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Published by xiriousstealweard, 2019-01-10 04:42:42

Player's Handbook

Player's Handbook

CHAPTER 10: SPELLCASTING

AMC PERMEATES THE WORLDS OF D&D AND In every case, the number of spells a caster can
most often appears in the form of a spell. have fixed in mind at any given time depends on the
This chapter provides the rules for character's level.
casting spells. Different character
classes have distinctive ways of learning SPELL SLOTS
and preparing their spells, and monsters
use spells in unique ways. Regardless of its source, Regardless of how many spells a caster knows or
a spell follows the rules here. prepares, he or she can cast only a limited number of
spells before resting. Manipulating the fabric of magic
WHAT Is A SPELL? and channeling its energy into even a simple spell is
physically and mentally taxing, and higher-level spells
A spell is a discrete magical effect, a single shaping are even more so. Thus, each spellcasting class's
of the magical energies that suffuse the multiverse description (except that of the warlock) includes a table
into a specific, limited expression. In casting a spell, showing how many spell slots of each spell level a
a character carefully plucks at the invisible strands of character can use at each character level. For example,
raw magic suffusing the world, pins them in place in a the 3rd-Ievel wizard Umara has four 1st-level spell slots
particular pattern, sets them vibrating in a specific way, and two 2nd-level slots.
and then releases them to unleash the desired effect—in
most cases, all in the span of seconds. When a character casts a spell, he or she expends
a slot of that spell's level or higher. effectively "filling"
Spells can be versatile tools, weapons, or protective a slot with the spell. You can think of a spell slot as a
wards. They can deal damage or undo it, impose or groove of a certain size—small for a 1st-level slot, larger
remove conditions (see appendix A), drain life energy for a spell of higher level. A 1st-level spell fits into a slot
away, and restore life to the dead. of any size, but a 9th-level spell fits only in a 9th-level
slot. So when Umara casts magic missile, a I st-level
Uncounted thousands of spells have been created spell, she spends one of her four 1st-level slots and has
over the course of the multiverse's history, and many of three remaining.
then[ are long forgotten. Some might yet lie recorded in
crumbling spellbooks hidden in ancient ruins or trapped Finishing a long rest restores any expended spell slots
in the minds of dead gods. Or they might someday be (see chapter 8 for the rules on resting).
reinvented by a character who has amassed enough
power and wisdom to do so, Some characters and monsters have special abilities
that let them cast spells without using spell slots. For
SPELL LEVEL example, a monk who follows the Way of the Four
Elements, a warlock who chooses certain eldritch
Every spell has a level from 0 to 9. A spell's level is a invocations, and a pit fiend from the Nine Hells can all
general indicator of how powerful it is, with the lowly cast spells in such a way.
(but still impressive) magic missile at 1st level and
the earth-shaking wish at 9th. Cantrips—simple but CASTING A SPELL AT A HIGHER LEVEL
powerful spells that characters can cast almost by rote— When a spellcaster casts a spell using a slot that is of a
are level 0. The higher a spell's level, the higher level a higher level than the spell, the spell assumes the higher
spellcaster must be to use that spell. level for that casting. For instance, if Umara casts magic
missile using one of her 2nd-level slots, that magic
Spell level and character level don't correspond missile is 2nd level, Effectively, the spell expands to fill
directly. Typically, a character has to be at least 17th the slot it is put into.
level, not 9th level, to cast a 9th-level spell.
Some spells, such as magic missile and cure wounds,
KNOWN AND PREPARED SPELLS have more powerful effects when cast at a higher level,
as detailed in a spell's description.
Before a spellcaster can use a spell, he or she must
have the spell firmly fixed in mind, or must have access CANTRIPS
to the spell in a magic item. Members of a few classes,
including bards and sorcerers, have a limited list of A cantrip is a spell that can he cast at will, without
spells they know that are always fixed in mind. The using a spell slot and without being prepared in
same thing is true of many magic-using monsters. Other advance. Repeated practice has fixed the spell in the
speilcasters, such as clerics and wizards, undergo a caster's mind and infused the caster with the magic
process of preparing spells. This process varies for needed to produce the effect over and over. A cantrip's
different classes, as detailed in their descriptions. spell level is 0.

CASTING IN ARMOR RITUALS

Because of the mental focus and precise gestures required Certain spells have a special tag: ritual. Such a spell
for spellcasting, you must be proficient with the armor you can be cast following the normal rules for spellcasting,
are wearing to cast a spell. You are otherwise too distracted or the spell can be cast as a ritual. The ritual version of
a spell takes 10 minutes longer to cast than normal.
and physically hampered by your armor for spellcasting.

It also doesn't expend a spell Mot, which means the
ritual version of a spell can't be cast at a higher level.

To cast a spell as a ritual, a speilcaster must have a
feature that grants the ability to do so. The cleric and the
druid, for example, have such a feature. The caster must
also have the spell prepared or on his or her list of spells
known, unless the character's ritual Feature specifies
otherwise, as the wizard's does.

CASTING A SPELL

When a character casts any spell, the same basic rules
are followed, regardless of the character's class or the
spell's effects.

Each spell description in chapter Il begins with a block
of information, including the spell's name, level, school
of magic, casting time, range, components, and duration.
The rest of a spell entry describes the spell's effect.

Most spells require a single action to cast, but some
spells require a bonus action, a reaction, or much more
time to cast.

BONUS ACTION
A spell east with a bonus action is especially swift. You
must use a bonus action on your turn to cast the spell,
provided that you haven't already taken a bonus action
this turn. You can't cast another spell during the same
turn, except for a cantrip with a casting time of l action.

REACTIONS
Some spells can be cast as reactions. These spells
take a fraction of a second to bring about and are cast
in response to some event. If a spell can be cast as a
reaction, the spell description tells you exactly when
you can do so.

LONGER CASTING TIMES
Certain spells (including spells cast as rituals) require
more time to cast: minutes or even hours. When you
cast a spell with a casting time longer than a single
action or reaction, you must spend your action each
turn casting the spelt, and you must maintain your
concentration while you do so (see "Concentration"
below). If your concentration is broken, the spell fails,
but you don't expend a spell slot. If you want to try
casting the spell again, you must start over.

The target of a spell must be within the spell's range.
For a spell like magic missile, the target is a creature.
For a spell like fireball, the target is the point in space
where the ball of fire erupts.

Most spells have ranges expressed in feet. Some
spells can target only a creature (including you) that you
touch. Other spells, such as the shield spell, affect only
you. These spells have a range of self.

Spells that create cones or lines of effect that originate
from you also have a range of self, indicating that the
origin point of the spell's effect must be you (see "Areas
of Effect" later in the this chapter).

Once a spell is cast, its effects aren't limited by its THE SCHOOLS OF MAGIC
range, unless the spell's description says otherwise.
Academies of magic group spells into eight categories called
COMPONENTS schools of magic. Scholars, particularly wizards, apply these
categories to all spells, believing that all magic functions in
A spell's components are the physical requirements you essentially the same way, whether it derives from rigorous
must meet in order to cast it. Each spell's description study or is bestowed by a deity.
indicates whether it requires verbal (V). somatic (S),
or material (M) components. If you can't provide one The schools of magic help describe spells; they have no
or more of a spell's components, you are unable to rules of their own, although some rules refer to the schools.
cast the spell.
Abjuration spells are protective in nature, though some
VERBAL CV) of them have aggressive uses. They create magical barriers,
Most spells require the chanting of mystic words. The negate harmful effects, harm trespassers, or banish creatures
words themselves aren't the source of the spell's power; to other planes of existence.
rather, the particular combination of sounds, with
specific pitch and resonance, sets the threads of magic Conjuration spells involve the transportation of objects
in motion. Thus, a character who is gagged or in an area
of silence, such as one created by the silence spell, can't and creatures from one location to another. Some spells
cast a spell with a verbal component. summon creatures or objects to the caster's side, whereas
others allow the caster to teleport to another location. Some
SOMATIC (5) conjurations create objects or effects out of nothing.
Spellcasting gestures might include a forceful
gesticulation or an intricate set of gestures. If a spell Divination spells reveal information, whether in the form of
requires a somatic component, the caster must have free secrets long forgotten, glimpses of the future, the locations
use of at least one hand to perform these gestures. of hidden things, the truth behind illusions, or visions of
distant people or places.
MATERIAL (M)
Casting some spells requires particular objects, Enchantment spells affect the minds of others, influencing
specified in parentheses in the component entry. or controlling their behavior. Such spells can make enemies
A character can use a component pouch or a see the caster as a friend, force creatures to take a course of
spellcasting focus (found in chapter 5) in place of action, or even control another creature like a puppet.
the components specified for a spell. But if a cost is
indicated for a component, a character must have that Evocation spells manipulate magical energy to produce a
specific component before he or she can cast the spell. desired effect. Some calk up blasts of fire or lightning. Others
channel positive energy to heal wounds.
lf a spell states that a material component is
consumed by the spell, the caster must provide this Illusion spells deceive the senses or minds of others. They
component For each casting of the spell.
cause people to see things that are not there, to miss things
A spellcaster must have a hand free to access these that are there, to hear phantom noises, or to remember
components, but it can be the same hand that he or she things that never happened. Some illusions create phantom
uses to perform somatic components. images that any creature can see, but the most insidious
illusions plant an image directly in the mind of a creature.
DURATION
Necromancy spells manipulate the energies of life and
A spell's duration is the length of time the spell persists. death. Such spells can grant an extra reserve of life force,
A duration can be expressed in rounds, minutes, hours, drain the life energy from another creature, create the
or even years. Some spells specify that their effects last undead, or even bring the dead back to life.
until the spells are dispelled or destroyed.
Creating the undead through the use of necromancy spells
INSTANTANEOUS such as animate dead is not a good act, and only evil casters
Many spells are instantaneous. The spell harms, use such spells frequently.
heals, creates, or alters a creature or an object in a way
that can't be dispelled, because its magic exists only Transmutation spells change the properties of a creature,
for an instant. object, or environment. They might turn an enemy into a
harmless creature, bolster the strength of an ally, make an
CONCENTRATION object move at the caster's command, or enhance a creature's
Some spells require you to maintain concentration innate healing abilities to rapidly recover from injury.
in order to keep their magic active. If you lose
concentration, such a spell ends. Normal activity, such as moving and attacking, doesn't
interfere with concentration. The following factors can
If a spell must be maintained with concentration, break concentration;
that fact appears in its Duration entry, and the spell
specifies how long you can concentrate on it. You can • Casting another spell that requires concentration.
end concentration at any time (no action required). You lose concentration on a spell if you cast another
spell that requires concentration. You can't concen-
trate on two spells at once.

• Taking damage. Whenever you take damage while
you are concentrating on a spell, you must make a
Constitution saving throw to maintain your concentra-
tion. The DC equals 10 or half the damage you take,
whichever number is higher. If you take damage from
multiple sources, such as an arrow and a dragon's
breath, you make a separate saving throw for each
source of damage.
Being incapacitated or killed. You lose concentration
on a spell if you are incapacitated or if you die.

l'A En. 3 i



0

The DM might also decide that certain environmental position its point of origin. Typically,
phenomena, such as a wave crashing over you while a point of origin is a point in space, but
you're on a storm-tossed ship, require you to succeed some spells have an area whose origin is a
on a DC 10 Constitution saving throw to maintain creature or an object.
concentration on a spell.
A spell's effect expands in straight lines from the point
TARGETS of origin. If no unblocked straight line extends from the
point of origin to a location within the area of effect, that
A typical spell requires you to pick one or more targets location isn't included in the spell's area. To block one of
to be affected by the spell's magic. A spell's description these imaginary lines, an obstruction must provide total
tells you whether the spell targets creatures, objects, or cover, as explained in chapter 9.
a point of origin for an area of effect (described below).
CONE
Unless a spell has a perceptible effect, a creature A cone extends in a direction you choose from its point
might not know it was targeted by a spell at all. An effect of origin. A cone's width at a given point along its length
like crackling lightning is obvious, but a more subtle is equal to that point's distance from the point of origin.
effect, such as an attempt to read a creature's thoughts, A cone's area of effect specifies its maximum length.
typically goes unnoticed, unless a spell says otherwise.
A cone's point of origin is not included in the cone's
A CLEAR PATH TO THE TARGET area of effect, unless you decide otherwise.

To target something, you must have a clear path to it, CUBE
so it can't be behind total cover, You select a cube's point of origin, which lies anywhere
on a face of the cubic effect. The cube's size is expressed
If you place an area of effect at a point that you can't as the length of each side.
see and an obstruction, such as a wall, is between you
and that point, the point of origin comes into being on A cube's point of origin is not included in the cube's
the near side of that obstruction. area of effect, unless you decide otherwise.

TARGETING YOURSELF CYLINDER
If a spell targets a creature of your choice, you can A cylinder's point of origin is the center of a circle of a
choose yourself, unless the creature must be hostile or particular radius, as given in the spell description. The
specifically a creature other than you. If you are in the circle must either be on the ground or at the height of
area of effect of a spell you cast, you can target yourself. the spell effect. The energy in a cylinder expands in
straight lines from the point of origin to the perimeter of
AREAS OF EFFECT the circle, forming the base of the cylinder. The spell's
effect then shoots up from the base or down from the
Spells such as burning hands and cone of cold cover an top, to a distance equal to the height of the cylinder.
area, allowing them to affect multiple creatures at once.
A cylinder's point of origin is included in the cylinder's
A spell's description specifies its area of effect, area of effect,
which typically has one of five different shapes: cone,
cube, cylinder, line, or sphere. Every area of effect has
a point of origin, a location from which the spell's
energy erupts. The rules for each shape specify how you

201 PART 3 I SPLIAT•A:-;IENC.i

LINE THE WEAVE OF MAGIC
A line extends from its point of origin in a straight path
up to its length and covers an area defined by its width. The worlds within the D&D multiverse are magical places.
All existence is suffused with magical power, and potential
A line's point of origin is not included in the line's area energy lies untapped in every rock, stream, and living
of effect, unless you decide otherwise. creature, and even in the air itself. Raw magic is the stuff of
creation, the mute and mindless will of existence, permeating
SPHERE every bit of matter and present in every manifestation of
You select a sphere's point of origin, and the sphere energy throughout the multiverse.
extends outward from that point. The sphere's
size is expressed as a radius in feet that extends Mortals can't directly shape this raw magic. instead, they
from the point. make use of a fabric of magic, a kind of interface between
the will of a spellcaster and the stuff of raw magic. The
A sphere's point of origin is included in the sphere's spellcasters of the Forgotten Realms call it the Weave and
area of effect. recognize its essence as the goddess Mystra, but casters
have varied ways of naming and visualizing this interface. By
SAVING THROWS any name, without the Weave, raw magic is locked away and
inaccessible;the most powerful archmage can't light a candle
Many spells specify that a target can make a saving with magic in an area where the Weave has been torn. But
throw to avoid some or all of a spell's effects. The spell surrounded by the Weave, a spellcaster can shape lightning
specifies the ability that the target uses for the save and to blast foes, transport hundreds of miles in the blink of an
what happens on a success or failure. eye, or even reverse death itself.

The DC to resist one of your spells equals 8 + your All magic depends on the Weave, though different kinds
spellcasting ability modifier + your proficiency bonus + of magic access it in a variety of ways. The spells of wizards,
any special modifiers.
warlock, sorcerers, and bards are commonly called arcane
ATTACK ROLLS magic. These spells rely on an understanding—learned or

Some spells require the caster to make an attack roll intuitive—of the workings of the Weave. The caster plucks
to determine whether the spell effect hits the intended directly at the strands of the Weave to create the desired
target. Your attack bonus with a spell attack equals your effect. Eldritch knights and arcane tricksters also use arcane
spellcasting ability modifier + your proficiency bonus. magic. The spells of clerics, druids, paladins, and rangers are
called divine magic. These spellcasters' access to the Weave
Most spells that require attack rolls involve ranged is mediated by divine power--gods, the divine forces of
attacks. Remember that you have disadvantage on a nature, or the sacred weight of a paladin's oath.
ranged attack roll if you are within 5 feet of a hostile
creature that can see you and that isn't incapacitated Whenever a magic effect is created, the threads of the
(see chapter 9).
Weave intertwine, twist, and fold to make the effect possible.
COMBINING MAGICAL EFFECTS
When characters use divination spells such as detect magic or
The effects of different spells add together while iderajfy, they glimpse the Weave, A spell such as dispel magic
the durations of those spells overlap. The effects of smooths the Weave. Spells such as antimagic field rearrange
the same spell cast multiple times don't combine, the Weave so that magic flows around, rather than through,
however. Instead, the most potent effect—such as the the area affected by the spell. And in places where the Weave
highest bonus—from those castings applies while their is damaged or torn, magic works in unpredictable ways—or
durations overlap. not at all.

For example, if two clerics cast bless on the same
target, that character gains the spell's benefit only
once; he or she doesn't get to roll two bonus dice.



CHAPTER H: SPELLS

HIS CHAPTER DESCRIBES THE mos-r COMMON Hold Monster 1ST LEVEL
spells in the worlds of DUNGEONS & Legend Lore
DRAGONS. The chapter begins with the Mass Cure Wounds Bane
spell lists of the spelicasting classes. The Mislead Bless
rcmainder contains spell descriptions, Modify Memory Command
presented in alphabetical order by the Planar Binding Create or Destroy Water
name of the spell. Raise Dead Cure Wounds
Scrying Detect Evil and Good
BARD SPELLS Hold Person Seeming Detect Magic
Invisibility Teleportation Circle Detect Poison and Disease
CANTRIPS (0 LEVEL) Knock Guiding Bolt
Blade Ward Lesser Restoration 6TH LEVEL Healing Word
Dancing Lights Locate Animals or Plants Eyebite Inflict Wounds
Friends Locate Object Find the Path Protection from
Light Magic Mouth Guards and Wards
Mage Hand Phantasmal Force Mass Suggestion Evil and Good
Mending See Invisibility Otto's Irresistible Dance Purify Food and Drink
Message Shatter Programmed Illusion Sanctuary
Minor Illusion Silence True Seeing Shield of Faith
Prestidigitation Suggestion
True Strike Zone of Truth 7TH LEVEL 2ND LEVEL
Vicious Mockery Etherealness
3RD LEVEL Forcecage Aid
Mirage Arcane Augury
1ST LEVEL Bestow Curse Mordenkainen's Blindness/Deafness
Clairvoyance Calm Emotions
Animal Friendship Dispel Magic Magnificent Mansion Continual Flame
Bane Fear Mordenkainen's Sword Enhance Ability
Charm Person Feign Death Project Image Find Traps
Comprehend Languages Glyph of Warding Regenerate Gentle Repose
Cure Wounds Hypnotic Pattern Resurrection Hold Person
Detect Magic Leomund's Tiny Hut Symbol Lesser Restoration
Disguise Self Major Image Teleport Locate Object
Dissonant Whispers Nondetection Prayer of Healing
Faerie Fire Plant G row th 8TH LEVEL Protection from Poison
Feather Fall Sending Dominate Monster Silence
Healing Word Speak with Dead Feeblemind Spiritual Weapon
Heroism Speak withPlPa lnats Glibness Warding Bond
Identify Stin ki ng Cl oud Mind Blank Zone of Truth
Illusory Script Tongues Power Word Stun
Lon strider 3RD LEVEL
Silent Image 4TH LEVEL 9TH LEVEL
Sleep Foresight Animate Dead
Speak with Animals Compulsion Power Word Heal Beacon of Hope
Tasha's Hideous Laughter Confusion Power Word Kill Bestow Curse
Thunderwave Dimension Door True Polymorph Clairvoyance
Unseen Servant Freedom of Movement Create Food and Water
Greater Invisibility CLERIC SPELLS Daylight
2ND LEVEL Hallucinatory Terrain Dispel Magic
Locate Creature CANTRIPS (0 LEVEL) Feign Death
Animal Messenger Polymorph Guidance Glyph of Warding
Blindness/Deafness Light Magic Circle
Calm Emotions 5TH LEVEL Mending Mass Healing Word
Cloud of Daggers Resistance Meld into Stone
Crown of Madness Animate Objects Sacred Flame Protection from Energy
Detect Thoughts Awaken Spare the Dying Remove Curse
Enhance Ability Dominate Person Thaurnaturgy Revivify
Enthrall Dream Sending
Heat Metal Geas Speak with Dead
Greater Restoration

