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

D&D - Player's Handbook

At Higher Leveis. When you cast this spell using HOLY AURA
a spell slot of 2nd leveI or higher. you can target one 8th-leveI abjuration
additional creature for each sIot levei above 1st.
Casting Time: 1 action
Range: Self
HEX
1st-leveI enchantment Components: V.S. M (a tiny reliquary worth at least
1,000 gp containing a sacred relic, such as a scrap of
Casting Time: 1 bonus action cloth from a saint's robe or a piece of parchment from
Range: 90 feet a religious text)
Components: V.S. M (the petrified eye of a newt) Duration: Concentration. up to 1 minute
Duration: Concentration. up to 1 hour
Divine light washes out from you and coalesces
Vou place a curse on a creature that you can see within in a soft radiance in a 30-foot radius around you.
range. Until the spell ends. you deal an extra Id6 Creatures of your choice in that radius when you cast
necrotic damage to the target whenever you hit it with this spell shed dim light in a 5-foot radius and have
an attack. AIso. choose one ability when you cast the advantage on ali saving throws. and other creatures
spell. The target has disadvantage on ability checks have disadvantage on attack rolls against them until
made with the chosen ability. the spell ends. In addition, when a fiend or an undead
If the target drops to O hit points before this spell hits an affected creature with a melee attack. the aura
ends. you can use a bonus action on a subsequent turn flashes with brilliant light. The attacker must succeed
of yours to curse a new creature. on a Constitution saving throw or be blinded until
Aremove curse cast on the target ends this spell early. the spell ends.
At Higher Leveis. When you cast this spell using
a spell slot of 3rd or 4th leveI.you can maintain your HUNGER OF HADAR
concentration on the spell for up to 8 hours. When you 3rd-level conjuration
use a spell slot of 5th levei or higher. you can maintain Casting Time: 1 action
your concentration on the spell for up to 24 hours.
Range: 150 feet
Components: V,S. M (a pickled octopus tentacle)
HOLD MONSTER
5th-leveI enchantment Duration: Concentration, up to 1 minute
Casting Time: 1 action Vou open a gateway to the dark between the stars, a
Range: 90 feet region infested with unknown horrors. A 20-foot-radius
Components: V.S. M (a small. straight piece of iron) sphere of blackness and bitter cold appears. centered
Duration: Concentration. up to 1 minute on a point with range and lasting for the duration. This
void is filled with a cacophony of soft whispers and
Choose a creature that you can see within range. The slurping noises that can be heard up to 30 feet away. No
target must succeed on a Wisdom saving throw or be light, magical or otherwise, can illuminate the area, and
paralyzed for the duration. This spell has no effect on creatures fully within the area are blinded.
undead. At the end of each of its turns, the target can The void creates a warp in the fabric of space. and the
make another Wisdom saving throw. On a success. the area is difficult terrain. Any creature that starts its turn
spell ends on the target. in the area takes 2d6 cold damage. Any creature that
At Higher Leveis. When you cast this spell using ends its turn in the area must succeed on a Dexterity
a spell slot of 6th levei or higher. you can target one saving throw or take 2d6 acid damage as milky.
additional creature for each slot leveI above 5th. The otherworldly tentacles rub against it.
creatures must be within 30 feet of each other when
you target them. HUNTER'S MARK
1st-leveI divination
HOLD PERSON
2nd-leveI enchantment Casting Time: 1 bonus action
Range: 90 feet
Casting Time: 1 action Components: V
Range: 60 feet Duration: Concentration, up to 1 hour
Components: V,S. M (a small, straight piece of iron)
Duration: Concentration. up to 1 minute Vouchoose a creature you can see within range and
mystically mark it as your quarry. Until the spell ends,
Choose a humanoid that you can see within range. you deal an extra 1d6 damage to the target whenever
The target must succeed on a Wisdom saving throw you hit it with a weapon attack. and you have advantage
or be paralyzed for the duration. At the end of each of on any Wisdom (Perception) or Wisdom (Survival)
its turns. the target can make another Wisdom saving check you make to find it. lf the target drops to O hit
throw. On a success. the spell ends on the target. points before this spell ends. you can use a bonus action
At Higher Leveis. When you cast this spell using on a subsequent turn of yours to mark a new creature.
a spell slot of 3rd levei or higher, you can target one At Higher Leveis. When you cast this spell using
additional humanoid for each slot leveI above 2nd. The a spell slot of 3rd or 4th leveI,you can maintain your
humanoids must be within 30 feet of each other when concentration on the spell for up to 8 hours. When you
you target them. use a spell slot of 5th levei or higher, you can maintain
your concentration on the spell for up to 24 hours.

PART 3 I SHLLS

HYPNOTIC PATTERN Components: 5, M (a lead-based ink worlh alleast 10
3rd-level iIIusion gp, which the spell consumes)
Duration: 10 days
Casting Time: 1 action
Range: 120 feet Vouwrite on parchmenl, paper, or some olher suilable
Components: 5, M (a glowing stick of incense or a writing malerial and imbue il wilh a polent illusion lhal
crystal viaI filled with phosphorescent material) lasls for the duralion.
Duration: Concentration, up to 1 minute To you and any crealures you designate when you
casllhe spell, the writing appears normal, written in
Vou create a twisting pattern of colors that weaves your hand, and conveys whalever meaning you intended
through the air inside a 30-foot cube within range. when you wrole lhe lex!. To ali olhers, lhe writing
The pattern appears for a moment and vanishes. Each appears as if il were written in an unknown ar magical
creature in the area who sees the pattern must make scripllhal is uninlelligible. Alternalively, you can cause
a Wisdom saving throw. On a failed save, the creature lhe wriling lo appear to be an entire1y differenl message,
becomes charmed for the duration. While charmed written in a differenl hand and language, lhough lhe
by this spell, the creature is incapacitated and has language must be one you know.
a speed ofO. 5hould the spell be dispelled, the original scripl and
The spell ends for an affected creature if it takes any the illusion bolh disappear.
damage or if someone e1se uses an action to shake the Acrealure wilh lruesighl can read the
creature out of its stupor.
hidden message.
ICE STORM IMPRISONMENT
4th-levei evocation
9th-levei abjuration
Casting Time: 1 action Casting Time: 1 minule
Range: 300 feet Range: 30 feel
Components: V,5, M (a pinch of dust and a few Components: V,5, M (a vellum depiclion or a carved
drops of water) staluette in lhe likeness of the larget, and a special
Duration: Instantaneous componenllhal varies according lo lhe version of lhe
A hail of rock-hard ice pounds to the ground in a spell you choose, worth at least 500 gp per Hit Die
20-foot-radius, 40-foot-high cylinder centered on a of lhe target)
point within range. Each creature in the cylinder must Duration: Until dispelled
make a Dexterity saving throw. A creature takes 2d8 Vou create a magical restraint to hold a creature that
bludgeoning damage and 4d6 cold damage on a failed you can see within range. The target must succeed on
save, or half as much damage on a successful one. a Wisdom saving throw or be bound by the spell; if it
Hailstones turn the storm's area of effect into difficult succeeds, it is immune lo this spell ifyou cast it again.
terrain until the end of your next turno While affected by this spell, the creature doesn't need
At Higher Leve/s. When you cast this spell using a to breathe, eat, or drink, and it doesn't age. Divination
spell slot of 5th leveI or higher, the bludgeoning damage spells can't locate or perceive the targe!.
increases by ld8 for each slot levei above 4th.
When you cast the spell, you choose one of the
following forms of imprisonment.
IDENTIFY
1st-levei divination (ritual) Buria/. The target is entombed far beneath the earth
in a sphere of magical force that is just large enough to
Casting Time: 1 minute contain the targe!. Nothing can pass through the sphere,
Range: Touch nor can any creature teleport or use planar traveI to get
Components: V,5, M (a pearl worth at least 100 gp and into or out of i!.
an owl feather) The special component for this version of the spell is a
Duration: Instantaneous small mithral orb.
Vou choose one object that you must touch throughout Chaining. Heavy chains, firmly rooted in the ground,
the casting of the spe11.If it is a magic item or some hold the target in place. The target is restrained until
other magic-imbued object, you learn its properties the spell ends, and it can't move or be moved by any
and how to use them, whether it requires attunement means until then.
to use, and how many charges it has, if any. Vou learn The special component for this version of the spell is a
whether any spells are affecting the item and what they fine chain of precious metal.
are. lf the item was crealed by a spell, you learn which Hedged Prison. The spell transports the target into
spell created it. a tiny demiplane that is warded against teleportation
lf you instead louch a crealure lhroughoullhe casling, and planar traveI. The demiplane can be a labyrinth, a
you learn whal spells, if any, are currenlly affecting i!. cage, a tower, or any similar confined structure or area
of your choice.
ILLUSORY SCRIPT The special component for this version of the spell is a
1st-levei iIIusion (ritual) miniature representation of the prison made from jade.
Casting Time: 1 minule Minimus Containment. The target shrinks to a height
Range: Touch of 1 inch and is imprisoned inside a gemstone ar similar


PART 3 I SPELLS
252

object. Light can pass through the gemstone normally
(allowing the target to see out and other creatures to see
in), but nothing else can pass through, even by means of
teleportation or planar traveI. The gemstone can't be cut
or braken while the spell remains in effcct.
The special component for this version of the spell
is a large, transparent gemstone, such as a corundum,
diamond, or ruby.
Slumber. The target falls asleep and can't be awoken.
The speciai component for this version of the spell
consists of rare soporific herbs.
Ending the Spe/l. During the casting of the spell,
in any of its versions, you can specify a condition that
will cause the spell to end and release the target. The
condition can be as specific or as elaborate as you
choose, but the DM must agree that the condition is
reasonable and has a likelihood of coming to passo The
conditions can be based on a creature's name, identity,
or deity but otherwise must be based on observable
actions or qualities and not based on intangibles such as
levei, class, or hit points.
A dispel magic spell can end the spell only if it is cast
as a 9th.level spell, targeting either the prison or the
special component used to create it.
Vou can use a particular special component to create
only one prison at a time. If you cast the spell again
using the same component, the target of the first casting
is immediately freed fram its binding.
INCENDIARY CLOUD
8th.level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
A swirling cloud of smoke shot through with white-hot
embers appears in a 20.foot-radius sphere centered on
a point within range. The cloud spreads around corners
and is heavily obscured. It lasts for the duration or until
a wind of moderate or greater speed (at least 10 miles
per hour) disperses it.
When the cloud appears, each creature in it must
make a Dexterity saving throw. A creature takes IOd8
/ire damage on a failed save, or half as much damage on
a successful one. A creature must also make this saving
throw when it enters the spell's area for the /irst time on
a turn or ends its turn there.
The cloud moves 10 feet directly away from you
in a direction that you choose at the start of each
of your turns.

INFLICT WOUNDS
Ist-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature you can
reach. On a hit, the target takes 3d1O necrotic damage.
At Higher LeveIs. When you cast this spell using a
spell slot of 2nd levei or higher, the damage increases by
1d 10 for each slot levei above 1sI.

INSECT PLAGUE unbarred. lf the object has multiple locks, only one of
5th-levei conjuration them is unlocked.
lf you choose a target that is held shut with arcane
Casting Time: 1 action lock, that spell is suppressed for 10 minutes, during
Range: 300 feet which time the target can be opened and shut normally.
Components: V,S, M (a few grains of sugar, some When you cast the spell, a loud knock, audible from as
kernels of grain, and a smear of fat) far away as 300 feet, emanates from the target objecl.
Duration: Concentration, up to 10 minutes
Swarming, biting locusts fill a 20-foot-radius sphere LEGEND LORE
centered on a point you choose within range, The sphere 5th-levei divination
spreads around corners. The sphere remains for the Casting Time: 10 minutes
duration, and its area is lightly obscured. The sphere's Range: Self
area is difficult terrain. Components: V,S, M (incense worth at least 250 gp,
When the area appears, each creature in it must which the spell consumes, and four ivory strips worth
make a Constitution saving throw. A creature takes at least 50 gp each)
4d 10 piercing damage on a failed save, ar half as much Duration: Instantaneous
damage on a successful one. A creature must also make
this saving throw when it enters the spell's area for the Name or describe a person, place, or object. The spell
first time on a turn ar ends its turn there. brings to your mind a brief summary of the significant
At Higher LeveIs. When you cast this spell using a lore about the thing you named. The lore might consist
spell slot of 6th levei ar higher, the damage increases by of current tales, forgotten stories, or even secret lore
Id 10 for each slot levei above 5th. that has never been widely known. lf the thing you
named isn't of legendary importance, you gain no
INVISIBILITY information. The more information you already have
2nd-leveI ilIusion about the thing, the more precise and detailed the
information you receive is.
Casting Time: 1 action The information you learn is accurate but might be
Range: Touch couched in figurative language. For example, if you
Components: V,S, M (an eyelash encased have a mysterious magic axe on hand, the spell might
in gum arabic) yield this information: "Woe to the evildoer whose hand
Duration: Concentration, up to 1 hour
touches the axe, for even the haft slices the hand of the
A creature you touch becomes invisible until the spell evil ones. Only a true Child of Stone, lover and beloved
ends. Anything the target is wearing or carrying is of Moradin, may awaken the true powers of the axe, and
invisible as long as it is on the target's person. The spell only with the sacred word Rudnogg on the lips."
ends for a target that attacks ar casts a spell.
At Higher LeveIs. When you cast this spell using LEOMUND'S SECRET CHEST
a spell slot of 3rd levei ar higher, you can target one 4th-leveI conjuration
additional creature for each slot levei above 2nd. Casting Time: 1 action
Range: Touch
jUMP Components: V,S, M (an exquisite chest, 3 feet by 2 feet
1st-levei transmutation by 2 feet, constructed from rare materiaIs worth at
Casting Time: 1 action least 5,000 gp, and a Tiny replica made from the same
Range: Touch materiais worth at least 50 gp)
Components: V,S, M (a grasshopper's hind leg) Duration: Instantaneous
Duration: 1 minute Vou hide a chest, and ali its contents, on the Ethereal
Vou touch a creature. The creature's jump distance is Plane. Voumust touch the chest and the miniature
tripled until the spell ends. replica that serves as a material component for the spell.
The chest can contain up to 12 cubic feet of nonliving
KNOCK material (3 feet by 2 feet by 2 feet).
2nd-levei transmutation While the chest remains on the Ethereal Plane, you
Casting Time: 1 action can use an action and touch the replica to recall the
Range: 60 feet chesl. lt appears in an unoccupied space on the ground
Components: V within 5 feet of you. Vou can send the chest back to the
Duration: Instantaneous Ethereal Plane by using an action and touching both the
chest and the replica.
Choose an object that you can see within range. The After 60 days, there is a cumulative 5 percent chance
object can be a door, a box, a chest, a set of manacles, a per day that the spell's effect ends. This effect ends if
padlock, ar another object that contains a mundane or you cast this spell again, if the smaller replica chest is
magical means that prevents access. destroyed, ar ifyou choose to end the spell as an action.
A target that is held shut bya mundane lock ar that If the spell ends and the larger chest is on the Ethereal
is stuck or barred becomes unlocked, unstuck, or
Plane, it is irretrievably losl.



PART 3 I SPELLS
251

LEOMUNO'S TINY HUT LIGHT
3rd-/evel evocation (ritual) Evocation cantrip
Casting Time: I minute Casting Time: I aetion
Range: Self (IO-foot-radius hemisphere) Range: Toueh
Components: V, S, M (a small crystal bead) Components: V, M (a firelly or phosphorescent moss)
Duration: 8 hours Duration: I hour
A IO-foot-radius immobile dome of force springs into Vou touch one objeet that is no larger than lO feet in any
existenee around and above you and remains stationary dimensiono Until the spell ends, the objeet sheds bright
for the duration. The spell ends if you leave its area. light in a 20-foot radius and dim light for an additional
Nine creatures of Medium size or smaller ean fit inside 20 feet. The light ean be eolored as you like. Completely
the dome with you. The spell fails if its area includes a eovering the objeet with something opaque bloeks the
larger ereature or more than nine ereatures. Creatures light. The spell ends ifyou east it again or dismiss it
and objeets within the dome when you east this spell as an aetion.
ean move through it freely. Ali other ereatures and lf you target an objeet held or worn by a hostile
objeets are barred from passing through it. Spells and creature, that ereature must sueeeed on a Dexterity
other magical effeets ean't extend through the dome or saving throw to avoid the spell.
be east through it. The atmosphere inside the spaee is
eomfortable and dry, regardless of the weather outside. LIGHTNING ARROW
Until the spell ends, you ean eommand the interior to 3rd-/evel transmutation
beeome dimly lit or dark. The dome is opaque from the Casting Time: I bonus aetion
outside, of any eolor you ehoose, but it is transparent Range: Sei f
from the inside. Components: V, S
Duration: Coneentration, up to I minute
LESSER RESTORATION
2nd-leveI abjuration The next time you make a ranged weapon attaek during
the spell's duration, the weapon's ammunition, or the
Casting Time: I aetion
Range: Toueh weapon itself if it's a thrown weapon, transforms into
Components: V,S a bolt of lightning. Make the attaek roll as normal. The
target takes 4d8 Iightning damage on a hit, or half
Duration: Instantaneous
as mueh damage on a miss, instead of the weapon's
Vou toueh a ereature and ean end either one disease or normal damage.
one eondition afflieting it. The eondition ean be blinded, Whether you hit or miss, eaeh ereature within 10 feet
deafened, paralyzed, or poisoned. of the target must make a Dexterity saving throw. Eaeh
of these ereatures takes 2d8 lightning damage on a
LEVITATE failed save, or half as mueh damage on a sueeessful one.
2nd-leveI transmutation The pieee of ammunition or weapon then returns to
Casting Time: I aetion its normal form.
Range: 60 feet At Higher Leve/s. When you east this spell using a
Components: V, S, M (either a small leather loop or a spell slot of 4th levei or higher, the damage for both
pieee of golden wire bent into a eup shape with a long effeets of the spell inereases by Id8 for eaeh slot
shank on one end) leveI above 3rd.
Duration: Coneentration, up to 10 minutes
LIGHTNING BOLT
One ereature or object of your ehoice that you ean see 3rd-/evel evoeation
within range rises vertieally, up to 20 feet, and remains
suspended there for the duration. The spell ean levitate Casting Time: I aetion
a target that weighs up to 500 pounds. An unwilling Range: Self (lOO-foot line)
ereature that sueeeeds on a Constitution saving throw Components: V,S, M (a bit of fur and a rod of amber,
is unaffected. erystal, or glass)
The target ean move only by pushing or pulling Duration: [nstantaneous
against a fixed objeet or surfaee within reaeh (sueh as A stroke of Iightning forming a line 100 feet long and 5
a wall or a eeiling), whieh allows it to move as if it were feet wide blasts out from you in a direetion you ehoose.
climbing. Vou ean ehange the target's altitude by up to Eaeh ereature in the line must make a Dexterity saving
20 feet in either direetion on your turno lf you are the throw. A ereature takes 8d6 lightning damage on a
target, you ean move up or down as part of your move. failed save, or half as mueh damage on a sueeessful one.
Otherwise, you can use your aetion to move the target, The lightning ignites lIammable objeets in the area
whieh must remain within the spelI's range. that aren't being worn or earried.
When the spell ends, the target lIoats gently to the At Higher Leve/s. When you east this spell using a
ground if it is still aloft. spell slot of 4th leveI or higher, the damage inereases by
Id6 for eaeh slot levei above 3rd.





