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

Player's Handbook

Player's Handbook

HASTE If a creature is holding or wearing the object and
3rd-level transmutation takes the damage from it, the creature must succeed on
a Constitution saving throw or drop the object if it can. If
Casting Time: 1 action it doesn't drop the object, it has disadvantage on attack
Range: 30 feet rolls and ability checks until the start of your next turn.
Components: V, S, M (a shaving of licorice root)
Duration; Concentration, up to 1 minute At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
Choose a willing creature that you can see within range. 1d8 for each slot level above 2nd.
Until the spell ends, the target's speed is doubled, it
gains a +2 bonus to AC, it has advantage on Dexterity HELLISH REBUKE
saving throws, and it gains an additional action on each 1st-level evocation
of its turns. That action can be used only to take the
Attack (one weapon attack only), Dash, Disengage, Hide, Casting Time: 1 reaction, which you take in response
or Use an Object action. to being damaged by a creature within 60 feet of you
that you can see
When the spell ends, the target can't move or take
actions until after its next turn, as a wave of lethargy Range: 60 feet
sweeps over it. Components: V, S
Duration: Instantaneous
HEAL
6th-level evocation You point your finger, and the creature that damaged
you is momentarily surrounded by hellish flames. The
Casting Time: 1 action creature must make a Dexterity saving throw. It takes
Range: 60 feet 2d10 fire damage on a failed save, or half as much
Components: V, S damage on a successful one.
Duration: Instantaneous
At Higher Levels. When you cast this spell using a
Choose a creature that you can see within range. A spell slot of 2nd level or higher, the damage increases by
surge of positive energy washes through the creature, 1d10 for each slot level above 1st.
causing it to regain 70 hit points. This spell also ends
blindness, deafness, and any diseases affecting the HEROES' FEAST
target. This spell has no effect on constructs or undead. 6th-level conjuration

At Higher Levels. When you cast this spell using a Casting Time: 10 minutes
spell slot of 7th level or higher, the amount of healing Range: 30 feet
increases by 10 for each slot level above 6th. Components: V, S , M (a gem-encrusted bowl worth at

HEALING WORD least 1,000 gp, which the spell consumes)
1st-level evocation Duration; instantaneous

Casting Time: 1 bonus action You bring forth a great feast, including magnificent
Range: 60 feet food and drink. The feast takes 1 hour to consume and
Components: V disappears at the end of that time, and the beneficial
Duration: Instantaneous effects don't set in until this hour is over. Up to twelve
other creatures can partake of the feast.
A creature of your choice that you can see within range
regains hit points equal to 1d4 + your spellcasting A creature that partakes of the feast gains several
ability modifier. This spell has no effect on undead benefits. The creature is cured of all diseases and
or constructs. poison, becomes immune to poison and being
frightened, and makes all Wisdom saving throws with
At Higher Levels. When you cast this spell using a advantage. Its hit point maximum also increases by
spell slot of 2nd level or higher, the healing increases by 2d10, and it gains the same number of hit points. These
1c14 for each slot level above 1st. benefits last for 24 hours.

HEAT METAL HEROISM
2nd-level transmutation 1st-level enchantment

Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V. S, M (a piece of iron and a flame) Components: V, S
Duration; Concentration, up to 1 minute Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal A willing creature you touch is imbued with bravery.
weapon or a suit of heavy or medium metal armor, that Until the spell ends, the creature is immune to being
you can see within range. You cause the object to glow frightened and gains temporary hit points equal to
red-hot. Any creature in physical contact with the object your spellcasting ability modifier at the start of each
takes 2d8 fire damage when you cast the spell. Until the of its turns. When the spell ends, the target loses any
spell ends, you can use a bonus action on each of your remaining temporary hit points from this spell.
subsequent turns to cause this damage again.

f'r f ti

250

At Higher Levels. When you cast this spell using HOLY AURA
a spell slot of 2nd level or higher, you can target one 8th-level abjuration
additional creature for each slot level above 1st
Casting Time: 1 action
HEX Range: Self
1st-level enchantment Components: V, S, M (a tiny reliquary worth at least

Casting Time: 1 bonus action 1,000 gp containing a sacred relic, such as a scrap of
Range: 90 feet cloth from a saint's robe or a piece of parchment from
Components: V, S, M (the petrified eye of a newt) a religious text)
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute

You place a curse on a creature that you can see within Divine light washes out from you and coalesces
range. Until the spell ends, you deal an extra 1(16 in a soft radiance in a 30-foot radius around you.
necrotic damage to the target whenever you hit it with Creatures of your choice in that radius when you cast
an attack. Also, choose one ability when you cast the this spell shed dim light in a 5-foot radius and have
spell. The target has disadvantage on ability checks advantage on all saving throws, and other creatures
made with the chosen ability. have disadvantage on attack rolls against them until
the spell ends. In addition, when a fiend or an undead
If the target drops to 0 hit points before this spell hits an affected creature with a melee attack, the aura
ends, you can use a bonus action on a subsequent turn flashes with brilliant light. The attacker must succeed
of yours to curse a new creature. OP a Constitution saving throw or be blinded until
the spell ends.
A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using HUNGER OF HADAR
a spell slot of 3rd or 4th level, you can maintain your 3rd-level conjuration
concentration on the spell for up to 8 hours. When you
use a spell slot of 5th level or higher, you can maintain Casting Time: 1 action
your concentration on the spell for up to 24 hours. Range: 150 feet
Components: V, 5, M (a pickled octopus tentacle)
HOLD MONSTER Duration: Concentration, up to 1 minute
5th-level enchantment
You open a gateway to the dark between the stars, a
Casting Time: 1 action region infested with unknown horrors. A 20-foot-radius
Range: 90 feet sphere of blackness and bitter cold appears, centered
Components: V, 5, M (a small, straight piece of iron) on a point with range and lasting for the duration. This
Duration: Concentration, up to 1 minute void is filled with a cacophony of soft whispers and
slurping noises that can be heard up to 30 feet away. No
Choose a creature that you can see within range. The light, magical or otherwise, can illuminate the area, and
target must succeed on a Wisdom saving throw or be creatures fully within the area are blinded.
paralyzed for the duration. This spell has no effect on
undead. At the end of each of its turns, the target can The void creates a warp in the fabric of space, and the
make another Wisdom saving throw. On a success, the area is difficult terrain. Any creature that starts its turn
spell ends on the target. in the area takes 2d6 cold damage. Any creature that
ends its turn in the area must succeed on a Dexterity
At Higher Levels. When you cast this spell using saving throw or take 2d6 acid damage as milky,
a spell slot of 6th level or higher, you can target one otherworldly tentacles rub against it.
additional creature for each slot level above 5th. The
creatures must be within 30 feet of each other when HUNTER'S MARK
you target them. 1st-level divination

HOLD PERSON Casting Time: 1 bonus action
2nd-level enchantment Range: 90 feet
Components: V
Casting Time: I action Duration: Concentration, up to 1 hour
Range: 60 feet
Components: V, S, M (a small, straight piece of iron) You choose a creature you can see within range and
Duration: Concentration, up to 1 minute mystically mark it as your quarry. Until the spell ends,
you deal an extra 1d6 damage to the target whenever
Choose a humanoid that you can see within range. you hit it with a weapon attack, and you have advantage
The target must succeed on a Wisdom saving throw on any Wisdom (Perception) or Wisdom (Survival)
or be paralyzed for the duration. At the end of each of check you make to find it. If the target drops to 0 hit
its turns, the target can make another Wisdom saving points before this spell ends, you can use a bonus action
throw. On a success, the spell ends on the target. on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, you can target one a spell slot of 3rd or 4th level, you can maintain your
additional humanoid for each slot level above 2nd. The concentration on the spell for up to 8 hours. When you
humanoids must be within 30 feet of each other when use a spell slot of 5th level or higher, you can maintain
you target them. your concentration on the spell for up to 24 hours.

I•1k1

251

HYPNOTIC PATTERN Components: S, M (a lead-based ink worth at least 10
3rd-level illusion gp. which the spell consumes)

Casting Time: 1 action Duration: 10 days
Range: 120 feet
Components: S, M (a glowing stick of incense or a You write on parchment, paper, or some other suitable
writing material and imbue it with a potent illusion that
crystal vial filled with phosphorescent material) lasts for the duration.
Duration: Concentration, up to 1 minute
To you and any creatures you designate when you
You create a twisting pattern of colors that weaves cast the spell, the writing appears normal, written in
through the air inside a 30-foot cube within range. your hand, and conveys whatever meaning you intended
The pattern appears for a moment and vanishes. Each when you wrote the text. To all others. the writing
creature in the area who sees the pattern must make appears as if it were written in an unknown or magical
a Wisdom saving throw. On a failed save, the creature script that is unintelligible. Alternatively, you can cause
becomes charmed for the duration. While charmed the writing to appear to be an entirely different message,
by this spell. the creature is incapacitated and has written in a different hand and language, though the
a speed of 0. language must be one you know.

The spell ends for an affected creature if it takes any Should the spell be dispelled, the original script and
damage or if someone else uses an action to shake the the illusion both disappear.
creature out of its stupor.
A creature with truesight can read the
ICE STORM hidden message.
4th-level evocation
IMPRISONMENT
Casting Time: 1 action 9th-level abjuration
Range: 300 feet
Components: V. 5, M (a pinch of dust and a few Casting Time: 1 minute
Range: 30 feet
drops of water) Components: V. S, M (a vellum depiction or a carved
Duration: Instantaneous
statuette in the likeness of the target, and a special
A hail of rock-hard ice pounds to the ground in a component that varies according to the version of the
20-foot-radius, 40-foot-high cylinder centered on a spell you choose, worth at least 500 gp per Hit Die
point within range. Each creature in the cylinder must of the target)
make a Dexterity saving throw. A creature takes 2d8 Duration: Until dispelled
bludgeoning damage and 4d6 cold damage on a failed
save, or half as much damage on a successful one. You create a magical restraint to hold a creature that
you can see within range. The target must succeed on
Hailstones turn the storm's area of effect into difficult a Wisdom saving throw or be bound by the spell; if it
terrain until the end of your next turn. succeeds, it is immune to this spell if you cast it again.
While affected by this spell, the creature doesn't need
At Higher Levels. When you cast this spell using a to breathe, eat, or drink, and it doesn't age. Divination
spell slot of 5th level or higher, the bludgeoning damage spells can't locate or perceive the target.
increases by 1d8 for each slot level above 4th.
When you cast the spell, you choose one of the
IDENTIFY following forms of imprisonment.
1st-level divination (ritual)
Burial. The target is entombed far beneath the earth
Casting Time: 1 minute in a sphere of magical force that is just large enough to
Range: Touch contain the target. Nothing can pass through the sphere,
Components: V, S, M (a pearl worth at least 100 gp and nor can any creature teleport or use planar travel to get
into or out of it.
an owl feather)
Duration: Instantaneous The special component for this version of the spell is a
small mithral orb.
You choose one object that you must touch throughout
the casting of the spell. If it is a magic item or some Chaining. Heavy chains, firmly rooted in the ground,
other magic-imbued object, you learn its properties hold the target in place. The target is restrained until
and how to use them. whether it requires attunement the spell ends, and it can't move or be moved by any
to use, and how many charges it has, if any. You learn means until then.
whether any spells are affecting the item and what they
are. If the item was created by a spell, you learn which The special component for this version of the spell is a
spell created it. fine chain of precious metal.

If you instead touch a creature throughout the casting, Hedged Prison. The spell transports the target into
you learn what spells, if any, are currently affecting it. a tiny demiplane that is warded against teleportation
and planar travel. The demiplane can be a labyrinth, a
ILLUSORY SCRIPT cage, a tower, or any similar confined structure or area
1st-level illusion (ritual) of your choice.

Casting Time: 1 minute The special component for this version of the spell is a
Range: Touch miniature representation of the prison made from jade.

Minimus Containment. The target shrinks to a height
of 1 inch and is imprisoned inside a gemstone or similar

22 I Er 7, ;PI:

object. Light can pass through the gemstone normally
(allowing the target to see out and other creatures to see
in), but nothing else can pass through, even by means of
teleportation or planar travel. The gemstone can't be cut
or broken while the spell remains in effect.

The special component for this version of the spell
is a large, transparent gemstone, such as a corundum,
diamond, or ruby.

Slumber. The target falls asleep and can't be awoken.
The special component for this version of the spell
consists of rare soporific herbs.

Ending the Spell. During the casting of the spell,
in any of its versions. you can specify a condition that
will cause the spell to end and release the target. The
condition can be as specific or as elaborate as you
choose. but the DM must agree that the condition is
reasonable and has a likelihood of coming to pass. The
conditions can be based on a creature's name, identity,
or deity but otherwise must be based on observable
actions or qualities and not based on intangibles such as
level, class, or hit points.

A dispel magic spell can end the spell only if it is cast
as a 9th-level spell, targeting either the prison or the
special component used to create it.

You can use a particular special component to create
only one prison at a time. If you cast the spell again
using the same component, the target of the first casting
is immediately freed from its binding.

INCENDIARY CLOUD
8th-level conjuration

Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute

A swirling cloud of smoke shot through with white-hot
embers appears in a 20-foot-radius sphere centered on
a point within range. The cloud spreads around corners
and is heavily obscured. It lasts for the duration or until
a wind of moderate or greater speed (at least 10 miles
per hour) disperses it.

When the cloud appears, each creature in it must
make a Dexterity saving throw. A creature takes 10d8
fire damage on a failed save, or half as much damage on
a successful one. A creature must also make this saving
throw when it enters the spell's area for the first time on
a turn or ends its turn there.

The cloud moves 10 feet directly away from you
in a direction that you choose at the start of each
of your turns.

INFLICT WOUNDS
1st-level necromancy

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

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

At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d10 for each slot level above 1st.

INSECT PLAGUE unbarred. If the object has multiple locks, only one of
them is unlocked.
5th-level conjuration
If you choose a target that is held shut with arcane
Casting Time: 1 action lock, that spell is suppressed for 10 minutes, during
Range: 300 feet
Components: V, S, M (a few grants of sugar, some which time the target can be opened and shut normally.

kernels of grain, and a smear of fat) When you cast the spell, a loud knock, audible from as

Duration: Concentration, up to 10 minutes far away as 300 feet, emanates from the target object.

Swarming. biting locusts fill a 20-foot-radius sphere LEGEND LORE
centered on a point you choose within range. The sphere 5th-level divination
spreads around corners. The sphere remains for the
duration, and its area is lightly obscured. The sphere's Casting Time: 10 minutes
area is difficult terrain. Range: Self
Components: V, S, M (incense worth at least 250 gp,
When the area appears, each creature in it must
make a Constitution saving throw. A creature takes which the spell consumes, and four ivory strips worth
4d10 piercing damage on a failed save, or half as much at least 50 gp each)
damage on a successful one. A creature must also make
this saving throw when it enters the spell's area for the Duration: instantaneous
first time on a turn or ends its turn there.
Name or describe a person, place, or object. The spell
At Higher Levels. When you cast this spell using a brings to your mind a brief summary of the significant
lore about the thing you named. The lore might consist
spell slot of bth level or higher, the damage increases by of current tales, forgotten stories, or even secret lore
1d10 for each slot level above 5th. that has never been widely known. If the thing you
named isn't of legendary importance, you gain no
INVISIBILITY information. The more information you already have
about the thing, the more precise and detailed the
2nd-level illusion information you receive is.

Casting Time: 1 action The information you learn is accurate but might be
Range: Touch couched in figurative language. For example, if you
Components: V, S, M (an eyelash encased have a mysterious magic axe on hand, the spell might
yield this information: "Woe to the evildoer whose hand
in gum arable) touches the axe, for even the haft slices the hand of the
evil ones. Only a true Child of Stone. Lover and beloved
Duration: Concentration, up to 1 hour of Moradin, may awaken the true powers of the axe, and

A creature you touch becomes invisible until the spell only with the sacred word Rudnogg on the lips."
ends. Anything the target is wearing or carrying is
invisible as long as it is on the target's person. The spell LEOMUND'S SECRET CHEST
ends for a target that attacks or casts a spell. 4th-level conjuration

At Higher Levels. When you cast this spell using Casting Time: 1 action
Range: Touch
a spell slot of 3rd level or higher, you can target one Components: V, S, M (an exquisite chest, 3 feet by 2 feet
additional creature for each slot level above 2nd.
by 2 feet, constructed from rare materials worth at
JUMP least 5,000 gp, and a Tiny replica made from the same
1st-level transmutation materials worth at least 50 gp)

Casting Time: 1 action Duration: Instantaneous
Range: Touch
Components: V, S M (a grasshopper's hind leg) You hide a chest, and all its contents, on the Ethereal
Duration: 1 minute Plane. You must touch the chest and the miniature
replica that serves as a material component for the spell.
You touch a creature. The creature's jump distance is The chest can contain up to 12 cubic feet of nonliving
tripled until the spell ends. material (3 feet by 2 feet by 2 feet).

KNOC K While the chest remains on the Ethereal Plane, you
can use an action and touch the replica to recall the
2nd-level transmutation chest. It appears in an unoccupied space on the ground
within 5 feet of you. You can send the chest back to the
Casting Time: 1 action Ethereal Plane by using an action and touching both the
Range: 60 feet chest and the replica.
Components: V
Duration: Instantaneous After 60 days, there is a cumulative 5 percent chance
per day that the spell's effect ends. This effect ends if
Choose an object that you can see within range. The you cast this spell again, if the smaller replica chest is
object can be a door, a box, a chest, a set of manacles, a destroyed, or if you choose to end the spell as an action.
padlock, or another object that contains a mundane or If the spell ends and the larger chest is on the Ethereal
magical means that prevents access. Plane, it is irretrievably lost.

A target that is held shut by a mundane lock or that
is stuck or barred becomes unlocked, unstuck, or

f,.-)Ft SIT.;

:151

LEOMUND'S TINY HUT LIGHT
3rd-level evocation (ritual) Evocation cantrip

Casting Time: 1 minute Casting Time: 1 action
Range: Self (10-foot-radius hemisphere) Range: Touch
Components: V, S, M (a small crystal bead) Components: V, M (a firefly or phosphorescent moss)
Duration: 8 hours Duration: 1 hour

A 10-foot-radius immobile dome of force springs into You touch one object that is no larger than 10 feet in any
existence around and above you and remains stationary dimension. Until the spell ends, the object sheds bright
for the duration. The spell ends if you leave its area. light in a 20-foot radius and dim light for an additional
20 feet. The light can be colored as you like. Completely
Nine creatures of Medium size or smaller can fit inside covering the object with something opaque blocks the
the dome with you. The spell fails if its area includes a light. The spell ends if you cast it again or dismiss it
larger creature or more than nine creatures. Creatures as an action.
and objects within the dome when you cast this spell
can move through it freely. All other creatures and if you target an object held or worn by a hostile
objects are barred from passing through it. Spells and creature, that creature must succeed on a Dexterity
other magical effects can't extend through the dome or saving throw to avoid the spell.
be cast through it. The atmosphere inside the space is
comfortable and dry, regardless of the weather outside. LIGHTNING ARROW
3rd-level transmutation
Until the spell ends, you can command the interior to
become dimly lit or dark. The dome is opaque from the Casting Time: 1 bonus action
outside, of any color you choose, but it is transparent Range: Sclf
from the inside. Components: V, S
Duration: Concentration, up to 1 minute
LESSER RESTORATION
2nd-level abjuration The next time you make a ranged weapon attack during
the spell's duration, the weapon's ammunition, or the
Casting Time: 1 action weapon itself if it's a thrown weapon, transforms into
Range: Touch a bolt of lightning. Make the attack roll as normal. The
Components: V, S target takes 4d8 lightning damage on a hit, or half
Duration: lnstantaneous as much damage on a miss, instead of the weapon's
normal damage.
You touch a creature and can end either one disease or
one condition afflicting it. The condition can be blinded, Whether you hit or miss, each creature within 10 feet
deafened, paralyzed, or poisoned. of the target must make a Dexterity saving throw. Each
of these creatures takes 2d8 lightning damage on a
LEVITATE failed save, or half as much damage on a successful one.
2nd-level transmutation
The piece of ammunition or weapon then returns to
Casting Time: 1 action its normal form.
Range: 60 feet
Components: V, S, M (either a small leather loop or a At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage for both
piece of golden wire bent into a cup shape with a long effects of the spell increases by 1d8 for each slot
shank on one end) level above 3rd.
Duration: Concentration, up to 10 minutes
LIGHTNING BOLT
One creature or object of your choice that you can see 3rd-level evocation
within range rises vertically, up to 20 feet, and remains
suspended there for the duration. The spell can levitate Casting Time: 1 action
a target that weighs up to 500 pounds. An unwilling Range: Self (100-foot line)
creature that succeeds on a Constitution saving throw Components: V, S, M (a bit of fur and a rod of amber,
is unaffected.
crystal, or glass)
The target can move only by pushing or pulling Duration: Instantaneous
against a fixed object or surface within reach (such as
a wall or a ceiling), which allows it to move as if it were A stroke of lightning forming a line 100 feet long and 5
climbing. You can change the target's altitude by up to feet wide blasts out from you in a direction you choose.
20 feet in either direction on your turn. If you are the Each creature in the line must make a Dexterity saving
target, you can move up or down as part of your move. throw. A creature takes 8d6 lightning damage on a
Otherwise, you can use your action to move the target, failed save, or half as much damage on a successful one.
which must remain within the spell's range.
The lightning ignites flammable objects in the area
When the spell ends, the target floats gently to the that aren't being worn or carried.
ground if it is still aloft.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by
1d6 for each slot level above 3rd.