Spirit Guardians Gate Dispel Magic Mirage Arcane
Tongues Mass Heal Feign Death Plane Shift
Water Walk True Resurrection Meld into Stone Regenerate
Plant Growth Reverse Gravity
4TH LEVEL DRUID SPELLS Protection from Energy
Banishment Sleet Storm 8TH LEVEL
Control Water CANTREPS (0 LEVEL) Speak with Plants Animal Shapes
Death Ward Druidcraft Water Breathing Antipathy/Sympathy
Divination Guidance Water Walk Control Weather
Freedom of Movement Mending Wind Wall Earthquake
Guardian of Faith Poison Spray Feeblemind
Locate Creature Produce Flame 4TH LEVEL Sunburst
Stone Shape Resistance Blight Tsunami
Shillelagh Confusion
5TH LEVEL Thorn Whip Conjure Minor Elementals 9TH LEVEL
Commune Conjure Woodland Beings Foresight
Contagion 1ST LEVEL Control Water Shapechange
Dispel Evil and Good Animal Friendship Dominate Beast Storm of Vengeance
Flame Strike Charm Person Freedom of Movement True Resurrection
Geas Create or Destroy Water Giant Insect
Greater Restoration Cure Wounds Grasping Vine PALADIN SPELLS
Hallow Detect Magic Hallucinatory Terrain
Insect Plague Detect Poison and Disease Ice Storm 1ST LEVEL
Legend Lore Entangle Locate Creature Bless
Mass Cure Wounds Faerie Fire Polymorph Command
Planar Binding Fog Cloud Stone Shape Compelled Duel
Raise Dead Goodberry Stones kin Cure Wounds
Scrying Healing Word Wall of Fire Detect Evil and Good
Jump Detect Magic
6TH LEVEL Longstrider 5TH LEVEL Detect Poison and Disease
Blade Barrier Purify Food and Drink Antilife Shell Divine Favor
Create Undead Speak with Animals Awaken Heroism
Find the Path Thunderwave Commune with Nature Protection from
Forbiddance Conjure Elemental
Harm 2ND LEVEL Contagion Evil and Good
Heal Animal Messenger Geas Purify Food and Drink
Heroes' Feast Barkskin Greater Restoration Searing Smite
Planar Ally Beast Sense Insect Plague Shield of Faith
True Seeing Darkvision Mass Cure Wounds Thunderous Smite
Word of Recall Enhance Ability Planar Binding Wrathful Smite
Find Traps Reincarnate
7TH LEVEL Flame Blade Scrying 2ND LEVEL
Conjure Celestial Flaming Sphere Tree Stride Aid
Divine Word Gust of Wind Wall of Stone Branding Smite
Etherealness Heat Metal Find Steed
Fire Storm Hold Person 6TH LEVEL Lesser Restoration
Plane Shift Lesser Restoration Conjure Fey Locate Object
Regenerate Locate Animals or Plants Find the Path Magic Weapon
Resurrection Locate Object Heal Protection from Poison
Symbol Moonbeam Heroes' Feast Zone of Truth
Pass without Trace Move Earth
8TH LEVEL Protection from Poison Sunbeam 3RD LEVEL
Antimagic Field Spike Growth Transport via Plants Aura of Vitality
Control Weather Wall of Thorns Blinding Smite
Earthquake 3RD LEVEL Wind Walk Create Food and Water
Holy Aura Call Lightning Crusader's Mantle
Conjure Animals 7TH LEVEL Daylight
9TH LEVEL Daylight Fire Storm Dispel Magic
Astral Projection Elemental Weapon

her

Magic Circle Plant Growth Sleep Greater Invisibility
Remove Curse Protection from Energy Thunderwave Ice Storm
Revivify Speak with Plants Witch Bolt Polymorph
Water Breathing Stoneskin
4TH LEVEL Water Walk 2ND LEVEL Wall of Fire
Aura of Life Wind Wall
Aura of Purity Alter Self 5TH LEVEL
Banishment 4TH LEVEL Blindness/Deafness Animate Objects
Death Ward Conjure Woodland Beings Blur Cloudkill
Locate Creature Freedom of Movement Cloud of Daggers Cone of Cold
Staggering Smite Grasping Vine Crown of Madness Creation
Locate Creature Darkness Dominate Person
5TH LEVEL Stoneskin Darkvision Hold Monster
Banishing Smite Detect Thoughts Insect Plague
Circle of Power 5TH LEVEL Enhance Ability Seeming
Destructive Smite Commune with Nature Enlarge/Reduce Telekinesis
Dispel Evil and Good Conjure Volley Gust of Wind Teleportation Circle
Geas Swift Quiver Hold Person Wall of Stone
Raise Dead Tree Stride Invisibility
Knock 6TH LEVEL
RANGER SPELLS SORCERER SPELLS Levitate Arcane Gate
Mirror Image Chain Lightning
1ST LEVEL CANTREPS (0 LEVEL) Misty Step Circle of Death
Alarm Acid Splash Phantasmal Force Disintegrate
Animal Friendship Blade Ward Scorching Ray Eye bite
Cure Wounds Chill Touch See Invisibility Globe of Invulnerability
Detect Magic Dancing Lights Shatter Mass Suggestion
Detect Poison and Disease Fire Bolt Spider Climb Move Earth
Ensnaring Strike Friends Suggestion Sunbeam
Fog Cloud Light Web True Seeing
Good berry Mage Hand
Hail of Thorns Mending 3RD LEVEL 7TH LEVEL
Hunter's Mark Message Blink Delayed Blast Fireball
Jump Minor Illusion Clairvoyance Etherealness
Longstrider Poison Spray Counterspell Finger of Death
Speak with Animals Prestidigitation Daylight Fire Storm
Ray of Frost Dispel Magic Plane Shift
2ND LEVEL Shocking Grasp Fear Prismatic Spray
Animal Messenger True Strike Fireball Reverse Gravity
Barkskin Fly Teleport
Beast Sense 1ST LEVEL Gaseous Form
Cordon of Arrows Burning Hands Haste 8TH LEVEL
Darkvision Charm Person Hypnotic Pattern Dominate Monster
Find Traps Chromatic Orb Lightning Bolt Earthquake
Lesser Restoration Color Spray Major Image Incendiary Cloud
Locate Animals or Plants Comprehend Languages Protection from Energy Power Word Stun
Locate Object Detect Magic Sleet Storm Sunburst
Pass without Trace Disguise Self Slow
Protection from Poison Expeditious Retreat Stinking Cloud 9TH LEVEL
Silence False Life Tongues Gate
Spike Growth Feather Fall Water Breathing Meteor Swarm
Fog Cloud Water Walk Power Word Kill
3RD LEVEL Jump Time Stop
Conjure Animals Mage Armor 4TH LEVEL Wish
Conjure Barrage Magic Missile
Daylight Ray of Sickness Banishment
Lightning Arrow Shield Blight
Nondetection Silent Image Confusion
Dimension Door
Dominate Beast

WARLOCK SPELLS Dimension Door 1ST LEVEL Misty Step
Hallucinatory Terrain Nystul's Magic Aura
CANTRIPS (o LEVEL) Alarm Phantasmal Force
Blade Ward 5TH LEVEL Burning Hands Ray of Enfeeblement
Chill Touch Contact Other Plane Charm Person Rope Trick
Eldritch Blast Dream Chromatic Orb Scorching Ray
Friends Hold Monster Color Spray See Invisibility
Mage Hand Scrying Comprehend Languages Shatter
Minor Illusion Detect Magic Spider Climb
Poison Spray 6TH LEVEL Disguise Self Suggestion
Prestidigitation Arcane Gate Expeditious Retreat Web
True Strike Circle of Death False Life
Conjure Fey Feather Fall 3RD LEVEL
1ST LEVEL Create Undead Find Familiar
Armor of Agathys Eyebite Fog Cloud Animate Dead
Arms of Hadar Flesh to Stone Grease Bestow Curse
Charm Person Mass Suggestion Identify Blink
Comprehend Languages True Seeing Illusory Script Clairvoyance
Expeditious Retreat Jump Counterspell
Hellish Rebuke 7TH LEVEL Longstrider Dispel Magic
Hex Etherealness Mage Armor Fear
Illusory Script Finger of Death Magic Missile Feign Death
Protection from Forcecage Protection from Fireball
Plane Shift Fly
Evil and Good Evil and Good Gaseous Form
Unseen Servant 8TH LEVEL Ray of Sickness Glyph of Warding
Witch Bolt Derniplane Shield Haste
Dominate Monster Silent Image Hypnotic Pattern
2ND LEVEL Feeblemind Sleep Leomund's Tiny Hut
Cloud of Daggers Glibness Tasha's Hideous Laughter Lightning Bolt
Crown of Madness Power Word Stun Tenser's Floating Disk Magic Circle
Darkness Thunderwave Major Image
Enthrall 9TH LEVEL Unseen Servant Nondetection
Hold Person Astral Projection Witch Bolt Phantom Steed
Invisibility Foresight Protection from Energy
Mirror Image Imprisonment 2ND LEVEL Remove Curse
Misty Step Power Word Kill Alter Self Sending
Ray of Enfeeblement True Polymorph Arcane Lock Sleet Storm
Shatter Blindness/Deafness Slow
Spider Climb WIZARD SPELLS Blur Stinking Cloud
Suggestion Cloud of Daggers Tongues
CANTRIPS (0 LEVEL) Continual Flame Vampiric Touch
3RD LEVEL Acid Splash Crown of Madness Water Breathing
Counterspell Blade Ward Darkness
Dispel Magic Chill Touch Darkvision 4TH LEVEL
Fear Dancing Lights Detect Thoughts
Fly Fire Bolt Enlarge/Reduce Arcane Eye
Gaseous Form Friends Flaming Sphere Banishment
Hunger of Hadar Light Gentle Repose Blight
Hypnotic Pattern Mage Hand Gust of Wind Confusion
Magic Circle Mending Hold Person Conjure Minor Elementals
Major Image Message Invisibility Control Water
Remove Curse Minor Illusion Knock Dimension Door
Tongues Poison Spray Levitate Evard's Black Tentacles
Vampiric Touch Prestidigitation Locate Object Fabricate
Ray of Frost Magic Mouth Fire Shield
4TH LEVEL Shocking Grasp Magic Weapon Greater Invisibility
Banishment True Strike Melf's Acid Arrow Hallucinatory Terrain
Blight Mirror Image Ice Storm
Leomund's Secret Chest

RT 3 I. 1

Locate Creature Sunbeam SPELL DESCRIPTIONS
Mordenkainen's True Seeing
Wall of Ice The spells are presented in alphabetical order.
Faithful Hound
Mordenkainen's 7TH LEVEL ACID SPLASH
Delayed Blast Fireball Conjuration cantrip
Private Sanctum Etherealness
Otiluke's Resilient Sphere Finger of Death Casting Time: 1 action
Phantasmal Killer Forcecage Range: 60 feet
Polymorph Mirage Arcane Components: V, S
Stone Shape Mordenkainen's Duration: Instantaneous
Stoneskin
Wall of Fire Magnificent Mansion You hurl a bubble of acid. Choose one creature within
Mordenkainen's Sword range, or choose two creatures within range that are
5TH LEVEL Plane Shift within 5 feet of each other. A target must succeed on a
Prismatic Spray Dexterity saving throw or take 1d6 acid damage.
Animate Objects Project Image
Bigby's Hand Reverse Gravity This spell's damage increases by 1d6 when you reach
Cloudkill Sequester 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Cone of Cold Simulacrum
Conjure Elemental Symbol AID
Contact Other Plane Teleport 2nd-level abjuration
Creation
Dominate Person 8TH LEVEL Casting Time: 1 action
Dream Range: 30 feet
Geas Antimagic Field Components: V, S, M (a tiny strip of white cloth)
Hold Monster Antipathy/Sympathy Duration: 8 hours
Legend Lore Clone
Mislead Control Weather Your spell bolsters your allies with toughness and
Modify Memory Derniplane resolve. Choose up to three creatures within range.
Passwall Dominate Monster Each target's hit point maximum and current hit points
Planar Binding Feeblemind increase by 5 for the duration.
Rary's Telepathic Bond Incendiary Cloud
Scrying Maze At Higher Levels. When you cast this spe11 using
Seeming Mind Blank
Telekinesis Power Word Stun a spell slot of 3rd level or higher, a target's hit points
Teleportation Circle Sunburst increase by an additional 5 for each slot level above 2nd.
Wall of Force Telepathy
Wall of Stone Trap the Soul ALARM
1st-level abjuration (ritual)
6TH LEVEL 9TH LEVEL
Astral Projection Casting Time: 1 minute
Arcane Gate Foresi ght Range: 30 feet
Chain Lightning Gate Components: V, S, M (a tiny bell and a piece of
Circle of Death imprisonment
Contingency Meteor Swarm fine silver wire)
Create Undead Power Word Kill Duration: 8 hours
Disintegrate Prismatic Wall
Drawmij's Instant Shapechange You set an alarm against unwanted intrusion. Choose
Time Stop a door, a window, or an area within range that is no
Summons True Polymorph larger than a 20-foot cube. Until the spell ends, an alarm
Eyebite Weird alerts you whenever a Tiny or larger creature touches
Flesh to Stone Wish or enters the warded area. When you cast the spell, you
Globe of Invulnerability can designate creatures that won't set off the alarm. You
Guards and Wards also choose whether the alarm is mental or audible.
Magic far
Mass Suggestion A mental alarm alerts you with a ping in your mind
Move Earth if you are within 1 mile of the warded area. This ping
Otiluke's Freezing Sphere awakens you if you are sleeping.
Otto's Irresistible Dance
Programmed illusion An audible alarm produces the sound of a hand bell
for 10 seconds within 60 feet.

ALTER SELF
2nd-level transmutation

Casting Time: l action
Range: Self
Components: V. S
Duration: Concentration, up to 1 hour

You assume a different form. When you east the spell.
choose one of the following options, the effects of which
last for the duration of the spell. While the spell lasts,

7 .S1'11. 1.1

i

you can end one option as an action to gain the benefits location, covering about 50 miles per 24 hours for a
of a different one. flying messenger, or 25 miles for other animals.

Aquatic Adaptation. You adapt your body to an When the messenger arrives, it delivers your message
aquatic environment, sprouting gills and growing to the creature that you described, replicating the sound
webbing between your fingers. You can breathe of your voice. The messenger speaks only to a crcature
underwater and gain a swimming speed equal to your matching the description you gave. If the messenger
walking speed. doesn't reach its destination before the spell ends, the
message is lost, and the beast makes its way back to
Change Appearance. You transform your appearance. where you cast this spell.
You decide what you look like, including your height,
weight. facial features, sound of your voice, hair length. At Higher Levels. If you cast this spell using a spell
coloration, and distinguishing characteristics, if any. slot of 3nd level or higher, the duration of the spell
You can make yourself appear as a member of another increases by 48 hours for each slot level above 2nd.
race, though none of your statistics change. You also
can't appear as a creature of a different size than you, ANIMAL SHAPES
and your basic shape stays the same: if you're bipedal, 8th-level transmutation
you can't use this spell to become quadrupedal, for
instance. At any time for the duration of the spell, you Casting Time: 1 action
can use your action to change your appearance in Range: 30 feet
this way again. Components: V, S
Duration: Concentration, up to 24 hours
Natural Weapons. You grow claws, fangs, spines,
horns, or a different natural weapon of your choice. Your Your magic turns others into beasts. Choose any
unarmed strikes deal 1d6 bludgeoning, piercing, or number of willing creatures that you can see within
slashing damage, as appropriate to the natural weapon range. You transform each target into the form of a
you chose, and you are proficient with your unarmed Large or smaller beast with a challenge rating of 4 or
strikes. Finally, the natural weapon is magic and you lower. On subsequent turns, you can use your action to
have a +1 bonus to the attack and damage rolls vou transform affected creatures into new forms.
make using it.
The transformation lasts for the duration for each
ANIMAL FRIENDSHIP target, or until the target drops to 0 hit points or dies.
1st-level enchantment You can choose a different form for each target. A
target's game statistics are replaced by the statistics of
Casting Time: I action the chosen beast, though the target retains its alignment
Range: 30 feet and Intelligence, Wisdom, and Charisma scores. The
Components: V, S. M (a morsel of food) target assumes the hit points of its new form, and when
Duration: 24 hours it reverts to its normal form, it returns to the number
of hit points it had before it transformed. If it reverts as
This spell lets you convince a beast that you mean it no a result of dropping to 0 hit points, any excess damage
harm. Choose a beast that you can see within range. carries over to its normal form. As long as the excess
It must see and hear you. If the beast's Intelligence is damage doesn't reduce the creature's normal form to 0
4 or higher, the spell fails. Otherwise, the beast must hit points, it isn't knocked unconscious. The creature is
succeed on a Wisdom saving throw or be charmed limited in the actions it can perform by the nature of its
by you for the spell's duration. If you or one of your new form, and it can't speak or cast spells.
companions harms the target, the spells ends.
The target's gear melds into the new form. The target
At Higher Levels. When you cast this spell using can't activate, wield, or otherwise benefit from any of
a spell slot of 2nd level or higher, you can affect one its equipment.
additional beast for each slot level above 1st.
ANIMATE DEAD
ANIMAL MESSENGER 3rd-level necromancy
2nd-level enchantment (ritual)
Casting Time: 1 minute
Casting Time: 1 action Range: 10 feet
Range: 30 feet Components: V, 5, M (a drop of blood, a piece of flesh,
Components: V, 5, M (a morsel of food)
Duration: 24 hours and a pinch of bone dust)
Duration: Instantaneous
By means of this spell, you use an animal to deliver a
message. Choose a Tiny beast you can see within range, This spell creates an undead servant. Choose a pile
such as a squirrel, a blue jay, or a bat. You specify a of bones or a corpse of a Medium or Small humanoid
location, which you must have visited, and a recipient within range. Your spell imbues the target with a foul
who matches a general description, such as "a man or mimicry of life, raising it as an undead creature. The
woman dressed in the uniform of the town guard" or "a target becomes a skeleton if you chose bones or a
red-haired dwarf wearing a pointed hat." You also speak zombie if you chose a corpse (the DM has the creature's
a message of up to twenty-five words. The target beast game statistics).
travels for the duration of the spell toward the specified
On each of your turns, you can use a bonus action
to mentally command any creature you made with
this spell if the creature is within 60 feet of you (if you

212

control multiple creatures, you can command any or all are 3, and its Charisma is 1. Its speed is 30 feet; if the
of them at the same time, issuing the same command to object lacks legs or other appendages it can use for
each one). You decide what action the creature will take locomotion, it instead has a flying speed of 30 feet and
and where it will move during its next turn, or you can can hover. If the object is securely attached to a surface
issue a general command, such as to guard a particular or a larger object, such as a chain bolted to a wall, its
chamber or corridor. If you issue no commands, the speed is 0. It has blindsight with a radius of 30 feet and
creature only defends itself against hostile creatures. is blind beyond that distance. When the animated object
Once given an order, the creature continues to follow it drops to 0 hit points, it reverts to its original object
until its task is complete. form, and any remaining damage carries over to its
original object form.
The creature is under your control for 24 hours,
after which it stops obeying any command you've given If you command an object to attack, it can make a
it. To maintain control of the creature for another single melee attack against a creature within 5 feet
24 hours, you must cast this spell on the creature of it. It makes a slam attack with an attack bonus and
again before the current 24-hour period ends. This bludgeoning damage determined by its size. The DM
use of the spell reasserts your control over up to four might rule that a specific object inflicts slashing or
creatures you have animated with this spell, rather than piercing damage based on its form.
animating a new one.
At Higher Levels. If you cast this spell using a
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate two
spell slot of 4th level or higher, you animate or reassert additional objects for each slot level above 5th.
control over two additional undead creatures for each
slot level above 3rd. Each of the creatures must come ANTILIFE SHELL
from a different corpse or pile of bones. 5th-level abjuration

ANIMATE OBJECTS Casting Time: I action
5th-level transmutation Range: Self (10-foot radius)
Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 120 feet
Components: V. S A shimmering barrier extends out from you in a 10-foot
Duration: Concentration, up to 1 minute radius and moves with you, remaining centered on
you and hedging out creatures other than undead and
Objects come to life at your command. Choose up to constructs. The barrier lasts for the duration.
ten nonmagical objects within range that are not being
worn or carried. Medium targets count as two objects, The barrier prevents an affected creature from
Large targets count as four objects, Huge targets passing or reaching through. An affected creature
count as eight objects. You can't animate any object can cast spells or make attacks with ranged or reach
larger than Huge. Each target animates and becomes a weapons through the barrier.
creature under your control until the spell ends or until
reduced to 0 hit points. If you move so that an affected creature is forced to
pass through the barrier, the spell ends.
As a bonus action. you can mentally command any
creature you made with this spell if the creature is ANTIMAGIC FIELD
within 500 feet of you (if you control multiple creatures, 8th-level abjuration
you can command any or all of them at the same time,
issuing the same command to each one). You decide Casting Time: 1 action
what action the creature will take and where it will Range: Self (10-foot-radius sphere)
move during its next turn, or you can issue a general Components: V, 5, M (a pinch of powdered iron or
command, such as to guard a particular chamber or
corridor. If you issue no commands, the creature only iron filings)
defends itself against hostilc creatures. Once given Duration: Concentration, up to 1 hour
an order, the creature continues to follow it until its
task is complete. A 10-foot-radius invisible sphere of antimagic surrounds
you. This area is divorced from the magical energy that
ANIMATED OBJECT STATISTICS suffuses the nnultiverse. Within the sphere, spells can't
be cast, summoned creatures disappear, and even magic
Size HP AC Attack Str Dex items become mundane. Until the spell ends, the sphere
moves with you, centered on you.
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
Spells and other magical effects, except those created
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 by an artifact or a deity, are suppressed in the sphere
and can't protrude into it. A slot expended to cast
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 a suppressed spell is consumed. While an effect is
suppressed, it doesn't function, but the time it spends
Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 suppressed counts against its duration.

Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 Targeted Effects. Spells and other magical effects,
such as magic missile and charm person, that target
An animated object is a construct with AC, hit points, a creature or an object in the sphere have no effect
attacks, Strength, and Dexterity determined by its size. on that target.
Its Constitution is 10 and its Intelligence and Wisdom
I'nte'r .7. • 4rrItS

Areas ofMagic. The area of another spell or magical move to the nearest safe spot from which it can't see
effect, such as fireball, can't extend into the sphere. the target. If the creature moves more than 60 feet from
If the sphere overlaps an area of magic, the part of the target and can't see it, the creature is no longer
the area that is covered by the sphere is suppressed. frightened, but the creature becomes frightened again if
For example, the flames created by a wall of fire are it regains sight of the target or moves within 60 feet of it.
suppressed within the sphere, creating a gap in the wall
if the overlap is large enough. Sympathy. The enchantment causes the specified
creatures to feel an intense urge to approach the target
Spells. Any active spell or other magical effect on a while within 60 feet of it or able to see it. When such a
creature or an object in the sphere is suppressed while creature can see the target or comes within 60 feet of it,
the creature or object is in it. the creature must succeed on a Wisdom saving throw or
use its movement on each of its turns to enter the area
Magic Items. The properties and powers of or move within reach of the target. When the creature
magic items are suppressed in the sphere. For has done so, it can't willingly move away from the target.
example, a +I longsword in the sphere functions as a
nonmagical longsword. If the target damages or otherwise harms an affected
creature, the affected creature can make a Wisdom
A magic weapon's properties and powers are saving throw to end the effect, as described below.
suppressed if it is used against a target in the sphere or
wielded by an attacker in the sphere. If a magic weapon Ending the Effect. If an affected creature ends its
or a piece of magic ammunition fully leaves the sphere turn while not within 60 feet of the target or able to see
(for example, if you fire a magic arrow or throw a magic it, the creature makes a Wisdom saving throw. On a
spear at a target outside the sphere), the magic of the successful save, the creature is no longer affected by
item ceases to be suppressed as soon as it exits. the target and recognizes the feeling of repugnance or
attraction as magical. In addition, a creature affected by
Magical Travel. Teleportation and planar travel the spell is allowed another Wisdom saving throw every
fail to work in the sphere, whether the sphere is the 24 hours while the spell persists.
destination or the departure point for such magical
travel. A portal to another location, world, or plane of A creature that successfully saves against this effect
existence, as well as an opening to an extradimensional is immune to it for I minute, after which time it can be
space such as that created by the rope trick spell, affected again.
temporarily closes while in the sphere.
ARCANE EYE
Creatures and °Wets. A creature or object 4th-level divination
summoned or created by magic temporarily winks out
of existence in the sphere. Such a creature instantly Casting Time: 1 action
reappears once the space the creature occupied is no Range: 30 feet
longer within the sphere. Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
Dispel Magic. Spells and magical effects such as
dispel magic have no effect on the sphere. Likewise, the You create an invisible, magical eye within range that
spheres created by different antimagie field spells don't hovers in the air for the duration.
nullify each other.
You mentally receive visual information from the eye,
ANTIPATHY/SYMPATHY which has normal vision and darkvision out to 30 feet.
8th-level enchantment The eye can look in every direction.

Casting Time: 1 hour As an action, you can move the eye up to 30 feet in
Range: 60 feet any direction. There is no limit to how far away from
Components: V, S. M (either a lump of alum soaked in you the eye can move, but it can't enter another plane
of existence. A solid barrier blocks the eye's movement,
vinegar for the antipathy effect or a drop of honey for but the eye can pass through an opening as small as 1
the sympathy effect) inch in diameter.
Duration: 10 days
ARCANE GATE
This spell attracts or repels creatures of your choice. 6th-level conjuration
You target something within range, either a Huge or
smaller object or creature or an area that is no larger Casting Time: 1 action
than a 200-foot cube. Then specify a kind of intelligent Range: 500 feet
creature, such as red dragons, goblins, or vampires. Components: V, S
You invest the target with an aura that either attracts or Duration: Concentration, up to 10 minutes
repels the specified creatures for the duration, Choose
antipathy or sympathy as the aura's effect. You create linked teleportation portals that remain open
for the duration. Choose two points on the ground that
Antipathy. The enchantment causes creatures of the you can see, one point within 10 feet of you and one
kind you designated to feel an intense urge to leave the point within 500 feet of you. A circular portal, 10 feet
area and avoid the target. When such a creature can in diameter, opens over each point, If the portal would
see the target or comes within 60 feet of it, the creature open in the space occupied by a creature, the spell fails,
must succeed on a Wisdom saving throw or become and the casting is lost.
frightened. The creature remains frightened while it can
see the target or is within 60 feet of it. While frightened The portals are two-dimensional glowing rings
by the target, the creature must use its movement to filled with mist, hovering inches from the ground and

PAECE 5 I 'SPELLS

perpendicular to it at the points you choose. A ring is At Higher Levels. When you cast this spell using a
visible only from one side (your choice), which is the side spell slot of 2nd level or higher, the damage increases by
that functions as a portal. ddb for each slot level above 1st.

Any creature or object entering the portal exits from ASTRAL PROJECTION
the other portal as if the two were adjacent to each 9th-level necromancy
other; passing through a portal from the nonportal side
has no effect. The mist that. fills each portal is opaque Casting Time: 1 hour
and blocks vision through it. On your turn, you can Range: 10 feet
rotate the rings as a bonus action so that the active side Components: V, 5, M (for each creature you affect with
faces in a different direction.
this spell, you must provide one jacinth worth at least
ARCANE LOCK 1.000 gp and one ornately carved bar of silver worth
2nd-level abjuration at least 100 gp. all of which the spell consumes)
Duration: Special
Casting Time: 1 action
Range: Touch You and up to eight willing creatures within range
Components: V, S, M (gold dust worth at least 25 gp, project your astral bodies into the Astral Plane (the
spell fails and the casting is wasted if you are already
which the spell consumes) on that plane). The material body you leave behind is
Duration: Until dispelled unconscious and in a state of suspended animation; it
doesn't need food or air and doesn't age.
You touch a closed door, window, gate. chest, or other
entryway, and it becomes locked for the duration. You Your astral body resembles your mortal form in
and the creatures you designate when you cast this almost every way, replicating your game statistics and
spell can open the object normally. You can also set a possessions. The principal difference is the addition of
password that, when spoken within 5 feet of the object, a silvery cord that extends from between your shoulder
suppresses this spell for 1 minute. Otherwise, it is blades and trails behind you, fading to invisibility after
impassable until it is broken or the spell is dispelled or 1 foot. This cord is your tether to your material body. As
suppressed. Casting knock on the object suppresses long as the tether remains intact, you can find your way
arcane lock for 10 minutes. home. If the cord is cut—something that can happen
only when an effect specifically states that it does—your
While affected by this spell, the object is more difficult soul and body are separated, killing you instantly.
to break or force open; the DC to break it or pick any
locks on it increases by 10. Your astral form can freely travel through the Astral
Plane and can pass through portals there leading to any
ARMOR OF AGATHYS other plane• If you enter a new plane or return to the
lst-level abjuration plane you were on when casting this spell, your body and
possessions are transported along the silver cord, allowing
Casting Time: I action you to re-enter your body as you enter the new plane.
Range: Self Your astral form is a separate incarnation. Any damage
Components: V, S. M (a cup of water) or other effects that apply to it have no effect on your
Duration: 1 hour physical body, nor do they persist when you return to it.

A protective magical force surrounds you, manifesting The spell ends for you and your companions when
as a spectral frost that covers you and your gear. you use your action to dismiss it. When the spell ends,
You gain 5 temporary hit points for the duration. If a the affected creature returns to its physical body,
creature hits you with a melee attack while you have and it awakens.
these hit points, the creature takes 5 cold damage.
The spell might also end early for you or one of your
At Higher Levels. When you cast this spell using a companions. A successful dispel magic spell used
spell slot of 2nd level or higher, both the temporary hit against an astral or physical body ends the spell for that
points and the cold damage increase by 5 for each slot creature. If a creature's original body or its astral form
level above 1st. drops to 0 hit points, the spell ends for that creature. if
the spell ends and the silver cord is intact, the cord pulls
ARMS OF HADAR the creature's astral form back to its body, ending its
1st-level conjuration state of suspended animation.

Casting Time: 1 action If you are returned to your body prematurely, your
Range: Self (10•foot radius) companions remain in their astral forms and must find
Components: V, S their own way back to their bodies, usually by dropping
Duration: Instantaneous to 0 hit points.

You invoke the power of Hadar, the Dark Hunger. AUGURY
Tendrils of dark energy erupt from you and hatter all 2nd-level divination (ritual)
creatures within 10 feet of you. Each creature in that
area must make a Strength saving throw. On a failed Casting Time: 1 minute
save, a target takes 2d6 necrotic damage and can't take Range: Self
reactions until its next turn. On a successful save, the Components: V, S, M (specially marked sticks, bones,
creature takes half damage, but suffers no other effect.
or similar tokens worth at least 25 gp)
Duration: instantaneous

215

By casting gem-inlaid sticks, rolling dragon bones. AWAKEN
laying out ornate cards, or employing some other 5th-level transmutation
divining tool, you receive an omen from an otherworldly
entity about the results of a specific course of action that Casting Time: 8 hours
you plan to take within the next 30 minutes. The DM Range: Touch
chooses from the following possible omens: Components: V. S. M (an agate worth at least 1.000 gp,

• Weal, for good results which the spell consumes)
• Woe, for bad results Duration: Instantaneous
• Weal and woe, for both good and bad results
. Nothing. for results that aren't especially good or bad After spending the casting time tracing magical
pathways within a precious gemstone, you touch a Huge
The spell doesn't take into account any possible or smaller beast or plant. The target must have either
circumstances that might change the outcome, such no Intelligence score or an Intelligence of 3 or less. The
as the casting of additional spells or the loss or gain target gains an Intelligence of 10. The target also gains
of a companion. the ability to speak one language you know. If the target
is a plant, it gains the ability to move its limbs, roots,
If you cast the spell two or more times before vines, creepers, and so forth, and it gains senses similar
completing your next long rest, there is a cumulative 25 to a human's. Your DM chooses statistics appropriate
percent chance for each casting after the first that you for the awakened plant, such as the statistics for the
get a random reading. The DM makes this roll in secret. awakened shrub or the awakened tree.

AURA OF LIFE The awakened beast or plant is charmed by you for
4th-level abjuration 30 days or until you or your companions do anything
harmful to it. When the charmed condition ends,
Casting Time: I action the awakened creature chooses whether to remain
Range: Self (30-foot radius) friendly to you, based on how you treated it while
Components: V it was charmed.
Duration: Concentration, up to 10 minutes
BANE
Life-preserving energy radiates from you in an aura with 1st-level enchantment
a 30-foot radius. Until the spell ends, the aura moves
with you, centered on you. Each nonhostile creature Casting Time: 1 action
in the aura (including you) has resistance to necrotic Range: 30 feet
damage, and its hit point maximum can't be reduced. In Components: V, S, M (a drop of blood)
addition, a nonhostile, living creature regains 1 hit point Duration: Concentration, up to 1 minute
when it starts its turn in the aura with 0 hit points.
Up to three creatures of your choice that you can see
AURA OF PURITY within range must make Charisma saving throws.
4th-level abjuration Whenever a target that fails this saving throw makes
an attack roll or a saving throw before the spell ends,
Casting Time: 1 action the target must roll a d4 and subtract the number rolled
Range: Self (30-foot radius) from the attack roll or saving throw,
Components: V
Duration: Concentration, up to 10 minutes AtHigher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target one
Purifying energy radiates from you in an aura with a additional creature for each slot level above 1st.
30-foot radius. Until the spell ends, the aura moves
with you, centered on you. Each nonhostile creature BANISHING SM ITE
in the aura (including you) can't become diseased, 5th-level abjuration
has resistance to poison damage, and has advantage
on saving throws against effects that cause any of the Casting Time: 1 bonus action
following conditions: blinded, charmed, deafened, Range: Self
frightened. paralyzed, poisoned, and stunned. Components: V
Duration: Concentration, up to 1 minute
AURA OF VITALITY
3rd-level evocation The next time you hit a creature with a weapon attack
before this spell ends, your weapon crackles with force,
Casting Time: I action and the attack deals an extra 5d10 force damage to the
Range: Self (30-foot radius) target. Additionally, if this attack reduces the target
Components: V to 50 hit points or fewer, you banish it. If the target is
Duration: Concentration, up to 1 minute native to a different plane of existence than the one
you're on, the target disappears, returning to its home
Healing energy radiates from you in an aura with a plane. if the target is native to the plane you're on, the
30-foot radius. Until the spell ends, the aura moves with creature vanishes into a harmless demiplane. While
you, centered on you. You can use a bonus action to there, the target is incapacitated. It remains there until
cause one creature in the aura (including you) to rcgain the spell ends, at which point the target reappears in the
2d6 hit points. space it left or in the nearest unoccupied space if that
space is occupied.

BANISHMENT
4th-level abjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute

You attempt to send one creature that you can see
within range to another plane of existence. The
target must succeed on a Charisma saving throw
or be banished.

If the target is native to the plane of existence you're
on. you banish the target to a harmless demiplane.
While there, the target is incapacitated. The target
remains there until the spell ends, at which point the
target reappears in the space it left or in the nearest
unoccupied space if that space is occupied.

If the target is native to a different plane of existence
than the one you're on, the target is banished with
a faint popping noise, returning to its home plane.
If the spell ends before 1 minute has passed, the
target reappears in the space it left or in the nearest
unoccupied space if that space is occupied. Otherwise,
the target doesn't return.

At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th,

BARKSKIN
2nd-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, 5, M (a handful of oak bark)
Duration: Concentration, up to 1 hour

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

BEACON OF HOPE
3rd-level abjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

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

BEAST SENSE
2nd-level divination (ritual)

Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell,
you can use your action to see through the beast's eyes
and hear what it hears, and continue to do so until
you use your action to return to your normal senses.

While perceiving through the beast's senses, you gain the hand using your game statistics. On a hit, the target
the benefits of any special senses possessed by that takes 4d8 force damage.
creature, though you are blinded and deafened to your
own surroundings. Forceful Hand. The hand attempts to push a creature
within 5 feet of it in a direction you choose. Make
BESTOW CURSE a check with the hand's Strength contested by the
3rd-level necromancy Strength (Athletics) check of the target. If the target is
Medium or smaller, you have advantage on the check. If
Casting Time: 1 action you succeed, the hand pushes the target up to 5 feet plus
Range: Touch a number of feet equal to five times your spellcasting
Components: V. S ability modifier. The hand moves with the target to
Duration: Concentration, up to 1 minute remain within 5 feet of it.

You touch a creature, and that creature must succeed Grasping Hand. The hand attempts to grapple a Huge
on a Wisdom saving throw or become cursed for the or smaller creature within 5 feet of it. You use the hand's
duration of the spell. When you cast this spell, choose Strength score to resolve the grapple. If the target is
the nature of the curse from the following options: Medium or smaller, you have advantage on the check.
While the hand is grappling the target, you can use a
• Choose one ability score. While cursed, the target bonus action to have the hand crush it. When you do
has disadvantage on ability checks and saving throws so, the target takes bludgeoning damage equal to 2d6 +
made with that ability score. your spellcasting ability modifier.

• While cursed, the target has disadvantage on attack Interposing Hand. The hand interposes itself
rolls against you. between you and a creature you choose until you give
the hand a different command. The hand moves to stay
• While cursed, the target must make a Wisdom sav- between you and the target, providing you with half
ing throw at the start of each of its turns. If it fails, it cover against the target. The target can't move through
wastes its action that turn doing nothing. the hand's space if its Strength score is less than or
equal to the hand's Strength score. If its Strength score
• While the target is cursed, your attacks and spells is higher than the hand's Strength score, the target can
deal an extra 1d8 necrotic damage to the target. move toward you through the hand's space, but that
space is difficult terrain for the target.
A remove curse spell ends this effect. At the DM's
option, you may choose an alternative curse effect, but At Higher Levels. When you cast this spell using a
it should be no more powerful than those described spell slot of 6th level or higher, the damage from the
above. The DM has final say on such a curse's effect. clenched fist option increases by 2d8 and the damage
from the grasping hand increases by 2d6 for each slot
At Higher Levels. If you cast this spell using a spell level above 5th.
slot of 4th level or higher, the duration is concentration,
up to 10 minutes. If you use a spell slot of 5th level or BLADE BARRIER
higher, the duration is 8 hours. If you use a spell slot of 6th-level evocation
7th level or higher, the duration is 24 hours. if you use
a 9th level spell slot, the spell lasts until it is dispelled. Casting Time: 1 action
Using a spell slot of 5th level or higher grants a duration Range: 90 feet
that doesn't require concentration. Components: V, S
Duration: Concentration, up to 10 minutes
BIGBY'S HAND
5th-level evocation You create a vertical wall of whirling, razor-sharp blades
made of magical energy. The wall appears within range
Casting Time: 1 action and lasts for the duration. You can make a straight wall
Range: 120 feet up to 100 feet long, 20 feet high, and 5 feet thick, or a
Components: V, S. M (an eggshell and a ringed wall up to 60 feet in diameter, 20 feet high, and
5 feet thick. The wall provides three-quarters cover to
snakeskin glove) creatures behind it, and its space is difficult terrain.
Duration: Concentration, up to 1 minute
When a creature enters the wail's area for the first
You create a Large hand of shimmering, translucent time on a turn or starts its turn there, the creature must
force in an unoccupied space that you can see within make a Dexterity saving throw. On a failed save, the
range. The hand lasts for the spell's duration, and it creature takes 6d10 slashing damage. On a successful
moves at your command, mimicking the movements of save, the creature takes half as much damage.
your own hand.
BLADE WARD
The hand is an object that has AC 20 and hit points Abjuration cantrip
equal to your hit point maximum. if it drops to 0 hit
points, the spell ends. It has a Strength of 26 (+8) and a Casting Time: 1 action
Dexterity of 10 (+0). The hand doesn't fill its space. Range: Self
Components: V, S
When you cast the spell and as a bonus action on your Duration: 1 round
subsequent turns, you can move the hand up to 60 feet
and then cause one of the following effects with it.

Clenched Fist. The hand strikes one creature or
object within 5 feet of it. Make a melee spell attack for

You extend your hand and trace a sigil of warding in the BLINDNESS/DEAFNESS
air. Until the end of your next turn, you have resistance
against bludgeoning, piercing, and slashing damage 2nd-level necromancy
dealt by weapon attacks.
Casting Time: 1 action
BLESS Range: 30 feet
1st-level enchantment Components: V
Duration: 1 minute
Casting Time: 1 action
Range: 30 feet You can blind or deafen a foe. Choose one creature that
Components: V, S, M (a sprinkling of holy water) you can see within range to make a Constitution saving
Duration: Concentration, up to 1 minute throw. If it fails, the target is either blinded or deafened
(your choice) for the duration. At the end of each of its
You bless up to three creatures of your choice within turns, the target can make a Constitution saving throw.
range. Whenever a target makes an attack roll or a On a success, the spell ends.
saving throw before the spell ends, the target can roll
a d4 and add the number rolled to the attack roll or At Higher Levels. When you cast this spell using
saving throw. a spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target one BLINK
additional creature for each slot level above 1st. 3rd-level transmutation

BLIGHT Casting Time: 1 action
Range: Self
4th-level necromancy Components: V, S
Duration: 1 minute
Casting Time: 1 action
Range: 30 feet Rolla d20 at the end of each of your turns for the
Components: V, S duration of the spell. On a roil of 11 or higher, you
Duration: Instantaneous vanish from your current plane of existence and appear
in the Ethereal Plane (the spell fails and the casting is
Necromantic energy washes over a creature of your wasted if you were already on that plane). At the start of
choice that you can see within range, draining moisture your next turn, and when the spell ends if you are on the
and vitality from it. The target must make a Constitution Ethereal Plane, you return to an unoccupied space of
saving throw. The target takes 8d8 necrotic damage on your choice that you can see within 10 feet of the space
a failed save, or half as much damage on a successful you vanished from. If no unoccupied space is available
one. This spell has no effect on undead or constructs. within that range, you appear in the nearest unoccupied
space (chosen at random if more than one space is
If you target a plant creature or a magical plant, it equally near). You can dismiss this spell as an action.
makes the saving throw with disadvantage, and the spell
deals maximum damage to it. While on the Ethereal Plane, you can see and hear
the plane you originated from, which is cast in shades
If you target a nonmagical plant that isn't a creature, of gray, and you can't see anything there more than 60
such as a tree or shrub, it doesn't make a saving throw; feet away. You can only affect and be affected by other
it simply withers and dies. creatures on the Ethereal Plane. Creatures that aren't
there can't perceive you or interact with you, unless they
&Higher Levels. When you cast this spell using a have the ability to do so.
spell slot of 5th level or higher, the damage increases by
1d8 for each slot level above 4th. BLUR
2nd-level illusion
BLINDING SMITE
3rd-level evocation Casting Time: I action
Range: Self
Casting Time: 1 bonus action Components: V
Range: Self Duration: Concentration, up to 1 minute
Components: V
Duration: Concentration, up to 1 minute Your body becomes blurred, shifting and wavering to
all who can see you. For the duration, any creature has
The next time you hit a creature with a melee weapon disadvantage on attack rolls against you. An attacker
attack during this spell's duration, your weapon flares is immune to this effect if it doesn't rely on sight,
with bright light, and the attack deals an extra 3d8 as with blindsight, or can see through illusions, as
radiant damage to the target. Additionally, the target with truesight.
must succeed on a Constitution saving throw or be
blinded until the spell ends. BRANDING SMITE
2nd-level evocation
A creature blinded by this spell makes another
Constitution saving throw at the end of each of its turns. Casting Time: 1 bonus action
On a successful save, it is no longer blinded. Range: Self

i'AR1 219

Components: V
Duration: Concentration, up to 1 minute

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

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

BURNING HANDS
1st-level evocation

Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

As you hold your hands with thumbs touching and
fingers spread, a thin sheet of flames shoots forth from
your outstretched fingertips. Each creature in a 15-foot
cone must make a Dexterity saving throw. A creature
takes 3d6 fire damage on a failed save, or half as much
damage on a successful one.

