on a turn or starts its its turn there, it takes 6d10 slashing damage with a Dex save for half.
A target within r ange takes 8d8 necrotic damage, Con save for h alf. This has no effect on on un dead or constructs. If you target a plant creature or magical plant it makes the Con save at disadvantage and the spell deals maximum damage. A nonmagical plant that isn't a creature g ets no saving th row, itit simply simply withers an d d ies.
AT
AT
H I G H E R LEVELS
Target one additional creature per level. PHB 218
H I G H E R LEVELS
Damage increases by 1d8 per level. PHB 219
PHB 219
BLINDNESS/DEAFNESS
BLINK
BLUR
2nd-level necromancy Casting time 1 time 1 action Range 30 Range 30 feet Components V Components V Duration 1 Duration 1 minute
3rd-level transmutation Casting time 1 time 1 action Range Self Range Self Components VS Components VS Duration 1 Duration 1 minute
2nd-level illusion Casting time 1 time 1 action Range Self Range Self Components V Components V Duration Concentration, Duration Concentration, up to 1 minute
At the end of each turn for the duration, roll 1d20. On a roll of 11 or higher you disappear into the Ethereal Plane. At the start of your next turn, and when the spell ends if you're on the Ethereal Plane, you reappear in an unoccupied space of your choice that you can see within 10 feet of where you disappeared. If no such space is available, you reappear in the nearest available space.
Your body blurs, shifting and wavering to all who can see you. All creatures who attack you during the duration suffer disadvantage. Creatures who do not rely on sight or who can see through illusions are immune to this effect.
One creature within range must make a Con save. If it fails it is blinded or deafened (your choice) for the du ration. The creature can make a new Con save at the end of each of its turns to end this effect.
AT
While on the Ethereal Plane, you can see (60' in shades of of grey) and hear the plane you originated from. Creatures not on the Ethereal Plane cannot perceive or interact with you u nless they hav e the ability to do so.
H I G H E R LEVELS
Target one additional creature per level. PHB 219
PHB 219
PHB 219
BRANDING SMITE
BURNING HANDS
CALL LIGHTNING
2nd-level evocation Casting time 1 time 1 bonus action Range Self Range Self Components V Components V Duration Concentration, Duration Concentration, up to 1 minute
1st-level evocation Casting time 1 time 1 action Range Self Range Self (15-foot cone) Components VS Components VS Duration Instantaneous Duration Instantaneous
3rd-level conjuration Casting time 1 time 1 action Range 120 Range 120 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 10 minutes minutes A storm cloud, 10' tall with a 60' radius, forms at a point you can see 100' directly above you.
The nex t time time you h it a creature with a weapon attack before the spell ends, it deals an extra 2d6 radiant d amage. The target b ecomes ecomes visible if it is invisible, sheds dim light in a 5-foot 5-foot radius, and can't become become invisible un til the spell ends.
All creatures within a 15-foot 15-foot cone in front of y ou take 3d6 fire damage with a Dex save for half. Unattended flammable flammable objects catch fire.
Choose a point you can see within range. Lightning strikes, dealing 3d10 lightning damage (Dex save for half) to all creatures creatures within 5' of that point. On each of your turns until the spell ends, you can u se your action to do this again, targeting the same point or a different one. If outdoors in stormy stormy weather, the spell giv es you control over over the existing storm instead. Damage increases by 1d10 in this case.
AT
AT
H I G H E R LEVELS
Damage increases by 1d6 per level.
AT
H I G H E R LEVELS
Damage increases by 1d6 per level. PHB 219-20
H I G H E R LEVELS
Damage increases by 1d10 per level. PHB 220
PHB 220
CALM EMOTIONS
CHAIN LIGHTNING
CHARM PERSON
2nd-level enchantment Casting time 1 time 1 action Range 60 Range 60 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute
6th-level evocation Casting time 1 time 1 action Range 150 Range 150 feet Components VSM Components VSM (a bit of fur; a p iece of amber, amber, glass, or a crystal rod; and three silver pins) Duration Instantaneous Duration Instantaneous
1st-level enchantment Casting time 1 time 1 action Range 30 Range 30 feet Components V Components VS S Duration 1 Duration 1 hour
Each creature within a 20' radius sphere of a point you choose within range succeeds a Cha save (can choose to fail) or suffers from one effect you choose: Suppress charm or frightened effects. The effect resumes resumes when the spell end s if it hasn't expired in the mean time. Make target indifferent ab out creatures of your choice it was hostile hostile toward. toward. This end s if the target is attacked or h armed or witnesses its friends being harmed.
A bolt of lightning strikes a target within range, then lances out to st strike rike up to three additional targets within 30 feet of the first. Creatures struck by th is take 10d8 10d8 damage with a D ex save for half.
AT
Target one humanoid you can see within range. That creature must make a Wisdom saving throw, with advantage if you or your companions are fighting it. If it fails it is charmed for the d uration or until you or an ally causes harm to it. When the spell ends the creature is aware it was charmed by you.
AT H I G H E R LEVELS
Target one additional humanoid per level. The targets must be within 30' of each other.
Add another additional target per level. PHB 221
H I G H E R LEVELS
PHB 221
PHB 221
CHILL TOUCH
CIRCLE OF DEATH
CLAIRVOYANCE
Necromancy Necromancy cantrip Casting time 1 time 1 action Range 120 Range 120 feet Components V Components VS S Duration 1 Duration 1 round
6th-level necromancy Casting time 1 time 1 action Range 150 Range 150 feet Components VSM Components VSM (the powder of a crushed black pearl worth at least 500 gp) Duration Instantaneous Duration Instantaneous
3rd-level divination Casting time 10 time 10 minutes Range 1 Range 1 mile Components VSM Components VSM (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration Concentration, Duration Concentration, up to 10 minutes minutes
Make a ranged spell attack attack against a creature within rang e. The target takes 1d8 necrotic damage and can't regain HP until the start of your next turn. If this hits an un dead targ et, it also also has disadvantage on attack rolls against you until the end of your next turn.
AT
Negative ener gy radiates out to 60 feet from a point you designate within range. Creatures within the area take 8d6 necrotic damage with a Con save for half.
You can either see or hear as if you were at the location of the sensor. As an action, you can switch between seeing and hearing. A creature that can see inv isible things sees the sensor as a luminous, intangible orb the size of your fist. fist.
H I G H E R C H A R A C T E R LEVELS
Damage increases to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th.
An invisible sensor app ears at a location location familiar to you within r ange, or in an obvious location location that is unfamiliar to you (e.g. behind a door, around a corner, or in a g rove of trees). The sensor remains in place for the duration and cannot be attacked or interacted with.
AT
H I G H E R LEVELS
Damage increases by 2d6 per level.
PHB 221
PHB 221
PHB 222
CLONE
CLOUDKILL
COLOR SPRAY
8th-level 8th-level necromancy Casting time 1 time 1 hour Range Touch Range Touch Components VSM Components VSM (a d iamond iamond worth at least 1000 1000 gp an d at least 1 cubic inch of flesh from a creature, both consumed, and a 2000 gp sealable vessel large enough to hold a Medium creature) Duration Instantaneous Duration Instantaneous
5th-level conjuration Casting time 1 time 1 action Range 120 Range 120 feet Components VS Components VS Duration Concentration, Duration Concentration, up to 10 minutes minutes
1st-level illusion Casting time 1 time 1 action Range Self Range Self (15-foot cone) Components VSM Components VSM (a pinch of powder or sand that is colored colored red, y ellow, ellow, and b lue) Duration 1 Duration 1 round
This spell creates an inert dup licate licate that is formed inside the sealed vessel and r eaches maturity maturity after 120 days. The clone may be a younger version of the original.
When a creature en ters the cloud for the first time on a turn or starts its turn there, it takes 5d8 poison poison damage d amage with a Con save for half. Creatur es are affected even if they hold their breath or don't need to breathe.
If the target of the spell dies after the clone reaches maturity, its soul soul is transferred to the clone if the soul is free and willing. The clone has all personality, memories, memories, and abilities of the original, but none of the original's equipment.
A 20' radius sph ere within ran ge fills with with yellowgreen fog that spreads around corners. The spell ends if a strong wind disperses the fog. The sphere is heavily obscured.
The fog moves 10' away from you at the start of each of your turns, sinking if applicable.
AT
AT
H I G H E R LEVELS
Damage increases by 1d8 per level. PHB 222
Roll 6d10 to start this spell, it affects this many HP of creatures. Creatures in a 15-foot 15-foot cone are affected in ascending order by HP, ignoring unconscious creatures creatures and creatures that can't see. Affected creatures are blinded until the spell ends.
H I G H E R LEVELS
This spell affects affects an add itional 2d10 HP per level. PHB 222
PHB 222-3
CONTROL WEATHER
COUNTERSPELL
CREATE FOOD & WATER
8th-level 8th-level transmutation t ransmutation Casting time 10 time 10 minutes Range Self Range Self (5-mile radius) Components VSM Components VSM (Burning incense and bits of earth and wood wood mixed with water) Duration Concentration, Duration Concentration, up to 8 hours
3rd-level abjuration Casting time 1 time 1 reaction, which which you y ou take when y ou see a creature within 60' casting casting a spell Range 60 Range 60 feet Components S Components S Duration Instantaneous Duration Instantaneous
3rd-level conjuration Casting time 1 time 1 action Range 30 Range 30 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
Must be outdoors to cast, and maintain a clear path to the sky or spell end s. You You take control of the weather within a 5 miles of you. Change any or all of the following following by one step, taking 1d 4×10 minutes to do so. Then repeat as d esired. Precipitation: clear / light clouds / overcast or fog / rain, hail, snow / torren torrential tial rain, drivin g hail, blizzard Temperatur Temperatur e: unb earable / h ot / warm / cool cool / cold / arctic Wind ( choose choose direction): calm / moderate / strong / gale / storm storm
You attempt attempt to interrup t a creature in the process of casting casting a spell. If the interr upted spell is 3rd level or lower, it fails and has n o effect. If the interrupted spell is 4th level or higher, it fails if you succeed an ability check with your spellcasting spellcasting ability against a DC of 10 + the spell's level.
AT
You create 45 pounds of food an d 30 gallons of water on the ground or in containers nearby, enough to sustain sustain up to fifteen fifteen humanoids or five steeds for 24 hours. The food is bland bu t nourishing and spoils after 24 hours if uneaten. The water is clean and doesn't go bad.
H I G H E R LEVELS
Automatic Automatic success success if the interr upted spell is the same level or lower.
PHB 228
PHB 228
PHB 229
CREATE UNDEAD
CREATE/DESTROY WATER
CREATION
6th-level 6th-level necromancy Casting time 1 time 1 minute Range 10 Range 10 feet Components VSM Components VSM (one clay pot full of grave dirt, one with brackish water, and an onyx worth 150 gp for each corpse) Duration Instantaneous Duration Instantaneous
1st-level transmutation Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a dr op of water if creating water or a few grains of sand if d estroying it) Duration Instantaneous Duration Instantaneous
5th-level illusion Casting time 1 time 1 minute Range 30 Range 30 feet Components VSM Components VSM (a tiny piece of matter matter of the type y ou wish to create) Duration Special Duration Special
You can only cast this spell spell at nig ht. You choose up to three medium or small small corpses and turn them into Ghouls under your command. As a bonus action action on each turn , issue one command command to any/all within 120': specific movement and action, or general command such as "guard this corridor".
Create You Create You create up to 10 gallons of water water within range in an open container, or make rain in a 30foot cube, cube, exting uishing exposed flames. Destroy You Destroy You destroy up to 10 gallons gallons of water or a 30-foot cube of fog.
Undead are controlled for 24 hours. Within that time, re-cast re-cast the spell to reassert control over up to 3 ghouls instead of animating new ones.
AT
AT
H I G H E R LEVELS
7th: 4 ghouls. 8th: 5 gh ouls or 2 gh asts/wights. asts/wights. 9th: 6 ghouls, 3 ghasts/wights, or 2 mummies.
Attempting to use created material as another spell's material component causes that spell to fail.
H I G H E R LEVELS
AT
Affect an add itional itional 10 gallons per level, or increase the cube by 5 feet per level.
PHB 229
You pu ll shadow material from Shadowfell to create one object, object, no larger than a 5' cub e, of a form and material you have seen before. Duration depends on material: Vegetable matter: matter: 1 d ay Stone or crystal: 12 hours Precious metals: 1 hour Gems: 10 minutes Adamantine or mithral: 1 minute
H I G H E R LEVELS
Cube grows by 5' per level. PHB 229
PHB 229
CURE WOUNDS
DANCING LIGHTS
DARKNESS
1st-level evocation Casting time 1 time 1 action Range Touch Range Touch Components V Components VS S Duration Instantaneous Duration Instantaneous
Evocation cantrip Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (a bit of ph osphorous or wychwood, or a glowworm) Duration Concentration, Duration Concentration, up to 1 minute
2nd-level evocation Casting time 1 time 1 action Range 60 Range 60 feet Components VM Components VM (bat fur and a drop of pitch or piece of coal) Duration Concentration, Duration Concentration, up to 10 minutes minutes
A creature you touch regains HP equal to 1d8 + your spellcasting spellcasting ability modifier. This has no effect on on un dead or constructs.
You create up to 4 torch-sized torch-sized ligh ts within within r ange, formed as torches, lanterns, or g lowing lowing orbs, or combine combine all four into one Medium hu manoid figure. Each sheds d im light to 10'. 10'.
A 15' radius sph ere of darkn ess emanates emanates from a point or object you designate within range. Darkvision and nonmagical light cannot pierce it. Completely covering the source of the darkness suppr esses the effect. effect.
Use a bonu s action action to move the ligh ts up to 60 feet, but the lights must remain within range and within 20' of each other.
AT
If the effect overlaps an area of light created by a spell 2nd level or lower, the spell that created the light is dispelled.
H I G H E R LEVELS
Healing increases by 1d8 per level. PHB 230
PHB 230
PHB 230
DARKVISION
DAYLIGHT
DEATH WARD
2nd-level 2nd-level transmutation Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a pinch of dried carrot or an agate) Duration 8 Duration 8 hours
3rd-level evocation Casting time 1 time 1 action Range 60 Range 60 feet Components VS Components VS Duration 1 Duration 1 hour
4th-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components V Components VS S Duration 8 Duration 8 hours
Bright ligh t emanates 60', 60', with with dim d im light for an additional 60', from a point or object you design ate within range for the duration. Covering the source of the light sup presses the effect.
The affected creatur e is pr otected otected somewhat somewhat against death. Th e first time the creature would drop to 0 HP, it instead instead dr ops to 1 HP and the spell ends. If the target is subject to an effect that would cause instant death without dealing d amage, the effect is negated against the target and the spell ends.
Touched willing creature gain s darkv ision ision to 60' for the duration.
If the effect overlaps an area of dar kness created by a spell 3rd level or lower, the spell that created the darkness is dispelled.
PHB 230
PHB 230
PHB 230
DELAYED BLAST FIREBALL
DEMIPLANE
DETECT EVIL & GOOD
7th-level evocation Casting time 1 time 1 action Range 150 Range 150 feet Components VSM Components VSM (a tiny ball of bat guano and sulfur) Duration Concentration, Duration Concentration, up to 1 minute
8th-level conjuration Casting time 1 time 1 action Range 60 Range 60 feet Components S Components S Duration 1 Duration 1 hour
1st-level divination Casting time 1 time 1 action Range Self Range Self Components V Components VS S Duration Concentration, Duration Concentration, up to 10 minutes minutes
A beam of light condenses to a glowing bead at chosen point. When the spell ends, the bead detonates to a 20-foot 20-foot radius sph ere that spr eads around corners. Base is 12d6 12d6 fire damage, plus 1d6 per round, Dex save for half. If touched, the creature must make a Dex save. On failure, the sp ell ends immediately. immediately. Otherwise, the creature can thr ow the bead up to 40 feet, feet, causing it to explode when it hits a creature or solid solid object.
AT
H I G H E R LEVELS
You create a shadowy d oor on a flat solid solid sur face within range, large enough for Medium creatures. The door leads to a demiplane that app ears as a 30' cubed r oom made of wood wood or stone. When When the spell ends the doorway to the d emiplane disappears and all creatures, inside and out, remain where they are. Subsequent castings of this spell can connect to the same demiplane or a new one. If you kn ow the nature and contents of of a demiplane created by another creature casting this spell, you can connect to that demiplane instead.
You know if there is an aber ration, fiend, fey, celestial, celestial, elemental, elemental, or u ndead within 30 feet of you and its location. You also know if a place or object within within 30 feet of y ou has b een consecrated or desecrated. The spell is blocked b y 1 foot of stone, stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood wood or d irt.
Base damage increases by 1d6 per level. PHB 230-1
PHB 231
PHB 231
DETECT MAGIC
DETECT P OISON & DISEASE
DETECT THOUGHTS
1st-level divination (ritual) Casting time 1 time 1 action Range Self Range Self Components V Components VS S Duration Concentration, Duration Concentration, up to 10 minutes minutes
1st-level divination Casting time 1 time 1 action Range Self Range Self Components VSM Components VSM (a yew leaf) Duration Concentration, Duration Concentration, up to 10 minutes minutes
2nd-level divination Casting time 1 time 1 action Range Self Range Self Components VSM Components VSM (a copper p iece) Duration Concentration, Duration Concentration, up to 1 minute
For the duration, you sense the presence of magic within 30 feet of you. If y ou sense magic this way, you can use your action to see a faint aura around any visible creature or object that bears magic, and y ou determine the school of magic, magic, if any. The spell is blocked b y 1 foot of stone, stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood wood or d irt.
You are able to read thoug hts of creatures within 30 feet. If Int <= 3 or or no n o language, creature is unaffected. For the duration, you can sense the presence, location, and type of poisons, diseases, and poisonous poisonous creatures within 30 feet of y ou.
