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ACID ARROW

ACID SPLASH

AID

2nd-level evocation

Conjuration cantrip

2nd-level abjuration

Castingtime 1 action
Range 90 feet
Components VSM (powdered rhubarb leaf and
an adder's stomach)
Duration Instantaneous

Castingtime 1 action
Range 60 feet
Components VS
Duration Instantaneous

Castingtime 1 action
Range 30 feet
Components VSM (a tiny strip of white cloth)
Duration 8 hours

Make a ranged spell attack against a target within


range. On a hit, target takes 4d4 acid damage
immediately and 2d4 acid damage at the end of its
next turn. On a miss the arrow deals half of the
initial damage and no secondary damage.

AT

AT

H I G H E R L E VE L S

Both damages increase by 1d4 per level.

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.

PHB 259

H I G H E R C H A R A C T E R L E VE L S

Damage increases to 2d6 at 5th level, 3d6 at 11th,


and 4d6 at 17th.

PHB 211

Your spell bolsters your allies with toughness and


resolve. Choose up to three creatures within
range. Each target's Max HP and current HP
increase by 5 for the duration

AT

H I G H E R L E VE L S

Target's HP increases by an additional 5 per level.

PHB 211

ALARM

ALTER SELF

ANIMAL FRIENDSHIP

1st-level abjuration (ritual)

2nd-level transmutation

1st-level enchantment

Castingtime 1 minute
Range 30 feet
Components VSM (a tiny bell and a piece of ne
silver wire)
Duration 8 hours

Castingtime 1 action
Range Self
Components VS
Duration Concentration, up to 1 hour

Castingtime 1 action
Range 30 feet
Components VSM (a morsel of food)
Duration 24 hours

Choose a door, window, or an area within range


that is no larger than a 20-foot cube. Until the spell
ends, an alarm alerts you whenever a Tiny or
larger creature touches or enters the warded
area. When you cast the spell, you can designate
creatures to not trigger the alarm.
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 within 60 feet

You can choose one of the following options. You


can use an action to change options.
AquaticAdaptation allows you to breathe
underwater and grants a swim speed equal to
walking speed
ChangeAppearance allows you to change the
way others perceive you, but cannot change to
another creature type or size. Use an action to
change appearance again.
NaturalWeapons grants you fangs, claws. horns,
or the like. It does 1d6 damage of appropriate
type, you are procient, and it is +1 magic weapon.

PHB 211

PHB 211-2

A beast you can see within range, Int < 4, that can
see and hear you must make a Wis save or be
charmed for the duration. Harm from you or your
allies ends the effect.

AT

H I G H E R L E VE L S

You can affect one additional beast per level.

PHB 212

ANIMAL MESSENGER

ANIMAL SHAPES

ANIMATE DEAD

2nd-level enchantment (ritual)

8th-level transmutation

3rd-level necromancy

Castingtime 1 action
Range 30 feet
Components VSM (a morsel of food)
Duration 24 hours

Castingtime 1 action
Range 30 feet
Components VS
Duration Concentration, up to 24 hours

Castingtime 1 minute
Range 10 feet
Components VSM (a drop of blood, a piece of
esh, and a pinch of bone dust)
Duration Instantaneous

Designate a Tiny creature within range that you


can see. That creature travels up to 50 miles per
day ying (25 by land) to a location you've visited
and delivers a message to a person tting a
general description given by you. The message
can be up to 25 words and is delivered in your
voice.

Choose any number of willing creatures within


range and transform each into a beast of Large
size or 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 destination or


doesn't nd a matching recipient, the message is
lost.

AT

If the beast form reaches 0 HP, excess damage


rolls over to the normal form. It isn't knocked
unconscious unless the normal form reaches 0 HP.

H I G H E R L E VE L S

Duration increases by 48 hours per level.

Transformation lasts 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 into their new forms,

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 to any/all
within 60 feet: specic movement and action, or
general command such as "guard this corridor".
Undead are controlled for 24 hours. Within that
time, re-cast the spell to reassert control over up to
4 undead animated by this spell instead of
animating new ones.

AT

H I G H E R L E VE L S

Animates or maintains control over 2 additional


undead per level.

PHB 212-3

ANIMATE OBJECTS

ANTILIFE SHELL

ANTIMAGIC FIELD

5th-level transmutation

5th-level abjuration

8th-level abjuration

Castingtime 1 action
Range 120 feet
Components VS
Duration Concentration, up to 1 minute

Castingtime 1 action
Range Self (10-foot radius)
Components VS
Duration Concentration, up to 1 hour

Castingtime 1 action
Range Self (10-foot radius sphere)
Components VSM (a pinch of powdered iron or
iron lings)
Duration Concentration, up to 1 hour

Animate up to ten objects within range. As a


bonus action, mentally issue one command to
any/all within 500': specic movement & action, or
general command such as "guard this corridor".
Size Cost
Tiny
1
Small
1
Medium 2
Large
4
Huge
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 Dmg
+8 1d4+4
+6 1d8+2
+5 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 moves into them, but can attack with spells,
ranged, or reach weapons.
If you move in a way to force a creature to pass
through the barrier, the spell ends.

Construct, Con 10, Int 3, Wis 3, Cha 1, y 30'


(hover), blindsight 30' (blind beyond).

AT

Spells and magical effects are suppressed within


the sphere, but still consume their duration, and
resume when the sphere no longer suppresses
them.
Artifacts and deity magic are unaffected by this
spell. dispel magic doesn't affect the sphere, and
spheres don't suppress each other.

H I G H E R L E VE L S

Animate two additional objects per level.

A 10-foot invisible sphere surrounds you (and


moves with you) in which magic does not function.
Spells can't be cast, summoned creatures
disappear, and magic items become mundane
within sphere.

PHB 213

PHB 213

PHB 213-4

ANTIPATHY/SYMPATHY

ARCANE EYE

ARCANE HAND

8th-level enchantment

4th-level divination

5th-level evocation

Castingtime 1 hour
Range 60 feet
Components VSM (a lump of alum soaked in
vinegar for Antipathy or honey for Sympathy)
Duration 10 days

Castingtime 1 action
Range 30 feet
Components VSM (a bit of bat fur)
Duration Concentration, up to 1 hour

Castingtime 1 action
Range 120 feet
Components VSM (eggshell and snakeskin glove)
Duration Concentration, up to 1 minute

Target a Huge or smaller object or creature or an


area up to a 200' cube, and a type of intelligent
creature. When creature of type 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 save to
end effect and recognize as magical. Immune for 1
minute on successful save.
Antipathy: Creature frightened, must use
movement to ee.
Sympathy: Must use movement to come
within reach of target, cannot willingly move
away. If target harms it, Wis save to end effect.

You create an invisible oating eye for the


duration. You mentally receive visual information
from the eye, which has normal vision and
darkvision to 30 feet. The eye can look in every
direction.
Use an action to move the eye up to 30 feet in any
direction. It cannot pass through solid objects, but
can t through a space as small as a 1-inch square.
No distance 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 for 2d6 + spell ability mod bludgeoning
damage.
Until new effect, hand moves to stay between
you and a target. Gives half cover. Target can
move through as dicult terrain if Str greater.

AT

PHB 214

PHB 214

H I G H E R L E VE L S

Damage increases by 2dX per level.

ARCANE LOCK

ARCANE SWORD

ARCANIST'S MAGIC AURA

2nd-level abjuration

7th-level evocation

2nd-level illusion

Castingtime 1 action
Range Touch
Components VSM (gold dust worth at least 25 gp,
which is consumed)
Duration Until dispelled

Castingtime 1 action
Range 60 feet
Components VSM (a miniature platinum sword
worth 250 gp)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range Touch
Components VSM (a small square of silk)
Duration 24 hours

You choose a closed door, window, gate, chest, or


other entryway and lock it magically. You can
designate any number of creatures that can open
it normally and can also designate a password that
suppresses the spell for 1 minute if spoken within
5 feet of it. Casting knock on the object suppresses
this spell for 10 minutes.

A sword-shaped piece of force appears oating in


the air. You can make a melee spell attack on a
creature within 5' of the sword for 3d10 force
damage. Until the spell ends, use a bonus action
to move it up to 20' and make another attack.

When affected by this spell the object's DC to pick


or break is increased by 10.

PHB 215

PHB 218

The target creature or unattended object receives


one or both of
False aura to effects like detect magic: a magic
item appearing nonmagical, or a nonmagic
item appearing magical, or changing the
aura's school. The false aura 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 symbol
triggers.
Casting this with the same effects on the same
creature or object for 30 days makes it permanent.

PHB 262-3

PHB 263

ASTRAL PROJECTION

AUGURY

AWAKEN

9th-level necromancy

2nd-level divination (ritual)

5th-level transmutation

Castingtime 1 hour
Range 10 feet
Components VSM (per creature: a jacinth worth
1000 gp and an ornately carved silver bar
worth 100 gp, both consumed)
Duration Special

Castingtime 1 minute
Range Self
Components VSM (specially marked sticks, bones,
or similar tokens worth 25 gp)
Duration Instantaneous

Castingtime 8 hours
Range Touch
Components VSM (an agate worth 1000 gp,
which is consumed)
Duration Instantaneous

You and up to 8 willing creatures project to Astral


Plane. Material body is unconscious and in
suspended animation. Astral body is duplicate of
material body including 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
specic course of action you plan to take within the
next 30 minutes. Possible omens:
Weal: good results
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. Ends for one
creature if either body drops 0 HP or dispel magic is
cast 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 rst to get a random reading.

PHB 215

After spending the casting time tracing pathways


in the gemstone focus, you touch a Huge or
smaller beast or plant with an Intelligence of 3 or
less. The touched plant or beast gains awareness,
the ability to move, an Intelligence 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 to a human'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

4th-level abjuration

2nd-level transmutation

Castingtime 1 action
Range 30 feet
Components VSM (a drop of blood)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 60 feet
Components VSM (an item distasteful to the
target)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range Touch
Components VSM (a handful of oak bark)
Duration Concentration, up to 1 hour

Up to three creatures of your choice within range


must make a Charisma save. On failure, whenever
the creature makes an attack roll or saving throw
before the spell ends it rolls 1d4 and subtracts the
result from the attack roll or saving throw.

AT

AT

H I G H E R L E VE L S

Target one additional creature per level.

Target must succeed on a Cha 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 returned there; if
the spell ends before 1 minute has passed the
creature returns to the space it left or the nearest
unoccupied space, otherwise it doesn't.

PHB 216

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 L E VE L S

Target one additional creature per level.

PHB 217

PHB 217

BEACON OF HOPE

BESTOW CURSE

BLACK T ENTACLES

3rd-level abjuration

3rd-level necromancy

4th-level conjuration

Castingtime 1 action
Range 30 feet
Components VS
Duration Cocentration, up to 1 minute

Castingtime 1 action
Range Touch
Components VS
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 90 feet
Components VSM (a piece of tentacle from a giant
squid or giant octopus)
Duration Concentration, up to 1 minute

Choose any number of creatures within range.


Those affected have advantage 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 the duration:
Disadvantage on checks and saves with one
ability score
Disadvantage on attack rolls against you
Target makes a Wis save at the start of each
turn. On failure, it wastes its action doing
nothing.
Your spells and attacks deal an extra 1d8
necrotic damage to the target.

AT

PHB 217

H I G H E R L E VE L S

Duration increases. 4th: Concentration to 10


minutes. 5th: 8 hours (no concentration). 7th: 24
hours. 9th: Until dispelled.

PHB 218

Black tentacles ll a 20' square on the ground you


can see within range, creating dicult terrain.
When a creature enters for the rst time on a turn
or starts its turn there, it must 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.

PHB 238

BLADE BARRIER

BLESS

BLIGHT

6th-level evocation

1st-level enchantment

4th-level necromancy

Castingtime 1 action
Range 90 feet
Components VS
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range 30 feet
Components VSM (a sprinkling of holy water)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 30 feet
Components VS
Duration Instantaneous

You create a wall of whirling blades that can


manifest as a straight wall up to 100 feet long or a
ringed 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 creature enters the wall for the rst time


on a turn or starts its turn there, it takes 6d10
slashing damage with a Dex save for half.

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 gets no
saving throw, it simply withers and dies.

AT
PHB 218

A target within range takes 8d8 necrotic damage,


Con save for half. This has no effect on undead or
constructs.

AT

H I G H E R L E VE L S

Target one additional creature per level.

PHB 219

H I G H E R L E VE L S

Damage increases by 1d8 per level.

PHB 219

BLINDNESS/DEAFNESS

BLINK

BLUR

2nd-level necromancy

3rd-level transmutation

2nd-level illusion

Castingtime 1 action
Range 30 feet
Components V
Duration 1 minute

Castingtime 1 action
Range Self
Components VS
Duration 1 minute

Castingtime 1 action
Range Self
Components V
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 duration. 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 grey) and hear the plane you
originated from. Creatures not on the Ethereal
Plane cannot perceive or interact with you unless
they have the ability to do so.

H I G H E R L E VE L S

Target one additional creature per level.

PHB 219

PHB 219

PHB 219

BRANDING SMITE

BURNING HANDS

CALL LIGHTNING

2nd-level evocation

1st-level evocation

3rd-level conjuration

Castingtime 1 bonus action


Range Self
Components V
Duration Concentration, up to 1 minute

Castingtime 1 action
Range Self (15-foot cone)
Components VS
Duration Instantaneous

Castingtime 1 action
Range 120 feet
Components VS
Duration Concentration, up to 10 minutes
A storm cloud, 10' tall with a 60' radius, forms at a
point you can see 100' directly above you.

The next time you hit a creature with a weapon


attack before the spell ends, it deals an extra 2d6
radiant damage. The target becomes visible if it is
invisible, sheds dim light in a 5-foot radius, and
can't become invisible until the spell ends.

All creatures within a 15-foot cone in front of you


take 3d6 re damage with a Dex save for half.
Unattended ammable objects catch re.

Choose a point you can see within range.


Lightning strikes, dealing 3d10 lightning damage
(Dex save for half) to all creatures within 5' of that
point. On each of your turns until the spell ends,
you can use your action to do this again, targeting
the same point or a different one.
If outdoors in stormy weather, the spell gives you
control over the existing storm instead. Damage
increases by 1d10 in this case.

AT

AT

H I G H E R L E VE L S

Damage increases by 1d6 per level.

PHB 219-20

AT

H I G H E R L E VE L S

Damage increases by 1d6 per level.

PHB 220

H I G H E R L E VE L S

Damage increases by 1d10 per level.

PHB 220

CALM EMOTIONS

CHAIN LIGHTNING

CHARM PERSON

2nd-level enchantment

6th-level evocation

1st-level enchantment

Castingtime 1 action
Range 60 feet
Components VS
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 150 feet
Components VSM (a bit of fur; a piece of amber,
glass, or a crystal rod; and three silver pins)
Duration Instantaneous

Castingtime 1 action
Range 30 feet
Components VS
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 when the spell ends if it hasn't
expired in the mean time.
Make target indifferent about creatures of
your choice it was hostile toward. This ends if
the target is attacked or harmed or witnesses
its friends being harmed.

PHB 221

A bolt of lightning strikes a target within range,


then lances out to strike up to three additional
targets within 30 feet of the rst. Creatures struck
by this take 10d8 damage with a Dex save for half.

AT

AT

H I G H E R L E VE L S

Add another additional target per level.

Target one humanoid you can see within range.


That creature must make a Wisdom saving throw,
with advantage if you or your companions are
ghting it. If it fails it is charmed for the duration or
until you or an ally causes harm to it. When the
spell ends the creature is aware it was charmed by
you.

PHB 221

H I G H E R L E VE L S

Target one additional humanoid per level. The


targets must be within 30' of each other.

PHB 221

CHILL TOUCH

CIRCLE OF DEATH

CLAIRVOYANCE

Necromancy cantrip

6th-level necromancy

3rd-level divination

Castingtime 1 action
Range 120 feet
Components VS
Duration 1 round

Castingtime 1 action
Range 150 feet
Components VSM (the powder of a crushed black
pearl worth at least 500 gp)
Duration Instantaneous

Castingtime 10 minutes
Range 1 mile
Components VSM (a focus worth at least 100 gp,
either a jeweled horn for hearing or a glass eye
for seeing)
Duration Concentration, up to 10 minutes

Make a ranged spell attack against a creature


within range. The target takes 1d8 necrotic
damage and can't regain HP until the start of your
next turn.
If this hits an undead target, it also has
disadvantage on attack rolls against you until the
end of your next turn.