T jr. ••.,

LOCATE ANIMALS OR PLANTS At Higher Levels. When you cast this spell using
2nd-level divination (ritual) a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Casting Time: 1 action
Range: Self MAGE ARMOR
Components: V, S, M (a bit of fur from a bloodhound) 1st-level abjuration
Duration: lnstantaneous
Casting Time: I action
Describe or name a specific kind of beast or plant. Range: Touch
Concentrating on the voice of nature in your Components: V, S, M (a piece of cured leather)
surroundings, you learn the direction and distance to Duration: 8 hours
the closest creature or plant of that kind within 5 miles,
if any are present. You touch a willing creature who isn't wearing armor,
and a protective magical force surrounds it until the
LOCATE CREATURE spell ends. The target's base AC becomes 13 + its
4th-level divination Dexterity modifier. The spell ends if the target dons
armor or if you dismiss the spelt as an action.
Casting Time: 1 action
Range: Self MAGE HAND
Components: V, S, M (a bit of fur from a bloodhound) Conjuration cantrip
Duration: Concentration, up to 1 hour
Casting Time: 1 action
Describe or name a creature that is familiar to you. You Range: 30 feet
sense the direction to the creature's location, as long as Components: V, S
that creature is within 1,000 feet of you. If the creature Duration: 1 minute
is moving, you know the direction of its movement.
A spectral, floating hand appears at a point you choose
The spell can locate a specific creature known to within range. The hand lasts for the duration or until
you, or the nearest creature of a specific kind (such as you dismiss it as an action. The hand vanishes if it is
a human or a unicorn), so long as you have seen such a ever more than 30 feet away from you or if you cast
creature up close—within 30 feet—at least once. If the this spell again.
creature you described or named is in a different form,
such as being under the effects of a polymorph spell, You can use your action to control the hand. You can
this spell doesn't locate the creature. use the hand to manipulate an object, open an unlocked
door or container, stow or retrieve an item from an open
This spell can't locate a creature if running water at container, or pour the contents out of a vial. You can
least 10 feet wide blocks a direct path between you and move the hand up to 30 feet each time you use it.
the creature.
The hand can't attack, activate magic items, or carry
LOCATE OBJECT more than 10 pounds.
2nd-level divination
MAGIC CIRCLE
Casting Time: 1 action 3rd-level abjuration
Range: Self
Components: V, S, M (a forked twig) Casting Time: 1 minute
Duration: Concentration, up to 10 minutes Range: 10 feet
Components: V, S, M (holy water or powdered
Describe or name an object that is familiar to you. You
sense the direction to the object's location, as long as silver and iron worth at least 100 gp, which the
that object is within 1,000 feet of you. If the object is in spell consumes)
motion, you know the direction of its movement. Duration: 1 hour

The spell can locate a specific object known to you, You create a 10-foot-radius, 20-foot-tall cylinder of
as long as you have seen it up close—within 30 feet—at magical energy centered on a point on the ground
least once. Alternatively, the spell can locate the nearest that you can see within range. Glowing runes appear
object of a particular kind, such as a certain kind of wherever the cylinder intersects with the floor or
apparel, jewelry, furniture, tool, or weapon. other surface.

This spell can't locate an object if any thickness of Choose one or more of the following types of
lead, even a thin sheet, blocks a direct path between you creatures: celestials, elementals, fey, fiends, or undead.
and the object. The circle affects a creature of the chosen type in the
following ways:
LONGSTRIDER
1st-level transmutation • The creature can't willingly enter the cylinder by
nonmagical means. If the creature tries to use tele-
Casting Time: 1 action portation or interplanar travel to do so, it must first
Range: Touch succeed on a Charisma saving throw.
Components: V, S, M (a pinch of dirt)
Duration: 1 hour • The creature has disadvantage on attack rolls against
targets within the cylinder.
You touch a creature. The target's speed increases by 10
feet until the spell ends. • Targets within the cylinder can't be charmed, fright-
ened, or possessed by the creature.
pi 1.1 .2,

When you cast this spell, you can elect to cause its MAGIC MISSILE
magic to operate in the reverse direction, preventing a 1st-level evocation
creature of the specified type from leaving the cylinder
and protecting targets outside it. Casting Time: 1 action
Range: 120 feet
At Higher Levels. When you cast this spell using a Components: V, S
spell slot of 4th level or higher, the duration increases by Duration: Instantaneous
1 hour for each slot level above 3rd.
You create three glowing darts of magical force. Each
MAGIC JAR. dart hits a creature of your choice that you can see
6th-level necromancy within range. A dart deals 1d4 + I force damage to its
target. The darts all strike simultaneously, and you can
Casting Time: 1 minute direct them to hit one creature or several.
Range: Self
Components: V, S, M (a gem, crystal, reliquary, or some At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell creates one
other ornamental container worth at least 500 gp) more dart for each slot level above 1st.
Duration: Until dispelled
MAGIC MOUTH
Your body falls into a catatonic state as your soul leaves 2nd-level illusion (ritual)
it and enters the container you used for the spell's
material component. While your soul inhabits the Casting Time: 1 minute
container, you are aware of your surroundings as if you Range: 30 feet
were in the container's space. You can't move or use Components: V, S, M (a small bit of honeycomb
reactions. The only action you can take is to project your
soul up to 100 feet out of the container, either returning and jade dust worth at least 10 gp, which the
to your living body (and ending the spell) or attempting spell consumes)
to possess a humanoids body. Duration: Until dispelled

You can attempt to possess any humanoid within You implant a message within an object in range, a
100 feet of you that you can see (creatures warded by a message that is uttered when a trigger condition is met.
protection from evil and good or magic circle spell can't Choose an object that you can see and that isn't being
be possessed). The target must make a Charisma saving worn or carried by another creature. Then speak the
throw. On a failure, your soul moves into the target's message, which must be 25 words or less, though it
body, and the target's soul becomes trapped in the can be delivered over as long as 10 minutes. Finally,
container. On a success, the target resists your efforts determine the circumstance that will trigger the spell to
to possess it. and you can't attempt to possess it again deliver your message.
for 24 hours.
When that circumstance occurs, a magical mouth
Once you possess a creature's body, you control it. appears on the object and recites the message in your
Your game statistics are replaced by the statistics of the voice and at the same volume you spoke. If the object
creature, though you retain your alignment and your you chose has a mouth or something that looks like a
Intelligence, Wisdom, and Charisma scores. You retain mouth (for example, the mouth of a statue), the magical
the benefit of your own class features. If the target has mouth appears there so that the words appear to come
any class levels, you can't use any of its class features. from the object's mouth. When you cast this spell, you
can have the spell end after it delivers its message, or
Meanwhile, the possessed creature's soul can it can remain and repeat its message whenever the
perceive from the container using its own senses, but it trigger occurs.
can't move or take actions at all.
The triggering circumstance can be as general or as
While possessing a body, you can use your action to detailed as you like, though it must be based on visual
return from the host body to the container if it is within or audible conditions that occur within 30 feet of the
100 feet of you, returning the host creature's soul to object. For example, you could instruct the mouth to
its body. If the host body dies while you're in it, the speak when any creature moves within 30 feet of the
creature dies, and you must make a Charisma saving object or when a silver bell rings within 30 feet of it.
throw against your own spellcasting DC. On a success,
you return to the container if it is within 100 feet of you. MAGIC WEAPON
Otherwise, you die. 2nd-level transmutation

If the container is destroyed or the spell ends, your Casting Time: 1 bonus action
soul immediately returns to your body. If your body is Range: Touch
more than 100 feet away from you or if your body is Components: V, S
dead when you attempt to return to it, you die, If another Duration: Concentration, up to 1 hour
creature's soul is in the container when it is destroyed,
the creature's soul returns to its body if the body is alive You touch a nonmagical weapon. Until the spell ends,
and within 100 feet. Otherwise, that creature dies. that weapon becomes a magic weapon with a +1 bonus
to attack rolls and damage rolls.
When the spell ends, the container is destroyed.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the bonus increases to
+2. When you use a spell slot of 6th level or higher, the
bonus increases to +3.

2 7;

MAJOR IMAGE A flood of healing energy flows from you into injured
3rd-level illusion creatures around you. You restore up to 700 hit points,
divided as you choose among any number of creatures
Casting Time: 1 action that you can see within range. Creatures healed by
Range: 120 feet this spell are also cured of all diseases and any effect
Components: V, S, M (a bit of fleece) making them blinded or deafened. This spell has no
Duration: Concentration, up to 10 minutes effect on undead or constructs.

You create the image of an object, a creature, or some MASS HEALING WORD
other visible phenomenon that is no larger than a 3rd-level evocation
20-foot cube. The image appears at a spot that you
can see within range and lasts for the duration. It Casting Time: 1 bonus action
seems completely real, including sounds, smells, and Range: 60 feet
temperature appropriate to the thing depicted. You Components: V
can't create sufficient heat or cold to cause damage, a Duration: Instantaneous
sound loud enough to deal thunder damage or deafen a
creature, or a smell that might sicken a creature (like a As you call out words of restoration, up to six creatures
troglodyte's stench). of your choice that you can see within range regain hit
points equal to 1d4 + your spellcasting ability modifier.
As long as you are within range of the illusion, you This spell has no effect on undead or constructs.
can use your action to cause the image to move to
any other spot within range. As the image changes At Higher Levels. When you cast this spell using a
location, you can alter its appearance so that its spell slot of 4th level or higher, the healing increases by
movements appear natural for the image. For example. 1d4 for each slot level above 3rd.
if you create an image of a creature and move it, you
can alter the image so that it appears to be walking. MASS SUGGESTION
Similarly, you can cause the illusion to make different 6th-level enchantment
sounds at different times, even making it carry on a
conversation, for example. Casting Time: 1 action
Range: 60 feet
Physical interaction with the image reveals it to be an Components: V, M (a snake's tongue and either a bit of
illusion, because things can pass through it. A creature
that uses its action to examine the image can determine honeycomb or a drop of sweet oil)
that it is an illusion with a successful Intelligence Duration: 24 hours
(Investigation) check against your spell save DC. If a
creature discerns the illusion for what it is, the creature You suggest a course of activity (limited to a sentence
can see through the image, and its other sensory or two) and magically influence up to twelve creatures
qualities become faint to the creature. of your choice that you can see within range and that
can hear and understand you. Creatures that can't be
At Higher Levels. When you cast this spell using charmed are immune to this effect. The suggestion must
a spell slot of 6th level or higher, the spell lasts until be worded in such a manner as to make the course of
dispelled, without requiring your concentration. action sound reasonable. Asking the creature to stab
itself, throw itself onto a spear, immolate itself, or do
MASS CURE WOUNDS some other obviously harmful act automatically negates
5th-level conjuration the effect of the spell.

Casting Time: 1 action Each target must make a Wisdom saving throw. On a
Range: 60 feet failed save, it pursues the course of action you described
Components: V, S to the best of its ability. The suggested course of action
Duration: Instantaneous can continue for the entire duration. If the suggested
activity can be completed in a shorter time, the spell
A wave of healing energy washes out from a point of ends when the subject finishes what it was asked to do.
your choice within range. Choose up to six creatures
in a 30-foot-radius sphere centered on that point. Each You can also specify conditions that will trigger a
target regains hit points equal to 3d8 + your spellcasting special activity during the duration. For example, you
ability modifier. This spell has no effect on undead might suggest that a group of soldiers give all their
or constructs. money to the first beggar they meet. If the condition isn't
met before the spell ends, the activity isn't performed.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the healing increases by If you or any of your companions damage a creature
1d8 for each slot level above 5th. affected by this spell, the spell ends for that creature.

MASS HEAL At Higher Levels. When you cast this spell using
9th-level conjuration a 7th-level spell slot, the duration is 10 days. When
you use an 8th-level spell slot, the duration is 30 days.
Casting Time: I action When you use a 9th-level spell slot, the duration is a
Range: 60 feet year and a day.
Components: V, S
Duration: Instantaneous MAZE
8th-level conjuration

Casting Time: I action
Range: 60 feet

ti

Components: V, S MENDING
Duration: Concentration, up to 10 minutes Transmutation cantrip

You banish a creature that you can see within range into Casting Time: I minute
a labyrinthine demiplane. The target remains there for Range: Touch
the duration or until it escapes the maze. Components: V. S. M (two lodestones)
Duration: Instantaneous
The target can use its action to attempt to escape.
When it does so, it makes a DC 20 Intelligence check. If This spell repairs a single break or tear in an object
it succeeds, it escapes, and the spell ends (a minotaur or you touch, such as a broken chain link. two halves of
goristro demon automatically succeeds). a broken key, a torn cloak. or a leaking wineskin. As
long as the break or tear is no larger than 1 foot in
When the spell ends, the target reappears in the any dimension, you mend it. leaving no trace of the
space it left or, if that space is occupied, in the nearest former damage.
unoccupied space.
This spell can physically repair a magic item
MELD INTO STONE or construct. but the spell can't restore magic to
3rd-level transmutation (ritual) such an object.

Casting Time: 1 action MESSAGE
Range: Touch Transmutation cantrip
Components: V, S
Duration: 8 hours Casting Time: 1 action
Range: 120 feet
You step into a stone object or surface large enough to Components: V. S, M (a short piece of copper wire)
fully contain your body, melding yourself and all the Duration: 1 round
equipment you carry with the stone for the duration.
Using your movement, you step into the stone at a point You point your finger toward a creature within range
you can touch. Nothing of your presence remains visible and whisper a message. The target (and only the target)
or otherwise detectable by nonmagical senses. hears the message and can reply in a whisper that only
you can hear.
While merged with the stone, you can't see what
occurs outside it, and any Wisdom (Perception) checks You can cast this spell through solid objects if you
you make to hear sounds outside it are made with are familiar with the target and know it is beyond
disadvantage. You remain aware of the passage of the barrier. Magical silence. 1 foot of stone, 1 inch of
time and can cast spells on yourself while merged in common metal, a thin sheet of lead, or 3 feet of wood
the stone. You can use your movement to leave the blocks the spell. The spell doesn't have to follow a
stone where you entered it, which ends the spell. You straight line and can travel freely around corners or
otherwise can't move. through openings.

Minor physical damage to the stone doesn't harm METEOR SWARM
you, but its partial destruction or a change in its shape 9th-level evocation
(to the extent that you no longer fit within it) expels you
and deals 6d6 bludgeoning damage to you. The stone's Casting Time: 1 action
complete destruction (or transmutation into a different Range: 1 mile
substance) expels you and deals 50 bludgeoning damage Components: V. S
to you. If expelled, you fall prone in an unoccupied space Duration: Instantaneous
closest to where you first entered.
Blazing orbs of fire plummet to the ground at four
MELF'S ACID ARROW different points you can see within range. Each creature
2nd-level evocation in a 40-foot-radius sphere centered on each point you
choose must make a Dexterity saving throw. The sphere
Casting Time: I action spreads around corners. A creature takes 20d6 fire
Range: 90 feet damage and 20d6 bludgeoning damage on a failed
Components: V, S, M (powdered rhubarb leaf and an save. or half as much damage on a successful one. A
creature in the area of more than one fiery burst is
adder's stomach) affected only once.
Duration: Instantaneous
The spell damages objects in the area and ignites
A shimmering green arrow streaks toward a target flammable objects that aren't being worn or carried.
within range and bursts in a spray of acid. Make a
ranged spell attack against the target. On a hit, the MIND BLANK
target takes 4d4 acid damage immediately and 2d4 acid 8th-level abjuration
damage at the end of its next turn. On a miss, the arrow
splashes the target with acid for half as much of the Casting Time: 1 action
initial damage and no damage at the end of its next turn. Range: Touch
Components: V. S
At Higher Levels. When you cast this spell using a Duration: 24 hours
spell slot of 3rd level or higher, the damage (both initial
and later) increases by 1d4 for each slot level above 2nd. Until the spell ends, one willing creature you touch is
immune to psychic damage, any effect that would sense
259
PART 3 SPELL:,

its emotions or read its thoughts, divination spells, and the illusion's presence, the creature can still physically
the charmed condition. The spell even foils wish spells interact with the illusion.
and spells or effects of similar power used to affect the
target's mind or to gain information about the target. MIRROR IMAGE
2nd-level illusion
MINOR ILLUSION
Illusion cantrip Casting Time: 1 action
Range: Self
Casting Time: 1 action Components: V. S
Range: 30 feet Duration: 1 minute
Components: S, M (a bit of fleece)
Duration: 1 minute Three illusory duplicates of yourself appear in your
space. Until the spell ends, the duplicates move with
You create a sound or an image of an object within you and mimic your actions, shifting position so it's
range that lasts for the duration. The illusion also ends if impossible to track which image is real. You can use
you dismiss it as an action or cast this spell again. your action to dismiss the illusory duplicates.

If you create a sound, its volume can range from a Each time a creature targets you with an attack during
whisper to a scream. It can be your voice, someone the spell's duration, roll a d20 to determine whether the
else's voice, a lion's roar, a beating of drums, or any attack instead targets one of your duplicates.
other sound you choose. The sound continues unabated
throughout the duration, or you can make discrete If you have three duplicates, you must roll a 6 or
sounds at different times before the spell ends. higher to change the attack's target to a duplicate. With
two duplicates, you must roll an 8 or higher. With one
If you create an image of an object—such as a chair, duplicate, you must roll an 11 or higher.
muddy footprints, or a small chest—it must be no larger
than a 5-foot cube. The image can't create sound, light, A duplicate's AC equals 10 + your Dexterity modifier.
smell, or any other sensory effect. Physical interaction If an attack hits a duplicate, the duplicate is destroyed. A
with the image reveals it to be an illusion, because duplicate can be destroyed only by an attack that hits it.
things can pass through it. It ignores all other damage and effects. The spell ends
when all three duplicates are destroyed.
If a creature uses its action to examine the sound or
image, the creature can determine that it is an illusion A creature is unaffected by this spell if it can't see, if it
with a successful Intelligence (Investigation) check relies on senses other than sight, such as blindsight, or
against your spell save DC. If a creature discerns the if it can perceive illusions as false, as with truesight.
illusion for what it is, the illusion becomes faint to
the creature. MISLEAD
5th-level illusion
MIRAGE ARCANE
7th-level illusion Casting Time: 1 action
Range: Self
Casting Time: 10 minutes Components: S
Range: Sight Duration: Concentration, up to I hour
Components: V, S
Duration: 10 days You become invisible at the same time that an illusory
double of you appears where you are standing. The
You make terrain in an area up to 1 mile square double lasts for the duration, but the invisibility ends if
look, sound, smell, and even feel like some other sort you attack or cast a spell.
of terrain. The terrain's general shape remains the
same, however. Open fields or a road could be made to You can use your action to move your illusory double
resemble a swamp, hill, crevasse, or some other difficult up to twice your speed and make it gesture, speak, and
or impassable terrain. A pond can be made to seem like behave in whatever way you choose.
a grassy meadow, a precipice like a gentle slope, or a
rock-strewn gully like a wide and smooth road. You can see through its eyes and hear through its ears
as if you were located where it is. On each of your turns
Similarly, you can alter the appearance of structures, as a bonus action, you can switch from using its senses
or add them where none are present. The spell doesn't to using your own, or back again. While you are using its
disguise, conceal, or add creatures. senses, you are blinded and deafened in regard to your
own surroundings.
The illusion includes audible, visual, tactile, and
olfactory elements, so it can turn clear ground into MISTY STEP
difficult terrain (or vice versa) or otherwise impede 2nd-level conjuration
movement through the area. Any piece of the illusory
terrain (such as a rock or stick) that is removed from the Casting Time: 1 bonus action
spell's area disappears immediately. Range: Self
Components: V
Creatures with truesight can see through the illusion Duration: instantaneous
to the terrain's true form; however, all other elements
of the illusion remain, so while the creature is aware of Briefly surrounded by silvery mist, you teleport up to 30
feet to an unoccupied space that you can see.

MODIFY MEMORY damage on a failed save, or half as much damage on a
5th-leveI enehantment successfu I one.

Casting Time: I aetion up to I minute A shapechanger makes its saving throw with
Range: 30 feet
Components: V, 5 disadvantage. Ir it fails, it also instantly reverts to its
Duration: Coneentration,
original form and can't assume a different form until it
Vou attempt to reshape another ereature's memories. leaves the spell's light.
One ereature that you ean see must make a Wisdom
saving throw. If you are fighting the ereature, it has On each of your turos after you cast this spell, you can
advantage on the saving throw. On a failed save, the use an action to move the beam 60 feet in any direction.
target beeomes eharmed by you for the duration. The
eharmed target is ineapacitated and unaware of its At Higher LeveIs. When you cast this spell using a
surroundings, though it ean still hear you. If it takes any spell slot of 3rd levei or higher, the damage increases by
damage or is targeted by another spell, this spell ends, ldlO for each slot leveI above 2nd.
and none of the target's memories are modified.
MORDENKAINEN'S FAITHFUL HOUND
While this eharm lasts, you ean affeet the target's 4th-leveI eorijuration
memory of an event that it experieneed within the last
24 hours and that lasted no more than 10 minutes. Vou Casting Time: I action
ean permanently eliminate ali memory of the event, Range: 30 feet
allow the target to reeall the event with perfeet c!arity Components: V, 5, M (a tiny silver whistle, a pieee of
and exaeting detail, ehange its memory of the details of
the event, or ereate a memory of some other event. bone, and a thread)
Duration: 8 hours
Vou must speak to the target to deseribe how
its memories are affeeted, and it must be able to Vou conjure a phantom watchdog in an unoccupied
understand your language for the modified memories to space that you can see within range, where it remains
take root. Its mind fills in any gaps in the details of your for the duration, until you disrniss it as an action, or until
description. If the spell ends before you have fin ished you move more than 100 feet away from it.
describing the modified memories, the creature's
memory isn't altered. Otherwise, the modified memories The hound is invisible to ali creatures except you
take hold when the spell ends. and can't be harmed. When a 5mall or larger creature
comes within 30 feet of it without first speaking the
A modified memory doesn't neeessarily affect how a password that you specify when you cast this spell, the
creature behaves, particularly if the memory contradicts hound starts barking loudly. The hound sees invisible
the creature's natural inc!inations, alignment, or beliefs. creatures and can see into the Ethereal Plane. It
An illogical modified memory, such as implanting a ignores illusions.
memory of how much the creature enjoyed dousing
itself in acid, is dismissed, perhaps as a bad dream. The At the start of each of your turos, the hound attempts
DM might deem a modified memory toa nonsensical to to bite one creature within 5 feet of it that is hostile
affect a creature in a significant manner. to you. The hound's attack bonus is equal to your
spellcasting ability modifier + your proficiency bonus.
A remove eurse or greater restoration spell cast on the On a hit, it deals 4d8 piercing damage.
target restores the creature's true memory.
MORDENKAINEN'S MAGNIFICENT MANSION
At Higher LeveIs. If you east this spell using a spell 7th-leveI eonjuration
slot of 6th leveI or higher, you can alter the target's
memories of an event that took place up to 7 days ago Casting Time: I minute
(6th levei), 30 days ago (7th levei), I year ago (8th levei), Range: 300 feet
or any time in the creature's past (9th levei). Components: V, 5, M (a miniature portal carved from

MOONBEAM ivory, a small piece of polished marble, and a tiny
2nd-leveI evoeation silver spoon, each item worth at least 5 gp)
Duration: 24 hours
Casting Time: I action
Range: 120 feet Vou conjure an extradimensional dwelling in range
Components: V, 5, M (severa I seeds of any moonseed that lasts for the duration. Vou choose where its one
entrance is located. The entrance shimmers faintly
plant and a pieee of opaleseent feldspar) and is 5 feet wide and 10 feet tall. Vou and any creature
Duration: Concentration, up to 1 minute you designate when you cast the spell can enter the
extradimensional dwelling as long as the portal remains
A silvery beam of pale light shines down in a 5-foot- open. Vou can open or c!ose the portal if you are within
radius, 40-foot-high cylinder centered on a point within 30 feet of it. While c!osed, the portal is invisible.
range. Until the spell ends, dim light fills the cylinder.
Beyond the portal is a rnagnificent foyer with
When a creature enters the spell's area for the first numerous ehambers beyond. The atmosphere is c!ean,
time on aturo or starts its turo there, it is engulfed fresh, and warm.
in ghostly liames that cause searing pain, and it must
make a Constitution saving throw. It takes 2dlO radiant Vou can create any 1I00r plan you like, but the space
can't exceed 50 cubes, each cube being 10 feet on
each side. The place is furoished and decorated as 261
you choose. lt contains sufficient food to serve a nine-
course banquet for up to 100 people. A staff of 100
near-transparent servants attends ali who enter. Vou

PART 3 SPELLS

decide the visual appearance of these servants and their
attire. They are completely obedient to your orders.
Each servant can perform any task a normal human
servant could perform, but they can't attack or take
any action that would directly harm another creature.
Thus the servants can fetch things, clean, mend, fold
clothes. light fires, serve food. pour wine, and so on.
The servants can go anywhere in the mansion but
can't leave it. Furnishings and other objects created
by this spell dissipate into smoke if removed from the
mansion. When the spell ends, any creatures inside
the extradimensional space are expelled into the open
spaces nearest to the entrance.