When cast and as an action, focus focus on a creature you can see ( or detect one creature you can't see) to read surface thoughts.
The spell is blocked by 1 foot of of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood wood or d irt.
As an action, you can probe deeper into the creature's reasoning, emotions, emotions, and concerns. Creature has a Wis save to prevent and end the spell, and each tur n can u se an action to make make an Int vs Int contest to end the spell. The spell is blocked b y 2 feet of rock, 2 inches of common metal, or a thin sheet of lead.
PHB 231
PHB 231
PHB 231-3
DIMENSION DOO OOR R
DISGUISE SEL ELF F
DISINTEGRATE
4th-level conjuration Casting time 1 time 1 action Range 500 Range 500 feet Components V Components V Duration Instantaneous Duration Instantaneous
1st-level illusion Casting time 1 time 1 action Range Self Range Self Components VS Components VS Duration 1 Duration 1 hour
6th-level 6th-level transmutation Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a lodestone lodestone & a pinch of d ust) Duration Instantaneous Duration Instantaneous A thin green ray shoots from your finger to a target you can see within range.
You teleport yourself to any spot within rang e: one you can see, one you can visualize, or one described by a distance and direction. You can bring brin g objects up to what you can carr y, as well as one willing creature within 5' bearing up to what it can carry. If you would arrive in a place already occupied by an object or creature, take 4d6 force damage and teleport fails.
You change your appearance to that of your choosing, choosing, so long as it is still humanoid and no more than 1 foot taller taller or shorter than your natural height. This does not stand up to physical inspection.
A creature must succeed on a Dex save or take 10d6+40 force damage. If this reduces it to 0 HP, it is disintegrated: it and all nonmagic items items worn or carried turn to fine grey dust. Only true resurrection or resurrection or wish can wish can r estore estore it.
To discern discern that y ou are disgu ised, a creature must spend an action and succeed on an Investigation check versus your spell save DC.
A Lar ge or smaller smaller nonmagical item or creation creation of magical force force is disintegrated. A Hu ge or larg er nonmagical item or creation of magical force has a 10' cube portion disintegrated.
AT
H I G H E R LEVELS
Damage increases by 3d6 per level. PHB 233
PHB 233
PHB 233
DISPEL EVIL & GOOD
DISPEL MAGIC
DIVINATION
5th-level abjuration Casting time 1 time 1 action Range Self Range Self Components VSM Components VSM (holy water or powdered silver and iron) Duration Concentration, Duration Concentration, up to 1 minute
3rd-level abjuration Casting time 1 time 1 action Range 120 Range 120 feet Components VS Components VS Duration Instantaneous Duration Instantaneous
4th-level 4th-level divination divination ( ritual) Casting time 1 time 1 action Range Self Range Self Components VSM Components VSM (incense an d a sacrificial offering, worth 25 gp, which are consumed) Duration Instantaneous Duration Instantaneous
Fey, un dead, celestials, celestials, fiends, and elementals elementals have disadvantage on attack rolls against you.
Choose one creature, object, or magical effect within range. Any spell 3rd level or lower on the target ends. For each spell 4th level or higher on the target, succeed an ability check using your spellcasting spellcasting ability v ersus DC 10 + the spells level to end the spell.
You can touch a creature charmed, frightened, or possessed possessed by one of the above creatures, endin g that effect and this spell's effect. You can make a melee spell attack on a creature mentioned mentioned ab ove. On a hit the creatur e must succed a Cha save or be sent to its home home plane if it isn't there already. Undead are sent to the Shadowfell, fey are sent to the Feywild. This ends the spell's effect.
You contact contact a god or a g od's servants and can ask a single qu estion estion pertaining p ertaining to an activity to occur within the next 7 days and receive a truthful reply, which might be a short phrase, a cryptic rhyme, or an omen.. If cast two or more times before completing a long rest, cumulative 25% chance for each casting after the first to get a random reading.
AT
H I G H E R LEVELS
Automatic success on spells the same level or lower.
PHB 233-4
PHB 234
PHB 234
DIVINE FAVOR
DIVINE WORD
DOMINATE BEAST
1st-level evocation Casting time 1 time 1 bonus action Range Self Range Self Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute
7th-level evocation Casting time 1 time 1 bonus action Range 30 Range 30 feet Components V Components V Duration Instantaneous Duration Instantaneous
4th-level enchantment Casting time 1 time 1 action Range 60 Range 60 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute
Your weapon attacks deal an extra 1d4 radiant damage until the spell ends.
Any number of creatures you can see within range are affected affected depending on their current HP. A Cha save negates these effects: <50 HP: deafened for 1 minute <40 HP: deafened and blinded for 10 minutes <30 HP: Blinded, deafened, and stunned for 1 hour <20 HP: killed in stantly Regard less of curren t HP, a celestial, elem elemental, ental, fey, or fiend failing the save is banished to its plane of origin (if not there already) and can't return to the current plane by any means short of wish for wish for 24 hours.
PHB 234
PHB 234
Target beast must succeed on a Wis save or b e charmed for the duration. It has advantage on the save if y ou or allies are fighting it. Each time time it takes damage, it gets a new Wis save. You can mentally order the b east to take a general course of action which it will do its best to obey. Absent commands, commands, it merely defends itself. itself. You can use y our action to take tot total al control until the end of your next turn, specifying movement and actions actions and using y our reaction to have it take its reaction.
AT
H I G H E R LEVELS
Duration increases (all require concentration): 5th: 10 minutes. 6th: 6th: 1 hour . 7th: 8 hours. PHB 234-5
DOMINATE MONSTER
DOMINATE PERSON
DREAM
8th-level enchantment Casting time 1 time 1 action Range 60 Range 60 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 1 hour
5th-level enchantment Casting time 1 time 1 action Range 60 Range 60 feet Components VS Components VS Duration Concentration, Duration Concentration, up to 1 minute
5th-level illusion Casting time 1 time 1 minute Range Special Range Special Components VSM Components VSM (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) Duration 8 Duration 8 hours
Target creature must succeed on a Wis save save or b e charmed for the duration. It has advantage on the save if y ou or allies are fighting it. Each time time it takes damage, it gets a new Wis save. You can mentally order the b east to take a general course of action which it will do its best to obey. Absent commands, it merely defend s itself. You You can use y our action to take tot total al control until the end of your next turn, specifying movement and actions actions and using y our reaction to have it take its reaction.
AT
Target hu manoid must succeed succeed on a Wis save save or be charmed for the duration. It has advantage on the save if you or allies are fighting it. Each time it takes damage, it gets a new Wis save. You can mentally order the b east to take a general course of action which it will do its best to obey. Absent commands, it merely defends itself. You can use y our action to take total total control until the end of your next turn, specifying movement and actions actions and using y our reaction to have it take its reaction.
AT H I G H E R LEVELS
H I G H E R LEVELS
Duration increases (all require concentration): 6th: 10 minutes. 7th: 7th: 1 hour . 8th: 8 hours.
9th: Duration is concentration to 8 hours PHB 235
Target creature known to you on same plane of existence. Creatures that don't sleep cannot be targeted. You, or willi willing ng creature you touch, enter trance as messenger, aware of surroundings but unable unab le to move. move. Messenger appears in target's dreams when target sleeps, can co conver nver se as long long as sleep an d spell last, can shape d ream, can end at any time. Can ap pear terr ifying: 10-word message, Wis Wis save or nightmare for 3d6 psychic and no benefit from the sleep. Save at disadvantage if you have a body part, e.g. hair or nail clippings.
PHB 235
PHB 236
DRUIDCRAFT
EARTHQUAKE
ELDRITCH BLAST
Transmutation cantrip Casting time 1 time 1 action Range 30 Range 30 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
8th-level evocation Casting time 1 time 1 action Range 500 Range 500 feet Components VSM Components VSM (a pinch of dirt, a piece of rock, and a lump of clay) Duration Concentration, Duration Concentration, up to 1 minute
Evocation cantrip Casting time 1 time 1 action Range 120 Range 120 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
You create one of the following effects: Create a tiny, h armless illusion illusion that pred icts the weather for the next 24 hours. Instantly make a flower blossom, a seed pod open, or a leaf bud bloom. bloom. Create a har mless mless natural sensory effect in a 5' cube. Instantly light or snuff a small campfire, torch, torch, or candle.
A 100-foot 100-foot radius area ar ound a point within range that you can see tremors and shakes, becoming difficult terrain. Concentrating creatures must make make a save. Creatures in the area must succeed succeed on a D ex save when cast at the end of each of your subsequent turns or fall prone. DM options: Fissures (1d6, 1d10×10' deep, 10' wide, Dex save or fall in) , Structures collapse (creatures nearby 5d6 bludgeoning, Dex for half, and fail means prone and buried (DC 20 Athletics to escape)) escape)) .
PHB 236
Make a ranged spell attack attack against a creature within rang e. On a hit, the target takes 1d10 force damage.
AT
H I G H E R C H A R A C T E R LEVELS
Multiple attacks on on the same or or different d ifferent targets: 2 at 5th, 3 at 11th, 4 at 17th.
PHB 236
PHB 237
ENHANCE ABILITY
ENLARGE/REDUCE
ENTANGLE
2nd-level 2nd-level transmutation Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (fur or a feather from a beast) Duration Concentration, Duration Concentration, up to 1 hour
2nd-level 2nd-level transmutation Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a pinch of powdered iron) Duration Concentration, Duration Concentration, up to 1 minute
1st-level conjuration Casting time 1 time 1 action Range 90 Range 90 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute
The touched creature gains advantage on checks for one ability, plus a related bonus: Str, double carry capacity Dex, no d amage from falling 20' or less unless incapacitated Con, 2d6 temp HP that expire when spell ends Int, no bonus Wis, Wis, no bonu s Cha, no bonus
AT
The target is enlarged or reduced by one size category, height d oubles/halves (or b ecomes ecomes max for space available), and weight adjusts by a factor factor of 8 for the duration. An unwilling target gets a Constitution Constitution saving throw to resist the effects of this spell. All worn worn and carr ied items chang change e size when the spell takes effect too, immediately reverting if dropped. Enlarged Advantage Enlarged Advantage on Str checks and saves, +1d4 damage with enlarged weapons.
Weeds and vines sprout from the ground in a 20foot radius centered on a point within range, creating difficult terrain. Creatures in the area when y ou cast the spell must succeed on a Str save or be restrained by the plants until the spell ends. A restrained creature can spend its action action to make a Str check versus your spell save DC to break free. Conjured plants wilt away when the spell ends.
Reduced Disadvantage Reduced Disadvantage on Str checks and saves, −1d4 damage with reduced weapons, min min 1.
H I G H E R LEVELS
Target an additional creature per level. PHB 237
PHB 237
PHB 238
ENTHRALL
ETHEREALNESS
EXPEDITIOUS RETREAT
2nd-level enchantment Casting time 1 time 1 action Range 60 Range 60 feet Components V Components VS S Duration 1 Duration 1 minute
7th-level 7th-level transmutation Casting time 1 time 1 action Range Self Range Self Components VS Components VS Duration Up Duration Up to 8 hours
1st-level transmutation Casting time 1 time 1 bonus action Range Self Range Self Components V Components VS S Duration Concentration, Duration Concentration, up to 10 minutes minutes
Creatures of your choice that you can see within range that can hear you must succeed on a Wis save or be affected. Creatures that can't b e charmed automatically automatically succeed, and creatures you or allies are fighting have advantage. Affected creatures have disadvantage on Perception Perception checks to perceive any creature other than you for the duration. Spell ends if you are incapacitated or can no longer speak.
Enter the Border Ethereal until the spell ends (can dismiss dismiss it with an action). While there y ou can see (60' in shades of grey) and hear the originating plane. Creatur es not on the Ethereal Plane cannot perceive or interact with you unless they have the ability to do so. Vertical movement costs 1' per 1'. If you return inside an object or creature, you are shunted to the nearest unoccupied space and take 2 force damage per foot moved. moved.
AT
You can use the Dash action immediately immediately up on casting casting th is spell, and can then u se the Dash action action as a bonu s action action each tur n for the duration.
H I G H E R LEVELS
Target up to 3 willing creatures (including you) within 10' per level. PHB 238
PHB 238
PHB 238
EYEBITE
FABRICATE
FAERIE FIRE
6th-level 6th-level necromancy Casting time 1 time 1 action Range Self Range Self Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute
4th-level 4th-level transmutation Casting time 10 time 10 minutes Range 120 Range 120 feet Components VS Components VS Duration Instantaneous Duration Instantaneous
1st-level evocation Casting time 1 time 1 action Range 60 Range 60 feet Components V Components V Duration Concentration, Duration Concentration, up to 1 minute
When cast, and by using your action while the spell lasts, lasts, one creature y ou can see within 60' p er turn must succeed succeed on a Wis save or be affected by one of the following following ( your choice): Falls unconscious, unconscious, can be awoken by damage or another creature u sing an action to wake it. Frightened of you, must use Dash action and move move away b y safest route if there is anywher e to go. Effect Effect ends when more than 60' away and cannot see you. Disadvantage on attack rolls rolls and ab ility checks. Wis Wis save at end of each turn to end. A creature that has succeeded on a save against this casting casting cann ot be affected again by it.
You take raw materials materials yoiu can see within rang e and fabricate a Larg e or smaller object in a 10-foot cube or u p to 8 connected 5-foot 5-foot cubes. If you are working with stone, metal, or some other mineral substance, the fabricated product can be no larger than Medium contained within a single 5' cube. Quality depends on quality of the raw materials.
Each object in a 20' cube with rang e is outlined in blue, green, or violet light. Any creature in the area is also outlined if it fails a Dex save. A ffected targets emit dim light to 10' and cann ot benefit from invisibility. Attackers have advantage versus affected targets they can see.
Cannot create or tran smute creatures or magic items. items. Fabr icating icating items items with workmanship, including weapons or armor, requires proficiency with relevan t artisan's tools. tools.
PHB 238-9
PHB 239
PHB 239
FAITHFUL HOUND
FALSE LIFE
FEAR
4th-level conjuration Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a tiny silver whistle, a piece of bone, and a thread) Duration 8 Duration 8 hours
1st-level necromancy Casting time 1 time 1 action Range Self Range Self Components VSM Components VSM (a small amount of alcohol or distilled spirits) Duration 1 Duration 1 hour
3rd-level illusion Casting time 1 time 1 action Range Self Range Self (30-foot cone) Components VSM Components VSM (a white feather or the h eart of a hen) Duration Concentration, Duration Concentration, up to 1 minute
You summon summon a phantom phan tom watchdog watchdog in an unoccupied space y ou can see, where it remains until the spell ends, you dismiss dismiss it, or you move more than 100' away. Hound is invisible to all except you and can't be harmed. When a S mall or or larg er creature comes within 30' without speaking the password, the hound starts barking. It sees invisible and ethereal and ignores illusions. At the start of each of your tur ns, the hound attacks one hostile creature within 5'. To-hit spellcasting spellcasting modifier + proficiency, 4d8 piercing damage
You project a phantasmal image image in front of y ou. Each creature in a 30' cone must succeed on a Wis save or be frightened for the duration.
You gain 1d4+4 temporary hit p oints for for the duration.
A frigh tened creature must take the the Dash action action and move away fr om you by the safest route route on its turn, u nless there is nowhere to move. move. If it ends its turn in a place that does not have line of sight to you, it gets another Wis save save ag ainst this spell.
AT
H I G H E R LEVELS
Gain 5 additional temporary HP per level. PHB 261
PHB 239
PHB 239
FEATHER FALL
FEEBLEMIND
FIND FAMILIAR
1st-level transmutation Casting time 1 time 1 reaction, when you or a creatur e within 60 feet falls Range 60 Range 60 feet Components VSM Components VSM (a small feather or p iece of down) Duration 1 Duration 1 minute
8th-level enchantment Casting time 1 time 1 action Range 150 Range 150 feet Components VSM Components VSM (a han dful of clay, crystal, glass, glass, or mineral spheres) Duration Instantaneous Duration Instantaneous
1st-level conjuration (ritual) Casting time 1 time 1 hour Range 10 Range 10 feet Components VSM Components VSM (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brazier) Duration Instantaneous Duration Instantaneous
The target takes 4d6 psychic damage, and must succeed an Int save or its Intelligence and Charisma scores become become 1. Such a creature can no longer cast spells or understand language, nor can it communicate communicate in an intelligible way, but it can still still identify friends an d act to protect them.
You summon a familiar in the form of a bat, cat, crab, frog (toad), h awk, lizard, octopus, octopus, owl, poisonous snake, fish (quipper), rat, raven, seahorse, spider, or weasel. Only one, casting casting again merely recalls it and/or changes its form.
Choose up to five falling creatures within range. Affected creatures falling speed becomes 60 60 feet per round until the spell ends. If the creature lands before the spell en ds it takes no falling falling damage and can land on its feet, ending the spell for that creature.
Every 30 days, the creature can attempt the saving thr ow again to end the effect. The effect can also be ended by greater restoration, restoration, heal , or or wish. wish.
PHB 239
Has own turn in combat. Obeys y our commands. commands. Cannot attack, can use any other action. Vanishes Vanishes at 0 HP. When within 100', communicate telepathically, telepathically, use per beast sense, sense, use its reaction to deliver touch spells. Use action action to temporarily or permanently dismiss dismiss or recall from temporary dismissal dismissal to an u noccupied space within 30'.
PHB 239-40
PHB 240
FIND STEED
FIND TRAPS
FIND THE PATH
2nd-level conjuration Casting time 10 time 10 minutes Range 30 Range 30 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
2nd-level divination Casting time 1 time 1 action Range 120 Range 120 feet Components VS Components VS Duration Instantaneous Duration Instantaneous
6th-level divination Casting time 1 time 1 minute Range Self Range Self Components VSM Components VSM (a set of div inatory tools worth worth 100 gp an d an object from the the location location y ou wish to find) Duration Concentration, Duration Concentration, up to 1 day
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed in the form of your choosing ( warhorse, pony, mastiff, camel, elk, etc.). Is celestial, fey, or fiend (your choice) rather than beast. Min Int 6, understands 1 languag e you speak. While mounted, a spell you cast that targets only you can also target steed. Vanishes at 0 HP or when dismissed dismissed as an action. Communicate telepathically within 1 mile. You have only one steed, recasting recasting merely recalls the the existing one.