AT

H I G H E R C H A R A C T E R L E VE L S

Damage increases to 2d8 at 5th level, 3d8 at 11th,


and 4d8 at 17th.

PHB 221

Negative energy 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.

An invisible sensor appears at a location familiar to


you within range, or in an obvious location that is
unfamiliar to you (e.g. behind a door, around a
corner, or in a grove of trees). The sensor remains
in place for the duration and cannot be attacked
or interacted with.
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.

AT

A creature that can see invisible things sees the


sensor as a luminous, intangible orb the size of
your st.

H I G H E R L E VE L S

Damage increases by 2d6 per level.

PHB 221

PHB 222

CLONE

CLOUDKILL

COLOR SPRAY

8th-level necromancy

5th-level conjuration

1st-level illusion

Castingtime 1 hour
Range Touch
Components VSM (a diamond worth at least 1000
gp and at least 1 cubic inch of esh from a
creature, both consumed, and a 2000 gp
sealable vessel large enough to hold a Medium
creature)
Duration Instantaneous

Castingtime 1 action
Range 120 feet
Components VS
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range Self (15-foot cone)
Components VSM (a pinch of powder or sand
that is colored red, yellow, and blue)
Duration 1 round

This spell creates an inert duplicate that is formed


inside the sealed vessel and reaches maturity after
120 days. The clone may be a younger version of
the original.

When a creature enters the cloud for the rst time


on a turn or starts its turn there, it takes 5d8
poison damage with a Con save for half. Creatures
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 is transferred to the
clone if the soul is free and willing. The clone has all
personality, memories, and abilities of the original,
but none of the original's equipment.
PHB 222

A 20' radius sphere within range lls with yellowgreen fog that spreads around corners. The spell
ends if a strong wind disperses the fog. The
sphere is heavily obscured.

Roll 6d10 to start this spell, it affects this many HP


of creatures. Creatures in a 15-foot cone are
affected in ascending order by HP, ignoring
unconscious creatures and creatures that can't
see. Affected creatures are blinded until the spell
ends.

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 L E VE L S

Damage increases by 1d8 per level.

PHB 222

H I G H E R L E VE L S

This spell affects an additional 2d10 HP per level.

PHB 222-3

COMMAND

COMMUNE

COMMUNE WITH NATURE

1st-level enchantment

5th-level divination (ritual)

5th-level divination (ritual)

Castingtime 1 action
Range 60 feet
Components V
Duration 1 round

Castingtime 1 minute
Range Self
Components VSM (incense and a vial or holy or
unholy water)
Duration 1 minute

Castingtime 1 minute
Range Self
Components VS
Duration Instantaneous

Speak a one-word command to a creature you can


see within range. It must succeed on a Wis save or
obey on its next turn. No effect if the target is
undead or cannot hear or understand you or if
the command is directly harmful to it.
Approach Move to you by most direct route,
end turn if approach to within 5'.
Drop Drop held items and ends turn.
Flee Move away from you by fastest means.
Grovel Drop prone and ends its turn.
Halt Don't move & no actions. Flyers stay aloft.
Other commands, DM determines result.

AT

H I G H E R L E VE L S

You contact your deity or a divine proxy and may


ask up to three yes-or-no questions over the
duration. You receive a correct answer to each
question.
You might receive "unclear" as an answer if the
question is beyond the deity's knowledge. If a
one-word answer would be misleading, the deity
might offer a short phrase instead.
If cast two or more times before completing a long
rest, cumulative 25% chance for each casting after
the rst to receive no answers.

Affect another creature per level, all within 30'.

PHB 223

This spell grants you knowledge of land within 3


miles if outdoors, or 300 feet if underground. Does
not function in towns, dungeons, or elsewhere
where nature has been replaced by construction.
Choose three from: terrain and bodies of water;
prevalent plants, minerals, animals, or peoples;
powerful celestials, fey, ends, elementals, or
undead; inuence from other planes; or buildings.

PHB 223

PHB 224

COMPREHEND LANGUAGES

COMPULSION

CONE OF COLD

1st-level divination (ritual)

4th-level enchantment

5th-level evocation

Castingtime 1 action
Range Self
Components VSM (a pinch of soot and salt)
Duration 1 hour

Castingtime 1 action
Range 30 feet
Components VS
Duration Concentration, up to 1 minute

Castingtime 1 action
Range Self (60-foot cone)
Components VSM (a small crystal or glass cone)
Duration Instantaneous

For the duration you understand the literal


meaning of any language spoken near you and
can read any written language provided you are
touching the surface on which it is written. It takes
1 minute to read 1 page of text.
The spell doesn't decode secret meanings or
translate glyphs that are not part of a written
language.

Creatures of your choice that you can see within


range and that can hear you must succeed on a
Wis save or be affected. Creatures immune to
being charmed automatically succeed.
Until the spell ends, use a bonus action to
designate a horizontal direction. Each creature
must use as much movement as possible to move
in that direction on its next turn. It can act before
moving. After moving, it gets another Wis save to
end the effect.
Creatures cannot be compelled to move into
dangerous areas (burning building, spike pit, etc.)
but will provoke opportunity attacks.

PHB 224

PHB 224

A 60-foot cone of cold air erupts from your hands,


dealing 8d8 cold damage (Con save for half) to all
creatures within the area. Creatures killed by this
spell become frozen statues until thawed.

AT

H I G H E R L E VE L S

Damage increases by 1d8 per level.

CONFUSION

CONJURE ANIMALS

CONJURE CELESTIAL

4th-level enchantment

3rd-level conjuration

7th-level conjuration

Castingtime 1 action
Range 90 feet
Components VSM (three nut shells)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 60 feet
Components VS
Duration Concentration, up to 1 hour

Castingtime 1 minute
Range 90 feet
Components VS
Duration Concentration, up to 1 hour

Each creature within a 10-foot radius sphere


centered on a point you choose within range must
succeed on a Wis save or be affected. An affected
creature cannot take reactions and must roll a d10
to determine its behavior each turn:
1: Move all movement in a random direction
(roll a d8), no action.
2-6: No movement or action.
7-8: Melee attack on a random creature within
reach, no action if none. No movement.
9-10: Move and attack normally.

Fey spirits in the form of beasts appear in


unoccupied spaces you can see within range.
Choose one of these options:
1 beast of CR 2 or lower
2 beasts of CR 1 or lower
4 beasts of CR 1/2 or lower
8 beasts of CR 1/4 or lower

AT

AT

H I G H E R L E VE L S

Radius increases by 5' per level.

PHB 224-5

The summoned creatures disappear at 0 HP or


when the spell ends. They are friendly toward you
and allies and will obey your verbal commands (no
action required).

Summon a celestial of CR 4 or lower in an


unoccupied space you can see within range. It
disappears at 0 HP or when the spell ends. It is
friendly toward you and allies and will obey your
verbal commands (no action required) as long as
they don't violate its alignment.

AT

H I G H E R L E VE L S

Summon more creatures. 5th: 2. 7th: 3. 9th: 4.

PHB 225

PHB 224

H I G H E R L E VE L S

A 9th-level slot raises the maximum CR to 5.

PHB 225

CONJURE ELEMENTAL

CONJURE FEY

CONJURE MINOR ELEMENTALS

5th-level conjuration

6th-level conjuration

4th-level conjuration

Castingtime 1 minute
Range 90 feet
Components VSM (burning incense for air, soft
clay for earth, sulfur and phosphorous for re,
or water and sand for water)
Duration Concentration, up to 1 hour

Castingtime 1 minute
Range 90 feet
Components VS
Duration Concentration, up to 1 hour

Castingtime 1 minute
Range 90 feet
Components VS
Duration Concentration, up to 1 hour

Summon a fey creature of CR 6 or lower, or a fey


spirit in the shape of a beast of CR 6 or lower, in an
unoccupied space you can see within range. It
disappears at 0 HP or when the spell ends. It is
friendly toward you and allies and will obey your
verbal commands (no action required) as long as
they don't violate its alignment.

Elementals appear in unoccupied spaces you can


see within range. Choose one of these options:
1 elemental of CR 2 or lower
2 elementals of CR 1 or lower
4 elementals of CR 1/2 or lower
8 elementals of CR 1/4 or lower

Choose an area of air, earth, re, or water that lls


a 10' cube within range. An elemental of CR 5 or
lower appropriate to the chosen area emerges. It
disappears at 0 HP or when the spell ends. It is
friendly toward you and allies and will obey your
verbal commands (no action required).
If your concentration is broken, the elemental
becomes hostile to you, cannot be dismissed, and
disappears 1 hour after it was summoned.

AT

H I G H E R L E VE L S

Maximum CR increases by 1 per level.

PHB 225

If your concentration is broken, the creature


becomes hostile to you, cannot be dismissed, and
disappears 1 hour after it was summoned.

The summoned elementals disappear at 0 HP or


when the spell ends. They are friendly toward you
and allies and will obey your verbal commands (no
action required).

AT

AT

H I G H E R L E VE L S

Maximum CR increases by 1 per level.

PHB 226

H I G H E R L E VE L S

Summon more elementals. 6th: 2. 8th: 3.

CONJURE WOODLAND BEINGS

CONTACT OTHER PLANE

CONTAGION

4th-level conjuration

5th-level divination (ritual)

5th-level necromancy

Castingtime 1 action
Range 60 feet
Components VSM (one holly berry per creature
summoned)
Duration Concentration, up to 1 hour

Castingtime 1 minute
Range Self
Components V
Duration 1 minute

Castingtime 1 action
Range Touch
Components VS
Duration 7 days

Fey creatures appear in unoccupied spaces you


can see within range. Choose one of these options:
1 creature of CR 2 or lower
2 creatures of CR 1 or lower
4 creatures of CR 1/2 or lower
8 creatures of CR 1/4 or lower

You contact a demigod or other extraplanar


being. Make a DC 15 Int save.

The summoned creatures disappear at 0 HP or


when the spell ends. They are friendly toward you
and allies and will obey your verbal commands (no
action required).

AT

On failure, you take 6d6 psychic damage and are


insane (no actions, can't understand others, can't
read, speak only gibberish) until you nish a long
rest. greater restoration can cure this insanity.
On success, you can ask up to 5 questions within
the spell's duration to receive a one-word answer
such as "yes", "no", "maybe", "never", "irrelevant",
or "unclear", or perhaps a short phrase.

H I G H E R L E VE L S

Summon more creatures. 6th: 2. 8th: 3.

PHB 226

PHB 226

Make a melee spell attack to inict a disease of your


choice. Target makes a Con save at the end of each
turn until 3 success or 3 failures to see if disease
takes effect. Diseases give disadvantage on saves
and checks for an ability, plus another negative
effect.
Filth fever: Str (including attack rolls using Str)
Siezure: Dex (including attack rolls using Dex)
Slimy doom: Con, taking damage stuns until
end of next turn
Mindre: Int, acts per confusion
Blinding sickness: Wis, blinded
Flesh rot: Cha, vulnerability to all damage

PHB 226-7

PHB 227

CONTINGENCY

CONTINUAL FLAME

CONTROL WATER

6th-level evocation

2nd-level evocation

4th-level transmutation

Castingtime 10 minutes
Range Self
Components VSM (a statuette of yourself carved
from ivory and decorated with gems worth at
least 1500 gp)
Duration 10 days

Castingtime 1 action
Range Touch
Components VSM (ruby dust worth 50 gp, which
is consumed)
Duration Until dispelled

Castingtime 1 action
Range 300 feet
Components VSM (drop of water & pinch of dust)
Duration Concentration, up to 10 minutes

Choose a spell of 5th level or lower, with a 1 action


casting time and that can target yourself, that you
can cast. Cast it as part of casting this one,
expending slots for both, and describe
circumstances when the other spell will take effect.
It takes effect immediately when that next occurs,
whether you want it to or not, then this spell ends.

A ame, equivalent in brightness to a torch,


springs from an object you touch. It gives off no
heat and doesn't consume oxygen. It can be
hidden or covered but not smothered or
quenched.

The other spell takes effect only on you, even if it


could normally affect others. If you cast contingency
again, any previous instance ends. It also ends if
the statuette is ever not on your person.
PHB 227

PHB 227

Control freestanding water in a 100' cube within


range. When cast, and with an action, cause an
effect that remains/repeats until changed:
Flood: A 20' rise in water level, or a wave that
pushes Huge or smaller vehicles, 25% chance
to capsize.
Part Water: Like Moses.
Redirect Flow: Even over/around obstacles
Whirlpool: Vortex is cone 25' high, 50' wide
(needs room). Anything in water within 25'
pulled in at 10'/round, can swim away with
Athletics vs spell DC. In vortex, Str save. Fail:
2d8 bludgeoning, disadvantage on swim.
Success: half and not caught.
PHB 227-8

CONTROL WEATHER

COUNTERSPELL

CREATE FOOD & WATER

8th-level transmutation

3rd-level abjuration

3rd-level conjuration

Castingtime 10 minutes
Range Self (5-mile radius)
Components VSM (Burning incense and bits of
earth and wood mixed with water)
Duration Concentration, up to 8 hours

Castingtime 1 reaction, which you take when you


see a creature within 60' casting a spell
Range 60 feet
Components S
Duration Instantaneous

Castingtime 1 action
Range 30 feet
Components VS
Duration Instantaneous

Must be outdoors to cast, and maintain a clear


path to the sky or spell ends. You take control of
the weather within a 5 miles of you. Change any
or all of the following by one step, taking 1d410
minutes to do so. Then repeat as desired.
Precipitation: clear / light clouds / overcast or
fog / rain, hail, snow / torrential rain, driving
hail, blizzard
Temperature: unbearable / hot / warm / cool /
cold / arctic
Wind (choose direction): calm / moderate /
strong / gale / storm
PHB 228

You attempt to interrupt a creature in the process


of casting a spell. If the interrupted spell is 3rd
level or lower, it fails and has no effect. If the
interrupted spell is 4th level or higher, it fails if you
succeed an ability check with your spellcasting
ability against a DC of 10 + the spell's level.

AT

You create 45 pounds of food and 30 gallons of


water on the ground or in containers nearby,
enough to sustain up to fteen humanoids or ve
steeds for 24 hours. The food is bland but
nourishing and spoils after 24 hours if uneaten.
The water is clean and doesn't go bad.

H I G H E R L E VE L S

Automatic success if the interrupted spell is the


same level or lower.

PHB 228

PHB 229

CREATE UNDEAD

CREATE/DESTROY WATER

CREATION

6th-level necromancy

1st-level transmutation

5th-level illusion

Castingtime 1 minute
Range 10 feet
Components VSM (one clay pot full of grave dirt,
one with brackish water, and an onyx worth
150gp for each corpse)
Duration Instantaneous

Castingtime 1 action
Range 30 feet
Components VSM (a drop of water if creating
water or a few grains of sand if destroying it)
Duration Instantaneous

Castingtime 1 minute
Range 30 feet
Components VSM (a tiny piece of matter of the
type you wish to create)
Duration Special

You can only cast this spell at night. You choose up


to three medium or small corpses and turn them
into Ghouls under your command. As a bonus
action on each turn, issue one command to any/all
within 120': specic movement and action, or
general command such as "guard this corridor".

Create You create up to 10 gallons of water within


range in an open container, or make rain in a 30foot cube, extinguishing exposed ames.
Destroy You destroy up to 10 gallons of water or a
30-foot cube of fog.

Undead are controlled for 24 hours. Within that


time, 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 L E VE L S

You pull shadow material from Shadowfell to


create one object, no larger than a 5' cube, of a
form and material you have seen before. Duration
depends on material:
Vegetable matter: 1 day
Stone or crystal: 12 hours
Precious metals: 1 hour
Gems: 10 minutes
Adamantine or mithral: 1 minute
Attempting to use created material as another
spell's material component causes that spell to fail.

H I G H E R L E VE L S

AT

H I G H E R L E VE L S

7th: 4 ghouls. 8th: 5 ghouls or 2 ghasts/wights.


9th: 6 ghouls, 3 ghasts/wights, or 2 mummies.

Affect an additional 10 gallons per level, or


increase the cube by 5 feet per level.

CURE WOUNDS

DANCING LIGHTS

DARKNESS

1st-level evocation

Evocation cantrip

2nd-level evocation

Castingtime 1 action
Range Touch
Components VS
Duration Instantaneous

Castingtime 1 action
Range 120 feet
Components VSM (a bit of phosphorous or
wychwood, or a glowworm)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 60 feet
Components VM (bat fur and a drop of pitch or
piece of coal)
Duration Concentration, up to 10 minutes

A creature you touch regains HP equal to 1d8 +


your spellcasting ability modier. This has no
effect on undead or constructs.

