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Published by Gabriel Eduardo, 2018-12-27 01:35:10

D&D - Player's Handbook

CHAPTER 10: SPELLCASTING


AGIC PERMEATES THE WORLDS OF D&D AND In every case, the number of spells a caster can
most often appears in the form of a spell. have fixed in mind at any given time depends on the
This chapter provides the rules for character's leveI.
casting spells. Different character
classes have distinctive ways of learning SPELL SLOTS
and preparing their spells, and monsters Regardless of how many spells a caster knows or
use spells in unique ways. Regardless of its source, prepares, he or she can cast only a limited number of
a spell follows the rules here. spells before resting. Manipulating the fabric of magic
and channeling its energy into even a simple spell is
WHAT 1s A SPELL? physically and mentally taxing, and higher-Ievel spells

A spell is a discrete magical effect, a single shaping are even more so. Thus, each spellcasting class's
of the magical energies that suffuse the multiverse description (except that of the warlock) includes a table
into a specific, limited expression. In casting a spell, showing how many spell slots of each spelllevel a
a character carefully plucks at the invisible strands of character can use at each character leveI. For example,
raw magic suffusing the world, pins them in place in a the 3rd-level wizard Umara has four 1st-levei spell slots
particular pattern, sets them vibrating in a specific way, and two 2nd-levei slots.
and then releases them to unleash the desired effect-in When a character casts a spell, he or she expends
most cases, ali in the span of seconds. a slot of that spell's levei or higher, effectively "filling"
Spells can be versatile tools, weapons, or protective a slot with the spell. Vou can think of a spell slot as a
wards. They can deal damage or undo it, impose or groove of a certain size-small for a 1st-levei slot,larger
remove conditions (see appendix A), drain life energy for a spell of higher leveI. A 1st-levei spell fits into a slot
away, and restore life to the dead. of any size, but a 9th-levei spell fits only in a 9th-levei
Uncounted thousands of spells have been created si01. So when Umara casts magic missile, a 1st-levei
over the course of the multiverse's history, and many of spell, she spends one of her four 1st-levei slots and has
them are long forgotten. Some might yet lie recorded in three remaining.
crumbling spellbooks hidden in ancient ruins or trapped Finishing a long rest restores any expended spell slots
in the minds of dead gods. Or they might someday be (see chapter 8 for the rules on resting).
reinvented by a character who has amassed enough Some characters and monsters have special abilities
power and wisdom to do sO. that let them cast spells without using spell slots. For
example, a monk who follows the Way of the Four
SPELL LEVEL Elements, a warlock who chooses certain eldritch
invocations, and a pit fiend from the Nine Hells can ali
Every spell has a levei from O to 9. A spell's levei is a
general indicator of how powerful it is. with the lowly cast spells in such a way.
(but still impressive) magic missile at 1st levei and CASTlNG A SPELL AT A HIGHER LEVEL
the earth-shaking wish at 9th. Cantrips-simple but When a spellcaster casts a spell using a slot that is of a
powerful spells that characters can cast almost by rote- higher levei than the spell, the spell assumes the higher
are levei O. The higher a spell's levei, the higher levei a levei for that casting. For instance, if Umara casts magic
spellcaster must be to use that spell. missile using one of her 2nd-levei slots, that magic
Spelllevel and character levei don't correspond missile is 2nd leveI. Effectively, the spell expands to fill
directly. Typically, a character has to be at least 17th the slot it is put into.
levei, not 9th levei, to cast a 9th-leveI spell.
Some spells, sue h as magic missile and cure wounds,
have more powerful effects when cast at a higher levei,
KNOWN AND PREPARED SPELLS
as detailed in a spell's description.
Before a spellcaster can use a spell, he or she must
have the spell firmly fixed in mind, or must have access CANTRIPS
to the spell in a magic item. Members of a few classes, A cantrip is a spell that can be cast at will, without
including bards and sorcerers, have a limited list of using a spell slot and without being prepared in
spells they know that are always fixed in mind. The advance. Repeated practice has fixed the spell in the
same thing is true of many magic-using monsters. Other caster's mind and infused the caster with the magic
spellcasters, such as clerics and wizards, undergo a needed to produce the effect over and over. A cantrip's
process of preparing spells. This process varies for spelllevel is O.
different classes, as detailed in their descriptions.
4 • RITUALS
CASTING IN ARMOR Certain spells have a special tag: ritual. Such a spell
Because ofthe mental focus and precise gestures required ean be cast following the normal rules for spelleasting,
for spellcasting, you must be proncient with the armor you
are wearing to cast a spell. Vou are otherwise too distracted or the spell can be cast as a ritual. The ritual version of
and physically hampered by your armor for spellcasting. a spell takes 10 minutes longer to cast than normal.
~ r

PART 3 SPELU...\STI "G
20

It also doesn't expend a spell slot, which means the
ritual version of a spell can't be cast at a higher leveI.
To cast a spell as a ritual, a spellcaster must have a
feature that grants the ability to do so. The cleric and the
druid, for example, have such a feature. The caster must
also have the spell prepared or on his or her list of spells
known, unless the character's ritual feature specifies
otherwise, as the wizard's does.

CASTING A SPELL
When a character casts any spell, the same basic rules
are followed, regardless of the character's class or the
spell's effects.
Each spell description in chapter li begins with a block
of information, including the spell's name, levei,school
of magic, casting time, range, components, and duration.
The rest of a spell entry describes the spell's effect.

CASTING TIME
Most spells require a single action to cast, but some
spells require a bonus action, a reaction, or much more
time to cast.
BONUS ACTION
A spell cast with a bonus action is especially swift. Vou
must use a bonus action on your turn to cast the spell,
provided that you haven't already taken a bonus action
this turno Vou can't cast another spell during the same
turn, except for a cantrip with a casting time of I action.

REACTIONS
Some spells can be cast as reactions. These spells
take a fraction of a second to bring about and are cast
in response to some event. If a spell can be cast as a
reaction, the spell description tells you exactly when
you can do sO.
LONGE R CASTING TIMES
Certain spells (including spells cast as rituais) require
more time to cast: minutes or even hours. When you
cast a spell with a casting time longer than a single
action or reaction, you must spend your action each
turn casting the spell, and you must maintain your
concentration while you do so (see "Concentration"
below). ]f your concentration is broken, the spell fails,
but you don't expend a spell slot. ]f you want to try
casting the spell again, you must start over.

RANGE
The target of a spell must be within the spell's range.
For a spelllike magic missile, the target is a creature.
For a spelllike firebaJl, the target is the point in space
where the ball of fire erupts.
Most spells have ranges expressed in feet. Some
spells can target only a creature (including you) that you
touch. Other spells. such as the shield spell, affect only
you. These spells have a range of self.
Spells that create cones or lines of effect that originate
from you also have a range of self, indicating that the
origin point af the spell's effect must be yau (see "Areas
af Effect" later in the this chapter).

4 ••
Once a spell is cast, its effects aren't limited by its THE SCHOOLS OF MAGIC
range, unless the spell's description says otherwise. Academies of magic group spells into eight categories called
schools of magic. Scholars, particularly wizards, apply these
COMPONENTS categories to ali spells, believing that ali magic functions in
essentially the same way, whether it derives from rigorous
A spell's components are the physical requirements you study ar is bestowed by a deity.
must meet in order to cast it. Each spell's description The schools of magic help describe spells; they have no
indicates whether it requires verbal (V), somatic (S), rules oftheir own, although some rules refer to the schools.
or material (M) components. Ifyou can't provide one Abjuration spells are protective in nature, though some
or more of a spell's components, you are unable to of them have aggressive uses. They create magical barriers,
cast the spell. negate harmful effects, harm trespassers, ar banish creatures
to other planes of existence.
VERBAL (V) Conjuration spells involve the transportation of objects
Most spells require the chanting of mystic words. The and creatures from one location to another. Some spells
words themselves aren't the source of the spell's power; summon creatures ar objects to the caster's side, whereas
rather, the particular combination of sounds, with others allow the caster to teleport to another location. Some
specific pitch and resonance, sets the threads of magic conjurations create objects or effects out of nothing.
Divinalion spells reveal information, whether in the form of
in molion. Thus, a character who is gagged or in an area secrets long forgoUen, glimpses of the future, the locations
of silence, such as one created by the siJence spell, can't of hidden things, the truth behind illusions, ar visions of
cast a spell with a verbal component. dislanl people or places.
Enchanlmenl spells affecl lhe minds of olhers, influencing
SOMATIC (S) ar controlling lheir behavior. Such spells can make enemies
Spellcasting gestures might include a forceful see lhe casler as a friend, force crealures lo lake a course of
gesticulation or an intricate set of gestures. If a spell aclion, ar even conlrol anolher crealure like a puppet.
requires a somalic component, the caster must have free Evocalion spells manipulate magical energy lo produce a
use of at least one hand to perform these gestures. desired eITect. Some call up blasts offire ar lighlning. Olhers
channel posilive energy to heal wounds.
MATERIAL (M) JIIusion spells deceive lhe senses ar minds of olhers. They
Casting some spells requires particular objects, cause people lo see lhings lhal are nol lhere, lo miss lhings
specified in parentheses in the component entry. lhat are there, to hear phanlom noises, ar lo remember
A character can use a component pouch or a lhings lhal never happened. Some illusions creale phanlom
images lhal any creature can see, but lhe mosl insidious
speIlcasting focus (found in chapter 5) in place of illusions planl an image direclly in lhe mind of a crealure.
the components specified for a spell. But if a cost is Necromancy spells manipulale the energies oflife and
indicated for a component, a character must have that dealh. Such spells can granl an exlra reserve oflife force,
specific component before he or she can cast the spell. drain the life energy from anolher crealure, create the
If a spell states that a material component is undead, ar even bring the dead back to life.
consumed by the spell, the caster must provide this Creating the undead lhrough lhe use of necromancy spells
component for each casting of the spell. such as animate dead is not a good acl, and only evil caslers
A spellcaster must have a hand free to access these use such spells frequenlly.
components, but it can be the same hand that he or she Transmulalion spells change lhe properties of a crealure,
uses to perform somatic components. object, ar environmenl. They mighl lum an enemy inlo a
harmless creature. bolsler the slrength of an ally,make an
object move aI the casler's command, ar enhance a crealure's
DURATION innale healing abililies lo rapidly recover from injury.
A spell's duration is the length of time the spell persists. •• •••
A duration can be expressed in rounds, minutes, hours, Normal activity, such as moving and attacking, doesn't
or even years. Some spells specify that their effects last interfere with concentration. The following factors can
until the spells are dispelled or destroyed. break concentration:

INSTANTANEOUS Casting another speIl that requires concentration.
Many spells are instantaneous. The spell harms, Vou lose concentration on a spell ifyou cast another
heals, creates, or alters a creature or an object in a way spell that requires concentration. Vou can't concen-
that can't be dispelled, beca use its magic exists only trate on two spells at once.
for an instant. Taking damage. Whenever you take damage while
you are concentrating on a spell, you must make a
CONCENTRATION Constitution saving throw to maintain your concentra-
Some spells require you to maintain concentration tion. The DC equals 10 or half the damage you take,
in order to keep their magic active. If you lose whichever number is higher.lfyou take damage from
concentration, such a spell ends. multiple sources, such as an arrow and a dragon's
If a spell must be maintained with concentralion, breath, you make a separate saving throw for each
that fact appears in its Duration entry, and lhe spell source of damage.
specifics how long you can concentrate on it. Voucan Being incapacilated or kilIed. Vou lose concentration
end concentration at any time (no action required). on a spell if you are incapacitated or ifyou die.




PART 3 I SrF.l LCASTI NG
203

The DM might also decide that certain environmental pasition its point of origino Typically,
phenomena, such as a wave crashing over you while a point of origin is a point in space, but
you're on a storm-tossed ship, require you to succeed some spells have an area whose origin is a
on a DC 10 Constitution saving throw to maintain creature or an object.
concentration on a spell. A spell's effect expands in straight lines fram the point
of origino If no unblocked straight line extends from the
TARGETS point of origin to a location within the area of effect, that
location isn't included in the spell's area. To block one of
A typical spell requires you to pick one or more targets
to be affected by the spell's magic. A spell's description these imaginary lines, an obstruction must provi de total
tells you whether the spell targets creatures, objects, or cover, as explained in chapter 9.
a point of origin for an area of effect (described below). CONE
Unless a spell has a perceptible effect, a creature A cone extends in a direction you choose fram its point
might not know it was targeted by a spell at alI. An effect af origino A cone's width at a given point along its length
like crackling lightning is obvious, but a more subtle is equal to that point's distance from the point of origino
effect, such as an attempt to read a creature's thoughts, A cone's area of effect specities its maximum length.
typically goes unnoticed, unless a spell says otherwise.
A cone's point of origin is not included in the cone's
area of effect, unless you decide otherwise.
A CLEAR PATH TO THE TARGET
To target something, you must have a clear path to it, CUBE
so it can't be behind total cover. Vou select a cube's point of origin, which lies anywhere
lf you place an area of effect at a point that you can't on a face of the cubic effect. The cube's size is expressed
see and an obstruction. such as a wall, is between you as the length of each side.
and that point, the point of origin comes into being on A cube's point of origin is not included in the cube's
the near side of that obstruction.
area of effect, unless you decide otherwise.
TARGETING YOURSELF
CYLINDER
lf a spell targets a creature of your choice, you can A cylinder's point of origin is the center of a circle of a
choose yourself, unless the creature must be hostile or particular radius, as given in the spell description. The
speciticallya creature other than you. lf you are in the circle must either be on the graund or at the height of
area of effect of a spell you cast, you can target yourself.
the spell effect. The energy in a cylinder expands in
straight lines from the point of origin to the perimeter of
AREAS OF EFFECT the circle, forming the base of the cylinder. The spell's
Spells such as burning hands and cone of cald cover an effect then shoots up fram the base or down fram the
area, allawing them to affect multiple creatures at ance. top, to a distance equal to the height of the cylinder.
A spell's description specities its area af effect, A cylinder's point of origin is included in the cylinder's
which typically has ane of tive different shapes: cone, area of effect.
cube, cylinder, line, ar sphere. Every area of effect has
a paint of origin, a locatian fram which the spell's
energy erupts. The roles for each shape specify how yau


PART 3 I SPELLCASTINO
204

4 ••
LINE lHE WEAVE OF MAGIC
Aline extends from its point of origin in a straight path lhe worlds within the D&D multiverse are magical places.
up to its length and covers an area defined by its width. Aliexistence is suffused with magical power, and potential
A line's point of origin is not included in the line's area energy lies untapped in every rock, stream, and living
of effect, unless you decide otherwise. creature, and even in the air itself. Raw magic is the stuff of
creation, the mute and mindless will of existence, permeating
SPHERE every bit of malter and present in every manifestation of
energy throughout the multiverse.
Vou select a sphere's point of origin, and the sphere
Mortais can't directly shape this raw magic. Instead, they
extends outward from that point. The sphere's make use of a fabric of magic, a kind of interface between
size is expressed as a radius in feet that extends the will of a spellcaster and the stuff of raw magic. lhe
from the point.
spellcasters of the Forgotten Realms call it the Weave and
A sphere's point of origin is included in the sphere's recagnize its essence as the goddess Mystra, but casters
area of effect. have varied ways of naming and visualizing this interface. Sy
any name, without the Weave, raw magic is locked away and
SAVING THROWS inaccessible;the most powerful archmage can't light a candle
with magic in an area where the Weave has been tom. Sut
Many spells specify that a target can make a saving
surrounded by the Weave, a spellcaster can shape lightning
throw to avoid some or ali of a spell's effects. The spell to blast foes, transport hundreds of miles in the blink of an
specifies the ability that the target uses for the save and eye, or even reverse death itself.
what happens on a success or failure. Ali magic depends on the Weave, though different kinds
The De to resist one of your spells equals 8 + your of magic access it in a variety of ways. lhe spells of wizards,
spellcasting ability modifier + your proficiency bonus + warlocks, sorcerers, and bards are commonly called arcane
any special modifiers. magic. lhese spells rely on an understanding-Iearned or
intuitive-of the workings of the Weave. lhe caster plucks
ATTACK ROLLS directly at the strands of the Weave to create the desired
effect. Eldritch knights and arcane tricksters also use arcane
Some spells require the caster to make an attack roll magic. lhe spells of derics, druids, paladins, and rangers are
to determine whether the spell effect hits the intended called divine magic. lhese spellcasters' access to the Weave
target. Your attack bonus with a spell attack equals your is mediated by divine power-gods, the divine forces of
spellcasting ability modifier + your proficiency bonus. nature, or the sacred weight of a paladin's oath.
Most spells that require attack rolls involve ranged Whenever a magic effect is created, the threads of the
attacks. Remember that you have disadvantage on a Weave intertwine, twist, and fold to make the effect possible.
ranged attack roll if you are within 5 feet of a hostile When characters use divination spells such as detect magic or
creature that can see you and that isn't incapacitated identify, they glimpse the Weave. A spell such as dispel magic
(see chapter 9). smooths the Weave. Spells such as antimagic field rearrange
the Weave 50 that magic fiows around, rather than through,
the area affected by the spell. And in places where the Weave
COMBINING MAGICAL EFFECTS
is damaged or tom, magic works in unpredictable ways-or
The effects of different spells add together while not at alI.
the durations of those spells overlap. The effects of
the same spell cast multi pie times don't combine,
however. lnstead, the most potent effect-such as the
highest bonus-from those castings applies while their
durations overlap.
For example, if two clerics cast bless on the same
target, that character gains the spell's benefit only
once; he or she doesn't get to roll two bonus dice.



CHAPTER 11: SPELLS

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

Spirit Guardians Gate Dispel Magic Mirage Arcane
Tongues Mass Heal Feign Death Plane Shift
Water Walk True Resurrection Meld into Stone Regenerate
Plant Growth Reverse Gravity
4TH LEVEL
DRUID SPELLS Protection from Energy
Banishment Sleet Storm 8TH LEVEL
Control Water Animal Shapes
CANTRIPS (o LEVEL) Speak with Plants
Death Ward Water Breathing AntipathyjSympathy
Druidcraft
Divination Control Weather
Guidance Water Walk
Freedom of Movement Wind Wall Earthquake
Mending
Guardian of Faith Feeblemind
Poison Spray
Locate Creature 4TH LEVEL Sunburst
Produce Flame
Stone Shape Blight Tsunami
Resistance
Confusion
5TH LEVEL Shillelagh Conjure Minor Elementals 9TH LEVEL
Commune Thorn Whip Conjure Woodland Beings Foresight
Contagion Shapechange
1ST LEVEL Control Water
Dispel Evil and Good Dominate Beast Storm ofVengeance
Animal Friendship
Flame Strike True Resurrection
Charm Person Freedom of Movement
Geas Create or Destroy Water Giant Insect
Greater Restoration Grasping Vine PALADIN SPELLS
Cure Wounds
Hallow Hallucinatory Terrain
Detect Magic
Insect Plague 1ST LEVEL
Detect Poison and Disease Ice Storm
Legend Lore Bless
Entangle Locate Creature
Mass Cure Wounds Command
Faerie Fire Polymorph
Planar Binding Stone Shape Compelled Duel
Fog Cloud
Raise Dead Cure Wounds
Goodberry Stoneskin
Scrying Detect Evil and Good
Healing Word Wall of Fire
Detect Magic
6TH LEVEL jump
5TH LEVEL Detect Poison and Disease
Blade Barrier Longstrider Antilife Shell Divine Favor
Create Undead Purify Food and Drink Awaken Heroism
Find the Path Speak with Animais Commune with Nature Protection from
Forbiddance Thunderwave Conjure Elemental Evil and Good
Harm
2ND LEVEL Contagion Purify Food and Drink
Heal Geas
Animal Messenger Searing Smite
Heroes' Feast Greater Restoration
Barkskin Shield of Faith
Planar Ally Insect Plague
Beast Sense Thunderous Smite
True Seeing Mass Cure Wounds
Darkvision Wrathful Smite
Word of Recall
Enhance Ability Planar Binding 2ND LEVEL
7TH LEVEL Find Traps Reincarnate Aid
Conjure Celestial Flame Blade Scrying Branding Smite
Divine Word Flaming Sphere Tree Stride Find Steed
Etherealness Gust ofWind Wall ofStone Lesser Restoration
Fire Storm Heat Metal 6TH LEVEL Locate Object
Plane Shift Hold Person Conjure Fey Magic Weapon
Regenerate Lesser Restoration Find the Path Protection from Poison
Locate Animais or Plants
Resurrection Heal Zone ofTruth
Symbol Locate Object Heroes' Feast
Moonbeam Move Earth 3RD LEVEL
8TH LEVEL Pass without Trace Aura ofVitality
Antimagic Field Protection from Poison Sunbeam via Plants Blinding Smite
Transport
Control Weather Spike Growth Wall ofThorns Create Food and Water
Earthquake Wind Walk Crusader's Mantle
Holy Aura 3RD LEVEL Daylight
Call Lightning
7TH LEVEL Dispel Magic
9TH LEVEL Conjure Animais
Astral Projection Daylight Fire Storm Elemental Weapon
PART 3 I SPFLLS
208