You sense the presence and general nature, but not the location, location, of any trap in range that is within within line of sight. For this spell, a "trap" includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable that was intended by its creator. For example, an alarm spell or pit trap, bu t not a rotted floor floor or natur al sinkhole.
PHB 240
The spell allows you to find the shortest, most direct route to a specific fixed location on the same plane. Th e spell fails if the location location is non-specific, mobile, or on another p lane. As long as the spell lasts and your destination is on on the same plane of existence, you kn ow the direction and d istance to your destination, destination, and automaticall automatically y know the shortest and most most dir ect (bu t not necessarily necessarily safest) route at any choice of of paths.
PHB 241
PHB 240-1
FINGER OF DEATH
FIRE BOL OLT T
FIRE SHIELD
7th-level 7th-level necromancy Casting time 1 time 1 action Range 60 Range 60 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
Evocation cantrip Casting time 1 time 1 action Range 120 Range 120 feet Components VS Components VS Duration Instantaneous Duration Instantaneous
4th-level evocation Casting time 1 time 1 action Range Self Range Self Components VSM Components VSM (a bit of phosphorous or a firefly) Duration 10 Duration 10 minutes
One creature you can see within range takes 7d8+30 necrotic necrotic damage, Con save for half.
Make a ranged spell attack. attack. On hit, the target takes 1d10 fire damage. If this strikes an unattended flammable flammable object, it catches catches on fire.
Flames envelop you, shedding bright light in a 10' radius (and dim for another 10') around you. You can choose a warm shield or chill shield. You can dismiss the spell with an action.
A hu manoid killed by this spell is raised at the start of your next turn as a zombie permanently under your control.
A warm shield g rants you resistance to cold cold damage and deals 2d8 fire damage to melee melee attackers. attackers. A chill shield grants fire r esistance esistance and deals 2d8 cold damage to melee attackers.
AT
H I G H E R C H A R A C T E R LEVELS
Damage increases to 2d10 at 5th level, 3d10 at 11th, and 4d10 at 17th. PHB 241
PHB 242
PHB 242
FIRE STORM
FIREBALL
FLAME BLADE
7th-level evocation Casting time 1 time 1 action Range 150 Range 150 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
3rd-level evocation Casting time 1 time 1 action Range 150 Range 150 feet Components VSM Components VSM (a tiny ball of bat guano and sulfur) Duration Instantaneous Duration Instantaneous
2nd-level evocation Casting time 1 time 1 bonus action Range Self Range Self Components VSM Components VSM (leaf of sumac) Duration Concentration, Duration Concentration, up to 10 minutes minutes
A storm of fire consisting of ten face-connected 10' cubes of fire appears, arranged as you wish. Creatures caught in the area take 7d10 fire damage, Dex save for h alf. Unattended flammable objects are ignited. You can choose if the fire ignites plant life or not.
Light streaks from your fing er to a point within range, then explodes to a 20' radius sphere that spreads around corners. Creatures in area take 8d6 fire damage, Dex save for half. Unattended flammable objects catch fire.
You can use y our action to make a melee spell attack with with the fiery blade for 3d6 fire d amage.
AT
AT
H I G H E R LEVELS
Damage increases by 1d6 per level. PHB 242
A scimitar of fire appears in your hand, shedding bright light in a 10' radius (dim for another 10'). It disappears if dropped, but can be recreated with a bonu s action action while th e spell lasts.
H I G H E R LEVELS
Damage increases by 1d6 per 2 levels. PHB 241-2
PHB 242
FLAME STRIKE
FLAMING SPHERE
FLESH TO STONE
5th-level evocation Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a bit of sulfur) Duration Instantaneous Duration Instantaneous
2nd-level conjuration Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration Concentration, Duration Concentration, up to 1 minute
6th-level 6th-level transmutation Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a p inch of lime, water, water, and earth) Duration Concentration, Duration Concentration, up to 1 minute
A 10' radius, 40' high cylinder of divine fire appears at a point in range, dealing 4d6 fire and 4d6 radiant damage (Dex save for half) to all creatures within its effect.
A 5' diameter sphere of fire appears in an unoccupied space to choose choose within rang e, shedding bright light to 20' and dim for another 20'. Creatures that end their turn within 5' of it take 2d6 fire damage, Dex save for h alf. Unattended flammable flammable objects are ignited. Use your bonus action to move move it u p to 30'. It can leap barriers 5' high and gaps 10' wide. Ramming a creature damages it as above and ends the sphere's movement. movement.
AT
H I G H E R LEVELS
Either the fire or radiant damage (your choice) increases by 1d6 per level.
AT
A creature y ou can see within rang e must succeed succeed on a Con save or start to turn turn into a statue, statue, becoming becoming r estrained as its flesh flesh hard ens. A restrained creature makes Con saves at the end of each of its turns. 3 successes ends the spell, 3 failures petrifies it for the d uration. If the statue is broken, the creature suffers similar deformities if it reverts to flesh. If concentration concentration is maintained for the full minute, petrification petrification is per manent until dispelled.
H I G H E R LEVELS
Damage increases by 1d6 per level.
PHB 242
PHB 242-3
PHB 243
FLOATING DISK
FLY
FOG CLOUD
1st-level conjuration (ritual) Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a drop of mercury) Duration 1 Duration 1 hour
3rd-level transmutation Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a wing feather from any bird) Duration Concentration, Duration Concentration, up to 10 minutes minutes
1st-level conjuration Casting time 1 time 1 action Range 120 Range 120 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 1 hour
You create a 3' wide d isk of force floating floating 3' ab ove the ground that can hold up to 500 pounds. While this is within 20' of you it does not move, but will move to stay stay within 20' of you if you are traveling . It cannot cross an elevation change of more more than 10'. If you move more than 100' away, the spell ends.
Touched willing creature gain s a fly speed of 60' for the d uration. The creature falls if it is still still aloft when the effect ends and it can't prevent itself from falling.
You create a 20' radius cloud of fog centered on a point within range. It spreads around corners and heavily obscures its area. It lasts lasts for the d uration or until a moderate wind ( at least 10 10 mph) disperses it.
AT
AT
H I G H E R LEVELS
Target an additional creature per level. PHB 282
H I G H E R LEVELS
Radius increases by 20' per level. PHB 243
PHB 243
FORBIDDANCE
FORCECAGE
FORESIGHT
6th-level 6th-level abjuration ( ritual) Casting time 10 time 10 minutes Range Touch Range Touch Components VSM Components VSM (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1000 gp) Duration 1 Duration 1 day
7th-level evocation Casting time 1 time 1 action Range 100 Range 100 feet Components VSM Components VSM (ruby dust worth 1500 gp) Duration 1 Duration 1 hour
9th-level divination Casting time 1 time 1 minute Range Touch Range Touch Components VSM Components VSM (a hummingbird feather) Duration 8 Duration 8 hours
An area of up to 40,000 square feet (30' high) is protected against magical travel, including planar. When casting, choose one or more of elemental, fey, fiend, celestial, and undead and either necrotic or or radiant rad iant damage. When such a creatur e enters the area for th e first time time on a turn or starts its turn there, it takes 5d10 damage of that type. Areas of forbid of forbiddan dance ce cannot cannot overlap. If you cast forbiddan forbiddance ce every every day for 30 days in the same location, location, the effect becomes becomes permanen t and consumes the material components at that time.
You create an immobile, immobile, invisible cage ( up to 20' per side, ½" bars ½" apart) or box (up to 10' per side, blocks all matter matter an d spells) of force. Creatures completely inside when cast are trapped, others are pushed out. A creature inside the cage cannot leave by nonmagical means. T Teleportatio eleportation n or planar travel requir es a Cha save. Being made of force, force, the cage extends into the Ether eal Plane.dispel Plane. dispel magic does does not affect the cage.
PHB 243
You bestow a limited ability to see into the immediate immediate future on a touched willing creature. For the duration, it can't be surprised, has advan tage on all attack rolls, ability ability checks, and saving th rows, and attack rolls against it have disadvantage. This spell ends if you cast itit again b efore the effect expires.
PHB 243-4
PHB 244
FREEDOM OF MOVEMENT
FREEZING SPHERE
GASEOUS FORM
4th-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a leather strap, bound around the arm or similar appendage) Duration 1 Duration 1 hour
6th-level evocation Casting time 1 time 1 action Range 300 Range 300 feet Components VSM Components VSM (a small crystal sphere) Duration Instantaneous Duration Instantaneous
3rd-level transmutation Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a bit of gauze an d a wisp of smoke) Duration Concentration, Duration Concentration, up to 1 hour
Touch a willing creature. For the d uration it is unhampered by difficult terrain, cannot be restrained or paralyzed or have its speed reduced by spells or magical effects, effects, can spend 5 feet of movement movement to escape nonmagical restraints (including grapples), and has no p enalty enalty on movement movement or attacks for for bein g un derwater.
A small globe of froz frozen en ener gy streaks to a point within range and explodes in a 60' radius sphere. Creatures in th e area take 10d6 cold damage, Con save for half. Water in the area is frozen up to 6 inches thick for 1 minute. A creature trapp ed in ice can break free with a Str check vs your spell save DC. You can also save save the g lobe to throw (up to 40') or hurl with a sling (normal sling range) later, or give it to another to do so, or set it down gently. On impact or or after 1 minute it explodes.
AT
H I G H E R LEVELS
Damage increases by 1d6 per level. PHB 244
Touch a willing creature to transform it and its possessions possessions into a cloud cloud for the d uration. The spell ends at 0 HP and has no effect on incorporeal creatures. The creature's only movement is a flying speed of 10' (hover) . It can enter the space of other creatures and p ass through small holes and cracks, but treats liquids as solid surfaces. It has resistance to to nonmagical damage and adv antage on Str, Dex, and Con saves. It cannot talk, manipulate objects, attack, or cast spells, and objects it was carrying cannot be dropped, used, or interacted with.
PHB 263
PHB 244
GATE
GEAS
GENTLE REPOSE
9th-level conjuration Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a d iamond iamond worth at least 5000 gp) Duration Concentration, Duration Concentration, up to 1 minute
5th-level enchantment Casting time 1 time 1 minute Range 60 Range 60 feet Components V Components V Duration 30 Duration 30 days
2nd-level 2nd-level necromancy (ritual) Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a pinch of salt and one copper piece for each of the corpse's eyes, which must remain there for the duration) Duration 10 Duration 10 days
You open a circular g ate, 5'–20' in diameter oriented as you choose, in an un occupied occupied space within rang e to a precise location location on another plane of existence. The p ortal lasts lasts for the d uration and any creature can pass through it from one plane to the other. When y ou cast the spell, you may n ame a specific creature. If that creature is on the plane you are creating a gate to, the portal opens next to it and draws it through to your plane. You have no control over over the creature.
A creature you can see within range is given a magical command forcing it to carry out some service or r efrain fr om some some activity. If it can understand und erstand y ou, it must succeed succeed on a Wis save or be char med. If it cannot, it is unaffected. If the command command would b e suicide, the spell end s. A charmed creature takes 5d10 psychic damage each time it acts acts directly counter to y our instructions, but no more than once per day.
A corpse you touch does not decay and cannot be turned into an undead for the duration. Time spend under this spell does not count against the time limit for spells such as raise dead .
You can end th e spell early with an action. action. A remove curse, curse, greater restoration, restoration, or wish can wish can end it.
AT
H I G H E R LEVELS
7th: Duration 1 year. 9th: Until dispelled. PHB 244
PHB 244-5
PHB 245
GIANT INSECT
GLIBNESS
GLOBE OF INVULNERABILITY
4th-level 4th-level transmutation t ransmutation Casting time 1 time 1 action Range 30 Range 30 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 10 minutes minutes
8th-level 8th-level transmutation Casting time 1 time 1 action Range Self Range Self Components V Components V Duration 1 Duration 1 hour
6th-level abjuration Casting time 1 time 1 action Range Self Range Self (10-foot radius) Components VSM Components VSM (a glass or crystal bead that shatters when the spell ends) Duration Concentration, Duration Concentration, up to 1 minute
You transform up to ten centipedes, three spiders, five wasps, or one sc scorpion orpion within ran ge into giant versions of themselves for the du ration. Other insects may may be affected at DM discretion. You can verbally command the creatures and they act on your turn in combat. The spell ends when the du ration expires, the creature reaches 0 HP, or you dismiss the effect.
Until the spell ends, you can treat any Charisma check as if you r olled a 15. Additionally, no matter what you say, magic that would determine truthfulness indicates you are telling the truth.
An immobile shimmering barrier appears in a 10' radius around you. Any spell of 5th level or lower cast from outside outside the barrier barr ier cannot affect those inside it, even if cast using a hig her level slot.
AT
H I G H E R LEVELS
Spells lower level than the level used are blocked. PHB 245
PHB 245
PHB 245
GLYPH OF WARDING
GOODBERRY
GREASE
3rd-level abjuration Casting time 1 time 1 hour Range Touch Range Touch Components VSM Components VSM (incense and powdered diamond worth at least 200 gp, all consumed) Duration Until Duration Until dispelled or triggered
1st-level transmutation Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a sprig of mistletoe) Duration Instantaneous Duration Instantaneous
1st-level conjuration Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a bit of pork rind or butter) Duration 1 Duration 1 minute
Up to ten magic-infused berries appear in your hand. Using an action to eat a berry restores 1 HP and provides 1 day's worth of nourishment. The berries lose their potency if they have not been consumed within 24 hours.
A 10' square area of grease appears centered on a spot within range, turning it into difficult terrain.
Inscribe a glyph on a surface or object and set a trigger condition. condition. Max 10' diameter, dispelled if moved more than 10'. Investigation Investigation vs v s spell DC. Explosive: A 20' radius exp losion losion deals 5d8 acid, cold, fire, lightning, or thunder damage (your choice when cast), Dex save for half. Spell: Cast a 3rd-level spell (targeting one creature or an area) while creating the glyph. Spell affects the triggering creature. Concentration is automatic.
AT
Any creature in the area when cast, entering the area, or ending its turn there, must succeed on a Dex save or fall prone.
H I G H E R LEVELS
Damage increases by 1d8 p er level or max stored spell level matches level used. PHB 245-6
PHB 246
PHB 246
GREATER INVISIBILITY
GREATER RESTORATION
GUARDIAN OF FAITH
4th-level illusion Casting time 1 time 1 action Range Touch Range Touch Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute
5th-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (diamond du st worth worth at least 100 gp, which is consumed) Duration Instantaneous Duration Instantaneous
4th-level conjuration Casting time 1 time 1 action Range 30 Range 30 feet Components V Components V Duration 8 Duration 8 hours
You reduce to target's exhaustion level by one, or end one of the following following effects: One effect that charmed or petrified the target One curse, including attunement to a cursed item Any reductio redu ction n to one ability score One effect reducing the target's max HP
A Large spectral spectral guardian appears in an unoccupied space you can see within range. Whenever a creature h ostile ostile to you comes within within 10' of the guard ian for the first time on on a tur n, it takes 20 radiant damage with a Dex save for half. The gu ardian v anishes once it has dealt a total total of 60 damage.
You or a creature y ou touch becomes becomes invisible until the spell ends. Anything the target is wearing or carr ying is invisible as long as it is on on the target's person.
PHB 246
PHB 246
PHB 246-8
GUARDS AND WARDS
GUIDANCE
GUIDING BOL OLT T
6th-level abjuration Casting time 10 time 10 minutes Range Touch Range Touch Components VSM Components VSM (burning incense, brimstone, oil, a knotted string, umber hulk blood, and a silver rod worth 10 gp) Duration 24 Duration 24 hours
Divination cantrip Casting time 1 time 1 action Range Touch Range Touch Components VS Components VS Duration Concentration, Duration Concentration, up to 1 minute
1st-level evocation Casting time 1 time 1 action Range 120 Range 120 feet Components V Components VS S Duration 1 Duration 1 round
Up to 2,500 squar square e feet, 20' 20' high is warded. Can specify indiv iduals to be unaffected, or set a password. Corridors fill with fog, doors are magically locked as with arcane lock and and up to 10 covered with minor illusion, illusion, stairways are filled with webs that regener ate in 10 minutes, and your choice of of an additional effect. See text for d etails. etails.
Touch a willing willing creature. Before the spell ends, it can roll 1d4 and add the result to any one ability check. It can can roll the d ie before or after making the check. The spell then ends.
A dispel magic removes removes only the one targeted effect. This spell can become permanent if cast every day for 1 year.
Make a ranged spell attack attack against a target within range. The target takes 4d6 radiant damage and the next attack made against it before the end of your next turn h as advantage.
AT
H I G H E R LEVELS
Damage increases by 1d6 per level. PHB 248
PHB 248
PHB 248
GUST OF WIND
HALLOW
HALLUCINATORY TERRAIN
2nd-level evocation Casting time 1 time 1 action Range Self Range Self ( 60-foot 60-foot line) Components VSM Components VSM (a legume seed) Duration Concentration, Duration Concentration, up to 1 minute
5th-level evocation Casting time 24 time 24 hours Range Touch Range Touch Components VSM Components VSM (herb s, oils, oils, and incense worth at least 1000 gp, which is consumed) Duration Until Duration Until dispelled
4th-level illusion Casting time 10 time 10 minutes Range 300 Range 300 feet Components VSM Components VSM (a stone, a twig, and a bit of green plant) Duration 24 Duration 24 hours
A 60' radius area is infused with holy or unholy power. Any/all of celestials, celestials, fey, fiends, undead , and elementals cannot enter the area or char m, frighten, or p ossess ossess creatures creatures within. Any creature charmed, frightened, or possessed by such a creature is no longer affected upon entering.
