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Published by William Belcher, 2019-11-26 08:24:38

D&D 5e Players Handbook

D&D 5e Players Handbook

Components: V
Duration: Concentration, up to 1 minute

The next tim e you hit a creature w ith a w eap on attack
before this spell ends, the w eapon gleam s with astral
radiance as you strike. The attack deals an extra 2d6
radiant damage to the target, w hich becom es visible if
it’s invisible, and the target sheds dim light in a 5-foot
radius and can’t b ecom e invisible until the spell ends.

A t H igher L evels. W h en you cast this spell using
a spell slot o f 3rd level or higher, the extra damage
increases by 1d6 for each slot level above 2nd.

Bu rn in g H ands
1st-level evocation

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

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

The fire ignites any flam m able objects in the area that
aren’t being w orn or carried.

A t H igher L evels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the dam age increases by
1d6 for each slot level above 1st.

C a ll L ig h tn in g
3rd-level conjuration

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

A storm cloud appears in the shape o f a cylinder that
is 10 feet tall w ith a 60 -foot radius, centered on a point
you can see 100 feet directly above you. The spell fails
if you can’t see a point in the air w here the storm cloud
could appear (for exam ple, if you are in a room that can’t
accom m odate the cloud).

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

If you are outdoors in storm y conditions w hen you
cast this spell, the spell gives you control over the
existing storm instead of creating a new one. Under
such condition s, the sp ell’s dam age in creases by 1d10.

A t H igher Levels. W h en you cast this spell using a
spell slot of 4th or higher level, the dam age increases by
1d10 for each slot level above 3rd.

C alm Em otions additional creature for each slot level above 1st. The
2 nd-level enchantment creatures must be within 30 feet o f each other when
you target them.
Casting Time: 1 action
Range: 60 feet C h ill T ouch
Components: V, S Necromancy cantrip
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You attempt to suppress strong em otions in a group Range: 120 feet
o f people. Each hum anoid in a 20-foot-radius sphere Components: V, S
centered on a point you choose within range must make Duration: 1 round
a Charism a saving throw; a creature can ch oose to
fail this saving th row if it w ish es. If a creature fails its You create a ghostly, skeletal hand in the space o f a
saving throw, choose one of the following two effects. creature within range. M ake a ranged spell attack
against the creature to assail it w ith the chill o f the
You can suppress any effect causing a target to be grave. O n a hit, the target takes 1d8 n ecrotic dam age,
charm ed or frightened. W hen this spell ends, any and it ca n ’t regain hit points until the start o f your next
su ppressed effect resu m es, provided that its duration turn. Until then, the hand clings to the target.
has not expired in the meantime.
If you hit an undead target, it also has disadvantage on
Alternatively, you can m ake a target indifferent about attack rolls against you until the end o f your next turn.
creatu res o f your ch oice that it is h ostile tow ard. This
indifference ends if the target is attacked or harm ed by This sp ell’s dam age in creases by 1d8 w hen you reach
a spell or if it w itn esses any o f its friends being harm ed. 5th level (2d8), 11th level (3d8), and 17th level (4d8).
W hen the spell ends, the creature becom es hostile
again, unless the DM rules otherwise. C h r o m a t ic O rb
1st-level evocation
C h a in L ig h tn in g
6 th-level evocation Casting Time: 1 action
Range: 90 feet
Casting Time: 1 action Components: V, S, M (a diam on d w orth at least 50 gp)
Range: 150 feet Duration: Instantaneous
Components: V, S, M (a bit o f fur; a p ie ce o f amber,
You hurl a 4-inch-diam eter sphere o f energy at a
glass, or a crystal rod; and three silver pins) creature that you can see within range. You ch oose
Duration: Instantaneous acid, cold, fire, lightning, poison, or thunder for the type
o f orb you create, and then make a ranged spell attack
You create a bolt o f lightning that arcs toward a target of against the target. If the attack hits, the creature takes
your choice that you can see within range. T hree bolts 3d8 damage o f the type you chose.
then leap from that target to as many as three other
targets, each o f w hich must b e w ithin 30 feet o f the first A t H igher L evels. W h en you cast this spell using a
target. A target can be a creature or an object and can spell slot o f 2nd level or higher, the dam age increases by
be targeted by only one of the bolts. 1d8 for each slot level above 1st.