PART 3 SPELLS
255

LOCATE ANIMALS OR PLANTS At Higher LeveIs. When you cast this spel1 using
2nd-leveI divinatian (ritual) a spell slot of 2nd levei ar higher, you can target one
additional creature for each slot leveI above 1st.
Casting Time: 1 action
Range: Self MAGEARMOR
Components: V,S, M (a bit af fur from a bloodhound) 1st-leveI abjuration
Duration: Instantaneous
Casting Time: 1 action
Describe ar name a specific kind of beast ar plant. Range: Touch
Concentrating on the voice of nature in your Components: V,S, M (a piece of cured leather)
surroundings, you learn the direction and distance to Duration: 8 hours
the closest creature or plant of that kind within 5 miles,
if any are present. Vou touch a willing creature who isn't wearing armor,
and a pratective magical force surrounds it until the
LOCATE CREATURE spel1 ends. The target's base AC becomes 13 + its
4th-leveI divination Dexterity modifier. The spel1ends if the target dons
armar ar ifyou dismiss the spell as an action.
Casting Time: 1 action
Range: Self MAGE HAND
Components: V,S, M (a bit of fur fram a bloodhound) Conjuration cantrip
Duration: Concentration, up to 1 hour
Casting Time: 1 action
Describe ar name a creature that is familiar to you. Vou Range: 30 feet
sense the direction to the creature's lacation, as long as Components: V,S
that creature is within 1,000 feet ofyou.lfthe creature Duration: 1 minute
is moving, you know the direction of its mavement.
The spell can locate a specific creature known to A spectral, floating hand appears at a point you choose
you, ar the nearest creature of a specific kind (such as within range. The hand lasts for the duration ar until
a human ar a unicorn), 50 long as you have seen such a you dismiss it as an action. The hand vanishes if it is
creature up close-within 30 feet-at least once. If the ever more than 30 feet away from you ar if you cast
creature you described ar named is in a different form, this spel1 again.
such as being under the effects of a palymarph spell, Vou can use your action to contraI the hand. Voucan
this spell doesn't locate the creature. use the hand to manipulate an object, open an unlocked
This spel1 can't locate a creature if running water at doar ar container, stow or retrieve an item from an open
least 10 feet wide blocks a direct path between you and container, ar pau r the contents out of a via!' Vou can
the creature. move the hand up to 30 feet each time you use it.
The hand can't atlack, activate magic items, ar carry
LOCATE OBJECT more than 10 pounds.
2nd-leveI divinatian
MAGIC CIRCLE
Casting Time: 1 action 3rd-Ievel abjuratian
Range: Self
Components: V,S, M (a farked twig) Casting Time: 1 minute
Duration: Cancentration, up to 10 minutes Range: 10 feet
Components: V,S, M (holy water ar powdered
Describe ar name an object that is familiar to you. Vou silver and iron worth at least 100 gp, which the
sense the direction to the object's location, as lang as spel1 consumes)
that object is within 1,000 feet af you. If the object is in Duration: 1 hour
motion, yau know the direction of its movement.
The spell can locate a specific object known to you, Vou create a 10-foot-radius, 20-foot-tal1cylinder of
as long as you have seen it up close-within 30 feet-at magical energy centered on a point on the ground
least once, Alternatively, the spel1 can locate the nearest that you can see within range. Glowing runes appear
abject of a particular kind, such as a certain kind of wherever the cylinder intersects with the lIoor ar
apparel, jewelry, furniture, tool, ar weapon. other surface.
This spel1can't locate an object if any thickness of Choose one ar more of the following types of
lead, even a thin sheet, blocks a direct path between you creatures: celestiaIs, elementals, fey,fiends, ar undead.
and the object. The circle affects a creature of the chosen type in the
fol1owingways:
LONGSTRIDER The creature can't willingly enter the cylinder by
1st-leveI transmutatian nonmagical means. If the creature tries to use tele-
Casting Time: 1 action portation ar interplanar traveI to do so, it must first
Range: Touch succeed on a Charisma saving throw.
Components: V,S, M (a pinch of dirt) The creature has disadvantage on attack ral1s against
Duration: 1 hour targets within the cylinder.
Targets within the cylinder can't be charmed, fright-
Vou touch a creature. The target's speed increases by 10 ened, ar possessed by the creature.
feet until the spel1 ends.

PART 3 I SPELLS

When you cast this spell, you can elect to cause its MAGIC MISSILE
magic to opera te in the reverse direction, preventing a Ist./evel evocation
creature of the specified type from leaving the cylinder Casting Time: 1 action
and protecting targets outside it. Range: 120 feet
At Higher LeveIs. When you cast this spell using a
spell slot of 4th leveI or higher, the duration increases by Components: V,S
1 hour for each slot levei above 3rd. Duration: Instantaneous
Vou create three glowing darts of magical force. Each
MAGICJAR dart hits a creature of your choice that you can see
6th./evel necromancy within range. A dart deals Id4 + I force damage to its
Casting Time: 1 minute target. The darts ali strike simultaneously, and you can
Range: Self direct them to hit one creature or severa!.
Components: V,S, M (a gem, crystal, reliquary, or some At Higher LeveIs. When you cast this spell using a
other ornamental container worth at least 500 gp) spell slot of 2nd levei or higher, the spell creates one
Duration: Until dispelled more dart for each slot leveI above 1st.
Your body falls into a catatonic state as your soulleaves MAGIC MOUTH
it and enters the container you used for the spell's 2nd./evel iI1usion (ritual)
material component. While your soul inhabits the
container, you are aware of your surroundings as ifyou Casting Time: 1 minute
were in the container's space. Voucan't move or use Range: 30 feet
reactions. The only action you can take is to project your Components: V,S, M (a small bit of honeycomb
and jade dust worth at least 10 gp, which the
soul up to 100 feet out of the container, either returning
to your living body (and ending the spell) or attempting spell consumes)
to possess a humanoids body. Duration: Until dispelled
Voucan attempt to possess any humanoid within Vou implant a message within an object in range, a
100 feet of you that you can see (creatures warded by a message that is uttered when a trigger condition is met.
protection [rom evil and good or magic circIe spell can't Choose an object that you can see and that isn't being
be possessed). The target must make a Charisma saving worn or carried by another creature. Then speak the
throw. On a failure, your soul moves into the target's message, which must be 25 words or less, though it
body, and the target's soul becomes trapped in the can be delivered over as long as 10 minutes. Finally,
container. On a success, the target resists your efforts determine the circumstance that will trigger the spell to
to possess it, and you can't attempt to possess it again deliver your message.
for 24 hours. When that circumstance occurs, a magical mouth
Once you possess a creature's body, you control it. appears on the object and recites the message in your
Your game statistics are replaced by the statistics of the voice and at the same volume you spoke. Ir the object
creature, though you retain your alignment and your you chose has a mouth or something that looks like a
Intelligence, Wisdom, and Charisma scores. Vou retain mouth (for example, the mouth of a statue), the magical
the benefit of your own class features. Ir the target has mouth appears there so that the words appear to come
any class leveis, you can't use any of its class features. from the object's mouth. When you cast this spell, you
Meanwhile, the possessed creature's soul can can have the spell end after it delivers its message, or
perceive from the container using its own senses, but it it can remain and repeat its message whenever the
can't move or take actions at ali. trigger occurs.
While possessing a body, you can use your action to The triggering circumstance can be as general or as
return from the host body to the container if it is within detailed as you like, though it must be based on visual
100 feet of you, returning the host creature's soul to or audible conditions that occur within 30 feet of the
its body. If the host body dies while you're in it, the object. For example, you could instruct the mouth to
creature dies, and you must make a Charisma saving speak when any creature moves within 30 feet of the
throw against your own spellcasting DC. On a success, object or when a silver bell rings within 30 feet of it.
you return to the container if it is within 100 feet of you.
Otherwise, you die. MAGIC WEAPON
If the container is destroyed or the spell ends, your 2nd./evel transmutation
soul immediately returns to your body. Ifyour body is Casting Time: 1 bonus action
more than 100 feet away from you or ifyour body is Range: Touch
dead when you attempt to return to it, you die. Ir another Components: V,S
creature's soul is in the container when it is destroyed, Duration: Concentration, up to 1 hour
the creature's soul returns to its body if the body is alive
and within 100 feet. Otherwise, that creature dies. Vou touch a nonmagical weapon. Until the spell ends,
When the spell ends, the container is destroyed. that weapon becomes a magic weapon with a +1 bonus
to attack rolls and damage rolls.
At Higher LeveIs. When you cast this spell using a
spell slot of 4th levei or higher, the bonus increases to
+2. When you use a spell slot of 6th leveI or higher, the
bonus increases to +3.

PART 3 I SPELLS
257

MAJOR IMAGE A f100dof healing energy f10wsfrom you into injured
3rd-Ievel illusion creatures around you. Vou restore up to 700 hit points,
divided as you choose among any number of creatures
Casting Time: I action that you can see within range. Creatures healed by
Range: 120 feet this spell are also cured of ali diseases and any effect
Components: V,S, M (a bit of f1eece) making them blinded or deafened. This spell has no
Duration: Concentration, up to 10 minutes
effect on undead or constructs.
Voucreate the image of an object, a creature, ar some
other visible phenomenon that is no larger than a MASS HEALING WORD
20.foot cube. The image appears at a spot that you 3rd.level evocation
can see within range and lasts for the duration. lt Casting Time: I bonus action
seems completely real, including sounds, smells, and Range: 60 feet
temperature appropriate to the thing depicted. Vou Components: V
can't create sufficient heat or cold to cause damage, a Duration: Instantaneous
sound loud enough to deal thunder damage or deafen a
creature, or a smell that might sicken a creature (like a As you call out words of restoration, up to six creatures
troglodyte's stench). ofyour choice that you can see within range regain hit
As long as you are within range of the illusion, you points equal to Id4 + your spellcasting ability modifier.
can use your action to cause the image to move to This spell has no effect on undead or constructs.
any other spot within range. As the image changes At Higher LeveIs. When you cast this spell using a
location, you can alter its appearance so that its spell slot of 4th leveI or higher, the healing increases by
movements appear natural for the image. For example, Id4 for each slot levei above 3rd.
if you create an image of a creature and move it, you
can alter the image so that it appears to be walking. MASS SUGGESTION
6th./evel enchantment
Similarly, you can cause the illusion to make different
sounds at different times, even making it carry on a Casting Time: I action
conversation, for example. Range: 60 feet
Physical interaction with the image reveals it to be an Components: V,M (a snake's tongue and either a bit of
iIlusion, because things can pass through it. A creature honeycomb or a drop of sweet oil)
that uses its action to examine the image can determine Duration: 24 hours
that it is an iIlusion with a successfullntelligence Vousuggest a course of activity (limited to a sentence
(Investigation) check against your spell save De. lf a or two) and magically influence up to twelve creatures
creature discerns the illusion for what it is, the creature of your choice that you can see within range and that
can see through the image, and its other sensory can hear and understand you. Creatures that can't be
qualities become faint to the creature. charmed are immune to this effect. The suggestion must
At Higher LeveIs. When you cast this spell using be worded in such a manner as to make the course of
a spell slot of 6th leveI or higher, the spelllasts until action sound reasonable. Asking the creature to stab
dispelled, without requiring your concentration. itself, throw itself onto a spear, immolate itself, or do
some other obviously harmful act automatically negates
MASS CURE WOUNDS the effect of the spell.
5th.level conjuration Each target must make a Wisdom saving throw. On a
Casting Time: I action failed save, it pursues the course of action you described
Range: 60 feet to the best of its ability. The suggested course of action
Components: V,S can continue for the entire duration. If the suggested
Duration: Instantaneous activity can be completed in a shorter time, the spell
ends when the subject finishes what it was asked to do.
Awave of healing energy washes out from a point of
your choice within range. Choose up to six creatures Vou can also specify conditions that will trigger a
in a 30.foot.radius sphere centered on that point. Each special activity during the duration. For example, you
target regains hit points equal to 3d8 + your spellcasting might suggest that a group of soldiers give ali their
ability modifier. This spell has no effect on undead money to the first beggar they meet. If the condition isn't
or constructs. met before the spell ends, the activity isn't performed.
At Higher LeveIs. When you cast this spell using a lf you or any of your companions damage a creature
spell slot of 6th levei or higher, the healing increases by affected by this spell, the spell ends for that creature.
Id8 for each slot levei above 5th. At Higher LeveIs. When you cast this spell using
a 7th.leveI spell slot, the duration is 10 days. When
MASS HEAL you use an 8th.level spell slot, the duration is 30 days.
9th./evel conjuration When you use a 9th.level spell slot, the duration is a
year and a day.
Casting Time: I action
Range: 60 feet MAZE
Components: V,S 8th./eveI conjuration
Duration: lnstantaneous
Casting Time: I action
Range: 60 feet
- PART 3 I SPELLS

Components: V, S MENDING
Duration: Concentration, up to \O minutes Transmutation cantrip
Vou banish a creature that you can see within range into Casting Time: 1 minute
a labyrinthine demiplane. The target remains there for Range: Touch
the duration or until it escapes the maze. Components: V.S, M (two lodestones)
The target can use its action to altempt to escape. Duration: Instantaneous
When it does so, it makes a DC 20 Intelligence check. If
it succeeds, it escapes, and lhe spell ends (a minotallr or This spell repairs a single break or tear in an object
goristro demon automatically succeeds). you touch, such as a broken chain link. two halves of
a broken key, a torn c1oak, or a leaking wineskin. As
When the spell ends, the target reappears in the long as the break or tear is no larger than 1 foot in
space it left or, if that space is occupied, in the nearest
unoccupied space. any dimension, you mend it. leaving no trace of the
former damage.
MELD INTO STONE This spell can physically repair a magic item
3rd-/evel transmutation (ritual) or construct, but the spell can't restore magic to
such an object.
Casting Time: 1 action
Range: Touch MESSAGE
Components: V, S Transmutation cantrip
Duration: 8 hours
Casting Time: 1 action
Vou step into a stone object or surface large enough to Range: 120 feet
fully contain your body, melding yourself and ali the Components: V,S, M (a short piece of copper wire)
equipment you carry with the stone for the dllration. Duration: I round
Using your movement, you step into the stone at a point
you can touch. Nothing of your presence remains visible Vou point your finger toward a creature within range
or otherwise detectable by nonmagical senses. and whisper a message. The target (and only the target)
While merged with the stone, you can't see what hears the message and can reply in a whisper that only
occurs outside it, and any Wisdom (Perception) checks you can hear.
you make to hear sounds outside it are made with Vou can cast this spell through solid objects if you
disadvantage. Vou remain aware of the passage of are familiar with the target and know it is beyond
time and can cast spells on yourself while merged in the barrier. Magical silence, 1 foot of stone, 1 inch of
the stone. Vou can use your movement to leave the common metal, a thin sheet of lead, or 3 feet of wood
stone where you entered it, which ends the spell. Vou blocks the spell. The spell doesn't have to follow a
otherwise can't move. straight line and can travei freely around corners or
Minor physical damage to the stone doesn't harm throllgh openings.
you, but its partial destruction or a change in its shape METEOR SWARM
(to the extent that YOllno longer fit within it) expels YOll 9th-levei evocation
and deals 6d6 bludgeoning damage to YOll.The stone's
complete destruction (or transmutation into a different Casting Time: I action
sllbstance) expels YOlland deals 50 bludgeoning damage Range: 1 mile
to you. If expelled, you fali prone in an lInoccupied space Components: V, S
cIosest to where you first entered. Duration: Instantaneous
Blazing orbs of fire plummet to the ground at four
MELF'S ACID ARROW different points YOllcan see within range. Each creature
2nd-levei evocation in a 40-foot-radius sphere centered on each point you
Casting Time: 1 action choose must make a Dexterity saving throw. The sphere
Range: 90 feet spreads around corners. A creature takes 20d6 fire
Components: V, S, M (powdered rhubarb leaf and an damage and 20d6 bludgeoning damage on a failed
adder's stomach) save, or half as much damage on a successful one. A
Duration: 1nstantaneous creature in lhe area of more than one fiery burst is
affected only once.
A shimmering green arrow streaks toward a targel
within range and bllrsts in a spray of acid. Make a The spell damages objects in the area and ignites
ranged spell attack against the target. On a hit, the flammable objects that aren't being worn or carried.
target takes 4d4 acid damage immediately and 2d4 acid MIND BLANK
damage aI the end of its next turno On a miss, the arrow 8th-levei abjuration
splashes the target with acid for half as much of the
initial damage and no damage at the end of its next turno Casting Time: 1 action
At Higher LeveIs. When you cast this spellllsing a Range: Touch
spell slot of 3rd levei or higher, lhe damage (both initial Components: V, S
and later) increases by 1d4 for each slot levei above 2nd. Duration: 24 hOllrs
Unti! the spell ends, one willing creatllre you tOllch is
immune to psychic damage, any effect lhat would sense

PART 3 I SPELLS
259

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



- PART 3 I SPELLS

260

MODIFY MEMORY damage on a failed save, or half as much damage on a
5th-leveI enehantment successfu I one.
A shapechanger makes its saving throw with
Casting Time: I aetion disadvantage. Ir it fails, it also instantly reverts to its
Range: 30 feet original form and can't assume a different form until it
Components: V, 5 leaves the spell's light.
Duration: Coneentration, up to I minute
On each of your turos after you cast this spell, you can
Vou attempt to reshape another ereature's memories. use an action to move the beam 60 feet in any direction.
One ereature that you ean see must make a Wisdom At Higher LeveIs. When you cast this spell using a
saving throw. If you are fighting the ereature, it has spell slot of 3rd levei or higher, the damage increases by
advantage on the saving throw. On a failed save, the ldlO for each slot leveI above 2nd.
target beeomes eharmed by you for the duration. The
eharmed target is ineapacitated and unaware of its MORDENKAINEN'S FAITHFUL HOUND
surroundings, though it ean still hear you. If it takes any 4th-leveI eorijuration
damage or is targeted by another spell, this spell ends, Casting Time: I action
and none of the target's memories are modified. Range: 30 feet
While this eharm lasts, you ean affeet the target's Components: V,5, M (a tiny silver whistle, a pieee of
memory of an event that it experieneed within the last bone, and a thread)
24 hours and that lasted no more than 10 minutes. Vou Duration: 8 hours
ean permanently eliminate ali memory of the event,
allow the target to reeall the event with perfeet c!arity Vou conjure a phantom watchdog in an unoccupied
and exaeting detail, ehange its memory of the details of space that you can see within range, where it remains
the event, or ereate a memory of some other event. for the duration, until you disrniss it as an action, or until
Vou must speak to the target to deseribe how you move more than 100 feet away from it.
its memories are affeeted, and it must be able to The hound is invisible to ali creatures except you
understand your language for the modified memories to and can't be harmed. When a 5mall or larger creature
take root. Its mind fills in any gaps in the details of your comes within 30 feet of it without first speaking the
description. If the spell ends before you have finished password that you specify when you cast this spell, the
describing the modified memories, the creature's hound starts barking loudly. The hound sees invisible
memory isn't altered. Otherwise, the modified memories creatures and can see into the Ethereal Plane. It
take hold when the spell ends. ignores illusions.
A modified memory doesn't neeessarily affect how a At the start of each of your turos, the hound attempts
creature behaves, particularly if the memory contradicts to bite one creature within 5 feet of it that is hostile
the creature's natural inc!inations, alignment, or beliefs. to you. The hound's attack bonus is equal to your
An illogical modified memory, such as implanting a spellcasting ability modifier + your proficiency bonus.
memory of how much the creature enjoyed dousing On a hit, it deals 4d8 piercing damage.
itself in acid, is dismissed, perhaps as a bad dream. The
DM might deem a modified memory toa nonsensical to MORDENKAINEN'S MAGNIFICENT MANSION
affect a creature in a significant manner. 7th-leveI eonjuration
A remove eurse or greater restoration spell cast on the Casting Time: I minute
target restores the creature's true memory. Range: 300 feet
At Higher LeveIs. If you east this spell using a spell Components: V, 5, M (a miniature portal carved from
slot of 6th leveI or higher, you can alter the target's ivory, a small piece of polished marble, and a tiny
memories of an event that took place up to 7 days ago silver spoon, each item worth at least 5 gp)
(6th levei), 30 days ago (7th levei), I year ago (8th levei), Duration: 24 hours
or any time in the creature's past (9th levei). Vou conjure an extradimensional dwelling in range
that lasts for the duration. Vou choose where its one
MOONBEAM entrance is located. The entrance shimmers faintly
2nd-leveI evoeation
and is 5 feet wide and 10 feet tall. Vou and any creature
Casting Time: I action you designate when you cast the spell can enter the
Range: 120 feet extradimensional dwelling as long as the portal remains
Components: V,5, M (severa I seeds of any moonseed open. Vou can open or c!ose the portal if you are within
plant and a pieee of opaleseent feldspar) 30 feet of it. While c!osed, the portal is invisible.
Duration: Concentration, up to 1 minute Beyond the portal is a rnagnificent foyer with
A silvery beam of pale light shines down in a 5-foot- numerous ehambers beyond. The atmosphere is c!ean,
radius, 40-foot-high cylinder centered on a point within fresh, and warm.
range. Until the spell ends, dim light fills the cylinder. Vou can create any 1I00rplan you like, but the space
When a creature enters the spell's area for the first can't exceed 50 cubes, each cube being 10 feet on
time on aturo or starts its turo there, it is engulfed each side. The place is furoished and decorated as
in ghostly liames that cause searing pain, and it must you choose. lt contains sufficient food to serve a nine-
make a Constitution saving throw. It takes 2dlO radiant course banquet for up to 100 people. A staff of 100
near-transparent servants attends ali who enter. Vou


PART 3 SPELLS
261

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

MORDENKAINEN'S PRIVATE SANCTUM
4th.level abjuration
Casting Time: 10 minutes
Range: 120 feet
Components: V,S, M (a thin sheet of lead, a piece
of opaque glass. a wad of cotton or cloth, and
powdered chrysolite)
Duration: 24 hours
Vou make an area within range magically secure. The
area is a cube that can be as small as 5 feet to as large
as 100 feel on each side. The spelllasts for the duralion
or unlil you use an aclion to dismiss it.
When you cast the spell, you decide whal sorl of
securily the spell provides, choosing any or ali of the
following properties:
Sound can't pass through lhe barrier aI the edge of
the warded area.
The barrier of the warded area appears dark and foggy,
preventing vision (including darkvision) through il.
Sensors created by divinalion spells can't appear
inside the protected area or pass through the barrier
aI ils peri meter.
Creatures in the area can't be targeted by divinalion
spells.
Nothing can teleport into or oul of lhe warded area.
Planar traveI is blocked within the warded area.
Casling this spell on the same spot every day for a
year makes this effect permanent.
At Higher Leve/s. When you cast this spell using a
spell slol of 5th levei or higher, you can increase the size
of the cube by 100 feet for each slot leveI beyond 4th.
Thus you could protect a cube that can be up lO200 feet
on one side by using a spell slot of 5th leveI.
MORDENKAINEN'S SWORD
7th-Je.-elevocalion
Casting Time: 1 aclion
Range: 60 feet
Componenls: V.5, M (a minialure platinum sword wilh
a grip and pommel of copper and zinc, worth 250 gp)
Duration: Concentralion, up to 1 minute
Vou create a sword-shaped plane of force that hovers
within range. It lasts for the duration.
When the sword appears, you make a melee spell
attack against a targel ofyour choice within 5 feet ofthe
sword. On a hit. the target takes 3d 10 force damage.