Natural terrain in a 150' cube within range is changed to look, look, sound, an d smell like some other other natural terrain. Manufactured structures, equipment, and creatures in the area are not affected.
A line of wind 60 feet long and 10 feet wide wide blasts from you in the direction you choose. choose. Each creature that starts its turn turn in that area must succeed on a Str save or be pushed 15'. This wind disperses vapors, pu puts ts out unprotected fires, and has a 50% chance to snuff out protected fires. You can redirect the wind each round as a bonus action.
Also choose choose an extra effect: Courage, Courage, D arkness, Daylight, Energy Protection, Energy Vulnerability, Everlasting R est, Extradimensional Extradimensional Interference, Fear, Silence, Tongues ( see text for details). If applicable, may apply only to creatures by type, deity, or leader with a Ch a save to avoid the effect.
PHB 248
Creatures entering the terrain can likely see through it. If not obvious by touch, an Investigation check versus your spell DC can be used to see through it.
PHB 249
PHB 249
HARM
HASTE
HEAL
6th-level 6th-level necromancy Casting time 1 time 1 action Range 60 Range 60 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
3rd-level transmutation Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a shav ing of licorice root) Duration Concentration, Duration Concentration, up to 1 minute
6th-level evocation Casting time 1 time 1 action Range 60 Range 60 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
A willing creature you can see within range has its speed doubled, gains +2 to AC, has advantage on Dex saves, and g ains an add itional action action on each of its turn turn s. That extra action action can only be used to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object.
This spell heals 70 hit points to a creature you can see within range, and also cures blindness, deafness, and any diseases affecting affecting it. This has no effect on undead or constructs. constructs.
You deal 14d6 necrotic damage (Con save for h alf) to a creature you can see within ran ge. This spell cannot reduce a creatur e's HP below 1. 1. If the target failed its save, its Max Max HP red uced by the amount of damage the spell dealt for 1 hour. Any effect that removes removes disease removes this reduction.
When the effect ends, the creature cann ot move move or take actions actions until after its next tur n.
AT
H I G H E R LEVELS
Heals an additional 10 HP per level. PHB 249
PHB 250
PHB 250
HEALING WORD
HEA EAT T METAL
HELLISH REBUKE
1st-level evocation Casting time 1 time 1 bonus action Range 60 Range 60 feet Components V Components V Duration Instantaneous Duration Instantaneous
2nd-level 2nd-level transmutation Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a piece of iron and a flame) flame) Duration Concentration, Duration Concentration, up to 1 minute
1st-level evocation Casting time 1 time 1 reaction, in response to being damaged by a creature in range that you can see Range 60 Range 60 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
A creature of your choice that you can see within range rang e is healed 1d4 + you spellcasting spellcasting ability modifier modifier HP. This has no effect on u ndead or constructs.
AT
Choose a manufactured metal object that you can see within range. Any creature in physical contact with it takes 2d8 2d8 fire damage. On sub sequent turns, you can use a bonu s action action to repeat this damage. If a creature is holding or wearing the object, itit must succeed succeed on a Con save or dr op it if possible. If it doesn't drop the object, it has disadvantage on attack attack rolls and ability checks un til the start of your next turn.
AT
H I G H E R LEVELS
Heals an extra 1d4 HP per level.
AT
H I G H E R LEVELS
Damage increases by 1d8 per level. PHB 250
You point your finger at a creature in range that you can see that just damaged you. It takes 2d10 fire damage, Dex save for half.
H I G H E R LEVELS
Damage increases by 1d10 per level. PHB 250
PHB 250
HEROES' FEAST
HEROISM
HIDEOUS LAUGHTER
6th-level conjuration Casting time 10 time 10 minutes Range 30 Range 30 feet Components VSM Components VSM (a gem-encrusted b owl worth worth at least 1000 gp, which is consumed) Duration Instantaneous Duration Instantaneous
1st-level enchantment Casting time 1 time 1 action Range Touch Range Touch Components VS Components VS Duration Concentration, Duration Concentration, up to 1 minute
1st-level enchantment Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (tiny tarts and a feather) Duration Concentration, Duration Concentration, up to 1 minute
You summon summon forth a gr eat feast for for yourself y ourself and up to 12 other other creatures. It takes 1 hour to consume, and d isappears after that time. After After the hour, creatures that p artook gain several effects for 24 hours: cured of all disease and p oison, oison, immune to poison and being frightened, advan tage on Wis saves, and Max HP increases by 2d10 and H P increases by the same amount. amount.
For the duration, the touched willing creature gains immunity to being frightened and gains temporary HP eq ual to your spellcasting spellcasting modifier at the start of each of its turns. These temporary HP are lost when the spell ends.
AT
A creature y ou can see within rang e must succeed succeed on a Wis save or fall prone in laughter and be incapacitated and unable to stand up for the duration. dur ation. A creature with Int 4 or less is not affected. Each round , and each time it takes damage, the creature can make a new Wis save to end this effect. The target h as advantage on this save if it is triggered by damage. damage.
H I G H E R LEVELS
Target an additional creature per level. PHB 250
PHB 250-1
PHB 280
HOLD MONSTER
HOL OLD D PERSON
HOL OLY Y AURA
5th-level enchantment Casting time 1 time 1 action Range 90 Range 90 feet Components VSM Components VSM (a small, straight straight piece of iron) Duration Concentration, Duration Concentration, up to 1 minute
2nd-level enchantment Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a small, straight piece of iron) Duration Concentration, Duration Concentration, up to 1 minute
8th-level abjuration Casting time 1 time 1 action Range Self Range Self Components VSM Components VSM (a tiny reliquary worth at least 1000 gp containing a sacred relic) Duration Concentration, Duration Concentration, up to 1 minute
A creature y ou can see within rang e must succeed succeed on a Wis save or be paralyzed for the duration. At the end of each of its its turns, the creature can make a new saving throw to end the effect. Does not affect undead.
A humanoid you can see within range must succeed on a Wis save save or b e paralyzed for the duratio dur ation. n. At the en d of each of its turns, the creature can make a new saving throw to end the effect.
AT
AT
H I G H E R LEVELS
Target an additional creature per level. All must be within 30' of each other. PHB 251
Creatures y ou choose choose within 30' of you shed d im light to 5', have advantage on all saving throws, and attackers have disadvantage on attacks against them. If a fiend or un dead h its an affected affected creature, it must succeed succeed on a Con save or be blinded for the duration.
H I G H E R LEVELS
Target an additional humanoid per level. All must be within 30' of each other. PHB 251
PHB 251
HUNTER'S MARK
HYPNOTIC PATTERN
ICE STORM
1st-level divination Casting time 1 time 1 bonus action Range 90 Range 90 feet Components V Components V Duration Concentration, Duration Concentration, up to 1 hour
3rd-level illusion Casting time 1 time 1 action Range 120 Range 120 feet Components SM Components SM (a g lowing lowing stick of incense or a crystal vial filled with ph osphorescent material) material) Duration Concentration, Duration Concentration, up to 1 minute
4th-level evocation Casting time 1 time 1 action Range 300 Range 300 feet Components VSM Components VSM (a pinch of dust and a few drops of water) Duration Instantaneous Duration Instantaneous
A hypnotic weave appears momentarily in a 30' cube within range. All creatures in the area who see the pattern must succeed on a Wis save save or b e charmed for the duration. Charmed creatures have 0 speed and are incapacitated.
Ice falls in a 20' radiu s, 40' tall cylinder cylinder area within range. Creatures in the area take 2d8 bludgeoning and 4d6 cold damage, Dex save for half. Hailstones Hailstones make the area difficult terr ain un til the end of your next turn.
You choose choose a creature y ou can see within rang e. Until the spell ends, you deal 1d6 extra damage to that creature with weapon attacks and you have advantage on Survival and Perception checks to locate locate it. If the target is dropped to 0 HP before the spell ends, you can designate a new target as a bonus action on a subsequent turn.
The charm end s if the creature takes damage or someone uses an action to shake it out of its stupor.
AT
H I G H E R LEVELS
AT
Duration increases (concentration needed): 3rd: 8 hours. 5th: 24 hours.
H I G H E R LEVELS
Bludgeoning damage increases by 1d8 per level. PHB 251
PHB 252
PHB 252
IDENTIFY
ILLUSORY SCRIPT
IMPRISONMENT
1st-level divination (ritual) Casting time 1 time 1 minute Range Touch Range Touch Components VSM Components VSM (a pearl worth at least 100 gp and an owl feather) Duration Instantaneous Duration Instantaneous
1st-level illusion (ritual) Casting time 1 time 1 minute Range Touch Range Touch Components SM Components SM (a lead-based ink worth at least 10 gp, which is consumed) consumed) Duration 10 Duration 10 days
9th-level abjuration Casting time 1 time 1 minute Range 30 Range 30 feet Components VSM Components VSM (vellum dep iction iction of the target & component worth 500 gp per target HD) Duration Until Duration Until dispelled
You learn th e magical properties of one object you touch while casting this spell, as well as how to use those properties, whether it requir es attunement, and how many charges it has. You learn what spells are affecting the object. If it was created by a spell, you learn which spell created it.
You write a message message on a suitable writing material that appears only to those you designate when casting casting this spell. All others who read it see only an unintelligible u nknown or magical script, or a different message altogether in a language that you know.
If you touch a creatur e instead while casting casting th is spell, you learn which spells, if any, are currently affecting affecting it.
A creature with truesight can read the hidden message. message. If dispelled, the hidd en message disappears along with the illusion. illusion.
PHB 252
Wis save, cannot recast if succeeded. Fail: Suspend ed animation, divination cannot detect. Reasonable trigger for release (DM approval). 9th level dispell magic can can dispell. Reusing material component component fr ees existing target. Small mithral mithral orb: En tomb tomb in a spher e of force buried deep underground Fine pr ecious ecious metal chain: Chain immovably immovably to ground Jade prison prison model: model: Trap in in a demiplane demiplane resembling the model Large transparent gem: gem: Shrink & trap in gem Soporific herbs: Magic sleep
PHB 252
PHB 252-3
INCENDIARY CLOUD
INFLICT WOUNDS
INSECT PLAGUE
8th-level conjuration Casting time 1 time 1 action Range 150 Range 150 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute
1st-level necromancy Casting time 1 time 1 action Range Touch Range Touch Components VS Components VS Duration Instantaneous Duration Instantaneous
5th-level conjuration Casting time 1 time 1 action Range 300 Range 300 feet Components VSM Components VSM (a few g rains of sugar , some some kernels of grain, and a smear of fat) fat) Duration Concentration, Duration Concentration, up to 10 minutes minutes
A 20' radius sphere of smoke and embers appears centered on a spot in range, spreading around corners and heavily obscuring the area. The spell ends if a moderate wind ( at least 10 10 mph) disperses the cloud. The sphere is heavily obscured.
Make a melee spell attack attack on a creature y ou can reach. On a hit, the creature takes 3d10 necrotic damage.
Creatures in the sphere when it appears, entering it for the first time on a turn, or ending their turn there take 4d10 piercing damage with a Con save for half.
Creatures in the cloud when it appears, entering the cloud for the first time on on a tur n, or end ing their turn there take 10d8 fire damage with a Dex save for half. The cloud moves 10' directly away from you in a direction you choose at the start of each of your turns.
AT
AT
H I G H E R LEVELS
Damage increases by 1d10 per level. PHB 253
A 20' radius sph ere of locusts locusts appears centered on a spot within range, spreading around corners and lightly obscuring the area. The area is difficult terrain.
H I G H E R LEVELS
Damage increases by 1d10 per level. PHB 253
PHB 254
INSTANT SUMMONS
INVISIBILITY
IRRESISTIBLE DANCE
6th-level 6th-level conjuration ( ritual) Casting time 1 time 1 minute Range Touch Range Touch Components VSM Components VSM (a sapphire worth 1000 gp) Duration Until Duration Until dispelled
2nd-level illusion Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (an eyelash encased in gum arabic) Duration Concentration, Duration Concentration, up to 1 hour
6th-level enchantment Casting time 1 time 1 action Range 30 Range 30 feet Components V Components V Duration Concentration, Duration Concentration, up to 1 minute
You place an inv isible mark on an object weighing no more than 10 p ounds with long est dimension dimension 6' or less and inscribe its name in the sapph ire. Each casting must use a different sapphire. When you crush the sapphire and speak the name of the item itit instantly appear s in your hands regardless of physical or planar distance, or provides the location location of the item if it is being held by another creature.
A creature y ou touch becomes becomes invisible un til the spell ends. Anything the target is wearing or carrying is also invisible. The spell ends if the target attacks or casts a spell.
A creature you can see within range starts dancing in place, using all of its movement movement each turn to dance. Creatures immune to charm cannot be affects. Dancing creatures have disadvantage on Dex saves and attack rolls, and anyone attacking it has advantage. As an action, a dancing creatur e can make a Wis save to end this effect.
AT
H I G H E R LEVELS
Target an additional creature per level. PHB 235-6
PHB 254
PHB 264
JUMP
KNOCK
LEGEND LORE
1st-level transmutation Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a grasshopper's hind leg) Duration 1 Duration 1 minute
2nd-level 2nd-level transmutation Casting time 1 time 1 action Range 60 Range 60 feet Components V Components V Duration Instantaneous Duration Instantaneous
5th-level divination Casting time 10 time 10 minutes Range Self Range Self Components VSM Components VSM (incense worth 250 gp, which is consumed, and 4 ivory strips worth 50 gp each) Duration Instantaneous Duration Instantaneous
Touched creature's jump distance is tripled un til the spell ends.
A mund ane locked item is unlocked, unstuck, or unbarred. An arcane lock is is suppr essed for 10 minutes. This spell spell produ ces a knocking sound audible u p to 300 feet away. away.
You find out information about a legendary figure or item that you n ame. The lore is always accurate, but possibly vague or figurative. If the thing named isn't legendary, you learn nothing. The more you already know about the thing, the more precise and detailed the information you receive.
PHB 254
PHB 254
PHB 254
LESSER RESTORATION
LEVITATE
LIGHT
2nd-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components V Components VS S Duration Instantaneous Duration Instantaneous
2nd-level 2nd-level transmutation Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (small leather loop or piece of golden wire) Duration Concentration, Duration Concentration, up to 10 minutes minutes
Evocation cantrip Casting time 1 time 1 action Range Touch Range Touch Components VM Components VM (a firefly or ph osphorescent moss) Duration 1 Duration 1 hour
You touch a creature and end one d isease or or condition (blinded, deafened, paralyzed, or poisoned) affecting it.
One creature or object of your choice that you can see, up to 500 pound s, floats floats up to 20' up for the duration. An unwilling creature can avoid this with a Con save. The target can move only by pushing or pulling along a solid solid object or surface, like climbing. You can change the target's altitude by 20' on your turn. If you are the target you do this as part of your movement, movement, otherwise you use y our action and must remain in range.
You touch an object that is no larger than 10' in any dimension. That object object shines brigh tly for 20', and d imly for 20' beyond th at. The light is colored colored as you like. The spell ends if y ou cast it again or dismiss it with an action. If the object is held or worn by an unwilling creature, that creature can avoid th e effect with with a successful successful Dex save.
When the spell end s, the target gently floats floats to the ground. PHB 255
PHB 255
PHB 255
LIGHTNING BOL OLT T
LOCATE ANIMALS OR P LANTS
LOCATE CREATURE
3rd-level evocation Casting time 1 time 1 action Range Self Range Self (100-foot line) Components VSM Components VSM (a bit of fur and a rod of amber, crystal, or g lass) Duration Instantaneous Duration Instantaneous
2nd-level divination (ritual) Casting time 1 time 1 action Range Self Range Self Components VSM Components VSM (a bit of fur from a bloodhound) Duration Instantaneous Duration Instantaneous
4th-level divination Casting time 1 time 1 action Range Self Range Self Components VSM Components VSM (a bit of fur from a bloodhound) Duration Concentration, Duration Concentration, up to 1 hour
A bolt of lightning lances out from you in a line 100' long by 5' wide. Creatures in the path take 8d6 lightning damage, Dex save for half. Unattended flammable flammable objects objects are ignited.
AT
Describe or name a specific kind of plant or beast. You learn the location location an d d istance to the closest closest one within 5 miles, if any.
Describe or n ame a creature that is familiar to you. You sense the direction to the creature if it is within 1000' of of you, and you kn ow the direction direction of its movement. The spell can locate locate a specific creature, creature, or the nearest of a specific specific kind as long as y ou've seen one up close close (30') at least once before. A creature in a different form (e.g. polymorphed) is not detected. A creature across runnin g water at least 10' wide is not located.
H I G H E R LEVELS
Damage increases by 1d6 per level. PHB 255
PHB 256
PHB 256
LOCATE OBJECT
LONGSTRIDER
MAGE ARMOR
2nd-level divination Casting time 1 time 1 action Range Self Range Self Components VSM Components VSM (a forked twig) Duration Concentration, Duration Concentration, up to 10 minutes minutes
1st-level transmutation Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a pinch of dirt) Duration 1 Duration 1 hour
1st-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a piece of cured leather) Duration 8 Duration 8 hours
Describe or n ame an object that is familiar familiar to you. If that object is within 1000 feet of of you then y ou know the dir ection ection and an d d istance to it. it.
Touched creature's speed increases by 10' un til the spell ends.
Touch a willing creature not wearing armor. Its base AC becomes becomes 13 + its Dexterity modifier. The spell ends if the targ target et dons armor or if you dismiss the spell as an action.
The spell can locate locate a specific object object if you h ave seen it up close close (30') at least once, or or the nearest of a particular kind. A thin sheet of lead prevents detecting objects behind it.