A target must make a Dexterity saving throw. The C ircle of D eath
target takes 10d8 lightning dam age on a failed save, or 6 th-level necrom ancy
half as much damage on a successful one.
Casting Time: 1 action
A t H igher L evels. W h en you cast this spell using Range: 150 feet
a spell slot o f 7th level or higher, one additional bolt Components: V, S , M (the p ow der o f a cru sh ed black
leaps from the first target to another target for each slot
level above 6th. pearl w orth at least 50 0 gp)
Duration: Instantaneous
C h a rm Person
1st-level enchantment A sphere o f negative energy ripples out in a 60-foot-
radius sphere from a point within range. Each creature
Casting Time: 1 action in that area m ust m ake a Constitution saving throw. A
Range: 30 feet target takes 8d6 necrotic dam age on a failed save, or
Components: V, S half as much damage on a successful one.
Duration: 1 hour
A t H igher L evels. W h en you cast this spell using a
You attempt to charm a hum anoid you can see within spell slot o f 7th level or higher, the dam age increases by
range. It m ust m ake a W isd om saving throw, and d oes 2d6 for each slot level above 6th.
so with advantage if you or your com panions are fighting
it. If it fails the saving throw, it is ch a rm ed by you until C ircle of P ow er
the spell ends or until you or your com panions do 5th-level abjuration
anything harm ful to it. T h e ch a rm ed creature regards
you as a friendly acquaintance. W hen the spell ends, the Casting Time: 1 action
creature k n ow s it w as charm ed by you. Range: S elf (30-foot radius)
Components: V
A t H igher L evels. W h en you cast this spell using Duration: Concentration, up to 10 minutes
a spell slot o f 2nd level or higher, you can target one

Divine energy radiates from you, distorting and C loud of Daggers
diffusing m agical energy within 30 feet o f you. Until 2 nd-level conjuration
the spell ends, the sphere m oves with you, centered on
you. For the duration, each friendly creature in the area Casting Time: 1 action
(including you) has advantage on saving throws against Range: 60 feet
spells and other m agical effects. Additionally, when Components: V, S, M (a sliver o f glass)
an affected creature succeeds on a saving throw made Duration: Concentration, up to 1 minute
against a spell or m agical effect that allow s it to m ake a
saving th row to take only h alf dam age, it instead takes You fill the air with spinning daggers in a cube 5 feet on
n o dam age if it s u c ce e d s on the saving throw. each side, centered on a point you choose within range.
A creature takes 4 d 4 slashing dam age w hen it enters
C lairvoyan ce the sp ell’s area for the first tim e on a turn or starts
3rd-level divination its turn there.

Casting Time: 10 minutes A t H igher L evels. W h en you cast this spell using a
Range: 1 mile spell slot o f 3rd level or higher, the dam age increases by
Components: V, S, M (a focu s w orth at least 100 2d4 for each slot level above 2nd.