MORDENKAINEN'S PRIVATE SANCTUM
4th-level abjuration

Casting Time: 10 minutes
Range: 120 feet
Components: V, S, M (a thin sheet of lead, a piece

of opaque glass, a wad of cotton or cloth, and
powdered chrysolite)
Duration: 24 hours

You make an area within range magically secure. The
area is a cube that can be as small as 5 feet to as large
as 100 feet on each side. The spell lasts for the duration
or until you use an action to dismiss it.

When you cast the spell, you decide what sort of
security the spell provides, choosing any or all of the
following properties:

• Sound can't pass through the barrier at the edge of
the warded area.

• The barrier of the warded area appears dark arid foggy,
preventing vision (including darkvision) through it.

• Sensors created by divination spells can't appear
inside the protected area or pass through the barrier
at its perimeter.

• Creatures in the area can't be targeted by divination
spells.

• Nothing can teleport into or out of the warded area.
• Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a
year makes this effect permanent.

At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, you can increase the size
of the cube by 100 feet for each slot Level beyond 4th.
Thus you could protect a cube that can be up to 200 feet
on one side by using a spell slot of 5th level.

MORDENKAINEN'S SWORD
7th-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, 5, M (a miniature platinum sword with

a grip and pommel of copper and zinc, worth 250 gp)
Duration: Concentration, up to 1 minute

You create a sword-shaped plane of force that hovers
within range. It lasts for the duration.

When the sword appears, you make a melee spell
attack against a target of your choice within 5 feet of the
sword. On a hit, the target takes 3d10 force damage.

26", 3 . SPELI.S

Until the spell ends, you can use a bonus action on each You place an illusion on a creature or an object
of your turns to move the sword up to 20 feet to a spot you touch so that divination spells reveal false
you can see and repeat this attack against the same information about it. The target can be a willing
target or a different one. creature or an object that isn't being carried or worn by
another creature.
MOVE EARTH
6th-level transmutation When you cast the spell, choose one or both of the
following effects. The effect lasts for the duration. If you
Casting Time: 1 action cast this spell on the same creature or object every day
Range: 120 feet for 30 days, placing the same effect on it each time, the
Components: V. 5, M (an iron blade and a small bag illusion lasts until it is dispelled.

containing a mixture of soils—clay, loam, and sand) False Aura. You change the way the target appears
Duration: Concentration, up to 2 hours to spells and magical effects, such as detect magic,
that detect magical auras. You can make a nonmagical
Choose an area of terrain no larger than 40 feet on a object appear magical, a magical object appear
side within range. You can reshape dirt, sand, or clay nonmagical. or change the object's magical aura so that
in the area in any manner you choose for the duration. it appears to belong to a specific school of magic that
You can raise or lower the area's elevation, create or fill you choose. When you use this effect on an object, you
in a trench, erect or flatten a wall, or form a pillar. The can make the false magic apparent to any creature that
extent of any such changes can't exceed half the area's handles the item.
largest dimension. So, if you affect a 40-foot square,
you can create a pillar up to 20 feet high, raise or lower Mask. You change the way the target appears to spells
the square's elevation by up to 20 feet, dig a trench up and magical effects that detect creature types, such as a
to 20 feet deep, and so on. It takes 10 minutes for these paladin's Divine Sense or the trigger of a symbol spell.
changes to complete. You choose a creature type and other spells and magical
effects treat the target as if it were a creature of that
At the end of every 10 minutes you spend type or of that alignment.
concentrating on the spell, you can choose a new area of
terrain to affect. OTTLUKE'S FREEZING SPHERE
6th-level evocation
Because the terrain's transformation occurs slowly,
creatures in the area can't usually be trapped or injured Casting Time: I action
by the ground's movement. Range: 300 feet
Components: V, S, M (a small crystal sphere)
This spell can't manipulate natural stone or Duration: Instantaneous
stone construction. Rocks and structures shift to
accommodate the new terrain. If the way you shape A frigid globe of cold energy streaks from your fingertips
the terrain would make a structure unstable, it to a point of your choice within range, where it explodes
might collapse. in a 60-foot-radius sphere. Each creature within the
area must make a Constitution saving throw. On a
Similarly, this spell doesn't directly affect plant failed save, a creature takes 10d6 cold damage. On a
growth. The moved earth carries any plants along with it. successful save, it takes half as much damage.

NONDETECTION If the globe strikes a body of water or a liquid that is
3rd-level abjuration principally water (not including water-based creatures),
it freezes the liquid to a depth of 6 inches over an area
Casting Time: 1 action 30 feet square. This ice lasts for 1 minute. Creatures
Range: Touch that were swimming on the surface of frozen water are
Components: V, 5, M (a pinch of diamond dust trapped in the ice. A trapped creature can use an action
to make a Strength check against your spell save DC
worth 25 gp sprinkled over the target, which the to break free.
spell consumes)
Duration: 8 hours You can refrain from firing the globe after completing
the spell, if you wish. A small globe about the size of
For the duration, you hide a target that you touch a sling stone, cool to the touch, appears in your hand.
from divination magic. The target can be a willing At any time, you or a creature you give the globe to
creature or a place or an object no larger than 10 can throw the globe (to a range of 40 feet) or hurl it
feet in any dimension. The target can't be targeted by with a sling (to the sling's normal range). It shatters
any divination magic or perceived through magical on impact, with the same effect as the normal casting
scrying sensors. of the spell. You can also set the globe down without
shattering it. After 1 minute, if the globe hasn't already
NYSTUL'S MAGIC AURA shattered, it explodes.
2nd-level illusion
At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 7th level or higher. the damage increases by
Range: Touch 1c16 for each slot level above 6th.
Components: V, S, M (a small square of silk)
Duration: 24 hours

OTILUKE'S RESILIENT SPHERE (Stealth) checks and can't be tracked except by magical
4th-level evocation means. A creature that receives this bonus leaves
behind no tracks or other traces of its passage.
Casting Time: 1 action
Range: 30 feet PASS WALL
Components: V, S. M (a hemispherical piece of 5th-level transmutation

clear crystal and a matching hemispherical piece Casting Time: 1 action
of gum arable) Range: 30 feet
Duration: Concentration, up to 1 minute Components: V, 5, M (a pinch of sesame seeds)
Duration: 1 hour
A sphere of shimmering force encloses a creature
or object of Large size or smaller within range. An A passage appears at a point of your choice that you
unwilling creature must make a Dexterity saving can see on a wooden, plaster, or stone surface (such as
throw. On a failed save, the creature is enclosed for a wall, a ceiling, or a floor) within range, and lasts for
the duration. the duration. You choose the opening's dimensions: up
to 5 feet wide, 8 feet tali, and 20 feet deep. The passage
Nothing—not physical objects, energy, or other spell creates no instability in a structure surrounding it.
effects—can pass through the barrier, in or out, though
a creature in the sphere can breathe there. The sphere When the opening disappears, any creatures or
is immune to all damage, and a creature or object inside objects still in the passage created by the spell are safely
can't be damaged by attacks or effects originating from ejected to an unoccupied space nearest to the surface on
outside, nor can a creature inside the sphere damage which you cast the spell.
anything outside it.
PHANTASMAL FORCE
The sphere is weightless and just large enough to 2nd-level illusion
contain the creature or object inside. An enclosed
creature can use its action to push against the sphere's Casting Time: 1 action
walls and thus roll the sphere at up to half the creature's Range: 60 feet
speed. Similarly, the globe can be picked up and moved Components: V, 5, M (a bit of fleece)
by other creatures. Duration: Concentration, up to 1 minute

A disintegrate spell targeting the globe destroys it You craft an illusion that takes root in the mind of a
without harming anything inside it. creature that you can see within range. The target must
make an Intelligence saving throw. On a failed save, you
OTTO'S IRRESISTIBLE DANCE create a phantasmal object, creature, or other visible
6th-level enchantment phenomenon of your choice that is no larger than a
10-foot cube and that is perceivable only to the target
Casting Time: 1 action for the duration. This spell has no effect on undead
Range: 30 feet or constructs.
Components: V
Duration: Concentration, up to 1 minute The phantasm includes sound, temperature, and other
stimuli, also evident only to the creature.
Choose one creature that you can see within range. The
target begins a comic dance in place: shuffling, tapping The target can use its action to examine the phantasm
its feet, and capering for the duration. Creatures that with an Intelligence (Investigation) check against your
can't be charmed are immune to this spell. spell save DC. If the check succeeds, the target realizes
that the phantasm is an illusion, and the spell ends.
A dancing creature must use all its movement to
dance without leaving its space and has disadvantage While a target is affected by the spell, the target treats
on Dexterity saving throws and attack rolls. While the phantasm as if it were real. The target rationalizes
the target is affected by this spell, other creatures any illogical outcomes from interacting with the
have advantage on attack rolls against it. As an phantasm. For example, a target attempting to walk
action, a dancing creature makes a Wisdom saving across a phantasmal bridge that spans a chasm falls
throw to regain control of itself. On a successful save, once it steps onto the bridge. If the target survives the
the spell ends. fall, it still believes that the bridge exists and comes up
with some other explanation for its fall—it was pushed,
PASS WITHOUT TRACE it slipped, or a strong wind might have knocked it off.
2nd-level abjuration
An affected target is so convinced of the phantasm's
Casting Time: 1 action reality that it can even take damage from the illusion. A
Range: Self phantasm created to appear as a creature can attack the
Components: V, S, M (ashes from a burned leaf of target. Similarly. a phantasm created to appear as fire, a
pool of acid, or lava can burn the target. Each round on
mistletoe and a sprig of spruce) your turn. the phantasm can deal 1d6 psychic damage
Duration: Concentration, up to 1 hour to the target if it is in the phantasm's area or within 5
feet of the phantasm, provided that the illusion is of a
A veiI of shadows and silence radiates from you, creature or hazard that could logically deal damage,
masking you and your companions from detection. such as by attacking. The target perceives the damage
For the duration, each creature you choose within 30 as a type appropriate to the illusion.
feet of you (including you) has a +10 bonus to Dexterity

PHANTASMAL KILLER us during our foray into the dungeon). Vou must be
abJe to communicate with the creature to bargain for
4th-leveI illusion its services.

Casting Time: 1 action up to 1 minute Payment can take a variety of forms. A celestial might
Range: 120 feet require a sizable donation of gold ar magic items to
Components: V, S an allied temple. while a fiend might demand a living
Duration: Concentration, sacrifice or a gift of treasure. Some creatures might
exchange their service for a quest undertaken by you.
Vou tap into the nightmares of a creature you can see
within range and create an illusory manifestation of its As a rule of thumb, a task that can be measured in
deepest fears, visible only to that creature. The target minutes requires a payment worth 100 gp per minute. A
must make a Wisdom saving throw. On a failed save, task measured in hours requires 1,000 gp per hour. And
the target becomes frightened for the duration. At the a task measured in days (up to 10 days) requires 10.000
start of each of the target's turns before the spell ends, gp per day. The DM can adjust these payments based on
the target must succeed on a Wisdom saving throw the circumstances under which you cast the spel!. If the
ar take 4d 10 psychic damage. On a successful save, task is aligned with the creature's ethos, the payment
the spell ends. might be halved or even waived. Nonhazardous tasks
typically require only half the suggested payment, while
At Higher Leve/s. When you cast this spell using a especially dangerous tasks might require a greater gift.
spell slot of 5th levei ar higher, the damage increases by Creatures rarely accept tasks that seem suicida!'
ldlO for each slot levei above 4th.
After the creature completes the task, or when the
PHANTOM STEED agreed-upon duration of service expires, the creature
returns to its home plane after reporting back to you.
3rd-/evel iIIusion (ritual) if appropriate to the task and if possible. ]f you are
unable to agree on a price for the creature's service, the
Casting Time: 1 minute creature immediately returns to its home plane.
Range: 30 feet
Components: V, S A creature enlisted to join your group counts as
Duration: 1 hour a member of it, receiving a full share of experience
points awarded.
A Large quasi-real, horselike creature appears on
the ground in an unoccupied space ofyour choice PLANAR BINDING
within range. Vou decide the creature's appearance,
but it is equipped with a saddle, bit. and bridle. Any 5th-leveI abjuration
of the equipment created by the spell vanishes in a
puff of smoke if it is carried more than 10 feet away Casting Time: 1 hour
from the steed. Range: 60 feet
Components: V. S. M (a jewel worth at least 1.000 gP.
For the duration, you or a creature you choose can
ride the steed. The creature uses the statistics for a which the spell consumes)
riding horse, except it has a speed of 100 feet and can Duration: 24 hours
travei 10 miles in an hour, or 13 miles at a fast pace.
When the spell ends. the steed gradually fades. giving With this spell, you attempt to bind a celestial. an
the rider 1 minute to dismount. The spell ends if you use ele mental. a fey. or a fiend to your service. The creature
an action to dismiss it ar if the steed takes any damage. must be within range for the entire casting of the spel!.
(Typically. the creature is first summoned into the center
PLANARALLY of an inverted magie eircle in arder to keep it trapped
while this spell is cast.) At the completion of the casting,
6th-leveI conjuration the target must make a Charisma saving throw. On a
failed save, it is bound to serve you for the duration. If
Casting Time: 10 minutes the creature was summoned ar created by another spell.
Range: 60 feet that spell's duration is extended to match the duration
Components: V, S of this spel!.
Duration: Instantaneous
A bound creature must follow your instructions to the
Vou beseech an otherworldly entity for aid. The being best of its ability. Vou might command the creature to
must be known to you: a god. a primordial, a demon accompany you on an adventure. to guard a location. or
prince, ar some other being of cosmic power. That entity to deliver a message. The creature obeys the letter of
sends a celestial, an elemental. ar a fiend loyal to it to your instructions. but if the creature is hostil e to you. it
aid you, making the creature appear in an unoccupied strives to twist your words to achieve its own objectives.
space within range. Ifyou know a specific crcature's ]f the creature carries out your instructions completely
name. you can speak that name when you cast this spell before the spell ends, it travels to you to report this fact
to request that creature, though you might get a different if you are on the same plane of existence. If you are on a
creature anyway (DM's choice). different plane of existence. it returns to the place where
you bound it and remains there until the spell ends.
When the creature appears. it is under no compulsion
to behave in any particular way. Vou can ask the At Higher Leve/s. When YOllcast this spellllsing a
creature to perform a service in exchange for payment, spell slot of a higher levei, the duration increases to 10
but it isn't obligcd to do so. The rcquested task could days with a 6th-levei slot, to 30 days with a 7th-levei slot.
range from simple (fly us across the chasm, or hclp us to 180 days with an 8th-levei slot. and to a year and a
fight a battle) to complex (spy on our enemies. or protect day with a 9th-levei spell slot.

PART 3 I SPELLS

PLANE SHIFT You extend your hand toward a creature you can see
within range and project a puff of noxious gas from your
7th-level conjuration palm. The creature must succeed on a Constitution
saving throw or take 1d12 poison damage.
Casting Time: I action
Range: Touch This spell's damage increases by 1d12 when you reach
Components: V. 5, M (a forked, metal rod worth at least 5th level (2d12), 11th level (3d12), and 17th level (4d12).

250 gp, attuned to a particular plane of existence) POLYMOR PH
Duration: Instantaneous
4th-level transmutation
You and up to eight willing creatures who link hands in
a circle are transported to a different plane of existence. Casting Time: 1 action
You can specify a target destination in general terms, Range; 60 feet
such as the City of Brass on the Elemental Plane of Components: V, 5, M (a caterpillar cocoon)
Fire or the palace of Dispater on the second level of the Duration: Concentration, up to 1 hour
Nine Hells, and you appear in or near that destination.
If you are trying to reach the City of Brass, for example, This spell transforms a creature that you can see
you might arrive in its Street of Steel, before its Gate of within range into a new form. An unwilling creature
Ashes, or looking at the city from across the Sea of Fire, must make a Wisdom saving throw to avoid the
at the DM's discretion. effect. A shape changer automatically succeeds on this
saving throw.
Alternatively, if you know the sigiI sequence of a
teleportation circle on another plane of existence, this The transformation lasts for the duration, or until
spell can take you to that circle. If the teleportation the target drops to 0 hit points or dies. The new form
circle is too small to hold all the creatures you can be any beast whose challenge rating is equal to or
transported, they appear in the closest unoccupied less than the target's (or the target's level, if it doesn't
spaces next to the circle. have a challenge rating). The target's game statistics,
including mental ability scores, are replaced by the
You can use this spell to banish an unwilling creature statistics of the chosen beast. It retains its alignment
to another plane. Choose a creature within your reach and personality.
and make a melee spell attack against it. On a hit, the
creature must make a Charisma saving throw. If the The target assumes the hit points of its new form.
creature fails this save, it is transported to a random When it reverts to its normal form, the creature
location on the plane of existence you specify. A creature returns to the number of hit points it had before it
so transported must find its own way back to your transformed. If it reverts as a result of dropping to
current plane of existence. 0 hit points, any excess damage carries over to its
normal form. As long as the excess damage doesn't
PLANT GROWTH reduce the creature's normal form to 0 hit points, it isn't
3rd-level transmutation knocked unconscious.

Casting Time: 1 action or 8 hours The creature is limited in the actions it can perform by
Range: 150 feet the nature of its new form, and it can't speak, cast spells,
Components: V. S or take any other action that requires hands or speech.
Duration: Instantaneous
The target's gear melds into the new form. The
This spell channels vitality into plants within a specific creature can't activate, use, wield, or otherwise benefit
area. There are two possible uses for the spell, granting from any of its equipment.
either immediate or long-term benefits.
POWER WORD HEAL
If you cast this spell using 1 action, choose a point 9th-level evocation
within range. All normal plants in a 100-foot radius
centered on that point become thick and overgrown. A Casting Time: 1 action
creature moving through the area must spend 4 feet of Range: Touch
movement for every 1 foot it moves. Components: V, S
Duration: Instantaneous
You can exclude one or more areas of any size within
the spell's area from being affected. A wave of healing energy washes over the creature
you touch. The target regains all its hit points. If the
If you cast this spell over 8 hours, you enrich the creature is charmed, frightened, paralyzed, or stunned,
land. All plants in a half-mile radius centered on a point the condition ends. If the creature is prone, it can use its
within range become enriched for 1 year. The plants reaction to stand up. This spell has no effect on undead
yield twice the normal amount of food when harvested. or constructs.