AT
H I G H E R LEVELS
Target an additional creature per level. PHB 256
PHB 256
PHB 256
MAGE HAND
MAGIC CIRCLE
MAGIC JAR
Conjuration cantrip Casting time 1 time 1 action Range 30 Range 30 feet Components V Components VS S Duration 1 Duration 1 minute
3rd-level abjuration Casting time 1 time 1 minute Range 10 Range 10 feet Components VSM Components VSM (holy water or powdered silver and ir on worth 100 gp, which is consumed) Duration 1 Duration 1 hour
6th-level necromancy Casting time 1 time 1 minute Range Self Range Self Components VSM Components VSM (gem, crystal, reliquar y, etc. worth 500 gp, destroyed when spell ends) Duration Until Duration Until dispelled
A 10' radius, 20' tall cylinder ap pears at a point y ou can see within range. Glowing runes appear where it in tersects a surface. Choose one or more of celestials, celestials, fey, fiends, elementals, elementals, and u ndead to be affected: Cannot willingly enter by nonmagical means. Cha save for teleportation or planar travel. Disadvantage on attack rolls vs any within. Can't charm, frigh ten, or possess possess any within.
Soul enters jar. You are aware bu t cannot move move or react. Only action: Project soul soul 100' to reenter your body (ending (end ing the spell) or attempt to possess possess a humanoid you can see.
A spectral, floating hand appears within range for the du ration, until you dismiss dismiss it as an action, if it is ever more than 30' from you, or if y ou cast this spell again. You can use your action to move the hand up to 30' and h ave it do something something : manipulate an object, open open an u nlocked door or container, stow or retrieve an item from an open container, or pour out a vial. It cannot attack, activate activate magic items, items, or carry more than 10 pounds.
You can choose to reverse this effect to trap trap a creature in the circle instead.
AT
H I G H E R LEVELS
Duration increases by 1 hour per level. PHB 256
PHB 256-7
Cha sav e to resist possessio possession, n, can't try that target again for 24 hours if r esisted. esisted. Use host's phy sical statistic statisticss but your own mental and class abilities. abilities. Host's soul in jar has no actions. Action to return to jar if within 100'. If host dies, Cha sav e vs own spell D C to do so, otherwise you die. If spell ends or jar destroyed, must return to your body. If >100' or body dead, you die. Same for other creature's soul in jar, if applicable. PHB 257
MAGIC MISSILE
MAGIC MOUTH
MAGIC WEAPON
1st-level evocation Casting time 1 time 1 action Range 120 Range 120 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
2nd-level illusion (ritual) Casting time 1 time 1 minute Range 30 Range 30 feet Components VSM Components VSM (a small bit of honeycomb and jade dust dust worth worth at least least 10 10 gp, which which is consumed) Duration Until Duration Until dispelled
2nd-level 2nd-level transmutation Casting time 1 time 1 bonus action Range Touch Range Touch Components V Components VS S Duration Concentration, Duration Concentration, up to 1 hour
Three g lowing lowing d arts of force force each strike a creature of your choosing, dealing 1d 4+1 force force damage each. You can direct the darts at separate targets or all at one, as you wish.
Choose an unattended object in range. You speak a message, 25 words or less although it can take up to 10 minutes, and set a trigger condition, condition, based on v isible/audible conditions within 30', for the message to be delivered . You choose choose whether the spell ends when triggered or if it remains to be triggered again.
AT
When triggered, a magic mouth appears (using the object's "mouth", "mouth", if any) and r ecites the message message in y our v oice at the volume you spoke.
H I G H E R LEVELS
One more dart is created per level.
For the d uration, the nonmagical weapon touched becomes a +1 magic weapon.
AT
H I G H E R LEVELS
4th: +2 magic weapon. 6th: +3 magic weapon. PHB 257
PHB 257
PHB 257
MAGNIFICENT MANSION
MAJOR IMAGE
MASS CURE WOUNDS
7th-level conjuration Casting time 1 time 1 minute Range 300 Range 300 feet Components VSM Components VSM (a mini portal carved from ivory, polished marble, and a tiny silver spoon, each worth 5 gp) Duration 24 Duration 24 hours
3rd-level illusion Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (a bit of fleece) Duration Concentration, Duration Concentration, up to 10 minutes minutes
5th-level evocation Casting time 1 time 1 action Range 60 Range 60 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
You create an extradimensional dwelling, complete complete with 100 near-transparen t servants and a ban quet of food fit for up to 100 people. Portal Portal (5' wide, 10' tall) is inv isible when closed. Floor Floor plan p lan is 50 10' 10' cubes in an y combination you like, furnished as you choose. Anything removed vanishes in to smoke. smoke. Serv ants are completely completely obedient but cannot harm anything. When spell ends, creatures inside are expelled.
You create an image of an object, creature, creature, or visible ph enomenon, max 20' cube that seems real to sight, sound sound,, smell, smell, and temperature, although it can't be hot/cold/loud/smel hot/cold/loud/smelly ly en ough to cause damage, deafness, or sickness. While While within r ange, use action to move it realistically to another spot in range.
Choose up to 6 creatures within 30' of a point you choose choose within rang e. Each creature regains 3d8 + your spellcasting spellcasting modifier hit points. This spell has no effect on undead or constructs. constructs.
Physical interaction interaction r eveals the illusion, as does an Investigation check vs your spell DC.
AT
AT
H I G H E R LEVELS
6th: Lasts until dispelled, without concentration. PHB 261-2
H I G H E R LEVELS
Healing increases by 1d8 per level.
PHB 258
PHB 258
MASS HEAL
MASS HEALING WORD
MASS SUGGESTION
9th-level evocation Casting time 1 time 1 action Range 60 Range 60 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
3rd-level evocation Casting time 1 time 1 bonus action Range 60 Range 60 feet Components V Components V Duration Instantaneous Duration Instantaneous
6th-level enchantment Casting time 1 time 1 action Range 60 Range 60 feet Components VM Components VM (a snake's tongue and either a bit of honeycomb or a d rop of sweet oil) Duration 24 Duration 24 hours
You heal up to 700 total total hit points divid ed among any number of creatures within range. Creatures healed are also cured of all diseases diseases and of any effect making making them blind or deafened. Th is spell has no effect on und undead ead or constructs.
Up to six creatures of your choice that that you can see within range regain hit points equal to 1d4 + your spellcasting spellcasting ab ility modifier. This has no effect on undead or constructs.
Each creature succeeds a Wis save save or p ursues the action to the best of its ability. If you or allies damage a creature, the effect ends for it.
AT
AT H I G H E R LEVELS
H I G H E R LEVELS
Duratio Dur ation n increases. 7th: 10 days. 8th: 30 days.9th: days.9th: a year and a day.
Healing increases by 1d4 per level. PHB 258
You suggest a course of action and magically magically influence up to twelve twelve creatures you can see within within range that can can hear and un derstand derstand you. Creatures unable to be charmed are immune. The suggestion must be reasonable; self-harm automaticall automatically y ends the effect.
PHB 258
PHB 258
MAZE
MEL ELD D INTO STONE
MENDING
8th-level conjuration Casting time 1 time 1 action Range 60 Range 60 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 10 minutes minutes
3rd-level transmutation (ritual) Casting time 1 time 1 action Range Touch Range Touch Components VS Components VS Duration 8 Duration 8 hours
Transmutation cantrip Casting time 1 time 1 minute Range Touch Range Touch Components VSM Components VSM (two lodestones) Duration instantaneous Duration instantaneous
You banish a creature you can see within range into a labyrinthine demiplane. The target remains there un til the spell expires or it escapes the maze. maze. The targ et can use its action to make make a DC 20 Int check to escape escape the maze and end the spell (a minotaur or goristro demon automatically succeeds). The target reapp ears in the space it left when the spell ends.
You step into a stone object or surface large enough to fully contain your body. While merged with the stone you ar e undetectable un detectable to magical magical senses, cannot see what occurs outside it, and your Perception checks for hearing have disadvantag e. You You remain aware of the p assage of time and can cast spells on yourself. You can u se your movement to leave the stone where you entered it, ending the spell.
This spell repairs a single break or tear (no larger than 1' in any dimension) in an object you touch. This can ph ysically restore a magic item or or construct, but cannot r estore estore the magic.
Partial destruction or change in shape such that you no longer fit does 6d6 bludgeoning damage and exp els you prone. Complete destruction or transmutation deals 50 bludgeoning damage and expels you prone.
PHB 258-9
PHB 259
PHB 259
MESSAGE
METEOR SWARM
MIND BLANK
Transmutation cantrip Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (a short piece of copper wire) Duration 1 Duration 1 round
9th-level evocation Casting time 1 time 1 action Range 1 Range 1 mile Components VS Components VS Duration Instantaneous Duration Instantaneous
8th-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components V Components VS S Duration 24 Duration 24 hours
Four orbs of fire hit the ground at different points you can see within range. Each orb deals 20d6 fire and 20d6 bludgeoning damage (Dex save for half) to creatures within a 40' radiu s of impact. impact. A creature in the ar ea of more more than one impact is only affected once. Un attended flammable objects are ignited.
Until the spell end s, one willing willing creature touched is immune immune to psychic damage, any effect that would read its emotions emotions or thoughts, divin ation spells, and the char med condition. This foils foils even wish and wish and spells or effects of similar similar power.
You point your finger at a creature within range and whisper a message. The target hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid solid objects if you are familiar with the target and know where it is located. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood wood b lock lock the spell. The spell can trav el around corners corners and through openings.
PHB 259
PHB 259
PHB 259-60
MINOR ILLUSION
MIRAGE ARCANE
MIRROR IMAGE
Illusion Illusion cantrip cantrip Casting time 1 time 1 action Range 30 Range 30 feet Components SM Components SM (a bit of fleece) Duration 1 Duration 1 minute
7th-level illusion Casting time 10 time 10 minutes Range Sight Range Sight Components VS Components VS Duration 10 Duration 10 days
2nd-level illusion Casting time 1 time 1 action Range Self Range Self Components V Components VS S Duration 1 Duration 1 minute
You create a sound or image of an object within range that lasts for the duration. Sound volume can rang e from whisper to scream, scream, and can be continuous or discrete. Image must be no larger than a 5' cube, cannot create light or any other sensory effect. Physical Physical interaction interaction r eveals the illusion. An Investigation check vs your spell DC reveals the illusion.
PHB 260
You make terrain in an area up to 1 square mile look, sound, smell and even feel like some other sort of terrain, although the general shape remains the same. A creature with tru esight can see through the illusion to the the terrain 's true form, but can still still ph ysically interact with the illusion. Any illusory object taken out of the the area of effect disappears immediately. Structures can be added, but creatures are not disguised, concealed, or or added.
PHB 260
Three illusory duplicates of yourself appear in your space. Each Each time a creature targets you with an attack, roll 1d20 to determine whether the attack hits you or a dup licate. licate. If all three dup licates licates are active, a roll of 6 or more hits a d uplicate. If 2 dup licates, licates, a roll of of 8 or high er targets one. If 1 dup licate, licate, a roll of 11 or high er targets it. A du plicate's AC is 10 + your D ex modifier. If an attack hits it, it is destroyed. It ignores all other damage and effects. effects. A creature is un affected by this spell if it does not rely on sight (e.g. blinded, blindsight) or can perceive illusions (e.g. truesight). PHB 260
MISLEAD
MISTY STEP
MODIFY MEMORY
5th-level illusion Casting time 1 time 1 action Range Self Range Self Components S Components S Duration Concentration, Duration Concentration, up to 1 hour
2nd-level conjuration Casting time 1 time 1 bonus action Range Self Range Self Components V Components V Duration Instantaneous Duration Instantaneous
5th-level enchantment Casting time 1 time 1 action Range 30 Range 30 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute
You become become invisible as an illusory d ouble of yourself appears where you are standing. The double lasts for the duration, but your invisibility ends if y ou cast a spell or or attack. You You can u se your action action to direct the doub le up to twice twice your speed and make it gesture, speak and behave in any way y ou choose.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that y ou can see.
A creature that you can see within range succeeds a Wis save save or is charmed. Ad vantage if y ou or allies are fighting it. While charmed it is incapacitated incapacitated and unaware, and you can verbally modify a 10minute memory memory within the past 24 hours: eliminate, eliminate, recall p erfectly, change details, or replace. If it takes damage or is targeted by an other spell, this spell ends with no modification. remove curse or greater restoration restores restoration restores original memory.
You can use a bonus action to switch switch between seeing and hearing through the double's senses or your own. When using the double's senses, you are blind and deaf to your own surroundings.
AT
H I G H E R LEVELS
Longer range. 6th: 7 day s. 7th: 30 days. 8th: 1 year. 9th: any memory. PHB 260
PHB 260
PHB 261
MOONBEAM
MOV OVE E EARTH
NONDETECTION
2nd-level evocation Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (several seeds of any moonseed moonseed p lant and a piece of opalescent feldspar) Duration Concentration, Duration Concentration, up to 1 minute
6th-level 6th-level transmutation Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (an iron blade and a small bag of mixed soils) Duration Concentration, Duration Concentration, up to 2 hours
3rd-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a pinch of diamond dust worth 25 gp sprinkled on target and consumed) Duration 8 Duration 8 hours
A 5' radius, 40' tall cylinder of silvery (dim) light fills an area within range. When a creature enters the area for the first time on on a tur n or starts its turn there, it takes 2d10 radiant d amage, with a Con save for half. A shapechanger has disadvantage, and on failure reverts to original form and cannot change while in the light. Use an action action to move the beam u p to 60'.
AT
You can reshape dirt, sand, or clay in a 40-squarefoot area of terrain: change elevation, make/remove make/remove a trench /wall/pillar, /wall/pillar, heigh t up to half the area's largest dimension. Change takes 10 minutes; you can change areas every 10 minutes. Rocks, stone, stone, structures, and p lants cannot be directly affected. Creatures can easily move move out of the way.
For the duration the willing creature you touch cannot be targeted by divination magic or perceived through magical scrying sensors. This effect can can also be placed over an area or object no larger than 10' in any dimension.
H I G H E R LEVELS
Damage increases by 1d10 per level. PHB 261
PHB 263
PHB 263
PASS WITHOUT TRACE
PASSWALL
PHANTASMAL KILLER
2nd-level abjuration Casting time 1 time 1 action Range Self Range Self Components VSM Components VSM (ashes from a burn ed leaf of mistleto mistletoe e and a sprig of spruce) Duration Concentration, Duration Concentration, up to 1 hour
5th-level 5th-level transmutation Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a p inch of sesame seeds) Duration 1 Duration 1 hour
4th-level illusion Casting time 1 time 1 action Range 120 Range 120 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute
For the d uration, creatures you choose within within 30' including yourself get a +10 bonus on Stealth checks and cannot be tracked by nonmagical means. Affected Affected creatures leav e no tracks or other traces of passage.
A passage app ears at a point you choose on a wooden, wooden, p laster, or stone surface such as a wall, ceiling, or floor. floor. The passage can be up to 5' wide, 8' high, an d 20' deep. It creates no instability in the surrounding structure. structure. Any creature inside the passage when the spell expires is safely ejected to a spot nearest to the surface on which th e spell was cast.
You tap into the deepest fears of a creature you can see within range and make an illusory manifestation manifestation of it, visible only to that creature. The target must succeed on a Wis save or become become frightened for the duration. At the end of each turn while the effect is in place, the the target must succeed on a Wis save or take 4d10 p sychic damage. On a successful successful save, the spell en ds.
AT
H I G H E R LEVELS
Damage increases by 1d10 per level. PHB 264
PHB 264
PHB 265
PHANTOM STEED
PLANAR ALL LLY Y
PLANAR BINDING
3rd-level illusion (ritual) Casting time 1 time 1 minute Range 30 Range 30 feet Components V Components VS S Duration 1 Duration 1 hour
6th-level conjuration Casting time 10 time 10 minutes Range 60 Range 60 feet Components VS Components VS Duration Instantaneous Duration Instantaneous
5th-level abjuration Casting time 1 time 1 hour Range 60 Range 60 feet Components VSM Components VSM (a jewel worth at least 1000 gp, which is consumed) Duration 24 Duration 24 hours
You beseech a god, d emon prince, or some other powerful otherworldly en tity for aid. It sends a celestial, elemental, or fiend loyal to it to aid you, appearing in an unoccupied space within range. If you k now a specific creature's creature's name y ou can request it, but might n ot get it.
You bind a celestial, celestial, elemental, elemental, fiend, or fey to your service for the duration. The creature must be present for the en tirety of the spellcasting spellcasting and makes a Cha save to avoid it. If it was summoned by another spell, that spell's duration is extended to match this one's.
The creature is under no compulsion to behave in any particular way. You can bargain with it, if you have the ability to communicate communicate with it. As a ru le of thumb, 100 gp/minute, 1000 gp/hour, 10000 10000 gp/day, but the creature can vary widely if it wishes.
The creature must follow follow your instru ctions ctions to the letter, but may twist words. When the task is complete, it reports to you if on the same plane, or waits where where summoned un til the spell ends.
You conjure a Large horselike creature in an unoccupied space within range, that you or another creature of your choosing can ride. It has bit, bridle, and saddle that vanish if more than 10' from the horse. The horse uses the statistics of a riding horse and has a speed of 100' (10 mph, 13 mph at fast pace). When the spell ends, the horse fades giving the rider 1 minute to dismount. dismount. The spell ends if y ou take an action to dismiss it or if the steed takes any damage.
PHB 265
AT
H I G H E R LEVELS
Duratio Dur ation n increases. 7th: 10 days. 8th: 180 180 days. 9th: a year and a day.
PHB 265
PHB 265
PLANE SHIFT
PLANT GROWTH
POISON SPRAY
7th-level conjuration Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a forked metal rod worth 250 gp attuned to a plane) Duration Instantaneous Duration Instantaneous
3rd-level transmutation Casting time 1 time 1 action action or 8 h ours Range 150 Range 150 feet Components VS Components VS Duration Instantaneous Duration Instantaneous
Conjuration cantrip Casting time 1 time 1 action Range 10 Range 10 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
You and up to 8 willing creatures who link hands are transported to another plane of existence. You You can specify a general location to appear nearby. Or if you know the sigil sequence of a teleportation teleportation circle, this this can take y ou there.