You create up to 4 torch-sized lights within range,


formed as torches, lanterns, or glowing orbs, or
combine all four into one Medium humanoid
gure. Each sheds dim light to 10'.

A 15' radius sphere of darkness emanates from a


point or object you designate within range.
Darkvision and nonmagical light cannot pierce it.
Completely covering the source of the darkness
suppresses the effect.

PHB 229

PHB 229

Use a bonus action to move the lights up to 60 feet,


but the lights must remain within range and
within 20' of each other.

AT

Cube grows by 5' per level.

PHB 229

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 L E VE L S

Healing increases by 1d8 per level.

PHB 230

PHB 230

PHB 230

DARKVISION

DAYLIGHT

DEATH WARD

2nd-level transmutation

3rd-level evocation

4th-level abjuration

Castingtime 1 action
Range Touch
Components VSM (a pinch of dried carrot or an
agate)
Duration 8 hours

Castingtime 1 action
Range 60 feet
Components VS
Duration 1 hour

Castingtime 1 action
Range Touch
Components VS
Duration 8 hours

Bright light emanates 60', with dim light for an


additional 60', from a point or object you designate
within range for the duration. Covering the
source of the light suppresses the effect.

The affected creature is protected somewhat


against death. The rst time the creature would
drop to 0 HP, it instead drops to 1 HP and the spell
ends. If the target is subject to an effect that would
cause instant death without dealing damage, the
effect is negated against the target and the spell
ends.

Touched willing creature gains darkvision to 60'


for the duration.

If the effect overlaps an area of darkness 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

8th-level conjuration

1st-level divination

Castingtime 1 action
Range 150 feet
Components VSM (a tiny ball of bat guano and
sulfur)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 60 feet
Components S
Duration 1 hour

Castingtime 1 action
Range Self
Components VS
Duration Concentration, up to 10 minutes

A beam of light condenses to a glowing bead at


chosen point. When the spell ends, the bead
detonates to a 20-foot radius sphere that spreads
around corners. Base is 12d6 re damage, plus
1d6 per round, Dex save for half.
If touched, the creature must make a Dex save. On
failure, the spell ends immediately. Otherwise, the
creature can throw the bead up to 40 feet, causing
it to explode when it hits a creature or solid object.

AT

H I G H E R L E VE L S

Base damage increases by 1d6 per level.

You create a shadowy door on a at solid surface


within range, large enough for Medium creatures.
The door leads to a demiplane that appears as a
30' cubed room made of wood or stone. When the
spell ends the doorway to the demiplane
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 know the nature and contents of a
demiplane created by another creature casting
this spell, you can connect to that demiplane
instead.

PHB 230-1

You know if there is an aberration, end, fey,


celestial, elemental, or undead within 30 feet of
you and its location. You also know if a place or
object within 30 feet of you has been consecrated
or desecrated.
The spell is blocked by 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of
wood or dirt.

PHB 231

PHB 231

DETECT MAGIC

DETECT P OISON & DISEASE

DETECT THOUGHTS

1st-level divination (ritual)

1st-level divination

2nd-level divination

Castingtime 1 action
Range Self
Components VS
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range Self
Components VSM (a yew leaf)
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range Self
Components VSM (a copper piece)
Duration Concentration, up to 1 minute

For the duration, you sense the presence of magic


within 30 feet of you. If you sense magic this way,
you can use your action to see a faint aura around
any visible creature or object that bears magic,
and you determine the school of magic, if any.
The spell is blocked by 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of
wood or dirt.

You are able to read thoughts of creatures within


30 feet. If Int <= 3 or no language, creature is
unaffected.
For the duration, you can sense the presence,
location, and type of poisons, diseases, and
poisonous creatures within 30 feet of you.

When cast and as an action, 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 stone, 1 inch of


common metal, a thin sheet of lead, or 3 feet of
wood or dirt.

As an action, you can probe deeper into the


creature's reasoning, emotions, and concerns.
Creature has a Wis save to prevent and end the
spell, and each turn can use an action to make an
Int vs Int contest to end the spell.
The spell is blocked by 2 feet of rock, 2 inches of
common metal, or a thin sheet of lead.

PHB 231

PHB 231

PHB 231-3

DIMENSION DOOR

DISGUISE SELF

DISINTEGRATE

4th-level conjuration

1st-level illusion

6th-level transmutation

Castingtime 1 action
Range 500 feet
Components V
Duration Instantaneous

Castingtime 1 action
Range Self
Components VS
Duration 1 hour

Castingtime 1 action
Range 60 feet
Components VSM (a lodestone & a pinch of dust)
Duration Instantaneous
A thin green ray shoots from your nger to a
target you can see within range.

You teleport yourself to any spot within range: one


you can see, one you can visualize, or one
described by a distance and direction. You can
bring objects up to what you can carry, 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, so long as it is still humanoid and no
more than 1 foot 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 worn or
carried turn to ne grey dust. Only true
resurrection or wish can restore it.

To discern that you are disguised, a creature must


spend an action and succeed on an Investigation
check versus your spell save DC.

A Large or smaller nonmagical item or creation of


magical force is disintegrated. A Huge or larger
nonmagical item or creation of magical force has a
10' cube portion disintegrated.

AT
PHB 233

PHB 233

H I G H E R L E VE L S

Damage increases by 3d6 per level.

PHB 233

DISPEL EVIL & GOOD

DISPEL MAGIC

DIVINATION

5th-level abjuration

3rd-level abjuration

4th-level divination (ritual)

Castingtime 1 action
Range Self
Components VSM (holy water or powdered silver
and iron)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 120 feet
Components VS
Duration Instantaneous

Castingtime 1 action
Range Self
Components VSM (incense and a sacricial
offering, worth 25 gp, which are consumed)
Duration Instantaneous

Fey, undead, celestials, ends, and 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 ability versus DC 10 + the spells level
to end the spell.

You can touch a creature charmed, frightened, or


possessed by one of the above creatures, ending
that effect and this spell's effect.
You can make a melee spell attack on a creature
mentioned above. On a hit the creature must
succed a Cha save or be sent to its 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.
PHB 233-4

AT

You contact a god or a god's servants and can ask


a single question pertaining 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 rst to get a random reading.

H I G H E R L E VE L S

Automatic success on spells the same level or


lower.

PHB 234

PHB 234

DIVINE FAVOR

DIVINE WORD

DOMINATE BEAST

1st-level evocation

7th-level evocation

4th-level enchantment

Castingtime 1 bonus action


Range Self
Components VS
Duration Concentration, up to 1 minute

Castingtime 1 bonus action


Range 30 feet
Components V
Duration Instantaneous

Castingtime 1 action
Range 60 feet
Components VS
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 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 instantly
Regardless of current HP, a celestial, elemental,
fey, or end 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 24 hours.

PHB 234

PHB 234

Target beast must succeed on a Wis save or be


charmed for the duration. It has advantage on the
save if you or allies are ghting it. Each time it takes
damage, it gets a new Wis save.
You can mentally order the beast to take a general
course of action which it will do its best to obey.
Absent commands, it merely defends itself. You
can use your action to take total control until the
end of your next turn, specifying movement and
actions and using your reaction to have it take its
reaction.

AT

H I G H E R L E VE L S

Duration increases (all require concentration):


5th: 10 minutes. 6th: 1 hour. 7th: 8 hours.

PHB 234-5

DOMINATE MONSTER

DOMINATE PERSON

DREAM

8th-level enchantment

5th-level enchantment

5th-level illusion

Castingtime 1 action
Range 60 feet
Components VS
Duration Concentration, up to 1 hour

Castingtime 1 action
Range 60 feet
Components VS
Duration Concentration, up to 1 minute

Castingtime 1 minute
Range Special
Components VSM (a handful of sand, a dab of
ink, and a writing quill plucked from a sleeping
bird)
Duration 8 hours

Target creature must succeed on a Wis save or be


charmed for the duration. It has advantage on the
save if you or allies are ghting it. Each time it takes
damage, it gets a new Wis save.
You can mentally order the beast to take a general
course of action which it will do its best to obey.
Absent commands, it merely defends itself. You
can use your action to take total control until the
end of your next turn, specifying movement and
actions and using your reaction to have it take its
reaction.

Target humanoid must succeed on a Wis save or


be charmed for the duration. It has advantage on
the save if you or allies are ghting it. Each time it
takes damage, it gets a new Wis save.
You can mentally order the beast to take a general
course of action which it will do its best to obey.
Absent commands, it merely defends itself. You
can use your action to take total control until the
end of your next turn, specifying movement and
actions and using your reaction to have it take its
reaction.

Target creature known to you on same plane of


existence. Creatures that don't sleep cannot be
targeted. You, or willing creature you touch, enter
trance as messenger, aware of surroundings but
unable to move.
Messenger appears in target's dreams when
target sleeps, can converse as long as sleep and
spell last, can shape dream, can end at any time.

Duration increases (all require concentration):


6th: 10 minutes. 7th: 1 hour. 8th: 8 hours.

Can appear terrifying: 10-word message, Wis save


or nightmare for 3d6 psychic and no benet from
the sleep. Save at disadvantage if you have a
body part, e.g. hair or nail clippings.

DRUIDCRAFT

EARTHQUAKE

ELDRITCH BLAST

Transmutation cantrip

8th-level evocation

Evocation cantrip

Castingtime 1 action
Range 30 feet
Components VS
Duration Instantaneous

Castingtime 1 action
Range 500 feet
Components VSM (a pinch of dirt, a piece of rock,
and a lump of clay)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 120 feet
Components VS
Duration Instantaneous

AT

H I G H E R L E VE L S

9th: Duration is concentration to 8 hours

PHB 235

You create one of the following effects:


Create a tiny, harmless illusion that predicts
the weather for the next 24 hours.
Instantly make a ower blossom, a seed pod
open, or a leaf bud bloom.
Create a harmless natural sensory effect in a 5'
cube.
Instantly light or snuff a small campre, torch,
or candle.

AT

H I G H E R L E VE L S

PHB 235

A 100-foot radius area around a point within


range that you can see tremors and shakes,
becoming dicult terrain. Concentrating
creatures must make a save. Creatures in the area
must succeed on a Dex save when cast at the end
of each of your subsequent turns or fall prone.
DM options: Fissures (1d6, 1d1010' 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)).

PHB 236

PHB 236

PHB 236

Make a ranged spell attack against a creature


within range. 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 L E VE L S

Multiple attacks on the same or different targets:


2 at 5th, 3 at 11th, 4 at 17th.

PHB 237

ENHANCE ABILITY

ENLARGE/REDUCE

ENTANGLE

2nd-level transmutation

2nd-level transmutation

1st-level conjuration

Castingtime 1 action
Range Touch
Components VSM (fur or a feather from a beast)
Duration Concentration, up to 1 hour

Castingtime 1 action
Range 30 feet
Components VSM (a pinch of powdered iron)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 90 feet
Components VS
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 damage from falling 20' or less unless
incapacitated
Con, 2d6 temp HP that expire when spell ends
Int, no bonus
Wis, no bonus
Cha, no bonus

AT

Enlarged Advantage on Str checks and saves,


+1d4 damage with enlarged weapons.
Reduced Disadvantage on Str checks and saves,
1d4 damage with reduced weapons, min 1.

H I G H E R L E VE L S

Target an additional creature per level.

The target is enlarged or reduced by one size


category, height doubles/halves (or becomes max
for space available), and weight adjusts by a factor
of 8 for the duration. An unwilling target gets a
Constitution saving throw to resist the effects of
this spell. All worn and carried items change size
when the spell takes effect too, immediately
reverting if dropped.

PHB 237

PHB 237

Weeds and vines sprout from the ground in a 20foot radius centered on a point within range,
creating dicult terrain. Creatures in the area
when you 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 to
make a Str check versus your spell save DC to
break free.
Conjured plants wilt away when the spell ends.

PHB 238

ENTHRALL

ETHEREALNESS

EXPEDITIOUS RETREAT

2nd-level enchantment

7th-level transmutation

1st-level transmutation

Castingtime 1 action
Range 60 feet
Components VS
Duration 1 minute

Castingtime 1 action
Range Self
Components VS
Duration Up to 8 hours

Castingtime 1 bonus action


Range Self
Components VS
Duration Concentration, up to 10 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 be
charmed automatically succeed, and creatures
you or allies are ghting have advantage.
Affected creatures have disadvantage on
Perception checks to perceive any creature other
than you for the duration. Spell ends if you are
incapacitated or can no longer speak.

PHB 238

Enter the Border Ethereal until the spell ends (can


dismiss it with an action). While there you can see
(60' in shades of grey) and hear the originating
plane. Creatures 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.

AT

You can use the Dash action immediately upon


casting this spell, and can then use the Dash
action as a bonus action each turn for the
duration.

H I G H E R L E VE L S

Target up to 3 willing creatures (including you)


within 10' per level.

PHB 238

PHB 238

EYEBITE

FABRICATE

FAERIE FIRE

6th-level necromancy

4th-level transmutation

1st-level evocation

Castingtime 1 action
Range Self
Components VS
Duration Concentration, up to 1 minute

Castingtime 10 minutes
Range 120 feet
Components VS
Duration Instantaneous

Castingtime 1 action
Range 60 feet
Components V
Duration Concentration, up to 1 minute

When cast, and by using your action while the


spell lasts, one creature you can see within 60' per
turn must succeed on a Wis save or be affected by
one of the following (your choice):
Falls unconscious, can be awoken by damage
or another creature using an action to wake it.
Frightened of you, must use Dash action and
move away by safest route if there is
anywhere to go. Effect ends when more than
60' away and cannot see you.
Disadvantage on attack rolls and ability
checks. Wis save at end of each turn to end.
A creature that has succeeded on a save against
this casting cannot be affected again by it.

You take raw materials yoiu can see within range


and fabricate a Large or smaller object in a 10-foot
cube or up to 8 connected 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.
Cannot create or transmute creatures or magic
items. Fabricating items with workmanship,
including weapons or armor, requires prociency
with relevant artisan's tools.

PHB 238-9

Each object in a 20' cube with range is outlined in


blue, green, or violet light. Any creature in the
area is also outlined if it fails a Dex save. Affected
targets emit dim light to 10' and cannot benet
from invisibility. Attackers have advantage versus
affected targets they can see.

PHB 239

PHB 239

FAITHFUL HOUND

FALSE LIFE

FEAR

4th-level conjuration

1st-level necromancy

3rd-level illusion

Castingtime 1 action
Range 30 feet
Components VSM (a tiny silver whistle, a piece of
bone, and a thread)
Duration 8 hours

Castingtime 1 action
Range Self
Components VSM (a small amount of alcohol or
distilled spirits)
Duration 1 hour

Castingtime 1 action
Range Self (30-foot cone)
Components VSM (a white feather or the heart of
a hen)
Duration Concentration, up to 1 minute

You summon a phantom watchdog in an


unoccupied space you can see, where it remains
until the spell ends, you dismiss it, or you move
more than 100' away.
Hound is invisible to all except you and can't be
harmed. When a Small or larger 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 turns, the hound attacks one hostile
creature within 5'. To-hit spellcasting modier +
prociency, 4d8 piercing damage
PHB 261

You project a phantasmal image in front of you.


Each creature in a 30' cone must succeed on a Wis
save or be frightened for the duration.

You gain 1d4+4 temporary hit points for the


duration.

AT

A frightened creature must take the Dash action


and move away from you by the safest route on its
turn, unless there is nowhere to move. If it ends its
turn in a place that does not have line of sight to
you, it gets another Wis save against this spell.

H I G H E R L E VE L S

Gain 5 additional temporary HP per level.

PHB 239

PHB 239

FEATHER FALL

FEEBLEMIND

FIND FAMILIAR

1st-level transmutation

8th-level enchantment

1st-level conjuration (ritual)

Castingtime 1 reaction, when you or a creature


within 60 feet falls
Range 60 feet
Components VSM (a small feather or piece of
down)
Duration 1 minute

Castingtime 1 action
Range 150 feet
Components VSM (a handful of clay, crystal, glass,
or mineral spheres)
Duration Instantaneous

Castingtime 1 hour
Range 10 feet
Components VSM (10 gp worth of charcoal,
incense, and herbs that must be consumed by
re in a brazier)
Duration Instantaneous

The target takes 4d6 psychic damage, and must


succeed an Int save or its Intelligence and
Charisma scores become 1. Such a creature can no
longer cast spells or understand language, nor
can it communicate in an intelligible way, but it can
still identify friends and act to protect them.