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

WARLOCK SPELLS Dimension Door 1ST LEVEL Misty Step
Hallucinatory Terrain Alarm Nystul's Magic Aura
CANTRIPS (o LEVEL) Burning Hands Phantasmal Force
5TH LEVEL Ray of Enfeeblement
Blade Ward Charm Person
Contact Other Plane
Chill Touch Chromatic Orb Rope Trick
Dream Scorching Ray
Eldritch Blast Hold Monster Color Spray
Friends Comprehend Languages See Invisibility
Scrying
Mage Hand Detect Magic Shatter
Minor IlIusion 6TH LEVEL Disguise Self Spider Climb
Poison Spray Arcane Gate Expeditious Retreat Suggestion
Prestidigitation Cirele of Death False Life Web
True Strike Conjure Fey Feather Fali 3RD LEVEL
Create Undead Find Familiar
1ST LEVEL Animate Dead
Eyebite Fog Cloud
Armor of Agathys Bestow Curse
Flesh to Stone Grease Blink
Arms of Hadar Identify
Mass Suggestion Clairvoyance
Charm Person IlIusory Script
True Seeing Counterspell
Comprehend Languages jump
Expeditious Retreat 7TH LEVEL Longstrider Dispel Magic
Hellish Rebuke Etherealness Mage Armor Fear
Hex Finger of Death Magic Missile Feign Death
IlIusory Script Forcecage Protection from Fireball
Protection from Plane Shift Evil and Good Fly
Evil and Good Ray of Sickness Gaseous Form
8TH LEVEL Glyph ofWarding
Unseen Servant Shield
Demiplane Haste
Witch Bolt Silent Image
Dominate Monster Hypnotic Pattern
Sleep
2ND LEVEL Feeblemind Leomund's Tiny Hut
Tasha's Hideous Laughter
Cloud of Daggers Glibness Lightning Bolt
Tenser's Floating Disk
Crown of Madness Power Word Stun Magic Cirele
Thunderwave
Darkness Major Image
9TH LEVEL Unseen Servant
Enthrall Nondetection
Astral Projection Witch Bolt
Hold Person Phantom Steed
Foresight
Invisibility 2ND LEVEL Protection from Energy
Imprisonment
Mirror Image Alter Self Remove Curse
Power Word Kill
Misty Step Arcane Lock Sending
True Polymorph
Ray of Enfeeblement Blindness/Deafness Sleet Storm
Shatter Blur Slow
WIZARD SPELLS
Spider Climb Cloud of Daggers Stinking Cloud
Suggestion Continuai Flame Tongues
CANTRIPS (o LEVEL)
Crown of Madness Vampiric Touch
3RD LEVEL Acid Splash Water Breathing
Counterspell Blade Ward Darkness
Dispel Magic Chill Touch Darkvision 4TH LEVEL
Detect Thoughts
Fear Dancing Lights Enlarge/Reduce Arcane Eye
Fly Fire Bolt Flaming Sphere Banishment
Gaseous Form Friends Gentle Repose Blight
Hunger of Hadar Light Gust ofWind Confusion
Hypnotic Pattern Mage Hand Conjure Minor Elementals
Hold Person
Magic Cirele Mending Invisibility Control Water
Major Image Message Knock Dimension ODor
Remove Curse Minor IlIusion Evard's Black Tentades
Levitate
Tongues Poison Spray Locate Object Fabricate
Vampiric Touch Prestidigitation Fire Shield
Magic Mouth
Ray of Frost Greater Invisibility
4TH LEVEL Magic Weapon
Shocking Grasp Hallucinatory Terrain
Banishment Melf's Acid Arrow Ice Storm
True Strike
Blight Mirror Image Leomund's Secret Chest
PART 3 I SPELLS
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Loeale Crealure Sunbeam SPELL DESCRIPTIONS
Mordenkainen's True Seeing
Failhful Hound Wall oflee The spells are presented in alphabetical order.
Mordenkainen's
7TH LEVEL ACID SPLASH
Privale Sanelum
Delayed BiasI Fireball Conjuration calltrip
Oliluke's Resilienl Sphere
Elherealness Casting Time: I action
Phanlasmal Killer
Finger of Dealh Range: 60 feel
Polymorph
Foreeeage Components: V, S
Slone Shape Duration: Instantaneous
Mirage Areane
Sloneskin
Mordenkainen's Vou hurl a bubble of acid. Choose one creature within
Wall ofFire
Magnifieenl Mansion range, or choose two crealures within range thal are
5TH LEVEL Mordenkainen's Sword wilhin 5 feet of each other. A target must succeed on a
Animale Objeels Plane Shifl Dexterity saving throw or lake Id6 acid damage.
Bigby's Hand Prismalie Spray This spell's damage increases by Id6 when you reach
Cloudkill Projeel Image 5th leveI (2d6), 11th leveI (3d6), and 17lh leveI (4d6).
Cone ofCold Reverse Gravily AID
Conjure Elemenlal Sequesler 2nd-leveI abjuration
Conlael Olher Plane Simulaerum Casting Time: I action
Crealion Symbol Range: 30 feet
Dominale Person Teleporl Components: V,S, M (a tiny strip of while clOlh)
Dream Duration: 8 hours
8TH LEVEL
Geas
Anlimagie Field Your spell bolsters your allies with toughness and
Hold Monsler resolve. Choose up to three crealures within range.
Anlipalhy/Sympalhy
Legend Lore Each target's hit poinl maximum and current hit points
Clone
Mislead increase by 5 for the duration.
Conlrol Wealher
Modify Memory At Higher LeveIs. When you cast this spell using
Demiplane
Passwall a spell slot of 3rd leveI or higher, a largel's hit points
Dominale Monsler
Planar Binding increase by an additional 5 for each slot leveI above 2nd.
Rary's Telepalhie Bond Feeblemind
Ineendiary Cloud ALARM
Serying
Maze 1st-leveI abjuration (ritual)
Seeming
Mind Blank Casting Time: I minule
Telekinesis
Power Word Slun Range: 30 feet
Teleporlalion Cirele
Sunbursl Components: V.S, M (a tiny bell and a piece of
Wall of Force
Telepalhy fine silver wire)
Wall of Slone Duration: 8 hours
Trap lhe Soul
6TH LEVEL Vou seI an alarm against unwanted inlrusion. Choose
9TH LEVEL
Areane Gale a door. a window, or an area wilhin range that is no
Aslral Projeelion
Chain Lighlning larger lhan a 20-foot cube. Until lhe spell ends. an alarm
Foresighl
Cirele of Dealh alerts you whenever a Tiny or larger creature louches
Gale or enters lhe warded area. When you cast the spell, you
Conlingeney
Imprisonmenl can designale crealures lhat won't set off the alarmo Vou
Creale Undead
Meleor Swarm also choose whether the alarm is mental or audible.
Disinlegrale
Power Word Kill A mental alarm alerts you with a ping in your mind
Drawmij's Inslanl
Prismalie Wall if you are within I mile of the warded area. This ping
Summons awakens you if you are sleeping.
Eyebile Shapeehange An audible alarm produces lhe sound of a hand bell
Flesh lo Slone Time Slop for 10 seconds within 60 feel.
True Polymorph
Globe of Invulnerabilily
Weird
Guards and Wards ALTER SELF
Wish 2nd-leveI transmutation
Magie Jar
Mass Suggeslion Casting Time: I action
Move Earlh Range: SeI f
Oliluke's Freezing Sphere Components: V, S
0110'5 Irresislible Dance Duration: Concenlralion. up to I hour
Programmed Illusion Vou assume a different formo When you cast lhe spell.
choose one of the following options, the effects of which
last for the duralion of the spell. While lhe spelllasts,
PART 3 SPELLS
2Il

you can end one oplion as an aclion lo gain lhe benefils localion, covering aboul 50 miles per 24 hours for a
of a differenl one. flying messenger, or 25 miles for olher animaIs.
AquaticAdaptation. Vou adapl your body lo an When lhe messenger arrives, il delivers your message
aqualic environmenl, sprouting gills and growing lo lhe crealure lhal you described, replicating lhe sound
webbing belween your fingers. Voucan brealhe of your voice. The messenger speaks only lo a crealure
underwaler and gain a swimming speed equal lo your malching lhe descriplion you gave. If lhe messenger
walking speed. doesn'l reach its deslinalion before lhe spell ends, lhe
Change Appearance. Vou lransform your appearance. message is losl, and lhe beasl makes ils way back to
Voudecide whal you look like, including your heighl, where you casl lhis spell.
weighl, facial fealures, sound of your voice, hair lenglh, At Higher LeveIs. Ifyou casl lhis spell using a spell
coloralion, and dislinguishing characlerislics, if any, slot of 3nd levei or higher, lhe duralion of lhe spell
Vou can make yourself appear as a member of anolher increases by 48 hours for each slol levei above 2nd.
race, lhough none of your slalislics change. Voualso
can'l appear as a crealure of a differenl size lhan you, ANIMAL SHAPES
and your basic shape slays lhe same; ifyou're bipedal, 8th./evel transmutatioIl
you can'l use lhis spell lo become quadrupedal, for Casting Time: 1 aclion
inslance. AI any lime for lhe duralion of lhe spell, you Range: 30 feel
can use your action lOchange your appearance in Components: V,S
lhis way again. Duration: Concenlralion, up to 24 hours
Natural Weapons. Vougrow claws, fangs, spines,
horns, or a differenl nalural weapon of your choice. Your Your magic lurns others into beasts. Choose any
unarmed slrikes deal ld6 bludgeoning, piercing, or number of willing crealures lhal you can see within
slashing damage, as appropriale lo lhe nalural weapon range. Vou transform each targel into the form of a
you chose, and you are proficienl wilh your unarmed Large or smaller beasl wilh a challenge rating of 4 or
slrikes. Finally, lhe natural weapon is magic and you lower. On subsequent turns, you can use your action to
have a +1 bonus lo lhe atlack and damage rolls you transform affected creatures inlo new forms.
make using it. The transformation lasls for lhe duration for each
largel, or until the target drops to O hit points or dies.
ANIMAL FRIENDSHIP Vou can choose a different form for each larget. A
lst.level enchantment largel's game stalistics are replaced by the stalislics of
lhe chosen beast, though the largel relains ils alignmenl
Casting Time: 1 aclion and Inlelligence, Wisdom, and Charisma scores. The
Range: 30 feel largel assumes lhe hil poinls of ils new form, and when
Components: V,S, M (a morsel of food) it reverls lo ils normal form, il relurns to the number
Duration: 24 hours of hil points it had before il lransformed. If il reverls as
This spelllels you convince a beasl lhal you mean il no a result of dropping to O hit poinls, any excess damage
harm. Choose a beasl lhal you can see wilhin range. carries over lo ils normal formoAs long as the excess
It musl see and hear you. Ir lhe beast's Inlelligence is damage doesn'l reduce lhe crealure's normal form lo O
4 or higher, lhe spell fails. Olherwise, lhe beasl musl hil poinls, it isn'l knocked unconscious. The creature is
succeed on a Wisdom saving lhrow or be charmed limiled in lhe aclions il can perform by lhe nalure of its
by you for lhe spell's duralion. If you or one of your new form, and it can'l speak or casl spells.
companions harms lhe largel, lhe spells ends. The largel's gear melds into lhe new formoThe largel
At Higher LeveIs. When you casl lhis spell using can't aclivate, wield, or olherwise benefil from any of
a spell sI01 of 2nd leveIor higher, you can affecl one ils equipment.
addilional beasl for each slol leveI above 1st.
ANIMATE DEAD
ANIMAL MESSENGER 3rd./evel necromancy
2nd.level enchantment (ritual) Casting Time: 1 minule
Casting Time: 1 aclion Range: 10 feel
Range: 30 feel Components: V,S, M (a drop of blood, a piece of flesh,
Components: V,S, M (a morsel of food) and a pinch of bone dust)
Duration: 24 hours Duration: Inslanlaneous
By means of lhis spell, you use an animal to deliver a This spell creates an undead servant. Choose a pile
message. Choose a Tiny beasl you can see wilhin range, of bones or a corpse of a Medium or Small humanoid
such as a squirrel, a blue jay, or a bat. Vouspecify a within range. Your spell imbues lhe targel wilh a foul
localion, which you musl have visiled, and a recipienl mimicry of life, raising il as an undead crealure. The
who malches a general descriplion, such as "a man or largel becomes a skeleton ifyou chose bones or a
woman dressed in lhe uniform of lhe town guard" or "a zombie if you chose a corpse (lhe DM has lhe crealure's
red.haired dwarf wearing a poinled hat." Voualso speak game slalislics).
a message of up lOlwenly-five words. The largel beasl On each of your lurns, you can use a bonus aclion
lravels for lhe duralion of lhe spell loward lhe specified lOmentally command any crealure you made with
lhis spell if lhe creature is within 60 feel of you (ifyou


PART 3 I SPELLS
212

control multi pie creatures, you can command any or all are 3, and its Charisma is 1. Its speed is 30 feet; if the
of them at the same time, issuing the same command to object lacks legs or other appendages it can use for
each one). Vou decide what action the creature will take locomotion, it instead has a f1yingspeed of 30 feet and
and where it will move during its next turn, or you can can hover. lf the object is securely attached to a surface
issue a general command, such as to guard a particular or a larger object, sue h as a chain bolted to a wall, its
chamber or corridor. lf you issue no commands, the speed is O.It has blindsight with a radius of 30 feet and
creature only defends itself against hostile creatures. is b\ind beyond that distance. When the animated object
Once given an order, the creature continues to follow it drops to Ohit points, it reverts to its original object
until its task is complete. form, and any remaining damage carries over to its
The creature is under your control for 24 hours, original object formo
after which it stops obeying any command you've given lf you command an object to attack, it can make a
it. To maintain control of the creature for another single melee attack against a creature within 5 feet
24 hours, you must cast this spell on the creature of it. [t makes a slam attack with an attack bonus and
again before the current 24-hour period ends. This bludgeoning damage determined by its size. The DM
use of the spell reasserts your control over up to four might rule that a specific object inflicts slashing or
creatures you have animated with this spell, rather than piercing damage based on its formo
animating a new one. At Higher Leve/s. Ifyou cast this spell using a
At Higher Leve/s. When you cast this spell using a spell slot of 6th leveI or higher, you can animate two
spell slot of 4th leveI or higher, you animate or reassert additional objects for each slot leveI above 5th.
contraI over two additional undead creatures for each
slot levei above 3rd. Each of the creatures must come ANTILIFE SHELL
from a different corpse or pile of bones. 5th-leveI abjuration
Casting Time: I action
ANIMATE OBJECTS Range: Self (IO-foot radius)
5th-leveI transmutation Components: V, S
Casting Time: I action Duration: Concentration, up to 1 hour
Range: 120 feet A shimmering barrier extends out from you in a IO-foot
Components: V,S radius and moves with you, remaining centered on
Duration: Concentration, up to I minute you and hedging out creatures other than undead and
Objects come to \ife at your command. Choose up to constrllcts. The barrier lasts for the duration.
ten nonmagical objects within range that are not being The barrier prevents an affected creature from
worn or carried. Medium targets count as two objects, passing or reaching through. An affected creature
Large targets count as four objects, Huge targets can cast spells or make attacks with ranged or reach
count as eight objects. Vou can't animate any object weapons through the barrier.
larger than Huge. Each target animates and becomes a If you move so that an affected creatllre is forced to
creature under your contrai until the spell ends or until pass through the barrier, the spell ends.
reduced to Ohit points.
As a bonus action, you can mentally command any ANTIMAGIC FIELD
creature you made with this spell if the creature is 8th-leveI abjuration
within 500 feet of you (if you contrai multiple creatures, Casting Time: 1 action
you can command any or all of them at the same time, Range: Self (IO-foot-radius sphere)
issuing the same command to each one). Vou decide Components: V,S, M (a pinch of powdered iron or
what action the creature will take and where it will iron filings)
move during its next turn, or you can issue a general Duration: Concentration, up to I hour
command, such as to guard a particular chamber or A 10-foot-radius invisible sphere of antimagic surraunds
corridor. If you issue no commands, the creature only
defends itself against hostile creatures. Once given you. This area is divorced fram the magical energy that
an order, the creature continues to follow it until its suffuses the multiverse. Within the sphere, spells can't
task is complete. be cast, summoned creatures disappear, and even magic
items become mundane. Unti! the spell ends, the sphere
moves with you, centered on you.
ANIMATED OB/ECT STATISTICS Spells and other magical effects, except those created
Size HP AC Attack Str Dex by an artifact or a deity, are suppressed in the sphere
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 and can't protrude into it. A slot expended to cast
5mall 25 16 +6 to hit, ld8 + 2 damage 6 14 a suppressed spell is consumed. While an effect is
Medium 40 13 +5 to hit. 2d6 + 1 damage 10 12 suppressed, it doesn't function, but the time it spends
Large 50 10 +6 to hit. 2dlO + 2 damage 14 10 suppressed counts against its duration.
Huge 80 10 +8 to hit. 2d12 + 4 damage 18 6 Targeted Effects. Spells and other magical effects,
such as ma(jic missi/e and charm person, that target
An animated object is a construct with AC, hit points, a creature or an object in the sphere have no effect
attacks, Strength, and Dexterity determined by its size. on that target.
Its Constitution is 10 and its Intelligence and Wisdom


PART 3 SPELLS
213

Areas ofMagie. The area of another spell or magical move to the nearest safe spot from which it can't see
effect, such as fireball, can't extend into the sphere. the targe!. If the creature moves more than 60 feet from
If the sphere overlaps an area of magic, the part of the target and can't see it, the creature is no longer
the area that is covered by the sphere is suppressed. frightened, but the creature becomes frightened again if
For example, the liames created by a wall of fire are it regains sight of the target or moves within 60 feet of i!.
suppressed within the sphere, creating a gap in the wall Sympathy. The enchantment causes the specified
if the overlap is large enough. creatures to feel an intense urge to approach the target
Spells. Any active spell or other magical effect on a while within 60 feet of it or able to see it. When such a
creature or an object in the sphere is suppressed while creature can see the target or comes within 60 feet of it,
the creature or object is in i!. the creature must succeed on a Wisdom saving throw or
Magie ltems. The properties and powers of use its movement on each of its turns to enter the area
magic items are suppressed in the sphere. For or move within reach of the targe!. When the creature
example, a +llongsword in the sphere functions as a has done so, it can't willingly move away fram the targe!.
nonmagicallongsword. If the target damages or otherwise harms an affected
A magic weapon's properties and powers are creature, the affected crealure can make a Wisdom
suppressed if it is used against a target in the sphere or saving throw to end the effect, as described below.
wielded by an attacker in the sphere. If a magic weapon Ending the Elfeet. If an affected creature ends its
or a piece of magic ammunition fully leaves the sphere turn while not within 60 feet of the target or able to see
(for example, ifyou fire a magic arrow or throw a magic it, the creature makes a Wisdom saving thraw. On a
spear at a target outside the sphere), the magic of the successful save, the creature is no longer affected by
item ceases to be suppressed as soon as it exits. the target and recognizes the feeling of repugnance or
Magieal TraveI. Teleportation and planar travei attraction as magical. In addition, a creature affected by
fail to work in the sphere, whether the sphere is the the spell is allowed another Wisdom saving throw every
destination or the departure point for such magical 24 hours while the spell persists.
traveI. A portal to another location, world, or plane of A creature that successfully saves against this effect
existence, as well as an opening to an extradimensional is immune to it for 1 minute, after which time it can be
space such as that created by the rope trick spell, affected again.
temporarily doses while in the sphere.
Creatures and Objeets. A creature or object ARCANE EYE
summoned or created by magic temporarily winks out 4th.level divination
of existence in the sphere. Such a creature instantly Casting Time: 1 action
reappears once the space the creature occupied is no Range: 30 feet
longer within the sphere. Components: V,S, M (a bit of bat fur)
Dispel Magie. Spells and magical effects such as Duration: Concentration, up to 1 hour
dispel magic have no effect on the sphere. Likewise, the
spheres created by different antimagic field spells don't Voucreate an invisible, magical eye within range that
nullify each other. hovers in the air for the duration.
Voumentally receive visual information fram the eye,
ANTIPATHy/SYMPATHY which has normal vision and darkvision out to 30 fee!.
8th~evelenchantment The eye can look in every direction.
As an action, you can move the eye up to 30 feet in
Casting Time: 1 hour any direction. There is no limit to how far away from
Range: 60 feet you the eye can move, but it can't enter another plane
Components: V,S, M (either a lump of alum soaked in of existence. A solid barrier blocks the eye's movement,
vinegar for the antipathy effect or a drop of honey for but the eye can pass through an opening as small as 1
the sympathy effect) inch in diameter.
Duration: 10 days
This spell attracts or repels creatures of your choice. ARCANE GATE
Vou target something within range, either a Huge or 6th.level conjuration
smaller object or creature or an area that is no larger Casting Time: 1 action
than a 200.foot cube. Then specify a kind of intelligent Range: 500 feet
creature, such as red dragons, goblins, or vampires. Components: V,S
Vou invest the target with an aura that either attracts or Duration: Concentration, up to 10 minutes
repels the specified creatures for the duration. Choose
antipathy or sympathy as the aura's effec!. Vou create linked teleportation portais that remain open
Antipathy. Thc cnchantmcnt causes creatures of the for the duration. Choose two points on the graund that
kind you designated to feel an intense urge to leave the you can see, one point within 10 feet ofyou and one
area and avoid the targe!. When such a creature can point within 500 feet of you. A circular portal, 10 feet
see the target or comes within 60 feet of it, the creature in diameter, opens over each poin!. If the portal would
must succeed on a Wisdom saving throw or become open in the space occupied by a creature, the spell fails,
frightened. The creature remains frightened while it can and the casting is los!.
see the target or is within 60 feet of i!. While frightened The portais are two.dimensional glowing rings
by the target, the creature must use its movement to filledwith mist, hovering inches fram lhe ground and