POISON SPRAY POWER WORD KILL
9th-level enchantment
Conjuration cantrip
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 10 feet Components: V
Components: V, S Duration: Instantaneous
Duration: Instantaneous

You utter a word of power that can compel one creature PRISMATIC SPRAY
you can see within range to die instantly. If the 7th-level evocation
creature you choose has 100 hit points or fewer, it dies.
Otherwise, the spell has no effect. Casting Time: 1 action
Range: Self (60-foot cone)
POWER WORD STUN Components: V, S
8th-level enchantment Duration: Instantaneous

Casting Time: 1 action Eight multicolored rays of light flash from your hand.
Range: 60 feet Each ray is a different color and has a different power
Components: V and purpose. Each creature in a 60-foot cone must
Duration: Instantaneous make a Dexterity saving throw. For each target, roll a d8
to determine which color ray affects it.
You speak a word of power that can overwhelm the
mind of one creature you can see within range, leaving 1. Red. The target takes 10d6 fire damage on a failed
it dumbfounded. If the target has 150 hit points or fewer, save, or half as much damage on a successful one.
it is stunned. Otherwise, the spell has no effect.
2. Orange. The target takes 10d6 acid damage on a
The stunned target must make a Constitution saving failed save, or half as much damage on a successful one.
throw at the end of each of its turns. On a successful
save, this stunning effect ends. 3. Yellow. The target takes 10d6 lightning damage on a
failed save, or half as much damage on a successful one.
PRAYER OF HEALING
2nd-level evocation 4. Green. The target takes 10d6 poison damage on a
failed save, or half as much damage on a successful one.
Casting Time: 10 minutes
Range: 30 feet 5. Blue. The target takes 10d6 cold damage on a failed
Components: V s6av.e, or half as much damage on a successful one.
Duration; Instantaneous
Indigo. On a failed save, the target is restrained.
Up to six creatures of your choice that you can see It must then make a Constitution saving throw at the
within range each regain hit points equal to 2d8 + your end of each of its turns. If it successfully saves three
spellcasting ability modifier. This spell has no effect on times, the spell ends. If it fails its save three times,
undead or constructs. it permanently turns to stone and is subjected to the
petrified condition. The successes and failures don't
At Higher Levels. When you cast this spell using a need to be consecutive; keep track of both untiI the
spell slot of 3rd level or higher, the healing increases by target collects three of a kind.
1d8 for each slot level above 2nd.
7.Violet. On a failed save, the target is blinded. It
PRESTIDIGITATION must then make a Wisdom saving throw at the start of
Transmutation cantrip your next turn. A successful save ends the blindness. If
it fails that save, the creature is transported to another
Casting Time: 1 action plane of existence of the DM's choosing and is no longer
Range: 10 feet blinded. (Typically, a creature that is on a plane that isn't
Components: V, S its home plane is banished home, while other creatures
Duration: Up to 1 hour are usually cast into the Astral or Ethereal planes.)

This spell is a minor magical trick that novice 8. Special. The target is struck by two rays. Roll twice
spellcasters use for practice. You create one of the more, rerolling any 8.
following magical effects within range:
PRISMATIC WALL
• You create an instantaneous, harmless sensory effect, 9th-level abjuration
such as a shower of sparks, a puff of wind, faint musi-
cal notes, or an odd odor. Casting Time: 1 action
Range: 60 feet
• You instantaneously tight or snuff out a candle, a Components: V, S
torch, or a small campfire. Duration: 10 minutes

• You instantaneously clean or soil an object no larger A shimmering, multicolored plane of light forms a
than 1 cubic foot. vertical opaque wall—up to 90 feet long, 30 feet high,
and 1 inch thick—centered on a point you can see
• You chill, warm, or flavor up to 1 cubic foot of nonliv- within range. Alternatively, you can shape the wall into
ing material for 1 hour. a sphere up to 30 feet in diameter centered on a point
you choose within range. The wall remains in place for
• You make a color, a small mark. or a symbol appear the duration. If you position the wall so that it passes
on an object or a surface for 1 hour. through a space occupied by a creature, the spell fails,
and your action and the spell slot are wasted.
• You create a nonmagical trinket or an illusory image
that can fit in your hand and that lasts until the end of The wall sheds bright light out to a range of 100
your next turn. feet and dim light for an additional 100 feet. You and
creatures you designate at the time you cast the spell
If you cast this spell multiple times, you can have up to can pass through and remain near the wall without
three of its non-instantaneous effects active at a time, harm. if another creature that can see the wall moves to
and you can dismiss such an effect as an action. within 20 feet of it or starts its turn there, the creature

i• c i •-•

IP

must succeed on a Constitution saving throw or become PRODUCE FLAME
Conjuration cantrip
blinded for 1 minute.
The wall consists of seven layers, each with a different Casting Time: 1 action
Range: Self
color. When a creature attempts to reach into or pass Components: V, S
through the wall, it does so one layer at a time through Duration: 10 minutes
all the wall's layers. As it passes or reaches through
each layer, the creature must make a Dexterity saving A flickering flame appears in your hand. The flame
throw or be affected by that layer's properties as remains there for the duration and harms neither you
described below. nor your equipment. The flame sheds bright light in a
10-foot radius and dim light for an additional 10 feet.
The wall can be destroyed, also one layer at a time, in The spell ends if you dismiss it as an action or if you
order from red to violet, by means specific to each layer. cast it again.
Once a layer is destroyed, it remains so for the duration
of the spell. A rod of cancellation destroys a prismatic You can also attack with the flame, although doing so
wall, but an antimagic field has no effect on it. ends the spell. When you cast this spell, or as an action
on a later turn, you can hurl the flame at a creature
I. Red. The creature takes 10d6 fire damage on a within 30 feet of you. Make a ranged spell attack. On a
failed save, or half as much damage on a successful one. hit, the target takes 1d8 fire damage.
While this layer is in place, nonmagical ranged attacks
can't pass through the wall. The layer can be destroyed This spell's damage increases by 1d8 when you reach
by dealing at least 25 cold damage to it. 5th level (2d8), 11th level (3d8), and 17th level (4d8).

2. Orange. The creature takes 10d6 acid damage on PROGRAMMED ILLUSION
a failed save, or half as much damage on a successful 6th-level illusion
one. While this layer is in place, magical ranged attacks
can't pass through the wall. The layer is destroyed by Casting Time: 1 action
a strong wind. Range: 120 feet
Components: V, S, M (a bit of fleece and jade dust worth
3. Yellow. The creature takes 10d6 lightning damage
on a failed save, or half as much damage on a successful at least 25 gp)
one. This layer can be destroyed by dealing at least 60 Duration: Until dispelled
force damage to it.
You create an illusion of an object, a creature, or
4. Green. The creature takes 10d6 poison damage on some other visible phenomenon within range that
a failed save, or half as much damage on a successful activates when a specific condition occurs. The illusion
one. A passwall spell, or another spell of equal or is imperceptible untiI then. It must be no larger than a
greater level that can open a portal on a solid surface, 30-foot cube, and you decide when you cast the spell
destroys this layer. how the illusion behaves and what sounds it makes. This
scripted performance can last up to 5 minutes.
5. Blue. The creature takes 10d6 cold damage on a
failed save, or half as much damage on a successful one. When the condition you specify occurs, the illusion
This layer can be destroyed by dealing at least 25 fire springs into existence and performs in the manner you
damage to it. described. Once the illusion finishes performing, it
disappears and remains dormant for 10 minutes. After
6. Indigo. On a failed save, the creature is restrained. this time, the illusion can be activated again.
It must then make a Constitution saving throw at the
end of each of its turns. If it successfully saves three The triggering condition can be as general or as
times, the spell ends. If it fails its save three times, detailed as you like, though it must be based on visual or
it permanently turns to stone and is subjected to the audible conditions that occur within 30 feet of the area.
petrified condition. The successes and failures don't For example, you could create an illusion of yourself
need to be consecutive; keep track of both untiI the to appear and warn off others who attempt to open a
creature collects three of a kind. trapped door, or you could set the illusion to trigger only
when a creature says the correct word or phrase.
While this layer is in place, spells can't be cast
through the wall. The layer is destroyed by bright light Physical interaction with the image reveals it to be an
shed by a daylight spell or a similar spell of equal or illusion, because things can pass through it. A creature
higher level. that uses its action to examine the image can determine
that it is an illusion with a successful Intelligence
7. Violet. On a failed save, the creature is blinded. It (Investigation) check against your spell save DC. If a
must then make a Wisdom saving throw at the start of creature discerns the illusion for what it is, the creature
your next turn. A successful save ends the blindness. If can see through the image, and any noise it makes
it fails that save, the creature is transported to another sounds hollow to the creature.
plane of the DM's choosing and is no longer blinded.
(Typically, a creature that is on a plane that isn't its
home plane is banished home, while other creatures
are usually cast into the Astral or Ethereal planes.) This
layer is destroyed by a dispel magic spell or a similar
spelt of equal or higher level that can end spells and
magical effects.

1•:1k 3 I. S

PROJECT IMAGE PROTECTION FROM POISON
7th-level illusion 2nd-level abjuration

Casting Time: 1 action Casting Time: 1 action
Range: 500 miles Range: Touch
Components: V, S. M (a small replica of you made from Components: V, S
Duration: 1 hour
materials worth at least 5 gp)
Duration: Concentration, up to 1 day You touch a creature. If it is poisoned, you neutralize the
poison. If more than one poison afflicts the target, you
You create an illusory copy of yourself that lasts for neutralize one poison that you know is present, or you
the duration. The copy can appear at any location neutralize one at random.
within range that you have seen before, regardless of
intervening obstacles. The illusion looks and sounds For the duration, the target has advantage on saving
like you but is intangible. If the illusion takes any throws against being poisoned, and it has resistance to
damage, it disappears, and the spell ends. poison damage.

You can use your action to move this illusion up to PURIFY FOOD AND DRINK
twice your speed, and make it gesture, speak, and 1st-level transmutation (ritual)
behave in whatever way you choose. It mimics your
mannerisms perfectly. Casting Time: 1 action
Range: 10 feet
You can see through its eyes and hear through its Components: V, S
ears as if you were in its space. On your turn as a bonus Duration: Instantaneous
action, you can switch from using its senses to using
your own, or back again. While you are using its senses, All nonmagical food and drink within a 5-foot-radius
you are blinded and deafened in regard to your own sphere centered on a point of your choice within range is
surroundings. purified and rendered free of poison and disease.

Physical interaction with the image reveals it to be an RAISE DEAD
illusion, because things can pass through it. A creature 5th-level necromancy
that uses its action to examine the image can determine
that it is an illusion with a successful Intelligence Casting Time: 1 hour
(Investigation) check against your spell save DC. If a Range: Touch
creature discerns the illusion for what it is, the creature Components: V, S, M (a diamond worth at least 500 gp,
can see through the image, and any noise it makes
sounds hollow to the creature. which the spell consumes)
Duration: Instantaneous
PROTECTION FROM ENERGY
3rd-level abjuration You return a dead creature you touch to life, provided
that it has been dead no longer than 10 days. If the
Casting Time: 1 action creature's soul is both willing and at liberty to rejoin the
Range: Touch body, the creature returns to life with 1 hit point.
Components: V, S
Duration: Concentration, up to 1 hour This spell also neutralizes any poisons and cures
nonmagical diseases that affected the creature at the
For the duration, the willing creature you touch has time it died. This spell doesn't, however, remove magical
resistance to one damage type of your choice: acid, cold, diseases, curses, or similar effects; if these aren't first
fire, lightning, or thunder. removed prior to casting the spell, they take effect when
the creature returns to life. The spell can't return an
PROTECTION FROM EVIL AND GOOD undead creature to life.
1st-level abjuration
This spell closes all mortal wounds, but it doesn't
Casting Time: 1 action restore missing body parts. If the creature is lacking
Range: Touch body parts or organs integral for its survival—its head,
Components: V, S, M (holy water or powdered silver for instance—the spell automatically fails.

and iron, which the spell consumes) Coming back from the dead is an ordeal. The target
Duration: Concentration up to 10 minutes takes a -4 penalty to all attack rolls, saving throws, and
ability checks. Every time the target finishes a long rest,
Until the spell ends, one willing creature you the penalty is reduced by 1 until it disappears.
touch is protected against certain types of
creatures: aberrations, celestials, elementals, fey, RARY'S TELEPATHIC BOND
fiends, and undead. 5th-level divination (ritual)

The protection grants several benefits. Creatures of Casting Time: 1 action
those types have disadvantage on attack rolls against Range: 30 feet
the target. The target also can't be charmed, frightened, Components: V, S, M (pieces of eggshell from two
or possessed by them. If the target is already charmed,
frightened, or possessed by such a creature, the target different kinds of creatures)
has advantage on any new saving throw against the Duration: 1 hour
relevant effect.
You forge a telepathic link among up to eight willing
creatures of your choice within range, psychically

270 ['Mil 3 ',rr ii

linking each creature to all the others for the duration. You touch a creature and stimulate its natural healing
Creatures with Intelligence scores of 2 or less aren't ability. The target regains 4d8 + 15 hit points. For the
affected by this spell. duration of the spell, the target regains 1 hit point at the
start of each of its turns (10 hit points each minute).
Until the spell ends, the targets can communicate
telepathically through the bond whether or not they have The target's severed body members (fingers, legs,
a common language. The communication is possible tails, and so on), if any, are restored after 2 minutes.
over any distance, though it can't extend to other planes If you have the severed part and hold it to the stump,
of existence. the spell instantaneously causes the limb to knit
to the stump.
RAY OF ENFEEBLEMENT
2nd-level necromancy REINCARNATE
5th-level transmutation
Casting Time: 1 action
Range: 60 feet Casting Time: 1 hour
Components: V, S Range: Touch
Duration: Concentration, up to 1 minute Components: V, S, M (rare oils and unguents worth at

A black beam of enervating energy springs from your least 1.000 gp, which the spell consumes)
finger toward a creature within range. Make a ranged Duration: Instantaneous
spell attack against the target. On a hit, the target deals
only half damage with weapon attacks that use Strength You touch a dead humanoid or a piece of a dead
until the spell ends. humanoid. Provided that the creature has been dead no
longer than 10 days, the spell forms a new adult body
At the end of each of the target's turns, it can make for it and then calls the soul to enter that body. If the
a Constitution saving throw against the spell. On a target's soul isn't free or willing to do so, the spell fails.
success, the spell ends.
The magic fashions a new body for the creature
RAY OF FROST to inhabit, which likely causes the creature's race to
Evocation cantrip change. The DM rolls a d100 and consults the following
table to determine what form the creature takes when
Casting Time: 1 action restored to life, or the DM chooses a form.
Range: 60 feet
Components: V, S d100 Race
Duration: Instantaneous 01-04 Dragonborn
05-13 Dwarf, hill
A frigid beam of blue-white light streaks toward a 14-21 Dwarf, mountain
creature within range. Make a ranged spell attack 22-25 Elf, dark
against the target. On a hit, it takes 1d8 cold damage, 26-34 Elf, high
and its speed is reduced by 10 feet until the start of 35-42 Elf, wood
your next turn. 43-46 Gnome, forest
47-52 Gnome, rock
The spell's damage increases by 1d8 when you reach 53-56 Half-elf
5th level (2d8), 11th level (3d8), and 17th level (4d8). 57-60 Half-orc
61-68 Halfling, lightfoot
RAY OF SICKNESS 69-76 Halfling, stout
1st-level necromancy 77-96 Human
97-00 Tiefling
Casting Time: 1 action
Range: 60 feet The reincarnated creature recalls its former life
Components: V, S and experiences. It retains the capabilities it had in its
Duration: Instantaneous original form, except it exchanges its original race for
the new one and changes its racial traits accordingly.
A ray of sickening greenish energy lashes out toward
a creature within range. Make a ranged spell attack REMOVE CURSE
against the target. On a hit, the target takes 2d8 poison 3rd-level abjuration
damage and must make a Constitution saving throw.
On a failed save, it is also poisoned until the end of Casting Time: 1 action
your next turn. Range: Touch
Components: V, S
At Higher Levels. When you cast this spell using a Duration: Instantaneous
spell slot of 2nd level or higher, the damage increases by
1d8 for each slot level above 1st. At your touch, all curses affecting one creature or
object end. If the object is a cursed magic item, its curse
REGENERATE remains, but the spell breaks its owner's attunement to
7th-level transmutation the object so it can be removed or discarded.

Casting Time: 1 minute
Range: Touch
Components: V, S, M (a prayer wheel and holy water)
Duration: 1 hour

l'AR1 si'lL Ls 2;'

RESISTANCE REVIVIFY
Abjuration cantrip 3rd-level conjuration

Casting Time: I action Casting Time: I action
Range: Touch Range: Touch
Components: V, S, M (a miniature cloak) Components: V, 5, M (diamonds worth 300 gp, which
Duration: Concentration, up to 1 minute
the spell consumes)
You touch one willing creature. Once before the spell Duration: Instantaneous
ends, the target can roll a d4 and add the number
rolled to one saving throw of its choice. It can roll You touch a creature that has died within the last
the die before or after making the saving throw. The minute. That creature returns to life with 1 hit point.
spell then ends. This spell can't return to life a creature that has died of
old age, nor can it restore any missing body parts.
RESURRECTION
7th-level necromancy ROPE TRICK
2nd-level transmutation
Casting Time: 1 hour
Range: Touch Casting Time: 1 action
Components:V, S, M (a diamond worth at least 1,000 Range: Touch
Components: V, S, M (powdered corn extract and a
gp, which the spell consumes)
Duration: Instantaneous twisted loop of parchment)
Duration: 1 hour
You touch a dead creature that has been dead for no
more than a century, that didn't die of old age, and that You touch a length of rope that is up to 60 feet long.
isn't undead. If its soul is free and willing, the target One end of the rope then rises into the air until the
returns to life with all its hit points. whole rope hangs perpendicular to the ground. At the
upper end of the rope, an invisible entrance opens to an
This spell neutralizes any poisons and cures normal extradimensional space that lasts until the spell ends.
diseases afflicting the creature when it died. It doesn't,
however, remove magical diseases, curses, and the like; The extradimensional space can be reached by
if such effects aren't removed prior to casting the spell, climbing to the top of the rope. The space can hold as
they afflict the target on its return to life. many as eight Medium or smaller creatures. The rope
can be pulled into the space, making the rope disappear
This spell closes all mortal wounds and restores any from view outside the space.
missing body parts.
Attacks and spells can't cross through the entrance
Coming back from the dead is an ordeal. The target into or out of the extradimensional space, but those
takes a —4 penalty to all attack rolls, saving throws, and inside can see out of it as if through a 3-foot-by-5-foot
ability checks. Every time the target finishes a long rest, window centered on the rope.
the penalty is reduced by 1 until it disappears.
Anything inside the extradimensional space drops out
Casting this spell to restore life to a creature that has when the spell ends.
been dead for one year or longer taxes you greatly. Until
you finish a long rest, you can't cast spells again, and SACRED FLAME
you have disadvantage on all attack rolls, ability checks, Evocation cant rip
and saving throws.
Casting Time: 1 action
REVERSE GRAVITY Range: 60 feet
7th-level transmutation Components: V, S
Duration: Instantaneous
Casting Time: 1 action
Range: 100 feet Flame-like radiance descends on a creature that you
Components: V, 5, M (a lodestone and iron filings) can see within range. The target must succeed on a
Duration: Concentration, up to 1 minute Dexterity saving throw or take 1d8 radiant damage. The
target gains no benefit from cover for this saving throw.
This spell reverses gravity in a 50-foot-radius, 100-
foot high cylinder centered on a point within range. All The spell's damage increases by 1d8 when you reach
creatures and objects that aren't somehow anchored to 5th level (2d8), 11th level (3d8), and 17th level (4d8).
the ground in the area fall upward and reach the top of
the area when you cast this spell. A creature can make a SANCTUARY
Dexterity saving throw to grab onto a fixed object it can 1st-level abjuration
reach, thus avoiding the fall.
Casting Time: 1 bonus action
If some solid object (such as a ceiling) is encountered Range: 30 feet
in this fall, falling objects and creatures strike it just as Components: V, S, M (a small silver mirror)
they would during a normal downward fall. If an object Duration: 1 minute
or creature reaches the top of the area without striking
anything, it remains there, oscillating slightly, for You ward a creature within range against attack. Until
the duration. the spell ends, any creature who targets the warded
creature with an attack or a harmful spell must first
At the end of the duration, affected objects and make a Wisdom saving throw. On a failed save, the
creatures fall back down. creature must choose a new target or lose the attack

PA k'1. 3 -,1,1

or spell. This spell doesn't protect the warded creature
from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell
that affects an enemy creature, this spell ends.

SCORCHING RAY
2nd-level evocation

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

You create three rays of fire and hurl them at targets
within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the
target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you create one additional
ray for each slot level above 2nd.

SCRYING
5th-level divination

Casting Time: 10 minutes
Range: Self
Components: V, S, M (a focus worth at least 1,000 gp,

such as a crystal ball, a silver mirror, or a font filled
with holy water)
Duration: Concentration. up to 10 minutes

You can see and hear a particular creature you choose
that is on the same plane of existence as you. The target
must make a Wisdom saving throw, which is modified
by how well you know the target and the sort of physical
connection you have to it. If a target knows you're
casting this spell, it can fail the saving throw voluntarily
if it wants to be observed.

Knowledge Save Modifier

Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well)
-5
Connectlon
Save Modifier
Likeness or picture
Possession or garment -2
Body part, lock of hair, bit of nail, or the like
-4

-10

On a successful save, the target isn't affected, and you
can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor
within 10 feet of the target. You can see and hear through
the sensor as if you were there. The sensor moves with
the target, remaining within 10 feet of it for the duration.
A creature that can see invisible objects sees the sensor
as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a
location you have seen before as the target of this spell.
When you do, the sensor appears at that location and
doesn't move.

SEARING SMITE someone who reaches out to touch you would bump into
1st-level evocation you while it was seemingly still in midair.

Casting Time: 1 bonus action A creature can use its action to inspect a target and
Range: Self make an Intelligence (Investigation) check against your
Components: V spell save DC. If it succeeds, it becomes aware that the
Duration: Concentration, up to 1 minute target is disguised.