If cast as an action, choose a spot within ran ge. All plant life within 100' of that spot becomes thick and overgrown and creatures must spend 4 feet of movement to move 1 foot.
You target a creature within range that you can see. The creature must succeed on a Constitution Constitution saving th row or take 1d12 poison poison damage.
You can use this spell to banish a creature within your reach. Make a melee spell attack, attack, then it makes a Cha save or be transported to a random location location on the target p lane.
If cast as 8 hours, you enrich the land within half a mile. The plants within ran ge become enriched for 1 year, y ielding twice the n ormal amount amount of food when h arvested. arvested.
AT
Finding the correct metal and frequency for the rod may be an adventure in itself.
H I G H E R C H A R A C T E R LEVELS
Damage increases to 2d12 at 5th level, 3d12 at 11th, and 4d12 at 17th.
PHB 266
PHB 266
PHB 266
POLYMORPH
POWER WORD KILL
POWER WORD STUN
4th-level 4th-level transmutation t ransmutation Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a caterpillar cocoon) cocoon) Duration Concentration, Duration Concentration, up to 1 hour
9th-level enchantment Casting time 1 time 1 action Range 60 Range 60 feet Components V Components V Duration Instantaneous Duration Instantaneous
8th-level enchantment Casting time 1 time 1 action Range 60 Range 60 feet Components V Components V Duration Instantaneous Duration Instantaneous
You target one creature you can see within range. If that creature has 100 or fewer HP remaining, it dies instantly. If it has more than 100 HP remaining, this spell has n o effect. effect.
You target a creature you can see within range. If that creature has 150 or fewer HP remaining, it is stunned, otherwise the spell does nothing. At the end of each of its turns, it can make a Con save to end the effect.
A creature within range is transformed into a new form. This new form form can hav e a CR of up to the transformed creature's CR or level. An unwilling creature can make a Wis save save to avoid th is effect. Shapechan gers automatically automatically succeed on the save. The targ et's game statistics statistics,, including mental abilities, are are rep laced by the new form's. It retains alignment and personality. It reverts at 0 HP, any excess damage damage carries over. The target's gear melds into the new form and does not benefit it, and it cannot speak, cast spells, or take actions requiring h ands or speech. speech. PHB 266
PHB 266-7
PHB 267
PRAYER OF HEALING
PRESTIDIGITATION
PRISMATIC SPRAY
2nd-level evocation Casting time 10 time 10 minutes Range 30 Range 30 feet Components V Components V Duration Instantaneous Duration Instantaneous
Transmutation cantrip Casting time 1 time 1 action Range 10 Range 10 feet Components VS Components VS Duration Up Duration Up to 1 hour
7th-level evocation Casting time 1 time 1 action Range Self Range Self (60-foot cone) Components V Components VS S Duration Instantaneous Duration Instantaneous
Up to six creatures of your choice that you can see within range regain 2d8 + your spellcasting modifier modifier HP. This spell has no effect on u ndead and constructs. constructs.
With this spell you can: create a h armless sensory sensory effect; light light or snuff a torch, small fire, or candle; clean or soil a small object (1 cubic foot); chill, warm or flavor nonliving material (1 cubic foot foot for 1 hour); hour) ; make a color color or mark appear on an object or surface for 1 hour; create a trinket or illusion in your hand until the end of your next turn. You can have u p to 3 non-instantaneous effects active at once, and can dismiss one as an action. action.
AT
H I G H E R LEVELS
Each creature in a 60' cone cone rolls a Dex save an d 1d8 to determine effect: 1. Red: 10d6 fire damage, save for half 2. Orange: 10d6 acid damage, save for half 3. Yellow: Yellow: 10d6 10d6 lightnin g d amage, save for half 4. Green: 10d6 poison damage, save for h alf 5. Blue: 10d6 cold cold damage, save for half 6. Indigo: restrained, Con save end of each turn, 3 successes successes ends, 3 failur es petrifies 7. Violet Violet:: blinded until nex t turn, Wis save at start of turn or b anished to a plane of DM's choice 8. Roll again for 2 effects, rerolling rerolling any 8s.
Healing increases by 1d8 per level. PHB 267
PHB 267
PHB 267
PRISMATIC WALL
PRIVATE SANCTUM
PRODUCE FLAME
9th-level abjuration Casting time 1 time 1 action Range 90 Range 90 feet Components V Components VS S Duration 10 Duration 10 minutes
4th-level abjuration Casting time 10 time 10 minutes Range 120 Range 120 feet Components VSM Components VSM (a think sheet of lead, piece o of f opaque glass, wad of cotton/cloth, and powdered chrysolite) Duration 24 Duration 24 hours
Conjuration cantrip Casting time 1 time 1 action Range Self Range Self Components V Components VS S Duration 10 Duration 10 minutes
Creates a wall (90' by 30' by 1") or sphere (radius 30') that sheds lig ht for 100'. Spell fails if intersecting a creature. Designated creatures unaffected. Blocks nonmagical ranged attacks attacks until partially destroyed. Within 20', Con save or blinded for 1 minute. Passing Passing thr ough subject to 7 layers layers with Dex saves to reduce/avoid: 10d6 fire, 10d6 acid, 10d6 electric, 10d6 poison, 10d6 10d6 cold, restrained ( Con saves p er turn, 3 success success to escape escape or 3 fails to be petrified), blinded (Wis save on turn to escape or be banished). Can d estroy layer by layer, see text for details, or or use rod of cancellation. Immune to antimagic.
You make a 5'–100' cube with an y/all of: Sound can't pass through through b oundary Barrier is dark and foggy, preventing vision Divination sensors can't enter or appear inside Divination can't target creatures inside Nothing can teleport in or out Planar travel is blocked. Can dismiss with action. Casting on the same spot every day for a year makes it permanent.
AT
H I G H E R LEVELS
You can attack with with the flame, though that end s the spell. Make a ranged spell attack attack at a creature within 30' for 1d8 fire damage.
AT
H I G H E R C H A R A C T E R LEVELS
Damage increases to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th.
Maximum size size increases by 100' per level.
PHB 267-9
A flame appears in the palm of your hand for the duration, shedding bright light for 10' and dim for another 10'. Disappear s if dismissed dismissed with an action action or cast again.
PHB 262
PHB 269
PROGRAMMED ILLUSION
PROJECT IMAGE
P ROTECTION FROM ENERGY
6th-level illusion Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (a bit of fleece and jade du st worth 25 gp) Duration Until Duration Until dispelled
7th-level illusion Casting time 1 time 1 action Range 500 Range 500 miles Components VSM Components VSM (a small replica of you worth at least 5 gp) Duration Concentration, Duration Concentration, up to 1 day
3rd-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components V Components VS S Duration Concentration, Duration Concentration, up to 1 hour
You set an illusion of an object, creature, or visible phenomenon, no larger than a 30' cube, with a trigger condition. condition. The illusion illusion is imperceptible before it is triggered and the programmed performance can be up to 5 minutes in length. When the condition condition y ou specify occurs, the illusion spring s to life, performs its its programmed fun ction ction (with sound), then disappears and resets after 10 minutes, ready to be triggered again. Physical interaction interaction or an In telligence check vs the spell save DC r eveals that it's an illusion. illusion. PHB 269
You create an illusory image of y ourself that lasts for the du ration. The illusion illusion looks and sounds like you and can appear any where within within range that you have seen before. The spell ends if it takes damage. Use your action action to have it move up to twice twice your speed, gesture, speak, and behave as you choose. Use a bonu s action action to switch between seeing an d hearing through its senses and your own (being blinded and deafened to your own own surroundings while using its senses). senses).
For the duration, a willing creature you touch has resistance to one one d amage type of y our choice: acid, cold, fire, lightning, or thunder.
Physical interaction interaction or an In telligence check vs the spell save DC rev eals that it's an illusion. PHB 270
PHB 270
PROTECTION FROM EVI VIL L/GOOD
P ROTECTION FROM P OISON
OOD D AND DRINK PURIFY FOO
1st-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (holy water or powdered silver and iron, which is consumed) consumed) Duration Concentration, Duration Concentration, up to 10 minutes minutes
2nd-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components VS Components VS Duration 1 Duration 1 hour
1st-level transmutation (ritual) Casting time 1 time 1 action Range 10 Range 10 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
Touched creature is cured of one p oison oison (known ( known or random). For the duration, the creature has advantage on saving throws against being poisoned poisoned and has resistance to poison poison damage.
All nonmagical food and drink within a 5' radius sphere centered on a spot you choose is rendered free from poison and disease.
Touched willing creature has p rotection rotection against aberrations, celestials, elementals, fey, fiends, and undead until the spell ends. Those creatures have disadvan tage on attack rolls against the target, the target cann ot be charmed, p ossessed ossessed or frightened by those creature types and the target has advantage on saving throws to end these effects from those creatures.
PHB 270
PHB 270
PHB 270
RAISE DEAD
RAY OF ENFEEBLEMENT
RAY OF FROST
5th-level 5th-level necromancy Casting time 1 time 1 hour Range Touch Range Touch Components VSM Components VSM (a diamond worth 500 gp, which is consumed) Duration Instantaneous Duration Instantaneous
2nd-level necromancy Casting time 1 time 1 action Range 60 Range 60 feet Components VS Components VS Duration Concentration, Duration Concentration, up to 1 minute
Evocation cantrip Casting time 1 time 1 action Range 60 Range 60 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
You return a creature dead for no more than 10 days to life. If the soul is willing to retur n to the body, it retur ns to life with with 1 HP. Any p oisons oisons and nonmagical diseases diseases are cured and mortal wounds are closed, closed, bu t magical diseases, diseases, curses, or similar similar effects are not cured and missing missing body parts aren 't replaced. The spell fails if essential essential body parts (e.g. head, liver) are missing.This spell cannot return undead to life.
Make a ranged spell attack attack against a target. On a hit, the target deals half damage with weapon attacks attacks that use Streng th un til the spell ends. At the end of its turn turns, s, it can can make a Con save to end the spell.
Creatures brought back this way suffer a -4 penalty to attack attack rolls, saving thr ows, ows, and ability checks. This penalty is reduced by 1 every time the creature completes a long r est.
Make a ranged spell attack attack against a target within range. rang e. On a hit, the target takes 1d8 cold damage and has its speed reduced by 10 feet until the start of your next turn.
AT
H I G H E R C H A R A C T E R LEVELS
Damage increases to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th.
PHB 270
PHB 271
PHB 271
REGENERATE
REINCARNATE
REMOVE CURSE
7th-level 7th-level transmutation t ransmutation Casting time 1 time 1 minute Range Touch Range Touch Components VSM Components VSM (a prayer wheel and holy water) Duration 1 Duration 1 hour
5th-level 5th-level transmutation Casting time 1 time 1 hour Range Touch Range Touch Components VSM Components VSM (rare oils and unguents worth 1000 gp, which are consumed) Duration Instantaneous Duration Instantaneous
3rd-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components V Components VS S Duration Instantaneous Duration Instantaneous
Touched creature reg ains 4d8+15 HP instantly. For the d uration, the target also regains 1 HP at the start of each of it itss turns ( 10 HP per minute). The target's severed body members are restored after 2 minutes. If you hold the severed part against the stump, it reattaches instantaneously.
PHB 271
You touch (a piece of) a dead humanoid that has been dead no longer than 10 days. The spell forms a new adult b ody an d calls that soul to it. The DM r olls a 1d100 or or otherwise determines the new form of the target. The creature retains all memories memories and capab ilities ilities it had before, exchanging its racial abilities abilities for those of its new form.
PHB 271
At your touch, all curses curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell br eaks its attunement attunement to the owner of the object so it can be r emoved emoved or discarded.
PHB 271
RESILIENT SPHERE
RESISTANCE
RESURRECTION
4th-level evocation Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (h emispher emispherical ical pieces of clear crystal and gum arabic) Duration Concentration, Duration Concentration, up to 1 minute
Abjuratio Abjuration n cantrip cantrip Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a miniature clock) clock) Duration Concentration, Duration Concentration, up to 1 minute
7th-level necromancy Casting time 1 time 1 hour Range Touch Range Touch Components VSM Components VSM (1000 gp diamond, which is consumed) Duration Instantaneous Duration Instantaneous
A sph ere of force encloses a Large or smaller smaller creature or object within range. An unwilling creature can attempt a Dex save to avoid the effect. The sphere is impenetrable to all matter (but the creature can breathe), energy, and spells, and is immune immune to all damage. An en enclos closed ed creature can push against the sphere, making it roll up to half their sp eed. The globe is weightless and can be picked up and moved by others.
Once before the spell expir es, the touched touched willing creature can roll 1d4 and add the result to any one saving throw of its choice. choice. It can roll the die before or after making the throw. The spell then ends.
A disintegrate spell disintegrate spell destroys the sphere without harming anything inside it. PHB 264
PHB 272
You touch a dead creature that has been dead no more than a century that didn't die of old age and isn't undead, and bring it back to life if the soul is free and willing. The spell neutralizes poisons poisons and cures nonmagical diseases, closes mortal wounds, and r estores estores missing missing body parts, but does not remove magical diseases, diseases, curses, and the like. Creatures brought back this way take a -4 penalty on attack rolls, saves, and ab ility checks, decreasing the penalty by 1 per long rest. After casting this spell on a creature dead for over 1 year, you cannot cast spells and have disadvan tage on attacks, saves, and ability checks until you finish a long rest. PHB 272
REVERSE GRAVITY
REVIVIFY
ROPE TRICK
7th-level 7th-level transmutation t ransmutation Casting time 1 time 1 action Range 100 Range 100 feet Components VSM Components VSM (a lodestone lodestone and iron filings) Duration Concentration, Duration Concentration, up to 1 minute
3rd-level necromancy Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (diamonds worth 300 gp, which are consumed) Duration Instantaneous Duration Instantaneous
2nd-level 2nd-level transmutation Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (powdered corn extract and a twisted twisted loop of parchment) Duration 1 Duration 1 hour
Gravity reverses in a 50' radius, 100' tall cylinder centered on a spot within range. A creature caught in this area can make a Dex save to grab onto a fixed object w within ithin reach to avoid falling up. Creatures stop falling when they hit a ceiling or other fixed object above them (taking fall damage as appropriate) or reach the top of the cylinder. When the spell exp ires, creatures in the area fall as normal.
You touch a creature that has died within the past minute and return it to life with with 1 H P. This does not work on creatures that died of old age, n or can it restore lost lost body parts.
You touch a length of rope u p to 60' long that then stands up straigh t. At the top of the rope opens an invisible entran ce to an extradimensional extradimensional space that can fit up to eight Medium or smaller creatures, which can be reached by climbing the rope. The rope can be pulled into the space to hide it as well.
PHB 272
PHB 272
Attacks and spells cannot pass through the entrance in or out, but those inside can see out as through a 3'×5' window. Anything inside the space when the spell expires drops. PHB 272
SACRED FLAME
SANCTUARY
SCORCHING RAY
Evocation cantrip Casting time 1 time 1 action Range 60 Range 60 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
1st-level abjuration Casting time 1 time 1 bonus action Range 30 Range 30 feet Components VSM Components VSM (a small silver mirror) Duration 1 Duration 1 minute
2nd-level evocation Casting time 1 time 1 action Range 120 Range 120 feet Components V Components VS S Duration Instantaneous Duration Instantaneous
Flames descend on a creature within range that you can see. That creature makes a Dexterity saving th row or takes 1d8 radiant damage, with no ben efit from cover. cover.
A creature within r ange is warded from attacks. attacks. Any creature who targets the warded creature with an attack or har mful spell must first make make a Wis save. save. On a failed save th e creature must select a new targ et or lose the attack or spell.
You create three rays of fire and hurl them at targets within range. You can target separate creatures with each or target one creature with multiple rays. Make a ranged spell attack. attack. On a hit, the target takes 2d6 fire damage.
This effect ends if the ward ed creature attacks or or casts casts a spell that affects an enemy creatur e.
AT
H I G H E R C H A R A C T E R LEVELS
AT
Damage increases to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th. PHB 272
H I G H E R LEVELS
One additional ray is created per level. PHB 272-3
PHB 273
SCRYING
SECRET CHEST
SEE INVISIBILITY
5th-level divination Casting time 10 time 10 minutes Range Self Range Self Components VSM Components VSM (a focus worth at least 1000 gp) Duration Concentration, Duration Concentration, up to 10 minutes minutes
4th-level conjuration Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (an exq uisite chest worth worth at least 5000 gp and a tiny replica worth 50 gp) Duration Instantaneous Duration Instantaneous
2nd-level divination Casting time 1 time 1 action Range self Range self Components VSM Components VSM (a pinch of talc and a small sprinkling of silver powder) Duration 1 Duration 1 hour
Invisible fist-sized fist-sized orb appears at a location location you've y ou've seen before or follows follows a creature, allowing you to see all in 10' radius. Creature g ets a wisdom wisdom save, modified modified by your knowledge of and phy sical connection connection to it. It can can choose choose to fail the save if it kn ows you're trying . On a successful successful save, the spell fails and y ou cannot target that creature again for 24 hours. If you have only secondhand knowledge, it gets +5 on the save. If you kn ow the target well, it gets -5. If you hav e a likeness of the target it gets -2; a garment or p ossessi ossession on gets -4; a body part, including hair or nail clippings, gets -10.
You hide a chest, 3'×2'×2', 3'×2'×2', in the Ethereal Plane. You can summon summon it with an action by touching the replica to recall it, sending sending it back the same way. After 60 days ther e is a cumulative 5% chance chance per day th at the spell effect ends. It also also ends if you cast this spell spell again, if the replica is destroyed, or if you choose to end it as an action. action. If the larger chest is in the Ethereal Plane when this effect ends, it is irretrievably lost. lost.