PA RT 3 I SPELLS

Until the spell ends, you can use a bonus action on each Vou place an illusion on a creature or an object
of your turns to move the sword up to 20 feet to a spot you touch so that divination spells reveal false
you can see and repeat this attack against the same information about il. The target can be a willing
target or a different one. creature or an object that isn't being carried or worn by
another creature.
MOVE EARTH When you cast the spell, choose one or both of the
6th-leveI transmutation following effects. The effect lasts for the duration. Ir you
Casting Time: 1 action cast this spell on the same creature or object every day
Range: 120 feet for 30 days, placing the same effect on It each time, the
Components: V,S, M (an iron blade and a small bag illusion lasts until it is dispelled.
containing a mixture of soils-c1ay, loam, and sand) False Aura. Vou change the way the target appears
Duration: Concentration, up to 2 hours to spells and magical effects, such as detect magic,
that detect magical auras. Vou can make a nonmagical
Choose an area of terrain no larger than 40 feet on a object appear magical, a magical object appear
side within range. Vou can reshape dirt, sand, or c1ay nonmagical, or change the object's magical aura so that
in the area in any manner you choose for the duration. it appears to belong to a specific school of magic that
Vou can raise or lower the area's e1evation, create or fill you choose. When you use lhis effect on an object, you
in a trench, erect or f1atten a wall, or form a pillar. The can make the false magic apparent to any creature that
extent of any such changes can't exceed half the area's handles the item.
largest dimensiono So, if you affect a 40-foot square, Mask. Vou change the way the target appears to spells
you can create a pillar up to 20 feet high, raise or lower and magical effects that detect creature types, such as a
the square's e1evation by up to 20 feet, dig a trench up paladin's Divine Sense or the trigger of a symbol spe11.
to 20 feet deep, and so on. It takes 10 minutes for these Vou choose a creature type and other spells and magical
changes to complete. effects treat the target as if it were a creature of that
At the end of every 10 minutes you spend type or of that alignmenl.
concentrating on the spell, you can choose a new area of
terrain to affecl. OTlLUKE'S FREEZING SPHERE
Because the terrain's transformation occurs slowly, 6th-leveI evocation
creatures in the area can't usually be trapped or injured
by the ground's movemenl. Casting Time: 1 action
This spell can't manipulate natural stone or Range: 300 feet
stone construction. Rocks and structures shift to Components: V,S, M (a small crystal sphere)
accommodate the new terrain. Ir the way you shape Duration: Instantaneous
the terrain would make a structure unstable, it A frigid globe of cold energy streaks from your fingertips
might collapse. to a point of your choice within range, where it explodes
Similarly, this spell doesn't directly affect plant in a 60-foot-radius sphere. Each creature within the
growth. The moved earth carries any plants along with il. area must make a Constitution saving throw. On a
failed save, a creature takes IOd6 cold damage. On a
NONDETECTlON successful save, it takes half as much damage.
3rd-Ievel abjuration Ir the globe strikes a body of water or a liquid that is
Casting Time: 1 action principally water (not inc1uding water-based creatures),
Range: Touch it freezes the liquid to a depth of 6 inches over an area
Components: V, S, M (a pinch of diamond dust 30 feet square. This ice lasts for I minute. Creatures
worth 25 gp sprinkled over the target, which the that were swimming on the surface of frozen water are
spell consumes) trapped in the ice. A trapped creature can use an action
Duration: 8 hours to make a Strength check against your spell save DC
to brea k free.
For the duration, you hide a target that you touch Vou can refrain from firing the globe after completing
from divination magic. The target can be a willing lhe spcll, if you wish. A small globe about the size of
creature or a place or an object no larger than 10 a sling stone, cool to the touch, appears in your hand.
feet in any dimensiono The target can't be targeted by At any time, you or a creature you give the globe to
any divination magic or perceived through magical can throw the globe (to a range of 40 feet) or hurl it
scrying sensors.
with a sling (to the sling's normal range). It shatlers
NYSTUL'S MAGIC AURA on impact, with lhe same effect as the normal casting
2nd-leveI illusion of the spell. Vou can also set the globe down without
shattering il. After 1 minute, if the globe hasn't already
Casting Time: 1 action shattered, it explodes.
Range: Touch At Higher LeveIs. When you cast this spell using a
Components: V, S, M (a small square of silk) spell slot of 7th levei or higher, lhe damage increases by
Duration: 24 hours ld6 for each slot levei above 6th.






?ART 3 S?ELLS

OTILUKE'S RESILIENT SPHERE (Stealth) checks and can't be tracked except by magical
4th-levei evocation means. A creature that receives this bonus leaves
behind no tracks ar other traces of its passage.
Casting Time: I action
Range: 30 feet PASSWALL
Components: V,S, M (a hemispherical piece of 5th-levei transmutation
clear crystal and a matching hemispherical piece
of gum arabic) Casting Time: I action
Duration: Concentration. up to I minute Range: 30 feet
Components: V.S. M (a pinch of sesame seeds)
A sphere of shimmering force encloses a creature Duration: I hour
ar object of Large size ar smaller within range. An
unwilling creature must make a Dexterity saving A passage appears at a point of your choice that you
throw. On a failed save. the creature is enclosed for can see on a wooden. plaster. or stone surface (such as
the duration. a wall, a ceiling, or a floor)within range, and lasts for
Nothing-not physical objects. energy. ar other spell the duration. Vouchoose the opening's dimensions: up
effects-can pass through the barrier. in ar out. though to 5 feet wide. 8 feet tall, and 20 feet deep. The passage
a creature in the sphere can breathe there. The sphere creates no instability in a structure surrounding it.
is immune to ali damage. and a creature or object inside When the opening disappears, any creatures or
can't be damaged by attacks or effects originating from objects still in the passage created by the spell are safely
outside, nor can a creature inside the sphere damage ejected to an unoccupied space nearest to the surface on
anything outside it. which you cast the spell.
The sphere is weightless and just large enough to
contain the creature or object inside. An enclosed PHANTASMAL FORCE
creature can use its action to push against the sphere's 2nd-levei i11usion
walls and thus roll the sphere at up to half the creature's Casting Time: 1 action
speed. Similarly, the globe can be picked up and moved Range: 60 feet
by other creatures. Components: V.S. M (a bit of fleece)
A disintegrate spell targeting the globe destroys it Duration: Concentration. up to I minute
without harming anything inside it. Voucraft an illusion that takes root in the mind of a
creature that you can see within range. The target must
OTTO'S IRRESISTIBLE DANCE make an Intelligence saving throw. On a failed save, you
6th-levei enchantment
create a phantasmal object, creature. or other visible
Casting Time: I action phenomenon of your choice that is no larger than a
Range: 30 feet lO-foot cube and that is perceivable only to the target
Components: V for the duration. This spell has no effect on undead
Duration: Concentration. up to I minute ar constructs.
Choose one creature that you can see within range. The The phantasm includes sound, temperature. and other
target begins a comic dance in place: shuffling, tapping stimuli, also evident only to the creature.
its feet, and capering for the duration. Creatures that The target can use its action to examine the phantasm
can't be charmed are immune to this spell. with an Intelligence (Investigation) check against your
A dancing creature must use ali its movement to spell save DC. If the check succeeds, the target realizes
dance without leaving its space and has disadvantage that the phantasm is an illusion, and the spell ends.
on Dexterity saving throws and attack rolls. While While a target is affected by the spell, the target treats
the target is affected by this spell, other creatures the phantasm as if it were real. The target rationalizes
have advantage on attack rolls against it. As an any illogical outcomes from interacting with the
action, a dancing creature makes a Wisdom saving phantasm. For example. a target attempting to walk
throw to regain control of itself. On a successful save. across a phantasmal bridge that spans a chasm falls
the spell ends. once it steps anta the bridge. ]f the target survives the
fali, it still believes that the bridge exists and comes up
PASS WITHOUT TRACE with some other explanation for its fall-it was pushed,
2nd-levei abjuration it slipped, ar a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's
Casting Time: I action
Range: Self reality that it can even take damage from the illusion. A
phantasm created to appear as a creature can attack the
Components: V.S, M (ashes from a burned leaf of target. Similarly. a phantasm created to appear as tire. a
mistletoe anel a sprig of spruce)
Duration: Concentration, up to 1 hour pool of acid. ar lava can burn the target. Each round on
your turn. the phantasm can deal Id6 psychic damage
A veil of shadows and silence radiates from you, to the target if it is in the phantasm's area ar within 5
masking you and your companions from detection. feet of the phantasm, provided that the illusion is of a
For the duration. each creature you choose within 30 creature ar hazard that could logically deal damage.
feet of you (including you) has a +10 bonus to Dexterity such as by attacking. The target perceives the damage
as a type appropriate to the illusion.


PART 3 I SPELLS

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

PLANE SHIFT Vou extend your hand toward a creature you can see
7th-levei conjuration within range and project a puff of noxious gas from your
paIm. The creature must succeed on a Constitution
Casting Time: I action
Range: Touch saving throw ar take Idl2 poison damage.
Components: V,S, M (a forked, metal rod worth at least This spell's damage increases by Idl2 when you reach
250 gp, attuned to a particular plane of existence) 5th leveI (2dI2), 11th levei (3dI2), and 17th leveI(4dI2).
Duration: Instantaneous POLYMORPH
Vou and up to eight willing creatures who link hands in 4th-levei transmutation
a circle are transported to a different plane of existence. Casting Time: I action
Vou can specify a target destination in general terms, Range: 60 feet
such as the City of Brass on the Elemental Plane of Components: V,S, M (a caterpillar cocoon)
Fire or the palace of Dispater on the second levei of the Duration: Concentration, up to I hour
Nine Hells, and you appear in or near that destination.
Iryou are trying to reach the City of Brass, for example, This spell transforms a creature that you can see
you might arrive in its Street of Steel, before its Gate of within range into a new formoAn unwilling creature
Ashes, or looking at the city from across the Sea of Fire, must make a Wisdom saving throw to avoid the
at the DM's discretion. effect.A shapechanger automatically succeeds on this
Alternatively, ifyou know the sigil sequence of a saving throw.
teleportation circle on another plane of existence, this The transformation lasts for the duration, or until
spell can take you to that circle. Ir the teleportation the target drops to O hit points ar dies. The new form
circle is too small to hold ali the creatures you can be any beast whose challenge rating is equal to or
transported, they appear in the closest unoccupied less than the target's (or the target's leveI, if it doesn't
spaces next to the circle. have a challenge rating). The target's game statistics,
Voucan use this spell to banish an unwilling creature including mental ability scores, are replaced by the
to another plane. Choose a creature within your reach statistics of the chosen beast. It retains its alignment
and make a melee spell attack against it. On a hit, the and personality.
creature must make a Charisma saving throw. Ir the The target assumes the hit points of its new formo
creature fails this save, it is transported to a random When it reverts to its normal form, the creature
location on the plane of existence you specify. A creature returns to the number of hit points it had before it
so transported must find its own way back to your transformed. If it reverts as a result of dropping to
current plane of existence. O hit points, any excess damage carries over to its
normal formoAs long as the excess damage doesn't
PLANT GROWTH reduce the creature's normal form to O hit points, it isn't
3rd-/evel transmutation knocked unconscious.
The creature is limited in the actions it can perform by
Casting Time: I action or 8 hours
Range: 150 feet the nature of its new form, and it can't speak, cast spells,
Components: V,S ar take any other action that requires hands ar speech.
Duration: lnstantaneous The target's gear melds into the new formoThe
creature can't activate, use, wield, or otherwise benefit
This spell channels vitality into plants within a specific from any of its equipment.
area. There are two possible uses for the spell, granting
either immediate or long-term benefits. POWER WORD HEAL
If you cast this spell using I action, choose a point 9th-levei evocation
within range. Ali normal plants in a 100-foot radius Casting Time: I action
centered on that point become thick and overgrown. A Range: Touch
creature moving through the area must spend 4 feet of Components: V,S
movement for every I foot it moves. Duration: Instantaneous
Voucan exclude one or more areas of any size within
the spell's area from being affected. A wave of healing energy washes over the creature
Ifyou cast this spell over 8 hours, you enrich the you touch. The target regains ali its hit points. If the
land. Ali plants in a half-mile radius centered on a point creature is charmed, frightened, paralyzed, ar stunned,
within range beco me enriched for I year. The plants the condition ends. If the creature is prone, it can use its
yield twice the normal amount of food when harvested. reaction to stand up. This spell has no effect on undead
ar constructs.
POISON SPRAY
Conjuration cantrip POWER WORD KILL
9th-levei enchantment
Casting Time: I action
Range: 10 feet Casting Time: I action
Components: V,S Range: 60 feet
Duration: Instantaneous Components: V
Duration: Instantaneous



PART 3 I SPELLS
266

Vouutter a word of power that can compel one creature PRISMATIC SPRAY
you can see within range to die instantly. lf the 7th.level evocation
creature you choose has 100 hit points or fewer. it dies. Casting Time: I action
Otherwise. the spell has no effect.
Range: Self (60-foot cone)
POWER WORD STUN Components: V.S
8th-levei enchantment Duration: Instantaneous
Casting Time: I action Eight multicolored rays of light flash fram your hand.
Range: 60 feet Each ray is a different color and has a different power
Components: V and purpose. Each creature in a 60-foot cone must
Duration: Instantaneous make a Dexterity saving thraw. For each target. roll a d8
to determine which color ray affects il.
Vouspeak a word of power that can overwhelm the 1. Red. The target takes IOd6 tire damage on a failed
mind of one creature you can see within range. leaving save. or half as much damage on a successful one.
it dumbfounded. lf the target has 150 hit points or fewer. 2. Orange. The target takes IOd6 acid damage on a
it is stunned. Otherwise. the spell has no effect. failed save. or half as much damage on a successful one.
The stunned target must make a Constitution saving 3. Yellow. The target takes IOd6lightning damage on a
thraw at the end of each of its turns. On a successful failed save. or half as much damage on a successful one.
save. this stunning effect ends. 4. Green. The target takes IOd6 poison damage on a
failed save. or half as much damage on a successful one.
PRAYER OF HEALING 5. B/ue. The target takes IOd6 cold damage on a failed
2nd-leveI evocation
save, or half as much damage on a successful one.
Casting Time: 10 minutes 6.Indigo. On a failed save. the target is restrained.
Range: 30 feet lt must then make a Constitution saving thraw at the
Components: V end of each of its turns. If it successfully saves three
Duration: Instantaneous times. the spell ends. If it fails its save three times.
Up to six creatures of your choice that you can see it permanently turns to stone and is subjected to the
within range each regain hit points equal to 2d8 + your petritied condition. The successes and failures don't
spellcasting ability moditier. This spell has no effect on need to be consecutive; keep track of both until the
undead or constructs. target collects three of a kind.
At Higher Leve/s. When you cast this spell using a 7. Vio/et, On a failed save, the target is blinded. lt
spell slot of 3rd levei or higher. the healing increases by must then make a Wisdom saving throw at the start of
ld8 for each slot leveI above 2nd. your next turno A successful save ends the blindness. lf
it fails that save, the creature is transported to another
PRESTIDIGITATION plane of existence of the DM's choosing and is no longer
Transmutation cantrip blinded. (Typically,a creature that is on a plane that isn't
its home plane is banished home. while other creatures
Casting Time: 1 action
Range: 10 feet are usually cast into the Astral or Ethereal planes.)
Components: V.S 8. Specia/. The target is struck by two rays. Roll twice
Duration: Up to I hour more, rerolling any 8.
This spell is a minor magical trick that novice PRISMATIC WALL
spellcasters use for practice. Voucreate one of the 9th-leveI abjuration
following magical effects within range: Casting Time: 1 action
Vou create an instantaneous. harmless sensory effect. Range: 60 feet
such as a shower of sparks. a puff of wind. faint musi- Components: V.S
cal notes. or an odd odor. Duration: 10 minutes
Vou instantaneously light or snuff out a candle. a A shimmering, multicolored plane of light forms a
torch. or a small camptire. vertical opaque wall-up to 90 feet long. 30 feet high.
Vou instantaneously dean or soil an object no larger and I inch thick-centered on a point you can see
than 1 cubic fool. within range. Alternatively, you can shape the wall into
Vouchill. warm. or flavor up to I cubic foot of nonliv- a sphere up to 30 feet in dia meter centered on a point
ing material for I hour. you choose within range. The wall remains in place for
Voumake a color. a small mark. or a symbol appear the duration.lfyou position the wall so that it passes
on an object ar a surface for I hour. through a space occupied by a creature. the spell fails.
Vou create a nonmagical trinket or an iIlusory image and your action and the spell slot are wasted.
that can tit in your hand and that lasts until the end of The wall sheds bright light out to a range of 100
your next turno feet and dim light for an additional 100 feel. Vouand
lfyou cast this spell multiple times. YOll can have IIp to creatures you designate at the lime you cast the spell
three of its non-instantaneous effects aclive at a time. can pass through and remain near the wall without
and you can dismiss such an effect as an action. harm. If another creature that can see the wall moves to
within 20 feet of it or starts its tum there. the creature


PART 3 I SPELLS



must succeed 00 a Coostitutioo saviog throw or become PRODUCE FLAME
blioded for I mioute. Conjuration cantrip
The wall coosists of seveo layers. each with a differeot
color. Wheo a creature attempts to reach ioto or pass Casting Time: I actioo
through the wall, it does so ooe layer at a time through Range:Self
ali the wall's layers. As it passes or reaches through Components: V,S
Duration: lO mioutes
each layer, the creature must make a Dexterity saviog
throw or be affected by that layer's properties as A flickeriog flame appears io your hand. The flame
described below. remaios there for the duration aod harms oeither you
The wall cao be destroyed, also ooe layer at a time, io oor your equipmeot. The flame sheds bright light in a
order from red to violet, by meaos specific to each layer. 10-foot radius aod dim light for an additiooal 10 feet.
Ooce a layer is destroyed, it remaios so for the duratioo The spell ends ifyou dismiss it as ao action or ifyou
of the spell. A rod of cancellation destroys a prismatic cast it again.
wall, but ao antimagic field has 00 effect 00 it. Voucao also attack with the flame, although doing so
1. Red. The creature takes IOd6 fire damage 00 a eods the spell. Wheo you cast this spell, or as ao action
failed save, or half as much damage 00 a successful ooe. 00 a later turn, you cao hurl the flame at a creature
While this layer is io place, ooomagical raoged attacks withio 30 feet of you. Make a raoged spell attack. 00 a
cao't pass through the wall. The layer cao be destroyed hit, the target takes Id8 fire damage.
by dealiog at least 25 cold damage to it. This spell's damage iocreases by Id8 wheo you reach
2. Orange. The creature takes IOd6 acid damage 00 5th levei (2d8), 11th levei (3d8), aod 17th levei (4d8).
a failed save, or half as much damage 00 a successful
ooe. While this layer is io place, magical raoged attacks PROGRAMMED ILLUSION
cao't pass through the wall. The layer is destroyed by 6th.level illusion
a stroog wiod. Casting Time: I actioo
3. YeJIow. The creature takes lOd6 lightoiog damage Range: 120 feet
00 a failed save, or half as much damage 00 a successful Components: V,S, M (a bit of fleece and jade dust worth
ooe. This layer cao be destroyed by dealiog at least 60 at least 25 gp)
force damage to it. Duration: Until dispelled
4. Green. The creature takes lOd6 poisoo damage 00
a failed save, ar half as much damage 00 a successful Vou create ao ilIusioo of ao object, a creature, ar
some other visible pheoomeooo within raoge that
ooe. Apasswall spell, or aoother spell of equal or
greater levei that cao opeo a portal 00 a solid surface, activates wheo a specific cooditioo occurs. The ilIusioo
destrays this layer. is imperceptible uotil theo. 11 must be 00 larger thao a
5. Blue. The creature takes IOd6cold damage 00 a 30-foot cube, aod you decide wheo you cast the spell
failed save, or half as much damage 00 a successful ooe. how the illusioo behaves aod what souods it makes. This
This layer cao be destroyed by dealiog at least 25 fire scripted performaoce cao last up to 5 mioutes.
damage to it. Wheo the cooditioo you specify occurs, the illusioo
6. Jndigo. 00 a failed save, the creature is restraioed. spriogs ioto existeoce aod performs io the maooer you
11 must theo make a Coostitutiao saviog throw at the described. Ooce the ilIusioo fioishes performiog, it
eod of each of its turns. lf it successfully saves three disappears aod remaios dormaot for 10 mioutes. After
times, the spell eods. lf it fails its save three times, this time, the ilIusioo cao be activated agaio.
it permaoeotly turos to stooe aod is subjected to the The triggeriog cooditioo cao be as geoeral or as
petrified cooditioo. The successes aod failures doo't detailed as you like, though it must be based 00 visual or
need to be coosecutive; keep track of both uotil the audible cooditioos that occur withio 30 feet of the area.
creature collects three of a kiod. For example, you could create ao illusioo of yourself
While this layer is io place, spells cao't be cast to appear aod warn offothers who attempt to opeo a
through the wall. The layer is destroyed by bright light trapped door, or you could set the illusioo to trigger ooly
shed by a day/ight spell or a similar spell of equal or wheo a creature says the correct word or phrase.
higher leveI. Physical ioteractioo with the image reveals it to be ao
7. Violet. 00 a failed save, the creature is blioded. 11 illusioo, because thiogs cao pass through it. A creature
must theo make a Wisdom saviog throw at the start of that uses its actioo to examioe the image cao determioe
your oext turno A successful save eods the bliodoess. lf that it is ao illusioo with a successfullotelligeoce
it fails that save, the creature is traosported to aoother (f ovestigatioo) check agaiost your spell save DC. lf a
plaoe of the DM's choosiog aod is 00 looger blioded. creature discerns the illusioo for what it is, the creature
(Typically,a creature that is 00 a plaoe that iso't its cao see through the image, aod aoy noise it makes
souods hollow to the creature.
home plaoe is baoished home, while other creatures
are usually cast ioto the Astral or Ethereal plaoes.) This
layer is destroyed bya dispel magic spell or a similar
spell of equal or higher leveI that cao eod spells aod
magical effects.