You summon a familiar in the form of a bat, cat,


crab, frog (toad), hawk, lizard, octopus, owl,
poisonous snake, sh (quipper), rat, raven,
seahorse, spider, or weasel. Only one, casting
again merely recalls it and/or changes its form.

Choose up to ve falling creatures within range.


Affected creatures falling speed becomes 60 feet
per round until the spell ends. If the creature
lands before the spell ends it takes no falling
damage and can land on its feet, ending the spell
for that creature.

Every 30 days, the creature can attempt the


saving throw again to end the effect. The effect
can also be ended by greater restoration, heal, or
wish.

PHB 239

Has own turn in combat. Obeys your commands.


Cannot attack, can use any other action. Vanishes
at 0 HP. When within 100', communicate
telepathically, use per beast sense, use its reaction
to deliver touch spells. Use action to temporarily or
permanently dismiss or recall from temporary
dismissal to an unoccupied space within 30'.

PHB 239-40

PHB 240

FIND STEED

FIND TRAPS

FIND THE PATH

2nd-level conjuration

2nd-level divination

6th-level divination

Castingtime 10 minutes
Range 30 feet
Components VS
Duration Instantaneous

Castingtime 1 action
Range 120 feet
Components VS
Duration Instantaneous

Castingtime 1 minute
Range Self
Components VSM (a set of divinatory tools worth
100 gp and an object from the location you wish
to nd)
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 end (your
choice) rather than beast. Min Int 6, understands
1 language you speak. While mounted, a spell you
cast that targets only you can also target steed.
Vanishes at 0 HP or when dismissed as an action.
Communicate telepathically within 1 mile. You
have only one steed, recasting merely recalls the
existing one.

You sense the presence and general nature, but


not the location, of any trap in range that is within
line of sight.
For this spell, a "trap" includes anything that
would inict a sudden or unexpected effect you
consider harmful or undesirable that was
intended by its creator. For example, an alarm
spell or pit trap, but not a rotted oor or natural
sinkhole.

PHB 240

The spell allows you to nd the shortest, most


direct route to a specic xed location on the same
plane. The spell fails if the location is non-specic,
mobile, or on another plane.
As long as the spell lasts and your destination is on
the same plane of existence, you know the
direction and distance to your destination, and
automatically know the shortest and most direct
(but not necessarily safest) route at any choice of
paths.

PHB 241

PHB 240-1

FINGER OF DEATH

FIRE BOLT

FIRE SHIELD

7th-level necromancy

Evocation cantrip

4th-level evocation

Castingtime 1 action
Range 60 feet
Components VS
Duration Instantaneous

Castingtime 1 action
Range 120 feet
Components VS
Duration Instantaneous

Castingtime 1 action
Range Self
Components VSM (a bit of phosphorous or a
rey)
Duration 10 minutes

One creature you can see within range takes


7d8+30 necrotic damage, Con save for half.

Make a ranged spell attack. On hit, the target


takes 1d10 re damage. If this strikes an
unattended ammable object, it catches on re.

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 humanoid killed by this spell is raised at the start


of your next turn as a zombie permanently under
your control.

AT
PHB 241

A warm shield grants you resistance to cold


damage and deals 2d8 re damage to melee
attackers. A chill shield grants re resistance and
deals 2d8 cold damage to melee attackers.
H I G H E R C H A R A C T E R L E VE L S

Damage increases to 2d10 at 5th level, 3d10 at


11th, and 4d10 at 17th.

PHB 242

PHB 242

FIRE STORM

FIREBALL

FLAME BLADE

7th-level evocation

3rd-level evocation

2nd-level evocation

Castingtime 1 action
Range 150 feet
Components VS
Duration Instantaneous

Castingtime 1 action
Range 150 feet
Components VSM (a tiny ball of bat guano and
sulfur)
Duration Instantaneous

Castingtime 1 bonus action


Range Self
Components VSM (leaf of sumac)
Duration Concentration, up to 10 minutes

A storm of re consisting of ten face-connected 10'


cubes of re appears, arranged as you wish.
Creatures caught in the area take 7d10 re
damage, Dex save for half. Unattended ammable
objects are ignited. You can choose if the re
ignites plant life or not.

Light streaks from your nger to a point within


range, then explodes to a 20' radius sphere that
spreads around corners. Creatures in area take
8d6 re damage, Dex save for half. Unattended
ammable objects catch re.

AT
PHB 242

You can use your action to make a melee spell


attack with the ery blade for 3d6 re damage.

AT

H I G H E R L E VE L S

Damage increases by 1d6 per level.

A scimitar of re 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 bonus action while the spell lasts.

PHB 241-2

H I G H E R L E VE L S

Damage increases by 1d6 per 2 levels.

PHB 242

FLAME STRIKE

FLAMING SPHERE

FLESH TO STONE

5th-level evocation

2nd-level conjuration

6th-level transmutation

Castingtime 1 action
Range 60 feet
Components VSM (a bit of sulfur)
Duration Instantaneous

Castingtime 1 action
Range 60 feet
Components VSM (a bit of tallow, a pinch of
brimstone, and a dusting of powdered iron)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 60 feet
Components VSM (a pinch of lime, water, and
earth)
Duration Concentration, up to 1 minute

A 10' radius, 40' high cylinder of divine re


appears at a point in range, dealing 4d6 re and
4d6 radiant damage (Dex save for half) to all
creatures within its effect.

AT

A 5' diameter sphere of re appears in an


unoccupied space to choose within range,
shedding bright light to 20' and dim for another
20'. Creatures that end their turn within 5' of it
take 2d6 re damage, Dex save for half.
Unattended ammable objects are ignited.
Use your bonus action to move it up 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.

H I G H E R L E VE L S

Either the re or radiant damage (your choice)


increases by 1d6 per level.

PHB 242

AT

H I G H E R L E VE L S

Damage increases by 1d6 per level.

A creature you can see within range must succeed


on a Con save or start to turn into a statue,
becoming restrained as its esh hardens.
A restrained creature makes Con saves at the end
of each of its turns. 3 successes ends the spell, 3
failures petries it for the duration. If the statue is
broken, the creature suffers similar deformities if it
reverts to esh.
If concentration is maintained for the full minute,
petrication is permanent until dispelled.

PHB 242-3

PHB 243

FLOATING DISK

FLY

FOG CLOUD

1st-level conjuration (ritual)

3rd-level transmutation

1st-level conjuration

Castingtime 1 action
Range 30 feet
Components VSM (a drop of mercury)
Duration 1 hour

Castingtime 1 action
Range Touch
Components VSM (a wing feather from any bird)
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range 120 feet
Components VS
Duration Concentration, up to 1 hour

You create a 3' wide disk of force oating 3' above


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 within 20' of you if you are traveling.
It cannot cross an elevation change of more than
10'. If you move more than 100' away, the spell
ends.

Touched willing creature gains a y speed of 60'


for the duration. The creature falls if it is 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 for the duration
or until a moderate wind (at least 10 mph)
disperses it.

AT

AT

PHB 282

H I G H E R L E VE L S

Target an additional creature per level.

PHB 243

H I G H E R L E VE L S

Radius increases by 20' per level.

PHB 243

FORBIDDANCE

FORCECAGE

FORESIGHT

6th-level abjuration (ritual)

7th-level evocation

9th-level divination

Castingtime 10 minutes
Range Touch
Components VSM (a sprinkling of holy water, rare
incense, and powdered ruby worth at least
1000 gp)
Duration 1 day

Castingtime 1 action
Range 100 feet
Components VSM (ruby dust worth 1500 gp)
Duration 1 hour

Castingtime 1 minute
Range Touch
Components VSM (a hummingbird feather)
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, end, celestial, and undead and either
necrotic or radiant damage. When such a creature
enters the area for the rst time on a turn or starts
its turn there, it takes 5d10 damage of that type.
Areas of forbiddance cannot overlap. If you cast
forbiddance every day for 30 days in the same
location, the effect becomes permanent and
consumes the material components at that time.

You create an immobile, invisible cage (up to 20'


per side, " bars " apart) or box (up to 10' per
side, blocks all matter and spells) of force.
Creatures completely inside when cast are
trapped, others are pushed out.
A creature inside the cage cannot leave by
nonmagical means. Teleportation or planar travel
requires a Cha save. Being made of force, the cage
extends into the Ethereal Plane. dispel magic does
not affect the cage.

PHB 243

You bestow a limited ability to see into the


immediate future on a touched willing creature.
For the duration, it can't be surprised, has
advantage on all attack rolls, ability checks, and
saving throws, and attack rolls against it have
disadvantage.
This spell ends if you cast it again before the effect
expires.

PHB 243-4

PHB 244

FREEDOM OF MOVEMENT

FREEZING SPHERE

GASEOUS FORM

4th-level abjuration

6th-level evocation

3rd-level transmutation

Castingtime 1 action
Range Touch
Components VSM (a leather strap, bound around
the arm or similar appendage)
Duration 1 hour

Castingtime 1 action
Range 300 feet
Components VSM (a small crystal sphere)
Duration Instantaneous

Castingtime 1 action
Range Touch
Components VSM (a bit of gauze and a wisp of
smoke)
Duration Concentration, up to 1 hour

Touch a willing creature. For the duration it is


unhampered by dicult terrain, cannot be
restrained or paralyzed or have its speed reduced
by spells or magical effects, can spend 5 feet of
movement to escape nonmagical restraints
(including grapples), and has no penalty on
movement or attacks for being underwater.

A small globe of frozen energy streaks to a point


within range and explodes in a 60' radius sphere.
Creatures in the 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 trapped in ice
can break free with a Str check vs your spell save
DC.
You can also save the globe 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 after 1 minute it explodes.

AT
PHB 244

H I G H E R L E VE L S

Damage increases by 1d6 per level.

Touch a willing creature to transform it and its


possessions into a cloud for the duration. The spell
ends at 0 HP and has no effect on incorporeal
creatures.
The creature's only movement is a ying speed of
10' (hover). It can enter the space of other
creatures and pass through small holes and
cracks, but treats liquids as solid surfaces. It has
resistance to nonmagical damage and advantage
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

5th-level enchantment

2nd-level necromancy (ritual)

Castingtime 1 action
Range 60 feet
Components VSM (a diamond worth at least
5000gp)
Duration Concentration, up to 1 minute

Castingtime 1 minute
Range 60 feet
Components V
Duration 30 days

Castingtime 1 action
Range Touch
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 days

You open a circular gate, 5'20' in diameter


oriented as you choose, in an unoccupied space
within range to a precise location on another
plane of existence. The portal lasts for the duration
and any creature can pass through it from one
plane to the other.
When you cast the spell, you may name a specic
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 the creature.
PHB 244

A creature you can see within range is given a


magical command forcing it to carry out some
service or refrain from some activity. If it can
understand you, it must succeed on a Wis save or
be charmed. If it cannot, it is unaffected. If the
command would be suicide, the spell ends.
A charmed creature takes 5d10 psychic damage
each time it acts directly counter to your
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 the spell early with an action. A


remove curse, greater restoration, or wish can end it.

AT

H I G H E R L E VE L S

7th: Duration 1 year. 9th: Until dispelled.

PHB 244-5

PHB 245

GIANT INSECT

GLIBNESS

GLOBE OF INVULNERABILITY

4th-level transmutation

8th-level transmutation

6th-level abjuration

Castingtime 1 action
Range 30 feet
Components VS
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range Self
Components V
Duration 1 hour

Castingtime 1 action
Range Self (10-foot radius)
Components VSM (a glass or crystal bead that
shatters when the spell ends)
Duration Concentration, up to 1 minute

You transform up to ten centipedes, three spiders,


ve wasps, or one scorpion within range into giant
versions of themselves for the duration. Other
insects 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 duration expires, the creature reaches 0 HP, or
you dismiss the effect.

Until the spell ends, you can treat any Charisma


check as if you rolled 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 the barrier cannot affect those
inside it, even if cast using a higher level slot.

AT
PHB 245

PHB 245

H I G H E R L E VE L S

Spells lower level than the level used are blocked.

PHB 245

GLYPH OF WARDING

GOODBERRY

GREASE

3rd-level abjuration

1st-level transmutation

1st-level conjuration

Castingtime 1 hour
Range Touch
Components VSM (incense and powdered
diamond worth at least 200 gp, all consumed)
Duration Until dispelled or triggered

Castingtime 1 action
Range Touch
Components VSM (a sprig of mistletoe)
Duration Instantaneous

Castingtime 1 action
Range 60 feet
Components VSM (a bit of pork rind or butter)
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 dicult terrain.

Inscribe a glyph on a surface or object and set a


trigger condition. Max 10' diameter, dispelled if
moved more than 10'. Investigation vs spell DC.
Explosive: A 20' radius explosion deals 5d8
acid, cold, re, 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 L E VE L S

Damage increases by 1d8 per 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

5th-level abjuration

4th-level conjuration

Castingtime 1 action
Range Touch
Components VS
Duration Concentration, up to 1 minute

Castingtime 1 action
Range Touch
Components VSM (diamond dust worth at least
100 gp, which is consumed)
Duration Instantaneous

Castingtime 1 action
Range 30 feet
Components V
Duration 8 hours

You reduce to target's exhaustion level by one, or


end one of the following effects:
One effect that charmed or petried the
target
One curse, including attunement to a cursed
item
Any reduction to one ability score
One effect reducing the target's max HP

A Large spectral guardian appears in an


unoccupied space you can see within range.
Whenever a creature hostile to you comes within
10' of the guardian for the rst time on a turn, it
takes 20 radiant damage with a Dex save for half.
The guardian vanishes once it has dealt a total of
60 damage.

You or a creature you touch becomes invisible


until the spell ends. Anything the target is
wearing or carrying is invisible as long as it is on
the target's person.

PHB 246

PHB 246

PHB 246-8

GUARDS AND WARDS

GUIDANCE

GUIDING BOLT

6th-level abjuration

Divination cantrip

1st-level evocation

Castingtime 10 minutes
Range Touch
Components VSM (burning incense, brimstone,
oil, a knotted string, umber hulk blood, and a
silver rod worth 10 gp)
Duration 24 hours

Castingtime 1 action
Range Touch
Components VS
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 120 feet
Components VS
Duration 1 round

Up to 2,500 square feet, 20' high is warded. Can


specify individuals to be unaffected, or set a
password.
Corridors ll with fog, doors are magically locked
as with arcane lock and up to 10 covered with
minor illusion, stairways are lled with webs that
regenerate in 10 minutes, and your choice of an
additional effect. See text for details.

Touch a willing creature. Before the spell ends, it


can roll 1d4 and add the result to any one ability
check. It can roll the die before or after making the
check. The spell then ends.

A dispel magic removes only the one targeted


effect. This spell can become permanent if cast
every day for 1 year.

Make a ranged spell 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 has advantage.

AT

PHB 248

PHB 248

H I G H E R L E VE L S

Damage increases by 1d6 per level.

PHB 248

GUST OF WIND

HALLOW

HALLUCINATORY TERRAIN

2nd-level evocation

5th-level evocation

4th-level illusion

Castingtime 1 action
Range Self (60-foot line)
Components VSM (a legume seed)
Duration Concentration, up to 1 minute

Castingtime 24 hours
Range Touch
Components VSM (herbs, oils, and incense worth
at least 1000 gp, which is consumed)
Duration Until dispelled

Castingtime 10 minutes
Range 300 feet
Components VSM (a stone, a twig, and a bit of
green plant)
Duration 24 hours

A 60' radius area is infused with holy or unholy


power. Any/all of celestials, fey, ends, undead,
and elementals cannot enter the area or charm,
frighten, or possess 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, sound, and smell like some 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 blasts


from you in the direction you choose. Each
creature that starts its turn in that area must
succeed on a Str save or be pushed 15'. This wind
disperses vapors, puts out unprotected res, and
has a 50% chance to snuff out protected res. You
can redirect the wind each round as a bonus
action.

Also choose an extra effect: Courage, Darkness,


Daylight, Energy Protection, Energy Vulnerability,
Everlasting Rest, Extradimensional Interference,
Fear, Silence, Tongues (see text for details). If
applicable, may apply only to creatures by type,
deity, or leader with a Cha 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 necromancy

3rd-level transmutation

6th-level evocation

Castingtime 1 action
Range 60 feet
Components VS
Duration Instantaneous

Castingtime 1 action
Range 30 feet
Components VSM (a shaving of licorice root)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 60 feet
Components VS
Duration Instantaneous

A willing creature you can see within range has its


speed doubled, gains +2 to AC, has advantage on
Dex saves, and gains an additional action on each
of its turns. That extra 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 it. This has
no effect on undead or constructs.