PART 3 I SPELLS
211

perpendicular to it at the points you choose. A ring is At Higher Leve/s. When you cast this spell using a
visible only from one side (your choice), which is the side spell slot of 2nd leveI or higher, the damage increases by
that functions as a portal. Id6 for each slot leveI above 1st.
Any creature or object entering the portal exits from
the other portal as if the two were adjacent to each ASTRAL PROJECTION
other; passing through a portal from the nonportal side 9th-leveI necromancy
has no effect. The mist that fills each portal is opaque Casting Time: 1 hour
and blocks vision through it. On your turn, you can Range: 10 feet
rotate the rings as a bonus action so that the active side Components: V, S, M (for each creature you affect with
faces in a different direction. this spell, you must provide one jacinth worth at least
1,000 gp and one ornately carved bar of silver worth
ARCANE LOCK at least 100 gp, ali of which the spell consumes)
2nd-leveI abjuration Duration: Special
Casting Time: 1 action Vou and up to eight willing creatures within range
Range: Touch project your astral bodies into the Astral Plane (the
Components: V, S, M (gold dust worth at least 25 gp, spell fails and the casting is wasted ifyou are already
which the spell consumes) on that plane). The material body you leave behind is
Duration: Until dispelled
unconscious and in a state of suspended animation; it
Vou touch a closed door, window, gate, chest, or other doesn't need food or air and doesn't age.
entryway, and it becomes locked for the duration. Vou Your astral body resembles your mortal form in
and the creatures you designate when you cast this almost every way, replicating your game statistics and
spell can open the object normally. Vou can also set a possessions. The principal difference is the addition of
password that, when spoken within 5 feet of the object, a silvery cord that extends from between your shoulder
suppresses this spell for 1 minute. Otherwise, it is blades and trails behind you, fading to invisibility after
impassable until it is broken or the spell is dispelled or 1 fool. This cord is your tether to your material body. As
suppressed. Casting knock on the object suppresses long as the tether remains intact, you can find your way
arcane lock for 10 minutes. home. If the cord is cut-something that can happen
While affected by this spell, the object is more difficult only when an effect specifically states that it does-your
to break or force open; the DC to break it or pick any soul and body are separated, killing you instantly.
locks on it increases by 10. Your astral form can freely travei through the Astral
Plane and can pass through portais there leading to any
ARMOR OF AGATHYS other plane. Ifyou enter a new plane or return to the
1st-leveI abjuration plane you were on when casting this spell, your body and
Casting Time: 1 action possessions are transported along the silver cord, allowing
Range: Self you to re-enter your body as you ente r the new plane.
Components: V, S, M (a cup of water) Your astral form is a separate incarnation. Any damage
Duration: 1 hour or other effects that apply to it have no effect on your
physical body, nor do they persist when you return to it.
A protective magical force surrounds you, manifesting The spell ends for you and your companions when
as a spectral frost that covers you and your gear. you use your action to dismiss il. When the spell ends,
Vou gain 5 temporary hit points for the duration. If a the affected creature returns to its physical body,
creature hits you with a melee attack while you have and it awakens.
these hit points, the creature takes 5 cold damage. The spell might also end early for you or one of your
At Higher Leve/s. When you cast this spell using a companions. A successful dispel magic spell used
spell slot of 2nd levei or higher, both the temporary hit against an astral or physical body ends the spell for that
points and the cold damage increase by 5 for each slot creature. If a creature's original body or its astral form
leveI above 1st.
drops to Ohit points, the spell ends for that creature. If
the spell ends and the silver cord is intact, the cord pulls
AR MS OF HADAR
1st-leveI conjuration the creature's astral form back to its body, ending its
state of suspended animation.
Casting Time: 1 action If you are returned to your body prematurely, your
Range: Self (lO-foot radius) companions remain in their astral forms and must find
Components: V, S their own way back to their bodies, usually by dropping
Duration: Instantaneous to Ohit points.
Vou invoke the power of Hadar, the Dark Hunger.
Tendrils of dark energy erupt from you and batter ali AUGURY
creatures within 10 feet of you. Each creature in that 2nd-levei divination (ritual)
area must make a Strength saving throw. On a failed Casting Time: 1 minute
save, a target takes 2d6 necrotic damage and can't take Range: Sei f
reactions until its next turno On a successful save, the Components: V,S, M (specially marked sticks, bones,
creature takes half damage, but suffers no other effect. or similar tokens worth at least 25 gp)
Duration: Instantaneous

PART 3 SPELLS
215

By casting gem-inlaid sticks, rolling dragon bones, AWAKEN
laying out ornate cards, or employing some other 5th-leveI transmutation
divining tool, you receive an omen from an otherworldly Casting Time: 8 hours
entity about the results of a specific course of action that Range: Touch
you plan to take within the next 30 minutes, The DM Components: V,S, M (an agate worth at least 1,000 gp,
chooses from the following possible omens:
which the spell consumes)
Weal, for good results Duration: Instantaneous
Woe, for bad results After spending the casting time tracing magical
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad pathways within a precious gemstone, you touch a Huge
or smaller beast or plant. The target must have either
The spell doesn't take into account any possible no Intelligence score or an Intelligence of 3 or less. The J
circumstances that might change the outcome, such target gains an Intelligence of 10. The target also gains
as the casting of additional spells or the loss or gain the ability to speak one language you know. ]f the target I
of a companion. is a plant, it gains the ability to move its Iimbs, roots,
If you cast the spell two or more times before vines, creepers, and so forth, and it gains senses similar
completing your next long rest, there is a cumulative 25 to a human's. Your DM chooses statistics appropriate
percent chance for each casting after the first that you for the awakened plant, such as the statistics for the
get a random reading. The DM makes this roll in secret. awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for
AURA OF LIFE 30 days or until you or your companions do anything
4th-leveI abjuration harmful to it. When the charmed condition ends,
Casting Time: I action the awakened creature chooses whether to remain
Range: Self (30-foot radius) friendly to you, based on how you treated it while
Components: V it was charmed.
Duration: Concentration, up to 10 minutes
BANE
Life-preserving energy radiates from you in an aura with 1st-leveI enchantment
a 30-foot radius. Until the spell ends, the aura moves
with you, centered on you. Each nonhostile creature Casting Time: 1 action
in the aura (including you) has resistance to necrotic Range: 30 feet
damage, and its hit point maximum can't be reduced. In Components: V,S, M (a drop of blood)
addition, a nonhostile, living creature regains I hit point Duration: Concentration, up to 1 minute
when it starts its turn in the aura with Ohit points. Up to three creatures of your choice that you can see
within range must make Charisma saving throws.
AURA OF PURITY Whenever a target that fails this saving throw makes
4th-leveI abjuration an attack roll or a saving throw before the spell ends,
Casting Time: I action the target must roll a d4 and subtract the number rolled
Range: Sei f (30-foot radius) from the attack roll or saving throw.
Components: V At Higher LeveIs. When you cast this spell using
Duration: Concentration, up to 10 minutes a spell slot of 2nd levei or higher, you can target one
additional creature for each slot leveI above 1st.
Purifying energy radiates from you in an aura with a
30-foot radius. Until the spell ends, the aura moves BANISHING SMITE
with you, centered on you. Each nonhostile creature 5th-leveI abjuration
in the aura (including you) can't become diseased,
has resistance to poison damage, and has advantage Casting Time: 1 bonus action
on saving throws against effects that cause any of the Range: Self
following conditions: blinded, charmed, deafened, Components: V
frightened, paralyzed, poisoned, and stunned. Duration: Concentration, up to I minute
The next time you hit a creature with a weapon attack
AURA OF VITALITY before this spell ends, your weapon crackles with force,
3rd-level evocation and the attack deals an extra 5dlO force damage to the
Casting Time: I action target. Additionally, if this attack reduces the target
Range: Self (30-foot radius) to 50 hit points or fewer, you banish it. If the target is
Components: V native to a different plane of existence than the one
Duration: Concentration, up to I minute you're on, the target disappears, returning to its home
plane. ]f the target is native to the plane you're on, the
Healing energy radiates from you in an aura with a creature vanishes into a harmless demiplane. While
30-foot radius. Until the spell ends, the aura moves with there, the target is incapacitated. It remains there until
you, centered on you. Vou can use a bonus action to the spell ends, at which point the target reappears in the
cause one creature in the aura (including you) to regain space it left or in the nearest unoccupied space if that
2d6 hit points.
space is occupied.


PART 3 I SPEI.LS
216

BANISHMENT
4th-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, 5, M (an item distastefuI to the target)
Duration: Concentration, up to 1 minute
Vou attempt to send one creature that you can see
within range to another plane of existence. The
target must succeed on a Charisma saving throw
ar be banished.
1fthe target is native to the plane of existence you're
on, you banish the target to a harmless demiplane.
While there, the target is incapacitated. The target
remains there until the spel1 ends, at which point the ,
target reappears in the space it left ar in the nearest
unoccupied space if that space is occupied.
1fthe target is native to a different plane of existence
than the one you're on, the target is banished with
a faint popping noise, returning to its home plane.
]f the spel1 ends before 1 minute has passed, the
target reappears in the space it left ar in the nearest
unoccupied space if that space is occupied. Otherwise,
the target doesn't returno
At Higher Levels. When you cast this spel1 using
a spel1 slot of 5th levei ar higher, you can target one
additional creature for each slot levei above 4th.

BARKSKIN
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V,5, M (a handfuI of oak bark)
Duration: Concentration, up to 1 hour
Vou touch a willing creature. Until the spel1 ends, the
target's skin has a rough, bark-like appearance, and the
target's AC can't be less than 16, regardless ofwhat kind
of armar it is wearing.

BEACON OF HOPE
3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V,5
Duration: Concentration, up to 1 minute
This spel1 bestows hope and vitality. Choose any
number of creatures within range. For the duration,
each target has advantage on Wisdom saving throws
and death saving throws, and regains the maximum
number of hit points possible from any healing.
BEAST SENSE
2nd-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: 5
Duration: Concentration, up to 1 hour
Vou touch a willing beast. For the duration of the speIl,
you can use your action to see through the beast's eyes
and hear what it hears, and continue to do so until
you use your action to return to your normal senses.

While perceiving through the beast's senses, you gain the hand using your game statistics. On a hit, the target
the benefits of any special senses possessed by that takes 4d8 force damage.
creature, though you are blinded and deafened to your Forceful Hand. The hand attempts to push a creature
own surroundings, within 5 feet of it in a direction you choose. Make
a check with the hand's Strength contested by the
BESTOW CURSE Strength (Athletics) check of the target. lf the target is
3rd-/evel nccromancy Medium or smaller, you have advantage on the check. lf
Casting Time: 1 action you succeed, the hand pushes the target up to 5 feet plus
Range: Touch a number of feet equal to fivetimes your spellcasting
Components: V,S ability modifier. The hand moves with the target to
Duration: Concentration, up to 1 minute remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge
You louch a creature, and that creature must succeed or smaller creature within 5 feet of it. You use the hand's
on a Wisdom saving throw or become cursed for the Strength score to resolve the grapple. If the target is
duration of the spelL When you cast this spell, choose Medium or smaller, you have advantage on the check.
the nature of the curse from the following options:
While the hand is grappling the target, you can use a
Choose one ability score. While cursed, the target bonus action to have the hand crush it. When you do
has disadvantage on ability checks and saving throws so, the target takes bludgeoning damage equal to 2d6 +
made with that ability score. your spellcasting ability modifier.
While cursed, the target has disadvantage on attack lnterposing Hand. The hand interposes itself
rolls against you. between you and a creature you choose until you give
While cursed, the target must make a Wisdom sav- the hand a different command. The hand moves to stay
ing throw at the start of each of its turns. lf it fails, it between you and the target, providing you with half
wastes its action that turn doing nothing. cover against the target. The target can't move through
While the target is cursed, your attacks and spells the hand's space if its Strength score is less than or
deal an extra ld8 necrotic damage to the target. equal to the hand's Strength score. If its Strength score
Aremove curse spell ends this effect. At the DM's is higher than the hand's Strength score, the target can
option, you may choose an alternative curse effect, but move toward you through the hand's space, but that
it should be no more powerful than those described space is difficuIt terrain for the target.
above. The DM has final say on such a curse's effect. At Higher Leveis. When you cast this spell using a
At Higher LeveIs. Ifyou cast this spell using a spell spell slot of 6th levei or higher, the damage from the
slot of 4th levei or higher, the duration is concentration, clenched fist option increases by 2d8 and the damage
up to 10 minutes. If you use a spell slot of 5th levei or from the grasping hand increases by 2d6 for each slot
higher, the duration is 8 hours. Ifyou use a spell slot of leveI above 5th.
7th level or higher, the duration is 24 hours. If you use BLADE BARRIER
a 9th levei spell slot, the spelllasts until it is dispelled. 6th-levei evocation
Using a spell slot of 5th levei or higher grants a duration
that doesn't require concentration. Casting Time: 1 action
Range: 90 feet
BIGBY'S HAND Components: V,S
5th-leveI evocation Duration: Concentration, up to 10 minutes
Casting Time: 1 action Youcreate a vertical wall of whirling, razor-sharp blades
Range: 120 feet made of magical energy. The wall appears within range
Components: V,S, M (an eggshell and a and lasts for the duration. Youcan make a straight wall
snakeskin glove) up to 100 feet long, 20 feet high, and 5 feet thick, or a
Duration: Concentration, up to I minute ringed wall up to 60 feet in diameter, 20 feet high, and
Youcreate a Large hand of shimmering, translucent 5 feet thick. The wall provides three-quarters cover to
force in an unoccupied space that you can see within creatures behind it, and its space is difficult terrain.
range. The hand lasts for the spell's duration, and it When a creature enters the wall's area for the first
moves at your command, mimicking the movements of time on a turn or starts its turn there, the creature must
your own hand. make a Dexterity saving throw. On a failed save. the
The hand is an object that has AC 20 and hit points creature takes 6d1Oslashing damage. On a successful
equal to your hit point maximum. lf it drops to Ohit save, the creature takes half as much damage.
points, the spell ends. It has a Strength of 26 (+8)and a BLADE WARD
Dexterity of 10 (+0). The hand doesn't fill its spaee. Abjuratian cantrip
When you cast the spell and as a bonus action on your
subsequent turns, you can move the hand up to 60 feet Casting Time: 1 action
and then cause one of the following effects with it. Range: Self
Clenched Fist. The hand strikes one creature or Components: V,S
object within 5 feet of it. Make a melee spell attack for Duration: 1 round




PART 3 I S PELLS
218

Vou extend your hand and trace a sigi! ofwarding in the BLINDNESS/DEAFNESS
air. Unti! the end ofyour next turo. you have resistance 2nd.level necromancy
against bludgeoning, piercing, and slashing damage Casting Time: 1 action
dealt by weapon attacks.
Range: 30 feet
Components: V
BLESS
ls~levelenchantment Duration: 1 minute
Casting Time: 1 action Vou can blind or deafen a foe. Choose one creature that
Range: 30 feet you can see within range to make a Constitution saving
Components: V,S, M (a sprinkling of holy water) throw. If it fails, the target is either blinded or deafened
Duration: Concentration, up to 1 minute (your choice) for the duration. At the end of each of its
turos, the target can make a Constitution saving throw.
Voubless up to three creatures of your choice within On a success, the spell ends.
range. Whenever a target makes an attack roll or a At Higher LeveIs. When you cast this spell using
saving throw before the spell ends, the target can roll a spell slot of 3rd levei or higher, you can target one
a d4 and add the number rolled to the attack roll or additional creature for each slot levei above 2nd.
saving throw.
At Higher LeveIs. When you cast this spell using BLINK
a spell slot of 2nd leveI or higher, you can target one 3rd.level transmutation
additional creature for each slot levei above 1st.
Casting Time: 1 action
BLIGHT Range: Self
4th.level necromancy Components: V,S
Duration: 1 minute
Casting Time: 1 action
Range: 30 feet Roll a d20 at the end of each of your turos for the
Components: V,S duration of the spell. On a roll of 11 or higher, you
Duration: Instantaneous vanish from your current plane of existence and appear
in the Ethereal Plane (the spell fails and the casting is
Necromantic energy washes over a creature of your wasted ifyou were already on that plane). At the start of
choice that you can see within range, draining moisture your next turo, and when the spell ends ifyou are on the
and vitality from it. The target must make a Constitution Ethereal Plane, you returo to an unoccupied space of
saving throw. The target takes 8d8 necrotic damage on your choice that you can see within 10 feet of the space
a failed save, or half as much damage on a successful you vanished from. lf no unoccupied space is available
one. This spell has no effect on undead or constructs. within that range, you appear in the nearest unoccupied
lf you target a plant creature or a magical plant, it space (chosen at random if more than one space is
makes the saving throw with disadvantage, and the spell equally near). Voucan dismiss this spell as an action.
deals maximum damage to it. While on the Ethereal Plane, you can see and hear
lfyou target a nonmagical plant that isn't a creature, the plane you originated from, which is cast in shades
such as a tree or shrub, it doesn't make a saving throw; of gray, and you can't see anything there more than 60
it simply withers and dies. feet away. Vou can only affect and be affected by other
At Higher LeveIs. When you cast this spell using a creatures on the Ethereal Plane. Creatures that aren't
spell slot of 5th levei or higher, the damage increases by there can't perceive you or interact with you, unless they
Id8 for each slot leveI above 4th. have the ability to do sO.

BLINDING SMITE BLUR
3rd.level evocation 2nd./evel illusion
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: Self
Components: V Components: V
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon Your body becomes blurred, shifting and wavering to
attack during this spell's duration, your weapon flares all who can see YOU.For the duration, any creature has
with bright light, and the attack deals an extra 3d8 disadvantage on attack rolls against you. An attacker
radiant damage to the target. Additionally, the target is immune to this effect if it doesn't rely on sight,
must succeed on a Constitution saving throw or be as with blindsight, or can see through illusions, as
blinded unti! the spell ends. with truesight.
A creature blinded by this spell makes another
Constitution saving throw at the end of each of its turns. BRANDING SMITE
On a successful save, it is no longer blinded. 2nd.level evocation
Casting Time: 1 bonus action
Range: Self



PART 3 I SPELLS
219

Components: V
Duration: Concenlralion, up lo I minule
The nexl lime you hil a crealure wilh a weapon attack
before lhis spell ends, lhe weapon gleams wilh aslral
radiance as you slrike, The attack deals an exlra 2d6
radianl damage lo lhe largel, which becomes visible if
il's invisibie, and lhe largel sheds dim lighl in a 5.fool
radius and can'l become invisible unlil lhe spell ends.
At Higher Leve/s. When you casl lhis spell using
a spell slol of 3rd levei or higher, lhe exlra damage
increases by ld6 for each sI01levei above 2nd.

BURNING HANDS
1st.leveI evocation
Casting Time: 1 aclion
Range: Self (15-foot cone)
Components: V,S
Duration: Inslanlaneous
As you hold your hands wilh lhumbs louching and
fingers spread, a lhin sheel of flames shools forlh from
your outslretched fingerlips. Each crealure in a 15-fool
cone musl make a Dexlerily saving lhrow. A crealure
lakes 3d6 fire damage on a failed save, or half as much
damage on a successful one.
The fire ignites any flammable objecls in lhe area lhal
aren'l being woro or carried.
At Higher Leve/s. When you casl lhis spell using a
spell slol of 2nd levei or higher, lhe damage increases by
ld6 for each slol levei above 1st.

CALL LIGHTNING
3rd-IeveI conjuration
Casting Time: 1 aclion
Range: 120 feel
Components: V,S
Duration: Concenlralion, up lo 10 minutes
A slorm cloud appears in the shape of a cylinder lhal
is 10 feet lall wilh a 60.fool radius, cenlered on a poinl
you can see 100 feel direclly above you. The spell fails
if you can'l see a poinl in lhe air where lhe slorm cloud
could appear (for example, if you are in a room lhal can't
accommodale lhe cloud).
When you casl lhe spell, choose a poinl you can see
wilhin range. AbolI of lightning flashes down from lhe
cloud lOlhal point. Each crealure wilhin 5 feel of lhal
point musl make a Dexlerily saving throw. A crealure
lakes 3d 10 lighlning damage on a failed save, or half
as much damage on a successful one. On each of your
luros unlil lhe spell ends, you can use your aclion lo call
down lighlning in lhis way again, largeting lhe same
poinl or a different one.
lfyou are ouldoors in slormy condilions when you
casl lhis spell, lhe spell gives you control over lhe
exisling slorm inslead of creating a new ooe. Under
such condilions, lhe spell's damage increases by ld 10.
At Higher LeveIs. When you cast lhis spell using a
spell si01of 41h or higher levei, lhe damage increases by
IdlO for each si01levei above 3rd.