PART 3 I SPELLS

PROJECT IMAGE PROTECTlON FROM POISON
7th-levei iIlusion 2nd-levei abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 500 miles Range: Touch
Components: V,S, M (a small replica of you made from Components: V,S
materiais worth at least 5 gp) Duration: I hour
Duration: Concentration, up to 1 day Vou touch a creature. If it is poisoned, you neutralize the
Vou create an illusory copy of yourself that lasts for poison, If more than one poison afllicts the target, you
the duration. The copy can appear at any location neutralize one poison that you know is present, or you
within range that you have seen before, regardless of neutralize one at random,
intervening obstacles. The illusion Iooks and sounds For the duration, the target has advantage on saving
like you but is intangible. Ir the illusion takes any throws against being poisoned, and it has resistance to
damage, it disappears, and the spell ends. poison damage.
Vou can use your action to move this illusion up to
twice your speed, and make it gesture, speak, and PURIFY FOOD AND DRINK
behave in whatever way you choose. It mimics your 1st-levei transmutation (ritual)
mannerisms perfectly. Casting Time: 1 action
Vou can see through its eyes and hear through its Range: 10 feet
ears as if you were in its space. On your turn as a bonus Components: V,S
action, you can switch from using its senses to using Duration: Instantaneous
your own, or back again. While you are using its senses, Ali nonmagical food and drink within a 5-foot-radius
you are blinded and deafened in regard to your own sphere centered on a point of your choice within range is
surroundings. purified and rendered free of poison and disease.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature RAISE DEAD
that uses its action to examine the image can determine 5th-levei necromancy
that it is an illusion with a successful Intelligence
(Investigation) check against your spell save DC. If a Casting Time: I hour
creature discerns the illusion for what it is, the creature Range: Touch
can see through the image, and any noise it makes Components: V,S, M (a diamond worth at least 500 gp,
sounds hollow to the creature. which the spell consumes)
Duration: Instantaneous
PROTECTION FROM ENERGY Vou return a dead creature you touch to life, provided
3rd-/evel abjuration that it has been dead no longer than 10 days. Ir the
Casting Time: 1 action creature's soul is both willing and at liberty to rejoin the
Range: Touch body, the creature returns to life with I hit poinl.
Components: V,S This spell also neutralizes any poisons and cures
Duration: Concentration, up to 1 hour nonmagical diseases that affected the creature at the
time it died. This spell doesn't, however, remove magical
For the duration, the willing creature you touch has
resistance to one damage type of your choice: acid, cold, diseases, curses, or similar effects; if these aren't first
removed prior to casting the spell, they take effect when
fire, lightning, or thunder.
the creature returns to life. The spell can't return an
PROTECTION FROM EVIL AND GOOD undead creature to life.
1st-levei abjuration This spell closes ali mortal wounds, but it doesn't
restore missing body parts. Ir the creature is lacking
Casting Time: I action body parts or organs integral for its survival-its head,
Range: Touch for instance-the spell automatically fails.
Components: V,S, M (holy water or powdered silver Coming back from the dead is an ordeal. The target
and iron, which the spell consumes) takes a -4 penalty to ali attack rolls, saving throws, and
Duration: Concentration up to 10 minutes ability checks. Every time the target finishes a long rest,
Until the spell ends, one willing creature you the penalty is reduced by 1 until it disappears.
touch is protected against certain types of
creatures: aberrations, celestiais, elementals, fey, RARY'S TELEPATHIC BOND
fiends, and undead. 5th-levei divination (ritual)
The protection grants several benefits. Creatures of Casting Time: 1 action
those types have disadvantage on attack rolls against Range: 30 feet
the targel. The target also can't be charmed, frightened, Components: V,S, M (pieces of eggshell from two
or possessed by them. Ir the target is already charmed, different kinds of creatures)
frightened, or possessed by such a creature, the target Duration: I hour
has advantage on any new saving throw against the
relevant effecl. Vouforge a telepathic link among up to eight willing
creatures ofyour choice within range, psychically

PART 3 I SPELLS
270

linking each creature to all the others for the duration. Vou touch a creature and stimulate its natural healing
Creatures with Intelligence scores of 2 ar less aren't ability. The target regains 4d8 + 15 hit points. For the
affected by this spell. duration of the spell, the target regains I hit point at the
Until the spell ends, the targets can communicate start of each of its turns (10 hit points each minute).
telepathically thraugh the bond whether ar not they have The target's severed body members (fingers, legs,
a common language. The communication is possible tails, and so on), if any, are restored after 2 minutes.
over any distance, though it can't extend to other planes If you have the severed part and hold it to the stump,
of existence. the spell instantaneously causes the limb to knit
to the stump.
RAY OF ENFEEBLEMENT
2nd./evel necromancy REINCARNATE
Casting Time: 1 action 5th./evel transmutation
Range: 60 feet Casting Time: 1 hour
Components: V, 5 Range: Touch
Duration: Concentration, up to 1 minute Components: V, 5, M (rare oils and unguents worth at
A black beam of enervating energy springs fram your least 1,000 gp, which the spell consumes)
finger toward a creature within range. Make a ranged Duration: Instantaneous
spell attack against the target. On a hit, the target deals Vou touch a dead humanoid ar a piece of a dead
only half damage with weapon attacks that use 5trength humanoid. Provided that the creature has been dead no
until the spell ends. longer than 10 days, the spell forms a new adult body
At the end of each of the target's turns, it can make for it and then calls the soul to enter that body. If the
a Constitution saving throw against the spell. On a target's soul isn't free or willing to do so, the spell fails.
success, the spell ends. The magic fashions a new body for the creature
to inhabit, which likely causes the creature's race to
RAY OF FROST change. The DM rolls a dlOO and consults the following
Evocation cantrip table to determine what form the creature takes when
Casting Time: I action restored to life, ar the DM chooses a formo
Range: 60 feet
Components: V, 5 dlOO Raee
Duration: Instantaneous 01-04 Dragonborn
05-13 Dwarf, hill
A frigid beam of blue-white light streaks toward a
creature within range. Make a ranged spell attack 14-21 Dwarf, mountain
against the target. On a hit, it takes ld8 cold damage, 22-25 Elf, dark
and its speed is reduced by 10 feet until the start of 26-34 Elf, high
your next turno 35-42 Elf, wood
The spell's damage increases by Id8 when you reach 43-46 Gnome, forest
5th levei (2d8), 11th levei (3d8), and 17th levei (4d8). 47-52 Gnome, rock
53-56 Half.elf
RAY OF SICKNESS 57-60 Haif.ore
1st-leveI necromancy
61-68 Halfiing,lightfoot
Casting Time: I action 69-76 Haifiing, stout
Range: 60 feet 77-96 Human
Components: V, 5 97-00 Tiefiing
Duration: Instantaneous
A ray of sickening greenish energy lashes out toward The reincarnated creature recalls its former life
a creature within range. Make a ranged spell attack and experiences. It retains the capabilities it had in its
against the target. On a hit, the target takes 2d8 poison original form, except it exchanges its original race for
damage and must make a Constitution saving throw. the new one and changes its racial traits accordingly.
On a failed save, it is also poisoned until the end of
REMOVE CURSE
your next turno 3rd./evel abjuration
At Higher Leve/s. When you cast this spell using a
spell slot of 2nd levei ar higher, the damage increases by Casting Time: 1 action
ld8 for each slot levei above 1st. Range: Touch
Components: V, S
REGENERATE Duration: Instantaneous
7th-levei transmutation At your touch, all curses affecting one creature ar
Casting Time: 1 minute object end. If the object is a cursed magic item, its curse
Range: Touch remains, but the spell breaks its owner's attunement to
Components: V, 5, M (a prayer wheel and holy water) the object so it can be removed ar discarded.
Duration: 1 hour


P\RT 3 SPELLS
2~1

RESlSTANCE REVIVIFY
Abjuration cantrip 3rd-level conjuration
Casting Time: I action Casting Time: I action
Range: Touch Range: Touch
Components: V,S, M (a minialure doak) Components: V,S, M (diamonds worlh 300 gp, which
Duration: Concenlralion, up lo I minule lhe spell consumes)
Duration: Inslanlaneous
Voulouch one willing crealure. Once before lhe spell
ends, lhe largel can roll a d4 and add lhe number Vou louch a crealure lhal has died wilhin lhe lasl
ralled lo one saving lhraw of ils choice. It can rall minule. Thal crealure relurns lo life wilh I hil poinl.
lhe die before or afler making lhe saving lhraw. The This spell can'l relurn lo life a crealure lhal has died of
spelllhen ends. old age, nor can il reslore any missing body parIs.
RESURRECTION ROPE TRICK
7th-leveI necromancy 2nd-leveI transmutation
Casting Time: I hour Casting Time: I aclion
Range: Touch Range: Touch
Components: V,S, M (a diamond worlh alleasl 1,000 Components: V,S, M (powdered corn exlracl and a
gp, which lhe spell consumes) lwisted loop of parchmenl)
Duration: Inslanlaneous Duration: I hour
Vou louch a dead crealure lhal has been dead for no Vou touch a length of rape lhat is up lo 60 feellong.
more than a cenlury, lhal didn'l die of old age, and lhal One end of lhe rope then rises inlo lhe air unlillhe
isn'l undead. If ilSsoul is free and willing, lhe largel whole rope hangs perpendicular lo lhe ground. AI lhe
relurns lo life with ali ils hil poinls. upper end of the rope, an invisible enlrance opens lo an
This spell neulralizes any poisons and cures normal exlradimensional space lhallasls unlillhe spell ends.
diseases affticling lhe creature when il died. It doesn'l, The extradimensional space can be reached by
however, remove magical diseases. curses, and lhe like; dimbing lo lhe top of lhe rope. The space can hold as
if such effecls aren'l removed prior lo casling the spell, many as eighl Medium or smaller creatures. The rope
lhey affticl lhe largel on ils relurn lo life. can be pulled inlo lhe space, making lhe rape disappear
This spell doses ali morlal wounds and reslores any from view oulside lhe space,
missing body paris. Allacks and spells can'l crass lhrough lhe enlrance
Coming back from lhe dead is an ordeal. The largel into or oul of lhe exlradimensional space, bullhose
lakes a -4 penally lOali allack rolls, saving lhrows, and inside can see oul of il as if lhrough a 3-foOl-by-5-fool
abilily checks. Every lime lhe largel finishes a long resl, window cenlered on lhe rope.
the penally is reduced by I unlil il disappears. Anylhing inside lhe exlradimensional space drops oul
Casling lhis spelllo reslore life lOa crealure lhat has when lhe spell ends.
been dead for one year or longer laxes you greally. Unlil
you finish a long resl, you can'l casl spells again, and SACRED FLAME
you have disadvanlage on ali allack rolls, abilily checks, Evocation cantrip
and saving lhrows. Casting Time: I action
Range: 60 feel
REVERSE GRAVITY Components: V,S
7th-leveI transmutation Duration: Inslanlaneous
Casting Time: I aclion Flame.like radiance descends on a creature lhal you
Range: 100 feel can see wilhin range. The largel musl succeed on a
Components: V,S, M (a lodeslone and iran filings) Dexterily saving throw or take Id8 radianl damage. The
Duration: Concenlralion, up lO I minule largel gains no benefil from cover for lhis saving lhrow.
This spell reverses gravily in a 50-fool-radius, 100- The spell's damage increases by Id8 when you reach
fool high cylinder cenlered on a poinl wilhin range. Ali 51h levei (2d8), Illh levei (3d8), and 171hleveI (4d8).
crealures and objecls thal aren'l somehow anchored lo
the ground in lhe area fali upward and reach lhe lop of SANCTUARY
lhe area when you casllhis spell. Acrealure can make a Ist./evel abjuration
Dexlerily saving thraw lo grab onlo a fixedobjecl ilcan Casting Time: I bonus aclion
reach, lhus avoiding lhe falI. Range: 30 feet
lf some solid objecl (such as a ceiling) is encounlered Components: V,S, M (a small silver mirror)
in lhis fali, faIling objecls and crealures slrike iljuSl as Duration: I minule
lhey would during a normal downward falI. If an objecl Vouward a crealure within range againsl allack. Unlil
or crealure reaches lhe lop of lhe area wilhoul slriking
anylhing, il remains lhere, oscillaling slighlly, for lhe spell ends, any crealure who largels lhe warded
crealure wilh an allack or a harmful spell musl firsl
lhe duralion. make a Wisdom saving lhrow. On a failed save, the
AI lhe end of lhe duralion, affecled objecls and
crealures fali back down. creature musl choose a new largel or lose lhe allack

PART 3 I SPELLS
272

or spell. This spell doesn't protect the warded creature
from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell
that affects an enemy creature, this spell ends.

SCORCHING RAY
2nd./evel evocation
Casting Time: 1 action
Range: 120 feet
Components: V. S
Duration: Instantaneous
Vou create three rays of fire and hurJ them at targets
within range. Vou can hurJ them at one target or several.
Make a ranged spell attack for each ray. On a hit, the
target takes 2d6 fire damage.
At Higher LeveIs. When you cast this spell using a
spell slot of 3rd leveI or higher. you create one additional
ray for each slot leveI above 2nd.

SCRYING
5th-leveI divination
Casting Time: 10 minutes
Range: Self
Components: V.S. M (a focus worth at least 1.000 gp.
such as a crystal ball, a silver mirror, or a font filled
with holy water)
Duration: Concentration. up to la minutes
Vou can see and hear a particular creature you choose
that is on the same plane of existence as you. The target
must make a Wisdom saving throw, which is modified
by how well you know the target and the sort of physical
connection you have to it. Jf a target knows you're
casting this spell, it can fail the saving throw voluntarily
if it wants to be observed.

Knowledge Save Modifier
Secondhand (you have heard of the target) +s
Firsthand (you have met the target) +0
Familiar (you know the target well) -s
Connection Save Modifier
Likeness or picture -2
Possession ar garment -4
Body parto lock of hair. bit of nail, or the like -10

On a successful save. the target isn't affected. and you
can't use this spell against it again for 24 hours.
On a failed save. the spell creates an invisible sensor
within 10 feet of the target. Vou can see and hear through
the sensor as if you were there. The sensor moves with
lhe target, remaining within 10 feet of it for the duration.
A creature that can see invisible objects sees the sensor
as a luminous orb about the size of your fist.
Instead of targeting a creature. you can choose a
location you have seen before as the target of this spell.
When you do, the sensor appcars al that location and
doesn't move.

SEARING SMITE someone who reaches out to touch you would bump into
1st-leveI evocation you while it was seemingly still in midair.
A creature can use its action to inspect a target and
Casting Time: I bonus action make an Intelligence (Investigation) check against your
Range: Self spell save DC. If it succeeds, it becomes aware that the
Components: V target is disguised.
Duration: Concentration, up to I minute
The next time you hit a creature with a melee weapon SENDING
attack during the spell's duration, your weapon flares 3rd./eveI evocation
with white.hot intensity, and the attack deals an extra Casting Time: I action
Id6 tire damage to the target and causes the target to Range: Unlimited
ignite in flames. At the start of each of its turns until Components: V,S, M (a short piece of tine copper wire)
the spell ends, the target must make a Constitution Duration: I round
saving throw. On a failed save, it takes Id6 tire damage.
On a successful save, the spell ends. lf the target or a Vou send a short message of twenty-tive words or
creature within 5 feet of it uses an action to put out the less to a creature with which you are familiar. The
flames, or if some other effect douses the flames (such creature hears the message in its mind, recognizes
as the target being submerged in water), the spell ends. you as the sender if it knows you, and can answer in a
At Higher LeveIs. When you cast this spell using a like manner immediately. The spell enables creatures
spell slot of 2nd leveI or higher, the initial extra damage with Intelligence scores of at least I to understand the
dealt by the attack increases by Id6 for each slot meaning of your message.
leveI above 1st. Voucan send the message across any distance and
even to other planes of existence, but if the target is on a
SEE INVISIBILITY different plane than you, there is a 5 percent chance that
2nd./eveI divination the message doesn't arrive.
Casting Time: I action SEQUESTER
Range: SeIf 7th-leveI transmutation
Components: V,S, M (a pinch of tale and a small
sprinkling of powdered silver) Casting Time: I action
Duration: I hour Range: Touch
Components: V,S, M (a powder composed of diamond,
For the duration, you see invisible creatures and objects emerald, ruby, and sapphire dust worth at least 5,000
as if they were visible, and you can see into the Ethereal gp, which the spell consumes)
Plane. Ethereal creatures and objects appear ghostly Duration: Until dispelled
and translucent.
By means of this spell, a willing creature or an object
SEEMING can be hidden away, safe from detection for the
5th./evel iJJusion duration. When you cast the spell and touch the target,
it becomes invisible and can't be targeted by divination
Casting Time: I action spells or perceived through scrying sensors created by
Range: 30 feet divination spells.
Components: V,S If the target is a creature, it falls into a state of
Duration: 8 hours suspended animation. Time ceases to flow for it, and it
This spell allows you to change the appearance of any doesn't grow older.
number of creatures that you can see within range. Vou Vou can set a condition for the spell to end early.
give each target you choose a new, iIIusory appearance. The condition can be anything you choose, but it
An unwilling target can make a Charisma saving throw, must occur or be visible within I mile of the target.
and if it succeeds, it is unaffected by this spell. Examples include "after 1,000 years" or "when the
The spell disguises physical appearance as well as tarrasque awakens." This spell also ends if the target
clothing, armor, weapons, and equipment. Vou can make takes any damage.
each creature seem I foot shorter or taller and appear
thin, fat, or in between. Voucan't change a target's body SHAPECHANGE
type, so you must choose a form that has the same 9th-leveI transmutation
basic arrangement of limbs. Otherwise, the extent of Casting Time: I action
the illusion is up to you. The spell lasts for the duration, Range: Self
unless you use your action to dismiss it sooner. Components: V,S, M (ajade circlet worth at least 1,500
The changes wrought by this spell fail to hold up to gp, which you must place on your head before you
physical inspection. For example, ifyou use this spell cast the spell)
to add a hat to a creature's outtit, objects pass through Duration: Concentration, up to I hour
the hat, and anyone who touches it would feel nothing
or would feel the creature's head and hair. Ifyou use Vou assume the form of a different creature for the
this spell to appear thinner than you are, the hand of duration. The new form can be of any creature with
a challenge rating equal to your leveI or lower. The