The next time you hit a creature with a melee weapon SENDING
attack during the spell's duration, your weapon flares 3rd-level evocation
with white-hot intensity, and the attack deals an extra
1d6 fire damage to the target and causes the target to Casting Time: 1 action
ignite in flames. At the start of each of its turns until Range: Unlimited
the spell ends, the target must make a Constitution Components: V, S. M (a short piece of fine copper wire)
saving throw. On a failed save, it takes 1d6 fire damage. Duration: I round
On a successful save, the spell ends. If the target or a
creature within 5 feet of it uses an action to put out the You send a short message of twenty-five words or
flames, or if some other effect douses the flames (such less to a creature with which you are familiar. The
as the target being submerged in water), the spell ends. creature hears the message in its mind, recognizes
you as the sender if it knows you, and can answer in a
At Higher Levels. When you cast this spell using a like manner immediately. The spell enables creatures
spell slot of 2nd level or higher, the initial extra damage with Intelligence scores of at least 1 to understand the
dealt by the attack increases by 1d6 for each slot meaning of your message.
level above 1st.
You can send the message across any distance and
SEE INVISIBILITY even to other planes of existence, but if the target is on a
2nd-level divination different plane than you, there is a 5 percent chance that
the message doesn't arrive.
Casting Time: 1 action
Range: Self SEQUESTER
Components: V, S, M (a pinch of talc and a small 7th-level transmutation

sprinkling of powdered silver) Casting Time: 1 action
Duration: 1 hour Range: Touch
Components: V, 5, M (a powder composed of diamond,
For the duration, you see invisible creatures and objects
as if they were visible, and you can see into the Ethereal emerald, ruby, and sapphire dust worth at least 5,000
Plane. Ethereal creatures and objects appear ghostly gp, which the spell consumes)
and translucent. Duration: Until dispelled

SEEMING By means of this spell, a willing creature or an object
5th-level illusion can be hidden away, safe from detection for the
duration. When you cast the spell and touch the target,
Casting Time: 1 action it becomes invisible and can't be targeted by divination
Range: 30 feet spells or perceived through scrying sensors created by
Components: V, S divination spells.
Duration: 8 hours
If the target is a creature, it falls into a state of
This spell allows you to change the appearance of any suspended animation. Time ceases to flow for it, and it
number of creatures that you can see within range. You doesn't grow older.
give each target you choose a new, illusory appearance.
An unwilling target can make a Charisma saving throw, You can set a condition for the spell to end early.
and if it succeeds, it is unaffected by this spell. The condition can be anything you choose, but it
must occur or be visible within 1 mile of the target.
The spell disguises physical appearance as well as Examples include "after 1,000 years" or "when the
clothing, armor, weapons, and equipment. You can make tarrasque awakens." This spell also ends if the target
each creature seem 1 foot shorter or taller and appear takes any damage.
thin, fat, or in between. You can't change a target's body
type, so you must choose a form that has the same SHAPECHANGE
basic arrangement of limbs. Otherwise, the extent of 9th-level transmutation
the illusion is up to you. The spell lasts for the duration,
unless you use your action to dismiss it sooner. Casting Time: 1 action
Range: Self
The changes wrought by this spell fail to hold up to Components: V, S. M (a jade circlet worth at least 1,500
physical inspection. For example, if you use this spell
to add a hat to a creature's outfit, objects pass through gp, which you must place on your head before you
the hat, and anyone who touches it would feel nothing cast the spell)
or would feel the creature's head and hair. If you use Duration: Concentration, up to 1 hour
this spell to appear thinner than you are, the hand of
You assume the form of a different creature for the
duration. The new form can be of any creature with
a challenge rating equal to your level or lower. The

1, 1141 , I I,

creature can't he a construct or an undead, and you SHIELD
must have seen the sort of creature at least once. You 1st-level abjuration
transform into an average example of that creature, one
without any class levels or the Spelicasting trait. Casting Time: 1 reaction, which you take when you are
hit by an attack or targeted by the magic missile spell
Your game statistics are replaced by the statistics
of the chosen creature, though you retain your Range: Self
alignment and Intelligence, Wisdom, and Charisma Components: V. S
scores. You also retain all of your skill and saving Duration: 1 round
throw proficiencies, in addition to gaining those of the
creature. If the creature has the same proficiency as you An invisible barrier of magical force appears and
and the bonus listed in its statistics is higher than yours, protects you. Until the start of your next turn, you have a
use the creature's bonus in place of yours. You can't use +5 bonus to AC, including against the triggering attack,
any legendary actions or lair actions of the new form. and you take no damage from magic missile.

You assume the hit points and Hit Dice of the new SHIELD OF FAITH
form. When you revert to your normal form, you 1st-level abjuration
return to the number of hit points you had before you
transformed. If you revert as a result of dropping to Casting Time: 1 bonus action
0 hit points, any excess damage carries over to your Range: 60 feet
normal form. As long as the excess damage doesn't Components: V. S. M (a small parchment with a bit of
reduce your normal form to 0 hit points, you aren't
knocked unconscious. holy text written on it)
Duration: Concentration, up to 10 minutes
You retain the benefit of any features from your class,
race, or other source and can use them, provided that A shimmering field appears and surrounds a creature
your new form is physically capable of doing so. You of your choice within range, granting it a +2 bonus to AC
can't use any special senses you have (for example, for the duration.
darkvision) unless your new form also has that sense.
You can only speak if the creature can normally speak. SHILLELAGH
Transmutation cantrip
When you transform, you choose whether your
equipment falls to the ground, merges into the new Casting Time: 1 bonus action
form, or is worn by it. Worn equipment functions as Range: Touch
normal. The DM determines whether it is practical for Components: V. S, M (mistletoe. a shamrock leaf. and a
the new farm to wear a piece of equipment, based on
the creature's shape and size. Your equipment doesn't club or quarterstaff)
change shape or size to match the new form, and any Duration: 1 minute
equipment that the new form can't wear must either fall
to the ground or merge into your new form. Equipment The wood of a club or quarterstaff you are holding is
that merges has no effect in that state. imbued with nature's power. For the duration, you can
use your spellcasting ability instead of Strength for
During this spell's duration, you can use your action to the attack and damage rolls of melee attacks using
assume a different form following the same restrictions that weapon, and the weapon's damage die becomes
and rules for the original form, with one exception: if a d8. The weapon also becomes magical, if it isn't
your new form has more hit points than your current already. The spell ends if you cast it again or if you let go
one, your hit points remain at their current value. of the weapon.

SHATTER SHOCKING GRASP
Evocation cantrip
2nd-level evocation
Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 60 feet Components: V, S
Components: V, S, M (a chip of mica) Duration: Instantaneous
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to
A sudden loud ringing noise, painfully intense, erupts a creature you try to touch. Make a melee spell attack
from a point of your choice within range. Each creature against the target. You have advantage on the attack roll
in a 10-foot-radius sphere centered on that point must if the target is wearing armor made of metal. On a hit,
make a Constitution saving throw. A creature takes the target takes 1d8 lightning damage, and it can't take
3d8 thunder damage on a failed save, or half as much reactions until the start of its next turn.
damage on a successful one. A creature made of
inorganic material such as stone, crystal, or metal has The spell's damage increases by 1d8 when you reach
disadvantage on this saving throw. 5th level (2d8), 11th level (3d8), and 17th level (4d8).

A non magical object that isn't being worn or carried SILENCE
also takes the damage if it's in the spell's area. 2nd-level illusion (ritual)

At Higher Levels. When you cast this spell using a Casting Time: 1 action
spell slot of 3rd level or higher, the damage increases by Range: 120 feet
1d8 for each slot level above 2nd. Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or If the simulacrum is damaged, you can repair it in an
pass through a 20-foot-radius sphere centered on a alchemical laboratory, using rare herbs and minerals
point you choose within range. Any creature or object worth 100 gp per hit point it regains. The simulacrum
entirely inside the sphere is immune to thunder damage, lasts until it drops to 0 hit points, at which point it
and creatures are deafened while entirely inside it. reverts to snow and melts instantly.
Casting a spell that includes a verbal component is
impossible there. If you cast this spell again, any currently
active duplicates you created with this spell are
SILENT IMAGE instantly destroyed.

1st-level illusion SLEEP

Casting Time: 1 action 1st-level enchantment

Range: 60 feet Casting Time: 1 action
Range: 90 feet
Components: V. S, M (a bit of fleece) Components: V, S, M (a pinch of fine sand, rose petals,
Duration: Concentration, up to 10 minutes
or a cricket)
You create the image of an object, a creature, or some
other visible phenomenon that is no larger than a 15-foot Duration: 1 minute
cube. The image appears at a spot within range and
lasts for the duration. The image is purely visual; it isn't This spell sends creatures into a magical slumber.
accompanied by sound, smell, or other sensory effects. Roll 5d8; the total is how many hit points of creatures
this spell can affect. Creatures within 20 feet of
You can use your action to cause the image to move to a point you choose within range are affected in
any spot within range. As the image changes location, ascending order of their current hit points (ignoring
you can alter its appearance so that its movements unconscious creatures).
appear natural for the image. For example, if you create
an image of a creature and move it, you can alter the Starting with the creature that has the lowest current
image so that it appears to be walking. hit points, each creature affected by this spell falls
unconscious until the spell ends, the sleeper takes
Physical interaction with the image reveals it to be an damage. or someone uses an action to shake or slap the
illusion, because things can pass through it. A creature sleeper awake. Subtract each creature's hit points from
that uses its action to examine the image can determine the total before moving on to the creature with the next
that it is an illusion with a successful Intelligence lowest hit points. A creature's hit points must be equal
(Investigation) check against your spell save DC. If a to or less than the remaining total for that creature
creature discerns the illusion for what it is, the creature to be affected.
can see through the image.
Undead and creatures immune to being charmed
SIMULACRUM aren't affected by this spell.

7th-level illusion At Higher Levels. When you cast this spell using a

Casting Time: 12 hours spell slot of 2nd level or higher, roll an additional 2d8 for
Range: Touch each slot level above 1st.
Components: V, S, M (snow or ice in quantities
SLEET STORM
sufficient to made a life-size copy of the duplicated
creature; some hair, fingernail clippings, or other 3rd-level conjuration
piece of that creature's body placed inside the snow
or ice; and powdered ruby worth 1,500 gp, sprinkled Casting Time: 1 action
over the duplicate and consumed by the spell) Range: 150 feet
Components: V, S, M (a pinch of dust and a few
Duration:Until dispelled
drops of water)
You shape an illusory duplicate of one beast or
humanoid that is within range for the entire casting Duration: Concentration, up to 1 minute
time of the spell. The duplicate is a creature, partially
real and formed from ice or snow, and it can take Until the spell ends, freezing rain and sleet fall in a
actions and otherwise be affected as a normal creature. 20-foot-tall cylinder with a 40-foot radius centered on
It appears to be the same as the original, but it has half a point you choose within range. The area is heavily
the creature's hit point maximum and is formed without obscured, and exposed flames in the area are doused.
any equipment. Otherwise, the illusion uses all the
statistics of the creature it duplicates. The ground in the area is covered with slick ice,
making it difficult terrain. When a creature enters the
The simulacrum is friendly to you and creatures you spell's area for the first time on a turn or starts its turn
designate. It obeys your spoken commands, moving there, it must make a Dexterity saving throw. On a failed
and acting in accordance with your wishes and acting save, it falls prone.
on your turn in combat. The simulacrum lacks the
ability to learn or become more powerful, so it never If a creature is concentrating in the spell's area, the
increases its level or other abilities, nor can it regain creature must make a successful Constitution saving
expended spell slots. throw against your spell save DC or lose concentration.

MRT I

SLOW mouth and can't be undead. The spell fails if the corpse
3rd-level transmutation was the target of this spell within the last 10 days.

Casting Time: I action Until the spell ends, you can ask the corpse up to five
Range: 120 feet questions. The corpse knows only what it knew in life,
Components: V, 5, M (a drop of molasses) including the languages it knew. Answers are usually
Duration: Concentration, up to 1 minute brief, cryptic, or repetitive, and the corpse is under no
compulsion to offer a truthful answer if you are hostile
You alter time around up to six creatures of your to it or it recognizes you as an enemy. This spelt doesn't
choice in a 40-foot cube within range. Each target must return the creature's soul to its body, only its animating
succeed on a Wisdom saving throw or be affected by spirit. Thus, the corpse can't learn new information,
this spell for the duration. doesn't comprehend anything that has happened since it
died. and can't speculate about future events.
An affected target's speed is halved, it takes a -2
penalty to AC and Dexterity saving throws, and it can't SPEAK WITH PLANTS
use reactions. On its turn, it can use either an action or 3rd-level transmutation
a bonus action, not both. Regardless of the creature's
abilities or magic items, it can't make more than one Casting Time: 1 action
melee or ranged attack during its turn. Range: Self (30-foot radius)
Components: V, S
If the creature attempts to cast a spell with a casting Duration; 10 minutes
time of 1 action, roll a d20. On an 11 or higher, the spell
doesn't take effect until the creature's next turn, and the You imbue plants within 30 feet of you with limited
creature must use its action on that turn to complete the sentience and animation, giving them the ability
spell. flit can't, the spell is wasted. to communicate with you and follow your simple
commands. You can question plants about events in the
A creature affected by this spell makes another spell's area within the past day, gaining information
Wisdom saving throw at the end of its turn. On a about creatures that have passed, weather, and other
successful save, the effect ends for it. circumstances.

SPARE THE DYING You can also turn difficult terrain caused by plant
Necromancy cantrip growth (such as thickets and undergrowth) into ordinary
terrain that lasts for the duration. Or you can turn
Casting Time: I action ordinary terrain where plants are present into difficult
Range: Touch terrain that lasts for the duration, causing vines and
Components: V, S branches to hinder pursuers. for example.
Duration: Instantaneous
Plants might be able to perform other tasks on your
You touch a living creature that has 0 hit points. The behalf, at the DM's discretion. The spell doesn't enable
creature becomes stable. This spell has no effect on plants to uproot themselves and move about, but they
undead or constructs. can freely move branches, tendrils, and stalks.

SPEAK WITH ANIMALS If a plant creature is in the area, you can communicate
1st-level divination (ritual) with it as if you shared a common language, but you
gain no magical ability to influence it.
Casting Time: 1 action
Range: Self This spell can cause the plants created by the entangle
Components: V, S spell to release a restrained creature.
Duration: 10 minutes
SPIDER CLIMB
You gain the ability to comprehend and verbally 2nd-level transmutation
communicate with beasts for the duration. The
knowledge and awareness of many beasts is limited Casting Time: 1 action
by their intelligence, but at minimum, beasts can Range: Touch
give you information about nearby locations and Components: V, S, M (a drop of bitumen and a spider)
monsters, including whatever they can perceive or have Duration: Concentration, up to 1 hour
perceived within the past day. You might be able to
persuade a beast to perform a small favor for you, at the Until the spell ends, one willing creature you touch
DM's discretion. gains the ability to move up, down, and across vertical
surfaces and upside down along ceilings, while leaving
SPEAK WITH DEAD its hands free. The target also gains a climbing speed
3rd-level necromancy equal to its walking speed.

Casting Time: 1 action SPIKE GROWTH
Range: 10 feet 2nd-level transmutation
Components: V, S, M (burning incense)
Duration: 10 minutes Casting Time: 1 action
Range: 150 feet
You grant the semblance of life and intelligence to a Components: V, S, M (seven sharp thorns or seven
corpse of your choice within range, allowing it to answer
the questions you pose. The corpse must still have a small twigs, each sharpened to a point)
Duration: Concentration, up to 10 minutes

\12 -1- • SIT T.1_17

The ground in a 20-foot radius centered on a point STAGGERING SMITE
within range twists and sprouts hard spikes and thorns. 4th-level evocation
The area becomes difficult terrain for the duration.
When a creature moves into or within the area, it takes Casting Time: 1 bonus action
2d4 piercing damage for every 5 feet it travels. Range: Self
Components: V
The transformation of the ground is camouflaged to Duration: Concentration, up to 1 minute
look natural. Any creature that can't see the area at the
time the spell is cast must make a Wisdom (Perception) The next time you hit a creature with a melee weapon
check against your spell save DC to recognize the attack during this spell's duration, your weapon pierces
terrain as hazardous before entering it. both body and mind, and the attack deals an extra
4d6 psychic damage to the target. The target must
SPIRIT GUARDIANS make a Wisdom saving throw. On a failed save, it has
3rd-level conjuration disadvantage on attack rolls and ability checks, and
can't take reactions, until the end of its next turn.
Casting Time: 1 action
Range: Self (15-foot radius) STINKING CLOUD
Components: V, 5, M (a holy symbol) 3rd-level conjuration
Duration; Concentration, up to 10 minutes
Casting Time: 1 action
You call forth spirits to protect you. They flit around you Range: 90 feet
to a distance of 15 feet for the duration. If you are good Components: V, S. M (a rotten egg or several skunk
or neutral, their spectral form appears angelic or fey
(your choice). If you are evil, they appear fiendish. cabbage leaves)
Duration: Concentration, up to 1 minute
When you cast this spell, you can designate any
number of creatures you can see to be unaffected by it. You create a 20-foot-radius sphere of yellow, nauseating
An affected creature's speed is halved in the area, and gas centered on a point within range. The cloud spreads
when the creature enters the area for the first time on around corners, and its area is heavily obscured. The
a turn or starts its turn there, it must make a Wisdom cloud lingers in the air for the duration.
saving throw. On a failed save, the creature takes 3d8
radiant damage (if you are good or neutral) or 3d8 Each creature that is completely within the cloud at
necrotic damage (if you are evil). On a successful save, the start of its turn must make a Constitution saving
the creature takes half as much damage. throw against poison. On a failed save, the creature
spends its action that turn retching and reeling.
At Higher Levels. When you cast this spell using a Creatures that don't need to breathe or are immune to
spell slot of 4th level or higher, the damage increases by poison automatically succeed on this saving throw.
1d8 for each slot level above 3rd.
A moderate wind (at least 10 miles per hour) disperses
SPIRITUAL WEAPON the cloud after 4 rounds. A strong wind (at least 20
2nd-level evocation miles per hour) disperses it after 1 round.

Casting Time: 1 bonus action STONE SHAPE
Range: 60 feet 4th-level transmutation
Components: V, S
Duration: 1 minute Casting Time: 1 action
Range: Touch
You create a floating, spectral weapon within range that Components: V, 5, M (soft clay, which must be worked
lasts for the duration or until you cast this spell again.
When you cast the spell, you can make a melee spell into roughly the desired shape of the stone object)
attack against a creature within 5 feet of the weapon. On Duration; Instantaneous
a hit, the target takes force damage equal to 1d8 + your
spelleasting ability modifier. You touch a stone object of Medium size or smaller or
a section of stone no more than 5 feet hi any dimension
As a bonus action on your turn, you can move the and form it into any shape that suits your purpose. So,
weapon up to 20 feet and repeat the attack against a for example, you could shape a large rock into a weapon,
creature within 5 feet of it. idol, or coffer, or make a small passage through a wall,
as long as the wall is less than 5 feet thick. You could
The weapon can take whatever form you choose. also shape a stone door or its frame to seal the door
Clerics of deities who are associated with a particular shut. The object you create can have up to two hinges
weapon (as St. Cuthbert is known for his mace and a latch, but finer mechanical detail isn't possible.
and Thor for his hammer) make this spell's effect
resemble that weapon. STONESKIN

At Higher Levels. When you cast this spell using a 4th-level abjuration
spell slot of 3rd level or higher, the damage increases by
1d8 for every two slot levels above the 2nd. Casting Time: 1 action
Range: Touch
Components: V, 5, M (diamond dust worth 100 gp,

which the spell consumes)
Duration: Concentration, up to 1 hour

fi

This spell turns the flesh of a willing creature you touch The target must make a Wisdom saving throw. On a
as hard as stone. Until the spell ends, the target has failed save, it pursues the course of action you described
resistance to nonmagical bludgeoning, piercing, and to the best of its ability. The suggested course of action
slashing damage. can continue for the entire duration. If the suggested
activity can be completed in a shorter time, the spell
STORM OF VENGEANCE ends when the subject finishes what it was asked to do.
9th-level conjuration
You can also specify conditions that will trigger a
Casting Time: 1 action special activity during the duration. For example. you
Range: Sight might suggest that a knight give her warhorse to the
Components: V, S first beggar she meets. If the condition isn't met before
Duration: Concentration, up to 1 minute the spell expires, the activity isn't performed.

A churning storm cloud forms, centered on a point you If you or any of your companions damage the target,
can see and spreading to a radius of 360 feet. Lightning the spell ends.
flashes in the area, thunder booms, and strong winds
roar. Each creature under the cloud (no more than 5,000 SUNBEAM
feet beneath the cloud) when it appears must make a 5th-level evocation
Constitution saving throw. On a failed save, a creature
takes 2d6 thunder damage and becomes deafened Casting Time: 1 action
for 5 minutes. Range: Self (60-foot line)
Components: V, S, M (a magnifying glass)
Each round you maintain concentration on this spell, Duration: Concentration, up to 1 minute
the storm produces additional effects on your turn.
A beam of brilliant light flashes out from your hand
Round 2. Acidic rain falls from the cloud. in a 5-foot-wide, 60-foot-long line. Each creature in
Each creature and object under the cloud takes the line must make a Constitution saving throw. On a
1d6 acid damage. failed save, a creature takes 6d8 radiant damage and
is blinded until your next turn. On a successful save,
Round 3. You call six bolts of lightning from the it takes half as much damage and isn't blinded by this
cloud to strike six creatures or objects of your choice spell. Undead and oozes have disadvantage on this
beneath the cloud. A given creature or object can't be saving throw.
struck by more than one bolt. A struck creature must
make a Dexterity saving throw. The creature takes You can create a new line of radiance as your action
10d6 lightning damage on a failed save, or half as much on any turn until the spell ends.
damage on a successful one.
For the duration, a mote of brilliant radiance shines in
Round 4. Hailstones rain down from the your hand. It sheds bright light in a 30-foot radius and
cloud. Each creature under the cloud takes 2d6 dim light for an additional 30 feet. This light is sunlight.
bludgeoning damage.
SUNBURST
Round 5-10. Gusts and freezing rain assail the 8th-level evocation
area under the cloud. The area becomes difficult
terrain and is heavily obscured. Each creature there Casting Time: 1 action
takes 1d6 cold damage. Ranged weapon attacks in Range: 150 feet
the area are impossible. The wind and rain count as Components: V, 5, M (fire and a piece of sunstone)
a severe distraction for the purposes of maintaining Duration: Instantaneous
concentration on spells. Finally, gusts of strong wind
(ranging from 20 to 50 miles per hour) automatically Brilliant sunlight flashes in a 60-foot radius centered
disperse fog, mists, and similar phenomena in the area, on a point you choose within range. Each creature in
whether mundane or magical. that light must make a Constitution saving throw. On a
failed save, a creature takes 12d6 radiant damage and is
SUGGESTION blinded for 1 minute. On a successful save, it takes half
2nd-level enchantment as much damage and isn't blinded by this spell. Undead
and oozes have disadvantage on this saving throw.
Casting Time: 1 action
Range: 30 feet A creature blinded by this spell makes another
Components: V, M (a snake's tongue and either a bit of Constitution saving throw at the end of each of its turns.
On a successful save, it is no longer blinded.
honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours This spell dispels any darkness in its area that was
created by a spell.
You suggest a course of activity (limited to a sentence
or two) and magically influence a creature you can SwiFT QUIVER
see within range that can hear and understand you. 5th-level transmutation
Creatures that can't be charmed are immune to this
effect. The suggestion must be worded in such a manner Casting Time: 1 bonus action
as to make the course of action sound reasonable. Range: Touch
Asking the creature to stab itself, throw itself onto Components: V, S, M (a quiver containing at least one
a spear, immolate itself, or do some other obviously
harmful act ends the spell. piece of ammunition)
Duration: Concentration, up to 1 minute

PAP.] si rzs.S

279

You transmute your quiver so it produces an endless it is incapable of meaningful communication and has
supply of nonmagical ammunition, which seems to leap disadvantage on attack rolls and ability checks.
into your hand when you reach for it.
Fear. Each target must make a Wisdom saving throw
On each of your turns until the spell ends, you can use and becomes frightened for 1 minute on a failed save.
a bonus action to make two attacks with a weapon that While frightened, the target drops whatever it is holding
uses ammunition from the quiver. Each time you make and must move at least 30 feet away frotn the glyph on
such a ranged attack, your quiver magically replaces each of its turns, if able.
the piece of ammunition you used with a similar piece
of nonmagical ammunition. Any pieces of ammunition Hopelessness. Each target must make a Charisma
created by this spell disintegrate when the spell ends. if saving throw. On a failed save, the target is
the quiver leaves your possession, the spell ends. overwhelmed with despair for 1 minute. During this
time, it can't attack or target any creature with harmful
SYMBOL abilities, spells, or other magical effects.