CALM EMOTIONS additional creature for each slot levei above 1sI. The
2nd.level enehantment creatures must be within 30 feet of each other when
you target them.
Casting Time: 1 action
Range: 60 feet CHILL TOUCH
Components: V.S Neeromaneyeantrip
Duration: Concentration. up to 1 minute
Casting Time: 1 action
Vouattempt to suppress strong emotions in a group Range: 120 feet
of people. Eaeh humanoid in a 20-foot.radius sphere Components: V,S
eentered on a point you choose within range must make Duration: 1 round
a Charisma saving throw; a creature can choose to
fail this saving throw if it wishes. [f a creature fails its Voucreate a ghostly. skeletal hand in the space of a
saving throw. choose one of the following two effects. creature within range. Make a ranged spell attack
Vou can suppress any effect causing a target to be against the creature to assail it with the chill of the
charmed or frightened. When this spell ends. any grave. On a hit. the target takes ld8 necrotic damage.
suppressed effeet resumes. provided that its duration and it can't regain hit points until the start of your next
has not expired in the meantime. turno Until then, the hand clings to the target.
Alternatively. you can make a target indifferent about Ifyou hit an undead target. it also has disadvantage on
ereatures of your ehoice that it is hostile toward. This attack rolls against you until the end of your next turno
indifference ends if the target is attaeked or harmed by This spell's damage increases by ld8 when you reach
a spell or if it witnesses any of its friends being harmed. 5th levei (2d8). 11th leveI(3d8), and 17th levei (4d8).
When the spell ends. the creature becomes hostile
again. unless the DM rules otherwise. CHROMATIC ORB
1st.level evoeation
CHAIN LIGHTNING Casting Time: 1 action
6th.level evoeation Range: 90 feet
Casting Time: 1 action Components: V,S. M (a diamond worth at least 50 gp)
Range: 150 feet Duration: Instantaneous
Components: V.S. M (a bit of fur; a piece of amber. Vouhurl a 4-ineh-diameter sphere of energy at a
glass. or a crystal rod; and three silver pins) creature that you can see within range. Vouchoose
Duration: Instantaneous acid, cold. tire, lightning, poison, or thunder for the type
Voucreate a bolt of lightning that ares toward a target of of orb you create. and then make a ranged spell attack
your choice that you can see within range. Three bolts against the target. lf the attack hits. the creature takes
then leap from that target to as many as three other 3d8 damage of the type you ehose.
targets. each of which must be within 30 feet of the tirst At Higher Leveis. When you cast this spell using a
target. A target can be a creature or an objeet and ean spell slot of 2nd leveI or higher. the damage inereases by
be targeted by only one of the bolts. ld8 for each slot levei above 1st.
A target must make a Dexterity saving throw. The
target takes lOd8 lightning damage on a failed save. or CIRCLE OF DEATH
half as much damage on a successful one. 6th-levei neeromaney
At Higher Leve/s. When you cast this spell using Casting Time: 1 aetion
a spell slot of 7th levei or higher. one additional bolt Range: 150 feet
leaps from the tirst target to another target for each slot Components: V,S. M (the powder of a erushed black
levei above 6th. pearl worth at least 500 gp)
Duration: Instantaneous
CHARM PERSON A sphere of nega tive energy ripples out in a 60.foot-
lst.level enehantment
radius sphere from a point within range. Eaeh creature
Casting Time: 1 action in that area must make a Constitution saving throw. A
Range: 30 feet target takes 8d6 necrotie damage on a failed save. or
Components: V,S half as much damage on a successful one.
Duration: 1 hour At Higher Leve/s. When you cast this spell using a
Vou attempt to eharm a humanoid you can see within spell slot of 7th leveI or higher. the damage increases by
range. It must make a Wisdom saving throw. and does 2d6 for each slot levei above 6th.
so with advantage ifyou or your companions are tighting
it. [f it fails the saving throw. it is charmed byyou until CIRCLE OF POWER
the spell ends or until you or your companions do 5th-levei abjuration
anything harmful to it. The charmed ereature regards Casting Time: 1 action
you as a friendly acquaintance. When the spell ends. the Range: Self (30-foot radius)
creature knows it was eharmed by you. Components: V
At Higher Leveis. When you cast this spell using Duration: Concentration. up to 10 minutes
a spell slot of 2nd levei or higher. you can target one


PART 3 SP£LLS
221

Divine energy radiates from you, distorting and CLOUD OF DAGGERS
diffusing magical energy within 30 feet of you. Until 2nd-levei conjuration
the spell ends, the sphere moves with you, centered on Casting Time: 1 action
you. For the duration, each friendly creature in the area Range: 60 feet
(including you) has advantage on saving throws against Components: V,5, M (a sliver of glass)
spells and other magical effects. Additionally, when Duration: Concentration, up to 1 minute
an affected creature succeeds on a saving throw made
against a spell ar magical effect that allows it to make a Vou fillthe air with spinning daggers in a cube 5 feet on
saving throw to take only half damage, it instead takes each side, centered on a point you choose within range.
no damage if it succeeds on the saving throw. A creature takes 4d4 slashing damage when it enters
the spell's area for the first time on a turn ar starts
CLAIRVOYANCE its turn there.
3rd-/evel divination At Higher Leveis. When you cast this spell using a
spell slot of 3rd levei ar higher, the damage increases by
Casting Time: 10 minutes
Range: 1 mile 2d4 for each slot levei above 2nd.
Components: V,5, M (a focus worth at least 100
gp, either a jeweled horn for hearing ar a glass CLOUDKILL
eye for seeing) 5th-levei conjuration
Duration: Concentration, up to 10 minutes Casting Time: I action
Range: 120 feet
Vou create an invisible sensor within range in a location Components: V,5
familiar to you (a place you have visited ar seen before) Duration: Concentration, up to 10 minutes
ar in an obvious location that is unfamiliar to you (such
as behind a doar, around a corner, ar in a grove of trees). Vou create a 20-foot-radius sphere of poisonous, yellow-
The senso r remains in place for the duration, and it green fog centered on a point you choose within range.
can't be attacked ar otherwise interacted with. The fog spreads around corners. lt lasts for the duration
When you cast the spell, you choose seeing ar ar until strong wind disperses the fog, ending the spell.
hearing. Voucan use the chosen sense through the lts area is heavily obscured.
senso r as if you were in its space. As your action, you When a creature enters the spell's area for the first
can switch between seeing and hearing. time on a turn ar starts its turn there, that creature must
A creature that can see the sensor (such as a creature make a Constitution saving throw. The creature takes
benefiting from see invisibility ar truesight) sees a 5d8 poison damage on a failed save, ar half as much
luminous, intangible orb about the size of your fist. damage on a successful one, Creatures are affected
even if they hold their breath ar don't need to breathe.
CLONE The fog moves 10 feet away from you at the start
8th-levei necromancy of each of your turns, rolling along the surface of the
Casting Time: 1 hour ground. The vapors, being heavier than air, sink to the
Range: Touch lowest levei of the land, even pouring down openings.
Components: V,5, M (a diamond worth at least 1,000 At Higher Leveis. When you cast this spell using a
gp and at least I cubic inch of flesh of the creature spell slot of 6th level ar higher, the damage increases by
that is to be cloned, which the spell consumes, and a ld8 for each slot levei above 5th.
vessel worth at least 2,000 gp that has a sealable lid COLOR SPRAY
and is large enough to hold a Medium creature, such
as a huge urn, coffin, mud-filled cyst in the ground, ar Ist-/eveJ iIIusion
crystal container filled with salt water) Casting Time: 1 action
Duration: !nstantaneous Range: 5elf (15-foot cone)
Components: V,5, M (a pinch of powder or sand that is
This spell grows an inert duplicate of a living creature colored red, yellow, and blue)
as a safeguard against death. This clone forms inside Duration: I round
a sealed vessel and grows to full size and maturity
after 120 days; you can also choose to have the clone A dazzling array of flashing, colored light springs from
be a younger version of the same creature. lt remains your hand. Roll 6dlO; the total is how many hit points
inert and endures indefinitely, as long as its vessel of creatures this spell can effect. Creatures in a 15-foot
remains undisturbed. cone originating from you are affected in ascending
At any time after the clone matures, if the original arder of their current hit points (ignoring unconscious
creature dies, its soul transfers to the clone, provided creatures and creatures that can't see).
that the soul is free and willing to returno The clone is 5tarting with the creature that has the lowest current
physically identical to the original and has the same hit points, each creature affected by this spell is blinded
personality, memories, and abilities, but nane of the until the spell ends, 5ubtract each creature's hit points
original's equipment. The original creature's physical from the total before moving on to the creature with
remains, if they still exist, become inert and can't the next lowest hit points. A creature's hit points must
thereafter be restored to life, since the creature's souI be equal to or less than the remaining total for that
is elsewhere. creature to be affected,


PART 3 I SPELLS
222

At Higher Leve/s. When you cast this spell using a
spell slot of 2nd leveI or higher, roll an additional 2d IO
for each slot leveI above 1st.
COMMAND
/st-/evel enchantment
Casting Time: I action
Range: 60 feet
Components: V
Duration: 1 round
Vou speak a one-word command to a creature you can
see within range. The target must succeed on a Wisdom
saving throw or follow the command on its next turno
The spell has no effect if the target is undead, if it
doesn't understand your language, or if your command
is directly harmful to it.
Some typical commands and their effects follow. Vou
might issue a command other than one described here.
If you do so, the OM determines how the target behaves.
If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the
shortest and most direct route, ending its turn if it
moves within 5 feet of YOU.
Drop. The target drops whatever it is holding and then
ends its turno
F/ee. The target spends its turn moving away from
you by the fastest available means.
Grove/. The target falls prone and then ends its turno
Ha/t. The target doesn't move and takes no actions.
A fiying creature stays aloft, provided that it is able to
do sO. If it must move to stay aloft, it fiies the minimum
distance needed to remain in the air.
At Higher Leve/s. When you east this spell using
a spell slot of 2nd leveI or higher, you can affeet one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when
you target them.
COMMUNE
5th-levei divination (ritual)
Casting Time: 1 minute
Range:SeIf
Components: V, S, M (incense and aviaI of holy or
unholy water)
Duration: 1 minute
Vou contact your deity or a divine proxy and ask up to
three questions that can be answered with a yes or no.
Vou must ask your questions before the spell ends. Vou
receive a correct answer for each questiono
Oivine beings aren't necessarily omniscient, so you
might receive "unclear" as an answer if a question
pertains to information that lies beyond the deity's
knowledge. In a case where a one-word answer could be
misleading or contrary to the deity's interests, the OM
might offer a short phrase as an answer instead.
Ifyou cast the spell two or more times before finishing
your next long rest, there is a cumulative 25 percent
chance for each casting after the first that you get no
answer. The OM makes this roll in secret.

COMMUNE WITH NATURE This speIl doesn't decode secret messages in a text
5th-levei divination (ritual) or a glyph, such as an arcane sigil, that isn't part of a
written language.
Casting Time: I minute
Range: 5elf COMPULSION
Components: V,5 4th-levei enchantment
Duration: Instantaneous
Casting Time: 1 action
Vou briefty become one with nature and gain knowledge Range: 30 feet
of the surrounding territory. In the outdoors, the spell Components: V, 5
gives you knowledge of the land within 3 miles of you. Duration: Concentration, up to I minute
In caves and other natural underground settings, the
radius is Iimited to 300 feet. The spell doesn't function Creatures of your choice that you can see within range
where nature has been replaced by construction, such and that can hear you must make a Wisdom saving
as in dungeons and towns. throw. A target automatically succeeds on this saving
Vou instantly gain knowledge of up to three facts of throw if it can't be charmed. On a failed save, a target
your choice about any of the following subjects as they is affected by this spelI. Until the speIl ends, you can
relate to the area: use a bonus action on each of your turns to designate a
direction that is horizontal to YOU. Each affected target
terrain and bodies of water must use as much of its movement as possible to move
prevalent plants, minerais, animais, or peoples in that direction on its next turno It can take its action
powerful celestiaIs, fey, fiends, elementals, or undead before it moves. After moving in this way, it can make
influence from other planes of existence another Wisdom saving to try to end the effect.
buildings A target isn't compeIled to move into an obviously
For example, you could determine the location of deadly hazard, such as a fire or pit, but it will provoke
powerful undead in the area, the location of major opportunity attacks to move in the designated direction.
sources of safe drinking water, and the location of any
nearby towns. CONE OF COLD
5th-levei evocation
COMPELLED DUEL Casting Time: I action
1st-levei enchantment Range: 5elf (60-foot cone)
Casting Time: I bonus act ion Components: V,5, M (a small crystal or glass cone)
Range: 30 feet Duration: Instantaneous
Components: V A blast of cold air erupts from your hands. Each
Duration: Concentration, up to I minute creature in a 60-foot cone must make a Constitution
Vou attempt to compel a creature into a dueI. One saving throw. A creature takes 8d8 cold damage on a
creature that you can see within range must make a failed save, or half as much damage on a successful one.
Wisdom saving throw. On a failed save, the creature is A creature killed by this spell becomes a frozen statue
drawn to you, compelled by your divine demando For until it thaws.
the duration, it has disadvantage on attack rolls against At Higher LeveIs. When you cast this speIl using a
creatures other than you, and must make a Wisdom spell slot of 6th level or higher, the damage increases by
saving throw each time it attempts to move to a space ld8 for each slot leveI above 5th.
that is more than 30 feet away from you; if it succeeds
on this saving throw, this spell doesn't restrict the CONFUSION
target's movement for that turno 4th-levei enchantment
The spell ends if you attack any other creature, if you Casting Time: 1 action
cast a spell that targets a hostile creature other than the Range: 90 feet
target, if a creature friendly to you damages the target or Components: V, 5, M (three nut shells)
casts a harmful spell on it, or ifyou end your turn more Duration: Concentration, up to I minute
than 30 feet away from the target. This spell assaults and twists creatures' minds,
spawning delusions and provoking uncontrolled action.
COMPREHEND LANGUAGES Each creature in a lO-foot-radius sphere centered on
1st-levei divination (ritual)
a point you choose within range must succeed on a
Casting Time: 1 action Wisdom saving throw when you cast this spell or be
Range: 5elf affected by it.
Components: V, 5, M (a pinch of soot and salt) An affected target can't take reactions and must roIl
Duration: 1 hour adIO at the start of each of its turns to determine its
For the duration, you understand the literal meaning of behavior for that turno
any spoken language that you hear. Vou also understand
any written language that you see, but you must be
touching the surface on which the words are written. It
takes about I minute to read one page of text.


PAR1 3 I SPELLS
224

dl0 Behavior of identical weapons that shoot forward and then
disappear. Each creature in a 60.foot cone must succeed
1 The creature uses ali its movement to move in a
on a Dexterity saving throw. A creature takes 3d8
random direction. To determine the direction, reli
damage on a failed save, ar half as much damage on a
a d8 and assign a direction to each die face. The
successful one. The damage type is the same as that of
creature doesn't take an action this turno the weapon or ammunition used as a component.
2-6 The creature doesn't move or take actions this turno
7-8 The creature uses its action to make a melee attack CONJURE CELESTIAL
against a randomly determined creature within its 7th-levei conjuration
reach. If there is no creature within its reach, the Casting Time: I minute
creature does nothing this turno Range: 90 feet
9-10 The creature can act and move normally. Components: V, S
Duration: Concentration, up to 1 hour
At the end of each of its turns, an affected target can Vou summon a celestial of challenge rating 4 or lower,
make a Wisdom saving throw. lf it succeeds. this effect which appears in an unoccupied space that you can see
ends for that target. within range. The celestial disappears when it drops to
At Higher LeveIs. When you casl this spell using a Ohit points or when the spell ends.
spell slot of 5th levei or higher. the radius of the sphere The celestial is friendly to you and your companions
increases by 5 reet for each slot levei above 4th. for the duration. Roll initiative for the celestial, which
has its own turns. It obeys any verbal commands that
CONJURE ANIMALS you issue to it (no action required by you), as long as
3rd-/evel eonjuratioll they don't violate its alignment. If you don't issue any
Casting Time: 1 action commands to the celestial, it defends itself from hostile
Range: 60 feet creatures but otherwise takes no actions.
Components: V,S The DM has the celestial's statistics.
Duration: Concenlration, up lo 1 hour At Higher LeveIs. When you cast [his spell using a
Vou summon fey spirits lhal take the form of beasts and 9th-levei spell slot, you summon a celestial of challenge
appear in unoccupied spaces that you can see within rating 5 ar lower.
range. Choose one of the following options for what CONJURE ELEMENTAL
appears:
5th-levei cOlljuration
One beast of challenge rating 2 or lower Casting Time: 1 minute
Two beasts of challenge rating 1 ar lower Range: 90 feet
Four beasts of challenge rating 1/2 or lower Components: V,S, M (burning incense for air, soft day
Eight beasts of ehallenge rating 1/4 ar lower for earth, sulfur and phosphorus for fire, or water and
Each beasl is also considered fey,and it disappears sand for water)
when it drops to Ohit points or when the spell ends. Duration: Concentration, up to I hour
The summoned creatures are friendly to you and your Vou call forth an elemental servant. Choose an area of air,
companions. Roll initiative for the summoned creatures earth, !ire, or water that fills a lO-foot cube within range.
as a group, which has its own turns. They obey any An elemental of challenge rating 5 or lower appropriate
verbal commands that you issue to them (no action to the area you chose appears in an unoccupied space
required by you). If you don't issue any commands to within 10 feet of it. For example, a !ire elemental
them, they defend themselves from hostile creatures, emerges from a bonfire, and an earth elemental rises
but otherwise take no actions. up fram the ground. The elemental disappears when it
The DM has the creatures' statistics. drops to Ohit points or when the spell ends.
At Higher LeveIs. When you cast this spell using The elemental is friendly to you and your companions
certain higher-Ievel spell slots, you choose one of the for the duration. Roll initiative for the elemental, which
summoning options above, and more creatures appear: has its own turns. lt obeys any verbal commands that
twice as many with a 5th-levei slot, three times as many you issue to it (no action required by you). If you don't
with a 7th-levei slot. and four times as many with a issue any commands to the elemental, it defends itself
9th-levei si01.
from hostile creatures but otherwise takes no actions.
Ifyour concentration is broken, the elemental doesn't
CONJURE BARRAGE
3rd-/evel conjuration disappear. Instead, you lose control of the elemental,
il becomes hostile toward you and your companions,
Casting Time: 1 action and it might attack. An uncontrolled elemental can't
Range: Sei f (60-foot cone) be dismissed by you, and it disappears I hour after
Components: V,S, M (one piece of ammunition or a you summoned it.
thrown weapon) The DM has the elemental's statistics.
Duration: Instantaneous At Higher LeveIs. When you cast this spell using
Vou throw a nonmagical weapon or fire a piece of a spell slot of 6th levei or higher, the challenge rating
nonmagicaI ammunition into the air to create a cone increases by I for each slot levei above 5th.


PART 3 I SPELLS

CONJURE FEY CONJURE VOLLEY
6th-levei conjuration 5th-levei conjumtion
Casting Time: 1 minute Casting Time: 1 action
Range: 90 feet Range: 150 feet
Components: V,S Components: V,S, M (one piece of ammunition or one
Duration: Concentration, up to 1 hour thrown weapon)
Duration: Instantaneous
Vou summon a fey creatllre of challenge rating 6 or
lower, or a fey spirit that takes the form of a beast of Vou fire a piece of nonmagical ammunition fram a
challenge rating 6 or lower. lt appears in an unoccupied ranged weapon or throw a nonmagical weapon into
space that you can see within range, The fey creature the air and choose a point within range. Hundreds of
disappears when it drops to O hit points or when duplicates of the ammunition or weapon fali in a volley
the spell ends, from above and then disappear. Each creature in a
The fey creature is friendly to you and your 40-foot-radius. 20.foot.high cylinder centered on that
companions for the duration. Roll initiative for the point must make a Dexterity saving throw. A creature
creature, which has its own turns. lt obeys any verhal takes 8d8 damage on a failed save. or half as much
commands that you isslle to it (no action required damage on a successful one. The damage type is the
by you), as long as they don't violate its alignment. If same as that of the ammunition or weapon.
you don't issue any commands to the fey creature, it
defends itselffrom hostile creatures but otherwise CONJURE WOODLAND BEINGS
takes no actions. 4th.level conjuration
Ifyour concentration is broken, the fey creature Casting Time: 1 action
doesn't disappear. Instead, you lose contro! of the Range: 60 feet
fey creature, it hecomes hostile toward you and your Components: V.S, M (one holly berry per
companions, and it might attack. An uncontrolled fey creature summoned)
creature can't be dismissed hy you. and it disappears 1 Duration: Concentration, up to 1 hour
hour after you summoned it.
The DM has the fey creature's statistics. Vou summon fey creatures that appear in unoccupied
At Higher LeveIs. When you cast this spell using spaces that you can see within range, Choose one of the
a spell slot of 7th leveI or higher, the challenge rating following options for what appears:
increases by 1 for each slot levei above 6th. One fey creature of challenge rating 2 or lower
Two fey creatures of challenge rating 1 or lower
CONJURE MINOR ELEMENTALS Four fey creatures of challenge rating 1/2 or lower
4th.level conjuration Eight fey creatures of challenge rating 1/4 or lower
Casting Time: 1 minute A summoned creature disappears when it drops to O hit
Range: 90 feet points or when the spell ends.
Components: V.S The summoned creatures are friend!y to you and your
Duration: Concentration, up to I hour companions. Roll initiative for the summoned creatures
Vou summon elementals that appear in IInoccupied as a group. which have their own turns. They obey any
spaces that you can see within range. Vou choose one verhal commands that you issue to them (no action
the following options for what appears: required hy you). If you don't issue any commands to
them, they elefend themselves from hostile creatures,
One elemental of challenge rating 2 or lower but otherwise take no actions.
Two elementals of challenge rating 1 or lower The DM has the creatures' statistics.
Four elementals of challenge rating 1/2 or lower At Higher LeveIs. When you cast this spell using
Eight elementals of challenge rating 1/4 or lower. certain higher.level spell slots. you choose one of the
An elemental summoned by this spell disappears when summoning options above, anel more creatures appear:
it drops to O hit points or when the spell ends. twice as many with a 6th.level slot and three times as
The summoned creatures are friendly to you and your many with an 8th.level slot.
companions. Roll initiative for the summoned creatures
as a group. which has its own turns. They obey any CONTACT OTHER PLANE
verbal commands that you issue to them (no action 5th.level divination (ritual)
required by you). If you don't issue any commands to Casting Time: 1 minute
them, they defend themselves from hostile creatures, Range: Self
hut otherwise take no actions. Components: V
The DM has the creatures' statistics. Duration: 1 minute
At Higher LeveIs. When you cast this spell using Vou mentally contact a demigod, the spirit of a long.dead
certain higher.level spell slots, you choose one of the sage, or some other mysterious entity fram another
summoning options above, and more creatures appear: plane. Contacting this extraplanar intelligence can
twice as many with a 6th-levei slot and three times as strain or even break your mind. When you cast this
many with an 8th-levei slot.
spell, make a DC 15 lntelligence saving thraw. On a