PHB 273
For the duration you can see invisible creatures and objects as ifif they were visible. You also see into the Ethereal Plane. Ethereal creatures and objects appear translucent and ghostly.
PHB 254
PHB 274
SEEMING
SENDING
SEQUESTER
5th-level illusion Casting time 1 time 1 action Range 30 Range 30 feet Components V Components VS S Duration 8 Duration 8 hours
3rd-level evocation Casting time 1 time 1 action Range Un Range Un limited limited Components VSM Components VSM (a short piece of fine copper wire) Duration 1 Duration 1 round
7th-level 7th-level transmutation Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a p owder composed composed of diamond, emerald, ruby, and sapphire dust worth 5000 gp, which is consumed) Duration Until Duration Until dispelled
You change the appearance of any number of creatures you can see within range, giving each target a new, illusory appearance. An unwilling target can avoid the effect by succeeding a Cha save. Appearance App earance of each creature chang es to that of of your choosing, choosing, so long as it has the same general body shape and is no more more than 1 foot taller or shorter than its natural height. This does not stand up to physical inspection. inspection. To discern discern th at you are d isguised, a creature must spend an action and succeed on an Investigation check versus your spell save DC.
You send a short message message to any creature with which you are familiar. The creature hears the message message in its mind, recognizes you as the send er if it knows you, and can respond immediately. immediately. Creatures with Int at least 1 can understand the message.
A willing creature or object is hidden away. It becomes invisible and undetectable through divination. If the target is a creature it en ters a state of suspended animation. animation.
This can send a message across any distance and even to other plan es of existence, existence, but there is a 5% chance it fails if the the recipient is on another plane.
You can set a condition condition for the spell to end ear ly. The condition must be visible and take place within 1 mile of the creature. This effect also ends if the subject takes any damage.
PHB 274
PHB 274
PHB 274
SHAPECHANGE
SHATTER
SHIELD
9th-level 9th-level transmutation t ransmutation Casting time 1 time 1 action Range Self Range Self Components VSM Components VSM (1 jade circlet worth worth 1500 gp , placed on your head before casting) Duration Concentration, Duration Concentration, up to 1 hour
2nd-level evocation Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a chip of mica) Duration Instantaneous Duration Instantaneous
1st-level abjuration Casting time 1 time 1 reaction, taken when hit by an attack or magic missile Range Self Range Self Components V Components VS S Duration 1 Duration 1 round
You transform into a creature creature that y ou have seen before, CR equal to or lower than your level and is not a construct or un dead. You b ecome ecome an average example of the creature with no class levels, spellcasting spellcasting trait, legen dary actions, actions, or lair actions. actions. Your g ame statistic statisticss are replaced b y the creature's, but you keep your mental ability scores. You have both your own and the creature's skills and proficiencies. You choose if your equipment is absorbed, worn, or dropped. You can alter y our form as an action, action, following following th e same restrictio restrictions, ns, but y our remaining HP does not increase to match the new form's. PHB 274-5
A sudden loud, ringing noise emanates from a point you designate within range. Creatures within a 10' radius sphere take 3d8 thunder damage, Con save for half. A creatur e made if inorganic material has disadvantage on the save. Unattended nonmagical objects are also affected. affected.
AT
An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +5 bonus to your AC, including against the triggering attack, and take no damage from magic missile
H I G H E R LEVELS
Damage increases by 1d8 per level. PHB 275
PHB 275
SHIELD OF FAITH
SHILLELAGH
SHOCKING GRASP
1st-level abjuration Casting time 1 time 1 bonus action Range 60 Range 60 feet Components VSM Components VSM (a small parchment with a b it of holy text written on it) Duration Concentration, Duration Concentration, up to 10 minutes minutes
Transmutation cantrip Casting time 1 time 1 bonus action Range Touch Range Touch Components VSM Components VSM (mistletoe, a shamrock leaf, and a club or quarterstaff) Duration 1 Duration 1 minute
Evocation cantrip Casting time 1 time 1 action Range Touch Range Touch Components V Components VS S Duration Instantaneous Duration Instantaneous
A shimmering force surrounds a creature of your choice within range, granting +2 AC for the duration.
The club or qu arterstaff becomes becomes magical for for the duratio dur ation. n. You can u se your spellcasting spellcasting modifier instead of Strength for attack and damage rolls with the weapon for the duration, and the damage die becomes becomes 1d8.
Make a melee spell spell attack. You You hav e advan tage if the target is wearing armor made of metal. metal. On a hit, the target takes 1d8 lightning damage and can't take reactions until the start of its next turn .
The spell ends if y ou cast it again again or let g o of the weapon.
AT
H I G H E R C H A R A C T E R LEVELS
Damage increases to 2d6 at 5th level, 3d6 at 11th, and 4d6 at 17th. PHB 275
PHB 275
PHB 275
SILENCE
SILENT IMAGE
SIMULACRUM
2nd-level illusion (ritual) Casting time 1 time 1 action Range 120 Range 120 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 10 minutes minutes
1st-level illusion Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a bit of fleece) Duration Concentration, Duration Concentration, up to 10 minutes minutes
7th-level illusion Casting time 12 time 12 hours Range Touch Range Touch Components VSM Components VSM (a life-sized copy made of snow or ice, a body par t of the target such as hair or nail clippings, and powdered ruby worth 1500 gp which is consumed) Duration Until Duration Until dispelled
For the duration, no sound can enter or pass through a 20' radius sphere centered on a point you designate within range. Any creature or object entirely inside the spher e is immune immune to thunder damage, and is deafened while inside. Casting a spell that requires a verbal component is impossible impossible in the sph ere.
You create an image of an object, creature, creature, or other visible phenomenon that is no larger than a 15' cube. The image g ives off no sound, smells, or or any other sensory effects. You You can move the image as an action action to any spot within within r ange, and can manipulate it so that the movement appears normal, like a humanoid walking. Physical interaction interaction r eveals the illusion, as does an Investigation check vs your spell DC.
PHB 275-6
Duplicate a beast or humanoid within range for the entire casting. Dup licate appears the same as original, but has half Max HP and no equipment. It can never learn or b ecome ecome more powerful, so it cannot level up or regain expended spell slots. It is friendly toward toward you and anyone y ou designate and obeys your spoken commands. It can only reg ain HP in an alchemical alchemical laboratory, using rare herbs and minerals worth 100 gp per HP. If it is dropped to 0 HP, it melts away. If you cast this spell again, existing simulacrum is destroyed.
PHB 276
PHB 276
SLEEP
SLEET STORM
SLO LOW W
1st-level enchantment Casting time 1 time 1 action Range 90 Range 90 feet Components VSM Components VSM (a pinch of fine sand, rose petals, or a cricket) Duration 1 Duration 1 minute
3rd-level conjuration Casting time 1 time 1 action Range 150 Range 150 feet Components VSM Components VSM (a pinch of dust and a few drops of water) Duration Concentration, Duration Concentration, up to 1 minute
3rd-level transmutation Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (a drop of molasses) Duration Concentration, Duration Concentration, up to 1 minute
Roll 5d8 to start this spell, it affects this many HP of creatures. Creatures within 20' of a point you choose choose within rang e are affected in ascending order by HP, ignoring unconscious creatures. Affected creatures fall un conscious conscious until the spell ends, the sleeper takes damage, or someone someone uses an action to wake it. Undead and creatures immune to being charmed are unaffected by this spell.
AT
Until the spell ends, freezing rain and sleet fall in a 20' radius, 40' tall cylinder within range. The area is heavily obscured, flames are doused, and the ground becomes difficult terrain. When a creature enters the area for the first time time on its turn or starts its its turn there, it must succeed succeed on a Dex save or fall prone. If a creature is concentrating in th e spell's area, it must ssucceed ucceed on a C on save v s your spell save DC to keep concentration. concentration.
Up to six creatures within a 40' cube within range must succeed succeed on a Wis save or be affected by this spell. Affected creatures have their speed halved, -2 to AC and Dex saves, can use either an action or bonus action on its turn (not both), and cannot make more more than one melee or rang ed attack dur ing its turn . If the creature attempts to cast a spell with a casting time of 1 action, 50% chance it has to use its action action n ext round to actually actually cast it (spell is wasted if it can't). An affected affected creatur e makes another Wis save at the end of its turn turn to end the effect.
H I G H E R LEVELS
This spell affects affects an add itional 2d8 HP per level. PHB 276
PHB 276
PHB 277
SPARE THE DYING
SPEAK WITH ANIMALS
SPEAK WITH DEAD
Necromancy Necromancy cantrip Casting time 1 time 1 action Range Touch Range Touch Components V Components VS S Duration Instantaneous Duration Instantaneous
1st-level divination divination ( ritual) Casting time 1 time 1 action Range Self Range Self Components VS Components VS Duration 10 Duration 10 minutes
3rd-level necromancy Casting time 1 time 1 action Range 10 Range 10 feet Components VSM Components VSM (burning incense) incense) Duration 10 Duration 10 minutes
You gain the ability to comprehend and verbally communicate communicate with beasts for the duration. dur ation. The knowledge an d awaren ess of most most beasts is limited limited by their intelligence, bu butt at minimum they can give you information about nearby locations and monsters, including whatever they perceived within the past day. You might b e able to convince a beast to perform a small favor for y ou.
A corpse within range that has is not undead, still has a mouth, and has not been the target of this spell in the last 10 days answers up to five questions over the du ration. The corpse knows only what it knew in life and is under no compulsion compulsion to be tru thful. The soul is not returned, so it cannot learn anything new, speculate, or comprehend anything that happened since it died.
You touch a living creatur e that has 0 HP. The creature b e comes stable. stable. This has no effect on undead or constructs.
PHB 277
PHB 277
PHB 277
SPEAK WITH PLANTS
SPIDER CLIMB
SPIKE GROWTH
3rd-level transmutation Casting time 1 time 1 action Range Self Range Self ( 30-foot 30-foot radius) Components V Components VS S Duration 10 Duration 10 minutes
2nd-level 2nd-level transmutation Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a drop of bitumen and a spider) Duration Concentration, Duration Concentration, up to 1 hour
2nd-level 2nd-level transmutation Casting time 1 time 1 action Range 150 Range 150 feet Components VSM Components VSM (seven shar p thorns or small sharpened twigs) Duration Concentration, Duration Concentration, up to 10 minutes minutes
You gran t plants within 30' of you limited limited sentience and th e ability to communicate communicate with you and follow follow simple instructions. You You can ask about events in the area within the past day. You can turn difficult terrain caused by plant growth into normal terrain, or cause existing plants to become difficult terr ain. Plants created by entangle can entangle can be in structed to release a creature. creature. You might be able to obtain other favors, bu t the plants cannot u proot themselves.
Until the spell end s, one willing willing creature you touch has the ability to move up, down, and across vertical surfaces and hand upside down along ceilings, while leaving its hands free. The target gains a climb speed equ al to its walking speed.
A 20' radius area of ground within range is covered with spikes and thorns, making difficult terrain. Creatures moving into or within the area take 2d4 piercing damage for every 5' they travel. The area is camouflaged camouflaged to look natural. Creatur es must make a Perception Perception check v s your spell save DC to notice the thorns before entering the area.
If a plant creature is in the area, you can communicate communicate with it but h ave n o magical ability ability to influence it. PHB 277
PHB 277
PHB 277-8
SPIRIT GUARDIANS
SPIRITUAL WEAPON
STINKING CLOUD
3rd-level conjuration Casting time 1 time 1 action Range Self Range Self ( 15-foot 15-foot radius) Components VSM Components VSM (a holy symbol) Duration Concentration, Duration Concentration, up to 10 minutes minutes
2nd-level evocation Casting time 1 time 1 bonus action Range 60 Range 60 feet Components VS Components VS Duration 1 Duration 1 minute
3rd-level conjuration Casting time 1 time 1 action Range 90 Range 90 feet Components VSM Components VSM (a rotten egg or several skunk cabbage leaves) Duration Concentration, Duration Concentration, up to 1 minute
A floating, spectral weapon of whatever form y ou choose choose appear s within rang e. When you cast this spell, make a melee spell attack against a creature within 5' of the weapon for 1d8 + your spellcasting spellcasting modifier modifier force damage.
You create a 20' radius sphere of y ellow gas centered on a spot within range that spreads around corners and heavily obscures its area. A moderate wind (10 mph) disperses the cloud after 4 rounds. A strong wind (20 mph) disperses it after 1 round.
Spirits (angelic or fey if you are good/neutral, or fiendish if you are evil) form a 15' radius ring of protection protection aroun d you. When casting, casting, you can designate creatures you can see to be unaffected. Affected creatures' speed is halved. When a creature enters for the first time on a turn or starts its turn there takes 3d8 radiant (if you are good/neutral) or necrotic (if you are evil) damage, Wis save save for half.
As a bonus action on your turn, you can move it 20' and hav e it make another attack as above. above.
AT
AT
H I G H E R LEVELS
Damage increases by 1d8 per level.
H I G H E R LEVELS
Creatures that start their tur n completely completely within the cloud must succeed on a Con save against poison or spend its action retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed this save.
Damage increases by 1d8 per 2 levels. PHB 278
PHB 278
PHB 278
STONE SHAPE
STONESKIN
STORM OF VENGEANCE
4th-level 4th-level transmutation t ransmutation Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (soft clay worked into the desired shape) Duration Instantaneous Duration Instantaneous
4th-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (diamond dust worth 100 gp, which is consumed) Duration Concentration, Duration Concentration, up to 1 hour
9th-level conjuration Casting time 1 time 1 action Range Sight Range Sight Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute
You touch a stone object of Medium size or smaller or a section of stone stone no n o more more than 5' in an y dimension and form it into any shap e that suits your purpose. The object can have up to 2 hinges and a latch, but nothing more mechanically complicated complicated than that.
The spell turn s the flesh of a willing willing creatur e you touch as hard as stone. Until the spell ends, the creature h as resistance to nonmagical bludgeoning, piercing and slashing damage.
PHB 278
A storm cloud cloud forms at a point you can see, spreading to a 360' 360' radius. Creatur es up to 5000' under the cloud when it appears must succeed on a Con save or take 2d6 thunder damage and be deafened for 5 minutes. Round 2: 1d6 acid damage to creatures & objects Round 3: Lightning strikes 6 creatures/objects creatures/objects for for 10d6 damage, Dex save for half Round 4: Hail deals 2d6 bludgeoning damage Rounds 5-10: Strong wind and freezing rain: difficult terrain, heavily obscured, DC10 concentration concentration saves, 1d6 cold damage, p revents ranged rang ed weapon attacks, disperse fogs.
PHB 278-9
PHB 279
SUGGESTION
SUNBEAM
SUNBURST
2nd-level enchantment Casting time 1 time 1 action Range 30 Range 30 feet Components VM Components VM (a snake's tongue and honeycomb or sweet oil) Duration Concentration, Duration Concentration, up to 8 hours
6th-level evocation Casting time 1 time 1 action Range Self Range Self ( 60-foot 60-foot line) Components VSM Components VSM (a magnifying glass) Duration Concentration, Duration Concentration, up to 1 minute
8th-level evocation Casting time 1 time 1 action Range 150 Range 150 feet Components VSM Components VSM (fire and a piece of sunstone) Duration Instantaneous Duration Instantaneous
An intense beam of light shines from your hands in a 60' long, 5' wide line. Creatures in the effect take 6d8 radiant damage and are blinded until your next turn, Con save for half and not blinded. Undead and oozes have disadvantage on the save.
Brilliant sunlight flashes in a 60' rad ius area within range. Creatures within the area take 12d6 radiant damage and are blinded for 1 minute, Con save for half and not blinded. Undead and oozes have disadvantage on the save.
You can create a new line of radiance as an action action on each of your turns until the spell ends.
A blinded creature can make a Con save at the end of each of its turns to end the condition.
For the d uration, a mote mote of brilliance sheds sunlight from your hand, bright for 30' and dim for another 30'.
This spell dispels any magical darkn ess in its area.
You suggest a course of action and magically magically influence a creature you can see within range that can hear and understand you. Creatures unable to be charmed are immune. The sug gestion must be reasonable; r easonable; self-harm self-harm automatically automatically end s the effect. The target succeeds a Wis save or pur sues the action to the best of its ability. If you or allies damage a creature, the spell ends.
PHB 279
PHB 279
PHB 279
SYMBOL
TELEKINESIS
OND D TELEPATHIC BON
7th-level abjuration Casting time 1 time 1 minute Range Touch Range Touch Components VSM Components VSM (Hg , P, P, powdered diamond and opal worth 1000 gp, which ar e consumed) Duration Until Duration Until dispelled or triggered
5th-level 5th-level transmutation Casting time 1 time 1 action Range 60 Range 60 feet Components VS Components VS Duration Concentration, Duration Concentration, up to 10 minutes minutes
5th-level 5th-level divination divination ( ritual) Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (pieces of eggshell fr om two two different kinds of creatures) Duration 1 Duration 1 hour
Max 10' diameter, 10' movement. Investigation vs spell DC. Trigger ed: 60' dim light for 10 minutes affects creatures in, entering, ending turn: Death: 10d10 necrotic, Con Con save for half Discord: Discord: C on save or 1m no communicate and disadvantage on attacks and checks Fear: Wis save or 1m frightened, drop held, move move 30' away if able Hopeless: Cha save or 1m can't do harm Insanity: Int save or 1m no act/read/communicate, DM controls movement Pain: Con save or 1m incapacitated Sleep: Wis save or 10m asleep Stunning: Wis save or 1m stunned PHB 280
You can manipu late creatures or objects within range with your mind. When cast and as an action, affect one object or creature. Creature: Hu ge or smaller. Make an ability check with your spellcasting ability opposed by the creature's Strength. If you win you can move the creature up to 30' (including up) within range, creature is restrained until the end of your next turn. Object: Up to 1000 pounds. If attended , make an ability check with your spellcasting spellcasting ability opp osed by th e creature's Strength. Move up to 30' within within range, an d can manipulate simple tools, tools, open/close containers, stow/retrieve items, etc. PHB 280-1
You forge a telepathic link among up to 8 willing willing creatures of your choice within range. For the duration, dur ation, the targets can communicate communicate telepathically regardless of language over any distance, though not across planes of existence. Creatures with Int 2 or less aren't affected.