PART 3 I SPELLS

creature can't be a construct or an undead, and you SHIELD
must have seen the sort of creature at least once. Vou 1st-levei abjuration
transform into an average example of that creature, one Casting Time: 1 reaction, which you take when you are
without any c1ass leveis or the Spellcasting trait. hit by an attack or targeted by the magic missile spell
Vour game statistics are replaced by the statistics Range: SeI f
of the chosen creature, though you retain your
alignment and Intelligence, Wisdom, and Charisma Components: V,S
scores. Vou also retain ali of your skill and saving Duration: 1 round
throw proficiencies, in addition to gaining those of the An invisible barrier of magical force appears and
creature. If the creature has the same proficiency as you protects YOU. Until the start ofyour next turn, you have a
and the bonus Iisted in its statistics is higher than yours, +5 bonus to AC, including against the triggering attack,
use the creature's bonus in place of yours. Vou can't use and you take no damage from magic missile.
any legendary actions or lair actions of the new formo
Vou assume the hit points and Hit Dice ofthe new SHIELD OF FAITH
formo When you revert to your normal form, you 1st-levei abjuration
return to the number of hit points you had before you Casting Time: 1 bonus action
transformed. ]f you revert as a result of dropping to Range: 60 feet
Ohit points, any excess damage carries over to your Components: V, S, M (a small parchment with a bit of
normal formo As long as the excess damage doesn't holy text writlen on it)
reduce your normal form to Ohit points, you aren't Duration: Concentration, up to 10 minutes
knocked unconscious. A shimmering field appears and surrounds a creature
Vou retain the benefit of any features from your c1ass, ofyour choice within range, granting it a +2 bonus to AC
race, or other source and can use them, provided that for the duration.
your new form is physically capable of doing so. Vou
can't use any special senses you have (for example, SHILLELAGH
darkvision) unless your new form also has that sense. Transmutation cantrip
Vou can only speak if the creature can normally speak.
When you transform, you choose whether your Casting Time: 1 bonus action
equipment falls to the ground, merges into the new Range: Touch
form, or is worn by it. Worn equipment functions as Components: V,S, M (mistletoe, a shamrock leaf, and a
normal. The DM determines whether it is practical for c1ub or quarterstaff)
the new form to wear a piece of equipment, based on Duration: 1 minute
the creature's shape and size. Vour equipment doesn't The wood of a c1ub or quarterstaff you are holding is
change shape or size to match the new form, and any imbued with nature's power. For the duration, you can
equipment that the new form can't wear must either fali use your spellcasting ability instead of Strength for
to the ground or merge into your new formo Equipment the atlack and damage rolls of melee attacks using
that merges has no effect in that state. that weapon, and the weapon's damage die becomes
During this spell's duration, you can use your action to a d8. The weapon also becomes magical, if it isn't
assume a different form following the same restrictions already. The spell ends if you cast it again or if you let go
and rules for the original form, with one exception; if of the weapon.
your new form has more hit points than your current
one, your hit points remain at their current value. SHOCKING GRASP
Evocat/on cantrip
SHATTER Casting Time: 1 action
2nd.level evocation
Range: Touch
Casting Time: 1 action Components: V,S
Range: 60 feet Duration: Instantaneous
Components: V, S, M (a chip of mica) Lightning springs from your hand to deliver a shock to
Duration: Instantaneous
a creature you try to touch. Make a melee spell atlack
A sudden loud ringing noise, painfully intense, erupts against the target. Vou have advantage on the attack roll
from a point of your choice within range. Each creature if the target is wearing armor made of metal. On a hit,
in a lO-foot-radius sphere centered on that point must the target takes ld8lightning damage, and it can't take
make a Constitution saving throw. A creature takes reactions until the start of its next turno
3d8 thunder damage on a failed save, or half as much The spell's damage incrcases hy ld8 when you reach
damage on a successful one. A creature made of 5th levei (2d8), 11th levei (3d8), and 17th levei (4d8).
inorganic material such as stone, crystal, or metal has
disadvantage on this saving throw. SILENCE
A nonmagical object that isn't being worn or carried 2nd-leveI iIlusion (ritl1al)
also takes the damage if it's in the spcll's arca. Casting Time: 1 action
At Higher LeveIs. When you cast this spell using a Range: 120 feet
spell slot of 3rd levei or higher, the damage increases by Components: V,S
ld8 for each slot levei above 2nd. Duration: Concentration, up to 10 minutes


PART 3 SPEI LS

For the duration, no sound can be created within or If the simulacrum is damaged, you can repair it in an
pass through a 20-foot-radius sphere centered on a alchemicallaboratory, using rare herbs and minerais
point you choose within range. Any creature or object worth 100 gp per hit poim it regains. The simulacrum
entirely inside the sphere is immune to thunder damage, lasts until it drops to O hit points, at which point it
and creatures are deafened while entirely inside it. reverts to snow and melts instantly.
Casting a spell that includes a verbal component is If you cast this spell again, any currently
impossible there. active duplicates you created with this spell are
instantly destrayed.
SILENT IMAGE
1st-/evel iJlusion SLEEP
1st-levei enchantment
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Components: V,S, M (a bit of fleece) Range: 90 feet
Duration: Concentration, up to 10 minutes Components: V, S, M (a pinch of fine sand, rose petals,
or a cricket)
Vou create the image of an object, a creature, or some
other visible phenomenon that is no larger than a 15-foot Duration: 1 minute
cube. The image appears at a spot within range and This spell sends creatures into a magical slumber.
lasts for the duration. The image is purely visual; it isn't RolI 5d8; the total is how many hit points of creatures
accompanied by sound, smell, or other sensory effects. this spell can affect. Creatures within 20 feet of
Vou can use your action to cause the image to move to a point you choose within range are affected in
any spot within range. As the image changes location, ascending order of their currem hit points (ignoring
you can alter its appearance so that its movements unconscious creatures).
appear natural for the image. For example, if you create Starting with the creature that has the lowest current
an image of a creature and move it, you can alter the hit points, each creature affected by this spell falls
image so that it appears to be walking. unconscious until the spell ends, the sleeper takes
Physical interaction with the image reveals it to be an damage, or someone uses an action to shake or slap the
illusion, because things can pass through it. A creature sleeper awake. Subtract each creature's hit points fram
that uses its action to examine the image can determine the total before moving on to the creature with the next
that it is an illusion with a successful Intelligence lowest hit points. A creature's hit points must be equal
(Investigation) check against your spell save DC. If a to or less than the remaining total for that creature
creature disceros the illusion for what it is, the creature to be affected.
can see through the image. Undead and creatures immune to being charmed
aren't affected by this spell.
SIMULACRUM At Hil1her LeveIs. When you cast this spell using a
7th-levei illusion spell slot of 2nd levei or higher, roll an additional 2d8 for
Casting Time: 12 hours each slot levei above 1st.
Range: Touch
Components: V,S, M (snow or ice in quantities SLEET STORM
sufficient to made a life-size copy of the duplicated 3rd-/evel conjuration
creature; some hair, fingeroail clippings, or other Casting Time: 1 action
piece of that creature's body placed inside the snow Range: 150 feet
or ice; and powdered ruby worth 1,500 gp, sprinkled Components: V, S, M (a pinch of dust and a few
over the duplicate and consumed by the spell) drops of water)
Duration: Until dispelled Duration: Concentration, up to 1 minute
Vou shape an illusory duplica te of one beast or Until the spell ends, freezing rain and sleet fali in a
humanoid that is within range for the entire casting 20-foot-tall cylinder with a 40-foot radius centered on
time of the spell. The duplicate is a creature, partially a point you choose within range. The area is heavily
real and formed from ice or snow, and it can take obscured, and exposed flames in the area are doused.
actions and otherwise be affected as a normal creature. The ground in the area is covered with slick ice,
It appears to be the same as the original, but it has half making it difficult terrain. When a creature enters the
the creature's hit point maximum and is formed without spell's area for the first time on aturo or starts its turo
any equipment. Otherwise, the illusion uses ali the there, it must make a Dexterity saving throw. On a failed
statistics of the creature it duplicates. save, it falls prone.
The simulacrum is friendly to you and creatures you If a creature is concentrating in the spell's area, the
designa te. It obeys your spoken commands, moving creature must make a successful Constitution saving
and acting in accordance with your wishes and acting throw against your spell save DC or lose concentration.
on your turo in combat. The simulacrum lacks the
ability to learo or beco me more powerful, so it never
increases its levei or other abilities, nor can it regain
expended spell slots.




PART 3 I SPELLS

SLOW mouth and can't be undead. The spell fails if the corpse
3rd-Ievel transmutation was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five
Casting Time: 1 action
Range: 120 feet questions. The corpse knows only what it knew in life,
Components: V, S, M (a drop of molasses) inc1uding the languages it knew. Answers are usually
Duration: Concentration, up to 1 minute brief, cryptic, ar repetitive, and the corpse is under no
compulsion to offer a truthful answer if you are hostile
Vou alter time around up to six creatures ofyour to it or it recognizes you as an enemy. This spell doesn't
choice in a 40-foot cube within range, Each target must return the creature's soul to its body, only its animating
succeed on a Wisdom saving throw ar be affected by spiril. Thus, the corpse can't learn new Information,
this spell for the duration. doesn't comprehend anything that has happened since it
An affected target's speed is halved, it takes a -2 died, and can't speculate about future events.
penalty to AC and Dexterity saving throws, and it can't
use reactions. On its turn, it can use elther an action ar SPEAK WITH PLANTS
a bonus action, not both. Regardless of the creature's 3rd-Ievel transmutation
abilities ar magic items, it can't make more than one Casting Time: I action
melee ar ranged attack during its turno Range: Sei f (30-foot radius)
If the creature attempts to cast a spell with a casting Components: V,S
time of 1 action, roll a d20. On an 11 ar higher, the spell Duration: 10 minutes
doesn't take effect until the creature's next turn, and the
creature must use its action on that turn to complete the Vou imbue plants within 30 feet of you with limited
spell. If it can't, the spell is wasted. sentience and animation, giving them the ability
A creature affected by this spell makes another to communicate with you and follow your simple
Wisdom savlng throw at the end of its turno On a commands. Vou can question plants about events in the
successful save, the effect ends for lI. spell's area within the past day, gaining information
about crealures that have passed, weather, and other
SPARE THE DYING circumstances.
Necromancy cantrip Vou can also turn difficult terrain caused by plant
growth (such as thickets and undergrowth) into ordinary
Casting Time: I action terrain that lasls for the duratlon. Or you can turn
Range: Touch ordinary terrain where plants are present into difficult
Components: V,S terrain that lasts for the duration, causing vines and
Duration: Instantaneous
branches to hindcr pursuers, for example.
Vou touch a living creature that has Ohit points. The Plants might be able to perform other tasks on your
creature becomes stable. This spell has no effect on behalf, at the DM's discretion. The spell doesn't enable
undead ar constructs. plants to uproot themselves and move about, but they
can freely move branches, tendrils, and stalks.
SPEAK WITH ANIMALS lf a plant creature is in the area, you can communicate
1st-leveI divination (ritual) with it as if you shared a common language, but you
Casting Time: I action gain no magical ability to influence it.
Range: Sei f This spell can cause the plants created by the entangle
Components: V, S spell to release a restrained creature.
Duration: 10 minutes
SPIDER CUMB
Vou gain the ability to comprehend and verbally 2nd-leveI transmutation
communicate with beasts for the duration. The
knowledge and awareness of many beasts is limited Casting Time: I action
by their intelligence, but at minimum, beasts can Range: Touch
give you information about nearby locations and Components: V, S, M (a drop of bitumen and a spider)
monsters, inc1uding whatever they can perceive ar have Duration: Concentration, up to I hour
perceived within the past day. Vou mlght be able to Until the spell ends, one willing creature you touch
persuade a beast to perform a small favor for you, at the gains the ability to move up, down, and across vertical
DM's discretion. surfaces and upside down along ceilings, while leaving
its hands free. The target also gains a c1imbing speed
SPEAK WITH DEAD equal to its walking speed.
3rd-Ievel necromancy
Casting Time: I action SPIKE GROWTH
Range: 10 feet 2nd-leveI transmutation
Components: V,S, M (burning incense) Casting Time: I action
Duration: 10 minutes Range: ISO feet
Vou grant the semblance of life and intelligence to a Components: V,S, M (seven sharp thorns ar seven
corpse of your choice within range, allowing It to answer small twigs, each sharpened to a point)
the questions you pose. The corpse must still have a Duration: Concentration, up to 10 minutes

PART 3 I SPELLS
277

The ground in a 20-foot radius centered on a point STAGGERING SMITE
within range twists and sprouts hard spikes and thorns. 4th-levei evacatian
The area becomes difficult terrain for the duration. Casting Time: 1 banus actian
When a creature moves into or within the area, it takes Range: Self
2d4 piercing damage for every 5 feet it travels. Components: V
The transformation of the ground is camoufiaged to Duration: Canccntration, up to I minute
look natura!. Any creature that can't see the area at the
time the spell is cast must make a Wisdom (Perception) The next time you hit a creature with a melee weapon
check against your spell save DC to recognize the attack during this spell's duration, your weapon pierces
terrain as hazardous before entering it. both body and mind, and the attack deals an extra
4d6 psychic damage to the target. The target must
SPIRIT GUARDIANS make a Wisdom saving throw. On a failed save, it has
3rd-/evel conjuration disadvantage on attack rolls and ability checks, and
Casting Time: I action can't take reactions, until the end of its next turno
Range: SeI f (15-foot radius)
Components: V,S, M (a holy symbol) STINKING CLOUD
Duration: Concentration, up to lO minutes 3rd-/evel conjuratiaIl
Casting Time: I action
Vou call forth spirits to protect you. They fiit around you
to a distance of 15 feet for the duration. If you are good Range: 90 feet
or neutra!. their spectral form appears angelic or fey Components: V,S, M (a rotten egg or several skunk
cabbage leaves)
(your choice). If you are evil, they appear fiendish. Duration: Concentration, up to I minute
When you cast this spell, you can designate any
number of creatures you can see to be unaffected by it. Vou create a 20-foot-radius sphere of yellow, nauseating
An affected creature's speed is halved in the area, and gas centered on a point within range. The c10ud spreads
when the creature enters the area for the first time on around corners, and its area is hcavily obscured. The
a turn or starts its turn there, it must make a Wisdom cloud lingers in the air for the duratioll.
saving throw. On a failed save, the creature takes 3d8 Each creature that is completely within the c1aud at
radiant damage (if you are good or neutral) or 3d8 the start af its turn must make a Canstitutian saving
necrotic damage (if you are evil). On a successful save, throw against paisano On a failed save, the creature
the creature takes half as much damage. spends its actian that turn retching and reeling.
At Higher Leveis. When you cast this spell using a Creatures that dan't need to breathe ar are immune to
spell slot of 4th leveI or higher, the damage increases by paison automatically succeed on this saving throw.
Id8 for each slot leveI above 3rd. A maderate wind (at least 10 miles per hour) disperses
the c10ud after 4 rounds. A strong wind (at Jeast 20
SPIRITUAL WEAPON miles per haur) disperses it after I round.
2nd-levei evacatian
STONE SHAPE
Casting Time: I bonus actian
Range: 60 feet 4th-levei transmutation
Components: V, S Casting Time: I action
Duration: I minute Range: Touch
Components: V, S, M (50ft c1ay,which must be worked
You create a fioating, spectral weapon within range that
lasts for the duration or until you cast this spell again. into roughly the desired shape of the stone object)
When you cast the spell, you can make a melee spell Duration: Instantaneous
attack against a creature within 5 feet of the weapon. On Vou touch a stone object of Medium size or smaller or
a hit, the target takes force damage equal to Id8 + your a section of stone no more than 5 feet in any dimension
spellcasting ability modifier. and form it into any shape that suits your purpose. So,
As a bonus action on your turn, you can move the for example, you could shape a large rock into a weapon,
weapon up to 20 feet and repeat the attack against a idol, or coffer, or make a small passage through a wall,
creature within 5 feet of it. as long as the wall is less than 5 feet thick. Vou could
The weapon can take whatever form yau choose. also shape a stone door or its frame to seal the door
Clerics of deities who are associated with a particular shut. The object you create can have up to two hinges
weapon (as SI. Cuthbert is known for his mace and a latch, but finer mechallical detail isn't possible.
and Thor for his hammer) make this spell's effect
resemble that weapon. STONESKIN
At Higher Leveis. When you cast this spell using a 4th-levei abjuration
spell slot of 3rd leveI or higher, the damage increases by Casting Time: I action
Id8 for every twa slot leveIs above the 2nd. Range: Touch
Components: V,S, M (diamond dust worth 100 gp,
which the spell consumes)
Duration: COllcentration, up to I hour




PART 3 I SI'ELLS

This spell turns the flesh of a willing creature you touch The target must make a Wisdom saving throw. On a
as hard as stone. Until the spell ends, the target has failed save, it pursues the course of action you described
resistance to nonmagical bludgeoning, piercing, and to the best of its ability. The suggested course of action
slashing damage. can continue for the entire duration. Ir the suggested
activity can be completed in a shorter time, the spell
STORM OF VENGEANCE ends when the subject tinishes what it was asked to do.
9th-levei conjuration Vou can also specify conditions lhat will trigger a
Casting Time: 1 action special activity during the duration. For example, you
Range: Sight might suggest that a knight give her warhorse to the
Components: V, S tirst beggar she meets. Ir the condition isn't met before
Duration: Concentration, up to 1 minute the spell expires, the activity isn't performed.
Ir you or any of your companions damage the target,
A churning storm cloud forms, centered on a point you the spell ends.
can see and spreading to a radius of 360 fee!. Lightning
flashes in the area, thunder booms, and strong winds SUNBEAM
roar. Each creature under the cloud (no more than 5,000 6th-levei evocation
feet beneath the cloud) when it appears must make a
Constitution saving throw. On a failed save, a creature Casting Time: 1 action
takes 2d6 thunder damage and becomes deafened Range: Self (60-foot line)
for 5 minutes. Components: V, S, M (a magnifying glass)
Each round you maintain concentration on this spell, Duration: Concentration, up to 1 minute
the storm produces additional effects on your turno A beam of brilliant light flashes out from your hand
Round 2. Acidic rain falls from the cloud. in a 5-foot-wide, 60-foot-long line. Each creature in
Each creature and object under the cloud takes the line must make a Constitution saving throw. On a
ld6 acid damage. failed save, a creature takes 6d8 radiant damage and
Round 3. Vou call six bolts of lightning from the is blinded until your next turno On a successful save,
cloud to strike six creatures or objects of your choice it takes half as much damage and isn't blinded by this
beneath the cloud. A given creature or object can't be spell. Undead and oozes have disadvantage on this
struck by more than one boi!. A struck creature must saving throw.
make a Dexterity saving throw. The creature takes Vou can create a new line of radiance as your action
lOd6lightning damage on a failed save, or half as much on any turn until the spell ends.
damage on a successful one. For the duration, a mote of brilliant radiance shines in
Round 4. Hailstones rain down from the your hand. It sheds bright light in a 30-foot radius and
cloud. Each creature under the cloud takes 2d6 dim light for an additional 30 fee!. This lighl is sunligh!.
bludgeoning damage.
Round 5-10. Gusts and freezing rain assail the SUNBURST
area under the cloud. The area becomes difficult 8th-leveI evocation
terrain and is heavily obscured. Each creature there Casting Time: 1 action
takes ld6 cold damage. Ranged weapon attacks in Range: 150 feet
the area are impossible. The wind and rain count as Components: V, S, M (tire and a piece of sunstone)
a severe distraction for the purposes of maintaining Duration: Instantaneous
concentration on spells. Finally, gusts of strong wind
(ranging from 20 to 50 miles per hour) automatically Brilliant sunlight flashes in a 60-foot radius centered
disperse fog, mists, and similar phenomena in the area, on a point you choose within range. Each creature in
whether mundane or magical. that light must make a Constitution saving throw. On a
failed save, a creature takes 12d6 radiant damage and is
SUGGESTlON blinded for 1 minute. On a successful save, it takes half
2nd-levei enchantment as much damage and isn't blinded by this spell. Undead
and oozes have disadvantage on this saving throw.
Casting Time: 1 action A creature blinded by this spell makes another
Range: 30 feet Constitution saving throw at the end of each of its turns.
Components: V,M (a snake's tongue and either a bit of On a successful save, it is no longer blinded.
honeycomb or a drop of sweet oil) This spell dispels any darkness in its area that was
Duration: Concentration, up to 8 hours
created by a spell.
Vou suggest a course of activity (limited to a sentence
or two) and magically influence a creature you can SWIFT QurVER
see within range that can hear and understand YOU. 5th-leveI transmutation
Creatures that can't be charmed are immune to this Casting Time: 1 bonus action
effec!. The suggestion must be worded in such a manner Range: Touch
as to make the course of action sound reasonable. Components: V, S, M (a quiver containing at least one
Asking the creature to stab itself, throw itself onto piece of ammunition)
a spear, immolate itself, or do some other obviously Duration: Concentration, up to 1 minute
harmful act ends the spell.