PA RT 3 I SPEl.LS
226

failure, you take 6d6 psychic damage and are insane Components: V, S, M (a statuetle of yourself carved
until you finish a long rest. While insane, you can't take from ivory and decorated with gems worth at
actions, can't understand what other creatures say, can't least 1,500 gp)
read, and speak only in gibberish, Agreater restoration Duration: 10 days
spell cast on you ends this effect. Choose a spell of 5th levei or lower that you can cast, that
On a successful save, you can ask the entity up to five
questions, Vou must ask your questions before the spell has a casting time of 1 action, and that can target YOU.
the contingent spell-as
part
Vou cast that spell-called
ends, The DM answers each question with one word, of casting contingency, expending spell slots for both, but
such as uyes," "no," "maybe," "never/' "irrelevant." ar the contingent spell doesn't come into effect. Instead, it
"unclear" (if the entity doesn't know the answer to the takes effect when a certain circumstance occurs. Vou
question), ]f a one-word answer would be misleading, describe that circumstance when you cast the two spells.
the DM might instead offer a short phrase as an answer, For example, a contingency cast with water breathing
might stipulate that water breathing comes into effect
CONTAGION
5th-leveI necromancy when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after thc
Casting Time: 1 action circumstance is met for the first time, whether or not you
Range: Touch want it to, and then contingencyends.
Component: V,S The contingent spell takes effect only on you, even
Duration: 7 days if it can normally target others. Vou can use only one
Your touch inflicts disease. Make a melee spell atlack contingency spell at a time. If you cast this spell again,
against a creature within your reach. On a hit, you aftlict the effect of another contingency spell on you ends. Also,
the creature with a disease of your choice from any of contingency ends on you if its material component is
the ones described below. ever not on your person.
At the end of each of the target's turns, it must make
a Constitution saving throw. After failing three of CONTINUAL FLAME
these saving throws, the disease's effects last for the 2nd./evel evocation
duration, and the creature stops making these saves. Casting Time: 1 action
After succeeding on three of these saving throws, the Range: Touch
creature recovers from the disease, and the spell ends. Components: V,S, M (ruby dust worth 50 gp, which the
Since this spell induces a natural disease in its spell consumes)
target, any effect that removes a disease or otherwise Duration: Until dispelled
ameliorates a disease's effects apply to it. A flame, equivalent in brightness to a torch, springs
Blinding Sickness. Pain grips the creature's mind, forth from an object that you touch. The cffect looks like
and its eyes turn milky white. The creature has a regular flame, hut it creates no heat and doesn't use
disadvantage on Wisdom checks and Wisdom saving oxygen. A continuaI liame can be covered or hidden but
throws and is blinded, not smothered or quenched.
FiJth Fever. A raging fever sweeps through the
creature's body. The creature has disadvantage on CONTROL WATER
Strength checks, Strength saving throws. and attack 4th-leveI transnllltation
rolls that use Strength.
Flesh Rot. The creature's flesh decays. The creature Casting Time: 1 action
has disadvantage on Charisma checks and vulnerability Range: 300 fect
to ali damage. Components: V,S, M (a drop ofwater and a
Mindfire. The creature's mind becomes feverish. The pinch of dust)
creature has disadvantage on Intelligcnce checks and Duration: Concentration, up to 10 minutes
Intelligence saving throws, and the creature behaves as Until the spell cnds, you control any frcestanding water
if under the effects of the confusion spell during combat. inside an arca you choose that is a cube up to 100 feet
Seizure. The creature is ovcrcomc with shaking. on a side. Vou can choose from any of the following
The creature has disadvantage on Dexterity checks, effccts when you cast this spcll. As an action on your
Dcxterity saving throws, and attack rolls that turn, you can rcpeat the same effect or choosc a
use Dexterity. different one.
Slimy Doom. The creaturc begins to bleed Flood. Vou cause the water Icvel of ali standing water in
uncontrollably. The creature has disadvantagc on the area to rise by as much as 20 feet. If the area includes
Constitution checks and Constitution saving throws. a shore, the flooding water spills over onto dry land.
In addition, whenever the creature takcs damage, it is If you choose an area in a large body of water. you
stunned until the end of its next turno instead create a 20-foot tall wave that travels from one
side of the area to the other and then crashes down. Any
CONTINGENCY Huge or smaller vehiclcs in the wave's path are carried
6th-leveI evocation with it lo the other side. Any Huge or smaller vehicles
Casting Time: 10 minutes struck by the wave have a 25 percent chance of capsizing.
Range: Self The water levei remains elevated until the spell ends
or you choose a different effect. Ifthis effect produced

PART 3 SPEI L~
227

a wave, the wave repeats on the start of your next turn PRECIPITATION
while the fiood effect lasts. Stage Condition
Part Water. Vou cause water in the area to move
aparl and creale a lrench. The trench extends across 1 Clear
the spell's area, and the separaled waler forms a wall lo 2 Light clouds
either side. The lrench remains unlil lhe spell ends or 3 Overcast or ground fog
you choose a different effect. The waler lhen slowly fills 4 Rain, hail, or snow
in lhe trench over lhe course of the next round until the 5 Torrential rain, driving hail, or blizzard
normal water levei is restored.
Redirect FIow. Vou cause fiowing water in the area TEMPERATURE WIND
to move in a direction you choose, even if the water has
to fiow over obstacles, up walls, or in other unlikely Stage Condition Stage Condition
directions. The water in the area moves as you direct 1 Unbearable heat 1 Calm
it, but once it moves beyond the spell's area, it resumes 2 Hot 2 Moderate wind
its fiow based on the terrain conditions. The water 3 Warm 3 Strong wind
continues to move in the direction you chose until the 4 Cool 4 Gale
spell ends or you choose a different effect. 5 Cold 5 Storm
WhirIpooI. This effect requires a body of water 6 Arctic cold
at least 50 feet square and 25 feet deep. Vou cause
a whirlpool to form in the center of the area. The
whirlpool forms a vortex that is 5 feet wide at the CORDON OF ARROWS
base, up to 50 feet wide ai the top, and 25 feel tall. Any 2nd-leveI transmutation
creature or object in the water and within 25 feet of the Casting Time: I action
vortex is pulled 10 feet toward it. A creature can swim Range: 5 feet
away from the vortex by making a Strength (Athletics) Components: V,S, M (four or more arrows or bolts)
check against your spell save DC. Duration: 8 hours
When a creature enters the vortex for the first time on Vou plant four pieces of nonmagical ammunition-
a turn or starts its turn there, it must make a Strength arrows or crossbow bolts-in the ground within range
saving throw. On a failed save, the creature takes 2d8 and lay magic upon them to protect an area. Until the
bludgeoning damage and is caught in the vortex until spell ends, whenever a creature other than you comes
the spell ends. On a successful save, the creature takes within 30 feet of the ammunition for the first time on a
half damage, and isn't caught in the vortex. A crealure turn or ends its turn there, one piece of ammunition fiies
caught in the vortex can use its action to try to swim up to strike it. The creature must succeed on a Dexterity
away from the vortex as described above, but has saving throw or take Id6 piercing damage. The piece of
disadvanlage on lhe Strength (Athletics) check to do so. ammunition is then destroyed. The spell ends when no
The first time each turn that an object enters the ammunition remains.
vortex, the object takes 2d8 bludgeoning damage; this When you cast this spell, you can designate any
damage occurs each round it remains in the vortex. creatures you choose, and the spell ignores them.
At Hil1her LeveIs. When you cast this spell using
CONTROL WEATHER a spell slot of 3rd levei or higher, the amount of
8th.level transmutation ammunition that can be affected increases by two for
Casting Time: lO minutes each slot levei above 2nd.
Range: Self (5-mile radius)
Components: V,S, M (burning incense and bits of earth COUNTERSPELL
and wood mixed in water) 3rd.level abjuration
Duration: Concentration, up to 8 hours Casting Time: I reaction, which you take when you see
Vou take control of the weather within 5 miles of you a creature within 60 feet of you casting a spell
for the duration. Vou must be outdoors to cast this spell. Range: 60 feet
Moving to a place where you don't have a clear path to Components: S
the sky ends the spell early. Duration: Instantaneous
When you cast the spell, you change the current Vou altempt to interrupt a creature in the process of
weather conditions, which are determined by the DM casting a spell. lf the creature is casting a spell of 3rd
based on the climate and season. Vou can change levei or lower, its spell fails and has no effect. lf it is
precipitation, temperature, and wind. lt takes Id4 x 10 casting a spell of 4th leveI or higher, make an ability
minutes for the new conditions lOtake effect. Once they check using your spellcasting ability. The DC equals 10
do so. you can change the conditions again. When the + the spell's leveI. On a success, the creature's spell fails
spell ends, the weather gradually returns to normal. and has no effect.
When you change the weather conditions, find a At Hil1her LeveIs. When you cast this spell using a
current condition on the following tables and change its spell slot of 4th levei or higher, the interrupted spell has
stage by one, up or down. When changing the wind, you no effect if its levei is less than or equal to the levei of the
can change its direction. spell slot you used.



PART 3 I SPELLS
228
. ---

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

CREATE OR DESTROY WATER CREATION
1st-leveI transmutation 5th-levei il/usion
Casting Time: I action Casting Time: I minute
Range: 30 feet Range: 30 feet
Components: V,S, M (a drop of water if creating water Components: V, S, M (a tiny piece of matter of the same
or a few grains of sand if destroying it) type of the item you plan to create)
Duration: Instantaneous Duration: Special
Vou either create or destroy water. Vou pull wisps of shadow material from the Shadowfell
Create Water. Vou create up to 10 gallons of clean to create a nonliving object of vegetable matter within
water within range in an open container. Alternatively, range: 50ft goods. rope, wood, or something similar. Vou
the water falls as rain in a 30-foot cube within range, can also use this spell to create mineral objects such as
extinguishing exposed fiames in the area. stone, crystal, or metal. The object created must be no
Destroy Water. Vou destroy up to 10 gallons of water larger than a 5-foot cube, and the object must be of a
in an open container within range. Alternatively, you form and material that you have seen before.
destroy fog in a 30-foot cube within range. The duration depends on the object"s material. If
At Higher Leve/s. When you cast this spell using a the object is composed of multiple materiaIs, use the
spell slot of 2nd levei or higher, you create or destroy shortest duration.
10 additional gallons of water, or the size of the cube Material
increases by 5 feet, for each slot leveI above 1st. Duration
Vegetable matter 1 day
CREATE UNDEAD Stone ar crystal 12 hours
6th-leveI necromancy Precious metais 1 hour
Casting Time: I minute Gems la minutes
Range: 10 feet Adamantine ar mithral 1 minute
Components: V,S, M (one clay pot tilled with grave dirt.
one clay pot tilled with brackish water, and one 150 gp Using any material created by this spell as another
black onyx stone for each corpse) spell's material component causes that spell to fail.
Duration: Instantaneous At Higher Leve/s. When you cast this spell using a
spell slot of 6th levei or higher, the cube increases by 5
Vou can cast this spell only at nighl. Choose up to three feet for each slot leveI above 5th.
corpses of Medium or Small humanoids within range.
Each corpse becomes a ghoul under your control. (The CROWN OF MADNESS
DM has game statistics for these creatures.) 2nd-leveI enchantment
As a bonus action on each of your turns, you can
mentally command any creature you animated with Casting Time: I action
this spell ifthe creature is within 120 feet ofyou (ifyou Range: 120 feet
control multiple creatures, you can command any or ali Components: V,S
of them at the same time, issuing the same command to Duration: Concentration, up to I minute
each one). Vou decide what action the creature will take One humanoid of your choice that you can see within
and where it will move during its next turn, or you can range must succeed on a Wisdom saving throw or
issue a general command, such as to guard a particular become charmed by you for the duration. While
chamber or corridor. If you issue no commands, the the target is charmed in this way, a twisted crown
creature only defends itself against hostile creatures. ofjagged iron appears on its head, and a madness
Once given an order, the creature continues to follow it glows in its eyes.
until its task is complete. The charmed target must use its action before moving
The creaturc is under your control for 24 hours, on each of its turns to make a melee attack against a
after which it stops obeying any command you have creature other than itself that you mentally choose.
given il. To maintain control of the creature for another


PART 3 SPELLS
229

The target can act normally on its turn if you choose no duration. The darkness spreads around corners.
creature or if none are within its reach. A creature with darkvision can't see through this
On your subsequent turns, you must use your action to darkness, and nonmagical light can't illuminate il.
maintain control over the target, or the spell ends. AIso, If the point you choose is on an object you are holding
the target can make a Wisdom saving throw at the end or one that isn't being worn or carried, the darkness
of each of its turns. On a success. the spell ends. emanates from the object and moves with il. Completely
covering the source of the darkness with an opaque
CRUSADER'S MANTLE object, such as a bowl or a heIm, blocks the darkness.
3rd-Ievel evocation ]f any of this spell's area overlaps with an area of light
Casting Time: I action created by a spell of 2nd levei or lower, the spell that
Range: Self created the light is dispelled.
Components: V
Duration: Concentration, up to I minute DARKVISION
2nd-levei transmutation
Holy power radiates from you in an aura with a 30-foot
radius, awakening boldness in friendly creatures. Until Casting Time: I action
the spell ends, the aura moves with you, centered on Range: Touch
you. While in the aura, each nonhostile creature in the Components: V.S, M (either a pinch of dried
aura (including you) deals an extra Id4 radiant damage carrot or an agate)
when it hits with a weapon attack. Duration: 8 hours
Vou touch a willing creature to grant it the ability to
CURE WOUNDS see in the dark. For the duration. that creature has
1st-levei evocation darkvision out to a range of 60 feel.
Casting Time: I action
Range: Touch DAYLIGHT
Components: V,S 3rd-Ievel evocation
Duration: Instantaneous Casting Time: I action
A creature you touch regains a number of hit points Range: 60 feet
equal to Id8 + your spellcasting ability modifier. This Components: V,S
spell has no effect on undead or constructs. Duration: I hour
At Higher Leveis. When you cast this spell using a A 60-foot-radius sphere of light spreads out from a point
spell slot of 2nd levei or higher, the healing increases by you choose within range. The sphere is bright light and
Id8 for each slot leveI above IsI. sheds dim light for an additional 60 feel.
]f you chose a point on an object you are holding or
DANCING LIGHTS one that isn't being worn or carried, the light shines
Evocation cantrip from the object and moves with it. Completely covering
Casting Time: I action the affected object with an opaque object, such as a bowl
Range: 120 feet or a helm, blocks the light.
Components: V, S, M (a bit of phosphorus or wychwood, If any of this spell's area overlaps with an area of
or a glowworm) darkness created by a spell of 3rd levei or lower, the
Duration: Concentration, up to I minute spell that created the darkness is dispelled.
Vou create up to four torch-sized lights within range, DEATH WARD
making them appear as torches, lanterns, or glowing 4th-levei abjuration
orbs that hover in the air for the duration. Vou can
also combine the four Iights into one glowing vaguely Casting Time: I action
humanoid form of Medium size. Whichever form you Range: Touch
choose, each light sheds dim light in a lO-foot radius. Components: V,S
As a bonus action on your turn, you can move the Duration: 8 hours
lights up to 60 feet to a new spot within range. A Iight Vou touch a creature and grant it a measure of
must be within 20 feet of another light created by this protection from death.
spell, and a light winks out if it exceeds the spell's range. The first time the target would drop to Ohit points as a
result of taking damage, the target instead drops to I hit
DARKNESS point, and the spell ends.
2nd-levei evocation If the spell is still in effect when the target is subjected
Casting Time: I action to an effect lhat would kill it instantaneously without
Range: 60 feet dealing damage, that effect is instead negated against
Components: V,M (bat fur and a drop of pitch or the target, and the spell ends.
piece of coai)
Duration: Concentration, up to lO minutes DELAYED BLAST FIREBALL
7th-levei evocation
Magical darkness spreads from a point you choose
within range to fill a IS-foot-radius sphere for the Casting Time: I action


PART 3 I SPELLS
230

Range: ISO feel Vou slrike the ground, creating a burst of divine
Components: V,S, M (a liny ball of bal energy that ripples oulward ftom you. Each creature
guano and sulfur) you choose within 30 feet of you must succeed on a
Duralion: Concenlralion, up lO I minule Conslitution saving throw OI'take 5d6 thunder damage,
as well as 5d6 radiant OI'necrotic damage (your choice),
A beam of yellow lighl lIashes from your poinling finger,
then condenses lo linger aI a chosen poinl wilhin range and be knocked prone. A creature that succeeds on
as a glowing bead for the duralion. When lhe spell its saving throw takes half as much damage and isn't
ends, either beca use your concentration is broken OI' knocked prone.
because you decide to end it, lhe bead blossoms with a DETECT EVIL ANO Gooo
low roar inlo an explosion of liame Ihal spreads around 1st-IeveI divination
corners. Each crealure in a 20.fool.radius sphere
centered on that point must make a Dexterity saving Casting Time: I aclion
throw. A crealure lakes fire damage equal to lhe total Range:Se]f
accumulated damage on a failed save, OI'half as much Components: V, S
damage on a successful one. Duration: Concentration, up to 10 minutes
The spell's base damage is 12d6. If at the end of For the duralion, you know if Ihere is an aberration,
your lurn lhe bead has not yet detonated, lhe damage celestial, elemenlal, fey, fiend, OI'undead within 30
increases by Id6. feet of you, as well as where lhe crealure is located.
]f the glowing bead is touched before the interval Similarly, you know if there is a place 01' object within
has expired, lhe creature touching it must make a 30 feet of you Ihat has been magically consecrated
Dexterity saving throw. On a failed save, the spell ends OI'desecrated.
immediately, causing the bead 10erupt in liame. On a The spell can penetrate most barriers, but it is blocked
successful save, the crealure can throw the bead up to by I fool of slone, I inch of common metal, a thin sheel
40 fee!. When it strikes a creature 01' a solid objecl, the of lead, OI'3 feel of wood OI'dir!.
spell ends, and lhe bead explodes.
The fire damages objecls in the area and ignites DETECT MAGIC
lIammable objecls that aren'l being worn OI'carried. 1st-leveI divination (ritual)
At Higher Leve/s. When you cast this spell using Casting Time: I action
a spell slot of 8th leveI OI'higher, lhe base damage Range: Self
increases by Id6 for each sI01leveI above 71h. Components: V, S
Duration: Concentration, up to 10 minutes
DEMIPLANE
8th./evel conjuratian For the duration, you sense the presence of magic
wilhin 30 feet of you. ]f you sense magic in Ihis way, you
Casling Time: I action
Range: 60 feet can use your action to see a faint aura around any visible
creature OI'object in the area that bears magic, and you
Components: S
Duralion: I hour learn its school of magic. if any.
The spell can penetrate most barriers, but it is blocked
Vou create a shadowy door on a lIat solid surface that by I foot of slone, I inch of common metal, a Ihin sheel
you can see within range. The door is large enough to of lead, OI'3 feet of wood OI'dir!.
allow Medium creatures lo pass through unhindered.
When opened, lhe door leads lo a demiplane Ihat DETECT POISON ANO DISEASE
appears to be an empty room 30 feet in each dimension, 1st-leveI divination (ritual)
made of wood 01' stone. When the spell ends, the door Casting Time: I action
disappears, and any crealures 01' objects inside the Range: Self
demiplane remain trapped Ihere, as lhe door also Components: V, S, M (a yew leaf)
disappears from the olheI' side. Duration: Concenlration, up to 10 minutes
Each time you casl this spell, you can create a new
demiplane, OI'have the shadowy doar connect to a For the duration, you can sense the presence and
demiplane you created with a previous casting of this location of poisons, poisonous creatures, and diseases
spell. Additionally, if you know the nature and contents within 30 feel of you. Vou also identify the kind of
of a demiplane created bya casting of this spell by poison, poisonous creature, ar disease in each case.
another creature, you can have lhe shadowy door The spell can penelrate most barriers, but it is blocked
connecl to its demiplane inslead. by I foot of slone, I inch of common metal, a thin sheet
of lead, OI'3 feet of wood OI'dir!.
DESTRUCTIVE WAVE
5thJevelevocation DETECT THOUGHTS
2nd.level divination
Casling Time: I action
Range: Self (30-foot radius) Casting Time: I action
Componenls: V Range: Self
Duration: Inslantaneous Components: V,S, M (a copper piece)
Duration: Concentration, up to I minute