7th-level abjuration Insanity. Each target must make an Intelligence saving
throw. On a failed save, the target is driven insane for
Casting Time: 1 minute 1 minute. An insane creature can't take actions, can't
Range: Touch understand what other creatures say, can't read, and
Components: V, 5, M (mercury, phosphorus, and speaks only in gibberish. The DM controls its movement,
which is erratic.
powdered diamond and opal with a total value of at
least 1,000 gp, which the spell consumes) Pain. Each target must make a Constitution saving
Duration: Until dispelled or triggered throw and becomes incapacitated with excruciating pain
for I minute on a failed save.
When you cast this spell, you inscribe a harmful glyph
either on a surface (such as a section of floor, a wall, or Sleep. Each target must make a Wisdom saving throw
a table) or within an object that can be dosed to conceal and falls unconscious for 10 minutes on a failed save. A
the glyph (such as a book, a scroll, or a treasure chest). creature awakens if it takes damage or if someone uses
If you choose a surface, the glyph can cover an area of an action to shake or slap it awake.
the surface no larger than 10 feet in diameter. if you
choose an object, that object must remain in its place; if Stunning. Each target must make a Wisdom saving
the object is moved more than 10 feet from where you throw and becomes stunned for 1 minute on a failed save.
cast this spell, the glyph is broken, and the spell ends
without being triggered. TASHA'S HIDEOUS LAUGHTER
1st-level enchantment
The glyph is nearly invisible, requiring an Intelligence
(Investigation) check against your spell save Casting Time: 1 action
DC to find it. Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is
You decide what triggers the glyph when you cast the
spell. For glyphs inscribed on a surface, the most typical waved in the air)
triggers include touching or stepping on the glyph, Duration: Concentration, up to 1 minute
removing another object covering it, approaching within
a certain distance of it, or manipulating the object A creature of your choice that you can see within range
that holds it. For glyphs inscribed within an object. perceives everything as hilariously funny and falls
the most common triggers are opening the object, into fits of laughter if this spell affects it. The target
approaching within a certain distance of it, or seeing or must succeed on a Wisdom saving throw or fall prone,
reading the glyph. becoming incapacitated and unable to stand up for the
duration. A creature with an Intelligence score of 4 or
You can further refine the trigger so the spell is less isn't affected.
activated only under certain circumstances or according
to a creature's physical characteristics (such as height At the end of each of its turns, and each time it takes
or weight). or physical kind (for example, the ward could damage, the target can make another Wisdom saving
be set to affect hags or shapechangers). You can also throw. The target has advantage on the saving throw if
specify creatures that don't trigger the glyph, such as it's triggered by damage. On a success, the spell ends.
those who say a certain password.
TELEKINESIS
When you inscribe the glyph, choose one of the
options below for its effect. Once triggered, the glyph 5th-level transmutation
glows, filling a 60-foot-radius sphere with dim light
for 10 minutes, after which time the spell ends. Each Casting Time: 1 action
creature in the sphere when the glyph activates is Range: 60 feet
targeted by its effect, as is a creature that enters the Components: V, S
sphere for the first time on a turn or ends its turn there. Duration: Concentration, up to 10 minutes

Death. Each target must make a Constitution saving You gain the ability to move or manipulate creatures
throw, taking 10d10 necrotic damage on a failed save, or or objects by thought. When you cast the spell, and as
half as much damage on a successful save. your action each round for the duration, you can exert
your will on one creature or object that you can see
Discord. Each target must make a Constitution saving within range, causing the appropriate effect below. You
throw. On a failed save, a target bickers and argues can affect the same target round after round, or choose
with other creatures for 1 minute. During this time, a new one at any time. If you switch targets, the prior
target is no longer affected by the spell.

Creature. Vou can lry to move a Huge or smaller you. Vour familiarily with the destinalion determines
crealure. Make an abilily check wilh your spellcasting whelher you arrive lhere successfully. The DM rolls
ability contested by the crealure's Strength check. ]f dlOO and consults the table.
you win lhe contesl, you move the creature up to 30 feet
in any direclion, including upward but not beyond the Familiarily Mishap Similar Off On
range of lhis spel!. Until the end of your nexllurn, the Permanent circle Area Targel Targel
creature is restrained in your telekinetic gripo A creature Associaled objecl 01-05 01-100
Iifled upward is suspended in mid.air. Very familiar 01-33 06-13 14-24 01-100
Seen casually 01-43 34-43 44-53 25-100
On subsequenl rounds, you can use your action lO Viewed once 01-43 44-53 54-73 54-100
atlempl to maintain your telekinetic grip on the creature Descriplion 01-50 44-53 54-73 74-100
by repealing lhe contest. False destinalion 51-100 74-100

Object. Vou can try to move an objecl thal weighs Familiarity. "Permanent circle" means a permanent
up to 1,000 pounds.lfthe object isn't being worn or teleportation circle whose sigil sequence you know.
carried, you automalically move il up lo 30 feet in any "Associaled object" means that you possess an objecl
direction, but not beyond lhe range of lhis spell. taken from the desired destination within the last six
months, such as a book from a wizard's Iibrary, bed
If the object is worn or carried by a creature, you must linen from a royal suite, or a chunk of marble from a
make an ability check wilh your spellcasting ability lich's secret tombo
contesled by lhat creature's Strenglh check. ]f you
succeed, you pull the object away from that creature and "Very familiar" is a place you have been very often, a
can move il up to 30 feel in any direclion but nol beyond place you have carefully studied, or a place you can see
the range of this spel!. when you cast the spell. "Seen casually" is someplace
you have seen more than once bul wilh which you aren't
Vou can exert fine conlrol on objecls with your very familiar. "Viewed once" is a place you have seen
telekinetic grip, such as manipulaling a simple tool, once, possibly using magic. "Description" is a place
opening a door or a conlainer, stowing or relrieving whose Iocation and appearance you know through
an item from an open container, or pouring the someone else's description, perhaps from a map.
contents from a via!'
"False destination" is a place that doesn't exist.
TELEPATHY Perhaps you tried to scry an enemy's sanctum but
instead viewed an illusion, or you are atlempting lo
8th./evel evocation teleport to a familiar localion that no longer exists.

Casting Time: I aclion 00 Target. Vou and your group (or the target objecl)
Range: Unlimited appear where you wanllo.
Components: V, S, M (a pair of Iinked silver rings)
Duration: 24 hours OffTarget. Vou and your group (or the larget object)
appear a random dislance away from the deslination
Vou create a telepathic link between yourself and in a random direclion. Distance off target is Id 10 x
a willing crealure with which you are familiar. The Id lO percent of the distance that was to be traveled.
creature can be anywhere on the same plane of For example, if you tried to traveI 120 miles, landed off
exislence as you. The spell ends if you or the largel are largel, and rolled a 5 and 3 on the two dlOs, lhen you
no longer on the same plane. would be off largel by 15 percent, or 18 miles. The DM
determines lhe direction off targel randomly by rolling a
Until the spell ends, you and the target can d8 and designaling I as north, 2 as northeast, 3 as easl,
inslantaneously share words, images, sounds, and and so on around lhe points of lhe compasso ]f you were
other sensory messages with one another through the teleporting lo a coastal city and wound up 18 miles out
Iink, and lhe target recognizes you as the creature it at sea, you could be in trouble.
is communicating with. The spell enables a creature
wilh an Intelligence score of at least I to understand Similar Area. Vou and your group (or the targel
lhe meaning of your words and lake in lhe scope of any object) wind up in a different area that's visually or
sensory messages you send lo 11. themalically similar to the target area. ]f you are
heading for your home laboratory, for example, you
TELEPORT might wind up in another wizard's laboratory or in
an alchemical supply shop that has many of the same
7th./evel conjuration tools and implemenls as your laboratory. Generally,
you appear in the closest similar place, bul since the
Casting Time: I action spell has no range Iimit, you could conceivably wind up
Range: 10 feel anywhere on the plane.
Components: V
Duration: Inslantaneous Mishap. The spell's unpredictable magic results in a
difficultjourney. Each leleporting crealure (or the largel
This spell instantly transports you and up to eight objecl) lakes 3d 10 force damage, and lhe DM rerolls on
willing creatures of your choice that you can see within
range, or a single object that you can see within range,
to a destination you select. Ifyou target an object, il
must be able to fit enlirely inside a lO.fool cube, and il
can't be held or carried by an unwilling crealure.

The destination you choose must be known to you,
and il musl be on the same plane of exislence as

PART 3 PELLS 281

the table to see where you wind up (multiple mishaps THAUMATURGY
can occur, dealing damage each time), Transmutation cantrip

TELEPORTATION CIRCLE Casting Time: 1 action
5th-level conjuration Range: 30 feet
Components: V
Casting Time: 1 minute Duration: Up to 1 minute
Range: 10 feet
Components: V, M (rare chalks and inks infused with You manifest a minor wonder, a sign of supernatural
power, within range. You create one of the following
precious gems with 50 gp, which the spell consumes) magical effects within range:
Duration: 1 round
• Your voice booms up to three times as loud as normal
As you cast the spell, you draw a 10-foot-diameter for 1 minute.
circle on the ground inscribed with sigils that link
your location to a permanent teleportation circle of • You cause flames to flicker, brighten, dim, or change
your choice whose sigil sequence you know and that is color for ] minute.
on the same plane of existence as you. A shimmering
portal opens within the circle you drew and remains • You cause harmless tremors in the ground for 1
open until the end of your next turn. Any creature that minute.
enters the portal instantly appears within 5 feet of the
destination circle or in the nearest unoccupied space if • You create an instantaneous sound that originates
that space is occupied. from a point of your choice within range, such as a
rumble of thunder, the cry of a raven, or ominous
Many major temples, guilds, and other important whispers.
places have permanent teleportation circles inscribed
somewhere within their confines. Each such circle • You instantaneously cause an unlocked door or win-
includes a unique sigil sequence—a string of magical dow to fly open or slam shut.
runes arranged in a particular pattern. When you first
gain the ability to cast this spell, you learn the sight • You alter the appearance of your eyes for 1 minute.
sequences for two destinations on the Material Plane,
determined by the DM. You can learn additional sigiI If you cast this spell multiple times, you can have up to
sequences during your adventures. You can commit three of its I-minute effects active at a time, and you can
a new sigil sequence to memory after studying it dismiss such an effect as an action.
for 1 minute.
THORN WHIP
You can create a permanent teleportation circle by Transmutation cantrip
casting this spell in the same location every day for one
year. You need not use the circle to teleport when you Casting Time: 1 action
cast the spell in this way. Range: 30 feet
Components: V, 5, M (the stem of a plant with thorns)
TENSER'S FLOATING DISK Duration: Instantaneous
1st-level conjuration (ritual)
You create a long, vine-like whip covered in thorns that
Casting Time: 1 action lashes out at your command toward a creature in range.
Range: 30 feet Make a melee spell attack against the target. If the
Components: V, 5, M (a drop of mercury) attack hits, the creature takes 1d6 piercing damage. and
Duration: 1 hour if the creature is Large or smaller, you pull the creature
up to 10 feet closer to you.
This spell creates a circular, horizontal plane of force,
3 feet in diameter and 1 inch thick, that floats 3 feet This spell's damage increases by 1d6 when you reach
above the ground in an unoccupied space of your choice 5th level (2d6), 11th level (3d6), and 17th level (4d6).
that you can see within range. The disk remains for the
duration, and can hold up to 500 pounds. If more weight THUNDEROUS SMITE
is placed on it, the spell ends, and everything on the disk 1st-level evocation
falls to the ground.
Casting Time: I bonus action
The disk is immobile while you are within 20 feet of Range: Self
it. If you move more than 20 feet away from it, the disk Components: V
follows you so that it remains within 20 feet of you. It Duration: Concentration, up to 1 minute
can move across uneven terrain, up or down stairs,
slopes and the like, but it can't cross an elevation change The first time you hit with a melee weapon attack
of 10 feet or more. For example. the disk can't move during this spell's duration, your weapon rings with
across a 10-foot-deep pit, nor could it leave such a pit if it thunder that is audible within 300 feet of you, and the
was created at the bottom. attack deals an extra 2d6 thunder damage to the target.
Additionally, if the target is a creature, it must succeed
If you move more than 100 feet from the disk (typically on a Strength saving throw or be pushed 10 feet away
because it can't move around an obstacle to follow you), from you and knocked prone.
the spell ends.
THUNDERWAVE
1st-level evocation

Casting Time: 1 action
Range: Self (15-foot cube)

Components: V, S TREE STRIDE
Duration: Instantaneous 5th-level conjuration

A wave of thunderous force sweeps out from you. Each Casting Time: 1 action
creature in a 15-foot cube originating from you must Range: Self
make a Constitution saving throw. On a failed save, a Components: V, S
creature takes 2d8 thunder damage and is pushed 10 Duration: Concentration, up to 1 minute
feet away front you. On a successful save, the creature
takes half as much damage and isn't pushed. You gain the ability to enter a tree and move from inside
it to inside another tree of the same kind within 500
In addition, unsecured objects that are completely feet. Both trees must be living and at least the same size
within the area of effect are automatically pushed 10 feet as you. You must use 5 feet of movement to enter a tree,
away from you by the spell's effect, and the spell emits a You instantly know the location of all other trees of the
thunderous boom audible out to 300 feet. same kind within 500 feet and, as part of the move used
to enter the tree, can either pass into one of those trees
At Higher Levels. When you cast this spell using a or step out of the tree you're in. You appear in a spot of
your choice within 5 feet of the destination tree, using
spell slot of 2nd level or higher. the damage increases by another 5 feet of movement. If you have no movement
1d8 for each slot level above 1st. left, you appear within 5 feet of the tree you entered.

TIME STOP You can use this transportation ability once per round
9th-level transmutation
for the duration, You must end each turn outside a tree.
Casting Time: 1 action
Range: Self TRUE POLYMORPH
Components: V 9th-level transmutation
Duration: Instantaneous
Casting Time: l action
You briefly stop the flow of time for everyone but Range: 30 feet
yourself. No time passes for other creatures, while you Components: V, S, M (a drop of mercury, a dollop of
take 1d4 + 1 turns in a row, during which you can use
actions and move as normal. gum arable, and a wisp of smoke)

This spell ends if one of the actions you use during Duration: Concentration, up to I hour
this period, or any effects that you create during this
period, affects a creature other than you or an object Choose one creature or nonmagical object that you
being worn or carried by someone other than you. In can see within range. You transform the creature into
addition, the spell ends if you move to a place more than a different creature, the creature into an object, or the
object into a creature (the object must be neither worn
1,000 feet from the location where you cast it. nor carried by another creature). The transformation
lasts for the duration, or until the target drops to 0 hit
TONGUES points or dies. If you concentrate on this spell for the full
3rd-level divination duration, the transformation becomes permanent.

Casting Time: 1 action Shapechangers aren't affected by this spell. An
Range: Touch unwilling creature can make a Wisdom saving throw,
Components: V, M (a small clay model of a ziggurat) and if it succeeds, it isn't affected by this spell.
Duration: 1 hour
Creature into Creature. If you turn a creature into
This spell grants the creature you touch the ability to
understand any spoken language it hears. Moreover, another kind of creature, the new form can be any kind
when the target speaks, any creature that knows at you choose whose challenge rating is equal to or less
least one language and can hear the target understands than the target's (or its level, if the target doesn't have a
what it says. challenge rating). The target's game statistics, including
mental ability scores, are replaced by the statistics of
TRANSPORT VIA PLANTS the new form. It retains its alignment and personality.
6th-level conjuration
The target assumes the hit points of its new form,
Casting Time: 1 action and when it reverts to its normal form, the creature
returns to the number of hit points it had before it
Range: 10 feet transformed. If it reverts as a result of dropping to
0 hit points, any excess damage carries over to its
Components: V, S normal form, As long as the excess damage doesn't
Duration: 1 round reduce the creature's normal form to 0 hit points, it isn't
knocked unconscious.
This spell creates a magical link between a Large or
larger inanimate plant within range and another plant, The creature is limited in the actions it can perform by
at any distance. on the same plane of existence. You
must have seen or touched the destination plant at least the nature of its new form, and it can't speak, cast spells,
once before. For the duration, any creature can step into
the target plant and exit from the destination plant by or take any other action that requires hands or speech
using 5 feet of movement. unless its new form is capable of such actions.

The target's gear melds into the new form. The
creature can't activate, use, wield, or otherwise benefit

from any of its equipment.

P•\RI 3 I SPELLS

283

Object into Creature. You can turn an object into target's defenses. On your next turn, you gain advantage
any kind of creature, as long as the creature's size on your first attack roll against the target, provided that
is no larger than the object's size and the creature's this spell hasn't ended.
challenge rating is 9 or lower. The creature is friendly to
you and your companions. It acts on each of your turns. TSUNAMI
You decide what action it takes and how it moves. The 8th-level conjuration
DM has the creature's statistics and resolves all of its
actions and movement. Casting Time: 1 minute
Range: Sight
If the spell becomes permanent. you no longer control Components: V, S
the creature. It might remain friendly to you, depending Duration: Concentration, up to 6 rounds
on how you have treated it.
A wail of water springs into existence at a point you
Creature into Object. If you turn a creature into an choose within range. You can make the wall up to 300
object, it transforms along with whatever it is wearing feet long, 300 feet high, and 50 feet thick. The wall lasts
and carrying into that form. The creature's statistics for the duration.
become those of the object. and the creature has no
memory of time spent in this form, after the spell ends When the wall appears, each creature within its area
and it returns to its normal form. must make a Strength saving throw. On a failed save,
a creature takes 6d10 bludgeoning damage, or half as
TRUE RESURRECTION much damage on a successful save.
9th-level necromancy
At the start of each of your turns after the wall
Casting Time: 1 hour appears, the wall, along with any creatures in it, moves
Range: Touch 50 feet away from you. Any Huge or smaller creature
Components: V, S, M (a sprinkle of holy water and inside the wall or whose space the wall enters when
it moves must succeed on a Strength saving throw or
diamonds worth at least 25,000 gp, which the take 5d10 bludgeoning damage. A creature can take
spell consumes) this damage only once per round. At the end of the turn,
Duration: Instantaneous the wall's height is reduced by 50 feet, and the damage
creatures take from the spell on subsequent rounds is
You touch a creature that has been dead for no longer reduced by 1d10. When the wall reaches 0 feet in height,
than 200 years and that died for any reason except the spell ends.
old age. lithe creature's soul is free and willing, the
creature is restored to life with all its hit points. A creature caught in the wall can move by swimming.
Because of the force of the wave, though, the creature
This spell closes all wounds, neutralizes any poison. must make a successful Strength (Athletics) check
cures all diseases, and lifts any curses affecting the against your spell save DC in order to move at all. If it
creature when it died. The spell replaces damaged or fails the check, it can't move. A creature that moves out
missing organs and limbs. of the area falls to the ground.

The spell can even provide a new body if the original UNSEEN SERVANT
no longer exists, in which case you must speak the 1st-level conjuration (ritual)
creature's name. The creature then appears in an
unoccupied space you choose within 10 feet of you. Casting Time: 1 action
Range: 60 feet
TRUE SEEING Components: V, S, M (a piece of string and
6th-level divination
a bit of wood)
Casting Time: 1 action Duration: 1 hour
Range: Touch
Components: V, S, M (an ointment for the eyes that This spell creates an invisible, mindless, shapeless
force that performs simple tasks at your command until
costs 25 gp; is made from mushroom powder, saffron, the spell ends. The servant springs into existence in an
and fat; and is consumed by the spell) unoccupied space on the ground within range. It has AC
Duration: 1 hour 10, 1 hit point, and a Strength of 2, and it can't attack. If
it drops to 0 hit points, the spell ends.
This spell gives the willing creature you touch the ability
to see things as they actually are. For the duration, the Once on each of your turns as a bonus action, you can
creature has truesight, notices secret doors hidden by mentally command the servant to move up to 15 feet and
magic, and can see into the Ethereal Plane, all out to a interact with an object. The servant can perform simple
range of 120 feet. tasks that a human servant could do, such as fetching
things, cleaning, mending, folding clothes, lighting
TRUE STRIKE fires, serving food, and pouring wine, Once you give the
Divination cantrip command, the servant performs the task to the best of
its ability until it completes the task, then waits for your
Casting Time: 1 action next command.
Range: 30 feet
Components: S If you command the servant to perform a task that
Duration: Concentration, up to I round would move it more than 60 feet away from you,
the spell ends.
You extend your hand and point a finger at a target in
range. Your magic grants you a brief insight into the

", I S ].