The fire ignites any flammable objects in the area that
aren't being worn or carried.

At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.

CALL LIGHTNING
3rd-level conjuration

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that
is 10 feet tall with a 60-foot radius, centered on a point
you can see 100 feet directly above you. The spell fails
if you can't see a point in the air where the storm cloud
could appear (for example, if you are in a room that can't
accommodate the cloud).

When you cast the spell, choose a point you can see
within range. A bolt of lightning flashes down from the
cloud to that point. Each creature within 5 feet of that
point must make a Dexterity saving throw. A creature
takes 3d10 lightning damage on a failed save, or half
as much damage an a successful one. On each of your
turns until the spell ends, you can use your action to call
down lightning in this way again, targeting the same
point or a different one.

If you are outdoors in stormy conditions when you
cast this spell, the spell gives you control over the
existing storm instead of creating a new one. Under
such conditions, the spell's damage increases by Id10.

At Higher Levels. When you cast this spell using a
spell slot of 4th or higher level, the damage increases by
1d10 for each slot level above 3rd.

CALM EMOTIONS additional creature for each slot level above 1st. The
2nd-level enchantment creatures must be within 30 feet of each other when
you target them.
Casting Time: 1 action
Range: 60 feet CHILL TOUCH
Components: V, S Necromancy cantrip
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You attempt to suppress strong emotions in a group Range: 120 feet
of people. Each humanoid in a 20-foot-radius sphere Components: V, S
centered on a point you choose within range must make Duration: 1 round
a Charisma saving throw; a creature can choose to
fail this saving throw if it wishes. If a creature fails its You create a ghostly, skeletal hand in the space of a
saving throw, choose one of the following two effects. creature within range. Make a ranged spell attack
against the creature to assail it with the chill of the
You can suppress any effect causing a target to be grave. On a hit, the target takes 1d8 necrotic damage,
charmed or frightened. When this spell ends, any and it can't regain hit points until the start of your next
suppressed effect resumes, provided that its duration turn. Until then, the hand clings to the target.
has not expired in the meantime.
If you hit an undead target, it also has disadvantage on
Alternatively, you can make a target indifferent about attack rolls against you until the end of your next turn.
creatures of your choice that it is hostile toward. This
indifference ends if the target is attacked or harmed by This spell's damage increases by 1d8 when you reach
a spell or if it witnesses any of its friends being harmed. 5th level (2d8), 11th level (3d8), and 17th level (4d8).
When the spell ends, the creature becomes hostile
again, unless the DM rules otherwise. CHROMATIC ORB
1st-level evocation
CHAIN LIGHTNING
6th-level evocation Casting Time: 1 action
Range: 90 feet
Casting Time: 1 action Components: V, S, M (a diamond worth at least 50 gp)
Range: 150 feet Duration: Instantaneous
Components: V, S, M (a bit of fur; a piece of amber,
You hurl a 4-inch-diameter sphere of energy at a
glass, or a crystal rod; and three silver pins) creature that you can see within range. You choose
Duration: Instantaneous acid, cold, fire, lightning, poison, or thunder for the type
of orb you create, and then make a ranged spell attack
You create a bolt of lightning that arcs toward a target of against the target. If the attack hits, the creature takes
your choice that you can see within range. Three bolts 3d8 damage of the type you chose.
then leap from that target to as many as three other
targets, each of which must be within 30 feet of the first At Higher Levels. When you cast this spell using a
target. A target can be a creature or an object and can spell slot of 2nd level or higher, the damage increases by
be targeted by only one of the bolts. 1d8 for each slot level above 1st.

A target must make a Dexterity saving throw. The CIRCLE OF DEATH
target takes 10d8 lightning damage on a failed save, or 6th-level necromancy
half as much damage on a successful one.
Casting Time: 1 action
At Higher Levels. When you cast this spell using Range: 150 feet
a spell slot of 7th level or higher, one additional bolt Components: V, S, M (the powder of a crushed black
leaps from the first target to another target for each slot
level above 6th. pearl worth at least 500 gp)
Duration: Instantaneous
CHARM PERSON
1st-level enchantment A sphere of negative energy ripples out in a 60-foot-
radius sphere from a point within range. Each creature
Casting Time: 1 action in that area must make a Constitution saving throw. A
Range: 30 feet target takes 8d6 necrotic damage on a failed save, or
Components: V, S half as much damage on a successful one.
Duration: 1 hour
At Higher Levels. When you cast this spell using a
You attempt to charm a humanoid you can see within spell slot of 7th level or higher, the damage increases by
range. It must make a Wisdom saving throw, and does 2d6 for each slot level above 6th.
so with advantage if you or your companions are fighting
it. If it fails the saving throw, it is charmed by you until CIRCLE OF POWER
the spell ends or until you or your companions do 5th-level abjuration
anything harmful to it. The charmed creature regards
you as a friendly acquaintance. When the spell ends, the Casting Time: 1 action
creature knows it was charmed by you. Range: Self (30-foot radius)
Components: V
At Higher Levels. When you cast this spell using Duration: Concentration, up to 10 minutes
a spell slot of 2nd level or higher, you can target one

i•••041.

221

Divine energy radiates from you, distorting and CLOUD OF DAGGERS
diffusing magical energy within 30 feet of you. Until 2nd-level conjuration
the spell ends, the sphere moves with you, centered on
you. For the duration, each friendly creature in the area Casting Time: 1 action
(including you) has advantage on saving throws against Range: 60 feet
spells and other magical effects. Additionally, when Components: V. 5, M (a sliver of glass)
an affected creature succeeds on a saving throw made Duration: Concentration, up to 1 minute
against a spell or magical effect that allows it to make a
saving throw to take only half damage, it instead takes You fill the air with spinning daggers in a cube 5 feet on
no damage if it succeeds on the saving throw. each side, centered on a point you choose within range.
A creature takes 4d4 slashing damage when it enters
CLAIRVOYANCE the spell's area for the first time on a turn or starts
3rd-level divination its turn there.

Casting Time: 10 minutes At Higher Levels. When you cast this spell using a
Range: 1 mile spell slot of 3rd level or higher, the damage increases by
Components: V, 5, M (a focus worth at least 100 2d4 for each slot level above 2nd.

gp, either a jeweled horn for hearing or a glass CLOUDKILL
eye for seeing) 5th-level conjuration
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
You create an invisible sensor within range in a location Range: 120 feet
familiar to you (a place you have visited or seen before) Components: V, S
or in an obvious location that is unfamiliar to you (such Duration: Concentration, up to 10 minutes
as behind a door around a corner, or in a grove of trees).
The sensor remains in place for the duration, and it You create a 20-foot-radius sphere of poisonous, yellow-
can't be attacked or otherwise interacted with. green fog centered on a point you choose within range.
The fog spreads around corners. It lasts for the duration
When you cast the spell, you choose seeing or or until strong wind disperses the fog, ending the spell.
hearing. You can use the chosen sense through the Its area is heavily obscured.
sensor as if you were in its space. As your action, you
can switch between seeing and hearing. When a creature enters the spcll's area for the first
time on a turn or starts its turn there, that creature must
A creature that can see the sensor (such as a creature make a Constitution saving throw. The creature takes
benefiting from see invisibility or truesight) sees a 5d8 poison damage on a failed save, or half as much
luminous, intangible orb about the size of your fist. damage on a successful one. Creatures are affected
even if they hold their breath or don't need to breathe.
CLONE
8th-level necromancy The fog moves 10 feet away from you at the start
of each of your turns, rolling along the surface of the
Casting Time: 1 hour ground. The vapors, being heavier than air, sink to the
Range: Touch lowest level of the land, even pouring down openings.
Components: V, S, M (a diamond worth at least 1,000
At Higher Levels. When you cast this spell using a
gp and at least 1 cubic inch of flesh of the creature spell slot of 6th level or higher, the damage increases by
that is to be cloned, which the spell consumes, and a 1d8 for each slot level above 5th.
vessel worth at least 2,000 gp that has a sealable lid
and is large enough to hold a Medium creature, such COLOR SPRAY
as a huge urn, coffin, mud-filled cyst in the ground, or 1st-level illusion
crystal container filled with salt water)
Duration: Instantaneous Casting Time: I action
Range: Self (15-foot cone)
This spell grows an inert duplicate of a living creature Components: V, S, M (a pinch of powder or sand that is
as a safeguard against death. This clone forms inside
a sealed vessel and grows to full size and maturity colored red, yellow, and blue)
after 120 days; you can also choose to have the clone Duration: 1 round
be a younger version of the same creature. It remains
inert and endures indefinitely, as long as its vessel A dazzling array of flashing, colored light springs from
remains undisturbed. your hand. Roll 6d10; the total is how many hit points
of creatures this spell can effect. Creatures in a 15-foot
At any time after the clone matures, if the original cone originating from you are affected in ascending
creature dies, its soul transfers to the clone, provided order of their current hit points (ignoring unconscious
that the soul is free and willing to return. The clone is creatures and creatures that can't see).
physically identical to the original and has the same
personality, memories, and abilities, but none of the Starting with the creature that has the lowest current
original's equipment. The original creature's physical hit points, each creature affected by this spell is blinded
remains, if they still exist, become inert and can't until the spell ends. Subtract each creature's hit points
thereafter be restored to life, since the creature's soul from the total before moving on to the creature with
is elsewhere. the next lowest hit points. A creature's hit points must
be equal to or less than the remaining total for that
creature to be affected.

PA RI `. ;

At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, roll an additional 2d10
for each slot level above 1st.

COMMAND
1st-level enchantment

Casting Time: I action
Range: 60 feet
Components: V
Duration: 1 round

You speak a one-word command to a creature you can
see within range. The target must succeed on a Wisdom
saving throw or follow the command on its next turn.
The spell has no effect if the target is undead, if it
doesn't understand your language, or if your command
is directly harmful to it.

Some typical commands and their effects follow. You
might issue a command other than one described here.
If you do so. the DM determines how the target behaves.
If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the
shortest and most direct route, ending its turn if it
moves within 5 feet of you.

Drop. The target drops whatever it is holding and then
ends its turn,

Flee. The target spends its turn moving away from
you by the fastest available means.

Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions.
A flying creature stays aloft, provided that it is able to
do so. If it must move to stay aloft, it flies the minimum
distance needed to remain in the air.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when
you target them.

COMMUNE
5th-level divination (ritual)

Casting Time: 1 minute
Range: Self
Components: V, 3, M (incense and a vial of holy or

unholy water)
Duration: 1 minute

You contact your deity or a divine proxy and ask up to
three questions that can be answered with a yes or no.
You must ask your questions before the spell ends, You
receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you
might receive "unclear" as an answer if a question
pertains to information that lies beyond the deity's
knowledge. In a case where a one-word answer could be
misleading or contrary to the deity's interests, the DM
might offer a short phrase as an answer instead.

lf you cast the spell two or more times before finishing
your next long rest, there is a cumulative 25 percent
chance for each casting after the first that you get no
answer. The DM makes this roll in secret.

COMMUNE WITH NATURE This spell doesn't decode secret messages in a text
5th-level divination (ritual) or a glyph, such as an arcane sigil, that isn't part of a
written language.
Casting Time: 1 minute
Range: Self COMPULSION
Components: V, S 4th-level enchantment
Duration: Instantaneous
Casting Time: 1 action
You briefly become one with nature and gain knowledge Range: 30 feet
of the surrounding territory. In the outdoors, the spell Components: V, S
gives you knowledge of the land within 3 miles of you. Duration: Concentration, up to 1 minute
In caves and other natural underground settings, the
radius is limited to 300 feet. The spell doesn't function Creatures of your choice that you can see within range
where nature has been replaced by construction, such and that can hear you must make a Wisdom saving
as in dungeons and towns. throw. A target automatically succeeds on this saving
throw if it can't be charmed. On a failed save, a target
You instantly gain knowledge of up to three facts of is affected by this spell. Until the spell ends, you can
your choice about any of the following subjects as they use a bonus action on each of your turns to designate a
relate to the area: direction that is horizontal to you. Each affected target
must use as much of its movement as possible to move
• terrain and bodies of water in that direction on its next turn. It can take its action
• prevalent plants, minerals, animals, or peoples before it moves. After moving in this way, it can make
• powerful celestials, fey, fiends, elementals, or undead another Wisdom saving to try to end the effect.
• influence from other planes of existence
• buildings A target isn't compelled to move into an obviously
deadly hazard, such as a fire or pit, but it will provoke
For example, you could determine the location of opportunity attacks to move in the designated direction.
powerful undead in the area, the location of major
sources of safe drinking water, and the location of any CONE OF COLD
nearby towns. 5th-level evocation

COMPELLED DUEL Casting Time: 1 action
1st levelenchantment Range: Self (60-foot cone)
Components: V, S, M (a small crystal or glass cone)
Casting Time: 1 bonus action Duration: Instantaneous
Range: 30 feet
Components: V A blast of cold air erupts from your hands. Each
Duration: Concentration, up to 1 minute creature in a 60-foot cone must make a Constitution
saving throw. A creature takes 8d8 cold damage on a
You attempt to compel a creature into a duel. One failed save, or half as much damage on a successful one.
creature that you can see within range must make a
Wisdom saving throw. On a failed save, the creature is A creature killed by this spell becomes a frozen statue
drawn to you, compelled by your divine demand. For until it thaws.
the duration, it has disadvantage on attack rolls against
creatures other than you, and must make a Wisdom At Higher Levels. When you cast this spell using a
saving throw each time it attempts to move to a space spell slot of 6th level or higher, the damage increases by
that is more than 30 feet away from you; if it succeeds 1d8 for each slot level above 5th.
on this saving throw, this spell doesn't restrict the
target's movement for that turn. CONFUSION
4th-level enchantment
The spell ends if you attack any other creature, if you
cast a spell that targets a hostile creature other than the Casting Time: 1 action
target, if a creature friendly to you damages the target or Range: 90 feet
casts a harmful spell on it. or if you end your turn more Components: V, S, M (three nut shells)
than 30 feet away from the target. Duration: Concentration, up to 1 minute

COMPREHEND LANGUAGES This spell assaults and twists creatures' minds,
1st-level divination (ritual) spawning delusions and provoking uncontrolled action.
Each creature in a 10-foot-radius sphere centered on
Casting Time: 1 action a point you choose within range must succeed on a
Range: Self Wisdom saving throw when you cast this spell or be
Components: V, S, M (a pinch of soot and salt) affected by it.
Duration: 1 hour
An affected target can't take reactions and must roll
For the duration, you understand the literal meaning of a d10 at the start of each of its turns to determine its
any spoken language that you hear. You also understand behavior for that turn.
any written language that you see, but you must be
touching the surface on which the words are written. It
takes about 1 minute to read one page of text.

1'\1. 1 i 1.1

di° Behavior of identical weapons that shoot forward and then
disappear. Each creature in a 60-foot cone must succeed
1 The creature uses all its movement to move in a on a Dexterity saving throw. A creature takes 3d8
damage on a failed save, or half as much damage on a
random direction. To determine the direction, roll successful one. The damage type is the same as that of
the weapon or ammunition used as a component.
a d8 and assign a direction to each die face. The
CONJURE CELESTIAL
creature doesn't take an action this turn. 7th-level conjuration

2-6 The creature doesn't move or take actions this turn. Casting Time: 1 minute
Range: 90 feet
7-8 The creature uses its action to make a melee attack Components: V, S
Duration: Concentration, up to 1 hour
against a randomly determined creature within its
You summon a celestial of challenge rating 4 or lower,
reach. If there is no creature within its reach, the which appears in an unoccupied space that you can see
within range. The celestial disappears when it drops to
creature does nothing this turn. 0 hit points or when the spell ends.

9-10 The creature can act and move normally. The celestial is friendly to you and your companions
for the duration. Roll initiative for the celestial, which
At the end of each of its turns, an affected target can has its own turns. It obeys any verbal commands that
make a Wisdom saving throw. If it succeeds, this effect you issue to it (no action required by you), as long as
ends for that target. they don't violate its alignment. If you don't issue any
commands to the celestial, it defends itself from hostile
At Higher Levels. When you cast this spell using a creatures but otherwise takes no actions.
spell slot of 5th level or higher, the radius of the sphere
increases by 5 feet for each slot level above 4th. The DM has the celestial's statistics.
At higher Levels. When you cast this spell using a
CONJURE ANIMALS 9th-level spell slot, you summon a celestial of challenge
3rd-level conjuration rating 5 or lower.

Casting Time: 1 action CONJURE ELEMENTAL
Range: 60 feet 5th-level conjuration
Components: V, S
Duration: Concentration, up to 1 hour Casting Time: 1 minute
Range: 90 feet
You summon fey spirits that take the form of beasts and Components: V. S. M (burning incense for air, soft clay
appear in unoccupied spaces that you can see within
range. Choose one of the following options for what for earth, sulfur and phosphorus for fire, or water and
appears: sand for water)
Duration: Concentration. up to 1 hour
• One beast of challenge rating 2 or lower
• Two beasts of challenge rating l or lower You call forth an elemental servant. Choose an area of air,
• Four beasts of challenge rating 1/2 or lower earth, fire, or water that fills a 10-foot cube within range.
• Eight beasts of challenge rating 1/4 or lower An elemental of challenge rating 5 or lower appropriate
to the area you chose appears in an unoccupied space
Each beast is also considered fey, and it disappears within 10 feet of it. For example, a fire elemental
when it drops to 0 hit points or when the spell ends. emerges from a bonfire, and an earth elemental rises
up from the ground. The elemental disappears when it
The summoned creatures are friendly to you and your drops to 0 hit points or when the spell ends.
companions. Roll initiative for the summoned creatures
as a group, which has its own turns. They obey any The elemental is friendly to you and your companions
verbal commands that you issue to them (no action for the duration. Roll initiative for the elemental, which
required by you). If you don't issue any commands to has its own turns. It obeys any verbal commands that
them, they defend themselves from hostile creatures, you issue to it (no action required by you). If you don't
but otherwise take no actions. issue any commands to the elemental, it defends itself
from hostile creatures but otherwise takes no actions.
The DM has the creatures' statistics.
At Higher Levels. When you cast this spell using If your concentration is broken, the elemental doesn't
certain higher-level spell slots, you choose one of the disappear. Instead, you lose control of the elemental,
summoning options above, and more creatures appear: it becomes hostile toward you and your companions,
twice as many with a 5th-level slot, three times as many and it might attack. An uncontrolled elemental can't
with a 7th-level slot, and four times as many with a be dismissed by you, and it disappears 1 hour after
9th-level slot. you summoned it.