You deal 14d6 necrotic damage (Con save for half)


to a creature you can see within range. This spell
cannot reduce a creature's HP below 1.
If the target failed its save, its Max HP reduced by
the amount of damage the spell dealt for 1 hour.
Any effect that removes disease removes this
reduction.

When the effect ends, the creature cannot move


or take actions until after its next turn.

AT
PHB 249

PHB 250

H I G H E R L E VE L S

Heals an additional 10 HP per level.

PHB 250

HEALING WORD

HEAT METAL

HELLISH REBUKE

1st-level evocation

2nd-level transmutation

1st-level evocation

Castingtime 1 bonus action


Range 60 feet
Components V
Duration Instantaneous

Castingtime 1 action
Range 60 feet
Components VSM (a piece of iron and a ame)
Duration Concentration, up to 1 minute

Castingtime 1 reaction, in response to being


damaged by a creature in range that you can
see
Range 60 feet
Components VS
Duration Instantaneous

A creature of your choice that you can see within


range is healed 1d4 + you spellcasting ability
modier HP. This has no effect on undead or
constructs.

AT

If a creature is holding or wearing the object, it


must succeed on a Con save or drop it if possible. If
it doesn't drop the object, it has disadvantage on
attack rolls and ability checks until the start of your
next turn.

AT

H I G H E R L E VE L S

Heals an extra 1d4 HP per level.

Choose a manufactured metal object that you can


see within range. Any creature in physical contact
with it takes 2d8 re damage. On subsequent
turns, you can use a bonus action to repeat this
damage.

PHB 250

AT

H I G H E R L E VE L S

Damage increases by 1d8 per level.

You point your nger at a creature in range that


you can see that just damaged you. It takes 2d10
re damage, Dex save for half.

PHB 250

H I G H E R L E VE L S

Damage increases by 1d10 per level.

HEROES' FEAST

HEROISM

HIDEOUS LAUGHTER

6th-level conjuration

1st-level enchantment

1st-level enchantment

Castingtime 10 minutes
Range 30 feet
Components VSM (a gem-encrusted bowl worth
at least 1000 gp, which is consumed)
Duration Instantaneous

Castingtime 1 action
Range Touch
Components VS
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 30 feet
Components VSM (tiny tarts and a feather)
Duration Concentration, up to 1 minute

You summon forth a great feast for yourself and


up to 12 other creatures. It takes 1 hour to
consume, and disappears after that time. After the
hour, creatures that partook gain several effects
for 24 hours: cured of all disease and poison,
immune to poison and being frightened,
advantage on Wis saves, and Max HP increases by
2d10 and HP increases by the same amount.

For the duration, the touched willing creature


gains immunity to being frightened and gains
temporary HP equal to your spellcasting modier
at the start of each of its turns. These temporary
HP are lost when the spell ends.

AT
PHB 250

PHB 250

A creature you can see within range must succeed


on a Wis save or fall prone in laughter and be
incapacitated and unable to stand up for the
duration. 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 has advantage on this save if it is
triggered by damage.

H I G H E R L E VE L S

Target an additional creature per level.

PHB 250-1

PHB 280

HOLD MONSTER

HOLD PERSON

HOLY AURA

5th-level enchantment

2nd-level enchantment

8th-level abjuration

Castingtime 1 action
Range 90 feet
Components VSM (a small, straight piece of iron)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 60 feet
Components VSM (a small, straight piece of iron)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range Self
Components VSM (a tiny reliquary worth at least
1000 gp containing a sacred relic)
Duration Concentration, up to 1 minute

A creature you can see within range must succeed


on a Wis save or be paralyzed for the duration. At
the end of each of 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 or be paralyzed for the
duration. At the end 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 L E VE L S

Target an additional creature per level. All must be


within 30' of each other.
PHB 251

Creatures you choose within 30' of you shed dim


light to 5', have advantage on all saving throws,
and attackers have disadvantage on attacks
against them. If a end or undead hits an affected
creature, it must succeed on a Con save or be
blinded for the duration.

H I G H E R L E VE L S

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

3rd-level illusion

4th-level evocation

Castingtime 1 bonus action


Range 90 feet
Components V
Duration Concentration, up to 1 hour

Castingtime 1 action
Range 120 feet
Components SM (a glowing stick of incense or a
crystal vial lled with phosphorescent material)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 300 feet
Components VSM (a pinch of dust and a few
drops of water)
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 or be
charmed for the duration. Charmed creatures
have 0 speed and are incapacitated.

Ice falls in a 20' radius, 40' tall cylinder area within


range. Creatures in the area take 2d8
bludgeoning and 4d6 cold damage, Dex save for
half. Hailstones make the area dicult terrain until
the end of your next turn.

You choose a creature you can see within range.


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 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.

AT

The charm ends if the creature takes damage or


someone uses an action to shake it out of its
stupor.

H I G H E R L E VE L S

Duration increases (concentration needed):


3rd: 8 hours. 5th: 24 hours.

AT
PHB 251

PHB 252

H I G H E R L E VE L S

Bludgeoning damage increases by 1d8 per level.

PHB 252

IDENTIFY

ILLUSORY SCRIPT

IMPRISONMENT

1st-level divination (ritual)

1st-level illusion (ritual)

9th-level abjuration

Castingtime 1 minute
Range Touch
Components VSM (a pearl worth at least 100 gp
and an owl feather)
Duration Instantaneous

Castingtime 1 minute
Range Touch
Components SM (a lead-based ink worth at least
10 gp, which is consumed)
Duration 10 days

Castingtime 1 minute
Range 30 feet
Components VSM (vellum depiction of the target
& component worth 500 gp per target HD)
Duration Until dispelled

You learn the magical properties of one object you


touch while casting this spell, as well as how to use
those properties, whether it requires 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 on a suitable writing material


that appears only to those you designate when
casting this spell. All others who read it see only an
unintelligible unknown or magical script, or a
different message altogether in a language that
you know.

If you touch a creature instead while casting this


spell, you learn which spells, if any, are currently
affecting it.

A creature with truesight can read the hidden


message. If dispelled, the hidden message
disappears along with the illusion.

PHB 252

Wis save, cannot recast if succeeded. Fail:


Suspended animation, divination cannot detect.
Reasonable trigger for release (DM approval). 9th
level dispell magic can dispell. Reusing material
component frees existing target.
Small mithral orb: Entomb in a sphere of force
buried deep underground
Fine precious metal chain: Chain immovably to
ground
Jade prison model: Trap in a demiplane
resembling the model
Large transparent gem: Shrink & trap in gem
Soporic herbs: Magic sleep

PHB 252

PHB 252-3

INCENDIARY CLOUD

INFLICT WOUNDS

INSECT PLAGUE

8th-level conjuration

1st-level necromancy

5th-level conjuration

Castingtime 1 action
Range 150 feet
Components VS
Duration Concentration, up to 1 minute

Castingtime 1 action
Range Touch
Components VS
Duration Instantaneous

Castingtime 1 action
Range 300 feet
Components VSM (a few grains of sugar, some
kernels of grain, and a smear of fat)
Duration Concentration, up to 10 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 mph)
disperses the cloud. The sphere is heavily
obscured.

Make a melee spell attack on a creature you can


reach. On a hit, the creature takes 3d10 necrotic
damage.

Creatures in the cloud when it appears, entering


the cloud for the rst time on a turn, or ending
their turn there take 10d8 re 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.
PHB 253

AT

Creatures in the sphere when it appears, entering


it for the rst time on a turn, or ending their turn
there take 4d10 piercing damage with a Con save
for half.

AT

H I G H E R L E VE L S

Damage increases by 1d10 per level.

A 20' radius sphere of locusts appears centered on


a spot within range, spreading around corners
and lightly obscuring the area. The area is dicult
terrain.

PHB 253

H I G H E R L E VE L S

Damage increases by 1d10 per level.

PHB 254

INSTANT SUMMONS

INVISIBILITY

IRRESISTIBLE DANCE

6th-level conjuration (ritual)

2nd-level illusion

6th-level enchantment

Castingtime 1 minute
Range Touch
Components VSM (a sapphire worth 1000 gp)
Duration Until dispelled

Castingtime 1 action
Range Touch
Components VSM (an eyelash encased in gum
arabic)
Duration Concentration, up to 1 hour

Castingtime 1 action
Range 30 feet
Components V
Duration Concentration, up to 1 minute

You place an invisible mark on an object weighing


no more than 10 pounds with longest dimension
6' or less and inscribe its name in the sapphire.
Each casting must use a different sapphire.
When you crush the sapphire and speak the
name of the item it instantly appears in your
hands regardless of physical or planar distance, or
provides the location of the item if it is being held
by another creature.

A creature you touch becomes invisible until the


spell ends. Anything the target is wearing or
carrying is also invisible. The spell ends if the
target attacks or casts a spell.

As an action, a dancing creature can make a Wis


save to end this effect.

AT
PHB 235-6

A creature you can see within range starts


dancing in place, using all of its 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.

H I G H E R L E VE L S

Target an additional creature per level.

PHB 254

PHB 264

JUMP

KNOCK

LEGEND LORE

1st-level transmutation

2nd-level transmutation

5th-level divination

Castingtime 1 action
Range Touch
Components VSM (a grasshopper's hind leg)
Duration 1 minute

Castingtime 1 action
Range 60 feet
Components V
Duration Instantaneous

Castingtime 10 minutes
Range Self
Components VSM (incense worth 250 gp, which is
consumed, and 4 ivory strips worth 50 gp each)
Duration Instantaneous

Touched creature's jump distance is tripled until


the spell ends.

A mundane locked item is unlocked, unstuck, or


unbarred. An arcane lock is suppressed for 10
minutes. This spell produces a knocking sound
audible up to 300 feet away.

You nd out information about a legendary gure


or item that you name. The lore is always accurate,
but possibly vague or gurative. 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

2nd-level transmutation

Evocation cantrip

Castingtime 1 action
Range Touch
Components VS
Duration Instantaneous

Castingtime 1 action
Range 60 feet
Components VSM (small leather loop or piece of
golden wire)
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range Touch
Components VM (a rey or phosphorescent
moss)
Duration 1 hour

You touch a creature and end one disease or


condition (blinded, deafened, paralyzed, or
poisoned) affecting it.

One creature or object of your choice that you can


see, up to 500 pounds, oats 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 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, otherwise you use your action
and must remain in range.

You touch an object that is no larger than 10' in


any dimension. That object shines brightly for 20',
and dimly for 20' beyond that. The light is colored
as you like. The spell ends if you cast it again or
dismiss it with an action.
If the object is held or worn by an unwilling
creature, that creature can avoid the effect with a
successful Dex save.

When the spell ends, the target gently oats to the


ground.
PHB 255

PHB 255

PHB 255

LIGHTNING BOLT

LOCATE ANIMALS OR P LANTS

LOCATE CREATURE

3rd-level evocation

2nd-level divination (ritual)

4th-level divination

Castingtime 1 action
Range Self (100-foot line)
Components VSM (a bit of fur and a rod of amber,
crystal, or glass)
Duration Instantaneous

Castingtime 1 action
Range Self
Components VSM (a bit of fur from a
bloodhound)
Duration Instantaneous

Castingtime 1 action
Range Self
Components VSM (a bit of fur from a
bloodhound)
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 ammable objects are ignited.

AT

Describe or name a specic kind of plant or beast.


You learn the location and distance to the closest
one within 5 miles, if any.

Describe or name a creature that is familiar to you.


You sense the direction to the creature if it is within
1000' of you, and you know the direction of its
movement.
The spell can locate a specic creature, or the
nearest of a specic kind as long as you've seen
one up close (30') at least once before. A creature
in a different form (e.g. polymorphed) is not
detected. A creature across running water at least
10' wide is not located.

H I G H E R L E VE L S

Damage increases by 1d6 per level.

PHB 255

PHB 256

PHB 256

LOCATE OBJECT

LONGSTRIDER

MAGE ARMOR

2nd-level divination

1st-level transmutation

1st-level abjuration

Castingtime 1 action
Range Self
Components VSM (a forked twig)
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range Touch
Components VSM (a pinch of dirt)
Duration 1 hour

Castingtime 1 action
Range Touch
Components VSM (a piece of cured leather)
Duration 8 hours

Describe or name an object that is familiar to you.


If that object is within 1000 feet of you then you
know the direction and distance to it.

Touched creature's speed increases by 10' until


the spell ends.

Touch a willing creature not wearing armor. Its


base AC becomes 13 + its Dexterity modier. The
spell ends if the target dons armor or if you
dismiss the spell as an action.

The spell can locate a specic object if you have


seen it up close (30') at least once, or the nearest of
a particular kind. A thin sheet of lead prevents
detecting objects behind it.

AT
PHB 256

H I G H E R L E VE L S

Target an additional creature per level.

PHB 256

PHB 256

MAGE HAND

MAGIC CIRCLE

MAGIC JAR

Conjuration cantrip

3rd-level abjuration

6th-level necromancy

Castingtime 1 action
Range 30 feet
Components VS
Duration 1 minute

Castingtime 1 minute
Range 10 feet
Components VSM (holy water or powdered silver
and iron worth 100 gp, which is consumed)
Duration 1 hour

Castingtime 1 minute
Range Self
Components VSM (gem, crystal, reliquary, etc.
worth 500 gp, destroyed when spell ends)
Duration Until dispelled

A 10' radius, 20' tall cylinder appears at a point you


can see within range. Glowing runes appear
where it intersects a surface. Choose one or more
of celestials, fey, ends, elementals, and undead 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, frighten, or possess any within.

Soul enters jar. You are aware but cannot move or


react. Only action: Project soul 100' to reenter your
body (ending the spell) or attempt to possess a
humanoid you can see.

A spectral, oating hand appears within range for


the duration, until you dismiss it as an action, if it is
ever more than 30' from you, or if you cast this
spell again.
You can use your action to move the hand up to
30' and have it do something: manipulate an
object, open an unlocked door or container, stow
or retrieve an item from an open container, or
pour out a vial. It cannot attack, activate magic
items, or carry more than 10 pounds.

You can choose to reverse this effect to trap a


creature in the circle instead.

AT
PHB 256

H I G H E R L E VE L S

Duration increases by 1 hour per level.

PHB 256-7

Cha save to resist possession, can't try that target


again for 24 hours if resisted. Use host's physical
statistics but your own mental and class abilities.
Host's soul in jar has no actions.
Action to return to jar if within 100'. If host dies,
Cha save vs own spell DC 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

2nd-level illusion (ritual)

2nd-level transmutation

Castingtime 1 action
Range 120 feet
Components VS
Duration Instantaneous

Castingtime 1 minute
Range 30 feet
Components VSM (a small bit of honeycomb and
jade dust worth at least 10 gp, which is
consumed)
Duration Until dispelled

Castingtime 1 bonus action


Range Touch
Components VS
Duration Concentration, up to 1 hour

Three glowing darts of force each strike a creature


of your choosing, dealing 1d4+1 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,
based on visible/audible conditions within 30', for
the message to be delivered. You 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", if any) and recites the
message in your voice at the volume you spoke.

H I G H E R L E VE L S

One more dart is created per level.

PHB 257

PHB 257

For the duration, the nonmagical weapon touched


becomes a +1 magic weapon.

AT

H I G H E R L E VE L S

4th: +2 magic weapon. 6th: +3 magic weapon.

PHB 257

MAGNIFICENT MANSION

MAJOR IMAGE

MASS CURE WOUNDS

7th-level conjuration

3rd-level illusion

5th-level evocation

Castingtime 1 minute
Range 300 feet
Components VSM (a mini portal carved from
ivory, polished marble, and a tiny silver spoon,
each worth 5 gp)
Duration 24 hours

Castingtime 1 action
Range 120 feet
Components VSM (a bit of eece)
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range 60 feet
Components VS
Duration Instantaneous

You create an extradimensional dwelling,


complete with 100 near-transparent servants and
a banquet of food t for up to 100 people. Portal
(5' wide, 10' tall) is invisible when closed. Floor plan
is 50 10' cubes in any combination you like,
furnished as you choose. Anything removed
vanishes into smoke. Servants are completely
obedient but cannot harm anything. When spell
ends, creatures inside are expelled.

You create an image of an object, creature, or


visible phenomenon, max 20' cube that seems real
to sight, sound, smell, and temperature, although
it can't be hot/cold/loud/smelly enough to cause
damage, deafness, or sickness. While within range,
use action to move it realistically to another spot in
range.

Choose up to 6 creatures within 30' of a point you


choose within range. Each creature regains 3d8 +
your spellcasting modier hit points. This spell has
no effect on undead or constructs.