VAMPIRIC TOUCH WALL OF FORCE
3rd-level necromancy 5th-level evocation

Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 120 feet
Components: V, S Components: V, S, M (a pinch of powder made by
Duration: Concentration, up to 1 minute
crushing a clear gemstone)
The touch of your shadow-wreathed hand can siphon life Duration: Concentration, up to 10 minutes
force from others to heal your wounds. Make a melee
spell attack against a creature within your reach. On An invisible wall of force springs into existence at a
a hit, the target takes 3d6 necrotic damage, and you point you choose within range. The wall appears in
regain hit points equal to half the amount of necrotic any orientation you choose, as a horizontal or vertical
damage dealt. Until the spell ends, you can make the barrier or at an angle. It can be free floating or resting
attack again on each of your turns as an action. on a solid surface. You can form it into a hemispherical
dome or a sphere with a radius of up to 10 feet, or you
At Higher Levels. When you cast this spell using a can shape a flat surface made up of ten 10-foot-by-
spell slot of 4th level or higher, the damage increases by 10-foot panels. Each panel must be contiguous with
1d6 for each slot level above 3rd. another panel. In any form, the wall is 1/4 inch thick.
It lasts for the duration. If the wall cuts through a
VICIOUS MOCKERY creature's space when it appears, the creature is pushed
Enchantment cantriP to one side of the wall (your choice which side).

Casting Time: 1 action Nothing can physically pass through the wall. It is
Range: 60 feet immune to all damage and can't be dispelled by dispel
Components: V magic. A disintegrate spell destroys the wall instantly,
Duration: Instantaneous however. The wall also extends into the Ethereal Plane,
blocking ethereal travel through the wall.
You unleash a string of insults laced with subtle
enchantments at a creature you can see within range. If WALL OF ICE
the target can hear you (though it need not understand 6th-level evocation
you), it must succeed on a Wisdom saving throw or take
1d4 psychic damage and have disadvantage on the next Casting Time: 1 action
attack roll it makes before the end of its next turn. Range: 120 feet
Components: V, S, M (a small piece of quartz)
This spell's damage increases by 1d4 when you reach Duration: Concentration, up to 10 minutes
5th level (2d4), 11th level (3d4), and 17th level (4d4).
You create a wall of ice on a solid surface within range.
WALL OF FIRE You can form it into a hemispherical dome or a sphere
4th-level evocation with a radius of up to 10 feet, or you can shape a flat
surface made up of ten 10-foot-square panels. Each
Casting Time: 1 action panel must be contiguous with another panel. In any
Range: 120 feet form, the wall is 1 foot thick and lasts for the duration.
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute If the wall cuts through a creature's space when it
appears, the creature within its area is pushed to one
You create a wall of fire on a solid surface within side of the wall and must make a Dexterity saving throw.
range. You can make the wall up to 60 feet long, 20 On a failed save, the creature takes 10d6 cold damage,
feet high, and 1 foot thick, or a ringed wall up to 20 feet or half as much damage on a successful save.
in diameter, 20 feet high, and 1 foot thick. The wall is
opaque and lasts for the duration. The wall is an object that can be damaged and thus
breached. It has AC 12 and 30 hit points per 10-foot
When the wall appears, each creature within its area section, and it is vulnerable to fire damage. Reducing
must make a Dexterity saving throw. On a failed save, a a 10-foot section of wall to 0 hit points destroys it and
creature takes 5d8 fire damage, or half as much damage leaves behind a sheet of frigid air in the space the wall
on a successful save. occupied. A creature moving through the sheet of frigid
air for the first time on a turn must make a Constitution
One side of the wall, selected by you when you cast saving throw. That creature takes 5d6 cold damage on a
this spell, deals 5d8 fire damage to each creature that failed save, or half as much damage on a successful one.
ends its turn within 10 feet of that side or inside the
wall. A creature takes the same damage when it enters At Higher Levels. When you cast this spell using a
the wall for the first time on a turn or ends its turn there. spell slot of 7th level or higher, the damage the wall
The other side of the wall deals no damage. deals when it appears increases by 2d6, and the damage
from passing through the sheet of frigid air increases by
At Higher Levels. When you cast this spell using a 1d6, for each slot level above 6th.
spell slot of 5th level or higher, the damage increases by
1d8 for each slot level above 4th.

PAR1 5 SPEI I S 285

"

WALL OF STONE make a Dexterity saving throw. It takes 7d8 slashing
5th-level evocation damage on a failed save, or half as much damage on a
successful one.
Casting Time: 1 action
Range: 120 feet At Higher Levels. When you cast this spell using a
Components: V, S, M (a small block of granite) spell slot of 7th level or higher, both types of damage
Duration: Concentration, up to 10 minutes increase by 1d8 for each slot level above 6th.

A nonmagical wall of solid stone springs into existence WARDING BOND
at a point you choose within range. The wall is 6 inches 2nd-level abjuration
thick and is composed of ten 10-foot-by-10-foot panels.
Each panel must be contiguous with at least one other Casting Time: 1 action
panel. Alternatively, you can create 10-foot-by-20-foot Range: Touch
panels that are only 3 inches thick. Components: V, S, M (a pair of platinum rings worth at

If the wall cuts through a creature's space when it least 50 gp each, which you and the target must wear
appears, the creature is pushed to one side of the wall for the duration)
(your choice). If a creature would be surrounded on all Duration: 1 hour
sides by the wall (or the wall and another solid surface),
that creature can make a Dexterity saving throw. On a This spell wards a willing creature you touch and
success, it can use its reaction to move up to its speed so creates a mystic connection between you and the target
that it is no longer enclosed by the wall. until the spell ends. While the target is within 60 feet of
you, it gains a +1 bonus to AC and saving throws, and
The wall can have any shape you desire, though it it has resistance to all damage. Also, each time it takes
can't occupy the same space as a creature or object. damage, you take the same amount of damage.
The wall doesn't need to be vertical or rest on any firm
foundation. It must, however, merge with and be solidly The spell ends if you drop to 0 hit points or if you
supported by existing stone. Thus, you can use this spell and the target become separated by more than 60 feet.
to bridge a chasm or create a ramp. It also ends if the spell is cast again on either of the
connected creatures. You can also dismiss the spell
If you create a span greater than 20 feet in length, you as an action.
must halve the size of each panel to create supports.
You can crudely shape the wall to create crenellations, WATER BREATHING
battlements, and so on. 3rd-level transmutation (ritual)

The wall is an object made of stone that can be Casting Time: 1 action
damaged and thus breached. Each panel has AC 15 and Range: 30 feet
30 hit points per inch of thickness. Reducing a panel Components: V, S, M (a short reed or piece of straw)
to 0 hit points destroys it and might cause connected Duration: 24 hours
panels to collapse at the DM's discretion.
This spell grants up to ten willing creatures you can see
If you maintain your concentration on this spell for within range the ability to breathe underwater untiI the
its whole duration, the wall becomes permanent and spell ends. Affected creatures also retain their normal
can't be dispelled. Otherwise, the wall disappears when mode of respiration.
the spell ends.
WATER WALK
WALL OF THORNS 3rd-level transmutation (ritual)
6th-level conjuration
Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 120 feet Components: V, S, M (a piece of cork)
Components: V, S, M (a handful of thorns) Duration: 1 hour
Duration: Concentration, up to 10 minutes
This spell grants the ability to move across any liquid
You create a wall of tough, pliable, tangled brush surface—such as water, acid, mud, snow, quicksand,
bristling with needle-sharp thorns. The wall appears or lava—as if it were harmless solid ground (creatures
within range on a solid surface and lasts for the crossing molten lava can still take damage from the
duration. You choose to make the wall up to 60 feet heat). Up to ten willing creatures you can see within
long, 10 feet high, and 5 feet thick or a circle that has range gain this ability for the duration.
a 20-foot diameter and is up to 20 feet high and 5 feet
thick. The wall blocks line of sight. If you target a creature submerged in a liquid, the
spell carries the target to the surface of the liquid at a
When the wall appears, each creature within its area rate of 60 feet per round.
must make a Dexterity saving throw. On a failed save,
a creature takes 7d8 piercing damage, or half as much WEB
damage on a successful save. 2nd-level conjuration

A creature can move through the wall, albeit slowly Casting Time: 1 action
and painfully. For every 1 foot a creature moves Range: 60 feet
through the wall, it must spend 4 feet of movement. Components: V, S, M (a bit of spiderweb)
Furthermore, the first time a creature enters the wall Duration: Concentration, up to 1 hour
on a turn or ends its turn there, the creature must
1'A P. I ••• SPilIS
2 87

You conjure a mass of thick, sticky webbing at a point of You and up to ten willing creatures you can see
your choice within range. The webs fill a 20-foot cube within range assume a gaseous form for the duration,
from that point for the duration. The webs are difficult appearing as wisps of cloud. While in this cloud form,
terrain and lightly obscure their area. a creature has a flying speed of 300 feet and has
resistance to damage from nonmagical weapons. The
If the webs aren't anchored between two solid masses only actions a creature can take in this form are the
(such as walls or trees) or layered across a floor, wall, Dash action or to revert to its normal form. Reverting
or ceiling, the conjured web collapses on itself, and the takes 1 minute, during which time a creature is
spell ends at the start of your next turn. Webs layered incapacitated and can't move. Until the spell ends, a
over a flat surface have a depth of 5 feet. creature can revert to cloud form, which also requires
the 1-minute transformation.
Each creature that starts its turn in the webs or that
enters them during its turn must make a Dexterity If a creature is in cloud form and flying when the effect
saving throw. On a failed save, the creature is restrained ends, the creature descends 60 feet per round for 1
as long as it remains in the webs or until it breaks free. minute until it lands, which it does safely. If it can't land
after 1 minute, the creature falls the remaining distance.
A creature restrained by the webs can use its action to
make a Strength check against your spell save DC. If it WIND WALL
succeeds, it is no longer restrained. 3rd-level evocation

The webs are flammable. Any 5-foot cube of webs Casting Time: 1 action
exposed to fire burns away in 1 round, dealing 2d4 fire Range: 120 feet
damage to any creature that starts its turn in the fire. Components: V, S, M (a tiny fan and a feather of

WEIRD exotic origin)
9th-level illusion Duration: Concentration, up to 1 minute

Casting Time: 1 action A wall of strong wind rises from the ground at a point
Range: 120 feet you choose within range. You can make the wall up
Components: V, S to 50 feet long, 15 feet high, and 1 foot thick. You can
Duration: Concentration, up to one minute shape the wall in any way you choose so long as it
makes one continuous path along the ground. The wall
Drawing on the deepest fears of a group of creatures, lasts for the duration.
you create illusory creatures in their minds, visible
only to them. Each creature in a 30-foot-radius When the wall appears, each creature within its area
sphere centered on a point of your choice within must make a Strength saving throw. A creature takes
range must make a Wisdom saving throw. On a failed 3d8 bludgeoning damage on a failed save, or half as
save, a creature becomes frightened for the duration. much damage on a successful one.
The illusion calls on the creature's deepest fears,
manifesting its worst nightmares as an implacable The strong wind keeps fog, smoke, and other gases at
threat. At the start of each of the frightened creature's bay. Small or smaller flying creatures or objects can't
turns, it must succeed on a Wisdom saving throw or pass through the wall. Loose, lightweight materials
take 4d10 psychic damage. On a successful save, the brought into the wall fly upward. Arrows, bolts, and
spell ends for that creature. other ordinary projectiles launched at targets behind
the wall are deflected upward and automatically miss.
WIND WALK (Boulders hurled by giants or siege engines, and similar
6th-level transmutation projectiles, are unaffected.) Creatures in gaseous form
can't pass through it.
Casting Time: 1 minute
Range: 30 feet WISH
Components: V, S, M (fire and holy water) 9th-level conjuration
Duration: 8 hours
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous

Wish is the mightiest spell a mortal creature can
cast. By simply speaking aloud, you can alter the very
foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other
spell of 8th level or lower. You don't need to meet any
requirements in that spell, including costly components.
The spell simply takes effect.

Alternatively, you can create one of the following
effects of your choice:

• You create one object of up to 25,000 gp in value that
isn't a magic item. The object can be no more than

300 feet in any dimension, and it appears in an unoc- also ends if the target is ever outside the spell's range or
cupied space you can see on the ground. if it has total cover from you.
• You allow up to twenty creatures that you can see to
regain all hit points, and you end all effects on them At Higher Levels. When you cast this spell using
described in the greater restoration spell. a spell slot of 2nd level or higher, the initial damage
• You grant up to ten creatures that you call see resis- increases by 1d12 for each slot level above 1st.
tance to a damage type you choose.
• You grant up to ten creatures you can see immunity to WORD OF RECALL
a single spell or other magical effect for 8 hours. For 6th-level conjuration
instance, you could make yourself and all your com-
panions immune to a lich's life drain attack. Casting Time: 1 action
• You undo a single recent event by forcing a reroll of Range: 5 feet
any roll made within the last round (including your Components: V
last turn). Reality reshapes itself to accommodate the Duration: Instantaneous
new result. For example, a wish spell could undo an
opponent's successful save, a foe's critical hit, or a You and up to five willing creatures within 5 feet of you
friend's failed save. You can force the reroll to be made instantly teleport to a previously designated sanctuary.
with advantage or disadvantage, and you can choose You and any creatures that teleport with you appear in
whether to use the reroll or the original roll. the nearest unoccupied space to the spot you designated
when you prepared your sanctuary (see below). If you
You might be able to achieve something beyond the cast this spell without first preparing a sanctuary, the
scope of the above examples. State your wish to the DM spell has no effect.
as precisely as possible. The DM has great latitude in
ruling what occurs in such an instance; the greater the You must designate a sanctuary by casting this spell
wish, the greater the likelihood that something goes within a location, such as a temple, dedicated to or
wrong. This spell might simply fail, the effect you desire strongly linked to your deity. If you attempt to cast the
might only be partly achieved, or you might suffer some spell in this manner in an area that isn't dedicated to
unforeseen consequence as a result of how you worded your deity, the spell has no effect.
the wish. For example, wishing that a villain were dead
might propel you forward in time to a period when that WRATHFUL SMITE
villain is no longer alive, effectively removing you from 1st-level evocation
the game. Similarly, wishing for a legendary magic item
or artifact might instantly transport you to the presence Casting Time: 1 bonus action
of the item's current owner. Range: Self
Components: V
The stress of casting this spell to produce any effect Duration: Concentration, up to 1 minute
other than duplicating another spell weakens you. After
enduring that stress, each time you cast a spell until The next time you hit with a melee weapon attack
you finish a long rest, you take 1d10 necrotic damage during this spell's duration, your attack deals an extra
per level of that spell. This damage can't be reduced or 1d6 psychic damage. Additionally, if the target is a
prevented in any way. In addition, your Strength drops creature, it must make a Wisdom saving throw or be
to 3, if it isn't 3 or lower already, for 2d4 days. For each frightened of you until the spell ends. As an action, the
of those days that you spend resting and doing nothing creature can make a Wisdom check against your spell
more than light activity, your remaining recovery time save DC to steel its resolve and end this spell.
decreases by 2 days. Finally, there is a 33 percent
chance that you are unable to cast wish ever again if you ZONE OF TRUTH
suffer this stress. 2nd-level enchantment

WITCH BOLT Casting Time: 1 action
Range: 60 feet
1st-level evocation Components: V, S
Duration: 10 minutes
Casting Time: 1 action
Range: 30 feet You create a magical zone that guards against deception
Components: V, S. M (a twig from a tree that has been in a 15-foot-radius sphere centered on a point of your
choice within range. Until the spell ends, a creature
struck by lightning) that enters the spell's area for the first time on a turn
Duration: Concentration, up to 1 minute or starts its turn there must make a Charisma saving
throw. On a failed save, a creature can't speak a
A beam of crackling, blue energy lances out toward deliberate lie while in the radius. You know whether
a creature within range, forming a sustained arc of each creature succeeds or fails on its saving throw.
lightning between you and the target. Make a ranged
spell attack against that creature. On a hit, the target An affected creature is aware of the spell and can thus
takes 1d12 lightning damage, and on each of your turns avoid answering questions to which it would normally
for the duration, you can use your action to deal 1d12 respond with a lie. Such a creature can be evasive in
lightning damage to the target automatically. The spell its answers as long as it remains within the boundaries
ends if you use your action to do anything else. The spell of the truth.

PAW] 3 I SPELLS 289

APPENDIX A: CONDITIONS

ONDITIONS ALTER A CREATURE'S CAPABILITIES IN • The charmer has advantage on any ability check to
interact socially with the creature.
a variety of ways and can arise as a result of
a spell, a class feature, a monster's attack, DEAFENED
or other effect. Most conditions, such as • A deafened creature can't hear and automatically fails
blinded, are impairments, but a few, such as
invisible, can be advantageous. any ability check that requires hearing.
A condition lasts either until it is countered
(the prone condition is countered by standing FRIGHTENED
up, for example) or for a duration specified by the effect • A frightened creature has disadvantage on ability
that imposed the condition.
If multiple effects impose the same condition on a checks and attack rolls while the source of its fear is
creature, each instance of the condition has its own within line of sight.
duration, but the condition's effects don't get worse. • The creature can't willingly move closer to the source
A creature either has a condition or doesn't. of its fear.
The following definitions specify what happens to
a creature while it is subjected to a condition. GRAPPLED
• A grappled creature's speed becomes 0, and it can't
BLINDED
• A blinded creature can't sec and automatically fails benefit from any bonus to its speed.
• The condition ends if the grappler is incapacitated
any ability check that requires sight.
- Attack rolls against the creature have advantage, and (sec the condition).
The condition also ends if an effect removes the
the creature's attack rolls have disadvantage. grappled creature from the reach of the grappler or
grappling effect, such as when a creature is hurled
CHARMED away by the thunderwave spell.
• A charmed creature can't attack the charmer or target
INCAPACITATED
the charmer with harmful abilities or magical effects. • An incapacitated creature can't take actions or

reactions.

O

INVISIBLE EXHAUSTION
• An invisible creature is impossible to see without the
Some special abilities and environmental hazards, such as
aid of magic or a special sense. For the purpose of starvation and the long-term effects of freezing or scorching
hiding, the creature is heavily obscured. The crea- temperatures, can lead to a special condition called
ture's location can be detected by any noise it makes exhaustion. Exhaustion is measured in six levels. An effect
or any tracks it leaves. can give a creature one or more levels of exhaustion, as
• Attack rolls against the creature have disadvantage, specified in the effect's description.
and the creature's attack rolls have advantage.
Level Effect
PARALYZED 1 Disadvantage on ability checks
• A paralyzed creature is incapacitated (see the condi- 2 Speed halved
3 Disadvantage on attack rolls and saving throws
tion) and can't move or speak. 4 Hit point maximum halved
• The creature automatically fails Strength and 5 Speed reduced to 0
6 Death
Dexterity saving throws.
• Attack rolls against the creature have advantage. If an already exhausted creature suffers another effect that
• Any attack that hits the creature is a critical hit if the causes exhaustion, its current level of exhaustion increases
by the amount specified in the effect's description.
attacker is within 5 feet of the creature.
A creature suffers the effect of its current level of
PETRIFIED exhaustion as well as all lower levels. For example, a creature
• A petrified creature is transformed, along with any suffering level 2 exhaustion has its speed halved and has
disadvantage on ability checks.
nonmagical object it is wearing or carrying, into a
solid inanimate substance (usually stone). Its weight An effect that removes exhaustion reduces its level as
increases by a factor of ten, and it ceases aging. specified in the effect's description, with all exhaustion
• The creature is incapacitated (see the condition), can't effects ending if a creature's exhaustion level is reduced
move or speak, and is unaware of its surroundings. below 1.
• Attack rolls against the creature have advantage.
• The creature automatically fails Strength and Finishing a long rest reduces a creature's exhaustion level
Dexterity saving throws. by 1, provided that the creature has also ingested some
• The creature has resistance to all damage. food and drink.
• The creature is immune to poison and disease,
although a poison or disease already in its system
is suspended, not neutralized.

INVISIBLE

POISONED
• A poisoned creature has disadvantage on attack rolls

and ability checks.

PRONE
• A prone creature's only movement option is to crawl,

unless it stands up and thereby ends the condition.
• The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage

if the attacker is within 5 feet of the creature.
Otherwise, the attack roll has disadvantage.

RESTRAINED
• A restrained creature's speed becomes 0, and it can't

benefit from any bonus to its speed.
• Attack rolls against the creature have advantage,

and the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity

saving throws.

STUNNED
• A stunned creature is incapacitated (see the

condition), can't move, and can speak only
falteringly.
• The creature automatically fails Strength
and Dexterity saving throws.
• Attack rolls against the creature have
advantage.

UNCONSCIOUS
• An unconscious creature is incapacitated (see

the condition), can't move or speak, and is unaware
of its surroundings
• The creature drops whatever it's holding and falls
prone.
• The creature automatically fails Strength and
Dexterity saving throws.
• Attack rolls against the creature have advantage.
• Any attack that hits the creature is a criti-
cal hit if the attacker is within 5 feet
of the creature.