CONJURE BARRAGE The DM has the elemental's statistics.
3rd-level conjuration At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, the challenge rating
Casting Time: 1 action increases by I for each slot level above 5th.
Range: Self (60-foot cone)
Components: V, S, M (one piece of ammunition or a PAR'

thrown weapon)
Duration: Instantaneous

You throw a nonmagical weapon or fire a piece of
nonmagical ammunition into the air to create a cone

CONJURE FEY CONJURE VOLLEY
6th-level conjuration 5th-level conjuration

Casting Time: 1 minute Casting Time: 1 action
Range: 90 feet Range: 150 feet
Components: V, S Components: V. S. M (one piece of ammunition or one
Duration: Concentration, up to 1 hour
thrown weapon)
You summon a fey creature of challenge rating 6 or Duration: Instantaneous
lower, or a fey spirit that takes the form of a beast of
challenge rating 6 or lower. It appears in an unoccupied You fire a piece of nonmagical ammunition from a
space that you can see within range. The fey creature ranged weapon or throw a nonmagical weapon into
disappears when it drops to 0 hit points or when the air and choose a point within range. Hundreds of
the spell ends. duplicates of the ammunition or weapon fall in a volley
from above and then disappear. Each creature in a
The fey creature is friendly to you and your 40-foot-radius. 20-foot-high cylinder centered on that
companions for the duration. Roll initiative for the point must make a Dexterity saving throw. A creature
creature. which has its own turns. It obeys any verbal takes 8d8 damage on a failed save, or half as much
commands that you issue to it (no action required damage on a successful one. The damage type is the
by you), as long as they don't violate its alignment. If same as that of the ammunition or weapon.
you don't issue any commands to the fey creature, it
defends itself from hostile creatures but otherwise CONJURE WOODLAND BEINGS
takes no actions. 4th-level conjuration

If your concentration is broken, the fey creature Casting Time: l action
doesn't disappear. Instead, you lose control of the Range: 60 feet
fey creature, it becomes hostile toward you and your Components: V S. M (one holly berry per
companions, and it might attack. An uncontrolled fey
creature can't be dismissed by you. and it disappears 1 creature summoned)
hour after you summoned it. Duration: Concentration, up to 1 hour

The DM has the fey creature's statistics. You summon fey creatures that appear in unoccupied
At Higher Levels. When you cast this spell using spaces that you can see within range. Choose one of the
a spell slot of 7th level or higher, the challenge rating following options for what appears:
increases by 1 for each slot level above 6th.
• One fey creature of challenge rating 2 or lower
CONJURE MINOR ELEMENTALS • Two fey creatures of challenge rating 1 or lower
4th-level conjuration • Four fey creatures of challenge rating 1/2 or lower
• Eight fey creatures of challenge rating 1 /4 or lower
Casting Time: 1 minute
Range: 90 feet A summoned creature disappears when it drops to 0 hit
Components: V, S points or when the spell ends.
Duration: Concentration. up to 1 hour
The summoned creatures are friendly to you and your
You summon elementals that appear in unoccupied companions. Roll initiative for the summoned creatures
spaces that you can see within range. You choose one as a group. which have their own turns. They obey any
the following options for what appears: verbal commands that you issue to them (no action
required by you). If you don't issue any commands to
• One elemental of challenge rating 2 or lower them, they defend themselves from hostile creatures,
• Two elementals of challenge rating 1 or lower hut otherwise take no actions.
• Four elementals of challenge rating 1/2 or lower
• Eight elementals of challenge rating 1 /4 or lower. The DM has the creatures' statistics.
At Higher Levels. When you cast this spell using
An elemental summoned by this spelt disappears when certain higher-level spell slots, you choose one of the
it drops to 0 hit points or when the spell ends. summoning options above, and more creatures appear:
twice as many with a 6th-level slot and three times as
The summoned creatures are friendly to you and your many with an 8th-level slot.
companions. Roll initiative for the summoned creatures
as a group, which has its own turns. They obey any CONTACT OTHER PLANE
verbal commands that you issue to them (no action 5th-level divination (ritual)
required by you). If you don't issue any commands to
them, they defend themselves from hostile creatures, Casting Time: 1 minute
hut otherwise take no actions. Range: Self
Components: V
The DM has the creatures' statistics. Duration: 1 minute
At Higher Levels. When you cast this spell using
certain higher-level spell slots, you choose one of the You mentally contact a demigod, the spirit of a long-dead
summoning options above, and more creatures appear: sage, or some other mysterious entity from another
twice as many with a 6th-level slot and three times as plane. Contacting this extraplanar intelligence can
many with an 8th-level slot. strain or even break your mind. When you cast this
spell, make a DC 15 Intelligence saving throw. On a

VAR.1 r.01• I

failure, you take 6d6 psychic damage and are insane Components: V. S. M (a statuette of yourself carved
until you finish a long rest. While insane, you can't take from ivory and decorated with gems worth at
actions, can't understand what other creatures say, can't least 1.500 gp)
read, and speak only in gibberish. A greater restoration
spell cast on you ends this effect. Duration: 10 days

On a successful save, you can ask the entity up to five Choose a spell of 5th level or lower that you can cast, that
questions. You must ask your questions before the spell has a casting time of 1 action, and that can target you.
ends. The DM answers each question with one word, You cast that spell—called the contingent spell—as part
such as "yes," "no," "maybe," "never," Irrelevant," or of casting contingency, expending spell slots for both. hut
"unclear" (if the entity doesn't know the answer to the the contingent spell doesn't come into effect. Instead. it
question). If a one-word answer would he misleading, takes effect when a certain circumstance occurs. You
the DM might instead offer a short phrase as an answer. describe that circumstance when you cast the two spells.
For example, a contingency cast with water breathing
CONTAGION might stipulate that water breathing comes into effect
5th-level necromancy when you are engulfed in water or a similar liquid.

Casting Time: 1 action The contingent spell takes effect immediately after the
Range: Touch circumstance is met for the first time, whether or not you
Component: V, S want it to, and then contingency ends.
Duration: 7 days
The contingent spell takes effect only on you, even
Your touch inflicts disease. Make a melee spell attack if it can normally target others. You can use only one
against a creature within your reach. On a hit, you afflict contingency spell at a time. lf you cast this spell again.
the creature with a disease of your choice from any of the effect of another contingency spell on you ends. Also,
the ones described below. contingency ends on you if its material component is
ever not on your person.
At the end of each of the target's turns, it must make
a Constitution saving throw. After failing three of CONTINUAL FLAME
these saving throws, the disease's effects last for the 2nd-level evocation
duration, and the creature stops making these saves.
After succeeding on three of these saving throws, the Casting Time: I action
creature recovers from the disease. and the spell ends. Range: Touch
Components: V. S. M (ruby dust worth 50 gp, which the
Since this spell induces a natural disease in its
target, any effect that removes a disease or otherwise spell consumes)
ameliorates a disease's effects apply to it. Duration: Until dispelled

Blinding Sickness. Pain grips the creature's mind, A flame, equivalent in brightness to a torch, springs
and its eyes turn milky white. The creature has forth from an object that you touch. The effect looks like
disadvantage on Wisdom checks and Wisdom saving a regular flame, but it creates no heat and doesn't use
throws and is blinded. oxygen. A continual flame can be covered or hiddcn but
not smothered or quenched.
Filth Fever. A raging fever sweeps through the
creature's body. The creature has disadvantage on CONTROL WATER
Strength checks, Strength saving throws, and attack 4th-level transmutation
rolls that use Strength.
Casting Time: 1 action
Flesh Rot. The creature's flesh decays. The creature Range: 300 feet
has disadvantage on Charisma checks and vulnerability Components: V, 5, M (a drop of water and a
to all damage.
pinch of dust)
Mind/ire. The creature's mind becomes feverish. The Duration: Concentration. up to 10 minutes
creature has disadvantage on Intelligence checks and
Intelligence saving throws, and the creature behaves as Until the spell ends. you control any freestanding water
if under the effects of the confusion spell during combat. inside an area you choose that is a cube up to 100 feet
on a side. You can choose from any of the following
Seizure. The creature is overcome with shaking. effects when you cast this spell. As an action on your
The creature has disadvantage on Dexterity checks, turn, you can repeat the same effect or choose a
Dexterity saving throws, and attack roils that different one.
use Dexterity.
Flood. You cause the water level of all standing water in
Slimy Doom. The creature begins to bleed the area to rise by as much as 20 feet. If the area includes
uncontrollably. The creature has disadvantage on a shore. the flooding water spills over onto dry land.
Constitution checks and Constitution saving throws.
In addition, whenever the creature takes damage, it is If you choose an area in a large body of water, you
stunned until the end of its next turn. instead create a 20-foot tall wave that travels from one
side of the area to the other and then crashes down. Any
CONTINGENCY Huge or smaller vehicles in the wave's path are carried
6th-level evocation with it to the other side. Any Huge or smaller vehicles
struck by the wave have a 25 percent chance of capsizing.
Casting Time: 10 minutcs
Range: Self The water level remains elevated until the spell ends
or you choose a different effect. If this effect produced

L

a wave, the wave repeats on the start of your next turn PRECIPITATION
while the flood effect lasts.
Stage Condition
Part Water. You cause water in the area to move 1 Clear
apart and create a trench. The trench extends across 2 Light clouds
the spell's area, and the separated water forms a wall to 3 Overcast or ground fog
either side. The trench remains until the spell ends or 4 Rain, hail, or snow
you choose a different effect. The water then slowly fills 5 Torrential rain, driving hail, or blizzard
in the trench over the course of the next round until the
normal water level is restored. TEMPERATURE WIND

Redirect Flow. You cause flowing water in the area Stage Condition Stage Condition
to move in a direction you choose, even if the water has 1 Unbearable heat 1
to flow over obstacles, up walls, or in other unlikely 2 Hot 2 Calm
directions. The water in the area moves as you direct 3 Warm 3 Moderate wind
it, but once it moves beyond the spell's area, it resumes Cool Strong wind
its flow based on the terrain conditions. The water 4 Cold 4 Gale
continues to move in the direction you chose until the Arctic cold 5 Storm
spell ends or you choose a different effect. 5
6
Whirlpool. This effect requires a body of water
at least 50 feet square and 25 feet deep. You cause CORDON OF ARROWS
a whirlpool to form in the center of the area. The 2nd-level transmutation
whirlpool forms a vortex that is 5 feet wide at the
base, up to 50 feet wide at the top, and 25 feet tall. Any Casting Time: 1 action
creature or object in the water and within 25 feet of the Range: 5 feet
vortex is pulled 10 feet toward it. A creature can swim Components: V, 8, M (four or more arrows or bolts)
away from the vortex by making a Strength (Athletics) Duration: 8 hours
cheek against your spell save DC.
You plant four pieces of nonmagical ammunition—
When a creature enters the vortex for the first time on arrows or crossbow bolts—in the ground within range
a turn or starts its turn there, it must make a Strength and lay magic upon them to protect an area. Until the
saving throw. On a failed save, the creature takes 2d8 spell ends, whenever a creature other than you comes
bludgeoning damage and is caught in the vortex until within 30 feet of the ammunition for the first time on a
the spell ends. On a successful save, the creature takes turn or ends its turn there, one piece of ammunition flies
half damage, and isn't caught in the vortex. A creature up to strike it. The creature must succeed on a Dexterity
caught in the vortex can use its action to try to swim saving throw or take 1d6 piercing damage. The piece of
away from the vortex as described above, but has ammunition is then destroyed. The spell ends when no
disadvantage on the Strength (Athletics) check to do so. ammunition remains.

The first time each turn that an object enters the When you cast this spell, you can designate any
vortex, the object takes 2d8 bludgeoning damage; this creatures you choose, and the spell ignores them.
damage occurs each round it remains in the vortex.
At Higher Levels. When you cast this spell using
CONTROL WEATHER a spell slot of 3rd level or higher, the amount of
8th-level transmutation ammunition that can be affected increases by two for
each slot level above 2nd.
Casting Time: 10 minutes
Range: Self (5-mile radius) COUNTERSPELL
Components: V, S, M (burning incense and bits of earth 3rd-level abjuration

and wood mixed in water) Casting Time: I reaction, which you take when you see
Duration: Concentration, up to 8 hours a creature within 60 feet of you casting a spell

You take control of the weather within 5 miles of you Range: 60 feet
for the duration. You must be outdoors to cast this spell. Components: S
Moving to a place where you don't have a clear path to Duration: Instantaneous
the sky ends the spell early.
You attempt to interrupt a creature in the process of
When you cast the spell, you change the current casting a spell. If the creature is casting a spell of 3rd
weather conditions, which are determined by the DM level or lower, its spell fails and has no effect. If it is
based on the climate and season. You can change casting a spell of 4th level or higher, make an ability
precipitation, temperature, and wind. It takes 1d4 x 10 check using your spellcasting ability. The DC equals 10
minutes for the new conditions to take effect. Once they -F the spell's level. On a success, the creature's spell fails
do so, you can change the conditions again. When the and has no effect.
spell ends, the weather gradually returns to normal.
At Higher Levels. When you cast this spell using a
When you change the weather conditions, find a spell slot of 4th level or higher, the interrupted spell has
current condition on the following tables and change its no effect if its level is less than or equal to the level of the
stage by one, up or down. When changing the wind, you spell slot you used.
can change its direction.

E1S

CREATE FOOD AND WATER 24 hours, you must cast this spell on the creature
3rd-level conjuration before the current 24-hour period ends. This use
of the spell reasserts your control over up to three
Casting Time: 1 action creatures you have animated with this spell, rather than
Range: 30 feet animating new ones.
Components: V, S
Duration: Instantaneous At Higher Levels. When you cast this spell using a
7th-level spell slot, you can animate or reassert control
You create 45 pounds of food and 30 gallons of water over four ghouls. When you cast this spell using an
on the ground or in containers within range, enough 8th-level spell slot, you can animate or reassert control
to sustain up to fifteen humanoids or five steeds for over five ghouls or two ghasts or wights. When you cast
24 hours. The food is bland but nourishing, and spoils this spell using a 9th-level spell slot, you can animate or
if uneaten after 24 hours. The water is clean and reassert control over six ghouls, three ghasts or wights,
doesn't go bad. or two mummies.

CREATE OR DESTROY WATER CR EATI ON
1st-level transmutation
5th-level illusion
Casting Time: 1 action
Range: 30 feet Casting Time: 1 minute
Components: V, S, M (a drop of water if creating water Range: 30 feet
Components: V, S. M (a tiny piece of matter of the same
or a few grains of sand if destroying it)
Duration: Instantaneous type of the item you plan to create)
Duration: Special
You either create or destroy water.
Create Water. You create up to 10 gallons of clean You pull wisps of shadow material from the Shadowfell
to create a nonliving object of vegetable matter within
water within range in an open container. Alternatively, range: soft goods, rope, wood, or something similar. You
the water falls as rain in a 30-foot cube within range, can also use this spell to create mineral objects such as
extinguishing exposed flames in the area. stone, crystal. or metal. The object created must be no
larger than a 5-foot cube, and the object must be of a
Destroy Water. You destroy up to 10 gallons of water form and material that you have seen before.
in an open container within range. Alternatively, you
destroy fog in a 30-foot cube within range. The duration depends on the object's material. If
the object is composed of multiple materials, use the
At Higher Levels. When you cast this spell using a shortest duration.
spell slot of 2nd level or higher, you create or destroy
10 additional gallons of water, or the size of the cube Material Duration
increases by 5 feet, for each slot level above 1st. Vegetable matter 1 day
Stone or crystal 12 hours
CREATE UN DEAD Precious metals 1 hour
6th-level necromancy Gems 10 minutes
Adamantine or mithral 1 minute
Casting Time: 1 minute
Range: 10 feet Using any material created by this spell as another
Components: V, S, M (one clay pot filled with grave dirt, spell's material component causes that spell to fail.

one clay pot filled with brackish water, and one 150 gp At Higher Levels. When you cast this spell using a
black onyx stone for each corpse) spell slot of 6th level or higher, the cube increases by 5
Duration: Instantaneous feet for each slot level above 5th.

You can cast this spell only at night. Choose up to three CROWN OF MADNESS
corpses of Medium or Small humanoids within range. 2nd-level enchantment
Each corpse becomes a ghoul under your control. (The
DM has game statistics for these creatures.) Casting Time: 1 action
Range: 120 feet
As a bonus action on each of your turns, you can Components: V, S
mentally command any creature you animated with Duration: Concentration, up to 1 minute
this spell if the creature is within 120 Feet of you (if you
control multiple creatures, you can command any or all One humanoid of your choice that you can see within
of them at the same time, issuing the same command to range must succeed on a Wisdom saving throw or
each one). You decide what action the creature will take become charmed by you for the duration. While
and where it will move during its next turn, or you can the target is charmed in this way, a twisted crown
issue a general command, such as to guard a particular of jagged iron appears on its head, and a madness
chamber or corridor. If you issue no commands, the glows in its eyes.
creature only defends itself against hostile creatures.
Once given an order, the creature continues to follow it The charmed target must use its action before moving
until its task is complete. on each of its turns to make a melee attack against a
creature other than itself that you mentally choose.
The creature is under your control for 24 hours,
after which it stops obeying any command you have
given it. To maintain control of the creature for another

The target can act normally on its turn if you choose no duration. The darkness spreads around corners.
creature or if none are within its reach. A creature with darkvision can't see through this
darkness, and nonmagical light can't illuminate it.
On your subsequent turns, you must use your action to
maintain control over the target, or the spell ends. Also, If the point you choose is on an object you are holding
the target can make a Wisdom saving throw at the end or one that isn't being worn or carried, the darkness
of each of its turns. On a success, the spell ends. emanates from the object and moves with it. Completely
covering the source of the darkness with an opaque
CRUSADER'S MANTLE object, such as a bowl or a helm, blocks the darkness.
3rd-level evocation
If any of this spell's area overlaps with an area of light
Casting Time: 1 action created by a spell of 2nd level or lower, the spell that
Range: Self created the light is dispelled.
Components: V
Duration: Concentration, up to 1 minute DARKVISION
2nd-level transmutation
Holy power radiates from you in an aura with a 30-foot
radius, awakening boldness in friendly creatures. Until Casting Time: 1 action
the spell ends, the aura moves with you, centered on Range: Touch
you. While in the aura, each nonhostile creature in the Components: V. S, M (either a pinch of dried
aura (including you) deals an extra 1d4 radiant damage
when it hits with a weapon attack. carrot or an agate)
Duration: 8 hours
CURE WOUNDS
1st-level evocation You touch a willing creature to grant it the ability to
see in the dark. For the duration, that creature has
Casting Time: 1 action darkvision out to a range of 60 feet.
Range: Touch
Components: V, S DAYLIGHT
Duration: Instantaneous 3rd-level evocation

A creature you touch regains a number of hit points Casting Time: 1 action
equal to 1d8 + your spellcasting ability modifier. This Range: 60 feet
spell has no effect on undead or constructs. Components: V, S
Duration: 1 hour
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the healing increases by A 60-foot-radius sphere of light spreads out from a point
1d8 for each slot level above 1st. you choose within range. The sphere is bright light and
sheds dim light for an additional 60 feet.
DANCING LIGHTS
Evocation can trip If you chose a point on an object you are holding or
one that isn't being worn or carried, the light shines
Casting Time: 1 action from the object and moves with it. Completely covering
Range: 120 feet the affected object with an opaque object, such as a bowl
Components: V, S, M (a bit of phosphorus or wychwood, or a helm, blocks the light.

or a glowworm) If any of this spell's area overlaps with an area of
Duration: Concentration, up to 1 minute darkness created by a spell of 3rd level or lower, the
spell that created the darkness is dispelled.
You create up to four torch-sized lights within range,
making them appear as torches, lanterns, or glowing DEATH WARD
orbs that hover in the air for the duration. You can 4th-level abjuration
also combine the four lights into one glowing vaguely
humanoid form of Medium size. Whichever form you Casting Time: 1 action
choose, each light sheds dim light in a 10-foot radius. Range: Touch
Components: V, S
As a bonus action on your turn, you can move the Duration: 8 hours
lights up to 60 feet to a new spot within range. A light
tnust be within 20 feet of another light created by this You touch a creature and grant it a measure of
spell, and a light winks out if it exceeds the spell's range. protection from death.

DARKNESS The first time the target would drop to 0 hit points as a
2nd-level evocation result of taking damage, the target instead drops to I hit
point, and the spell ends.
Casting Time: 1 action
Range: 60 feet If the spell is still in effect when the target is subjected
Components: V. M (bat fur and a drop of pitch or to an effect that would kill it instantaneously without
dealing damage. that effect is instead negated against
piece of coal) the target, and the spell ends.
Duration: Concentration, up to 10 minutes
DELAYED BLAST FIREBALL
Magical darkness spreads from a point you choose 7th-level evocation
within range to fill a 15-foot-radius sphere for the
Casting Time: 1 action

2r:10

Range: 150 feet You strike the ground, creating a burst of divine
Components: V, S. M (a tiny ball of bat energy that ripples outward from you. Each creature
you choose within 30 feet of you must succeed on a
guano and sulfur) Constitution saving throw or take 5d6 thunder damage,
Duration: Concentration, up to 1 minute as well as 5d6 radiant or necrotic damage (your choice),
and be knocked prone. A creature that succeeds on
A beam of yellow light flashes from your pointing linger, its saving throw takes half as much damage and isn't
then condenses to linger at a chosen point within range knocked prone.
as a glowing bead for the duration. When the spell
ends, either because your concentration is broken or DETECT EVIL AND GOOD
because you decide to end it, the bead blossoms with a 1st-level divination
low roar into an explosion of flame that spreads around
corners. Each creature in a 20-foot-radius sphere Casting Time: 1 action
centered on that point must make a Dexterity saving Range: Self
throw. A creature takes fire damage equal to the total Components: V, S
accumulated damage on a failed save, or half as much Duration: Concentration, up to 10 minutes
damage on a successful one.
For the duration, you know if there is an aberration,
The spell's base damage is 12d6. if at the end of celestial, elemental, fey, fiend, or undead within 30
your turn the bead has not yet detonated, the damage feet of you, as well as where the creature is located.
increases by 1 d6. Similarly, you know if there is a place or object within
30 feet of you that has been magically consecrated
If the glowing bead is touched before the interval or desecrated.
has expired, the creature touching it must make a
Dexterity saving throw. On a failed save, the spell ends The spell can penetrate most barriers, but it is blocked
immediately, causing the bead to erupt in flame. On a by 1 foot of stone, 1 inch of common metal, a thin sheet
successful save, the creature can throw the bead up to of lead, or 3 feet of wood or dirt.
40 feet. When it strikes a creature or a solid object, the
spell ends, and the bead explodes. DETECT MAGIC
1st-level divination (ritual)
The fire damages objects in the area and ignites
flammable objects that aren't being worn or carried. Casting Time: 1 action
Range: Self
At Higher Levels. When you cast this spell using Components: V, S
a spell slot of 8th level or higher, the base damage Duration: Concentration, up to 10 minutes
increases by 1d6 for each slot level above 7th.
For the duration, you sense the presence of magic.
DEMIPLANE within 30 feet of you. If you sense magic in this way, you
8th-level conjuration can use your action to see a faint aura around any visible
creature or object in the area that bears magic, and you
Casting Time: 1 action learn its school of magic, if any.
Range: 60 feet
Components: S The spell can penetrate most barriers, but it is blocked
Duration: 1 hour by 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt.
You create a shadowy door on a flat solid surface that
you can see within range. The door is large enough to DETECT POISON AND DISEASE
allow Medium creatures to pass through unhindered. Ist-level divination (ritual)
When opened, the door leads to a demiplane that
appears to be an empty room 30 feet in each dimension, Casting Time: I action
made of wood or stone. When the spell ends, the door Range: Self
disappears, and any creatures or objects inside the Components: V, 5, M (a yew leaf)
demiplane remain trapped there, as the door also Duration: Concentration, up to 10 minutes
disappears from the other side.
For the duration, you can sense the presence and
Each time you cast this spell, you can create a new location of poisons, poisonous creatures, and diseases
deiniplane, or have the shadowy door connect to a within 30 feet of you. You also identify the kind of
demiplane you created with a previous casting of this poison, poisonous creature, or disease in each case.
spell. Additionally, if you know the nature and contents
of a demiplane created by a casting of this spell by The spell can penetrate most barriers, but it is blocked
another creature, you can have the shadowy door by 1 foot of stone, 1 inch of common metal, a thin sheet
connect to its demiplane instead. of lead, or 3 feet of wood or dirt.