PART 3 I SPELLS
279

Vou transmute your quiver so it produces an endless it is incapable of meaningful communication and has
supply of nonmagical ammunition, which seems to leap disadvantage on attack rolls and ability checks.
into your hand when you reach for it. Fear. Each target must make a Wisdom saving throw
On each of your turns until the spell ends, you can use and becomes frightened for 1 minute on a failed save.
a bonus action to make two attacks with a weapon that While frightened, the target drops whatever it is holding
uses ammunition from the quiver. Each time you make and must move at least 30 feet away from the glyph on
such a ranged attack, your quiver magically replaces each of its turns, if able.
the piece of ammunition you used with a similar piece Hope/essness. Each target must make a Charisma
of nonmagical ammunition. Any pieces of ammunition saving throw. On a failed save, the target is
created by this spell disintegrate when the spell ends. ]f overwhelmed with despair for 1 minute. During this
the quiver leaves your possession, the spell ends. time, it can't attack or target any creature with harmful
abilities, spells, or other magical effects.
SYMBOL Insanity. Each target must make an lntelligence saving
7th-levei abjuration throw. On a failed save, the target is driven insane for
Casting Time: 1 minute 1 minute. An insane creature can't take actions, can't
Range: Touch understand what other creatures say, can't read, and
Components: V,S, M (mercury, phosphorus, and speaks only in gibberish. The DM contrais its movement,
powdered diamond and opa I with a total value of at which is erratic.
least 1,000 gp, which the spell consumes) Pain. Each target must make a Constitution saving
Duration: Until dispelled or triggered throw and becomes incapacitated with excruciating pain
for 1 minute on a failed save.
When you cast this spell, you inscribe a harmful glyph S/eep. Each target must make a Wisdom saving throw
either on a surface (such as a section of floor, a wall, or and falls unconscious for 10 minutes on a failed save. A
a table) or within an object that can be c10sed to conceal creature awakens if it takes damage or if someone uses
the glyph (such as a book, a scroll, or a treasure chest). an action to shake or slap it awake.
]f you choose a surface, the glyph can cover an area of Stunning. Each target must make a Wisdom saving
the surface no larger than 10 feet in diameter. If you throw and becomes stunned for 1 minute on a failed save.
choose an object, that object must remain in its place; if
the object is moved more than 10 feet from where you TASHA'S HIDEOUS LAUGHTER
cast this spell, the glyph is broken, and the spell ends 1st-levei enchantment
without being triggered.
The glyph is nearly invisible, requiring an Intelligence Casting Time: 1 action
(lnvestigation) check against your spell save Range: 30 feet
DC to find it. Components: V,S, M (tiny tarts and a feather that is
Vou decide what triggers the glyph when you cast the waved in the air)
spell. For glyphs inscribed on a surface, the most typical Duration: Concentration, up to 1 minute
triggers include touching or stepping on the glyph, A creature of your choice that you can see within range
removing another object covering it, approaching within perceives everything as hilariously funny and falls
a certain distance of it, or manipulating the object into fits of laughter if this spell affects it. The target
that holds it. For glyphs inscribed within an object, must succeed on a Wisdom saving throw or fali prone,
the most common triggers are opening the object, becoming incapacitated and unable to stand up for the
approaching within a certain distance of it, or seeing or duration. A creature with an lntelligence score of 4 or
reading the glyph. less isn't affected.
Vou can further refine the trigger so the spell is At the end of each of its turns, and each time it takes
activated only under certain circumstances or according damage, the target can make another Wisdom saving
to a creature's physical characteristics (such as height throw. The target has advantage on the saving throw if
or weight), or physical kind (for example, the ward could it's triggered by damage. On a success, the spell ends.
be set to affect hags or shapechangers). Vou can also
specify creatures that don't trigger the glyph, such as TELEKINESIS
those who say a certain password. 5th.level trallsmutation
When you inscribe the glyph, choose one of the Casting Time: 1 action
options below for its effect. Once triggered, the glyph Range: 60 feet
glows, filling a 60-foot-radius sphere with dim Iight Components: V, S
for 10 minutes, after which time the spell ends. Each Duration: Concentration, up to 10 minutes
creature in the sphere when the glyph activates is
targcted by its effect, as is a creature that enters the Vou gain the ability to move or manipulate creatures
sphere for the first time on a turn or ends its turn there. or objects by thought. When you cast the spell, and as
Death. Each target must make a Constitution saving your action each round for the duration, you can exert
throw, taking IOdlO necrotic damage on a failed save, or your will on one creature or object that you can see
within range, causing the appropriate effect below. Vou
half as much damage on a successful save.
Discord. Each target must make a Constitution saving can affect the same target round after round, or choose
a new one at any time. ]f you switch targets, the prior
throw. On a failed save, a target bickers and argues target is no longer affected by the spell.
with other creatures for 1 minute. During this time,
-- PART 3 I SPELLS
280

Creature. Vou can lry to move a Huge or smaller you. Vour familiarily with the destinalion determines
crealure. Make an abilily check wilh your spellcasting whelher you arrive lhere successfully. The DM rolls
ability contested by the crealure's Strength check. ]f dlOO and consults the table.
you win lhe contesl, you move the creature up to 30 feet
in any direclion, including upward but not beyond the Similar Off On
range of lhis spel!. Until the end of your nexllurn, the Familiarily Mishap Area Targel Targel
creature is restrained in your telekinetic gripo A creature Permanent circle 01-100
Iifled upward is suspended in mid.air. Associaled objecl 01-100
On subsequenl rounds, you can use your action lO Very familiar 01-05 06-13 14-24 25-100
atlempl to maintain your telekinetic grip on the creature Seen casually 01-33 34-43 44-53 54-100
by repealing lhe contest. Viewed once 01-43 44-53 54-73 74-100
Object. Vou can try to move an objecl thal weighs Descriplion 01-43 44-53 54-73 74-100
up to 1,000 pounds.lfthe object isn't being worn or
carried, you automalically move il up lo 30 feet in any False destinalion 01-50 51-100
direction, but not beyond lhe range of lhis spell.
If the object is worn or carried by a creature, you must Familiarity. "Permanent circle" means a permanent
make an ability check wilh your spellcasting ability teleportation circle whose sigil sequence you know.
contesled by lhat creature's Strenglh check. ]f you "Associaled object" means that you possess an objecl
succeed, you pull the object away from that creature and taken from the desired destination within the last six
can move il up to 30 feel in any direclion but nol beyond months, such as a book from a wizard's Iibrary, bed
the range of this spel!. linen from a royal suite, or a chunk of marble from a
Vou can exert fine conlrol on objecls with your lich's secret tombo
telekinetic grip, such as manipulaling a simple tool, "Very familiar" is a place you have been very often, a
opening a door or a conlainer, stowing or relrieving place you have carefully studied, or a place you can see
an item from an open container, or pouring the when you cast the spell. "Seen casually" is someplace
contents from a via!' you have seen more than once bul wilh which you aren't
very familiar. "Viewed once" is a place you have seen
TELEPATHY once, possibly using magic. "Description" is a place
8th./evel evocation whose Iocation and appearance you know through
someone else's description, perhaps from a map.
Casting Time: I aclion "False destination" is a place that doesn't exist.
Range: Unlimited Perhaps you tried to scry an enemy's sanctum but
Components: V, S, M (a pair of Iinked silver rings) instead viewed an illusion, or you are atlempting lo
Duration: 24 hours
teleport to a familiar localion that no longer exists.
Vou create a telepathic link between yourself and 00 Target. Vou and your group (or the target objecl)
a willing crealure with which you are familiar. The appear where you wanllo.
creature can be anywhere on the same plane of OffTarget. Vou and your group (or the larget object)
exislence as you. The spell ends if you or the largel are appear a random dislance away from the deslination
no longer on the same plane. in a random direclion. Distance off target is Id 10 x
Until the spell ends, you and the target can Id lO percent of the distance that was to be traveled.
inslantaneously share words, images, sounds, and For example, if you tried to traveI 120 miles, landed off
other sensory messages with one another through the largel, and rolled a 5 and 3 on the two dlOs, lhen you
Iink, and lhe target recognizes you as the creature it would be off largel by 15 percent, or 18 miles. The DM
is communicating with. The spell enables a creature determines lhe direction off targel randomly by rolling a
wilh an Intelligence score of at least I to understand d8 and designaling I as north, 2 as northeast, 3 as easl,
lhe meaning of your words and lake in lhe scope of any and so on around lhe points of lhe compasso ]f you were
sensory messages you send lo 11. teleporting lo a coastal city and wound up 18 miles out
at sea, you could be in trouble.
TELEPORT Similar Area. Vou and your group (or the targel
7th./evel conjuration object) wind up in a different area that's visually or
Casting Time: I action themalically similar to the target area. ]f you are
Range: 10 feel heading for your home laboratory, for example, you
Components: V might wind up in another wizard's laboratory or in
Duration: Inslantaneous an alchemical supply shop that has many of the same
tools and implemenls as your laboratory. Generally,
This spell instantly transports you and up to eight you appear in the closest similar place, bul since the
willing creatures of your choice that you can see within spell has no range Iimit, you could conceivably wind up
range, or a single object that you can see within range, anywhere on the plane.
to a destination you select. Ifyou target an object, il Mishap. The spell's unpredictable magic results in a
must be able to fit enlirely inside a lO.fool cube, and il difficultjourney. Each leleporting crealure (or the largel
can't be held or carried by an unwilling crealure. objecl) lakes 3d 10 force damage, and lhe DM rerolls on
The destination you choose must be known to you,
and il musl be on the same plane of exislence as


PART 3 PELLS
281

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

TELEPORTATION CIRCLE Casting Time: 1 action
5th-leveI conjuration Range: 30 feet
Components: V
Casting Time: 1 minute Duration: Up to 1 minute
Range: 10 feet
Components: V,M (rare chalks and inks infused with Vou manifest a minor wonder, a sign of supernatural
precious gems with 50 gp, which the spell consumes) power, within range. Voucreate one of the following
Duration: 1 round magical effects within range:
As you cast the spell, you draw a lO-foot-diameter Vour voice booms up to three times as loud as normal
circle on the ground inscribed with sigils that Iink for 1 minute.
your location to a permanent teleportation circle of Vou cause liames to lIicker, brighten, dim, or change
your choice whose sigil sequence you know and that is color for 1 minute.
on the same plane of existence as you. A shimmering Voucause harmless tremors in the ground for 1
portal opens within the circle you drew and remains minute.
open until the end of your next turn. Any creature that Vou create an instantaneous sound that originates
enters the portal instantly appears within 5 feet of the from a point of your choice within range, such as a
destination circle or in the nearest unoccupied space if rumble of thunder, the cry of a raven, or ominous
that space is occupied. whispers.
Many major tempIes, guilds, and other important Vou instantaneously cause an unlocked door or win-
places have permanent teleportation circles inscribed dow to lIyopen or slam shut.
somewhere within their confines. Each such circle Vou alter the appearance of your eyes for 1 minute.
includes a unique sigil sequence-a string of magical Ifyou cast this spell multipIe times, you can have up to
runes arranged in a particular pattern. When you first three of its l-minute effects active at a time, and you can
gain the ability to cast this spell, you learn the sigil dismiss such an effect as an action.
sequences for two destinations on the Material Plane,
determined by the DM.Vou can learn additional sigil THORNWHIP
sequences during your adventures. Voucan commit Transmutation cantrip
a new sigil sequence to memory after studying it Casting Time: 1 action
for 1 minute. Range: 30 feet
Vou can create a permanent teleportation circle by Components: V,S, M (the stem of a plant with thorns)
casting this spell in the same location every day for one Duration: 1nstantaneous
year. Vou need not use the circle to teleport when you
cast the spell in this way. Voucreate a long, vine-Iike whip covered in thorns that
lashes out at your command toward a creature in range.
TENSER'S FLOATING DISK Make a melee spell attack against the target. ]f the
1st-leveI conjuration (ritual) attack hits, the creature takes 1d6 piercing damage, and
if the creature is Large or smaller, you pull the creature
Casting Time: 1 action
Range: 30 feet up to 10 feet c10ser to you.
This spell's damage increases by 1d6 when you reach
Components: V,S, M (a drop of mercury) 5th leveI (2d6), 11th levei (3d6), and 17th leveI (4d6).
Duration: 1 hour
This spell creates a circular, horizontal plane of force, THUNDEROUS SMITE
3 feet in dia meter and 1 inch thick, that lIoats 3 feet 1st-leveI evocation
above the ground in an unoccupied space of your choice Casting Time: 1 bonus action
that you can see within range. The disk remains for the Range: Self
duration, and can hold up to 500 pounds. If more weight Components: V
is placed on it, the spell ends, and everything on the disk Duration: Concentration, up to 1 minute
falls to the ground.
The disk is immobile while you are within 20 feet of The first time you hit with a melee weapon attack
it. If you move more than 20 feet away from it, the disk during this spell's duration, your weapon rings with
follows you so that it remains within 20 feet of YOU. It thunder that is audible within 300 feet of you, and the
can move across uneven terrain, up or down stairs, attack deals an extra 2d6 thunder damage to the target.
slopes and the Iike. but it can't cross an e1evation change Additionally, if the target is a creature, it must succeed
of 10 feet or more. For example, the disk can't move on a Strength saving throw or be pushed 10 feet away
across a IO-foot-deep pit, nor could it leave such a pit if it from you and knocked prone.
was created at the bottom.
Ifyou move more than 100 feet from the disk (typically THUNDERWAVE
because it can't move around an obstacle to follow you), 1st-leveI evocation
the spell ends. Casting Time: 1 action
Range: Self (15-foot cube)


PART 3 I SrELLS

Components: V,S TREE STRIDE
Duration: Instantaneous 5th-leveI conjuration
A wave of thunderous foree sweeps out from you. Eaeh Casting Time: 1 action
ereature in a 15-foot eube originating from you must Range:Self
make a Constitution saving throw. On a failed save, a Components: V,S
ereature takes 2d8 thunder damage and is pushed 10 Duration: Coneentration, up to 1 minute
feet away from you. On a sueeessful save, the ereature
takes half as mueh damage and isn't pushed. Vou gain the ability to enter a tree and move from inside
In addition, unseeured objeets that are eompletely it to inside another tree of the same kind within 500
within the area of effeet are automatically pushed 10 feet feet. Both trees must be living and at least the same size
as you. Vou must use 5 feet of movement to enter a tree.
away from you by the spell's effeet, and the spell emits a Vou instantly know the location of ali other trees of the
thunderous boom audible out to 300 feet.
At Higher LeveIs. When you east this spell using a same kind within 500 feet and, as part of the move used
spell slot of 2nd leveI or higher, the damage inereases by to enter the tree, ean either pass into one of those trees
or step out of the tree you're in. Vou appear in a spot of
ld8 for eaeh slot leveI above 1st.
your choice within 5 feet of the destination tree, using
TIME STOP another 5 feet of movement. If you have no movement
9th-levei transmutation left, you appear within 5 feet of the tree you entered.
Vou can use this transportation ability once per round
Casting Time: 1 aetion for the duration. Vou must end each turn outside a tree.
Range: Self
Components: V TRUE POLYMORPH
Duration: Instantaneous 9th-levei transmutation
Vou briefly stop the flow of time for everyone but Casting Time: 1 action
yourself. No time passes for other ereatures, while you Range: 30 feet
take Id4 + 1 turns in a row, during which you ean use Components: V, S, M (a drop of mereury, a dolIop of
aetions and move as normal. gum arabic, and a wisp of smoke)
This spell ends if one of the aetions you use during Duration: Concentration, up to 1 hour
this period, or any effeets that you ereate during this
period, affeets a ereature other than you or an objeet Choose one ereature or nonmagical objeet that you
being worn or earried by someone other than you. In can see within range. Vou transform the creature into
a different creature, the ereature into an object, or the
addition, the spell ends if you move to a plaee more than objeet into a creature (the object must be neither worn
1,000 feet from the loeation where you east it.
nor earried by another creature). The transformation
TONGUES lasts for the duration, or until the target drops to O hit
3rd-/evel divination points or dies. If you concentrate on this spelI for the fulI
duration, the transformation beeomes permanent.
Casting Time: I aetion Shapechangers aren't affected by this spell. An
Range: Toueh unwilIing creature ean make a Wisdom saving throw,
Components: V, M (a small day model of a ziggurat) and if it sueeeeds, it isn't affected by this spell.
Duration: 1 hour Creature into Creature. If you turn a creature into
This spell grants the ereature you toueh the ability to another kind of creature, the new form can be any kind
understand any spoken language it hears. Moreover, you choose whose ehalIenge rating is equal to or less
when the target speaks, any ereature that knows at than the target's (or its leveI. if the target doesn't have a
least one language and ean hear the target understands chalIenge rating). The target's game statistics, induding
what it says. mental ability scores, are replaced by the statisties of
the new formo It retains its alignment and personality.
TRANSPORT VIA PLANTS The target assumes the hit points of its new form,
6th-levei eonjuration and when it reverts to its normal form, the creature
Casting Time: 1 aetion returns to the number of hit points it had before it
Range: 10 feet transformed. If it reverts as a result of dropping to
Components: V,S O hit points, any excess damage carries over to its
Duration: 1 round normal formoAs long as the excess damage doesn't
reduce the creature's normal form to O hit points, it isn't
This spell ereates a magieallink between a Large or knocked unconscious.
larger inanimate plant within range and another plant, The creature is limited in the actions it can perform by
at any distanee, on the same plane of existence. Vou the nature of its new form, and it can't speak, east spelIs,
must have seen or touched the destination plant at least or take any other action that requires hands or speech,
onee before. For the duration, any creature can step into unless its new form is capable of such actions.
the target plant and exit from the destination plant by The target's gear melds into the new formo The
using 5 feet of movement. creature can't activate, use, wield, or otherwise benelit
from any of its equipment.


PART 3 SPELLS

Object into Creature. Vou can turn an object into target's defenses. On your next turn, you gain advantage
any kind of creature, as long as the creature's size on your first attack roll against lhe target, provided that
is no larger than the object's size and the creature's this spe11hasn't ended.
cha11enge rating is 9 or lower. The creature is friendly to
you and your companions. It acts on each of your turns. TSUNAMI
Vou decide what action it takes and how it moves. The 8th-levei conjuration
DM has the creature's statislics and resolves ali of its Casting Time: I minute
actions and movement. Range: Sight
[f the spe11becomes permanent, you no longer control Components: V,S
the creature. It might remain friendly to you, depending Duration: Concentralion, up to 6 rounds
on how you have treated it.
Creature into Object. If you turn a creature into an A wall of water springs into existence at a point you
object, it transforms along with whatever it is wearing choose within range, Vou can make the wall up to 300
and carrying into that formo The creature's statistics feel long, 300 feet high, and 50 feet thick. The walllasts
for the duration.
become those of the object, and the creature has no
rÍlemory of time spent in this form, after the spe11ends When lhe wall appears, each creature within its area
and it returns to its normal formo must make a Strength saving throw. On a failed save,
a creature takes 6dlO bludgeoning damage, or half as
TRUE RESURRECTION much damage on a successful save.
9th.level necromancy At the start of each of your turns after the wall
appears, the wa11,along with any creatures in it, moves
Casting Time: 1 hour 50 feet away from YOU. Any Huge or smaller creature
Range: Touch inside the wall or whose space the wall enters when
Components: V, S, M (a sprinkle of holy water and it moves must succeed on a Strength saving throw or
diamonds worth at least 25,000 gp, which the take 5dlO bludgeoning damage. A creature can take
spe11consumes) this damage only once per round. At the end of the turn,
Duration: Instantaneous the wall's height is reduced by 50 feet, and the damage
Vou touch a creature that has been dead for no longer creatures take from the spell on subsequent rounds is
than 200 years and that died for any reason except reduced by IdlO. When the wa11reaches Ofeet in height,
old age. If the creature's sou I is free and wi11ing,the the spe11ends.
creature is restored to life with a11its hit points. A creature caught in the wall can move by swimming.
This spe11doses a11wounds, neutralizes any poison, Because of the force of the wave, though, the creature
cures a11diseases, and lifts any curses affecting the must make a successful Strength (Athletics) check
crealure when it died. The spell replaces damaged or against your spell save DC in order to move at alI. If it
missing organs and limbs. fails the check, it can't move, A creature that moves out
The spe11can even provi de a new body if the original of the area faIls to the ground.
no longer exists, in which case you must speak the
creature's name, The creature then appears in an UNSEEN SERVANT
unoccupied space you choose within 10 feet of you. 1st-levei conjuration (ritual)
Casting Time: 1 action
TRUE SEEING Range: 60 feet
6th.level divination Components: V, S, M (a piece of string and
Casting Time: 1 action a bit of wood)
Range: Touch Duration: 1 hour
Components: V, S, M (an ointment for the eyes that This speIl creates an invisible, mindless, shapeless
costs 25 gp; is made from mushroom powder, saffron, force that performs simple tasks at your command until
and fat; and is consumed by the spe11) the speIl ends. The servant springs into existence in an
Duration: 1 hou r unoccupied space on the ground within range. It has AC
This spe11gives the willing creature you touch the ability 10, I hit point, and a Strength of 2, and it can't attack. [f
to see things as they actually are. For the duration, the it drops to Ohit points, the speIl ends.
creature has truesight, notices secret doors hidden by Once on each of your turns as a bonus action, you can
magic, and can see into the Ethereal Plane, ali out to a mentaIly command the servant to move up to 15 feet and
range of 120 feet. interact with an object. The servant can perform simple
tasks that a human servant could do, such as felching
TRUE STRIKE things, c1eaning, mending, folding c1othes, lighting
Divination cantrip fires, serving food, and pouring wine. Once you give the
Casting Time: 1 action command, the servant performs the task to the best of
Range: 30 feet its ability until it completes the task, then waits for your
Components: S next command.
Duration: Concentration, up to 1 round If you command the servant to perform a task that
would move it more than 60 feet away from you,
Vou extend your hand and point a finger at a target in the spe11ends.
range. Vour magic grants you a brief insight into the

I'ART 3 I SI'ELLS

VAMPIRIC TOUCH WALL OF FORCE
3rd-Jevel necromancy 5th-leveI evocation
Casting Time: I action Casting Time: I action
Range: Self Range: 120 feet
Components: V,S Components: V, S, M (a pinch of powder made by
Duration: Concentration, up to I minute crushing a clear gemstone)
The touch of your shadow-wreathed hand can siphon life Duration: Concentration, up to 10 minutes
force from others to heal your wounds. Make a melee An invisible wall of force springs into existence at a
spell attack against a creature wilhin your reach. On point you choose within range. The wall appears in
a hit, the target takes 3d6 necrotic damage, and you any orientation you choose, as a horizontal ar vertical
regain hit points equal to half the amount of necratic barrier ar at an angle. It can be free floating ar resting
damage dealt. Until the spell ends, you can make the on a solid surface. Vou can form it into a hemispherical
attack again on each of your turns as an action. dome ar a sphere with a radius of up to 10 feet, ar you
At Higher LeveIs. When you cast this spell using a can shape a flat surface made up of ten IO-foot-by-
spell slot of 4th levei ar higher, the damage increases by IO-foot panels. Each panel must be contiguous with
Id6 for each slot levei above 3rd. another pane!. In any form, the wall is 1/4 inch thick.
1tlasts for the duration. If the wall cuts through a
VICIOUS MOCKERY creature's space when it appears, the creature is pushed
Enchantmentcantrip to one side of the wall (your choice which side).
Casting Time: I action Nothing can physically pass through the wal!. It is
Range: 60 feet immune to ali damage and can't be dispelled by dispel
Components: V magic. A disintegrate spell destroys the wall instantly,
Duration: Instantaneous however. The wall also extends into the Ethereal Plane,
blocking ethereal travei through the wall.
Vou unleash a string of insults laced with subtle
enchantments at a creature you can see within range. lf WALL OF ICE
the target can hear you (though it need not understand 6th-leveI evocation
you), it must succeed on a Wisdom saving throw ar take
Id4 psychic damage and have disadvantage on the next Casting Time: I action
attack rall it makes before the end of its next turo. Range: 120 feet
This spell's damage increases by Id4 when you reach Components: V, S, M (a small piece of quartz)
5th levei (2d4), 11th levei (3d4), and 17th levei (4d4). Duration: Concentration, up to 10 minutes
Vou create a wall of ice on a solid surface within range.
WALL OF FIRE Vou can form it into a hemispherical dome ar a sphere
4th-leveI evocation with a radius of up to 10 feet, ar you can shape a flat
Casting Time: I action surface made up of ten IO-foot-square panels. Each
Range: 120 feet panel must be contiguous with another pane!. In any
Components: V, S, M (a small piece of phosphorus) form, the wall is I foot thick and lasts for the duration.
Duration: Concentration, up to I minute If the wall cuts through a creature's space when it
appears, the creature within its area is pushed to one
Vou create a wall of fire on a solid surface within
range. Vou can make the wall up to 60 feet long, 20 side of the wall and must make a Dexterity saving throw.
feet high, and I foot thick, ar a ringed wall up to 20 feet On a failed save, the creature takes IOd6 cold damage,
in diameter, 20 feet high, and I foot thick. The wall is ar half as much damage on a successful save.
opaque and lasts for the duration. The wall is an object that can be damaged and thus
When the wall appears, each creature within its area breached. 1thas AC 12 and 30 hit points per IO-foot
must make a Dexterity saving throw. On a failed save, a section, and it is vulnerable to fire damage. Reducing
creature takes 5d8 fire damage, ar half as much damage a 10-foot section ofwall to Ohit points destrays it and
on a successful save. leaves behind a sheet of frigid air in the space the wall
occupied. A creature moving thraugh the sheet of frigid
One side of the wall, selected by you when you cast air for the first time on aturo must make a Constitution
this spell, deals 5d8 fire damage to each creature lhat saving thraw. That creature takes 5d6 cold damage on a
ends its turo within 10 feet of that side ar inside the failed save, ar half as much damage on a successful one.
wal!. A creature takes the same damage when it enters At Higher LeveIs. When you cast this spell using a
the wall for the first time on a turo ar ends its turo there. spell slot of 7th levei ar higher, the damage the wall
The other side of the wall deals no damage. deals when it appears increases by 2d6, and the damage
At Higher LeveIs. When you cast lhis spell using a fram passing through the sheet of frigid air increases by
spell slot of 5th levei ar higher, the damage increases by Id6, for each slot levei above 6th.
Id8 for each slot levei above 4th.