Physical interaction reveals the illusion, as does an


Investigation check vs your spell DC.

AT

AT

H I G H E R L E VE L S

H I G H E R L E VE L S

6th: Lasts until dispelled, without concentration.

Healing increases by 1d8 per level.

MASS HEAL

MASS HEALING WORD

MASS SUGGESTION

9th-level evocation

3rd-level evocation

6th-level enchantment

Castingtime 1 action
Range 60 feet
Components VS
Duration Instantaneous

Castingtime 1 bonus action


Range 60 feet
Components V
Duration Instantaneous

Castingtime 1 action
Range 60 feet
Components VM (a snake's tongue and either a
bit of honeycomb or a drop of sweet oil)
Duration 24 hours

PHB 261-2

You heal up to 700 total hit points divided among


any number of creatures within range. Creatures
healed are also cured of all diseases and of any
effect making them blind or deafened. This spell
has no effect on undead or constructs.

PHB 258

Up to six creatures of your choice that you can see


within range regain hit points equal to 1d4 + your
spellcasting ability modier. This has no effect on
undead or constructs.

You suggest a course of action and magically


inuence up to twelve creatures you can see
within range that can hear and understand you.
Creatures unable to be charmed are immune. The
suggestion must be reasonable; self-harm
automatically ends the effect.
Each creature succeeds a Wis save or pursues the
action to the best of its ability. If you or allies
damage a creature, the effect ends for it.

AT
PHB 258

PHB 258

AT

H I G H E R L E VE L S

Healing increases by 1d4 per level.

PHB 258

H I G H E R L E VE L S

Duration increases.
7th: 10 days. 8th: 30 days.9th: a year and a day.

PHB 258

MAZE

MELD INTO STONE

MENDING

8th-level conjuration

3rd-level transmutation (ritual)

Transmutation cantrip

Castingtime 1 action
Range 60 feet
Components VS
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range Touch
Components VS
Duration 8 hours

Castingtime 1 minute
Range Touch
Components VSM (two lodestones)
Duration instantaneous

You banish a creature you can see within range


into a labyrinthine demiplane. The target remains
there until the spell expires or it escapes the maze.
The target can use its action to make a DC 20 Int
check to escape the maze and end the spell (a
minotaur or goristro demon automatically
succeeds). The target reappears 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 are undetectable to magical
senses, cannot see what occurs outside it, and
your Perception checks for hearing have
disadvantage. You remain aware of the passage of
time and can cast spells on yourself. You can use
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 physically restore a magic item or
construct, but cannot restore the magic.

Partial destruction or change in shape such that


you no longer t does 6d6 bludgeoning damage
and expels 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

9th-level evocation

8th-level abjuration

Castingtime 1 action
Range 120 feet
Components VSM (a short piece of copper wire)
Duration 1 round

Castingtime 1 action
Range 1 mile
Components VS
Duration Instantaneous

Castingtime 1 action
Range Touch
Components VS
Duration 24 hours

Four orbs of re hit the ground at different points


you can see within range. Each orb deals 20d6 re
and 20d6 bludgeoning damage (Dex save for
half) to creatures within a 40' radius of impact. A
creature in the area of more than one impact is
only affected once. Unattended ammable objects
are ignited.

Until the spell ends, one willing creature touched


is immune to psychic damage, any effect that
would read its emotions or thoughts, divination
spells, and the charmed condition. This foils even
wish and spells or effects of similar power.

You point your nger 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 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 block the spell. The spell can travel around
corners and through openings.

PHB 259

PHB 259

PHB 259-60

MINOR ILLUSION

MIRAGE ARCANE

MIRROR IMAGE

Illusion cantrip

7th-level illusion

2nd-level illusion

Castingtime 1 action
Range 30 feet
Components SM (a bit of eece)
Duration 1 minute

Castingtime 10 minutes
Range Sight
Components VS
Duration 10 days

Castingtime 1 action
Range Self
Components VS
Duration 1 minute

You create a sound or image of an object within


range that lasts for the duration.
Sound volume can range from whisper to 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
interaction reveals 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 truesight can
see through the illusion to the terrain's true form,
but can still physically interact with the illusion.
Any illusory object taken out of the area of effect
disappears immediately. Structures can be added,
but creatures are not disguised, concealed, or
added.

PHB 260

Three illusory duplicates of yourself appear in


your space. Each time a creature targets you with
an attack, roll 1d20 to determine whether the
attack hits you or a duplicate. If all three duplicates
are active, a roll of 6 or more hits a duplicate. If 2
duplicates, a roll of 8 or higher targets one. If 1
duplicate, a roll of 11 or higher targets it.
A duplicate's AC is 10 + your Dex modier. If an
attack hits it, it is destroyed. It ignores all other
damage and effects.
A creature is unaffected 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

2nd-level conjuration

5th-level enchantment

Castingtime 1 action
Range Self
Components S
Duration Concentration, up to 1 hour

Castingtime 1 bonus action


Range Self
Components V
Duration Instantaneous

Castingtime 1 action
Range 30 feet
Components VS
Duration Concentration, up to 1 minute

You become invisible as an illusory double of


yourself appears where you are standing. The
double lasts for the duration, but your invisibility
ends if you cast a spell or attack. You can use your
action to direct the double up to twice your speed
and make it gesture, speak and behave in any
way you choose.

Briey surrounded by silvery mist, you teleport up


to 30 feet to an unoccupied space that you can
see.

You can use a bonus action to 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.

A creature that you can see within range succeeds


a Wis save or is charmed. Advantage if you or allies
are ghting it. While charmed it is incapacitated
and unaware, and you can verbally modify a 10minute memory within the past 24 hours:
eliminate, recall perfectly, change details, or
replace.
If it takes damage or is targeted by another spell,
this spell ends with no modication. remove curse
or greater restoration restores original memory.

AT

PHB 260

PHB 260

H I G H E R L E VE L S

Longer range. 6th: 7 days. 7th: 30 days. 8th: 1


year. 9th: any memory.

PHB 261

MOONBEAM

MOVE EARTH

NONDETECTION

2nd-level evocation

6th-level transmutation

3rd-level abjuration

Castingtime 1 action
Range 120 feet
Components VSM (several seeds of any
moonseed plant and a piece of opalescent
feldspar)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 120 feet
Components VSM (an iron blade and a small bag
of mixed soils)
Duration Concentration, up to 2 hours

Castingtime 1 action
Range Touch
Components VSM (a pinch of diamond dust
worth 25 gp sprinkled on target and
consumed)
Duration 8 hours

A 5' radius, 40' tall cylinder of silvery (dim) light lls


an area within range. When a creature enters the
area for the rst time on a turn or starts its turn
there, it takes 2d10 radiant damage, 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 to move the beam up to 60'.

AT

You can reshape dirt, sand, or clay in a 40-squarefoot area of terrain: change elevation,
make/remove a trench/wall/pillar, height up to
half the area's largest dimension. Change takes 10
minutes; you can change areas every 10 minutes.
Rocks, stone, structures, and plants cannot be
directly affected. Creatures can easily 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 also be placed over an area or object no
larger than 10' in any dimension.

H I G H E R L E VE L S

Damage increases by 1d10 per level.

PHB 261

PHB 263

PHB 263

PASS WITHOUT TRACE

PASSWALL

PHANTASMAL KILLER

2nd-level abjuration

5th-level transmutation

4th-level illusion

Castingtime 1 action
Range Self
Components VSM (ashes from a burned leaf of
mistletoe and a sprig of spruce)
Duration Concentration, up to 1 hour

Castingtime 1 action
Range 30 feet
Components VSM (a pinch of sesame seeds)
Duration 1 hour

Castingtime 1 action
Range 120 feet
Components VS
Duration Concentration, up to 1 minute

For the duration, creatures you choose within 30'


including yourself get a +10 bonus on Stealth
checks and cannot be tracked by nonmagical
means. Affected creatures leave no tracks or other
traces of passage.

A passage appears at a point you choose on a


wooden, plaster, or stone surface such as a wall,
ceiling, or oor. The passage can be up to 5' wide,
8' high, and 20' deep. It creates no instability in the
surrounding structure.
Any creature inside the passage when the spell
expires is safely ejected to a spot nearest to the
surface on which the spell was cast.

You tap into the deepest fears of a creature you


can see within range and make an illusory
manifestation of it, visible only to that creature. The
target must succeed on a Wis save or become
frightened for the duration. At the end of each
turn while the effect is in place, the target must
succeed on a Wis save or take 4d10 psychic
damage. On a successful save, the spell ends.

AT
PHB 264

PHB 264

H I G H E R L E VE L S

Damage increases by 1d10 per level.

PHB 265

PHANTOM STEED

PLANAR ALLY

PLANAR BINDING

3rd-level illusion (ritual)

6th-level conjuration

5th-level abjuration

Castingtime 1 minute
Range 30 feet
Components VS
Duration 1 hour

Castingtime 10 minutes
Range 60 feet
Components VS
Duration Instantaneous

Castingtime 1 hour
Range 60 feet
Components VSM (a jewel worth at least 1000 gp,
which is consumed)
Duration 24 hours

You beseech a god, demon prince, or some other


powerful otherworldly entity for aid. It sends a
celestial, elemental, or end loyal to it to aid you,
appearing in an unoccupied space within range.
If you know a specic creature's name you can
request it, but might not get it.

You bind a celestial, elemental, end, or fey to your


service for the duration. The creature must be
present for the entirety of the 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 with it. As a rule of
thumb, 100 gp/minute, 1000 gp/hour, 10000
gp/day, but the creature can vary widely if it
wishes.

The creature must follow your instructions to the


letter, but may twist words. When the task is
complete, it reports to you if on the same plane, or
waits where summoned until 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. The spell ends if you
take an action to dismiss it or if the steed takes any
damage.

PHB 265

PHB 265

AT

H I G H E R L E VE L S

Duration increases.
7th: 10 days. 8th: 180 days. 9th: a year and a day.

PHB 265

PLANE SHIFT

PLANT GROWTH

POISON SPRAY

7th-level conjuration

3rd-level transmutation

Conjuration cantrip

Castingtime 1 action
Range Touch
Components VSM (a forked metal rod worth
250gp attuned to a plane)
Duration Instantaneous

Castingtime 1 action or 8 hours


Range 150 feet
Components VS
Duration Instantaneous

Castingtime 1 action
Range 10 feet
Components VS
Duration Instantaneous

You and up to 8 willing creatures who link hands


are transported to another plane of existence. You
can specify a general location to appear nearby.
Or if you know the sigil sequence of a teleportation
circle, this can take you there.

If cast as an action, choose a spot within range. 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
saving throw or take 1d12 poison damage.

You can use this spell to banish a creature within


your reach. Make a melee spell attack, then it
makes a Cha save or be transported to a random
location on the target plane.

If cast as 8 hours, you enrich the land within half a


mile. The plants within range become enriched for
1 year, yielding twice the normal amount of food
when harvested.

AT

Finding the correct metal and frequency for the


rod may be an adventure in itself.
PHB 266

PHB 266

H I G H E R C H A R A C T E R L E VE L S

Damage increases to 2d12 at 5th level, 3d12 at


11th, and 4d12 at 17th.

PHB 266

POLYMORPH

POWER WORD KILL

POWER WORD STUN

4th-level transmutation

9th-level enchantment

8th-level enchantment

Castingtime 1 action
Range 60 feet
Components VSM (a caterpillar cocoon)
Duration Concentration, up to 1 hour

Castingtime 1 action
Range 60 feet
Components V
Duration Instantaneous

Castingtime 1 action
Range 60 feet
Components V
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 no 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 can have a CR of up to the
transformed creature's CR or level. An unwilling
creature can make a Wis save to avoid this effect.
Shapechangers automatically succeed on the
save.
The target's game statistics, including mental
abilities, are replaced by the new form's. It retains
alignment and personality. It reverts at 0 HP, any
excess damage carries over. The target's gear
melds into the new form and does not benet it,
and it cannot speak, cast spells, or take actions
requiring hands or speech.
PHB 266

PHB 266-7

PHB 267

PRAYER OF HEALING

PRESTIDIGITATION

PRISMATIC SPRAY

2nd-level evocation

Transmutation cantrip

7th-level evocation

Castingtime 10 minutes
Range 30 feet
Components V
Duration Instantaneous

Castingtime 1 action
Range 10 feet
Components VS
Duration Up to 1 hour

Castingtime 1 action
Range Self (60-foot cone)
Components VS
Duration Instantaneous

Up to six creatures of your choice that you can see


within range regain 2d8 + your spellcasting
modier HP. This spell has no effect on undead
and constructs.

With this spell you can: create a harmless sensory


effect; light or snuff a torch, small re, or candle;
clean or soil a small object (1 cubic foot); chill, warm
or avor nonliving material (1 cubic foot for 1
hour); make a 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 up to 3 non-instantaneous effects
active at once, and can dismiss one as an action.

AT

H I G H E R L E VE L S

Healing increases by 1d8 per level.

PHB 267

Each creature in a 60' cone rolls a Dex save and


1d8 to determine effect:
1. Red: 10d6 re damage, save for half
2. Orange: 10d6 acid damage, save for half
3. Yellow: 10d6 lightning damage, save for half
4. Green: 10d6 poison damage, save for half
5. Blue: 10d6 cold damage, save for half
6. Indigo: restrained, Con save end of each turn,
3 successes ends, 3 failures petries
7. Violet: blinded until next turn, Wis save at start
of turn or banished to a plane of DM's choice
8. Roll again for 2 effects, rerolling any 8s.

PHB 267

PHB 267

PRISMATIC WALL

PRIVATE SANCTUM

PRODUCE FLAME

9th-level abjuration

4th-level abjuration

Conjuration cantrip

Castingtime 1 action
Range 90 feet
Components VS
Duration 10 minutes

Castingtime 10 minutes
Range 120 feet
Components VSM (a think sheet of lead, piece of
opaque glass, wad of cotton/cloth, and
powdered chrysolite)
Duration 24 hours

Castingtime 1 action
Range Self
Components VS
Duration 10 minutes

Creates a wall (90' by 30' by 1") or sphere (radius


30') that sheds light for 100'. Spell fails if
intersecting a creature. Designated creatures
unaffected. Blocks nonmagical ranged attacks
until partially destroyed.
Within 20', Con save or blinded for 1 minute.
Passing through subject to 7 layers with Dex saves
to reduce/avoid: 10d6 re, 10d6 acid, 10d6 electric,
10d6 poison, 10d6 cold, restrained (Con saves per
turn, 3 success to escape or 3 fails to be petried),
blinded (Wis save on turn to escape or be
banished).
Can destroy layer by layer, see text for details, or
use rod of cancellation. Immune to antimagic.
PHB 267-9

You make a 5'100' cube with any/all of:


Sound can't pass through boundary
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 L E VE L S

Maximum size increases by 100' per level.

PHB 262

A ame appears in the palm of your hand for the


duration, shedding bright light for 10' and dim for
another 10'. Disappears if dismissed with an action
or cast again.
You can attack with the ame, though that ends
the spell. Make a ranged spell attack at a creature
within 30' for 1d8 re damage.

AT

H I G H E R C H A R A C T E R L E VE L S

Damage increases to 2d8 at 5th level, 3d8 at 11th,


and 4d8 at 17th.

PHB 269

PROGRAMMED ILLUSION

PROJECT IMAGE

P ROTECTION FROM ENERGY

6th-level illusion

7th-level illusion

3rd-level abjuration

Castingtime 1 action
Range 120 feet
Components VSM (a bit of eece and jade dust
worth 25 gp)
Duration Until dispelled

Castingtime 1 action
Range 500 miles
Components VSM (a small replica of you worth at
least 5 gp)
Duration Concentration, up to 1 day

Castingtime 1 action
Range Touch
Components VS
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. The illusion is imperceptible
before it is triggered and the programmed
performance can be up to 5 minutes in length.
When the condition you specify occurs, the illusion
springs to life, performs its programmed function
(with sound), then disappears and resets after 10
minutes, ready to be triggered again.
Physical interaction or an Intelligence check vs the
spell save DC reveals that it's an illusion.
PHB 269

You create an illusory image of yourself that lasts


for the duration. The illusion looks and sounds like
you and can appear anywhere within range that
you have seen before. The spell ends if it takes
damage.
Use your action to have it move up to twice your
speed, gesture, speak, and behave as you choose.
Use a bonus action to switch between seeing and
hearing through its senses and your own (being
blinded and deafened to your own surroundings
while using its senses).