DESTRUCTIVE WAVE DETECT THOUGHTS
5th-level evocation 2nd-level divination

Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range; Self
Components: V Components: V, 5, M (a copper piece)
Duration: Instantaneous Duration: Concentration, up to 1 minute

PART 5 . SPELLS

231

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For the duration, you can read the thoughts of certain DISGUISE SELF
creatures. When you cast the spcll and as your action on 1st-level illusion
each turn until the spell ends, you can focus youemind
on any one creature that you can see within 30 feet of Casting Time: 1 action
you. if the creature you choose has an Intelligence of Range: Self
3 or lower or doesn't speak any language, the creature Components: V, S
is unaffected. Duration: 1 hour

You initially learn the surface thoughts of the You make yourself—including your clothing, armor,
creature—what is most on its mind in that moment. As weapons, and other belongings on your person—look
an action, you can either shift your attention to another different until the spell ends or until you use your action
creatures thoughts or attempt to probe deeper into the to dismiss it. You can seem 1 foot shorter or taller and
same creature's mind. If you probe deeper, the target can appear thin. fat. or in between. You can't change
must make a Wisdom saving throw. If it fails, you gain your body type, so you must adopt a form that has the
insight into its reasoning (if any), its emotional state, same basic arrangement of limbs. Otherwise, the extent
and something that looms large in its mind (such as of the illusion is up to you.
something it worries over, loves, or hates). If it succeeds,
the spell ends. Either way, the target knows that you are The changes wrought by this spell fail to hold up to
probing into its mind, and unless you shift your attention physical inspection. For example, if you use this spell
to another creature's thoughts, the creature can use to add a hat to your outfit, objects pass through the hat,
its action on its turn to make an lntelligence check and anyone who touches it would feel nothing or would
contested by your Intelligence check; if it succeeds, feel your head and hair. If you use this spell to appear
the spell ends. thinner than you are, the hand of someone who reaches
out to touch you would bump into you while it was
Questions verbally directed at the target creature seemingly still in midair.
naturally shape the course of its thoughts, so this spell
is particularly effective as part of an interrogation. To discern that you are disguised, a creature can use
its action to inspect your appearance and must succeed
You can also use this spell to detect the presence of on an Intelligence (Investigation) check against your
thinking creatures you can't see. When you cast the spell save DC.
spell or as your action during the duration, you can
search for thoughts within 30 feet of you. The spell can DISINTEGRATE
penetrate barriers, but 2 feet of rock, 2 inches of any 6th-level transmutation
metal other than lead, or a thin sheet of lead blocks you.
You can't detect a creature with an Intelligence of 3 or Casting Time: 1 action
lower or one that doesn't speak any language. Range: 60 feet
Components: V, 5, M (a lodestone and a pinch of dust)
Once you detect the presence of a creature in this way, Duration: Instantaneous
you can read its thoughts for the rest of the duration as
described above, even if you can't see it, but it must still A thin green ray springs from your pointing finger to a
be within range. target that you can see within range. The target can be a
creature, an object, or a creation of magical force, such
DIMENSION DOOR as the wall created by wall of force.

4th-level conjuration A creature targeted by this spell must make a
Dexterity saving throw. On a failed save, the target takes
Casting Time: 1 action 10d6 4- 40 force damage. If this damage reduces the
Range: 500 feet target to 0 hit points, it is disintegrated.
Components: V
Duration: Instantaneous A disintegrated creature and everything it is wearing
and carrying, except magic items, are reduced to a pile
You teleport yourself from your current location to any of fine gray dust. The creature can be restored to life
other spot within range. You arrive at exactly the spot only by means of a true resurrection or a wish spell.
desired. It can be a place you can see, one you can
visualize, or one you can describe by stating distance This spell automatically disintegrates a Large or
and direction, such as "200 feet straight downward" or smaller nonmagical object or a creation of magical
"upward to the northwest at a 45-degree angle, 300 feet." force. If the target is a Huge or larger object or creation
of force, this spell disintegrates a 10-foot-cube portion of
You can bring along objects as long as their weight it. A magic item is unaffected by this spell.
doesn't exceed what you can carry. You can also bring
one willing creature of your size or smaller who is At Higher Levels. When you cast this spell using a
carrying gear up to its carrying capacity. The creature spell slot of 7th level or higher, the damage increases by
must be within 5 feet of you when you cast this spell. 3d6 for each slot level above 6th.

If you would arrive in a place already occupied by an DISPEL EVIL AND GOOD
object or a creature, you and any creature traveling with
you each take 4d6 force damage, and the spell fails to 5th-level abjuration
teleport you.
Casting Time: 1 action
Range: Self

I' 11/ I N31.1 .1N

Components: V, S, M (holy water or powdered DIVINATION
silver and iron) 4th-level divination (ritual)

Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: Self
Shimmering energy surrounds and protects you from Components: V, S, M (incense and a sacrificial offering
fey, undead, and creatures originating from beyond the
Material Plane. For the duration, celestials, elementals, appropriate to your religion, together worth at least 25
fey, fiends, and undead have disadvantage on attack gp, which the spell consumes)
rolls against you. Duration: Instantaneous

You can end the spell early by using either of the Your magic and an offering put you in contact with
following special functions. a god or a god's servants. You ask a single question
concerning a specific goat, event. or activity to occur
Break Enchantment. As your action, you touch a within 7 days. The DM offers a truthful reply. The reply
creature you can reach that is charmed, frightened, or might be a short phrase, a cryptic rhyme, or an omen.
possessed by a celestial, an elemental, a fey, a fiend,
or an undead. The creature you touch is no longer The spell doesn't take into account any possible
charmed, frightened, or possessed by such creatures. circumstances that might change the outcome, such
as the casting of additional spells or the toss or gain
Dismissal. As your action, make a melee spell attack of a companion.
against a celestial, an elemental, a fey, a fiend, or an
undead you can reach. On a hit, you attempt to drive If you cast the spell two or more times before finishing
the creature back to its home plane. The creature must your next long rest. there is a cumulative 25 percent
succeed on a Charisma saving throw or be sent back to chance for each casting after the first that you get a
its home plane (if it isn't there already). If they aren't on random reading. The DM makes this roll in secret.
their home plane, undead are sent to the Shadowfell,
and fey are sent to the Feywi id, DIVINE FAVOR
Ist-level evocation
DISPEL MAGIC
3rd-level abjuration Casting Time: I bonus action
Range: Self
Casting Time: 1 action Components: V, S
Range: 120 feet Duration: Concentration, up to 1 minute
Components: V. S
Duration: Instantaneous Your prayer empowers you with divine radiance. Until
the spell ends, your weapon attacks deal an extra 1d4
Choose one creature, object, or magical effect within radiant damage on a hit.
range. Any spell of 3rd level or lower on the target ends.
For each spell of 4th level or higher on the target, make DIVINE WORD
an ability check using your spelkasting ability. The 7th-level evocation
DC equals 10 the spell's level. On a successful check,
the spell ends. Casting Time: 1 bonus action
Range: 30 feet
At Higher Levels. When you cast this spell using a Components: V
spell slot of 4th level or higher, you automatically end Duration: Instantaneous
the effects of a spell on the target if the spell's level is
equal to or less than the level of the spell slot you used. You utter a divine word, imbued with the power that
shaped the world at the dawn of creation. Choose any
DISSONANT WHISPERS number of creatures you can see within range. Each
Ist-level enchantment creature that can hear you must make a Charisma
saving throw. On a failed save, a creature suffers an
Casting Time: 1 action effect based on its current hit points:
Range: 60 feet
Components: V • 50 hit points or fewer: deafened for 1 minute
Duration: Instantaneous • 40 hit points or fewer: deafened and blinded for 10

You whisper a discordant melody that only one creature minutes
of your choice within range can hear, wracking it with • 30 hit points or fewer: blinded, deafened, and stunned
terrible pain. The target must make a Wisdom saving
throw. On a failed save, it takes 3d6 psychic damage and for 1 hour
must immediately use its reaction, if available, to move • 20 hit points or fewer: killed instantly
as far as its speed allows away from you. The creature
doesn't move into obviously dangerous ground, such Regardless of its current hit points, a celestial, an
as a fire or a pit. On a successful save, the target takes elemental, a fey, or a fiend that fails its save is forced
half as much damage and doesn't have to move away. A back to its plane of origin (if it isn't there already) and
deafened creature automatically succeeds on the save. can't return to your current plane for 24 hours by any
means short of a wish spell.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher. the damage increases by DOMINATE BEAST
1d6 for each slot level above 1st. 4th-level enchantment

Casting Time: 1 action

Range: 60 feet Each time the target takes damage, it makes a new
Components: V, S Wisdom saving throw against the spell. If the saving
Duration: Concentration, up to 1 minute throw succeeds, the spell ends.

You attempt to beguile a beast that you can see within At Higher Levels. When you cast this spell with
range. It must succeed on a Wisdom saving throw or be a 9th-level spell slot, the duration is concentration,
charmed by you for the duration. If you or creatures that up to 8 hours.
are friendly to you are fighting it, it has advantage on the
saving throw. DOMINATE PERSON
5th-level enchantment
While the beast is charmed, you have a telepathic link
with it as long as the two of you are on the same plane Casting Time: 1 action
of existence. You can use this telepathic link to issue Range: 60 feet
commands to the creature while you are conscious (no Components: V, S
action required), which it does its best to obey. You can Duration: Concentration, up to 1. minute
specify a simple and general course of action, such as
"Attack that creature," "Run over there," or "Fetch that You attempt to beguile a humanoid that you can see
object." If the creature completes the order and doesn't within range. It must succeed on a Wisdom saving
receive further direction from you, it defends and throw or be charmed by you for the duration. If you or
preserves itself to the best of its ability. creatures that are friendly to you are fighting it, it has
advantage on the saving throw.
You can use your action to take total and precise
control of the target. Until the end of your next turn, the While the target is charmed, you have a telepathic link
creature takes only the actions you choose, and doesn't with it as long as the two of you are on the same plane
do anything that you don't allow it to do. During this of existence. You can use this telepathic link to issue
time, you can also cause the creature to use a reaction, commands to the creature while you are conscious (no
but this requires you to use your own reaction as well. action required), which it does its best to obey. You can
specify a simple and general course of action, such as
Each time the target takes damage, it makes a new "Attack that creature," "Run over there," or "Fetch that
Wisdom saving throw against the spell. If the saving object." If the creature completes the order and doesn't
throw succeeds, the spell ends. receive further direction from you, it defends and
preserves itself to the best of its ability.
At Higher Levels. When you cast this spell with a
5th-level spell slot, the duration is concentration, up You can use your action to take total and precise
to 10 minutes. When you use a 6th-level spell slot, control of the target. Until the end of your next turn, the
the duration is concentration, up to 1 hour. When you creature takes only the actions you choose, and doesn't
use a spell slot of 7th level or higher, the duration is do anything that you don't allow it to do. During this
concentration, up to 8 hours. time you can also cause the creature to use a reaction,
but this requires you to use your own reaction as well.
DOMINATE MONSTER
8th-level enchantment Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving
Casting Time: 1 action throw succeeds, the spell ends.
Range: 60 feet
Components: V, S At Higher Levels. When you cast this spell using
Duration: Concentration, up to 1 hour a fith-level spell slot, the duration is concentration,
up to 10 minutes. When you use a 7th-level spell slot,
You attempt to beguile a creature that you can see the duration is concentration, up to 1 hour. When you
within range. It must succeed on a Wisdom saving use a spell slot of 8th level or higher, the duration is
throw or be charmed by you for the duration. If you or concentration, up to 8 hours.
creatures that are friendly to you are fighting it, it has
advantage on the saving throw. DRAWMIJ'S INSTANT SUMMONS
6th-level conjuration (ritual)
While the creature is charmed, you have a telepathic
link with it as long as the two of you are on the same Casting Time: 1 minute
plane of existence. You can use this telepathic link to Range: Touch
issue commands to the creature while you are conscious Components: V, S. M (a sapphire worth 1,000 gp)
(no action required), which it does its best to obey. You Duration: Until dispelled
can specify a simple and general course of action, such
as "Attack that creature," "Run over there," or "Fetch You touch an object weighing 10 pounds or less whose
that object." If the creature completes the order and longest dimension is 6 feet or less. The spell leaves an
doesn't receive further direction from you, it defends invisible mark on its surface and invisibly inscribes the
and preserves itself to the best of its ability. name of the item on the sapphire you use as the material
component. Each time you cast this spell, you must use
You can use your action to take total and precise a different sapphire.
control of the target. Until the end of your next turn, the
creature takes only the actions you choose, and doesn't At any time thereafter, you can use your action to
do anything that you don't allow it to do. During this speak the item's name and crush the sapphire. The item
time, you can also cause the creature to use a reaction. instantly appears in your hand regardless of physical or
but this requires you to use your own reaction as well. planar distances, and the spell ends.

PAR1 3 SFET I ti

235

If another creature is holding or carrying the item, for clear skies, a cloud for rain, falling snowflakes for
crushing the sapphire doesn't transport the item to you, snow, and so on. This effect persists for 1 round.
but instead you learn who the creature possessing the • You instantly make a flower blossom, a seed pod open,
object is and roughly where that creature is located or a leaf bud bloom.
at that moment. • You create an instantaneous, harmless sensory effect,
such as failing leaves, a puff of wind, the sound of a
Dispel magic or a similar effect successfully applied to small animal, or the faint odor of skunk. The effect
the sapphire ends this spell's effect. must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a
DREAM small campfire.
5th-level illusion
EARTHQUAKE
Casting Time: 1 minute
Range: Special 8th-level evocation
Components: V, S, M (a handful of sand, a dab of ink,
Casting Time: 1 action
and a writing quill plucked from a sleeping bird) Range: 500 feet
Duration: 8 hours Components: V. 5, M (a pinch of dirt, a piece of rock,

This spell shapes a creature's dreams. Choose a and a lump of clay)
creature known to you as the target of this spell. The Duration: Concentration, up to 1 minute
target must be on the same plane of existence as you.
Creatures that don't sleep, such as elves, can't be You create a seismic disturbance at a point on the
contacted by this spell. You, or a willing creature you ground that you can see within range. For the duration,
touch, enters a trance state, acting as a messenger. an intense tremor rips through the ground in a
While in the trance, the messenger is aware of his or 100-foot-radius circle centered on that point and shakes
her surroundings, but can't take actions or move. creatures and structures in contact with the ground
in that area.
If the target is asleep, the messenger appears in the
target's dreams and can converse with the target as The ground in the area becomes difficult terrain.
long as it remains asleep, through the duration of the Each creature on the ground that is concentrating must
spell. The messenger can also shape the environment make a Constitution saving throw. On a failed save, the
of the dream, creating landscapes, objects, and other creature's concentration is broken.
images. The messenger can emerge from the trance at
any time, ending the effect of the spell early. The target When you cast this spell and at the end of each turn
recalls the dream perfectly upon waking. If the target is you spend concentrating on it, each creature on the
awake when you cast the spell, the messenger knows it, ground in the area must make a Dexterity saving throw.
and can either end the trance (and the spell) or wait for On a failed save, the creature is knocked prone.
the target to fall asleep, at which point the messenger
appears in the target's dreams. This spell can have additional effects depending on
the terrain in the area, as determined by the DM.
You can make the messenger appear monstrous
and terrifying to the target. If you do, the messenger Fissures. Assures open throughout the spell's area at
can deliver a message of no more than ten words and the start of your next turn after you cast the spell. A total
then the target must make a Wisdom saving throw, On of 1d6 such fissures open in locations chosen by the DM.
a failed save, echoes of the phantasmal monstrosity Each is 1d10 x 10 feet deep, 10 feet wide, and extends
spawn a nightmare that lasts the duration of the target's from one edge of the spell's area to the opposite side,
sleep and prevents the target from gaining any benefit A creature standing on a spot where a fissure opens
from that rest. ln addition, when the target wakes up, it must succeed on a Dexterity saving throw or fall in. A
takes 3d6 psychic damage. creature that successfully saves moves with the fissure's
edge as it opens.
If you have a body part, lock of hair, clipping from a
nail, or similar portion of the target's body, the target A fissure that opens beneath a structure causes it to
makes its saving throw with disadvantage. automatically collapse (see below).

DRUIDCRAFT Structures. The tremor deals 50 bludgeoning damage
Transmutation cantrip to any structure in contact with the ground in the area
when you cast the spell and at the start of each of your
Casting Time: 1 action turns until the spell ends. if a structure drops to 0 hit
Range: 30 feet points, it collapses and potentially damages nearby
Components: V, S creatures. A creature within half the distance of a
Duration: Instantaneous structure's height must make a Dexterity saving throw.
On a failed save, the creature takes 5d6 bludgeoning
Whispering to the spirits of nature, you create one of the damage, is knocked prone, and is buried in the rubble,
following effects within range: requiring a DC 20 Strength (Athletics) check as an
action to escape. The DM can adjust the DC higher
• You create a tiny, harmless sensory effect that predicts or lower, depending on the nature of the rubble. On
what the weather will be at your location for the next a successful save, the creature takes half as much
24 hours. The effect might manifest as a golden orb damage and doesn't fall prone or become buried.

E'AP E I Si, E1.1

ELDRITCH BLAST ENLARGE/REDUCE

Evocation cantrip 2nd-level transmutation

Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V, S Components: V, S, M (a pinch of powdered iron)
Duration: Instantaneous Duration: Concentration, up to 1 minute

A beam of crackling energy streaks toward a creature You cause a creature or an object you can see within
within range. Make a ranged spell attack against the range to grow larger or smaller for the duration. Choose
target. On a hit, the target takes 1d10 force damage. either a creature or an object that is neither worn
nor carried. If the target is unwilling, it can make a
The spell creates more than one beam when you reach Constitution saving throw. On a success, the spell
higher levels: two beams at 5th level, three beams at has no effect.
11th level, and four beams at 17th level. You can direct
the beams at the same target or at different ones. Make If the target is a creature, everything it is wearing and
a separate attack roll for each beam. carrying changes size with it. Any item dropped by an
affected creature returns to normal size at once.
ELEMENTAL WEAPON
Enlarge. The target's size doubles in all dimensions,
3rd-level transmutation
and its weight is multiplied by eight. This growth
Casting Time: 1 action increases its size by one category—from Medium to
Range: Touch Large, for example. If there isn't enough room for the
Components: V, S target to double its size, the creature or object attains
Duration: Concentration, up to 1 hour the maximum possible size in the space available.
Until the spell ends, the target also has advantage on
A nonmagical weapon you touch becomes a magic Strength checks and Strength saving throws. The
weapon. Choose one of the following damage types: target's weapons also grow to match its new size. While
acid, cold, fire, lightning, or thunder. For the duration, these weapons are enlarged, the target's attacks with
the weapon has a +1 bonus to attack rolls and deals an them deal 1d4 extra damage.
extra 1d4 damage of the chosen type when it hits.
Reduce. The target's size is halved in all dimensions,
At Higher Levels. When you cast this spell using a
and its weight is reduced to one-eighth of normal. This
spell slot of 5th or 6th level, the bonus to attack rolls reduction decreases its size by one category—from
increases to +2 and the extra damage increases to Medium to Small, for example. Until the spell ends,
2d4. When you use a spell slot of 7th level or higher, the target also has disadvantage on Strength checks
the bonus increases to +3 and the extra damage and Strength saving throws. The target's weapons also
increases to 3d4. shrink to match its new size. While these weapons are
reduced, the target's attacks with them deal 1d4 less
ENHANCE ABILITY damage (this can't reduce the damage below 1).

2nd-level transmutation ENSNARING STRIKE

Casting Time: I action 1st-level conjuration
Range: Touch
Components: V, S, M (fur or a feather from a beast) Casting Time: 1 bonus action

Duration: Concentration, up to 1 hour. Range: Self

You touch a creature and bestow upon it a magical Components: V
enhancement. Choose one of the following effects; the Duration: Concentration, up to 1 minute
target gains that effect until the spell ends.
The next time you hit a creature with a weapon attack
Bear's Endurance. The target has advantage on before this spell ends, a writhing mass of thorny vines
appears at the point of impact, and the target must
Constitution checks. It also gains 2d6 temporary hit succeed on a Strength saving throw or be restrained by
points, which are lost when the spell ends. the magical vines until the spell ends. A Large or larger
creature has advantage on this saving throw. If the
Bull's Strength. The target has advantage target succeeds on the save, the vines shrivel away.

on Strength checks, and his or her carrying While restrained by this spell, the target takes 1d6
capacity doubles. piercing damage at the start of each of its turns. A creature
restrained by the vines or one that can touch the creature
Cat's Grace. The target has advantage on Dexterity can use its action to make a Strength check against your
spell save DC. On a success. the target is freed.
checks. It also doesn't take damage from falling 20 feet
or less if it isn't incapacitated. At Higher Levels. If you cast this spell using a spell

Eagle's Splendor. The target has advantage on slot of 2nd level or higher, the damage increases by 1d6
for each slot level above 1st.
Charisma checks.