PART 3 SPELLS
23 1



For the duration, you can read the thoughts of certain DISGUISE SELF
creatures, When you cast the spell and as your action on 1st-levei iIIusion
,
each turn until the spell ends, you can focus your mind Casting Time: 1 action
on any one creature that you can see within 30 feet of Range: Self
you, If the creature you choose has an Intelligence of Components: V,S
3 or lower or doesn't speak any language, the crealure Duration: 1 hour
is unaffected.
Vou initially learn the surface thoughts of the Vou make yourself-including your clothing, armor,
creature-what is most on its mind in that moment. As weapons, and other belongings on your person-Iook
an action, you can either shift your atlention lo another different until the spell ends ar until you use your action
creature's thoughts or atlempt to probe deeper into the to dismiss it. Vou can seem 1 foot shorter or taller and
same creature's mind. ]f you probe deeper, the target can appear thin, fat, or in belween. Vou can't change
must make a Wisdom saving throw. If it fails, you gain your body type, so you must adopt a form that has the
insight into its reasoning (if any), its emotional state, same basic arrangement of limbs. Otherwise, the extent
and something that looms large in ils mind (such as of the illusion is up to you.
something it worries over, loves, or hates). ]f it succeeds, The changes wrought by this spell fail to hold up lo
the spell ends. Either way, the target knows that you are physical inspection. For example, if you use this spell
probing into its mind, and unless you shift your atlention to add a hat to your oUlfit, objects pass through the hat,
to another creature's thoughts, the creature can use and anyone who touches it would feel nothing or would
its action on its turn to make an lntelligence check feel your head and hair. If you use this spell to appear
contested by your Intelligence check; if it succeeds, thinner than you are, lhe hand of someone who reaches
the spell ends. out lOtouch you would bump into you while it was
Questions verbally directed at the target creature seemingly still in midair.
naturally shape the course of its thoughts, so this spell To discern that you are disguised, a creature can use
is particularly effective as part of an interrogation. its action to inspect your appearance and must succeed
Vou can also use this spell to detect the presence of on an Intelligence (Investigation) check against your
thinking creatures you can't see. When you cast the spell save De.
spell or as your action during the duration, you can
search for thoughts within 30 feet of YOU.The spell can DISINTEGRATE
penetrate barriers, but 2 feet of rock, 2 inches of any 6th-levei transmutation
metal other than lead, or a thin sheet of lead blocks you. Casting Time: 1 action
Vou can't detect a creature with an lntelligence of 3 or Range: 60 feet
lower or one that doesn't speak any language. Components: V, S, M (a lodestone and a pinch of dust)
Once you detecI the presence of a creature in this way, Duration: lnstantaneous
you can read its lhoughts for the rest of the duration as A thin green ray springs from your pointing finger to a
described above, even if you can't see it, but it must still target that you can see within range. The target can be a
be within range.
creature, an objecl, or a creation of magical force, such
as the wall created by wall of force.
DIMENSION DOOR
4th-levei conjuration A creature targeted by this spell must make a
Dexterity saving throw. On a failed save, the target takes
Casting Time: 1 action IOd6 + 40 force damage. If lhis damage reduces the
Range: 500 feet target to Ohit points, it is disintegrated.
Components: V A disintegrated creature and everything il is wearing
Duration: Instantaneous and carrying, except magic ilems, are reduced to a pile
Vou teleport yourself from your current location lo any of fine gray dust. The creature can be restored to life
other spot within range. Vou arrive at exactly the spot only by means of a true resurrection or a wish spell.
desired. It can be a place you can see, one you can This spell automatically disintegrates a Large or
visualize, or one you can describe by stating distance smaller nonmagical object or a creation of magical
and direclion, such as "200 feet straight downward" or force. ]f the target is a Huge or larger object or creation
"upward to the northwest at a 45-degree angle, 300 feet." of force, this spell disintegrates a lO-foot-cube portion of
Vou can bring along objects as long as their weight it. A magic item is unaffecled by this spell.
doesn't exceed what you can carry. Vou can also bring At Higher LeveIs. When you cast this spell using a
one willing creature of your size or smaller who is spell slot of 7th leveI or higher, the damage increases by
carrying gear up to its carrying capacity. The creature 3d6 for each slot levei above 6th.
must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied byan DISPEL EVIL AND GOOD
object or a creature, you and any creature traveling with 5th-levei abjuration
you each take 4d6 force damage, and the spell fails to Casting Time: 1 action
teleport you. Range: SeI f






PAR r 3 SPELL

Components: V,S, M (holy water or powdered DIVINATION
silver and iron) 4th-levei divination (ritual)
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Shimmering energy surrounds and protects you from Range: Self
fey, undead, and creatures originating from beyond the Components: V,S, M (incense and a sacrifieial offering
Material Plane. For the duration, celestiais, elementals, appropriate to your religion, together worth at least 25
fey, fiends, and undead have disadvantage on attack gp, which the spell consumes)
rolls against you. Duration: Instantaneous
Vou can end the spell early by using either of the Your magic and an offering put you in contact with
following special functions. a god or a god's servants. Vou ask a single question
Break Enchantment. As your action, you touch a concerning a speeific goal, event, or activity to occur
creature you can reach that is charmed, frightened, or within 7 days. The DM offers a truthful reply. The reply
possessed bya celestial, an elemental, a fey, a fiend, might be a short phrase, a cryptic rhyme, or an omen.
or an undead. The creature you touch is no longer The spell doesn't take into account any possible
charmed, frightened, or possessed by such creatures.
DismissaI. As your action, make a melee spell attack circumstances that might change the outcome, such
against a celestial, an elemental, a fey, a fiend, or an as the casting of additional spells or the loss or gain
of a companion.
undead you can reach. On a hit, you attempt to drive If you cast the spell two or more times before finishing
the creature back to its home plane. The creature must your next long rest, there is a cumulative 25 percent
succeed on a Charisma saving throw or be sent back to chance for each casting after the first that you get a
its home plane (if it isn't there already). If they aren't on
their home plane, undead are sent to the Shadowfell, random reading. The DM makes this roll in secret.
and fey are sent to the Feywild. DIVINE FAVOR
1st-Ievel evocarion
DISPEL MAGIe
3rd-Ievel abjuration Casting Time: I bonus action
Range: Self
Casting Time: 1 action Components: V, S
Range: 120 feet
Components: V,S Duration: Concentration, up to 1 minute
Duration: Instantaneous Your prayer empowers you with divine radiance. Until
the spell ends, your weapon attacks deal an extra 1d4
Choose one creature, object, or magical effect within
range. Any spell of 3rd levei or lower on the target ends. radiant damage on a hit.
For each spell of 4th levei or higher on the target. make DIVINE WORD
an ability check using your spellcasting ability. The 7th-levei evocation
DC equals 10 + the spell's leveI. On a successful check,
the spell ends. Casting Time: 1 bonus action
At Higher LeveIs. When you cast this spell using a Range: 30 fee!
spell slot of 4th level or higher, you automatically end Components: V
the effec!s of a spell on the target if the spell's levei is Duration: Instantaneous
equal to or less than the levei of the spell slot you used. You utter a divine word, imbued with the power thar
shaped the world at the dawn of ereation. Choose any
DISSONANT WHISPERS number of creatures you can see within range. Each
1st-levei enchantment creature that can hear you must make a Charisma
Casting Time: 1 action saving throw. On a failed save, a creature suffers an
Range: 60 feet effect based on its current hit points:
Components: V 50 hit points or fewer: deafened for 1 minute
Duration: Instantaneous 40 hit points or fewer: deafened and blinded for 10
Vou whisper a discordam melody that only one creature minutes
of your choice within range can hear, wracking it with 30 hit points ar fewer: blinded, deafened, and stunned
terrible pain. The target must make a Wisdom saving for 1 hour
throw. On a failed save, it takes 3d6 psychic damage and 20 hit points or fewer: killed instantly
must immediately use its reaction, if available, to move Regardless of its current hit points, a celestial, an
as far as its speed allows away from you. The creature elemental, a fey. or a fiend that fails its save is forced
doesn't Inove into obviously dangerous ground, such back to its plane of origin (if it isn't there already) and
as a fire or a pit. On a successful save, the target takes can't return to your current plane for 24 hours byany
half as much damage and doesn't have to move away. A means short of a wish spell.
deafened creature automatically succeeds on the save.
At Higher LeveIs. When you cast this spell using a DOMINATE BEAST
spell slot of 2nd level or higher. the damage increases by 4th-levei enchantment
Id6 for each slot levei above 1st.
Casting Time: 1 action


P"Rf 3 SPELLS
234

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


PART 3 SPELLS
235

]f another creature is holding or carrying the item, for c1ear skies, a c10ud for rain, falling snowflakes for
crushing the sapphire doesn't transport the item to you, snow, and so on. This effect persists for I round.
but instead you learn who the creature possessing the Vou instantly make a flower blossom, a seed pod open,
object is and roughly where that creature is located or a leaf bud bloom.
at that moment. Vou create an instantaneous, harmless sensory effect,
Dispel magic or a similar effect successfully applied to such as falling leaves, a puff of wind, the sound of a
the sapphire ends this spell's effect. small animal, or the faint odor of skunk. The effect
must fit in a 5-foot cube.
DREAM Vou instantly light or snuff out a candle, a torch, or a
5th-leveI iIIusion small campfire.
Casting Time: I minute
Range: 5pecial EARTHQUAKE
Components: V,5, M (a handful of sand, a dab of ink, 8th-leveI evocation
and a writing quill plucked from a sleeping bird) Casting Time: I action
Duration: 8 hours Range: 500 feet
This spell shapes a creature's dreams. Choose a Components: V, 5, M (a pinch of dirl, a piece of rock,
creature known to you as the target of this spell. The and a lump of c1ay)
target must be on the same plane of existence as you. Duration: Concentration, up to I minute
Creatures that don't sleep, such as elves, can't be Vou create a seismic disturbance at a point on the
contacted by this spell. Vou, or a willing creature you ground that you can see within range. For the duration,
touch, enlers a trance state, acting as a messenger. an intense tremor rips through the ground in a
While in the trance, the messenger is aware of his or 100-foot-radius circ1e centered on that point and shakes
her surroundings, but can't take actions or move. creatures and structures in contact with the ground
If the target is asleep, the messenger appears in the in that area.
target's dreams and can converse with the target as The ground in the area becomes difficult terrain.
long as it remains asleep, through the duration of the Each creature on the ground that is concentrating must
spell. The messenger can also shape the environment make a Constitution saving throw. On a failed save, the
of the dream, creating landscapes. objects, and other creature's concentration is broken.
images. The messenger can emerge from the trance at When you cast this spell and at the end of each turn
any time, ending the effect of the spell early. The target you spend concentrating on it, each creature on the
recalls the dream perfectly upon waking. If the target is ground in the area must make a Dexterity saving throw.
awake when you cast the spell, the messenger knows it, On a failed save, the creature is knocked prone.
and can either end the trance (and the spell) or wait for This spell can have additional effects depending on
the target to fali asleep, at which point the messenger the terra in in the area, as determined by the DM.
appears in the target's dreams. Fissures. Fissures open throughout the spell's area at
Vou can make the messenger appear monstrous the start of your next turn after you cast the spell. A total
and terrifying to the target. If you do, the messenger of Id6 such fissures open in locations chosen by the DM.
can deliver a message of no more than ten words and Each is IdlO x 10 feet deep, la feet wide, and extends
then the target must make a Wisdom saving throw. On from one edge of the spell's area to the opposite side.
a failed save, echoes of the phantasmal monstrosity A creature standing on a spot where a fissure opens
spawn a nightmare that lasts the duration of the target's must succeed on a Dexterity saving throw or fali in. A
sleep and prevents the target from gaining any benefit creature that sllccessfully saves moves with the fissure's
from that rest. In addition, when the target wakes up, it edge as it opens.
takes 3d6 psychic damage. A fissure that opens beneath a structure causes it to
If you have a body part, lock of hair, c1ipping from a automatically collapse (see below).
nail, or similar portion of the target's body, the target Structures. The tremor deals 50 bludgeoning damage
makes its saving throw with disadvantage. to any structure in contact with the ground in the area
when you cast the spell and at the start of each of your
DRUIDCRAFT turns until the spell ends. ]f a structure drops to Ohit
Transmutation cantrip points, it collapses and potentially damages nearby
Casting Time: I action creatures. A crealure within half the distance of a
Range: 30 feet structure's height must make a Dexterity saving throw.
Components: V,5 On a failed save, the creature takes 5d6 bludgeoning
Duration: Instantaneous damage, is knocked prone, and is buried in the rubble,
requiring a DC 20 Strength (Athletics) check as an
Whispering to the spirits of nature, you create one of the action to escape. The DM can adjust the DC higher
following effects within range: or lower, depending on the nalure of the rubble. On
Vou create a tiny, harmless sensory effect that predicts a successful save, the creature takes half as much
what the weather will be at your location for the next damage and doesn't fali prone or become buried.
24 hours. The effect might manifest as a golden orb




PA RT 3 I SPELI.S

ELDRITCH BLAST ENLARGE/REDUCE
Evocation cantrip 2nd-leveI transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V,5 Components: V,5, M (a pinch of powdered iron)
Duration: lnstantaneous Duration: Concentration, up to I minute
A beam of crackling energy streaks toward a creature Vou cause a creature or an object you can see within
within range. Make a ranged spell attack against the range to grow larger or smaller for the duration. Choose
target. On a hit, the target takes ldlO force damage. either a creature ar an object that is neither worn
The spell creates more than one beam when you reach nor carried. If the target is unwilling, it can make a
higher leveis: two beams at 5th levei, three beams at Constitution saving throw. On a success, the spell
11th levei, and four beams at 17th leveI. Voucan direct has no effect.
the beams at the same target or at different ones. Make If the target is a creature, everything it is wearing and
a separate attack roll for each beam. carrying changes size with it. Any item dropped byan
affected creature returns to normal size at once.
ELEMENTAL WEAPON Enlarge. The target's size doubles in ali dimensions,
3rd-/evel transmutation and its weight is multiplied by eight. This growth
Casting Time: 1 action increases its size by one category-from Medium to
Range: Touch Large, for example. If there isn't enough room for the
Components: V,5 target to double its size. the creature or object attains
Duration: Concentration, up to 1 hour the maximum possible size in the space available.
Until the spell ends, the target also has advantage on
A nonmagical weapon you touch becomes a magic
weapon. Choose one of the following damage types: 5trength checks and 5trength saving throws. The
target's weapons also grow to match its new size. While
acid, cold, tire, Iightning, or thunder. For the duration, these weapons are enlarged, the target's attacks with
the weapon has a +1 bonus to attack rolls and deals an them deal ld4 extra damage.
extra ld4 damage of the chosen type when it hits. Reduce. The target's size is halved in ali dimensions,
At Higher LeveIs. When you cast this spell using a
spell slot of 5th or 6th leveI.the bonus to attack rolls and its weight is reduced to one-eighth of normal. This
increases to +2 and the extra damage increases to reduction decreases its size by one category-from
Medium to 5mall, for example. Until the spell ends,
2d4. When you use a spell slot of 7th levei ar higher, the target also has disadvantage on 5trength checks
the bonus increases to +3 and the extra damage and 5trength saving throws. The target's weapons also
increases to 3d4.
shrink to match its new size. While these weapons are
ENHANCE ABILITY reduced, the target's attacks with them deal ld4 less
2nd-leveI transmutation damage (this can't reduce the damage below 1).
Casting Time: 1 action ENSNARING STRIKE
Range: Touch 1st-leveI conjuration
Components: V,5, M (fur ar a feather from a beast)
Duration: Concentration, up to 1 hour. Casting Time: 1 bonus action
Range: 5elf
Vou touch a creature and bestow upon it a magical Components: V
enhancement. Choose one of the following effects; the Duration: Concentration, up to 1 minute
target gains that effect until the spell ends. The next time you hit a creature with a weapon attack
Bear's Endurance. The target has advantage on before this spell ends, a writhing mass of thorny vines
Constitution checks. lt also gains 2d6 temporary hit appears at the point of impact, and the target must
points, which are lost when the spell ends.
BulJ's Strength. The target has advantage succeed on a 5trength saving throw ar be restrained by
on 5trength checks, and his or her carrying the magical vines until the spell ends. A Large ar larger
capacity doubles. creature has advantage on this saving throw. If the
target succeeds on the save, the vines shrivel away.
Cat's Grace. The target has advantage on Dexterity
checks. lt also doesn't take damage from falling 20 feet While restrained by this spell, the target takes ld6
or less if it isn't incapacitated. piercing damage at the start of each of its turns. Acreature
Eagle's Splendor. The target has advantage on restrained by the vines or one lhat can touch the creature
Charisma checks. can use its action to make a 5trength check against your
Fox's Cunning. The target has advantage on spell save De. On a success, the target is freed.
Intelligence checks. At Higher LeveIs. Ifyou cast this spell using a spell
Owl's Wisdom. The target has advantage on slot of 2nd levei or higher, the damage increases by ld6
Wisdom checks. for each slot levei above 1sI.
At Higher LeveIs. When you cast this spell using
a spell slot of 3rd leveI or higher, you can target one
additional creature for each slot leveI above 2nd.


PART 3 I SPlI LS
237

ENTANGLE When the spell ends, you immediately returo to the
1st.level conjuration plane you originated from in lhe spot you currently
occupy. Ifyou occupy the same spot as a solid object
Casting Time: 1 action or creature when this happens, you are immediately
Range: 90 feet shunted to the nearest unoccupied space that you
Components: V,S can occupy and take force damage equal to twice lhe
Duration: Concentration, up to 1 minute
number of feet you are moved.
Grasping weeds and vines sprout fram the ground in a This spell has no effect ifyou cast il while you are on
20-foot square starting from a point within range. For the Ethereal Plane or a plane that doesn't border it, such
the duration, these plants turo the ground in the area as one of the Outer Planes.
into difficult terrain. At Higher Leve1s. When you cast this spell using
A creature in the area when you cast the spell must a spell slol of 81h leveI or higher, you can target up to
succeed on a Strength saving throw ar be restrained three willing crealures (including you) for each slot levei
by the entangling plants until the spell ends. A creature above 7th. The creatures musl be within 10 feet of you
restrained by the plants can use its action to make when you cast the spell.
a Strength check against your spell save De. On a
success, it frees itself. EVARD'S BLACK TENTACLES
When the spell ends, the conjured plants wilt away. 4th.level conjuration
Casting Time: 1 action
ENTHRALL Range: 90 feet
2nd.level enchantment
Components: V,S, M (a piece of tentacle from a giant
Casting Time: 1 action octopus or a giant squid)
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V,S
Duration: 1 minute Squirming, ebony tentades fill a 20.foot square on
ground that you can see within range. For the duration,
Vou weave a distracting string of words, causing these tentacles turo lhe ground in the area into
creatllres ofyour choice that you can see within range difficult terrain.
and that can hear you to make a Wisdom saving When a creature enlers the affected area for the first
throw. Any creature that can't be charmed succeeds time on aturo or starts its turo lhere, the creature
on this saving throw automatically, and ifyou or YOllr must succeed on a Dexterity saving throw or take 3d6
companions are fighting a creature, it has advantage on bludgeoning damage and be restrained by the tentacles
the save. On a failed save, the target has disadvantage until the spell ends. A creature that starts its turo in the
on Wisdom (Perception) checks made to perceive any area and is already restrained by the tentacles lakes 3d6
creature other than you until the spell ends or until the bludgeoning damage,
target can no longer hear YOll.The spell ends if you are A creature reslrained by the tentacles can use ils
incapacitated or can no longer speak. action lo make a Strength ar Dexterity check (its choice)
against your spell save DC. On a success, it frees itself.
ETHEREALNESS
7th-leveI transmutation EXPEDITIOUS RETREAT
Casting Time: 1 action 1st-leveI transmutation
Range: Self Casting Time: I bonus action
Components: V,S Range: Self
Duration: Up to 8 hours Components: V,S
Vou step into the border regions of the Ethereal Plane, Duration: Concentration, up lo 10 minutes
in the area where it overlaps with your current plane. This spell allows you to move at an incredible pace.
Vou remain in the Border Ethereal for the duration or When you cast this spell, and then as a bonus action
until you use your action to dismiss the spell. During on each of your turos unlil the spell ends, you can take
this time, you can move in any direction. Ifyou move the Dash action.
up or down, every foot of movement costs an extra fool.
Voucan see and hear the plane YOlloriginated from, but EYEBITE
everything there looks gray, and you can't see anything 6th.level necromancy
more than 60 feet away. Casting Time: 1 action
While on the Ethereal Plane, you can only affect and Range: Self
be affected by other crealures on thal plane. Creatures Components: V,S
that aren't on the Elhereal Plane can't perceive you and Duration: Concentration, up to 1 minute
can't interact with you, unless a special ability ar magic
has given them the ability to do so. For the spell's duration, your eyes beco me an inky void
You ignore ali objects and effects lhat aren't on the imbued with dread power. One creature of your choice
Ethereal Plane, allowing you to move through objects within 60 feet of you lhat you can see must succeed
you perceive on the plane you originated from. on a Wisdom saving throw or be affected by one of the
following effects of your choice for the duralion. On