For the duration, a willing creature you touch has


resistance to one damage type of your choice: acid,
cold, re, lightning, or thunder.

Physical interaction or an Intelligence check vs the


spell save DC reveals that it's an illusion.
PHB 270

PHB 270

PROTECTION FROM EVIL/GOOD

P ROTECTION FROM P OISON

PURIFY FOOD AND DRINK

1st-level abjuration

2nd-level abjuration

1st-level transmutation (ritual)

Castingtime 1 action
Range Touch
Components VSM (holy water or powdered silver
and iron, which is consumed)
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range Touch
Components VS
Duration 1 hour

Castingtime 1 action
Range 10 feet
Components VS
Duration Instantaneous

Touched creature is cured of one poison (known


or random). For the duration, the creature has
advantage on saving throws against being
poisoned and has resistance to 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 protection against


aberrations, celestials, elementals, fey, ends, and
undead until the spell ends. Those creatures have
disadvantage on attack rolls against the target,
the target cannot be charmed, possessed 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 necromancy

2nd-level necromancy

Evocation cantrip

Castingtime 1 hour
Range Touch
Components VSM (a diamond worth 500 gp,
which is consumed)
Duration Instantaneous

Castingtime 1 action
Range 60 feet
Components VS
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 60 feet
Components VS
Duration Instantaneous

You return a creature dead for no more than 10


days to life. If the soul is willing to return to the
body, it returns to life with 1 HP. Any poisons and
nonmagical diseases are cured and mortal
wounds are closed, but magical diseases, curses,
or similar effects are not cured and missing body
parts aren't replaced. The spell fails if essential
body parts (e.g. head, liver) are missing.This spell
cannot return undead to life.

Make a ranged spell attack against a target. On a


hit, the target deals half damage with weapon
attacks that use Strength until the spell ends. At
the end of its turns, it can make a Con save to end
the spell.

Creatures brought back this way suffer a -4


penalty to attack rolls, saving throws, and ability
checks. This penalty is reduced by 1 every time the
creature completes a long rest.

Make a ranged spell attack against a target within


range. 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

PHB 270

PHB 271

H I G H E R C H A R A C T E R L E VE L S

Damage increases to 2d8 at 5th level, 3d8 at 11th,


and 4d8 at 17th.

PHB 271

REGENERATE

REINCARNATE

REMOVE CURSE

7th-level transmutation

5th-level transmutation

3rd-level abjuration

Castingtime 1 minute
Range Touch
Components VSM (a prayer wheel and holy
water)
Duration 1 hour

Castingtime 1 hour
Range Touch
Components VSM (rare oils and unguents worth
1000 gp, which are consumed)
Duration Instantaneous

Castingtime 1 action
Range Touch
Components VS
Duration Instantaneous

Touched creature regains 4d8+15 HP instantly.


For the duration, the target also regains 1 HP at
the start of each of its 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 body and calls that soul to it.
The DM rolls a 1d100 or otherwise determines the
new form of the target. The creature retains all
memories and capabilities it had before,
exchanging its racial abilities for those of its new
form.

PHB 271

At your touch, all curses affecting one creature or


object end. If the object is a cursed magic item, its
curse remains, but the spell breaks its attunement
to the owner of the object so it can be removed or
discarded.

PHB 271

RESILIENT SPHERE

RESISTANCE

RESURRECTION

4th-level evocation

Abjuration cantrip

7th-level necromancy

Castingtime 1 action
Range 30 feet
Components VSM (hemispherical pieces of clear
crystal and gum arabic)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range Touch
Components VSM (a miniature clock)
Duration Concentration, up to 1 minute

Castingtime 1 hour
Range Touch
Components VSM (1000 gp diamond, which is
consumed)
Duration Instantaneous

A sphere of force encloses a Large or 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 to all damage. An enclosed
creature can push against the sphere, making it
roll up to half their speed. The globe is weightless
and can be picked up and moved by others.

Once before the spell expires, the touched willing


creature can roll 1d4 and add the result to any
one saving throw of its choice. It can roll the die
before or after making the throw. The spell then
ends.

A 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 and
cures nonmagical diseases, closes mortal wounds,
and restores missing body parts, but does not
remove magical diseases, curses, and the like.
Creatures brought back this way take a -4 penalty
on attack rolls, saves, and ability 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
disadvantage on attacks, saves, and ability checks
until you nish a long rest.

PHB 272

REVERSE GRAVITY

REVIVIFY

ROPE TRICK

7th-level transmutation

3rd-level necromancy

2nd-level transmutation

Castingtime 1 action
Range 100 feet
Components VSM (a lodestone and iron lings)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range Touch
Components VSM (diamonds worth 300 gp,
which are consumed)
Duration Instantaneous

Castingtime 1 action
Range Touch
Components VSM (powdered corn extract and a
twisted loop of parchment)
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 xed object within reach to avoid falling up.
Creatures stop falling when they hit a ceiling or
other xed object above them (taking fall damage
as appropriate) or reach the top of the cylinder.
When the spell expires, creatures in the area fall as
normal.

You touch a creature that has died within the past


minute and return it to life with 1 HP. This does not
work on creatures that died of old age, nor can it
restore lost body parts.

You touch a length of rope up to 60' long that then


stands up straight. At the top of the rope opens an
invisible entrance to an extradimensional space
that can t 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

1st-level abjuration

2nd-level evocation

Castingtime 1 action
Range 60 feet
Components VS
Duration Instantaneous

Castingtime 1 bonus action


Range 30 feet
Components VSM (a small silver mirror)
Duration 1 minute

Castingtime 1 action
Range 120 feet
Components VS
Duration Instantaneous

Flames descend on a creature within range that


you can see. That creature makes a Dexterity
saving throw or takes 1d8 radiant damage, with
no benet from cover.

A creature within range is warded from attacks.


Any creature who targets the warded creature
with an attack or harmful spell must rst make a
Wis save. On a failed save the creature must select
a new target or lose the attack or spell.

You create three rays of re 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. On a hit,
the target takes 2d6 re damage.

This effect ends if the warded creature attacks or


casts a spell that affects an enemy creature.

AT

H I G H E R C H A R A C T E R L E VE L S

Damage increases to 2d8 at 5th level, 3d8 at 11th,


and 4d8 at 17th.

PHB 272

AT
PHB 272-3

H I G H E R L E VE L S

One additional ray is created per level.

PHB 273

SCRYING

SECRET CHEST

SEE INVISIBILITY

5th-level divination

4th-level conjuration

2nd-level divination

Castingtime 10 minutes
Range Self
Components VSM (a focus worth at least 1000 gp)
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range Touch
Components VSM (an exquisite chest worth at
least 5000 gp and a tiny replica worth 50 gp)
Duration Instantaneous

Castingtime 1 action
Range self
Components VSM (a pinch of talc and a small
sprinkling of silver powder)
Duration 1 hour

Invisible st-sized orb appears at a location you've


seen before or follows a creature, allowing you to
see all in 10' radius.
Creature gets a wisdom save, modied by your
knowledge of and physical connection to it. It can
choose to fail the save if it knows you're trying. On
a successful save, the spell fails and you cannot
target that creature again for 24 hours.
If you have only secondhand knowledge, it gets
+5 on the save. If you know the target well, it gets
-5. If you have a likeness of the target it gets -2; a
garment or possession gets -4; a body part,
including hair or nail clippings, gets -10.

You hide a chest, 3'2'2', in the Ethereal Plane.


You can summon it with an action by touching the
replica to recall it, sending it back the same way.
After 60 days there is a cumulative 5% chance per
day that the spell effect ends. It also ends if you
cast this spell again, if the replica is destroyed, or if
you choose to end it as an action. If the larger
chest is in the Ethereal Plane when this effect ends,
it is irretrievably lost.

PHB 273

For the duration you can see invisible creatures


and objects as if 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

3rd-level evocation

7th-level transmutation

Castingtime 1 action
Range 30 feet
Components VS
Duration 8 hours

Castingtime 1 action
Range Unlimited
Components VSM (a short piece of ne copper
wire)
Duration 1 round

Castingtime 1 action
Range Touch
Components VSM (a powder composed of
diamond, emerald, ruby, and sapphire dust
worth 5000 gp, which is consumed)
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 of each creature changes to that of
your choosing, so long as it has the same general
body shape and is no more than 1 foot taller or
shorter than its natural height. This does not
stand up to physical inspection.
To discern that you are disguised, a creature must
spend an action and succeed on an Investigation
check versus your spell save DC.

You send a short message to any creature with


which you are familiar. The creature hears the
message in its mind, recognizes you as the sender
if it knows you, and can respond 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 enters a
state of suspended animation.

This can send a message across any distance and


even to other planes of existence, but there is a 5%
chance it fails if the recipient is on another plane.

You can set a condition for the spell to end early.


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 transmutation

2nd-level evocation

1st-level abjuration

Castingtime 1 action
Range Self
Components VSM (1 jade circlet worth 1500 gp,
placed on your head before casting)
Duration Concentration, up to 1 hour

Castingtime 1 action
Range 60 feet
Components VSM (a chip of mica)
Duration Instantaneous

Castingtime 1 reaction, taken when hit by an


attack or magic missile
Range Self
Components VS
Duration 1 round

You transform into a creature that you have seen


before, CR equal to or lower than your level and is
not a construct or undead. You become an
average example of the creature with no class
levels, spellcasting trait, legendary actions, or lair
actions. Your game statistics are replaced by the
creature's, but you keep your mental ability
scores. You have both your own and the
creature's skills and prociencies. You choose if
your equipment is absorbed, worn, or dropped.
You can alter your form as an action, following the
same restrictions, but your 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 creature made if
inorganic material has disadvantage on the save.
Unattended nonmagical objects are also 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 L E VE L S

Damage increases by 1d8 per level.

PHB 275

PHB 275

SHIELD OF FAITH

SHILLELAGH

SHOCKING GRASP

1st-level abjuration

Transmutation cantrip

Evocation cantrip

Castingtime 1 bonus action


Range 60 feet
Components VSM (a small parchment with a bit of
holy text written on it)
Duration Concentration, up to 10 minutes

Castingtime 1 bonus action


Range Touch
Components VSM (mistletoe, a shamrock leaf, and
a club or quarterstaff)
Duration 1 minute

Castingtime 1 action
Range Touch
Components VS
Duration Instantaneous

A shimmering force surrounds a creature of your


choice within range, granting +2 AC for the
duration.

The club or quarterstaff becomes magical for the


duration. You can use your spellcasting modier
instead of Strength for attack and damage rolls
with the weapon for the duration, and the
damage die becomes 1d8.

Make a melee spell attack. You have advantage if


the target is wearing armor made of 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 you cast it again or let go of the


weapon.

AT
PHB 275

PHB 275

H I G H E R C H A R A C T E R L E VE L S

Damage increases to 2d6 at 5th level, 3d6 at 11th,


and 4d6 at 17th.

PHB 275

SILENCE

SILENT IMAGE

SIMULACRUM

2nd-level illusion (ritual)

1st-level illusion

7th-level illusion

Castingtime 1 action
Range 120 feet
Components VS
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range 60 feet
Components VSM (a bit of eece)
Duration Concentration, up to 10 minutes

Castingtime 12 hours
Range Touch
Components VSM (a life-sized copy made of snow
or ice, a body part of the target such as hair or
nail clippings, and powdered ruby worth
1500gp which is consumed)
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 sphere is immune to
thunder damage, and is deafened while inside.
Casting a spell that requires a verbal component is
impossible in the sphere.

You create an image of an object, creature, or


other visible phenomenon that is no larger than a
15' cube. The image gives off no sound, smells, or
any other sensory effects. You can move the image
as an action to any spot within range, and can
manipulate it so that the movement appears
normal, like a humanoid walking.
Physical interaction reveals 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. Duplicate appears the same as
original, but has half Max HP and no equipment.
It can never learn or become more powerful, so it
cannot level up or regain expended spell slots. It is
friendly toward you and anyone you designate
and obeys your spoken commands.
It can only regain HP in an 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

SLOW

1st-level enchantment

3rd-level conjuration

3rd-level transmutation

Castingtime 1 action
Range 90 feet
Components VSM (a pinch of ne sand, rose
petals, or a cricket)
Duration 1 minute

Castingtime 1 action
Range 150 feet
Components VSM (a pinch of dust and a few
drops of water)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 120 feet
Components VSM (a drop of molasses)
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 within range are affected in ascending
order by HP, ignoring unconscious creatures.
Affected creatures fall unconscious until the spell
ends, the sleeper takes damage, or 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, ames are doused, and the
ground becomes dicult terrain. When a creature
enters the area for the rst time on its turn or
starts its turn there, it must succeed on a Dex save
or fall prone. If a creature is concentrating in the
spell's area, it must succeed on a Con save vs your
spell save DC to keep concentration.

PHB 276

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 than one melee or ranged attack
during 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 next round to actually cast it
(spell is wasted if it can't).
An affected creature makes another Wis save at
the end of its turn to end the effect.

H I G H E R L E VE L S

This spell affects an additional 2d8 HP per level.

Up to six creatures within a 40' cube within range


must succeed on a Wis save or be affected by this
spell.

PHB 276

PHB 277

SPARE THE DYING

SPEAK WITH ANIMALS

SPEAK WITH DEAD

Necromancy cantrip

1st-level divination (ritual)

3rd-level necromancy

Castingtime 1 action
Range Touch
Components VS
Duration Instantaneous

Castingtime 1 action
Range Self
Components VS
Duration 10 minutes

Castingtime 1 action
Range 10 feet
Components VSM (burning incense)
Duration 10 minutes

You gain the ability to comprehend and verbally


communicate with beasts for the duration. The
knowledge and awareness of most beasts is
limited by their intelligence, but at minimum they
can give you information about nearby locations
and monsters, including whatever they perceived
within the past day. You might be able to convince
a beast to perform a small favor for you.

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 ve
questions over the duration. The corpse knows
only what it knew in life and is under no
compulsion to be truthful. The soul is not
returned, so it cannot learn anything new,
speculate, or comprehend anything that
happened since it died.

You touch a living creature that has 0 HP. The


creature be comes 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

2nd-level transmutation

2nd-level transmutation

Castingtime 1 action
Range Self (30-foot radius)
Components VS
Duration 10 minutes

Castingtime 1 action
Range Touch
Components VSM (a drop of bitumen and a
spider)
Duration Concentration, up to 1 hour

Castingtime 1 action
Range 150 feet
Components VSM (seven sharp thorns or small
sharpened twigs)
Duration Concentration, up to 10 minutes

You grant plants within 30' of you limited


sentience and the ability to communicate with you
and follow simple instructions. You can ask about
events in the area within the past day.
You can turn dicult terrain caused by plant
growth into normal terrain, or cause existing
plants to become dicult terrain. Plants created
by entangle can be instructed to release a creature.
You might be able to obtain other favors, but the
plants cannot uproot themselves.

Until the spell ends, one 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 equal to its walking speed.

A 20' radius area of ground within range is


covered with spikes and thorns, making dicult
terrain. Creatures moving into or within the area
take 2d4 piercing damage for every 5' they travel.
The area is camouaged to look natural. Creatures
must make a Perception check vs your spell save
DC to notice the thorns before entering the area.

If a plant creature is in the area, you can


communicate with it but have no magical ability to
inuence it.
PHB 277

PHB 277

PHB 277-8

SPIRIT GUARDIANS

SPIRITUAL WEAPON

STINKING CLOUD

3rd-level conjuration

2nd-level evocation

3rd-level conjuration

Castingtime 1 action
Range Self (15-foot radius)
Components VSM (a holy symbol)
Duration Concentration, up to 10 minutes

Castingtime 1 bonus action


Range 60 feet
Components VS
Duration 1 minute

Castingtime 1 action
Range 90 feet
Components VSM (a rotten egg or several skunk
cabbage leaves)
Duration Concentration, up to 1 minute

A oating, spectral weapon of whatever form you


choose appears within range. When you cast this
spell, make a melee spell attack against a creature
within 5' of the weapon for 1d8 + your spellcasting
modier force damage.

You create a 20' radius sphere of yellow 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


endish if you are evil) form a 15' radius ring of
protection around you. When casting, you can
designate creatures you can see to be unaffected.
Affected creatures' speed is halved. When a
creature enters for the rst 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 for half.

AT

AT

H I G H E R L E VE L S

Damage increases by 1d8 per level.

As a bonus action on your turn, you can move it


20' and have it make another attack as above.

PHB 278

H I G H E R L E VE L S

Damage increases by 1d8 per 2 levels.