Fox's Cunning. The target has advantage on

Intelligence checks.

Owl's Wisdom. The target has advantage on

Wisdom checks.

At Higher Levels. When you cast this spell using

a spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

ENTANGLE When the spell ends, you immediately return to the
1st-level conjuration plane you originated from in the spot you currently
occupy. If you occupy the same spot as a solid object
Casting Time: 1 action or creature when this happens, you are immediately
Range: 90 feet shunted to the nearest unoccupied space that you
Components: V, S can occupy and take force damage equal to twice the
Duration: Concentration, up to 1 minute number of Feet you are moved.

Grasping weeds and vines sprout from the ground in a This spell has no effect if you cast it while you are on
20-foot square starting from a point within range. For the Ethereal Plane or a plane that doesn't border it, such
the duration, these plants turn the ground in the area as one of the Outer Planes.
into difficult terrain.
At Higher Levels. When you cast this spell using
A creature in the area when you cast the spell must a spell slot of 8th level or higher, you can target up to
succeed on a Strength saving throw or be restrained three willing creatures (including you) for each slot level
by the entangling plants until the spell ends. A creature above 7th. The creatures must be within 10 feet of you
restrained by the plants can use its action to make when you cast the spell.
a Strength check against your spell save DC. On a
success, it frees itself. EVARD'S BLACK TENTACLES
4th-level conjuration
When the spell ends, the conjured plants wilt away.
Casting Time: 1 action
ENTHRALL Range: 90 feet
2nd-level enchantment Components: V. S, M (a piece of tentacle from a giant

Casting Time: 1 action octopus or a giant squid)
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V. S
Duration: 1 minute Squirming, ebony tentacles fill a 20-foot square on
ground that you can see within range. For the duration,
You weave a distracting string of words, causing these tentacles turn the ground in the area into
creatures of your choice that you can see within range difficult terrain.
and that can hear you to make a Wisdom saving
throw. Any creature that can't be charmed succeeds When a creature enters the affected area for the first
on this saving throw automatically, and if you or your time on a turn or starts its turn there, the creature
companions are fighting a creature, it has advantage on must succeed on a Dexterity saving throw or take 3d6
the save. On a failed save, thc target has disadvantage bludgeoning damage and he restrained by the tentacles
on Wisdom (Perception) checks made to perceive any until the spell ends. A creature that starts its turn in the
creature other than you until the spell ends or until the area and is already restrained by the tentacles takes 3d6
target can no longer hear you. The spell ends if you are bludgeoning damage.
incapacitated or can no longer speak.
A creature restrained by the tentacles can use its
ETHEREALNESS action to make a Strength or Dexterity check (its choice)
7th-level transmutation against your spell save DC. On a success, it frees itself.

Casting Time: 1 action EXPEDITIOUS RETREAT
Range: Self 1st-level transmutation
Components: V, S
Duration: Up to 8 hours Casting Time: 1 bonus action
Range: Self
You step into the border regions of the Ethereal Plane, Components: V, S
in the area where it overlaps with your current plane. Duration: Concentration, up to 10 minutes
You remain in the Border Ethereal for the duration or
until you use your action to dismiss the spell. During This spell allows you to move at an incredible pace.
this time, you can move in any direction. if you move When you cast this spell, and then as a bonus action
up or down, every foot of movement costs an extra foot. on each of your turns until the spell ends, you can take
You can see and hear the plane you originated from, but the Dash action.
everything there looks gray, and you can't see anything
more than 60 feet away. EYEBITE
6th-level necromancy
While on the Ethereal Plane, you can only affect and
he affected by other creatures on that plane. Creatures Casting Time: 1 action
that aren't on the Ethereal Plane can't perceive you and Range: Self
can't interact with you, unless a special ability or magic Components: V, S
has given them the ability to do so. Duration: Concentration, up to 1 minute

You ignore all objects and effects that aren't on the For the spell's duration, your eyes become an inky void
Ethereal Plane, allowing you to move through objects imbued with dread power. One creature of your choice
you perceive on the plane you originated from. within 60 feet of you that you can see must succeed
on a Wisdom saving throw or be affected by one of the
following effects of your choice for the duration. On

l'i• 1

each of your turns until the spell ends, you can use FALSE LIFE
your action to target another creature but can't target 1st-level necromancy
a creature again if it has succeeded on a saving throw
against this casting of eyebite. Casting Time: 1 action
Range: Self
Asleep. The target falls unconscious. It wakes up if it Components: V, S. M (a small amount of alcohol or
takes any damage or if another creature uses its action
to shake the sleeper awake. distilled spirits)
Duration: 1 hour
Panicked. The target is frightened of you. On each
of its turns, the frightened creature must take the Bolstering yourself with a necromantic facsimile of life,
Dash action and move away from you by the safest and you gain 1d4 +4 temporary hit points for the duration.
shortest available route, unless there is nowhere to
move. If the target moves to a place at least 60 feet away At Higher Levels. When you cast this spell using a
from you where it can no longer see you, this effect ends. spell slot of 2nd level or higher, you gain 5 additional
temporary hit points for each slot level above 1st.
Sickened. The target has disadvantage on attack rolls
and ability checks. At the end of each of its turns, it can FEAR
make another Wisdom saving throw. If it succeeds, 3rd-level illusion
the effect ends.
Casting Time: 1 action
FABRICATE Range: Self (30-foot cone)
Components: V, S, M (a white feather or the
4th-level transmutation
heart of a hen)
Casting Time: 10 minutes Duration: Concentration, up to 1 minute
Range: 120 feet
Components: V, S You project a phantasmal image of a creature's worst
Duration: lnstantaneous fears. Each creature in a 30-foot cone must succeed on
a Wisdom saving throw or drop whatever it is holding
You convert raw materials into products of the same and become frightened for the duration.
material. For example, you can fabricate a wooden
bridge from.a clump of trees, a rope from a patch of While frightened by this spell, a creature must take
hemp, and clothes from flax or wool. the Dash action and move away from you by the safest
available route on each of its turns, unless there is
Choose raw materials that you can see within range. nowhere to move. If the creature ends its turn in a
You can fabricate a Large or smaller object (contained location where it doesn't have line of sight to you,
within a 10-foot cube, or eight connected 5-foot cubes), the creature can make a Wisdom saving throw. On a
given a sufficient quantity of raw material. If you successful save, the spell ends for that creature.
are working with metal, stone, or another mineral
substance, however, the fabricated object can be no FEATHER FALL
larger than Medium (contained within a single 5-foot /sr-level transmutation
cube). The quality of objects made by the spell is
commensurate with the quality of the raw materials. Casting Time: 1 reaction, which you take when you or a
creature within 60 feet of you falls
Creatures or magic items can't be created or
transmuted by this spell. You also can't use it to Range: 60 feet
create items that ordinarily require a high degree of Components: V, M (a small feather or piece of down)
craftsmanship, such as jewelry, weapons, glass, or Duration: 1 minute
armor, unless you have proficiency with the type of
artisan's tools used to craft such objects. Choose up to five falling creatures within range. A
falling creature's rate of descent slows to 60 feet per
FAERIE FIRE round until the spell ends. If the creature lands before
1st-level evocation the spell ends, it takes no falling damage and can land
on its feet, and the spell ends for that creature.
Casting Time: 1 action
Range: 60 feet FEEBLEMIND
Components: V 8th-level enchantment
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Each object in a 20-foot cube within range is outlined in Range: 150 feet
blue, green, or violet light (your choice). Any creature in Components: V. S, M (a handful of clay, crystal, glass,
the area when the spell is cast is also outlined in light if
it fails a Dexterity saving throw. For the duration, objects or mineral spheres)
and affected creatures shed dim light in a 10-foot radius. Duration: Instantaneous

Any attack roll against an affected creature or object You blast the mind of a creature that you can see within
has advantage if the attacker can see it, and the affected range, attempting to shatter its intellect and personality.
creature or object can't benefit from being invisible. The target takes 4d6 psychic damage and must make an
Intelligence saving throw.

On a failed save, the creature's Intelligence and
Charisma scores become 1. The creature can't cast
spells, activate magic items, understand language, or

2

communicate in any intelligible way. The creature can, you can cause it to reappear in any unoccupied space
however, identify its friends, follow them, and even within 30 feet of you.
protect them.
You can't have more than one familiar at a time. If you
At the end of every 30 days, the creature can repeat cast this spell while you already have a familiar, you
its saving throw against this spell. If it succeeds on its instead cause it to adopt a new form. Choose one of the
saving throw, the spell ends. forms from the above list. Your familiar transforms into
the chosen creature.
The spell can also be ended by greater restoration,
heal, or wish. Finally, when you cast a spell with a range of touch,
your familiar can deliver the spell as if it had cast the
FEIGN DEATH spell. Your familiar must be within 100 feet of you, and
3rd-level necromancy (ritual) it must use its reaction to deliver the spell when you cast
it. If the spell requires an attack roll, you use your attack
Casting Time: 1 action modifier for the roll.
Range: Touch
Components: V, S. M (a pinch of graveyard dirt) FIND STEED
Duration: 1 hour 2nd-level conjuration

You touch a willing creature and put it into a cataleptic Casting Time: 10 minutes
state that is indistinguishable from death. Range: 30 feet
Components: V. S
For the spell's duration, or until you use an action Duration: Instantaneous
to touch the target and dismiss the spell, the target
appears dead to all outward inspection and to spells You summon a spirit that assumes the form of an
used to determine the target's status. The target is unusually intelligent, strong, and loyal steed, creating a
blinded and incapacitated, and its speed drops to 0. long-lasting bond with it. Appearing in an unoccupied
The target has resistance to all damage except psychic space within range, the steed takes on a form that you
damage. If the target is diseased or poisoned when you choose, such as a warhorse, a pony, a camel, an elk, or
cast the spell, or becomes diseased or poisoned while a mastiff. (Your DM might allow other animals to be
under the spell's effect, the disease and poison have no summoned as steeds.) The steed has the statistics of the
effect until the spell ends. chosen form, though it is a celestial, fey, or fiend (your
choice) instead of its normal type. Additionally, if your
FIND FAMILIAR steed has an Intelligence of 5 or less, its Intelligence
1st-level conjuration (ritual) becomes 6, and it gains the ability to understand one
language of your choice that you speak.
Casting Time: 1 hour
Range: 10 feet Your steed serves you as a mount, both in combat and
Components: V. S, M (10 gp worth of charcoal, out, and you have an instinctive bond with it that allows
you to fight as a seamless unit. While mounted on your
incense, and herbs that must be consumed by fire in a steed, you can make any spell you cast that targets only
brass brazier) you also target your steed.
Duration: Instantaneous
When the steed drops to 0 hit points, it disappears,
You gain the service of a familiar, a spirit that takes an leaving behind no physical form. You can also
animal form you choose: bat, cat, crab, frog (toad), hawk, dismiss your steed at any time as an action, causing
lizard, octopus, owl, poisonous snake, fish (quipper), it to disappear. In either case, casting this spell
rat, raven, sea horse, spider, or weasel. Appearing in again summons the same steed, restored to its hit
an unoccupied space within range, the familiar has the point maximum.
statistics of the chosen form, though it is a celestial, fey,
or fiend (your choice) instead of a beast. While your steed is within 1 mile of you, you can
communicate with it telepathically.
Your familiar acts independently of you, but it always
obeys your commands. In combat, it rolls its own You can't have more than one steed bonded by this
initiative and acts on its own turn. A familiar can't spell at a time. As an action, you can release the steed
attack, but it can take other actions as normal. from its hand at any time, causing it to disappear.

When the familiar drops to 0 hit points, it disappears, FIND THE PATH
leaving behind no physical form. It reappears after you 6th-level divination
cast this spell again
Casting Time: 1 minute
While your familiar is within 100 feet of you, you Range: Self
can communicate with it telepathically. Additionally, Components: V, S, M (a set of divinatory tools—such
as an action, you can see through your familiar's eyes
and hear what it hears until the start of your next turn. as bones, ivory sticks, cards, teeth, or carved runes—
gaining the benefits of any special senses that the worth 100 gp and an object from the location you
familiar has. During this time, you are deaf and blind wish to find)
with regard to your own senses. Duration: Concentration, up to 1 day

As an action, you can temporarily dismiss your This spell allows you to find the shortest, most direct
familiar. It disappears into a pocket dimension where it physical route to a specific fixed location that you are
awaits your summons. Alternatively, you can dismiss it familiar with on the same plane of existence. If you
forever. As an action while it is temporarily dismissed,

name a destination on another plane of existence, a
destination that moves (such as a mobile fortress), or a
destination that isn't specific (such as "a green dragon's
lair"), the spell fails.

For the duration, as long as you are on the same plane
of existence as the destination, you know how far it is
and in what direction it lies. While you are traveling
there, whenever you are presented with a choice of
paths along the way, you automatically determine which
path is the shortest and most direct route (but not
necessarily the safest route) to the destination.

FIND TRAPS
2nd-level divination

Casting Time: I action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You sense the presence of any trap within range that
is within line of sight. A trap, for the purpose of this
spell, includes anything that would inflict a sudden or
unexpected effect you consider harmful or undesirable,
which was specifically intended as such by its creator.
Thus, the spell would sense an area affected by the
alarm spell, a glyph of warding, or a mechanical pit trap,
but it would not reveal a natural weakness in the floor,
an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You
don't learn the location of each trap, but you do learn the
general nature of the danger posed by a trap you sense.

FINGER OF DEATH
7th-level necromancy

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

You send negative energy coursing through a creature
that you can see within range, causing it searing pain.
The target must make a Constitution saving throw. It
takes 7d8 + 30 necrotic damage on a failed save, or half
as much damage on a successful one.

A humanoid killed by this spell rises at the start of
your next turn as a zombie that is permanently under
your command, following your verbal orders to the best
of its ability.

FIREBALL
3rd-level evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S. M (a tiny ball of bat

guano and sulfur)
Duration: Instantaneous

A bright streak flashes from your pointing finger to a
point you choose within range and then blossoms with
a low roar into an explosion of flame. Each creature
in a 20-foot-radius sphere centered on that point must
make a Dexterity saving throw. A target takes 8d6 fire

damage on a failed save, or half as much damage on a FLAME BLADE
successful one. 2nd-level evocation

The fire spreads around corners. It ignites flammable Casting Time: 1 bonus action
objects in the area that aren't being worn or carried. Range: Self
Components: V, S. M (leaf of sumac)
At Higher Levels. When you cast this spell using a Duration: Concentration, up to 10 minutes
spell slot of 4th level or higher, the damage increases by
1d6 for each slot level above 3rd. You evoke a fiery blade in your free hand. The blade is
similar in size and shape to a scimitar, and it lasts for
FIRE BOLT the duration. if you let go of the blade, it disappears, but
Evocation cantrip you can evoke the blade again as a bonus action.

Casting Time: 1 action You can use your action to make a melee spell
Range: 120 feet attack with the fiery blade. On a hit, the target takes
Components: V, S 3d6 fire damage.
Duration: Instantaneous
The flaming blade sheds bright light in a 10-foot
You hurl a mote of fire at a creature or object within radius and dim light for an additional 10 feet.
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A At Higher Levels. When you cast this spell using a
flammable object hit by this spell ignites if it isn't being spell slot of 4th level or higher, the damage increases by
worn or carried. 1d6 for every two slot levels above 2nd.

This spell's damage increases by 1d1 0 when you reach FLAME STRIKE
5th level (2d10), 11th level (3d10), and 17th level (4d10). 5th-level evocation

FIRE SHIELD Casting Time: 1 action
4th-level evocation Range: 60 feet
Components: V, 5, M (pinch of sulfur)
Casting Time: 1 action Duration: Instantaneous
Range: Self
Components: V, 5, M (a bit of phosphorus or a firefly) A vertical column of divine fire roars down from the
Duration: 10 minutes heavens in a location you specify. Each creature in
a 10-foot-radius, 40-foot-high cylinder centered on a
Thin and wispy flames wreathe your body for the point within range must make a Dexterity saving throw.
duration, shedding bright light in a 10-foot radius and A creature takes 4d6 fire damage and 4d6 radiant
dim light for an additional 10 feet. You can end the spell damage on a failed save, or half as much damage on a
early by using an action to dismiss it. successful one.

The flames provide you with a warm shield or a chill At Higher Levels. When you cast this spell using a
shield, as you choose. The warm shield grants you spell slot of 6th level or higher, the fire damage or the
resistance to cold damage, and the chill shield grants radiant damage (your choice) increases by 1d6 for each
you resistance to fire damage. slot level above 5th.

In addition, whenever a creature within 5 feet of you FLAMING SPHERE
hits you with a melee attack, the shield erupts with 2nd-level conjuration
flame. The attacker takes 2d8 fire damage from a warm
shield, or 2d8 cold damage from a cold shield. Casting Time: 1 action
Range: 60 feet
FIRE STORM Components: V, S, M (a bit of tallow, a pinch of
7th-level evocation
brimstone, and a dusting of powdered iron)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 150 feet
Components: V, S A 5-foot-diameter sphere of fire appears in an
Duration: Instantaneous unoccupied space of your choice within range and lasts
for the duration. Any creature that ends its turn within 5
A storm made up of sheets of roaring flame appears feet of the sphere must make a Dexterity saving throw.
in a location you choose within range. The area of the The creature takes 2d6 fire damage on a failed save, or
storm consists of up to ten 10-foot cubes, which you can half as much damage on a successful one.
arrange as you wish. Each cube must have at least one
face adjacent to the face of another cube. Each creature As a bonus action, you can move the sphere up to 30
in the area must make a Dexterity saving throw. it feet. If you ram the sphere into a creature, that creature
takes 7d10 fire damage on a failed save, or half as much must make the saving throw against the sphere's
damage on a successful one. damage, and the sphere stops moving this turn.

The fire damages objects in the area and ignites When you move the sphere. you can direct it over
flammable objects that aren't being worn or carried. barriers up to 5 feet tall and jump it across pits up to
If you choose, plant life in the area is unaffected 10 feet wide. The sphere ignites flammable objects not
by this spell. being worn or carried, and it sheds bright light in a
20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a FORBIDDANCE
spell slot of 3rd level or higher, the damage increases by 6th-level abjuration (ritual)
1d6 for each slot level above 2nd.
Casting Time: 10 minutes
FLESH TO STONE Range: Touch
6th-level transmutation Components: V. S, M (a sprinkling of holy water, rare

Casting Time: 1 action incense, and powdered ruby worth at least 1,000 gp)
Range: 60 feet Duration: 1 day
Components: V, S, M (a pinch of lime, water, and earth)
Duration: Concentration, up to 1 minute You create a ward against magical travel that protects
up to 40,000 square feet of floor space to a height of 30
You attempt to turn one creature that you can see within feet above the floor. For the duration, creatures can't
range into stone. lf the target's body is made of flesh, the teleport into the area or use portals, such as those
creature must make a Constitution saving throw. On a created by the gate spell, to enter the area. The spell
failed save, it is restrained as its flesh begins to harden. proofs the area against planar travel, and therefore
On a successful save, the creature isn't affected. prevents creatures from accessing the area by way of
the Astral Plane, Ethereal Plane. Feywild. Shadowfell.
A creature restrained by this spell must make another or the plane shift spell.
Constitution saving throw at the end of each of its turns.
If it successfully saves against this spell three times, the In addition, the spell damages types of creatures that
spell ends. If it fails its saves three times, it is turned you choose when you cast it. Choose one or more of the
to stone and subjected to the petrified condition for the following: celestials, elementals, fey, fiends, and undead.
duration. The successes and failurcs don't need to be When a chosen creature enters the spell's area for the
consecutive; keep track of both until the target collects first time on a turn or starts its turn there, the creature
three of a kind. takes 5d10 radiant or necrotic damage (your choice
when you cast this spell).
If the creature is physically broken while petrified,
it suffers from similar deformities if it reverts to its When you cast this spell, you can designate a
original state. password. A creature that speaks the password as it
enters the area takes no damage from the spell.
If you maintain your concentration on this spell for the
entire possible duration, the creature is turned to stone The spell's area can't overlap with the area of another
until the effect is removed. forbiddance spell. If you cast forbiddance every day for
30 days in the same location, the spell lasts until it is
FLY dispelled, and the material components are consumed
3rd-level transmutation on the last casting.

Casting Time: 1 action FORCECAGE
Range: Touch 7th-level evocation
Components: V, S, M (a wing feather from any bird)
Duration: Concentration, up to 10 minutes Casting Time: 1 action
Range: 100 feet
You touch a willing creature. The target gains a flying Components: V. S, M (ruby dust worth 1,500 gp)
speed of 60 feet for the duration. When the spell ends, Duration: 1 hour
the target falls if it is still aloft, unless it can stop the fall.
An immobile, invisible, cube-shaped prison composed of
At Higher Levels. When you cast this spell using magical force springs into existence around an area you
a spell slot of 4th level or higher, you can target one choose within range. The prison can be a cage or a solid
additional creature for each slot level above 3rd. box, as you choose.