gp, either a jew eled horn for hearing or a glass C lo u d k ill
eye for seeing) 5th-level conjuration
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
You create an invisible sensor within range in a location Range: 120 feet
fam iliar to you (a place you have visited or seen before) Components: V, S
or in an obvious location that is unfamiliar to you (such Duration: Concentration, up to 10 minutes
as behind a door, around a corner, or in a grove o f trees).
T h e sen sor rem ains in place for the duration, and it You create a 20-foot-radius sphere of poisonous, yellow-
can’t be attacked or otherw ise interacted with. green fog centered on a point you choose within range.
T h e fog spreads around corn ers. It lasts for the duration
W hen you cast the spell, you ch oose seeing or or until strong w ind disperses the fog, ending the spell.
hearing. You can use the chosen sense through the Its area is heavily obscured.
sen sor as if you w ere in its sp ace. A s your action, you
can switch betw een seeing and hearing. W h en a creature enters the sp ell’s area for the first
time on a turn or starts its turn there, that creature must
A creature that can see the sen sor (such as a creature make a Constitution saving throw. The creature takes
benefiting from s e e invisibility or truesight) s e e s a 5d8 poison damage on a failed save, or half as much
lum inous, intangible orb about the size o f your fist. damage on a successful one. Creatures are affected
even if they hold their breath or don’t need to breathe.
C lone
8 th-level necrom ancy T h e fog m oves 10 feet away from you at the start
o f each o f your turns, rolling along the surface o f the
Casting Time: 1 hour ground. T h e vapors, being heavier than air, sink to the
Range: Touch lowest level o f the land, even pouring dow n openings.
Components: V, S, M (a diam on d w orth at least 1,000
A t H igher Levels. W hen you cast this spell using a
gp and at least 1 cu bic inch o f flesh o f the creature spell slot o f 6th level or higher, the dam age increases by
that is to be cloned, w h ich the spell con su m es, and a 1d8 for each slot level above 5th.
v essel w orth at least 2 ,0 0 0 gp that has a sealable lid
and is large enough to hold a M edium creature, such C o l o r Spr ay
as a huge urn, coffin, mud-filled cyst in the ground, or 1st-level illusion
crystal container filled with salt water)
Duration: Instantaneous Casting Time: 1 action
Range: S elf (15-foot cone)
This spell grow s an inert duplicate o f a living creature Components: V, S, M (a pinch o f pow der or sand that is
as a safeguard against death. This clone form s inside
a sealed vessel and grow s to full size and maturity colored red, yellow, and blue)
after 120 days; you can also ch oose to have the clone Duration: 1 round
b e a youn ger version o f the sa m e creature. It rem ains
inert and endures indefinitely, as long as its vessel A dazzling array o f flashing, colored light springs from
remains undisturbed. your hand. R oll 6 d 1 0 ; the total is h ow m any hit points
o f creatures this spell can effect. Creatures in a 15-foot
At any time after the clone matures, if the original cone originating from you are affected in ascending
creature dies, its sou l transfers to the clone, provided order o f their current hit points (ignoring unconscious
that the sou l is free and w illing to return. T h e clon e is creatu res and creatu res that c a n ’t see).
physically identical to the original and has the sam e
personality, m em ories, and abilities, but none of the Starting with the creature that has the low est current
original’s equipm ent. The original creatu re’s physical hit points, each creature affected by this spell is blinded
rem ains, if they still exist, b ecom e inert and can’t until the spell ends. Subtract each creatu re’s hit points
thereafter be restored to life, sin ce the creatu re’s sou l from the total before m oving on to the creature with
is elsewhere. the next low est hit points. A creatu re’s hit points must
be equal to or less than the rem aining total for that
creature to be affected.

A t H igher L evels. W h en you cast this spell using a
spell slot o f 2nd level or higher, roll an additional 2d10
for each slot level above 1st.

C ommand
1st-level enchantment

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

You speak a one-word com m and to a creature you can
see within range. The target must succeed on a W isdom
saving throw or follow the com m and on its next turn.
T h e spell has no effect if the target is undead, if it
d oesn ’t understand your language, or if your com m and
is directly h arm ful to it.

S om e typical com m ands and their effects follow. You
might issue a com m and other than one described here.
If you do so, the DM determines how the target behaves.
If the target can’t follow your com m and, the spell ends.

Approach. The target m oves toward you by the
shortest and m ost direct route, en din g its turn if it
m oves within 5 feet of you.

D rop. T h e target d rops w hatever it is h oldin g and then
ends its turn.

F lee. The target sp en ds its turn m oving away from
you by the fastest available means.

Grovel. T h e target falls prone and then ends its turn.
Halt. T h e target d oesn ’t m ove and takes no actions.
A flying creature stays aloft, provided that it is able to
do so. If it m ust m ove to stay aloft, it flies the m inim um
distance n eeded to rem ain in the air.
A t H igher L evels. W h en you cast this spell using
a spell slot o f 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when
you target them.