PHB 270-1
TELEPORT
TELEPORTATION CIRCLE
THAUMATURGY
7th-level conjuration Casting time 1 time 1 action Range 10 Range 10 feet Components V Components V Duration Instantaneous Duration Instantaneous
5th-level conjuration Casting time 1 time 1 minute Range 10 Range 10 feet Components VM Components VM (rare chalks and inks worth 50 gp, which are consumed) Duration 1 Duration 1 round
Transmutation cantrip Casting time 1 time 1 action Range 30 Range 30 feet Components V Components V Duration Up Duration Up to 1 minute minute
Transport yourself and up to eight willing creatures, or a single object fitting in a 10' cube, to a destination known to you on the same plane. Familiarity determines result (roll d100): Familiarity Familiarity Mishap Mishap Similar Off target target Target Target Tie to dest — — — 01– 100 Very 01–05 06– 13 14– 24 25-100 Casual 01–33 34– 43 44– 53 54-100 Description 01–43 44– 53 54– 73 74-100 False d est 01–50 51– 100 — — Tie: Known sigil sequence, or you have an object taken from there in the past 6 months Off target: by 1d10×1d10 % of of distance Mishap: 3d10 force dmg, reroll (may r epeat)
You draw a 10' diameter circle on on the g round, round , inscribed with sigils that link it to a permanent teleportation teleportation circle on the same plane whose sigil sequence you know. A portal opens to the destination until the end of your next turn. Many temples, guilds, and important places have permanent circles. W When hen y ou learn this spell, you also learn the sequences for two locations locations on the Material Plane. You You can memorize memorize a n ew sequence by studying it for 1 minute. Create a new per manent circle by casting this spell in the same place every day for 1 year. You needn't actually use it to teleport.
PHB 281-2
THUNDERWAVE
You create one of the following effects: your voice booms three times as loud you cause flames to to flicker flicker and change for 1 minute you cause h armless tremors tremors for 1 minute you create a harmless sound within range you cause an u nlocked door or window to fly open you alter the appearance of your eyes for 1 minute You can have u p to three of its 1-minute 1-minute effects active at once, and can dismiss dismiss such an effect as an action.
PHB 282
TIME STOP
PHB 282
TINY HUT
1st-level evocation
9th-level 9th-level transmutation
3rd-level evocation (ritual)
Casting time 1 time 1 action Range Self Range Self ( 15-foot 15-foot cube) Components V Components VS S Duration Instantaneous Duration Instantaneous
Casting time 1 time 1 action Range Self Range Self Components V Components V Duration Instantaneous Duration Instantaneous
Casting time 1 time 1 minute Range Self Range Self (10-foot radius hemisphere) Components VSM Components VSM (a small crystal bead) Duration 8 Duration 8 hours
Creatures within a 15' cube of you take 2d8 thunder damage and are pushed 10 feet away. If they make a Constitution saving throw they take half damage and are not pushed. Unsecured objects are also pushed, and the thunder is audible to 300'. 300'.
AT
You briefly stop time for everyone but yourself. You take 1d4+1 turns in a row, during which you can move and take actions actions as n ormal. The spell ends if an y of the actions you take affect another creature or an object worn by another creature, or if y ou move more than 1000 feet away from where you cast the spell.
A 10' rad ius immobile immobile dome of force appears around and above you. The spell ends if you leave its area. Nine Medium creatures can fit inside the dome with you ( the spell fails if it would would include more or larger creatures). Creatures and objects within the dome when cast can enter and exit freely, all others are barr ed. Spells and other magical effects effects cannot be cast into o orr throug h the d ome. The atmosphere atmosphere inside is comfortable comfortable and d ry regard less of weather. weather. You control the lighting inside. It is opaqu opaqu e (any color) color) from the outside, outside, transparent from the inside.
H I G H E R LEVELS
Damage increases by 1d8 per level. PHB 282-3
PHB 283
PHB 255
TONGUES
TRANSPORT VIA PLANTS
TREE STRIDE
3rd-level divination Casting time 1 time 1 action Range Touch Range Touch Components VM Components VM (a small clay model of a ziggur at) Duration 1 Duration 1 hour
6th-level conjuration Casting time 1 time 1 action Range 10 Range 10 feet Components VS Components VS Duration 1 Duration 1 round
5th-level conjuration Casting time 1 time 1 action Range Self Range Self Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute
The touched creature gains the ability to understand any language, and any creature creature that understands at least one language can understand what the target says.
This creates a link between a Large or larger inanimate plant within range and another plant on the same plane of existence. You must have touched the d estination estination p lant at least once before. For the d uration, creatures can step into the target plant and exit from the destination plant using 5 feet of movement.
You gain the ab ility to enter a tree and move move from inside it to inside another tree of the same type within 500 feet. Both must be living an d at least the same size as you. You must use 5' of movement to enter a tree. You instantly know the location of all other other trees of the same kind within 500' and u se another 5' movement movement to step to a spot adjacent to the curren t tree or any destination tree. If you have no movement movement left, you appear within 5' of the tree you entered. You can use this mode of transportation once per round for the duration, and must end each round outside of a tree.
PHB 283
PHB 283
PHB 283
TRUE POLYMORPH
TRUE RESURRECTION
TRUE SEEING
9th-level 9th-level transmutation t ransmutation Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (1 drop of mercury , a dollop of gum arab ic, and a wisp of smoke) Duration Concentration, Duration Concentration, up to 1 hour
9th-level necromancy Casting time 1 time 1 hour Range Touch Range Touch Components VSM Components VSM (a sprinkle of holy water and diamonds worth 25000 25000 gp, which ar e consumed) Duration Instantaneous Duration Instantaneous
6th-level divination Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (an ointment for the eyes that costs 25 gp, made of mushroom powder, saffron, and fat, which is consumed) Duration 1 Duration 1 hour
Creature or nonmagical object in range transformed. Unwilling creature Wis save save to avoid. Shapechangers unaffected. Gear melds into new form. Permanent Permanent if lasts the full h our. Creature to creature: CR creature: CR <= target's level or CR. Game statistics, statistics, including mental abilities, replaced by new form's. form's. Retains alignment and p ersonality. Reverts Rever ts at 0 HP, excess excess damage carries over. Cannot speak, cast spells, or or take actions requir ing hands or speech. Object to creature: CR creature: CR <= 9, same size or smaller. Friendly and you control it, until permanent. Creature to object: No object: No memory of time spent.
You touch a creature that has been dead for no longer than 200 years and that died of something other than old ag e. If the soul is free and willing, creature is restored to life with full HP. The spell closes all wounds, cures all diseases, lifts curses, and replaces missing body parts.
For the duration, a willing creature you touched has truesight, notices secret secret doors hidden by magic, and can see into the Ethereal Plane, all out to a rang e of 120 feet.
The spell can provide a new body if the old one is not available, in which case you must speak the creature's name to perform the spell and it appears in an unoccupied space within 10'.
PHB 283-4
PHB 284
PHB 284
TRUE STRIKE
UNSEEN SERVANT
VAMPIRIC TOUCH
Divination cantrip Casting time 1 time 1 action Range 30 Range 30 feet Components S Components S Duration Concentration, Duration Concentration, up to 1 round
1st-level conjuration (ritual) Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a piece of string and a bit of wood) Duration 1 Duration 1 hour
3rd-level necromancy Casting time 1 time 1 action Range Self Range Self Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute
On your n ext turn, you have advantage on the first attack attack roll you make against the target creature if the spell hasn't ended.
An in visible, mindless, shapeless shapeless force appears and follows follows your commands commands until the spell ends. It has AC 10, 1 HP, Str 2, and can't attack. The spell ends if it d rops to 0 HP or moves more than 60' from you. As a bonu s action, action, you can mentally command command it to move move up u p to 15' and interact with an object. It can do simple tasks tasks a human serv ant could do, such as fetching things, cleaning, mending, folding clothes, clothes, lighting fires, serving food, food, pour ing wine. The serv ant per forms the task to the best of its ability, then awaits your next command. command.
Make a melee spell attack attack again st a creature in your reach. On a h it, the target takes 3d6 necrotic necrotic damage and you regain half that much HP. Until the spell ends, you can use your action to make the attack again.
AT
H I G H E R LEVELS
Damage increases by 1d6 per level. PHB 284
PHB 284
PHB 285
VICIOUS MOCKERY
WALL OF FIRE
WALL OF FORCE
Enchantment Enchantment cantrip Casting time 1 time 1 action Range 60 Range 60 feet Components V Components V Duration Instantaneous Duration Instantaneous
4th-level evocation Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (a small piece of phosphorous) Duration Concentration, Duration Concentration, up to 1 minute
5th-level evocation Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (powder from a crushed clear gem) Duration Concentration, Duration Concentration, up to 10 minutes minutes
A creature you can see within range that can hear you (it need not understand you) must succeed on a Wis save or take 1d4 psychic damage and have d isadvantage on the next attack roll it makes makes before the end of its next turn.
AT
An opaque wall (up to 60' long) or ring (up to 20' diameter) of fire, 20' high and 1' thick, appears on a solid surface within range. Each creature in the wall takes 5d8 fire damage, Dex save for h alf. When a creatur e enters the wall for the first time on a turn or ends its turn there, it takes 5d8 fire damage. The same happens if a creature ends its turn within 10' of the wall on on a side chosen when the spell is cast.
H I G H E R C H A R A C T E R LEVELS
Damage increases to 2d4 at 5th level, 3d4 at 11th, and 4d4 at 17th. PHB 285
AT
H I G H E R LEVELS
An invisible wall of force appears within range. It can be oriented in any direction. It can be a sphere or hemisphere 10' in radius, or a flat surface made of ten contiguous 10' square panels. In any form, it is is ¼" thick. If the wall cuts throug through ha creature's space, it is pushed to a side of your choice. Nothing can p ass through the wall. It is immune immune to all damage and to dispel magic , but can be destroyed destroyed by disintegrate The disintegrate The wall extends into the Ethereal Plane.
Damage increases by 1d8 per level. PHB 285
PHB 285
WALL OF ICE
WALL OF STONE
WALL OF THORNS
6th-level evocation Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (a small piece of quar tz) Duration Concentration, Duration Concentration, up to 10 minutes minutes
5th-level evocation Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (a small block of granite) Duration Concentration, Duration Concentration, up to 10 minutes minutes
6th-level conjuration Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (a handful of thorns) Duration Concentration, Duration Concentration, up to 10 minutes minutes
A wall of ice appears on a solid surface within range: a sphere or hemisphere 10' in radius, or a flat surface made of ten contiguous 10' square panels. In an y form, it is 1' thick. If the wall forms in a creature's space, it is pushed aside and takes 10d6 cold cold damage, Dex save for half.
Create a nonmagical wall of stone made of 10 contiguous panels, each 10'×10'x6" or 10'×20'x3". 10'×20'x3". If the wall appears in a creature's space, it is is pushed to a side of your choice. If a creature creature would be boxed in, Dex save to use reaction to move move up to its speed. Wall can can hav e any shape and need not be vertical or rest on a firm foundation, but must merge with and be solidly supported by existing stone. If a span > 20', halve the size of each panel to create supports. Each panel has AC 15 and 30 HP per inch of thickness.
You create an opaque wall (u p to 60' long, 10' high) or ring (up to 20' diameter, 20' high) of tangled, thick thorny brush 5' thick. Creatures in the wall when it forms take 7d8 piercing damage, Dex save for half. A creature can push through the wall, spending 4 feet per 1 foot, and taking 7d8 slashing damage (Dex save for half) when entering for the first time on a turn or ending its turn there.
If you maintain concentration for the full 10 minutes the wall is per manent, otherwise it disappears when the spell ends.
AT
The wall is an object and can b e damaged. AC 12, 30 HP per 10' section, section, vu lnerable to fire damage. Destroying a section leaves frigid air, dealing 5d6 cold damage (Con save for half) to a creature moving through it for the first time on a turn.
AT
H I G H E R LEVELS
Per level, initial damage increases by 2d6 and frigid air damage increases by 1d6. PHB 285
H I G H E R LEVELS
Both damages increase by 1d8 per level. PHB 287
PHB 287
WARDING BON OND D
WATER BREATHING
WATER WALK
2nd-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (A pair of platinum rings worth 50 gp, which you and target must wear) Duration 1 Duration 1 hour
3rd-level transmutation (ritual) Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a short reed or piece of straw) Duration 24 Duration 24 hours
3rd-level transmutation (ritual) Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM ( a piece of cork) Duration 1 Duration 1 hour
This spell grants up to ten willing willing creatur es you can see within range the ability to breath underwater until the spell ends. All affected creatures also retain their n ormal mode mode of respiration.
This spell grants up to 10 willing willing creatures you can see within range the ability to walk on water, acid, acid, mud, snow, quicksand, or lava as if it were a solid surface, though those walking on lav a still take take damage from the heat. If an affected creature is submerged, they float toward toward th e surface at a rate of 60 feet per round.
You touch a willing creature and create a connection connection b etween you. While the spell lasts, the the creature has +1 bonu s to AC and to all saving throws, and has r esistance esistance to all damage. Whenever the creature takes damage, you take the same amount of damage. The spell ends if you drop to 0 HP, if you and the target become separated by more than 60', if you cast the spell again, or if y ou dismiss the the spell as an action.
PHB 287
PHB 287
PHB 287
WEB
WEIRD
WIND WALK
2nd-level conjuration Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a bit of spiderweb) Duration Concentration, Duration Concentration, up to 1 hour
9th-level illusion Casting time 1 time 1 action Range 120 Range 120 feet Components VS Components VS Duration Concentration, Duration Concentration, up to 1 minute
6th-level 6th-level transmutation Casting time 1 time 1 minute Range 30 Range 30 feet Components VSM Components VSM (fire and holy water) Duration 8 Duration 8 hours
You conjure a 20' cube of webbing at a spot within within range. The webs are difficult terrain and lightly obscure the area. If the web is not anchored between two points or layered on a floor, wall, or or ceiling, it collapses collapses in on itself and ends at the start of your next turn. Layered webs have a depth of 5'. The webs are flammable: flammable: a 5' cube bu rns in 1 round, dealing 2d4 fire damage to any creature starting its turn inside.
Each creature in a 30' radius sphere centered on a spot you choose within within range must succeed succeed on a Wis save or be frightened for the duration. At the end of each tur n, an affected creature makes a Wis save, taking 4d10 psychic damage on failur e or ending the effect on success success..
Any creature that enters or ends its turn in the web must succeed on a Dex save or b e restrained either for the duration or until it breaks free. Restrained creatures make a Str check v s the spell save DC to break free of the web. PHB 287-8
You and u p to 10 willing willing creatur es you can see within range are turned into gaseous forms for the du ration. While in this form form creatures have a fly speed of 300' and resistance to damage from nonmagical weapons. The only actions actions while gaseous are Dash or r evert to normal, which takes 1 minute during which the creature is incapacitated incapacitated and cannot move. move. Un til the spell ends the creatur e can become gaseous gaseous again, which requ ires another 1-minute transformation. transformation. If in cloud form when the spell ends, the creature descends at 60' per round for 1 minute (landing safely if applicable), then falls normally.
PHB 288
PHB 288
WIND WALL
WISH
WORD OF RECALL
3rd-level evocation Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (a tiny fan and a feather) Duration Concentration, Duration Concentration, up to 1 minute
9th-level conjuration Casting time 1 time 1 action Range Self Range Self Components V Components V Duration Instantaneous Duration Instantaneous
6th-level conjuration Casting time 1 time 1 action Range 5 Range 5 feet Components V Components V Duration Instantaneous Duration Instantaneous
A wall of wind, u p to 50' long, 15' tall, and 1' th ick, rises from the ground from a point within range. You can shape it in an y manner as long as it makes a continuous path. Creatures in the wall's path when it appears take 3d8 bludgeoning damage, Str save for half. The wind wall keeps fog, smoke, and other g asses at bay. Small or smaller flying creatures or objects cannot pass through. Ar rows, bolts, bolts, and other ordinary projectiles are blown off course and automatically miss.
PHB 288
ZONE OF TRUTH 2nd-level enchantment Casting time 1 time 1 action Range 60 Range 60 feet Components V Components VS S Duration 10 Duration 10 minutes
You create a 15' radius area that guards against deception. When a creature enters the area for the first time time on a turn or starts its turn there, it must make a Cha save. If it fails, it cannot speak a deliberate lie while in the r adius. You know whether it succeeded or failed on the save. An affected creature is aware of the spell and can thus refuse to answer or make evasive answers.
PHB 289
You can use this to create any spell effect of 8th 8th level or lower; create a nonmagical object worth worth u p to 25000 25000 gp; up to 20 creatures creatures are fully healed; up to 10 creatures get resistance to one one d amage type; up to 10 creatures creatures get immunity to a single spell effect for for 8 hours; or un do (rer oll) a single recent even t. Other effects at DM d iscression. iscression. Producing an effect other than duplicating another spell takes a massive massive toll on th e caster. Each spell you cast before a long rest deals 1d10 necrotic damage damage per level to you. Your Streng th score score also drops to 3 for 2d4 d ays. Finally, there is a 33% chance chance you can never cast this this spell again. PHB 288-9
You and u p to five willing creatures within 5' of you are instantly teleported to a previously designated sanctuary . The spell has no effect if no sanctuary has been designated. You designate a sanctuary by casting this spell in a location location strongly linked to your deity. If y ou attempt attempt this in a location location not strongly linked, it has no effect.
PHB 289