FOG CLOUD A prison in the shape of a cage can be up to 20 feet on
1st-level conjuration a side and is made from 1/2-inch diameter bars spaced
1/2 inch apart,
Casting Time: 1 action
Range: 120 feet A prison in the shape of a box can be up to 10 feet on
Components: V. S a side, creating a solid barrier that prevents any matter
Duration: Concentration, up to 1 hour from passing through it and blocking any spells cast into
or out from the area.
You create a 20-foot-radius sphere of fog centered on a
point within range. The sphere spreads around corners, When you cast the spell, any creature that is
and its area is heavily obscured. It lasts for the duration completely inside the cage's area is trapped. Creatures
or until a wind of moderate or greater speed (at least 10 only partially within the area, or those too large to lit
miles per hour) disperses it. inside the area, are pushed away from the center of the
area until they are completely outside the area.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the radius of the fog A creature inside the cage can't leave it by nonmagical
increases by 20 feet for each slot level above 1st. means. If the creature tries to use teleportation or
interplanar travel to leave the cage, it must first make a
Charisma saving throw. On a success, the creature can

1 • E'LLLS

use that magic to exit the cage. On a failure, the creature Components: V, 5, M (a bit of gauze and a
can't exit the cage and wastes the use of the spell or wisp of smoke)
effect. The cage also extends into the Ethereal Plane,
blocking ethereal travel. Duration: Concentration, up to 1 hour

This spell cant be dispelled by dispel magic. You transform a willing creature you touch, along with
everything it's wearing and carrying, into a misty cloud
FORESIGHT for the duration. The spell ends if the creature drops to
9th-level divination 0 hit points. An incorporeal creature isn't affected.

Casting Time: 1 minute While in this form, the target's only method of
Range: Touch movement is a flying speed of 10 feet. The target can
Components: V, 5, M (a hummingbird feather) enter and occupy the space of another creature. The
Duration: 8 hours target has resistance to nonmagical damage, and it has
advantage on Strength. Dexterity, and Constitution
You touch a willing creature and bestow a limited ability saving throws. The target can pass through small holes,
to see into the immediate future. For the duration, the narrow openings, and even mere cracks, though it treats
target can't be surprised and has advantage on attack liquids as though they were solid surfaces, The target
rolls, ability checks, and saving throws. Additionally, can't fall and remains hovering in the air even when
other creatures have disadvantage on attack rolls stunned or otherwise incapacitated.
against the target for the duration.
While in the form of a misty cloud, the target can't talk
This spell immediately ends if you cast it again before or manipulate objects, and any objects it was carrying or
its duration ends. holding can't be dropped, used, or otherwise interacted
with. The target can't attack or cast spells.
FREEDOM OF MOVEMENT
4th-level abjuration GATE
9th-level conjuration
Casting Time: 1 action
Range: Touch Casting Time: 1 action
Components: V, S, M (a leather strap, bound around the Range: 60 feet
Components: V, 5, M (a diamond worth at least 5,000 gp)
arm or a similar appendage) Duration: Concentration, up to 1 minute
Duration: 1 hour
You conjure a portal linking an unoccupied space you
You touch a willing creature. For the duration, the can see within range to a precise location on a different
target's movement is unaffected by difficult terrain, and plane of existence. The portal is a circular opening,
spells and other magical effects can neither reduce which you can make 5 to 20 feet in diameter. You can
the target's speed nor cause the target to be paralyzed orient the portal in any direction you choose. The portal
or restrained. lasts for the duration.

The target can also spend 5 feet of movement to The portal has a front and a back on each plane where
automatically escape from nonmagical restraints, such it appears. Travel through the portal is possible only
as manacles or a creature that has it grappled. Finally, by moving through its front. Anything that does so is
being underwater imposes no penalties on the target's instantly transported to the other plane, appearing in
movement or attacks. the unoccupied space nearest to the portal.

FRIENDS Deities and other planar rulers can prevent portals
Enchantment cantrip created by this spell from opening in their presence or
anywhere within their domains.
Casting Time: 1 action
Range: Self When you cast this spell, you can speak the name
Components: S, M (a small amount of makeup applied of a specific creature (a pseudonym, title, or nickname
doesn't work). If that creature is on a plane other than
to the face as this spell is cast) the one you are on, the portal opens in the named
Duration: Concentration, up to 1 minute creature's immediate vicinity and draws the creature
through it to the nearest unoccupied space on your side
For the duration, you have advantage on all Charisma of the portal. You gain no special power over the creature,
checks directed at one creature of your choice that isn't and it is free to act as the DM deems appropriate. It
hostile toward you. When the spell ends, the creature might leave, attack you, or help you.
realizes that you used magic to influence its mood
and becomes hostile toward you. A creature prone GEAS
to violence might attack you. Another creature might 5th-level enchantment
seek retribution in other ways (at the DM's discretion),
depending on the nature of your interaction with it. Casting Time: 1 minute
Range: 60 feet
GASEOUS FORM Components: V
3rd-level transmutation Duration: 30 days

Casting Time: 1 action You place a magical command on a creature that you
Range: Touch can see within range, forcing it to carry out some

F'A HT 3 I I. I

service or refrain from some action or course of activity GLIBNESS
as you decide. If the creature can understand you, it
must succeed on a Wisdom saving throw or become 8th-level transmutation
charmed by you for the duration. While the creature
is charmed by you, it takes 5d10 psychic damage Casting Time: 1 action
each time it acts in a manner directly counter to your Range: Self
instructions, but no more than once each day. A creature Components: V
that can't understand you is unaffected by the spell. Duration: 1 hour

You can issue any command you choose, short of an Until the spelt ends, when you make a Charisma
activity that would result in certain death. Should you check, you can replace the number you roll with a 15.
issue a suicidal command, the spell ends. Additionally. no matter what you say, magic that would
determine if you are telling the truth indicates that you
You can end the spell early by using an action to are being truthful.
dismiss it. A remove curse, greater restoration, or wish
spell also ends it. GLOBE OF INVULNERABILITY
6th-level abjuration
At Higher Levels. When you cast this spell using
a spell slot of 7th or 8th level, the duration is 1 year. Casting Time: 1 action
When you cast this spell using a spell slot of 9th level, Range: Self (10-foot radius)
the spell lasts until it is ended by one of the spells Components: V, S, M (a glass or crystal bead that
mentioned above.
shatters when the spell ends)
GENTLE REPOSE Duration: Concentration, up to 1 minute
2nd-level necromancy (ritual)
An immobile, faintly shimmering barrier springs into
Casting Time: 1 action existence in a 10-foot radius around you and remains for
Range: Touch the duration.
Components: V. S, M (a pinch of salt and one copper
Any spell of 5th level or lower cast from outside the
piece placed on each of the corpse's eyes, which must barrier can't affect creatures or objects within it, even
remain there for the duration) if the spell is cast using a higher level spell slot. Such a
Duration: 10 days spell can target creatures and objects within the harrier,
hut the spell has no effect on them. Similarly, the area
You touch a corpse or other remains. For the within the barrier is excluded from the areas affected
duration, the target is protected from decay and can't by such spells.
become undead.
At Higher Levels. When you cast this spell using a
The spell also effectively extends the time limit on spell slot of 7th level or higher, the barrier blocks spells
raising the target from the dead, since days spent under of one level higher for each slot level above 6th.
the influence of this spell don't count against the time
limit of spells such as raise dead. GLYPH OF WARDING
3rd-level abjuration
GIANT INSECT
4th-level transmutation Casting Time: 1 hour
Range: Touch
Casting Time: 1 action Components: V, S, M (incense and powdered diamond
Range: 30 feet
Components: V, S worth at least 200 gp, which the spelt consumes)
Duration: Concentration, up to ICI minutes Duration: Until dispelled or triggered

You transform up to ten centipedes, three spiders, five When you cast this spell, you inscribe a glyph that
wasps, or one scorpion within range into giant versions harms other creatures, either upon a surface (such as
of their natural forms for the duration. A centipede a table or a section of floor or wall) or within an object
becomes a giant centipede, a spider becomes a giant that can be closed (such as a book, a scroll, or a treasure
spider, a wasp becomes a giant wasp. and a scorpion chest) to conceal the glyph. If you choose a surface, the
becomes a giant scorpion. glyph can cover an area of the surface no larger than
10 feet in diameter. If you choose an object, that object
Each creature obeys your verbal commands, and must remain in its place; if the object is moved more
in combat, they act on your turn each round. The DM than 10 feet from where you cast this spell, the glyph is
has the statistics for these creatures and resolves their broken, and the spell ends without being triggered.
actions and movement.
The glyph is nearly invisible and requires a successful
A creature remains in its giant size for the duration, Intelligence (Investigation) check against your spell save
until it drops to 0 hit points, or until you use an action to DC to be found.
dismiss the effect on it.
You decide what triggers the glyph when you cast
The DM might allow you to choose different targets. the spell. For glyphs inscribed on a surface, the most
For example, if you transform a bee, its giant version typical triggers include touching or standing on the
might have the same statistics as a giant wasp. glyph, removing another object covering the glyph,
approaching within a certain distance of the glyph, or
manipulating the object on which the glyph is inscribed.
For glyphs inscribed within an object, the most common

2-15

triggers include opening that object, approaching within You conjure a vine that sprouts from the ground in an
a certain distance of the object, or seeing or reading the unoccupied space of your choice that you can see within
glyph. Once a glyph is triggered. this spell ends. range. When you cast this spell, you can direct the vine
to lash out at a creature within 30 feet of it that you can
You can further refine the trigger so the spell activates see. That creature must succeed on a Dexterity saving
only under certain circumstances or according to throw or be pulled 20 feet directly toward the vine.
physical characteristics (such as height or weight),
creature kind (for example, the ward could be set to Until the spell ends, you can direct the vine to lash out
affect aberrations or draw), or alignment. You can also at the same creature or another one as a bonus action
set conditions for creatures that don't trigger the glyph, on each of your turns.
such as those who say a certain password.
GREASE
When you inscribe the glyph, choose explosive runes
or a spell glyph. 1st-level conjuration

Explosive Runes. When triggered, the glyph erupts Casting Time: 1 action
with magical energy in a 20-foot-radius sphere centered Range: 60 feet
on the glyph. The sphere sprcads around corners. Each Components: V, S, M (a bit of pork rind or butter)
creature in the area must make a Dexterity saving Duration: 1 minute
throw. A creature takes 5d8 acid, cold, fire, lightning, or
thunder damage on a failed saving throw (your choice Slick grease covers the ground in a 10-foot square
when you create the glyph), or half as much damage on a centered on a point within range and turns it into
successful one. difficult terrain for the duration.

Spell Glyph. You can store a prepared spell of When the grease appears, each creature standing in
3rd level or lower in the glyph by casting it as part its area must succeed on a Dexterity saving throw or fall
of creating the glyph. The spell must target a single prone. A creature that enters the area or ends its turn
creature or an area. The spell being stored has no there must also succeed on a Dexterity saving throw
immediate effect when cast in this way. When the glyph or fall prone.
is triggered, the stored spell is cast. if the spell has a
target, it targets the creature that triggered the glyph. GREATER INVISIBILITY
If the spell affects an area, the area is centered on
that creature. If the spell summons hostile creatures 4th-level illusion
or creates harmful objects or traps, they appear as
close as possible to the intruder and attack it. if the Casting Time: 1 action
spell requires concentration, it lasts until the end of its Range: Touch
full duration. Components: V, S
Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage of an You or a creature you touch becomes invisible until the
explosive runes glyph increases by 1d8 for each slot spell ends. Anything the target is wearing or carrying is
level above 3rd. If you create a spell glyph, you can store invisible as long as it is on the target's person.
any spell of up to the same level as the slot you use for
the glyph of warding. GREATER RESTORATION

GOODBERRY 5th-level abjuration

lst-level transmutation Casting Time: 1 action
Range: Touch
Casting Time: 1 action Components: V, 5, M (diamond dust worth at least 100
Range: Touch
Components: V, S, M (a sprig of mistletoe) gp, which the spell consumes)
Duration: Instantaneous Duration: Instantaneous

Up to ten berries appear in your hand and are infused You imbue a creature you touch with positive energy to
with magic for the duration. A creature can use its undo a debilitating effect. You can reduce the target's
action to eat one berry. Eating a berry restores 1 hit exhaustion level by one, or end one of the following
point, and the berry provides enough nourishment to effects on the target:
sustain a creature for one day.
One effect that charmed or petrified the target
The berries lose their potency if they have not been • One curse, including the target's attunement to a
consumed within 24 hours of the casting of this spell.
cursed magic item
GRASPING VINE • Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
4th-level conjuration
GUARDIAN OF FAITH
Casting Time: 1 bonus action
Range: 30 feet 4th-level conjuration
Components: V, S
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 8 hours

A Large spectral guardian appears and hovers for the
duration in an unoccupied space of your choice that you



can see within range. The guardian occupies that space • Place a suggestion in one location. You select an area
and is indistinct except for a gleaming sword and shield of up to 5 feet square, and any creature that enters
emblazoned with the symbol of your deity. or passes through the area receives the suggestion
mentally.
Any creature hostile to you that moves to a space
within 10 feet of the guardian for the first dine on a The whole warded area radiates magic. A dispel
turn must succeed on a Dexterity saving throw. The magic cast on a specific effect, if successful, removes
creature takes 20 radiant damage on a failed save, or only that effect.
half as much damage on a successful one. The guardian
vanishes when it has dealt a total of 60 damage. You can create a permanently guarded and warded
structure by casting this spell there every day
GUARDS AND WARDS for one year.
6th-level abjuration
GUIDANCE
Casting Time: 10 minutes Divination canlrip
Range: Touch
Components: V, S, M (burning incense, a small Casting Time: 1 action
Range: Touch
measure of brimstone and uil, a knotted string, a Components: V, S
small amount of umber hulk blood, and a small silver Duration: Concentration, up to 1 minute
rod worth at least 10 gp)
Duration: 24 hours You touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled
You create a ward that protects up to 2,500 square feet to one ability check of its choice. It can roll the die before
of floor space (an area 50 feet square, or one hundred or after making the ability check. The spell then ends.
5-foot squares or twenty-five 10-foot squares). The
warded area can be up to 20 feet tall, and shaped as you GUIDING BOLT
desire. You can ward several stories of a stronghold by 1st-level evocation
dividing the area among them, as long as you can walk
into each contiguous area while you are casting the spell. Casting Time: 1 action
Range: 120 feet
When you cast this spell, you can specify individuals Components: V, S
that are unaffected by any or all of the effects that Duration: I round
you choose. You can also specify a password that,
when spoken aloud, makes the speaker immune to A flash of light streaks toward a creature of your choice
these effects. within range. Make a ranged spell attack against the
target. On a hit, the target takes 4d6 radiant damage,
Guards and wards creates the following effects within and the next attack roll made against this target before
the warded area. the end of your next turn has advantage, thanks to the
mystical dim light glittering on the target until then.
Corridors. Fog fills all the warded corridors, making
them heavily obscured. In addition, at each intersection At Higher Levels. When you cast this spell using a
or branching passage offering a choice of direction, spell slot of 2nd level or higher, the damage increases by
there is a 50 percent chance that a creature other than Id6 for each slot level above 1st.
you will believe it is going in the opposite direction from
the one it chooses. GUST OF WIND
2nd-level evocation
Doors. All doors in the warded area are magically
locked, as if sealed by an arcane lock spell. In addition, Casting Time: 1 action
you can cover up to ten doors with an illusion (equivalent Range: Self (60-foot line)
to the illusory object function of the minor illusion spell) Components: V, 5, M (a legume seed)
to make them appear as plain sections of wall. Duration: Concentration, up to I minute

Stairs. Webs fill all stairs in the warded area from top A line of strong wind 60 feet long and 10 feet wide
to bottom, as the web spell. These strands regrow in 10 blasts from you in a direction you choose for the spell's
minutes if they are burned or torn away while guards duration. Each creature that starts its turn in the line
and wards lasts. must succeed on a Strength saving throw or be pushed
15 feet away from you in a direction following the line.
Other Spell Effect. You can place your choice of one
of the following magical effects within the warded area Any creature in the line must spend 2 feet of
of the stronghold. movement for every 1 foot it moves when moving
closer to you.
• Place dancing lights in four corridors. You can desig-
nate a simple program that the lights repeat as long as The gust disperses gas or vapor, and it extinguishes
guards and wards lasts. candles, torches, and similar unprotected flames in
the area. It causes protected flames, such as those of
• Place magic mouth in two locations. lanterns, to dance wildly and has a 50 percent chance to
• Place stinking cloud in two locations. The vapors extinguish them.

appear in the places you designate; they return within As a bonus action on each of your turns before the
10 minutes if dispersed by wind while guards and spell ends, you can change the direction in which the
wards lasts. line blasts from you.
• Place a constant gust of wind in one corridor or room.

[.

HAIL OF THORNS Energy Vulnerability. Affected creatures in the area
1st-level conjuration have vulnerability to one damage type of your choice,
except for bludgeoning, piercing, or slashing.
Casting Time: I bonus action
Range: Self Everlasting Rest. Dead bodies interred in the area
Components: V can't be turned into undead.
Duration: Concentration, up to 1 minute
Extradirnensionaf Interference. Affected creatures
The next time you hit a creature with a ranged weapon can't move or travel using teleportation or by
attack before the spell ends, this spell creates a rain extradimensional or interplanar means.
of thorns that sprouts from your ranged weapon or
ammunition. In addition to the normal effect of the Fear. Affected creatures are frightened
attack, the target of the attack and each creature within while in the area.
5 feet of it must make a Dexterity saving throw. A
creature takes 1d10 piercing damage on a failed save, or Silence. No sound can emanate from within the area,
half as much damage on a successful one. and no sound can reach into it.

At Higher Levels. lf you cast this spell using a spell Tongues. Affected creatures can communicate with
slot of 2nd level or higher, the damage increases by 1d10 any other creature in the area, even if they don't share a
for each slot level above 1st (to a maximum of 6d10). common language.

HALLOW HALLUCINATORY TERRAIN
5th-level evocation
4th-level illusion
Casting Time: 24 hours
Range: Touch Casting Time: 10 minutes
Components: V, 5, M (herbs, oils, and incense worth at Range: 300 feet
Components: V, S. M (a stone, a twig, and a bit
least 1,000 gp, which the spell consumes)
Duration: Until dispelled of green plant)
Duration: 24 hours
You touch a point and infuse an area around it with holy
(or unholy) power. The area can have a radius up to 60 You make natural terrain in a 150-foot cube in range
feet, and the spell fails if the radius includes an area look, sound, and smell like some other sort of natural
already under the effect a hallow spell. The affected area terrain. Thus, open fields or a road can be made to
is subject to the following effects. resemble a swamp, hill, crevasse, or some other difficult
or impassable terrain. A pond can be made to seem
First, celestials, elementals, fey, fiends, and undead like a grassy meadow, a precipice like a gentle slope,
can't enter the area, nor can such creatures charm, or a rock-strewn gully like a wide and smooth road.
frighten, or possess creatures within it. Any creature Manufactured structures, equipment, and creatures
charmed, frightened, or possessed by such a creature within the area aren't changed in appearance.
is no longer charmed, frightened, or possessed upon
entering the area. You can exclude one or more of those The tactile characteristics of the terrain are
types of creatures from this effect. unchanged, so creatures entering the area are likely to
see through the illusion. If the difference isn't obvious
Second, you can bind an extra effect to the area. by touch, a creature carefully examining the illusion can
Choose the effect from the following list, or choose an attempt an Intelligence (Investigation) check against
effect offered by the DM. Some of these effects apply to your spell save DC to disbelieve it. A creature who
creatures in the area; you can designate whether the discerns the illusion for what it is, sees it as a vague
effect applies to all creatures, creatures that follow a image superimposed on the terrain.
specific deity or leader, or creatures of a specific sort,
such as ores or trolls. When a creature that would be HARM
affected enters the spell's area for the first time on a 6th-level necromancy
turn or starts its turn there, it can make a Charisma
saving throw, On a success, the creature ignores the Casting Time: 1 action
extra effect until it leaves the area. Range: 60 feet
Components: V, S
Courage. Affected creatures can't be frightened Duration: Instantaneous
while in the area.
You unleash a virulent disease on a creature that
Darkness. Darkness fills the area. Normal light, you can see within range. The target must make a
as well as magical light created by spells of a lower Constitution saving throw. On a failed save, it takes
level than the slot you used to cast this spell, can't 14d6 necrotic damage, or half as much damage on a
illuminate the area. successful save. The damage can't reduce the target's
hit points below I. lithe target fails the saving throw,
Daylight. Bright light fills the area. Magical darkness its hit point maximum is reduced for 1 hour by an
created by spells of a lower level than the slot you used amount equal to the necrotic damage it took. Any effect
to cast this spell can't extinguish the light. that removes a disease allows a creature's hit point
maximum to return to normal before that time passes.
Energy Protection. Affected creatures in the area
have resistance to one damage type of your choice,
except for bludgeoning, piercing, or slashing.

LAP SI'LL

-; 9


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