UNCONSCIOUS

292

APPENDIX B: GODS OF THE MULTIVERSE

Religion IS AN IMPORTANT PART OF LIFE IN GREY HAW K
The gods of Greyhawk come from at least four different
THE worlds of the D&D multiverse. When pantheons, representing the faiths of the various ethnic
gods walk the world, clerics channel divine groups that populated the continent of Oerik over the
power, evil cults perform dark sacrifices in ages. As a result, there's a great deal of overlap in their
subterranean lairs, and shining paladins portfolios: Pelor is the Flan god of the sun and Pholtus
stand like beacons against the darkness, it's is the Oeridian sun god, for example.
hard to be ambivalent about the deities and
deny their existence. DRAGONLANCE
Many people in the worlds of D&D worship different The gods of the world of Krynn are three families: seven
gods at different times and circumstances. People in gods of good headed by Paladine and Mishakal, seven of
the Forgotten Realms, for example, might pray to Sune neutrality headed by Gilean, and seven of evil headed by
for luck in love, make an offering to Waukeen before Takhisis and Sargonnas. These deities have been called
heading to the market, and pray to appease Talos when by many different names and held in varying levels of
a severe storm blows in—all in the same day. Many esteem by different peoples and cultures through the
people have a favorite among the gods, one whose ideals world's history, but they are the only gods of this world—
and teachings they make their own. And a few people their place fixed in the stars as constellations.
dedicate themselves entirely to a single god, usually
serving as a priest or champion of that god's ideals. EBERRON
Your DM determines which gods, if any, are worshiped The world of Eberron has many different religions, but
in his or her campaign. From among the gods available, the most important revolves around a pantheon called
you can choose a single deity for your character to the Sovereign Host and their malign shadow, the Dark
serve, worship, or pay lip service to. Or you can pick Six. The gods of the Sovereign Host are thought to have
a few that your character prays to most often. Or just dominion over every aspect of existence, and to speak
make a mental note of the gods who are revered in your with a unified voice. But the Dark Six are the primitive,
DM's campaign so you can invoke their names when bloody, and cruel gods who offer a dissenting voice.
appropriate. If you're playing a cleric or a character with
the Acolyte background, decide which god your deity Eberron's other religions are very different from the
serves or served, and consider the deity's suggested traditional D&D pantheons. The monotheistic Church
domains when selecting your character's domain. of the Silver Flame is devoted to fighting against evil in
the world, but plagued by corruption in its own ranks.
D&D PANTHEONS The philosophy of the Blood of Vol teaches that divinity
lies within all mortal beings and reveres the undead
Each world in the D&D multiverse has its own who have secured that immortality. Various mad cults
pantheons of deities, ranging in size from the teeming are devoted to the demons and horrors imprisoned
pantheons of the Forgotten Realms and Greyhawk to in Eberron's Underdark (called Khyber, the Dragon
the more focused religions of Eberron and Dragonlance. Below). The followers of the Path of Light believe that
Many of the nonhuman races worship the same gods on the world is heading toward a glorious future where
different worlds—Moradin, for example, is revered by the shadows that cloud this world will be transformed
dwarves of the Forgotten Realms, Greyhawk, and many into light. And two related nations of elves revere their
other worlds. ancestral spirits: the Undying Court, preserved as
spirits or even undead forms, and the glorified Spirits
THE FORGOTTEN REALMS of the Past, the great heroes of ancient wars.
Dozens of deities are revered, worshiped, and feared
throughout the world of the Forgotten Realms. At least NONHUMAN DEITIES
thirty deities are widely known across the Realms, and Certain gods closely associated with nonhuman races
many more are worshiped locally, by individual tribes, are revered on many different worlds, though not always
small cults, or certain sects of larger religious temples. in the same way. The nonhuman races of the Forgotten
Realms and Greyhawk share these deities.
THE LIFE AND DEATH DOMAINS
Nonhuman races often have whole pantheons of
Many deities in this section suggest the Life domain, their own. Besides Moradin, for example, the dwarf
particularly if they are closely associated with healing, gods include Moradin's wife, Berronar Truesilver, and
protection. childbirth, nurturing, or fertility. As described in a number of other gods thought to be their children
the chapter 3, though, the Life domain is incredibly broad, and grandchildren: Abbathor, Clangeddin Silverbeard,
and a cleric of any non-evil deity can choose it. Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn,
Haela Brightaxe, Marthammor Duin, Sharindlar, Thard
A number of other deities, mostly evil ones, suggest the Harr, and Vergadain. Individual clans and kingdoms of
Death domain, which is detailed in the Dungeon Master's dwarves might revere some, all, or none of these deities,
Guide. Most clerics who choose this domain arc evil NPCs, and some have other gods unknown (or known by other
but if you want to worship a god of death, consult your names) to outsiders.
Dungeon Master.

or.

APPENDIX a G ()DS OF I DE NI II LIIVERSI: 29 3

DEITIES OF THE FORGOTTEN REALMS

Deity Alignment Suggested Domains Symbol
Auril, goddess of winter NE Nature, Tempest Six-pointed snowflake
Azuth, god of wizards LN Knowledge Left hand pointing upward, outlined in fire
Bane, god of tyranny LE War Upright black right hand, thumb and fingers together
Beshaba, goddess of misfortune CE Trickery Black antlers
Bhaal, god of murder NE Death Skull surrounded by a ring of blood droplets
Chauntea, goddess of agriculture NG Life Sheaf of grain or a blooming rose over grain
Cyric, god of lies CE Trickery White jawless skull on black or purple sunburst
Deneir, god of writing NG Knowledge Lit candle above an open eye
Eldath, goddess of peace NG Life, Nature Waterfall plunging into still pool
Gond, god of craft N Knowledge Toothed cog with four spokes
Helm, god of protection LN Life, Light Staring eye on upright left gauntlet
Ilmater, god of endurance LG Life Hands bound at the wrist with red cord
Kelemvor, god of the dead LN Death Upright skeletal arm holding balanced scales
Lathander, god of birth and renewal NG Life, Light Road traveling into a sunrise
Leira, goddess of illusion CN Trickery Point-down triangle containing a swirl of mist
Lliira, goddess of joy CG Life Triangle of three six-pointed stars
Loviatar, goddess of pain LE Death Nine-tailed barbed scourge
Malar, god of the hunt CE Nature Clawed paw
Mask, god of thieves CN Trickery Black mask
Mielikki, goddess of forests NG Nature Unicorn's head
Milil, god of poetry and song NG Light Five-stringed harp made of leaves
Myrkul, god of death NE Death White human skull
Mystra, goddess of magic NG Knowledge Circle of seven stars, or nine stars encircling a
flowing red mist, or a single star
Oghma, god of knowledge N Knowledge Blank scroll
Savras, god of divination and fate LN Knowledge Crystal ball containing many kinds of eyes
SelUne, goddess of the moon CG Knowledge, Life Pair of eyes surrounded by seven stars
Shar, goddess of darkness and loss NE Death, Trickery Black disk encircled with a border
Silvanus, god of wild nature N Nature Oak leaf
Sune, goddess of love and beauty CG Life, Light Face of a beautiful red-haired woman
Talona, goddess of disease and poison CE Death Three teardrops on a triangle
Talos, god of storms CE Tempest Three lightning bolts radiating from a central point
Tempus, god of war N War Upright flaming sword
Torm, god of courage and self-sacrifice LG War White right gauntlet
Tymora, goddess of good fortune CG Trickery Face-up coin
Tyr, god of justice LG War Balanced scales resting on a warhammer
Umberlee, goddess of the sea CE Tempest Wave curling left and right
Waukeen, goddess of trade N Knowledge, Trickery Upright coin with Waukeen's profile facing left

294. APPENDIX B I GODS OF THE MULTIVERSE

DEITIES OF GREYHAWK Alignment Suggested Domains Symbol
N Nature Green disk
Deity N Knowledge Eye within a pentagram
Beory, goddess of nature N Knowledge Arc of seven stars inside a circle
Boccob, god of magic NG Life, Nature Unicorn horn
Celestian, god of stars and wanderers CE War Blood drop
Ehlonna, goddess of woodlands NG Knowledge, Trickery Circle crossed by a curved horizon line
Erythnul, god of envy and slaughter LG War Lightning bolt
Fharlanghn, god of horizons and travel LE War Six arrows facing downward in a fan
Heironeous, god of chivalry and valor CG Tempest, War Four spears and four maces radiating out
Hextor, god of war and discord from a central point
Kord, god of athletics and sport Death Reptilian eye with a horizontal diamond
Knowledge Weaver's spindle with three strands
Incabulos, god of plague and famine NE Death Grinning human skull
Istus, goddess of fate and destiny N Death Skull with either a sickle or a scythe
CE Nature Oak leaf and acorn
Iuz, god of pain and oppression NE Trickery Laughing mask
Nerull, god of death N Life, Light Sun
Obad-Hai, god of nature CN Light Silver sun or full moon partially eclipsed by a
Olidammara, god of revelry NG smaller crescent moon
Pelor, god of the sun and healing LG Trickery Three bone fate-casting sticks
Pholtus, god alight and law Knowledge White heart
Knowledge Circle at the center of a starburst of lines
Ralishaz, god of ill luck and insanity CN Trickery Dark spiral or inverted ziggurat
Rao, god of peace and reason LG War Triskelion
St. Cuthbert, god of common sense and zeal LN Life, War Mountain with a circle at its heart
Tharizdun, god of eternal darkness CE Knowledge Hand with eye in the palm
Trithereon, god of liberty and retribution CG Death, Knowledge Red skull in front of fireball
Ulaa, goddess of hills and mountains LG
Vecna, god of evil secrets NE
Wee Jas, goddess of magic and death LN

DEITIES OF DRAGONLANCE Alignment Suggested Domains Symbol
LG War Silver triangle
The Gods of Good NG Light Bard's harp
Paladine, god of rulers and guardians NG Nature, Tempest Blue bird
Branchala, god of music LG War Bison's horns
Habbakuk, god of animal life and the sea LC Knowledge Copper spider
Kiri-Jolith, god of honor and war LG Knowledge, Life Blue infinity sign
Majere, god of meditation and order LG no clerics White circle or sphere
Mishakal, goddess of healing
Solinari, god of good magic Alignment Suggested Domains Symbol
N Knowledge Open book
The Gods of Neutrality N Nature Feather
Gilean, god of knowledge N Knowledge Forging hammer
Chislev, goddess of nature N Knowledge, Trickery Griffon's wing
Reorx, god of craft N Nature Multi-colored fire
Shinare, goddess of wealth and trade N Knowledge Great green or gold tree
Sirrion, god of fire and change N no clerics Red circle or sphere
Zivilyn, god of wisdom
Lunitari, goddess of neutral magic Alignment Suggested Domains Symbol
LE Death Black crescent
The Gods of Evil LE Death Yellow skull
Takhisis, goddess of night and hatred CE Trickery Broken merchant's scales
Chemosh, god of the undead NE Death Hood with two red eyes
Hiddukel, god of lies and greed LE War Stylized red condor
Morgion, god of disease and secrecy CE Tempest Turtle shell
Sargonnas, god of vengeance and fire LE no clerics Black circle or sphere
Zeboim, goddess of the sea and storms
Nuitari, god of evil magic

DEITIES OF EBERRON Alignment Suggested Domains Symbol
The Sovereign Host NG Life, Nature Sheaf of wheat tied with green ribbon
Arawai, goddess of fertility LN Knowledge Open tome
Aureon, god of law and knowledge N Life, Nature Pair of antlers
Balinor, god of beasts and the hunt LG Life Fire in a stone hearth
Boldrei. goddess of community and home LG Light, War Rising sun
Dol Arrah, goddess of sunlight and honor CG War Longsword crossed over a shield
Dol Dorn, god of strength at arms N Trickery Nine-sided gold coin
Kol Korran, god of trade and wealth NG Life, Trickery Domino
011adra, goddess of good fortune NG Knowledge Crossed hammer and tongs
Onatar, god of craft
Alignment Suggested Domains Symbol
The Dark Six NE Tempest Bundle of five sharpened bones
The Devourer, god of nature's wrath NE War Winged wyrm with woman's head and
The Fury, goddess of wrath and madness upper body
NE Death Dragonshard stone in the shape of a fang
The Keeper, god of greed and death NE War Five blood-spattered tools
The Mockery, god of violence and treachery CE Knowledge Obsidian tower
The Shadow, god of dark magic CN Knowledge, Trickery Four crossed, rune-inscribed bones
The Traveler, deity of chaos and change
Alignment Suggested Domains Symbol
Other Faiths of Eberron LG Life, Light, War Flame drawn on silver or molded from silver
The Silver Flame, deity of protection and good LN Death, Life Stylized dragon skull on red teardrop gem
The Blood of Vol, philosophy of immortality
NE Trickery Varies
and undeath LN Life, Light Brilliant crystal
Cults of the Dragon Below, deities of madness
The Path of Light, philosophy of light and NG Knowledge, Life Varies
CG War Varies
self-improvement
The Undying Court, elven ancestors
The Spirits of the Past, elven ancestors

NONHUMAN DEITIES

Deity Alignment Suggested Domains Symbol
Bahamut, dragon god of good LG Life, War Dragon's head in profile
Blibdoolpoolp, kuo-toa goddess NE Death Lobster head or black pearl
Corellon Larethian, elf deity of art and magic CG Light Quarter moon or starburst
Deep Sashelas, elf god of the sea CG Nature, Tempest Dolphin
Eadro, merfolk deity of the sea N Nature, Tempest Spiral design
Garl Glittergold, gnome god of trickery and wiles LG Trickery Gold nugget
Grolantor, hill giant god of war CE War Wooden club
Gruumsh, orc god of storms and war CE Tempest, War Unblinking eye
Hruggek, bugbear god of violence CE War Morningstar
Kurtulmak, kobold god of war and mining LE War Gnome skull
Laogzed, troglodyte god of hunger CE Death Image of the lizard/toad god
Lolth, drow goddess of spiders CE Trickery Spider
Maglubiyet, goblinoid god of war LE War Bloody axe
Moradin, dwarf god of creation LG Knowledge Hammer and anvil
Rillifane Rallathil, wood elf god of nature CG Nature Oak
Sehanine Moonbow, elf goddess of the moon CG Knowledge Crescent moon
Sekolah, sahuagin god of the hunt LE Nature, Tempest Shark
Semuanya, lizardfolk deity of survival N Life Egg
Skerrit, centaur and satyr god of nature N Nature Oak growing from acorn
Skoraeus Stonebones, god of stone giants and art N Knowledge Stalactite
Surtur, god of fire giants and craft LE Knowledge, War Flaming sword
Thrym, god of frost giants and strength CE War White double-bladed axe
Tiamat, dragon goddess of evil LE Trickery Dragon head with five claw marks
Yondalla, halfling goddess of fertility and protection LG Life Shield

APPENDIX ft I GODS OF TUE MIULTIVERSE

296

FANTASY—HISTORICAL PANTHEONS

The Celtic, Egyptian, Greek, and Norse pantheons are
fantasy interpretations of historical religions from our
world's ancient times. They include deities that are
most appropriate for use in a D&D game, divorced from
their historical context in the real world and united into
pantheons that serve the needs of the game.

THE CELTIC PANTHEON
It's said that something wild lurks in the heart of every
soul, a space that thrills to the sound of geese calling
at night, to the whispering wind through the pines, to
the unexpected red of mistletoe on an oak—and it is in
this space that the Celtic gods dwell. They sprang from
the brook and stream, their might heightened by the
strength of the oak and the beauty of the woodlands and
open moor. When the first forester dared put a name to
the face seen in the bole of a tree or the voice babbling
in a brook, these gods forced themselves into being.

The Celtic gods are as often served by druids as by
clerics, for they are closely aligned with the forces of
nature that druids revere.

THE GREEK PANTHEON
The gods of Olympus make themselves known with the
gentle lap of waves against the shores and the crash of
the thunder among the cloud-enshrouded peaks. The
thick boar-infested woods and the sere, olive-covered
hillsides hold evidence of their passing. Every aspect
of nature echoes with their presence, and they've made
a place for themselves inside the human heart, too.

THE EGYPTIAN PANTHEON
These gods are a young dynasty of an ancient divine
family, heirs to the rulership of the cosmos and the
maintenance of the divine principle of Ma'at—the
fundamental order of truth, justice, law, and order that
puts gods, mortal pharaohs, and ordinary men and
women in their logical and rightful place in the universe.

The Egyptian pantheon is unusual in having three
gods with the Death domain of different alignments.
Anubis is the lawful neutral god of the afterlife. who

judges the souls of the dead. Set is a chaotic evil god the needs of their environment. Given the necessity of
of murder, perhaps best known for killing his brother raiding for food and wealth, it's surprising the mortals
Osiris. And Nephthys is a chaotic good goddess of turned out as well as they did. Their powers reflect
mourning. Thus, although most clerics of the Death the need these warriors had for strong leadership and
domain (found in the Dungeon Master's Guide) are decisive action. Thus, they see their deities in every
villainous characters, clerics who serve Anubis or bend of a river, hear them in the crash of the thunder
Nephthys need not be. and the booming of the glaciers, and smell them in the
smoke of a burning longhouse.
THE NORSE PANTHEON
Where the land plummets from the snowy hills into the The Norse pantheon includes two main families, the
icy fjords below, where the longboats draw up on to the Aesir (deities of war and destiny) and the Vanir (gods
beach, where the glaciers flow forward and retreat with of fertility and prosperity). Once enemies, these two
every fall and spring—this is the land of the Vikings, families are now closely allied against their common
the home of the Norse pantheon. It's a brutal clime, enemies, the giants (including the gods Surtur and
and one that calls for brutal living. The warriors of Thrym). Like the gods of Greyhawk, gods in different
the land have had to adapt to the harsh conditions in families sometimes have overlap in their spheres of
order to survive, but they haven't been too twisted by influence: Frey (of the Vanir) and Odur (of the Aesir)
are both associated with the sun, for example.

CELTIC DEITIES Alignment Suggested Domains Symbol
CG Bubbling cauldron or shield
Deity NE Nature, Trickery Black star on gray background
The Daghdha, god of weather and crops NG Life, Death Solar disk and standing stones
Arawn, god of life and death NG Light Footbridge
Belenus, god of sun, light, and warmth Life Crossed oak and mistletoe branches
Brigantia, goddess of rivers and livestock LG Life Red sun-capped mountain peak
Diancecht, god of medicine and healing N Nature Giant mallet over sword
Dunatis, god of mountains and peaks NG Knowledge, Life Pair of long hands
Goibhniu, god of smiths and healing CN Knowledge, Life Wave of white water on green
Lugh, god of arts, travel, and commerce LN Nature, Tempest Staff
Manannan mac Lir, god of oceans and sea creatures NE Knowledge Two crossed spears
Math Mathonwy, god of magic CE War Silver hand on black background
Morrigan, goddess of battle N War Unfurled scroll
Nuada, god of war and warriors NG Knowledge Summer oak tree
Oghma, god of speech and writing N Nature
Silvanus, god of nature and forests

GREEK DEITIES Alignment Suggested Domains Symbol
Fist full of lightning bolts
Deity N Tempest Sea shell
Zeus, god of the sky, ruler of the gods Lyre
Aphrodite, goddess of love and beauty CG Light Spear
Apollo, god of light, music, and healing Bow and arrow on lunar disk
Ares, god of war and strife CG Knowledge, Life, Light Owl
Artemis, goddess of hunting and childbirth CE War Mare's head
Athena, goddess of wisdom and civilization NG Life, Nature Thyrsus (staff tipped with pine cone)
Demeter, goddess of agriculture LG Knowledge, War Black ram
Dionysus, god of mirth and wine NG Life Setting moon
Hades, god of the underworld CN Life Hammer and anvil
Hecate, goddess of magic and the moon LE Death Fan of peacock feathers
Hephaestus, god of smithing and craft CE Knowledge, Trickery Lion's head
Hera, goddess of marriage and intrigue Caduceus (winged staff and serpents)
Hercules, god of strength and adventure NG Knowledge Hearth
Hermes, god of travel and commerce Winged woman
Hestia, goddess of home and family CN Trickery Syrinx (pan pipes)
Nike, goddess of victory Trident
Pan, god of nature CG Tempest, War Red pentagram
Poseidon, god of the sea and earthquakes CG Trickery
Tyche, goddess of good fortune
NG Life

LN War
CN Nature
CN Tempest
N Trickery

EGYPTIAN DEITIES Alignment Suggested Domains Symbol
LG Life, Light Solar disk encircled by serpent
Deity LN Death Black jackal
Re-Horakhty, god of the sun, ruler of the gods NE Trickery Flaming snake
Anubis, god of judgment and death CG War Cat
Apep, god of evil, fire, and serpents CN Trickery Image of the misshapen deity
Bast, goddess of cats and vengeance NG Life, Light Horned cow's head with lunar disk
Bes, god of luck and music
Hathor, goddess of love, music, and NG Knowledge Step pyramid

motherhood NG Knowledge, Life Ankh and star
lmhotep, god of crafts and medicine
Isis, goddess of fertility and magic CG Death Horns around a lunar disk
Nephthys, goddess of death and grief
Osiris, god of nature and the underworld LG Life, Nature Crook and flail
Ptah, god of crafts, knowledge, and secrets
Set, god of darkness and desert storms LN Knowledge Bull

Sobek, god of water and crocodiles CE Death, Tempest, Coiled cobra
Thoth, god of knowledge and wisdom
Trickery

LE Nature, Tempest Crocodile head with horns and plumes

N Knowledge Ibis

NORSE DEITIES Alignment Suggested Domains Symbol
NG Knowledge, War Watching blue eye
Deity NE Tempest Rough ocean waves
Odin, god of knowledge and war NG Life, Light Gem-encrusted silver chalice
Aegir, god of the sea and storms N Light Head of a bearded man
Balder, god of beauty and poetry NG Life, Light Ice-blue greatsword
Forseti, god of justice and law NG Life Falcon
Frey, god of fertility and the sun N Life, Light Cat
Freya, goddess of fertility and love LG Light, War Curling musical horn
Frigga, goddess of birth and fertility NE Death Woman's face, rotting on one side
Heimdall, god of watchfulness and loyalty CN Trickery Winged scroll
Hel, goddess of the underworld CE Trickery Flame
Hermod, god of luck NG Nature, Tempest Gold coin
Loki, god of thieves and trickery CG Light Solar disk
Njord, god of sea and wind CG War Upraised sword
Odur, god of light and the sun N Nature Mountain peak
Sif, goddess of war LE War Flaming sword
Skadi, god of earth and mountains CG Tempest, War Hammer
Surtur, god of fire giants and war CE War White double-bladed axe
Thor, god of storms and thunder LN Knowledge, War Sword
Thrym, god of fire giants and cold CN Nature Longbow
Tyr, god of courage and strategy
Uller, god of hunting and winter

APPENDIX B I GODS OF THE MULTI VERSE

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