PAR'I 3 I SPELLS



WALL OF STONE make a Dexlerily saving throw. It takes 7d8 slashing
5th-leveI evocation damage on a failed save, or half as much damage on a
successful one.
Casting Time: 1 aclion
Range: 120 feel At Hil1her LeveIs. When you casllhis spe11using a
Components: V,S, M (a small block of granile) spe11slol of 71hlevei or higher, boIh lypes of damage
Duration: Concenlralion, up lO 10 minules increase by Id8 for each slollevel above 61h.
A nonmagical wall of solid slone springs inlo exislence WARDING BOND
aI a poinl you choose wilhin range. The wa11is 6 inches 2nd-leveI abjuration
lhick and is composed of len lO-foOl-by-lO-foOIpanels. Casting Time: 1 action
Each panel musl be conliguous wilh alleasl one olher Range: Touch
pane!. AIlernatively. you can creale 10-foOl-by-20-fool Components: V,S, M (a pair of plalinum rings worlh aI
panels lhat are only 3 inches lhick. leasl 50 gp each, which you and lhe largel musl wear
If lhe wall culs lhrough a crealure's space when il for lhe duralion)
appears, lhe crealure is pushed lo one side of lhe wa11 Duration: 1 hour
(your choice). lf a creature would be surrounded on a11
sides by lhe wa11(or lhe wa11and anolher solid surface), This spell wards a willing crealure you louch and
lhal crealure can make a Dexlerity saving lhrow. On a creales a myslic conneclion belween you and lhe largel
success, il can use ils reaclion lo move up lo ils speed so unlillhe spell ends. While lhe largel is wilhin 60 feel of
lhat il is no longer enclosed by lhe wall. you. il gains a +1 bonus lo AC and saving lhrows, and
The wall can have any shape you desire, lhough il il has resislance lo ali damage. AIso, each lime il lakes
can'l occupy lhe same space as a crealure or objecl. damage, you lake lhe same amount of damage.
The wall doesn'l need lo be verlical or resl on any firm The spell ends if you drop lo Ohil poinls or ifyou
foundalion. It musl. however, merge wilh and be solidly and lhe largel become separaled by more lhan 60 feel.
supporled by exisling slone. Thus, you can use lhis spell It also ends if lhe spell is casl again on eilher of lhe
lo bridge a chasm or creale a ramp. connecled crealures. Vou can also dismiss lhe spell
Ifyou creale a span grealer lhan 20 feel in lenglh, you as an aclion.
musl halve lhe size of each panello creale supporls.
Vou can crudely shape lhe walllo creale crenellalions, WATER BREATHING
balllemenls, and so on. 3rd-Ievel transmutation (ritual)
The wall is an objecl made of stone that can be Casting Time: 1 aclion
damaged and lhus breached. Each panel has AC 15 and Range: 30 feel
30 hit points per inch of thickness. Reducing a panel Components: V,S, M (a shorl reed or piece of slraw)
lo Ohit points destroys it and might cause connected Duration: 24 hours
panels to collapse aI the DM's discrelion. This spell granls up lo ten willing crealures you can see
lf you maintain your concentralion on this spell for wilhin range lhe abilily lo brealhe underwaler unlillhe
its whole duralion, the wall becomes permanenl and spell ends. Affecled crealures also relain lheir normal
can't be dispelled. Olherwise, lhe wall disappears when mode of respiralion.
the spell ends.
WATERWALK
WALL OF THORNS 3rd-Ievel transmutation (ritual)
6th-leveI conjuration
Casting Time: 1 aclion
Casting Time: 1 action Range: 30 feel
Range: 120 feel Components: V,S, M (a piece of cork)
Components: V,S, M (a handful of lhorns) Duration: 1 hour
Duration: Concenlralion, up to 10 minules
This spell granls lhe abilily lo move across any Iiquid
Vou creale a wa11of lough, pliable. langled brush surface-such as waler, acid, mud, snow, quicksand,
brislling with needle-sharp lhorns. The wa11appears or lava-as if il were harmless solid ground (crealures
within range on a solid surface and lasls for lhe crossing mollen lava can slilllake damage from lhe
duralion. Vouchoose lOmake lhe wall up lo 60 feel heal). Up lo len willing crealures you can see wilhin
long, 10 feel high, and 5 feellhick or a circle lhal has range gain lhis abilily for the duralion.
a 20-fool diameler and is up lo 20 feel high and 5 feel lf you largel a crealure submerged in a Iiquid, the
lhick. The wall blocks line of sighl. spell carries lhe largello lhe surface of the liquid aI a
When lhe wall appears, each crealure wilhin ils area rale of 60 feel per round.
musl make a Dexlerily saving lhrow. On a failed save,
a crealure lakes 7d8 piercing damage, or half as much WEB
damage on a successful save. 2nd-leveI conjuration
A crealure can move lhrough lhe wall, albeil slowly
and painfully. For every 1 fool a creature moves Casting Time: 1 aclion
lhrough lhe wa11,il musl spend 4 feel of movemenl. Range: 60 feel
Furlhermore, lhe firsllime a crealure enlers lhe wall Components: V,S, M(a bil of spiderweb)
on a lurn or ends its lurn lhere, lhe crealure musl Duration: Concenlration, up to 1 hour

PART.3 Pil

Vou conjure a mass of thiek, stieky webbing at a point of Vou and up to ten willing ereatures you ean see
your ehoice within range, The webs fill a 20-foot eube within range assume a gaseous form for the duration,
from that point for the duration, The webs are diffieult appearing as wisps of c1oud. While in this c10ud form,
terrain and lightly obseure their area. a ereature has a flying speed of 300 feet and has
If the webs aren't anehored between two solid masses resistanee to damage from nonmagieal weapons. The
(sueh as walls or trees) or layered aeross a floar, wall, only aetions a ereature ean take in this form are the
or eeiling, the eonjured web eollapses on itself, and the Dash aetion or to revert to its normal formo Reverting
spell ends at the start of your next turn. Webs layered takes I minute, during whieh time a ereature is
over a flat surfaee have a depth of 5 feel. ineapacitated and ean't move. Until the spell ends, a
Eaeh ereature that starts its turn in the webs or that ereature ean revert to c10ud form, whieh also requires
enters them during its turn must make a Dexterity the I-minute transformation.
saving throw. On a failed save, the ereature is restrained If a ereature is in c10ud form and flying when the effeet
as long as it remains in the webs or until it breaks free. ends, the ereature deseends 60 feet per round for 1
A ereature restrained by the webs ean use its aetion to minute until it lands, which it does safely. If it ean't land
make a Strength eheek against your spell save De. If it after 1 minute, the ereature falls the remaining distanee.
sueeeeds, it is no longer restrained.
The webs are flammable. Any 5-foot eube of webs WINDWALL
exposed to fire burns away in 1 round, dealing 2d4 fire 3rd-/evel evocation
damage to any ereature that starts its turn in the /ire. Casting Time: 1 action
Range: 120 feet
WEIRD Components: V,S, M (a tiny fan and a feather of
9th-levei illusion exotic origin)
Casting Time: 1 aetion Duration: Concentration, up to I minute
Range: 120 feet A wall of strong wind rises from the ground at a point
Components: V, S you choose within range. Vou ean make the wall up
Duration: Coneentration, up to one minute to 50 feet long, 15 feet high, and 1 foot thick. Vou ean
Drawing on the deepest fears of a group of ereatures, shape the wall in any way you ehoose so long as it
you ereate illusory ereatures in their minds, visible makes one continuous path along the ground. Thewall
only to them. Eaeh ereature in a 30-foot-radius lasts for the duration.
sphere eentered on a point of your ehoice within When the wall appears, each creature within its area
range must make a Wisdom saving throw. On a failed must make a Strength saving throw. A ereature takes
save, a ereature beeomes frightened for the duration. 3d8 bludgeoning damage on a failed save, or half as
The illusion ealls on the ereature's deepest fears, much damage on a successful one.
manifesting its worst nightmares as an implaeable The strong wind keeps fog, smoke, and other gases at
threal. At the start of eaeh of the frightened ereature's bay. Small or smaller flying ereatures or objects can't
turns, it must sueeeed on a Wisdom saving throw or pass through the wall. Loose, Iightweight materiais
take 4dlO psyehie damage. On a sueeessful save, the brought into the wall fly upward. Arrows, bolts, and
spell ends for that ereature. other ordinary projectiles launehed at targets behind
the wall are deflected upward and automatically miss.
WIND WALK (Boulders hurled by giants or siege engines, and similar
6th-levei transmutation projectiles, are unaffeeted.) Creatures in gaseous form
Casting Time: I minute can't pass through il.
Range: 30 feet
Components: V, S, M (/ire and holy water) WISH
Duration: 8 hours 9th-levei conjuration
Casting Time: I aelion
Range: Self
Components: V
Duration: Instantaneous
Wish is the mightiest spell a mortal ereature can
easl. By simply speaking aloud, you can alter the very
foundations of reality in accord with your desires.
The basic use of this spell is to duplieate any other
spell of 8th levei or lower. Vou don't need to meet any
requirements in that spell, including costly eomponents.
The spell simply takes effecl.
Alternatively, you ean ereate one of the following
effecls of your ehoice:
Vou ereale one object of up to 25,000 gp in value thal
isn't a magic item. The objeel ean be no more than



PART 3 I SPELLS
288

300 feet in any dimension, and it appears in an unoc- also ends if the target is ever outside the spell's range or
cupied space you can see on the ground, if it has total cover from you.
Vou allow up to twenty creatures that you can see to At Higher Leveis. When you cast this spell using
regain ali hit points, and you end ali effects on them a spell slot of 2nd levei ar higher, the initial damage
described in the greater restoration spel!. increases by ldl2 for each slot levei above 1st.
Vou grant up to ten creatures that you can see resis-
tance to a damage type you choose. WORD OF RECALL
Vou grant up to ten creatures you can see immunity to 6th-ievel conjuration
a single spell or other magical effect for 8 hours. For Casting Time: I action
instance, you could make yourself and ali your com- Range: 5 feet
panions immune to a Iich's Iife drain attack. Components: V
Vou undo a single recent event by forcing a reroll of Duration: Instantaneous
any roll made within the last round (including your
last tum). Reality reshapes itself to accommodate the Vou and up to five willing creatures within 5 feet of you
new result. For example, a wish spell could undo an instantly teleport to a previously designated sanctuary.
opponent's successful save, a foe's criticai hit, or a Vou and any creatures that teleport with you appear in
friend's failed save. Vou can force the reroll to be made the nearest unoccupied space to the spot you designated
with advantage or disadvantage, and you can choose when you prepared your sanctuary (see below). ]f you
whether to use the reroll or the original roll. cast this spell without first preparing a sanctuary, the
spell has no effect.
Vou might be able to achieve something beyond the Vou must designate a sanctuary by casting this spell
scope of the above examples. State your wish to the DM within a location, such as a temple, dedicated to or
as precisely as possible. The DM has great latitude in strongly Iinked to your deity. If you attempt to cast the
ruling what occurs in such an instance; the greater the spell in this manner in an area that isn't dedicated to
wish, the greater the Iikelihood that something goes your deity, the spell has no effect.
wrong. This spell might simply fail, the effect you desire
might only be partly achieved, or you might suffer some WRATHFUL SMITE
unforeseen consequence as a result of how you worded 1st-ievei evocation
the wish. For example, wishing that a villain were dead Casting Time: I bonus action
might propel you forward in time to a period when that Range:Self
villain is no longer alive, effectively removing you from Components: V
the game. Similarly, wishing for a legendary magic item Duration: Concentration, up to I minute
or artifact might instantly transport you to the presence
of the item's current owner. The next time you hit with a melee weapon attack
The stress of casting this spell to produce any effect during this spell's duration, your attack deals an extra
other than duplicating another spell weakens you. After Id6 psychic damage. Additionally, if the target is a
enduring that stress, each time you cast a spell until creature, it must make a Wisdom saving throw or be
you finish a long rest, you take IdlO necrotic damage frightened of you until the spell ends. As an action, the
per leveI of that spel!. This damage can't be reduced or creature can make a Wisdom check against your spell
prevented in any way. In addition, your Strength drops save DC to steel its resolve and end this spel!.
to 3, if it isn't 3 or lower already, for 2d4 days. For each
of those days that you spend resting and doing nothing ZONE OF TRUTH
more than Iight activity, your remaining recovery time 2nd-ievei enchantment
decreases by 2 days. Finally, there is a 33 percent Casting Time: I action
chance that you are unable to cast wish ever again if you Range: 60 feet
suffer this stress. Components: V,S
Duration: 10 minutes
WITCH BOLT
1st-levei evocation Vou create a magical zone that guards against deception
in a 15-foot-radius sphere centered on a point of your
Casting Time: I action choice within range. Until the spell ends, a creature
Range: 30 feet that enters the spell's area for the first time on atum
Components: V,S, M (a twig from a tree that has been or starts its tum there must make a Charisma saving
struck by lightning) throw. On a failed save, a creature can't speak a
Duration: Concentration, up to I minute deliberate lie while in the radius. Vou know whether
A beam of crackling, blue energy lances out toward each creature succeeds or fails on its saving throw.
a creature within range, forming a sustained are of An affected creature is aware of the spell and can thus
Iightning between you and the target. Make a ranged avoid answering questions to which it would normally
spell attack against that creature. On a hit, the target respond with alie. Such a creature can be evasive in
takes Idl2 lightning damage, and on each ofyour tums its answers as long as it remains within the boundaries
for the duration, you can use your action to deal ldl2 af lhe lrulh.
lightning damage to the target automatically. The spell
ends if you use your action to do anything else. The spell


PART 3 I SPELLS
289

ApPENDIX A: CONDITIONS


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

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








INVISIBLE



























DEAFENEO





APPENDIX A. CONDITIONS

PorSONED
A poisoned creature has disadvantage on attack rolls
and ability checks.
PRONE
A prone creature's only movement option is to crawl,
unless it stands up and thereby ends the condition.
The creature has disadvantage on attack rolls.
An attack roll against the creature has advantage
if the attacker is within 5 feet of the creature.
Otherwise, the attack roll has disadvantage.
RESTRAINED
A restrained creature's speed becomes 0, and it can't
benefit from any bonus to its speed.
Attack rolls against the creature have advantage,
and the creature's attack rolls have disadvantage.
The creature has disadvantage on Dexterity
saving throws.
STUNNED
A stunned creature is incapacitated (see the
condition), can't move, and can speak only
falteringly.
The creature automatica11y fails Strength
and Dexterity saving throws.
Attack ro11sagainst the creature have
advantage.

UNCONSCIOUS
An unconscious creature is incapacitated (see
the condition), can't move or speak, and is unaware
PRONE
of its surroundings
The creature drops whatever it's holding and fa11s
prone.
The creature automatica11y fails Strength and
Dexterity saving throws. ReSTRAINEO
Attack ro11sagainst the creature have advantage.
Any altack that hits the creature is a criti.
cal hit if the attacker is within 5 feet
of the creature. o
•• • • •
o
o
()






















UNCONSCIOUS
STUNNEO
APPENDIX A I CONDITIONS

ApPENDIX B: GODS OF THE MULTIVERSE


ELIGION ISAN IMPORTANT PART OF LIFE IN GREYHAWK
THE worlds of the D&D multiverse. When The gods of Greyhawk come from at least four different
gods walk the world, clerics channel divine pantheons, representing the faiths of the various ethnic
power, evil cults perform dark sacrifices in groups that populated lhe continent of Oerik over the
subterranean lairs, and shining paladins ages. As a result, there's a great deal of overlap in lheir
stand Iike beacons against the darkness, it's portfolios: Pelor is the Flan god of the sun and Pholtus
hard to be ambivalent about the deities and is the Oeridian sun god, for example.
deny thei r existence.
Many people in the worlds of D&D worship different DRAGONLANCE
gods at different times and eircumstances. People in The gods of the world of Krynn are three families: seven
the Forgotten Realms, for example. might pray to Sune gods of good headed by Paladine and Mishakal, seven of
for luck in love, make an offering to Waukeen before neutrality headed by Gilean, and seven of evil headed by
heading to the market, and pray to appease Talos when Takhisis and Sargonnas. These deities have been called
a severe storm blows in-ali in the same day. Many by many different names and held in varying leveis of
people have a favorite among the gods, one whose ideais esteem by different peoples and cultures through the
and teachings they make their own. And a few people world's history, but they are the only gods of this world-
dedicate themselves entirely to a single god, usually their place fixed in the stars as constellations.
serving as a priest or champion of lhat god's ideais.
Your DM determines which gods, if any, are worshiped EBERRON
in his or her campaign. From among the gods available, The world of Eberron has many different religions, but
you can choose a single deity for your character to the most important revolves around a pantheon called
serve, worship, or pay Iip service to. ar you can pick the Sovereign Host and their malign shadow, the Dark
a few that your character prays to most often. ar just Six. The gods of the Sovereign Host are thought to have
make a mental note of lhe gods who are revered in your dominion over every aspect of existence, and to speak
DM's campaign so you can invoke their names when with a unified voice. But the Dark Six are the primitive,
appropriate. ]f you're playing a deric or a character with bloody, and cruel gods who offer a dissenting voice.
the Acolyte background, decide which god your deity Eberron's other religions are very different from the
serves or served, and consider the deity's suggested traditional D&D pantheons. The monotheistic Church
domains when selecting your character's domain. of the Silver Flame is devoted to fighting against evil in
the world, but plagued by corruption in its own ranks.
D&D PANTHEONS The philosophy of the Blood of Vol teaches that divinity
Iies within ali mortal beings and reveres the undead
Each world in the D&D multiverse has its own
pantheons of deities, ranging in size from the teeming who have secured lhat immortality. Various mad cults
pantheons of the Forgotten Realms and Greyhawk to are devoted to the demons and horrors imprisoned
the more focused religions of Eberron and Dragonlance. in Eberron's Underdark (called Khyber, lhe Dragon
Many of the nonhuman races worship the same gods on Below). The followers of the Path of Light believe that
different worlds-Moradin, for example, is revered by the world is heading toward a glorious future where
dwarves of the Forgotten Realms, Greyhawk, and many the shadows that cloud this world will be transformed
other worlds. into Iight. And two relaled nations of e1ves revere their
ancestral spirits: lhe Undying Court, preserved as
THE FORGOTTEN REALMS spirits or even undead forms, and the glorified Spirits
Dozens of deities are revered, worshiped, and feared of the Past, the great heroes of aneient wars.
throughout the world of the Forgotten Realms. At least
thirly deities are widely known across the Realms, and NONHUMAN DEITIES
many more are worshiped locally, by individual tribes, Certain gods closely associated with nonhuman races
small cults, or certain sects of larger religious tem pies. are revered on many different worlds, though not always
in the same way. The nonhuman races of the Forgotten
••• Realms and Greyhawk share these deities.
"""
THE lIFE ANO DEATH DOMAINS Nonhuman races often have whole pantheons of
Many deities in this section suggest the Life domain, their own. Besides Moradin, for example, the dwarf
particularly if they are dosely associated with healing, gods include Moradin's wife, Berronar Truesilver, and
protection, childbirth, nurturing, ar fertility. As described in a number of other gods thought to be their children
the chapter 3, though, the Life domain is incredibly broad, and grandchildren: Abbathor, Clangeddin Silverbeard,
and a deric of any non-evil deity can choose il.
A number of other deities, mostly evil ones, suggest the Dugmaren Brightmantle, Dumathoin, Gorm Gullhyn,
Death domain, which is detailed in the Dungeon Mas!er's Haela Brightaxe, Marthammor Duin, Sharindlar, Thard
Cuide. Most derics who choose this domain are evil N PCs, Harr, and Vergadain. Individual dans and kingdoms of
but if you want to worship a god af death, consult your dwarves might revere some, ali, or none of these deities,
Dungeon Master . and some have other gods unknown (or known by other
•• •• names) to outsiders.