PART 3 I SPELLS

each of your turns until the spell ends, you can use FALSE LIFE
your aclion to target auother creature but can't target 1st-levei necromancy
a creature agaiu if it has succeeded on a saving throw
against this casting of eyebite, Casting Time: I action
As/eep. The targel falls unconscious, lt wakes up if it Range: Self
takes any damage nr if another creature uses its action Components: V,S, M (a small amount of alcohol or
to shake the sleeper awake, distilled spirits)
Panicked. The target is frightened of you. On each Duration: I hour
of its lurns, the frightened creature must take the Bolstering yourself with a necromantic facsimile of life,
Dash action and move away from you by the safest and you gain Id4 + 4 temporary hit points for the rluration.
shortest available route, unless there is nowhere to At Higher LeveIs. When you casl this spell using a
move. lf the target moves to a place at least 60 feet away spell slot of 2nd levei or higher, you gain 5 adrlitional
from you where it can no longer see you, this effect ends. temporary hit points for each slollevel above 1st.
Sickened. The target has disadvantage ou attack rolls
and ability checks. At the end of each of its turns, it can FEAR
make another Wisdom saving throw. lf it succeeds, 3rd-level iIIusion
the effect ends. Casting Time: I action
Range: Self (30-foot cone)
FABRICATE Components: V, S, M (a white feather or the
4th-levei transmutation heart of a hen)
Casting Time: lO minutes Duration: Concentration, up lo 1 minule
Range: 120 feet Vou project a phantasmal image of a creature's worst
Components: V,S fears. Each creature in a 30-foot cone must succeed on
Duration: Instantaneous
a Wisdom saving throw or rlrop whatever it is holrling
Vou convert raw materiais into products of the same anrl beco me frightened for the duration.
material. For example, you can fabricate a wooden While frightened by this spell, a creature must take
bridge from a c1ump of trees, a rope from a patch of the Dash action and move away from you by lhe safest
hemp, and C10thes from flax or wool. available route on each of its turns, unless there is
Choose raw materiais that you can see wilhin range. nowhere to move. If the creature enrls its turn in a
Vou can fabricale a Large or smaller object (contained location where it doesn't have line of sight to you,
within a lO-fool cube. ar eight connected 5-foot cubes), the creature can make a Wisdom saving throw. On a
given a sufficient quantity of raw material. Ifyou successful save, the spell enrls for that creature.
are working with metal. stone, or anolher mineral
substance, however, the fabricated object can be no FEATHER FALL
larger than Medium (coutained within a single 5-foot 1st-levei transmutation
cube). The quality of objects made by the spell is Casting Time: I reaction, which you take when you or a
commensurate with the quality of the raw materiais. creature within 60 feet of YOII falls
Creatures or magic items can't be created or Range: 60 feet
transmuted by this spell. Vou also can't use it to Components: V, M (a sma 11feat her or piece of down)
create items that ordinarily require a high degree of Duration: I minute
craftsmanship, such as jewelry, weapons. glass, or
armor, unless you have proficiency with the type of Choose up to five falling creatures within range. A
artisan's tools used to craft such objects. falling creature's rate of descent slows to 60 feet per
round until the spell ends. lf the creature lands before
FAERIE FIRE the spell ends, it takes no falling damage and can land
1st-leveI evocation on its feel, and the spell ends for that creature.
Casting Time: I action FEEBLEMIND
Range: 60 feet 8th-levei enchantment
Components: V
Duration: Concentration, up to 1 minute Casting Time: I action
Range: ISO feet
Each object in a 20-foot cube within range is outlined in Components: V,S, M (a handful of c1ay,crystal, glass,
blue, green, or violet light (your choice). Any creature in or mineral spheres)
the area when lhe spell is cast is also outlined in light if Durat;on: Instantaneous
it fails a Dexterity saving throw. For lhe duration, objects
and affected creatures shed dim light in a 10.fool radius. Vou hlast the mind of a crealure that you can see within
Any attack roll against an affected creature or object range, altempting to shatter its intellect and personality.
has arlvantage if the attacker can see it, and the affected The target takes 4d6 psychic damage and must make an
creature or object can't benefit from being invisible. Intelligence saving throw.
On a failed save, the creature's Intclligence and
Charisma scores become I. The creature can't cast
spells, activate magic items, understand language, or



P\kT3 l' L

communicate in any intelligible way. The creature can, you can cause it to reappear in any unoccupied space
however, identify its friends, follow them, and even within 30 feet of YOU.
protect them. Vou can't have more than one familiar at a time. If you
At the end of every 30 days, the creature can repeat cast this spell while you already have a familiar, you
its saving throw against this spell. If it succeeds on its instead cause it to adopt a new formo Choose one of the
saving throw, the spell ends. forms from the above list. Your familiar transforms into
The spell can also be ended by greater restoration, the chosen creature.
heal, or wish. Finally, when you cast a spell with a range of touch,
your familiar can deliver the spell as if it had cast the
FEIGN DEATH spell. Your familiar must be within 100 feet of you, and
3rd-Ievel necromancy (ritual) it must use its reaction to deliver the spell when you cast
Casting Time: 1 action it. If the spell requires an attack roll, you use your attack
Range: Touch modifier for the roll.
Components: V,5, M (a pinch of graveyard dirt)
Duration: 1 hour FINO STEEO
2nd-levei conjuration
Vou touch a willing creature and put it into a cataleptic Castiog Time: 10 minutes
state that is indistinguishable from death.
For the spell's duration, or until you use an action Range: 30 feet
to touch the target and dismiss the spell, the target Components: V, 5
appears dead to ali outward inspection and to spells Duratioo: Instantaneous
used to determine the target's status. The target is Vou summon a spirit that assumes the form of an
blinded and incapacitated, and its speed drops to O. unusually intelligent, strong, and loyal steed, creating a
The target has resistance to ali damage except psychic long-Iasting bond with it. Appearing in an unoccupied
damage. If the target is diseased or poisoned when you space within range, the steed takes on a form that you
cast the spell, or becomes diseased or poisoned while choose, such as a warhorse, a pony, a camel, ao elk, or
under the spell's effect, the disease and poison have no a mastiff. (Your DM might allow other animais to be
effect until the spell ends. summoned as steeds.) The steed has the statistics of the
chosen form, though it is a celestial, fey, or fiend (your
FINO FAMILIAR choice) instead of its normal type. Additionally, if yaur
1st-levei conjuratian (ritual) steed has an Intelligence of 5 or iess, its Intelligence
Casting Time: I hour becomes 6, and it gains the ability to understaod one
Range: 10 feet laoguage of your choice that you speak.
Components: V,5, M (10 gp worth af charcaal, Your steed serves you as a mount, both in combat and
incense, and herbs that must be consumed by fire in a out, and you have an instinctive bond with it that allows
brass brazier) you to fight as a seamless unit. While mounted on your
Duration: Instantaneous steed, you can make any spell you cast that targets only
you also target your steed.
Vou gain the service of a familiar, a spirit that takes an Wheo the steed drops to Ohit points, it disappears,
animal form you choose: bat, cat, crab, frog (toad), hawk, leaving behind no physical formo Vou can also
lizard, octopus, owl, poisonous snake, fish (quipper), dismiss your steed at any time as an action, causing
rat, raven, sea horse, spider, or weasel. Appearing in it to disappear. In either case, casting this spell
an unoccupied space within range, the familiar has the again summons the same steed, restored to its hit
statistics of the chosen form, though it is a celestial, fey, point maximum.
or fiend (your choice) instead of a beast. While your steed is within 1 mile of you, you can
Your familiar acts independently of you, but it always communicate with it telepathically.
obeys your commands. In combat, it rolls its own You can't have more than one steed bonded by this
initiative and acts on its own turno A familiar can't spell at a time. As an action, you can release the steed
attack, but it can take other actions as normal. from its bond at any time, causing it to disappear.
When the familiar drops to Ohit points, it disappears,
leaving behind no physical formo It reappears after you FINO THE PATH
cast this spell again 6th-levei divination
While your familiar is within 100 feet of you, you
can communicate with it telepathically. Additionally, Casting Time: 1 minute
Range: 5elf
as an action, you can see through your familiar's eyes Components: V, 5, M (a set of divinatory tools-such
and hear what it hears until the start of your next turn, as bones, ivory sticks, cards, teeth, or carved runes-
gaining the benefits of any special senses that the worth 100 gp and an object from the location you
familiar has. During this time, you are deaf and blind wish to find)
with regard to your own senses. Duration: Concentration, up to 1 day
As an action, you can temporarily dismiss your
familiar. It disappears into a pocket dimension where it This spell allows you to find the shortest, most direct
awaits your summons. Alternatively, you can dismiss it physical route to a specific fixed location that you are
forever. As an action while it is temporarily dismissed, familiar with on the same plane of existence. Ir you


PART 3 SPELLS

name a destination on another plane of existenee, a
destination that moves (sueh as a mobile fortress), or a
destination that isn't specilie (sueh as "a green dragon's
lair"), the spell fails.
For the duration, as long as you are on the same plane
of existenee as the destination, you know how far it is
and in what direetion it lies. While you are traveling
there, whenever you are presented with a ehoiee of
paths along the way, you automatieally determine whieh
path is the shortest and most direet route (but not
neeessarily the safest route) to the destination.

FIND TRAPS
2nd-leveI divination
Casting Time: 1 aetion
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense the presenee of any trap within range that
is within line of sight. A trap, for the purpose of this
spell, includes anything that would inflict a sudden or
unexpeeted effeet you eonsider harmful or undesirable,
which was speeilieally intended as sueh by its ereator.
Thus, the spell would sense an area affeeted by the
alarm spell, a glyph of warding, or a meehanieal pit trap,
but it would not reveal a natural weakness in the floor,
an unstable eeiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You
don't learo the loeation of eaeh trap, but you do learo the
general nature of the danger posed by a trap you sense.

FINGE R OF DEATH
7th-leveI neeromaney
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send nega tive energy coursing through a ereature
that you ean see within range, causing it searing pain.
The target must make a Constitution saving throw. It
takes 7d8 + 30 necrotic damage on a failed save, or half
as mueh damage on a sueeessful one.
A humanoid killed by this spell rises at the start of
your next turo as a zombie that is permanently under
your command, following your verbal orders to the best
of its ability.
FIREBALL
3rd~evelevoeaUon
Casting Time: 1 action
Range: 150 feet
Components: V,S, M (a tiny ball of bat
guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing linger to a
point you ehoose within range and then blossoms with
a low roar into an explosion of flame. Each creature
in a 20-foot-radius sphere eentered on that point must
make a Dexterity saving throw. A target takes 8d6 /ire

damage on a failed save, or half as mueh damage on a FLAME BLADE
sueeessful one, 2nd./evel evoeation
The /ire spreads around eorners. It ignites flammable Casting Time: I bonus aetion
objeets in the area that aren't being worn or earried. Range: 5elf
At Higher Leve/s. When you east this spell using a Components: V, 5, M (leaf of sumae)
spell slot of 4th levei or higher, the damage inereases by Duration: Coneentration, up to 10 minutes
Id6 for eaeh slot levei above 3rd.
Vou evoke a /iery blade in your free hand. The blade is
FIRE BOLT similar in size and shape to a seimitar, and it lasts for
Evoeation eantrip the duration. lf you let go of the blade, it disappears, but
Casting Time: I aetion YOllean evoke the blade again as a bonus aetion.
Range: 120 feet Vou ean use your aetion to make a melee spel1
Components: V,5 attaek with the /iery blade. On a hit, the target takes
Duration: Instantaneous 3d6 /ire damage.
The flaming blade sheds bright light in a 10.foot
Vou hurl a mote of /ire at a ereature or objeet within radills and dim light for an additional 10 feel.
range. Make a ranged spell attaek against the At Higher Leve/s. When you east this spel1 lIsing a
targel. On a hit, the target takes IdlO /ire damage. A spell slot of 4th levei or higher, the damage inereases by
flammable objeet hit by this spell ignites if it isn't being Id6 for every two slot leveIs above 2nd.
worn or earried.
This spell's damage inereases by IdlO when you reaeh FLAME STRIKE
5th levei (2dlO), 11th levei (3d 10), and 17th levei (4dlO). 5th-levei evocation
Casting Time: I aetion
FIRE SHIELD
4th./evel evoeation Range: 60 feet
Components: V,5, M (pineh of sulfur)
Casting Time: I aetion Duration: Instantaneous
Range: 5elf
Components: V, 5, M (a bit of phosphorus or a /irefly) A vertieal column of divine /ire roars down from the
Duration: 10 minutes heavens in a loeation YOllspecify. Eaeh ereature in
a lO.foot.radius, 40.foot-high cylinder eentered on a
Thin and wispy flames wreathe your body for the point within range must make a Dexterity saving throw.
duration, shedding bright light in a 10.foot radius and A ereature takes 4d6 /ire damage and 4d6 radiant
dim light for an additional lO feel. Vou ean end the spell damage on a failed save, or half as mueh damage on a
early by using an aetion to dismiss il. sueeessful one.
The flames provi de YOllwith a warm shield or a ehill At Higher Leve/s. When you east this spel1 using a
shield, as you ehoose. The warm shield grants you spell slot of 6th levei or higher, the /ire damage or the
resistanee to eold damage, and the ehill shield grants radiant damage (your ehoice) inereases by Id6 for eaeh
you resistanee to /ire damage. slot levei above 5th.
In addition, whenever a ereature within 5 feet of you
hits you with a melee attaek, the shield erupts with FLAMING SPHERE
flame. The attaeker takes 2d8 /ire damage from a warm 2nd-levei eonjuration
shield, or 2d8 eold damage from a eold shield.
Casting Time: I aetion
FIRE STORM Range: 60 feet
7th./evel evoeation Components: V. 5, M (a bit of tallow, a pineh of
brimstone, and a dusting of powdered iran)
Casting Time: I aetion Duration: Coneentration, up to I minute
Range: 150 feet
Components: V, 5 A 5-foot.diameter sphere of /ire appears in an
Duration: Instantaneous unoeeupied spaee of your ehoice within range and lasts
for the duration. Any ereature that ends its turn within 5
A storm made up of sheets of roaring flame appears feet of the sphere must make a Dexterity saving thraw.
in a loeation you ehoose within range. The area of the The ereature takes 2d6 /ire damage on a failed save, or
storm eonsists of up to ten 10.foot eubes, whieh you ean half as mueh damage on a sueeessful one.
arrange as you wish. Eaeh eube must have at least one As a bonus aetion, you ean move the sphere up to 30
faee adjaeent to the faee of another eube. Eaeh ereature feel. If you ram the sphere into a ereature, that ereature
in the area must make a Dexterity saving throw. It must make the saving throw against the sphere's
takes 7d10 /ire damage on a failed save, or half as mueh damage, and the sphere stops moving this turno
damage on a sueeessful one. When you move the sphere, you ean direet it over
The /ire damages objeets in the area and ignites barriers up to 5 feet tall and jump it aeross pits up to
flammable objeets that aren't being worn or earried. lO feet wide. The sphere ignites flammable objeets not
If you ehoose, plant life in the area is unaffeeted being worn or earried, and it sheds bright light in a
by this spell. 20.foot radius and dim light for an additional 20 feel.




- PART 3 I SPELLS

At Higher LeveIs. When you cast this spell using a FORBIDDANCE
spell slot of 3rd levei or higher, the damage increases by 6th-leveI abjuration (ritual)
Id6 for each slot levei above 2nd.
Casting Time: 10 mlnutes
FLESH TO STONE Range: Touch
6th-leveI transmutation Components: V,S, M(a sprinkling of holy water, rare
incense, and powdered ruby worth at least 1,000 gp)
Casting Time: I action Duration: I day
Range: 60 feet
Components: V,S, M (a pinch of lime, water, and earth) Voucreate a ward against magical traveI that protects
Duration: Concentration, up to I minute up to 40,000 square feet of floar space to a height of 30
feet above the floor. For the duration, creatures can't
Vouattempt to turo one creature that you can see within teleport into the area or use portais. such as those
range into stone. If the target's body is made of flesh, the created by the gate spell. to enter the area. The spell
creature must make a Constitution saving throw. On a proofs the area against planar travei, and therefore
failed save, it is restrained as its Aeshbegins to harden. prevents creatllres from accessing the area by way of
On a successful save, the creature isn't affected. the Astral Plane, Ethereal Plane, Feywild, Shadowfell,
A creature restrained by this spell must make another or the plane shift spell.
Constitution saving throw at the end of each of its turos. In addition, the spell damages types of crealures thal
lf it successfully saves against this spell three times, the you choose when you cast it. Choose one or more of the
spell ends. If it fails its saves three times, it is turoed following: celestiaIs, elementals, fey,fiends, and undead.
to stone and subjected to the petrified condition for the When a chosen creature enlers the spell's area for lhe
duration. The successes and failures don't need to be firsllime on aturo or slarls its luro there, the creature
consecutive; keep track of both until the target collects takes 5d1Oradianl or necrotic damage (your choice
three of a kind. when you cast this spell).
lf the creature is physically broken while petrified, When you cast this spell, you can designate a
it suffers from similar deformities if it reverts to its password. A creature that speaks the password as it
original state. enters the area takes no damage from the spell.
lf you maintain your concentration on this spell for the The spell's area can't overlap with the area of another
entire possible duration, the creature is turoed to stone forbiddance spell. Ifyou cast forbiddance every day for
until the effect is removed. 30 days in the same location, the spell lasts until It is
dispelled, and the material components are consumed
FLY on the last casting.
3rd-Ievel transmutation
Casting Time: I action FORCECAGE
Range: Touch 7th-leveI evocation
Components: V,S, M (a wing feather from any blrd) Casting Time: I action
Duration: Concentration, up to 10 minutes Range: 100 feet
Vou touch a willing creature. The target gains a flying Components: V,S, M(ruby dllst worth 1,500 gp)
speed of 60 feet for the duration. When the spell ends, Duration: I hOllr
the target falls if it is still aloft, unless It can stop the falI. An immobile, invisible, cube-shaped prison composed of
At Higher LeveIs. When you cast this spell using magical force springs into existence around an area you
a spell slot of 4th leveI or higher, you can target one choose within range. The prison can be a cage or a solid
additional creature for each slot levei above 3rd. box, as you choose.
A prison in the shape of a cage can be up to 20 feet on
FOG CLOUD
1st-leveI conjuration a side and is made from 1/2-inch dia meter bars spaced
1/2 inch apart.
Casting Time: I action A prison in the shape of a box can be up to 10 feet on
Range: 120 feet a side, creating a solid barrier that prevents any matter
Components: V,S from passing throllgh it and blocking any spells cast into
Duration: Concentration, up to I hOllr or out from the area.
Vou create a 20-foot-radius sphere of fog centered on a When you cast the spell, any creature that is
point within range. The sphere spreads around coroers, completely inside the cage's area is trapped. Creatures
and its area is heavily obscured. It lasts for the duration only partially within the area, or those too large to fit
or until a wind of moderate or greater speed (at least 10 Inside the area, are pushed away from the center of the
miles per hour) disperses it. area until they are completely outside the area.
At Higher LeveIs. When you cast this spell using a A creature inside the cage can't leave It by nonmagical
spell slot of 2nd levei or higher, the radius of the fog means, If the creature tries to use teleportation or
increases by 20 feet for each slot levei above 1st. interplanar travei to leave the cage, it must first make a
Charisma saving throw. On a success, the creature can






PART 3 SPELLS

use that magic to exit the cage. On a failure, the creature Components: V,5. M (a bit of gauze and a
can't exit the cage and wastes the use of the spell or wisp of smoke)
effecl. The cage also extends into the Ethereal Plane, Duration: Concentration, up to 1 hour
blocking ethereal traveI. Vou transform a willing creature you touch, along with
This spell can't be dispelled by dispel magic. everything it's wearing and carrying, into a misty cloud
for the duration. The spell ends if the creature drops to
FORESIGHT
9th-leveI divination O hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of
Casting Time: 1 minute movement is a flying speed of 10 feel. The target can
Range: Touch ente r and occupy the space of another creature. The
Components: V,5, M (a hummingbird feather) target has resistance to nonmagical damage, and it has
Duration: 8 hours advantage on 5trength, Dexterity, and Constitution
Vou touch a willing creature and bestow a limited ability saving throws. The target can pass through small holes,
to see into the immediate future. For the duration, the narrow openings, and even mere cracks, though it treats
target can't be surprised and has advantage on attack liquids as though they were solid surfaces. The target
rolls, ability checks, and saving throws. Additionally, can't fali and remains hovering in the air even when
other creatures have disadvantage on attack rolls stunned or otherwise incapacitated.
against the target for the duration. While in the form of a misty cloud, the target can't talk
This spell immediately ends ifyou cast it again before or manipulate objects, and any objects it was carrying or
its duration ends. holding can't be dropped, used, or otherwise interacted
with. The target can't attack or cast spells.
FREEDOM OF MOVEMENT
4th-leveI abjuration GATE
9th-leveI conjuration
Casting Time: 1 action
Range: Touch Casting Time: 1 action
Components: V,5, M (a leather strap, bound around the Range: 60 feet
arm or a similar appendage) Components: V,5, M (a diamond worth at least 5.000 gp)
Duration: 1 hour Duration: Concentration, up to 1 minute
Vou touch a willing creature. For the duration, the Vou conjure a portallinking an unoccupied space you
target's movement is unaffected by difficult terrain, and can see within range to a precise location on a different
spells and other magical effects can neither reduce plane of existence. The portal is a circular opening,
the target's speed nor cause the target to be paralyzed which you can make 5 to 20 feet in diameter. Vou can
or restrained. orient the portal in any direction you choose. The portal
The target can also spend 5 feet of movement to lasts for the duration.
automatically escape from nonmagical restraints, such The portal has a front and a back on each plane where
as manacles or a creature that has it grappled. Finally, it appears. Travei through the portal is possible only
being underwater imposes no penalties on the target's by moving through its fronl. Anything that does so is
movement or attacks. instantly transported to the other plane, appearing in
the unoccupied space nearest to the portal.
FRIENDS Deities and other planar ruIers can prevent portaIs
Enchantmentcantrip created by this spell from opening in their presence or
anywhere within their domains.
Casting Time: 1 action
Range: 5elf When you cast this spell, you can speak the name
Components: 5, M (a small amount of makeup applied of a specific creature (a pseudonym, title, or nickname
to the face as this spell is cast) doesn't work). ]f that creature is on a plane other than
Duration: Concentration, up to 1 minute the one you are on, the portal opens in the named
creature's immediate vicinity and draws the creature
For the duration, you have advantage on ali Charisma through it to the nearest unoccupied space on your side
checks directed at one creature of your choice that isn't of the portal. Vougain no special power over the creature,
hostile toward you. When the spell ends, the creature and it is free to act as the DM deems appropriate. lt
realizes that you used magic to influence its mood might leave, attack you, or help you.
and becomes hostile toward you. A creature prone
to violence might attack you. Another creature might GEAS
seek retribution in other ways (at the DM's discretion), 5th~eveIenchantment
depending on the nature of your interaction with il. Casting Time: 1 minute
Range: 60 feet
GASEOUS FORM
3rd-IeveI transmutation Components: V
Duration: 30 days
Casting Time: 1 action
Range: Touch Vou place a magical command on a creature that you
can see within range, forcing it to carry out some