PHB 278

Creatures that start their turn 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.
PHB 278

STONE SHAPE

STONESKIN

STORM OF VENGEANCE

4th-level transmutation

4th-level abjuration

9th-level conjuration

Castingtime 1 action
Range Touch
Components VSM (soft clay worked into the
desired shape)
Duration Instantaneous

Castingtime 1 action
Range Touch
Components VSM (diamond dust worth 100 gp,
which is consumed)
Duration Concentration, up to 1 hour

Castingtime 1 action
Range Sight
Components VS
Duration Concentration, up to 1 minute

You touch a stone object of Medium size or smaller


or a section of stone no more than 5' in any
dimension and form it into any shape that suits
your purpose. The object can have up to 2 hinges
and a latch, but nothing more mechanically
complicated than that.

The spell turns the esh of a willing creature you


touch as hard as stone. Until the spell ends, the
creature has resistance to nonmagical
bludgeoning, piercing and slashing damage.

PHB 278

A storm cloud forms at a point you can see,


spreading to a 360' radius. Creatures 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 for
10d6 damage, Dex save for half
Round 4: Hail deals 2d6 bludgeoning damage
Rounds 5-10: Strong wind and freezing rain:
dicult terrain, heavily obscured, DC10
concentration saves, 1d6 cold damage, prevents
ranged weapon attacks, disperse fogs.

PHB 278-9

PHB 279

SUGGESTION

SUNBEAM

SUNBURST

2nd-level enchantment

6th-level evocation

8th-level evocation

Castingtime 1 action
Range 30 feet
Components VM (a snake's tongue and
honeycomb or sweet oil)
Duration Concentration, up to 8 hours

Castingtime 1 action
Range Self (60-foot line)
Components VSM (a magnifying glass)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 150 feet
Components VSM (re and a piece of sunstone)
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 ashes in a 60' radius 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


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 duration, a mote of brilliance sheds


sunlight from your hand, bright for 30' and dim
for another 30'.

This spell dispels any magical darkness in its area.

You suggest a course of action and magically


inuence a creature you can see within range that
can hear and understand you. Creatures unable
to be charmed are immune. The suggestion must
be reasonable; self-harm automatically ends the
effect.
The target succeeds a Wis save or pursues 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

TELEPATHIC BOND

7th-level abjuration

5th-level transmutation

5th-level divination (ritual)

Castingtime 1 minute
Range Touch
Components VSM (Hg, P, powdered diamond
and opal worth 1000 gp, which are consumed)
Duration Until dispelled or triggered

Castingtime 1 action
Range 60 feet
Components VS
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range 30 feet
Components VSM (pieces of eggshell from two
different kinds of creatures)
Duration 1 hour

Max 10' diameter, 10' movement. Investigation vs


spell DC. Triggered: 60' dim light for 10 minutes
affects creatures in, entering, ending turn:
Death: 10d10 necrotic, Con save for half
Discord: Con save or 1m no communicate and
disadvantage on attacks and checks
Fear: Wis save or 1m frightened, drop held,
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 manipulate creatures or objects within


range with your mind. When cast and as an action,
affect one object or creature.
Creature: Huge 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 ability opposed
by the creature's Strength. Move up to 30' within
range, and can manipulate simple tools,
open/close containers, stow/retrieve items, etc.
PHB 280-1

You forge a telepathic link among up to 8 willing


creatures of your choice within range. For the
duration, the targets can 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

5th-level conjuration

Transmutation cantrip

Castingtime 1 action
Range 10 feet
Components V
Duration Instantaneous

Castingtime 1 minute
Range 10 feet
Components VM (rare chalks and inks worth
50gp, which are consumed)
Duration 1 round

Castingtime 1 action
Range 30 feet
Components V
Duration Up to 1 minute

Transport yourself and up to eight willing


creatures, or a single object tting in a 10' cube, to
a destination known to you on the same plane.
Familiarity determines result (roll d100):
Familiarity Mishap Similar Offtarget Target
Tie to dest

01100
Very
0105 0613
1424
25-100
Casual
0133 3443
4453
54-100
Description 0143 4453
5473
74-100
False dest 0150 51100

Tie: Known sigil sequence, or you have an


object taken from there in the past 6 months
Off target: by 1d101d10 % of distance
Mishap: 3d10 force dmg, reroll (may repeat)

You draw a 10' diameter circle on the ground,


inscribed with sigils that link it to a permanent
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. When you learn this spell, you
also learn the sequences for two locations on the
Material Plane. You can memorize a new sequence
by studying it for 1 minute.
Create a new permanent 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

You create one of the following effects:


your voice booms three times as loud
you cause ames to icker and change for 1
minute
you cause harmless tremors for 1 minute
you create a harmless sound within range
you cause an unlocked door or window to y
open
you alter the appearance of your eyes for 1
minute
You can have up to three of its 1-minute effects
active at once, and can dismiss such an effect as an
action.

PHB 282

PHB 282

THUNDERWAVE

TIME STOP

TINY HUT

1st-level evocation

9th-level transmutation

3rd-level evocation (ritual)

Castingtime 1 action
Range Self (15-foot cube)
Components VS
Duration Instantaneous

Castingtime 1 action
Range Self
Components V
Duration Instantaneous

Castingtime 1 minute
Range Self (10-foot radius hemisphere)
Components VSM (a small crystal bead)
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'.

AT

You briey stop time for everyone but yourself.


You take 1d4+1 turns in a row, during which you
can move and take actions as normal.
The spell ends if any of the actions you take affect
another creature or an object worn by another
creature, or if you move more than 1000 feet away
from where you cast the spell.

H I G H E R L E VE L S

Damage increases by 1d8 per level.

PHB 282-3

A 10' radius immobile dome of force appears


around and above you. The spell ends if you leave
its area.
Nine Medium creatures can t inside the dome
with you (the spell fails if it would include more or
larger creatures). Creatures and objects within the
dome when cast can enter and exit freely, all
others are barred. Spells and other magical effects
cannot be cast into or through the dome.
The atmosphere inside is comfortable and dry
regardless of weather. You control the lighting
inside. It is opaque (any color) from the outside,
transparent from the inside.

PHB 283

PHB 255

TONGUES

TRANSPORT VIA PLANTS

TREE STRIDE

3rd-level divination

6th-level conjuration

5th-level conjuration

Castingtime 1 action
Range Touch
Components VM (a small clay model of a ziggurat)
Duration 1 hour

Castingtime 1 action
Range 10 feet
Components VS
Duration 1 round

Castingtime 1 action
Range Self
Components VS
Duration Concentration, up to 1 minute

The touched creature gains the ability to


understand any language, and any 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 destination plant at least once before.
For the duration, creatures can step into the
target plant and exit from the destination plant
using 5 feet of movement.

You gain the ability to enter a tree and move from


inside it to inside another tree of the same type
within 500 feet. Both must be living and 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 trees of the
same kind within 500' and use another 5'
movement to step to a spot adjacent to the current
tree or any destination tree. If you have no
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 transmutation

9th-level necromancy

6th-level divination

Castingtime 1 action
Range 30 feet
Components VSM (1 drop of mercury, a dollop of
gum arabic, and a wisp of smoke)
Duration Concentration, up to 1 hour

Castingtime 1 hour
Range Touch
Components VSM (a sprinkle of holy water and
diamonds worth 25000 gp, which are
consumed)
Duration Instantaneous

Castingtime 1 action
Range Touch
Components VSM (an ointment for the eyes that
costs 25 gp, made of mushroom powder,
saffron, and fat, which is consumed)
Duration 1 hour

Creature or nonmagical object in range


transformed. Unwilling creature Wis save to avoid.
Shapechangers unaffected. Gear melds into new
form. Permanent if lasts the full hour.
Creaturetocreature: CR <= target's level or CR.
Game statistics, including mental abilities, replaced
by new form's. Retains alignment and personality.
Reverts at 0 HP, excess damage carries over.
Cannot speak, cast spells, or take actions requiring
hands or speech.
Objecttocreature: CR <= 9, same size or smaller.
Friendly and you control it, until permanent.
Creaturetoobject: 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 age. 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.
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

For the duration, a willing creature you touched


has truesight, notices secret doors hidden by
magic, and can see into the Ethereal Plane, all out
to a range of 120 feet.

PHB 284

PHB 284

TRUE STRIKE

UNSEEN SERVANT

VAMPIRIC TOUCH

Divination cantrip

1st-level conjuration (ritual)

3rd-level necromancy

Castingtime 1 action
Range 30 feet
Components S
Duration Concentration, up to 1 round

Castingtime 1 action
Range 60 feet
Components VSM (a piece of string and a bit of
wood)
Duration 1 hour

Castingtime 1 action
Range Self
Components VS
Duration Concentration, up to 1 minute

On your next turn, you have advantage on the


rst attack roll you make against the target
creature if the spell hasn't ended.

An invisible, mindless, shapeless force appears


and follows your commands until the spell ends. It
has AC 10, 1 HP, Str 2, and can't attack. The spell
ends if it drops to 0 HP or moves more than 60'
from you.
As a bonus action, you can mentally command it to
move up to 15' and interact with an object. It can
do simple tasks a human servant could do, such as
fetching things, cleaning, mending, folding
clothes, lighting res, serving food, pouring wine.
The servant performs the task to the best of its
ability, then awaits your next command.

PHB 284

PHB 284

Make a melee spell attack against a creature in


your reach. On a hit, the target takes 3d6 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 L E VE L S

Damage increases by 1d6 per level.

PHB 285

VICIOUS MOCKERY

WALL OF FIRE

WALL OF FORCE

Enchantment cantrip

4th-level evocation

5th-level evocation

Castingtime 1 action
Range 60 feet
Components V
Duration Instantaneous

Castingtime 1 action
Range 120 feet
Components VSM (a small piece of phosphorous)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range 120 feet
Components VSM (powder from a crushed clear
gem)
Duration Concentration, up to 10 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 disadvantage on the next attack roll it makes
before the end of its next turn.

AT

H I G H E R C H A R A C T E R L E VE L S

Damage increases to 2d4 at 5th level, 3d4 at 11th,


and 4d4 at 17th.

PHB 285

An opaque wall (up to 60' long) or ring (up to 20'


diameter) of re, 20' high and 1' thick, appears on
a solid surface within range. Each creature in the
wall takes 5d8 re damage, Dex save for half.
When a creature enters the wall for the rst time
on a turn or ends its turn there, it takes 5d8 re
damage. The same happens if a creature ends its
turn within 10' of the wall on a side chosen when
the spell is cast.

AT

H I G H E R L E VE L S

Damage increases by 1d8 per level.

PHB 285

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 at
surface made of ten contiguous 10' square panels.
In any form, it is " thick. If the wall cuts through a
creature's space, it is pushed to a side of your
choice.
Nothing can pass through the wall. It is immune to
all damage and to dispel magic, but can be
destroyed by disintegrate The wall extends into the
Ethereal Plane.
PHB 285

WALL OF ICE

WALL OF STONE

WALL OF THORNS

6th-level evocation

5th-level evocation

6th-level conjuration

Castingtime 1 action
Range 120 feet
Components VSM (a small piece of quartz)
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range 120 feet
Components VSM (a small block of granite)
Duration Concentration, up to 10 minutes

Castingtime 1 action
Range 120 feet
Components VSM (a handful of thorns)
Duration Concentration, up to 10 minutes

A wall of ice appears on a solid surface within


range: a sphere or hemisphere 10' in radius, or a
at surface made of ten contiguous 10' square
panels. In any form, it is 1' thick. If the wall forms in
a creature's space, it is pushed aside and takes
10d6 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".
If the wall appears in a creature's space, it is
pushed to a side of your choice. If a creature
would be boxed in, Dex save to use reaction to
move up to its speed. Wall can have any shape
and need not be vertical or rest on a rm
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 (up 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 rst time on a turn or ending its
turn there.

If you maintain concentration for the full 10


minutes the wall is permanent, otherwise it
disappears when the spell ends.

AT

The wall is an object and can be damaged. AC 12,


30 HP per 10' section, vulnerable to re damage.
Destroying a section leaves frigid air, dealing 5d6
cold damage (Con save for half) to a creature
moving through it for the rst time on a turn.

AT

H I G H E R L E VE L S

Per level, initial damage increases by 2d6 and


frigid air damage increases by 1d6.

PHB 285

PHB 287

H I G H E R L E VE L S

Both damages increase by 1d8 per level.

PHB 287

WARDING BOND

WATER BREATHING

WATER WALK

2nd-level abjuration

3rd-level transmutation (ritual)

3rd-level transmutation (ritual)

Castingtime 1 action
Range Touch
Components VSM (A pair of platinum rings worth
50 gp, which you and target must wear)
Duration 1 hour

Castingtime 1 action
Range 30 feet
Components VSM (a short reed or piece of straw)
Duration 24 hours

Castingtime 1 action
Range 30 feet
Components VSM ( a piece of cork)
Duration 1 hour

This spell grants up to ten willing creatures you


can see within range the ability to breath
underwater until the spell ends. All affected
creatures also retain their normal mode of
respiration.

This spell grants up to 10 willing creatures you can


see within range the ability to walk on water, acid,
mud, snow, quicksand, or lava as if it were a solid
surface, though those walking on lava still take
damage from the heat. If an affected creature is
submerged, they oat toward the surface at a rate
of 60 feet per round.

You touch a willing creature and create a


connection between you. While the spell lasts, the
creature has +1 bonus to AC and to all saving
throws, and has resistance 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 you dismiss the spell as an
action.

PHB 287

PHB 287

PHB 287

WEB

WEIRD

WIND WALK

2nd-level conjuration

9th-level illusion

6th-level transmutation

Castingtime 1 action
Range 60 feet
Components VSM (a bit of spiderweb)
Duration Concentration, up to 1 hour

Castingtime 1 action
Range 120 feet
Components VS
Duration Concentration, up to 1 minute

Castingtime 1 minute
Range 30 feet
Components VSM (re and holy water)
Duration 8 hours

You conjure a 20' cube of webbing at a spot within


range. The webs are dicult terrain and lightly
obscure the area. If the web is not anchored
between two points or layered on a oor, wall, or
ceiling, it collapses in on itself and ends at the start
of your next turn. Layered webs have a depth of
5'. The webs are ammable: a 5' cube burns in 1
round, dealing 2d4 re damage to any creature
starting its turn inside.

Each creature in a 30' radius sphere centered on a


spot you choose within range must succeed on a
Wis save or be frightened for the duration. At the
end of each turn, an affected creature makes a Wis
save, taking 4d10 psychic damage on failure or
ending the effect on success.

Any creature that enters or ends its turn in the


web must succeed on a Dex save or be restrained
either for the duration or until it breaks free.
Restrained creatures make a Str check vs the spell
save DC to break free of the web.
PHB 287-8

You and up to 10 willing creatures you can see


within range are turned into gaseous forms for
the duration. While in this form creatures have a
y speed of 300' and resistance to damage from
nonmagical weapons. The only actions while
gaseous are Dash or revert to normal, which takes
1 minute during which the creature is
incapacitated and cannot move. Until the spell
ends the creature can become gaseous again,
which requires another 1-minute 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

9th-level conjuration

6th-level conjuration

Castingtime 1 action
Range 120 feet
Components VSM (a tiny fan and a feather)
Duration Concentration, up to 1 minute

Castingtime 1 action
Range Self
Components V
Duration Instantaneous

Castingtime 1 action
Range 5 feet
Components V
Duration Instantaneous

A wall of wind, up to 50' long, 15' tall, and 1' thick,


rises from the ground from a point within range.
You can shape it in any 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 gasses at
bay. Small or smaller ying creatures or objects
cannot pass through. Arrows, bolts, and other
ordinary projectiles are blown off course and
automatically miss.

PHB 288

ZONE OF TRUTH
2nd-level enchantment
Castingtime 1 action
Range 60 feet
Components VS
Duration 10 minutes

You create a 15' radius area that guards against


deception. When a creature enters the area for
the rst 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 radius. 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


level or lower; create a nonmagical object worth up
to 25000 gp; up to 20 creatures are fully healed;
up to 10 creatures get resistance to one damage
type; up to 10 creatures get immunity to a single
spell effect for 8 hours; or undo (reroll) a single
recent event. Other effects at DM discression.
Producing an effect other than duplicating
another spell takes a massive toll on the caster.
Each spell you cast before a long rest deals 1d10
necrotic damage per level to you. Your Strength
score also drops to 3 for 2d4 days. Finally, there is a
33% chance you can never cast this spell again.
PHB 288-9

You and up to ve 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 strongly linked to your deity. If you
attempt this in a location not strongly linked, it has
no effect.

PHB 289

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