APPENOIX B I CO os OF THE MULTIVERSE
293

DEITIES OF THE FORGOTTEN REALMS
Deity Alignment Suggested Domains Symbol
Auril, goddess of winter NE Nature, Tempest Six.pointed snowflake
Azuth, god of wizards LN Knowledge Left hand pointing upward, outlined in fire
Bane, god of tyranny LE War Upright black right hand, thumb and fingers together
Beshaba, goddess of misfortune CE Trickery Black antlers
Bhaal, god of murder NE Death Skull surrounded bya ring of blood droplets
Chauntea, goddess of agriculture NG Life Sheaf of grain or a blooming rose over grain
Cyric, god of lies CE Trickery White jawless skull on black or purple sunburst
Deneir, god ofwriting NG Knowiedge Lit candle above an open eye
Eldath, goddess of peace NG Life, Nature Waterfall plunging into still pool
Gond, god of craft N Knowledge Toothed cog with four spokes
Helm, god of protection LN Life, Light Staring eye on upright left gauntlet
limater, god of endurance LG Life Hands bound at the wrist with red cord
Kelemvor, god of the dead LN Death Upright skeletal arm holding balanced scales
Lathander, god of birth and renewal NG Life, Light Road traveling into a sunrise
Leira, goddess of i1lusion CN Trickery Point.down triangle containing a swirl of mist
L1iira, goddess of joy CG Life Triangle of three six.pointed stars
Loviatar, goddess of pain LE Death Nine.tailed barbed scourge
Malar, god of the hunt CE Nature Clawed paw
Mask, god of thieves CN Trickery Black mask
Mielikki, goddess of forests NG Nature Unicorn's head
Milil, god of poetry and song NG Light Five.stringed harp made of leaves
Myrkul, god of death NE Death White human skull
Mystra, goddess of magic NG Knowledge Orcle af seven stars, or nine stars encircling a
flowing red mist, or a single star
Oghma, god of knowledge N Knowledge Blank scroll
Savras, god of divination and fate LN Knowledge Crystal ball containing many kinds of eyes
SelOne, goddess of the moon CG Knowledge, Life Pair of eyes surrounded by seven stars
Shar, goddess of darkness and 1055 NE Death, Trickery Black disk encircled with a border
Silvanus, god of wild nature N Nature Oak leaf
Sune, goddess of love and beauty CG Life, Light Face of a beautiful red.haired woman
Talona, goddess of disease and poison CE Death Three teardrops on a triangle
Talos, god of storms CE Tempest Three lightning bolts radiating from a central point
Tempus, god of war N War Upright flaming sword
Torm, god of courage and self.sacrifice LG War White right gauntlet
Tymora, goddess of good fortune CG Trickery Face.up coin
Tyr, god of justice LG War Balanced scales resting on a warhammer
Umberlee, goddess of the sea CE Tempest Wave curling left and right
Waukeen, goddess of trade N Knowledge, Trickery Upright coin with Waukeen's profile facing left












\














APPEN[)IX B i OODS OF TIIE MULTIVERSE
294

DElllES OF GREYHAWK
Deity Alignment Suggested Domains Symbol
Beory, goddess of nature N Nature Green disk
Boccob, god of magic N Knowledge Eye within a pentagram
Ce[estian, god of stars and wanderers N Knowledge Arc of seven stars inside a cirele
Ehlonna, goddess of woodlands NG Life, Nature Unicorn horn
Erythnul, god of envy and slaughter CE War Blood drop
Fharlanghn, god ofhorizons and travei NG Know[edge, lrickery Cirele crossed by a curved horizon line
Heironeous, god of chivalry and valor LG War Lightning bolt
Hextor, god of war and discord LE War Six arrows facing downward in a fan
Kord, god of athletics and sport CG lempest, War Four spears and four maces radiating out
from a central point
Incabulos, god of plague and famine NE Death Reptilian eye with a horizontal diamond
Istus, goddess of fate and destiny N Know[edge Weaver's spindle with three strands
luz, god of pain and oppression CE Death Grinning human skull
Nerull, god of death NE Death Skull with either a sickle or a scythe
Obad.Hai, god of nature N Nature Oak leaf and acorn
Olidammara, god of revelry CN lrickery Laughing mask
Pelor, god ofthe sun and hea[ing NG Life, Light Sun
Pholtus, god of [ight and law LG Light Silver sun or fu[1 moon partia[ly eelipsed bya
smaller crescent moon
Ralishaz, god of illluck and insanity CN Trickery Three bone fate.casting sticks
Rao, god of peace and reason LG Know[edge White heart
St. Cuthbert, god of common sense and zeal LN Knowledge Cirele at the center of a starburst of [ines
lharizdun, god of eterna[ darkness CE Trickery Dark spiral or inverted ziggurat
Trithereon, god ofliberty and retribution CG War lriskelion
Ulaa, goddess of hills and mountains LG Life, War Mountain with a cirele at its heart
Vecna, god of evil secrets NE Knowledge Hand with eye in the paim
Wee las, goddess of magic and death LN Death, Knowledge Red skull in front of fireba[1


DElllES OF DRAGONLANCE
lhe Gods of Good Alignment Suggested Domains Symbol
Paladine, god of rulers and guardians LG War Silver triangle
Branchala, god of music NG Light Bard's harp
Habbakuk, god of animal rife and the sea NG Nature, Tempest Blue bird
Kiri.Jolith, god ofhonor and war LG War Bison's horns
Majere, god of meditation and order LG Knowledge Copper spider
Mishakal, goddess of healing LG Knowledge, Life B[ue infinity sign
Solinari, god of good magic LG no c1erics White circle or sphere
lhe Gods of Neutrality Alignment Suggested Domains Symbol
Gilean, god ofknowledge N Knowledge Open book
Chis[ev, goddess of nature N Nature Feather
Reorx, god of craft N Know[edge Forging hammer
Shinare, goddess of wea[th and trade N Knowledge, Trickery Griffon's wing
Sirrion, god offire and change N Nature Mu[ti.colored fire
Zivilyn, god of wisdom N Knowledge Great green or gold tree
Lunitari, goddess of neutral magic N no c1erics Red circ[e or sphere
lhe Gods of Evil Alignment Suggested Domains Symbol
Takhisis, goddess of night and hatred LE Death B[ack crescent
Chemosh, god of the undead LE Death Ye[low skull
Hiddukel, god oflies and greed CE Trickery Broken merchant's scales
Morgion, god of disease and secrecy NE Death Hood with two red eyes
Sargonnas, god ofvengeance and fire LE War Sty[ized red condor
Zeboim, goddess of the sea and storms CE Tempest Turtle shell
Nuitari, god of evil magic LE no derics Black cirele or sphere


APPENDIX B I GODS OF THE MULTI" ERSE
295

DEITIES OF EBERRON
The Sovereign Hosl Alignmenl Suggesled Domains Symbol
Arawai, goddess offerlilily NG Life, Nalure Sheaf of wheallied wilh green ribbon
Aureon, god oflaw and knowledge LN Knowledge Open lome
Balinor, god ofbeasls and lhe hunl N Life, Nalure Pair of anllers
Boldrei, goddess of communily and home LG Life Fire in a slone hearlh
Doi Arrah, goddess of sunlighl and honor LG Lighl, War Rising sun
Doi Dorn, god of slrenglh aI arms CG War Longsword crossed over a shield
Kol Korran, god of Irade and weallh N Trickery Nine-sided gold coin
Olladra, goddess of good forlune NG Life, Trickery Domino
Onalar, god of crafl NG Knowledge Crossed hammer and tongs

The Dark Si. Alignmenl Suggesled Domains Symbol
The Devourer, god of nature's wralh NE Tempest Bundle of five sharpened bones
The Fury, goddess ofwralh and madness NE War Winged wyrm wilh woman's head and
upper body
The Keeper, god of greed and dealh NE Death Dragonshard stone in the shape of a fang
The Mockery, god of violence and treachery NE War Five blood-spatlered tools
The Shadow, god of dark magic CE Knowledge Obsidian tower
The Traveler, deity of chaos and change CN Knowledge, Trickery Four crossed, rune-inscribed bones
Olher Failhs of Eberron Alignmenl Suggesled Domains Symbol
The Silver Flame, deily of protection and good LG Life, Light, War Flame drawn on silver or molded from silver
The Blood ofVol, philosophy ofimmortality LN Death, Life Slylized dragon skull on red teardrop gem
and undeath
Cults of the Dragon Below, deities of madness NE Trickery Varies
The PaI h of Light, philosophy of light and LN Life, Lighl Brilliant cryslal
self-improvemenl
The Undying Courl, elven ancestors NG Knowledge, Life Varies
The Spirits of the Past, elven ancestors CG War Varies


NONHUMAN DEITIES
Deily Alignmenl Suggesled Domains Symbol
Bahamut, dragon god of good LG Life, War Dragon's head in profile
Blibdoolpoolp, kuo-toa goddess NE Death Lobster head or black pearl
Corellon Larethian, elf deity of art and magic CG Light Quarter moon or starburst
Deep Sashelas, elf god of the sea CG Nature, Tempest Dolphin
Eadro, merfolk deity ofthe sea N Nature, Tempest Spiral design
Gari Glitlergold, gnome god oflrickery and wiles LG Trickery Gold nugget
Grolantor, hill giant god of war CE War Wooden c1ub
Gruumsh, ore god of storms and war CE Tempest, War Unblinking eye
Hruggek, bugbear god ofviolence CE War Morningstar
Kurtulmak, kobold god of war and mining LE War Gnome skull
Laogzed, troglodyte god ofhunger CE Death Image ofthe lizardjload god
Lolth, drow goddess of spiders CE Trickery Spider
Maglubiyel, goblinoid god of war LE War Bloodyaxe
Moradin, dwarf god of crealion LG Knowledge Hammer and anvil
Rillifane Rallathil, wood elf god of nature CG Nature Oak
Sehanine Moonbow, elf goddess of the moon CG Knowledge Crescent moon
Sekolah, sahuagin god of lhe hunt LE Nature, Tempesl Shark
Semuanya, lizardfolk deity of survival N Life Egg
Skerrit, centaur and satyr god of nature N Nature Oak growing from acorn
Skoraeus Stonebones, god of stone gianls and arl N Knowledge Slalactite
Surlur, god offire giants and craft LE Knowledge, War Flaming sword
Thrym, god of frost giants and strength CE War White double-bladed axe
Tiamat, dragon goddess of evil LE Trickery Dragon head with five claw marks
Yondalla, halfling goddess of ferlility and protection LG Life Shield


APPEND1X B I GODS or THE MU LTIVERSE
296

FANTASy-HISTORICAL PANTHEONS
The Celtic, Egyptian, Greek, and Norse pantheons are
fantasy interpretations of historical religions from our
world's ancient times. They include deities tha! are
most appropriate for use in a 0&0 game, divorced from
their historical context in the real world and united into
pantheons that serve the needs of the game.
THE CELTlC PANTHEON
It's said that something wild lurks in the heart of every
soul, a space that thrills to the sound of geese calling
aI night, to the whispering wind through the pines, to
the unexpected red of mistletoe on an oak-and it is in
this space that the Celtic gods dwell. They sprang from
the brook and stream, their might heighlened by lhe
strength of the oak and lhe beauty of the woodlands and
open moor. When the first forester dared put a name to
the face seen in the bole of a tree or the voice babbling
in a brook, these gods forced themselves into being.
The Celtic gods are as often served by druids as by
c1erics. for they are c10sely aligned with the forces of
nature lhat druids revere.

THE GREEK PANTHEON
The gods of Olympus make lhemselves known wilh the
gentle lap of waves against the shores and lhe crash of
the thunder among the c1oud-enshrouded peaks. The
thick boar-infested woods and the sere, olive-covered
hillsides hold evidence of their passing. Everyaspect
of nature echoes with their presence, and they've made
a place for themselves inside the human hearl, 100.
THE EGYPTIAN PANTHEON
These gods are a young dynasty of an ancienl divine
family, heirs to the rulership of lhe cosmos and lhe
mainlenance of the divine principie of Ma'al-lhe
fundamental order of lrulh, juslice, law, and order lhal
puts gods, mortal pharaohs, and ordinary men and
women in lhcir logical and rightful place in lhe universe.
The Egyptian panlheon is unusual in having lhree
gods wilh the Dealh domain of differenl alignmenls.
Anubis is lhe lawful neulral god of lhe aflerlife, who

judges lhe souls of lhe dead. Set is a chaotic evil god lhe needs of lheir environment. Given lhe necessity of
of murder, perhaps besl known for killing his brother raiding for food and wealth, il's surprising lhe mortais
Osiris. And Nephlhys is a chaolic good goddess of lurned out as well as lhey did. Their powers reflecl
mourning. Thus, allhough most c1erics of lhe Dealh the need lhese warriors had for slrong leadership and
domain (found in lhe Dungeon Master's Cuide) are decisive action. Thus, lhey see lheir deities in every
villainous characlers, c1erics who serve Anubis or bend of a river, hear them in lhe crash of lhe thunder
Nephlhys need nol be. and lhe booming of lhe glaciers, and smell them in lhe
smoke of a burning longhouse.
THE NORSE PANTHEON The Norse pantheon includes two main families, the
Where lhe land plummels from the snowy hills inlo lhe Aesir (deilies of war and destiny) and lhe Vanir (gods
icy fjords below, where lhe longboals draw up on lo lhe of ferlilily and prosperily). Once enemies, these lwo
beach, where the glaciers flow forward and relreal wilh families are now c10sely allied againsl lheir common
every fali and spring-lhis is lhe land of the Vikings, enemies, the gianls (including lhe gods Surlur and
the home of lhe Norse panlheon. It's a brulal clime, Thrym). Like lhe gods of Greyhawk, gods in different
and one lhal calls for brulalliving. The warriors of families somelimes have overlap in their spheres of
the land have had lo adapl lo lhe harsh condilions in influence: Frey (of lhe Vanir) and Odur (of the Aesir)
order lO survive, but lhey haven't been 100 lwisled by are both associated with lhe sun, for example.


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


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




APPENDlX B I GOuS OFTHE MULTIVERSE

ECYPTlAN DEITIEs
Deity Alignment Suggested Domains Symbol
Re-Horakhty, god ofthe sun, ruler ofthe gods LG Life, Light Solar dísk encírcled by serpent
Anubis, god of judgment and death LN Death Black jackal
Apep, god of evil, fire, and serpents NE Trickery Flaming snake
Bast, goddess of cats and vengeance CG War Cat
Bes, god of luck and musíc CN Tríckery Image ofthe misshapen deíty
Hathor, goddess of love, music, and NG Life, Light Horned cow's head with lunar disk
motherhood
Imhotep, god of crafts and medicine NG Knowledge Step pyramid
Isis, goddess of fertilíty and magíc NG Knowledge, Life Ankh and star
Nephthys, goddess of death and grief CG Death Horns around a lunar dísk
Osiris, god of nature and the underworld LG Life, Nature Crook and fiail
Ptah, god of crafts, knowledge, and secrets LN Knowledge Buli
Set, god of darkness and desert storms CE Death, Tempest, Coiled cobra
Trickery
Sobek, god of water and crocodiles LE Nature, Tempest Crocodile head with horns and plumes
Thoth, god of knowledge and wisdom N Knowledge Ibis


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







J


f












APPENOIX B I CO os OF THE MULTIVfRSE
299

ApPENDIX c: THE PLANES OF EXISTENCE


NCREDlBLYVAST lS THE COSMOS OF THE The best-known worlds in lhe multiverse are lhe
DUNGEONS& DRAGONSgame, which teems ones lha! have been published as official campaign
with a multitude of worlds as weJl as myriad settings for the 0&0 game over the years-Greyhawk,
r alternate dimensions of reality, calIed the planes Blackmoor, Dragonlance, the Forgotten Realms,
of existence. lt encompasses every world Mystara, Birthright, Dark Sun, and Eberron, among
where Dungeon Masters run their adventures, others. Each of these worlds boasts its own cast of
alI within the relatively mundane realm of the heroic adventurers and scheming villains, its own
Material Plane. Beyond lhat plane are domains ancient ruins and forgotten artifacts, its own dungeons
of raw elemental matter and energy, realms of pure and its own dragons. But if your campaign takes place
thought and ethos, the homes of demons and angels, on one of these worlds, it belongs to your DM-you
and the dominions of the gods. mighl imagine it as one of thousands of paralIel versions
Many spelIs and magic items can draw energy of the world, which might diverge wildly from the
from these planes, summon the creatures that dwelI published version.
there, communicate with their denizens, and alIow
advenlurers to travei there. As your character achieves MATERIAL ECHOES
greater power and higher leveIs, you might undertake The Material Plane is a richly magical place, and its
a quest to rescue a friend fram the horrific depths of magical nalure is reflected in the two planes that share
the Abyss, or find yourself hoisting a tankard with lhe its central place in the multiverse. The Feywild and the
friendly giants of Ysgard. Vou might walk on streets ShadowfelI are paralIel dimensions occupying the same
made of solid fire or lest your mettle on a battlefield cosmological space, so they are often calIed echo planes
where lhe falIen are resurrected with each dawn. or mirrar planes to the Material Plane. The worlds and
landscapes of these planes mirror lhe natural world
THE MATERIAL PLANE of the Material Plane but reflect those fealures into

The Material Plane is the nexus where the philosophical different forms-more marvelous and magical in the
and elemental forces tha! define the other planes colIide Feywild, distorted and colorless in the Shadowfell.
in lhe jumbled existence of mortal life and mundane Where a volcano stands in the Malerial Plane, a
matter. AlI the worlds of 0&0 exist within the Material mountain topped with skyscraper-sized crystals that
Plane, making it the starting point for most campaigns glow with internai fire towers in lhe Feywild, and a
and adventures. The rest of the multiverse is defined in jagged rock outcrapping resembling a skuJl marks the
relation to the Material Plane. spot on the Shadowfell.
The worlds of the Material Plane are infinitely diverse, The Feywild, also calIed the Plane of Faerie, is a land
for lhey reflect the creative imagination of the DMs of soft lights and wonder, a country of little people with
who set their games there, as weJl as the players whose great desires, a place of music and death. lt is a realm
heroes adventure there. They include magic-wasled of eternal twilight, with slow lanterns bobbing in the
desert planets and island-dotted waler worlds, worlds gentle breeze and huge fireflies buzzing through graves
where magic combines with advanced technology and and fields. The sky is alight with the faded colors of
others trapped in an endless Stone Age, worlds where lhe setting, or perhaps rising, sun. But, in fact, the sun
the gods walk and places they have abandoned. neve r truly sets or rises; it remains stationary, dusky
and low in the sky. Away fram the settled areas ruled by
the Seelie Court, lhe land is a tangle of sharp-toothed
brambles and syrupy fens-perfect territory for the
Unseelie to hunt their prey. Fey creatures, such as those
brought to the world by conjure woad/and beings and
similar spelIs, dwelI in the Feywild.
POSITIVE PLANE The Shadowfell, also calIed the Plane af Shadaw, is
a darkly lighted dimension, a world af black and white
where colar has been leached fram everything. lt is a
place af taxic darkness that hates the light, where the
sky is a black vault with neither sun nor stars.
OUTER PLANES
••• ••
POSITIVE ANO NEGATIVE PLANES
Like a dome above the other planes, the Positive Plane is the
source of radianl energy and lhe raw life force lhal suffuses
allliving beings, from lhe puny lo lhe sublime, Ils dark
refleclion is lhe Negative Plane, lhe source of necrolic energy
....•-----------------------..
lhal deslroys lhe Iiving and animales lhe undead .






APPENDIX C I THE PLANES OF EXISTENCE
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