PART 3 I SPELLS

service or refrain fram some action or course of activity GLIBNESS
as you decide. ]f the creature can understand you, it 8th-level transmutation
must succeed on a Wisdom saving thraw or become Casting Time: 1 action
charmed by you for the duration. While the creature Range: Self
is charmed by you, it takes 5dlO psychic damage Components: V
each time it acts in a manner directly counter to your Duration: 1 hour
instructions, but no more than once each day. A creature
that can't understand you is unaffected by the spell. Until the spell ends, when you make a Charisma
Vou can issue any command you choose, short of an check, you can replace the number you rall with aiS.
activity that would result in certain death. Should you Additionally, no matter what you say, magic that would
issue a suicidal command, the spell ends. determine if you are telling the truth indicates that you
Vou can end the spell early by using an action to are being truthful.
dismiss it. A remove curse, greater restoration, or wish
spell also ends it. GLOBE OF INVULNERABILITY
At Higher Leveis. When you cast this spell using 6th-level abjuration
a spell slot of 7th or 8th leveI, the duration is 1 year. Casting Time: 1 action
When you cast this spell using a spell slot of 9th leveI, Range: Self (lO-foot radius)
the spelllasts until it is ended by one of the spells Components: V, S, M (a glass or crystal bead that
mentioned above. shatters when the spell ends)
Duration: Concentration, up to 1 minute
GENTLE REPOSE
2nd-level necromallcy (ritual) An immobile, faintly shimmering barrier springs into
existence in a lO-foot radius around you and remains for
Casting Time: 1 action the duration.
Range: Touch Any spell of 5th leveI or lower cast from outside the
Components: V, S, M (a pinch of salt and one copper barrier can't affect creatures or objects within it, even
piece placed on each of the corpse's eyes, which must if the spell is cast using a higher leveI spell slot. Such a
remain there for the duration) spell can target creatures and objects within the barrier,
Duration: 10 days but the spell has no effect on them. Similarly, the area
Vou touch a corpse or other remains. For the within the barrier is excluded fram the areas affected
duration, the target is protected from decay and can't by such spells.
become undead. At Higher Leveis. When you cast this spell using a
The spell also effectively extends the time Iimit on spell slot of 7th leveI or higher, the barrier blocks spells
raising the target from the dead, since days spent under of one levei higher for each slot leveI above 6th.
the influence of this spell don't count against the time
limit of spells such as raise dead. GLYPH OF WARDING
3rd-level abjuration
GIANT INSECT Casting Time: 1 hour
4th-level transmutatioll Range: Touch
Casting Time: 1 action Components: V,S, M (incense and powdered diamond
Range: 30 feet worth at least 200 gp. which the spell consumes)
Components: V, S Duration: Until dispelled or triggered
Duration: Concentration, up to 10 minutes When you cast this spell, you inscribe a glyph that
Vou transform up to ten centipedes, three spiders, tive harms other creatures, either upon a surface (such as
wasps, or one scorpion within range into giant versions a table or a section of floor or wall) or within an object
of their natural forms for the duration. A centipede that can be closed (such as a book, a scroll, or a treasure
becomes a giant centipede, a spider becomes a giant chest) to conceal the glyph. If you choose a surface, the
spider, a wasp becomes a giant wasp, and a scorpion glyph can cover an area of the surface no larger than
becomes a giant scorpion. 10 feet in dia meter. lf you choose an object, that object
Each creature obeys your verbal commands, and must remain in its place; if the object is moved more
in combat, they act on your tum each raund. The DM than lO feet from where you cast this spell, the glyph is
has the statistics for these creatures and resolves their broken, and the spell ends without being triggered.
actions and movement. The glyph is nearly invisible and requires a successful
A creature remains in its giant size for the duration, Intelligence (lnvestigation) check against your spell save
until it draps to Ohit points, or until you use an action to DC to be found.
dismiss the effect on it. Vou decide what triggers the glyph when you cast
The DM might allow you to choose different targets. the spell. For glyphs inscribed on a surface, the most
For example, if you transform a bee, its giant version typical triggers include touching or standing on the
might have the same statistics as a giant wasp. glyph, removing another object covering the glyph,
approaching within a certain distance of the glyph, or
manipulating the object on which the glyph is inscribed.
For glyphs inscribed within an object, the most common


PART 3 I SPELLS
245

lriggers include opening lhal objecl, approaching wilhin Vou conjure a vine lhal sprouls from lhe ground in an
a cerlain dislance of lhe objecl, or seeing or reading lhe unoccupied space of your choice lhal you can see wilhin
glyph. Once a glyph is lriggered, lhis spell ends. range. When you casl lhis spell, you can direcl lhe vine
Voucan furlher retine lhe lrigger so lhe spell aclivales lOlash oul at a crealure wilhin 30 feel of il lhal you can
only under cerlain circumslances or according lo see. Thal crealure musl succeed on a Dexlerily saving
physical characlerislics (such as heighl or weighl), lhrow or be pulled 20 feel direclly loward lhe vine.
crealure kind (for example, the ward could be seI lo Unlil lhe spell ends, you can direcl lhe vine lo lash oul
affecl aberralions or drow), or alignment. Voucan also aI lhe same crealure or anolher one as a bonus aclion
seI condilions for crealures lhal don'l lrigger lhe glyph, on each of your lurns.
such as lhose who say a cerlain password.
When you inscribe lhe glyph, choose expiosive runes GREASE
or a spell glyph. 1st-levei conjuration
Explosive Runes. When lriggered, lhe glyph erupls Casting Time: I aclion
with magical energy in a 20-fool-radius sphere cenlered Range: 60 feet
on lhe glyph. The sphere spreads around corners. Each Components: V,5, M (a bil of pork rind or butter)
crealure in lhe area musl make a Dexlerily saving Duration: I minule
lhrow. A crealure takes Sd8 acid, cold, tire, lighlning, or
thunder damage on a failed saving lhrow (your choice 5lick grease covers lhe ground in a lO-fool square
when you creale the glyph), or half as much damage on a cenlered on a poinl wilhin range and lurns il inlo
successful one. difficull lerrain for lhe duralion.
SpelJ Glyph. Vou can slore a prepared spell of When lhe grease appears, each crealure slanding in
3rd levei or lower in lhe glyph by casling it as parI ils area musl succeed on a Dexlerity saving lhrow or fali
of crealing lhe glyph. The spell musl largel a single prone. A crealure thal enlers lhe area or ends ils lurn
crealure or an area. The spell being slored has no lhere musl also succeed on a Dexlerily saving lhrow
immediale effecl when casl in lhis way. When lhe glyph or fali prone.
is lriggered, lhe slored spell is cast. If lhe spell has a GREATER INVISIBILITY
largel, il largels lhe crealure lhal lriggered lhe glyph. 4th-levei ilIusion
If lhe spell affecls an area, lhe area is cenlered on
lhal crealure. Ir lhe spell summons hoslile crealures Casting Time: I aclion
or creales harmful objecls or lraps, lhey appear as Range: Touch
close as possible lo lhe inlruder and attack it. Ir lhe Components: V.5
spell requires concenlralion, il !asls unlil lhe end of ils Duration: Concenlralion, up lo I minule
full duralion. Vou or a crealure you louch becomes invisible unlil lhe
At Higher Leveis. When you casl lhis spell using spell ends. Anylhing lhe largel is wearing or carrying is
a spell slol of 41h levei or higher, lhe damage of an invisible as long as il is on lhe largel's person.
expiosive runes glyph increases by Id8 for each si01
levei above 3rd. If you creale a spell glyph, you can slore GREATER RESTORATlON
any spell of up lo lhe same leve! as lhe si01you use for 5th-ievei abjuration
lhe giyph of warding. Casting Time: I aclion
Range: Touch
GOODBERRY Components: V,5, M (diamond dusl worlh aI leasl 100
1st-levei transmutation
gp, which the spell consumes)
Casting Time: I aclion Duration: Inslanlaneous
Range: Touch
Components: V,5, M (a sprig of mistleloe) Vou imbue a crealure you louch wilh posilive energy lo
Duration: Inslanlaneous undo a debililating effect. Vou can reduce lhe largel's
exhauslion leveI by one, or end one of lhe following
Up lo len berries appear in your hand and are infused effecls on lhe largel:
wilh magic for lhe duralion. A crealure can use ilS
aclion to eal one berry. Ealing a berry reslores I hil One effecl lhat charmed or pelritied lhe largel
poinl, and lhe berry provides enough nourishmenl lo One curse, including lhe larget's attunemenl lo a
suslain a creature for one day. cursed magic ilem
The berries lose lheir polency if lhey have nol been Any reduclion lo one of lhe largel's abilily scores
consumed wilhin 24 hours of lhe casling of lhis spell. One effecl reducing lhe larget's hil poinl maximum
GUARDIAN OF FAITH
GRASPING VINE 4th-ievei conjuration
4th-ievei conjuration
Casting Time: I aclion
Casting Time: I bonus aclion
Range: 30 feel Range: 30 feel
Components: V,S Components: V
Duration: Concenlralion, up lo I minule Duration: 8 hours
A Large speclral guardian appears and hovers for lhe
duralion in an unoccupied space of your choice lhal you

PART 3 I SPELLS



can see within range. The guardian occupies that space Place a suggestion in one location. Vou select an area
and is indistinct except for a gleaming sword and shield of up to 5 feet square, and any creature that enters
emblazoned with the symbol of your deity. or passes through the area receives the suggestion
Any creature hostile to you that moves to a space mentally.
within lO feet of the guardian for the first time on a The whole warded area radiates magic. A dispel
turn must succeed on a Dexterity saving throw. The magic cast on a specific effect, if successful, removes
creature takes 20 radiant damage on a failed save, or only that effect.
half as much damage on a successful one. The guardian Vou can create a permanently guarded and warded
vanishes when it has dealt a total of 60 damage.
structure by casting this spell there every day
for one year.
GUARDS AND WARDS
6th-levei abjuration
GUIDANCE
Casting Time: 10 minutes Divination cantrip
Range: Touch Casting Time: I action
Components: V, S, M (burning incense, a small Range: Touch
measure of brimstone and oil, a knotled string, a Components: V, S
small amount of umber hulk blood, and a small silver Duration: Concentration, up to I minute
rod worth at least 10 gp)
Duration: 24 hours Vou touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled
Vou create a ward that protects up to 2,500 square feet to one ability check of its choice. lt can roll the die before
of floor space (an area 50 feet square, or one hundred or after making the ability check. The spell then ends.
5-foot squares or twenty-five lO-foot squares). The
warded area can be up to 20 feet tall, and shaped as you GUIDING BOLT
desire. Vou can ward several stories of a stronghold by 1st-levei evocation
dividing the area among them, as long as you can walk
into each contiguous area while you are casting the spell. Casting Time: I action
When you cast this spell, you can specify individuais Range: 120 feet
that are unaffected by any or ali of the effects that Components: V, S
you choose. Vou can also specify a password that, Duration: I rOllnd
when spoken aloud, makes the speaker immune to A flash of light streaks toward a creature of your choice
these effects. within range. Make a ranged spell attack against the
Guards and wards creates the following effects within target. On a hit, the target takes 4d6 radiant damage,
the warded area. and the next atlack roll made against this target before
Corridors. Fog fills ali the warded corridors, making the end ofyour next turn has advantage, thanks to the
them heavily obscured. In addition, at each intersection mystical dim light glittering on the target until then.
or branching passage offering a choice of direction, At Higher LeveIs. When YOllcast this spell using a
there is a 50 percent chance that a creature other than spell slot of 2nd levei or higher, the damage increases by
you will believe it is going in the opposite direction from Id6 for each slot levei above 1st.
the one it chooses.
Doors. Ali doors in the warded area are magically GUSTOFWIND
locked, as if sealed by an arcane lock spell. In addition, 2nd-levei evocation
you can cover up to ten doors with an illusion (equivalent Casting Time: I action
to the illusory object function of the minor illusion spell) Range: Self (60-foot line)
to make them appear as plain sections of wall. Components: V,S, M (a legume seed)
Stairs. Webs fill ali stairs in the warded area from top Duration: Concentration, up to I minute
to botlom, as the web spell. These strands regrow in 10
minutes if they are burned or torn away while guards Aline of strong wind 60 feet long and 10 feet wide
and wards lasts. blasts from you in a direction you choose for the spell's
Other SpelJ Effect. Vou can place your choice of one duration. Each creature that starts its turn in the line
of the following magical effects within the warded area must succeed on a Strength saving throw or be pushed
of the stronghold. 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of
Place dancing lights in four corridors. Vou can desig- movement for every I foot it moves when moving
nate a simple program that the lights repeat as long as doser to YOU.
guards and wards lasts. The gust disperses gas or vapor, and it extinguishes
Place magic mouth in two locations. candles, torches, and similar unprotected flames in
Place stinking cloud in two locations. The vapors the area. It causes protected fiames, such as those of
appear in the places you designate; they return within lanterns, to dance wildly and has a 50 percent chance to
10 minutes if dispersed by wind while guards and extingllish them.
wards lasts. As a bonus action on each of your turns before the
Place a constant gust of wind in one corridor or room. spell ends, you can change the direction in which the
line blasts from you.


PART 3 I SPELLS

HAIL OF THORNS Energy VuInerabiJity. Affected creatures in the area
1st-levei conjuration have vulnerability to one damage type of your choice,
except for bludgeoning, piercing, or slashing.
Casting Time: I bonus action EverIasting Rest. Dead bodies interred in the area
Range: Self can't be turned into undead.
Components: V
Duration: Concentration, up to I minute Extradimensionallnterference. Affected creatures
can't move or traveI using teleportation or by
The next time you hit a creature with a ranged weapon extradimensional or interplanar means.
atlack before the spell ends, this spell creates a rain Fear. Affected creatures are frightened
of thorns that sprouts from your ranged weapon or while in the area.
ammunition. In addition to the normal effect of the SiJence. No sound can emanate from within the area,
attack, the target of the atlack and each creature within and no sound can reach into it.
5 feet of it must make a Dexterity saving throw. A Tongues. Affected creatures can communicate with
creature takes Id 10 piercing damage on a failed save, ar any other creature in the area, even if they don't share a
half as much damage on a successful one. common language.
At Higher LeveIs. If you cast this spell using a spell
slot of 2nd levei or higher, the damage increases by IdlO HALLUCINATORY TERRAIN
for each slot leveI above Ist (to a maximum of 6d 10). 4th-levei iIIusion
Casting Time: 10 minutes
HALLOW Range: 300 feet
5th-levei evocation
Components: V,S, M (a stone, a twig, and a bit
Casting Time: 24 hours of green plant)
Range: Touch Duration: 24 hours
Components: V,S, M (herbs, oils, and incense worth at
least 1,000 gp, which the spell consumes) Vou make natural terrain in a 150-foot cube in range
Duration: Until dispelled look, sound, and smelllike some other sort of natural
terrain. Thus, open fields or a road can be made to
Vou touch a point and infuse an area around it with holy resemble a swamp, hill, crevasse, or some other difficult
(or unholy) power. The area can have a radius up to 60 or impassable terrain. A pond can be made to seem
feet, and the spell fails if the radius includes an area like a grassy meadow, a precipice like a gentle slope,
already under the effect a hallow spell. The affected area or a rock-strewn gully like a wide and smooth road.
is subject to the following effects. Manufactured structures, equipment, and creatures
First, celestiais, elementals, fey, fiends, and undead within the area aren't changed in appearance.
can't enter the area, nor can such creatures charm, The tactile characteristics of the terrain are
frighten, or possess creatures within it. Any creature unchanged, so creatures entering the area are likely to
charmed, frightened, or possessed by such a creature see through the illusion. If the difference isn't obvious
is no longer charmed, frightened, or possessed upon by touch, a creature carefully examining the illusion can
entering the area. Vou can exclude one or more of those atlempt an Intelligence (lnvestigation) check against
types of creatures from this effect. your spell save DC to disbelieve it. A creature who
Second, you can bind an extra effect to the area. discerns the illusion for what it is, sees it as a vague
Choose the effect from the following list, or choose an image superimposed on the terrain.
effect offered by the DM. Some of these effects apply to
creatures in the area; you can designate whether the HARM
effect applies to ali creatures, creatures that follow a 6th-levei necromancy
specific deity or leader, or creatures of a specific sort, Casting Time: I action
such as orcs or trolls. When a creature that would be Range: 60 feet
affected enters the spell's area for the first time on a Components: V, S
turn or starts its turn there, it can make a Charisma Duration: Instantaneous
saving throw. On a success, the creature ignores the
extra effect until it leaves the area. Vou unleash a virulent disease on a creature that
Courage. Affected creatures can't be frightened you can see within range. The target must make a
while in the area. Constitution saving throw. On a failed save, it takes
Darkness. Darkness fills the area. Normallight, 14d6 necrotic damage, or half as much damage on a
as well as magicallight created by spells of a lower successful save. The damage can't reduce the target's
levei than the slot you used to cast this spell, can't hit points below I. ]f the target fails the saving throw,
illuminate the area. its hit point maximum is reduced for I hour byan
DayJight. Bright light fills the area. Magical darkness amount equal to the necrotic damage it took. Any effect
created by spells of a lower levei than the slot you used that removes a disease allows a creature's hit point
to cast this spell can't extinguish the light. maximum to return to normal before that time passes,
Energy Protection. Affected creatures in the area
have resistance to one damage type of your choice,
except for bludgeoning, piercing, or slashing.



PART 3 SPELLS
249

HASTE If a creature is holding or wearing the object and
3rd-/evel transmutation takes the damage from it, the creature must succeed on
a Constitution saving throw or drop the object if it canolf
Casting Time: 1 action it doesn't drop the object, it has disadvantage on attack
Range: 30 feet
Components: V,5, M (a shaving of licorice root) rolls and ability checks until the start of your next turno
Duration: Concentration, up to I minute At Higher Leveis. When you cast this spell using a
spell slot of 3rd levei or higher, the damage increases by
Choose a willing creature that you can see within range. ld8 for each sIot leveI 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-/evel evocation
of its turns. That aclion can be used only lo lake the Casting Time: 1 reaction, which you take in response
Attack (one weapon attack only), Dash, Disengage, Hide, to being damaged bya creature within 60 feet of you
or Use an Object aclion. that you can see
When lhe spell ends, the target can't move or take Range: 60 feet
actions until after its next turn, as a wave of lelhargy Components: V,5
sweeps over it. Duration: Instantaneous

HEAL Vou point your finger, and the creature that damaged
6th-levei evocation you is momentarily surrounded by hellish flames. The
creature must make a Dexterity saving throw. It takes
Casting Time: 1 action
Range: 60 feet 2dlO fire damage on a failed save, or half as much
Components: V,5 damage on a successful one.
Duration: Instantaneous At Higher Leveis. When you cast this spell using a
spell slot of 2nd levei or higher, the damage increases by
Choose a crealure lhat you can see within range. A ldl0 for each slot levei above 1st.
surge of posilive energy washes through the creature,
causing it to regain 70 hit points. This spell also ends HEROES' FEAST
blindness, deafness, and any diseases affecting the 6th-levei conjuration
larget. This spell has no effect on conslrucls or undead. Casting Time: 10 minutes
At Higher Leveis. When you cast this spell using a Range: 30 feet
spell slol of 7th levei or higher, the amount of healing Components: V,5 , M (a gem-encrusted bowl worth at
increases by 10 for each slot leveI above 6th. least 1,000 gp, which the spell consumes)
Duration: Instantaneous
HEALING WORD
1st-levei evocation Vou bring forth a great feast, including magnificent
food and drink. The feast takes I hour to consume and
Casting Time: 1 bonus action
Range: 60 feet disappears at the end of that time, and the beneficiai
Components: V effects don't set in until this hour is over. Up to twelve
other creatures can partake of the feast.
Duration: Instanlaneous
A creature that partakes of the feast gains several
A creature of your choice that you can see within range benefits. The creature is cured of ali diseases and
regains hit points equal to Id4 + your spellcasting poison, becomes immune to poison and being
ability modifier. This spell has no effect on undead frightened, and makes ali Wisdom saving throws with
or constructs. advantage. Its hit point maximum also increases by
At Higher Leveis. When you cast this spell using a 2dl0, and it gains the same number of hit points. These
spell slot of 2nd levei or higher, lhe healing increases by benefits last for 24 hours.
ld4 for each slol leveI above 1st.
HEROISM
HEAT METAL 1st-levei enchantment
2nd-levei transmutation
Casting Time: I action
Casting Time: 1 action Range: Touch
Range: 60 feet Components: V,5
Components: V,5, M (a piece of iron and a flame) Duration: Concentration, up to 1 minute
Duration: Concenlration, up to 1 minute
A willing creature you touch is imbued with bravery.
Choose a manufactured metal object, such as a metal Until the spell ends, the creature is immune to being
weapon or a suit of heavy or medium metal armor, that frightened and gains temporary hit points equal to
you can see within range. Vou cause the object to glow your spellcasting ability modifier at the start of each
red-hot. Any creature in physical contact with the objecl of its turns. When the spell ends, the target loses any
takes 2d8 fire damage when you cast the spell. Until the remaining temporary hit points from this spell.
spell ends, you can use a bonus action on each of your
subsequent turns to cause this damage again.



PART 3 I SPEL[,S


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