C ommune
5th-level divination (ritual)

Casting Time: 1 minute
Range: Self
Com ponents: V, S, M (in cen se and a vial o f holy or

unholy water)
Duration: 1 minute

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

Divine beings aren’t necessarily om niscient, so you
might receive “unclear” as an answer if a question
pertains to inform ation that lies beyon d the deity’s
knowledge. In a case w here a one-word answer could be
m isleadin g or contrary to the deity’s interests, the DM
might offer a short phrase as an answer instead.

If you cast the spell tw o or m ore times before finishing
your next long rest, there is a cumulative 25 percent
chance for each casting after the first that you get no
answer. The DM m akes this roll in secret.

C om m une w ith N ature This spell doesn ’t decod e secret m essages in a text
5th-level divination (ritual) or a glyph, such as an arcane sigil, that isn’t part o f a
written language.
Casting Time: 1 minute
Range: Self C om pulsion
Components: V, S 4th-level enchantment
Duration: Instantaneous
Casting Time: 1 action
You briefly becom e one with nature and gain knowledge Range: 30 feet
o f the surrounding territory. In the outdoors, the spell Components: V, S
gives you knowledge of the land within 3 m iles of you. Duration: Concentration, up to 1 minute
In caves and other natural underground settings, the
radius is lim ited to 30 0 feet. The spell d oesn ’t function Creatures of your choice that you can see within range
where nature has been replaced by construction, such and that can hear you must make a W isdom saving
as in dungeons and towns. throw. A target automatically su cceeds on this saving
th row if it ca n ’t b e charm ed. On a failed save, a target
You instantly gain knowledge o f up to three facts of is affected by this spell. Until the spell ends, you can
your choice about any o f the follow ing subjects as they use a bonus action on each of your turns to designate a
relate to the area: direction that is horizontal to you. Each affected target
must use as m uch o f its movem ent as possible to m ove
• terrain and bodies o f water in that direction on its next turn. It can take its action
• prevalent plants, minerals, animals, or peoples b efore it m oves. A fter m oving in this way, it can m ake
• pow erfu l celestials, fey, fiends, elem entals, or undead another W isdom saving to try to end the effect.
• influence from other planes of existence
• buildings A target isn’t com pelled to m ove into an obviously
deadly hazard, such as a fire or pit, but it w ill provoke
For example, you could determine the location of opportunity attacks to m ove in the designated direction.
pow erful undead in the area, the location o f major
sou rces o f safe drinking water, and the location o f any C one of C old
nearby towns. 5th-level evocation

C ompelled D uel Casting Time: 1 action
1st-level enchantment Range: Self (60-foot cone)
Components: V, S, M (a sm all crystal or glass cone)
Casting Time: 1 bonus action Duration: Instantaneous
Range: 30 feet
Components: V A blast of cold air erupts from your hands. Each
Duration: Concentration, up to 1 minute creature in a 60-foot cone must m ake a Constitution
saving throw. A creature takes 8d8 cold damage on a
You attempt to com pel a creature into a duel. One failed save, or half as much damage on a successful one.
creature that you can see within range must make a
W isdom saving throw. On a failed save, the creature is A creature killed by this spell becom es a frozen statue
drawn to you, com pelled by your divine demand. For until it thaws.
the duration, it has disadvantage on attack rolls against
creatures other than you, and must make a W isdom A t H igher L evels. W h en you cast this spell using a
saving th row each tim e it attem pts to m ove to a sp ace spell slot o f 6th level or higher, the dam age increases by
that is m ore than 30 feet away from you; if it su cceed s 1d8 for each slot level above 5th.
on this saving throw, this spell d oesn ’t restrict the
target’s m ovem ent for that turn. C o n fu sio n
4th-level enchantment
The spell ends if you attack any other creature, if you
cast a spell that targets a hostile creature other than the Casting Time: 1 action
target, if a creature friendly to you dam ages the target or Range: 90 feet
casts a harm ful spell on it, or if you end your turn m ore Components: V, S, M (three nut shells)
than 30 feet away from the target. Duration: Concentration, up to 1 minute

C omprehend Languages This spell assaults and twists creatures' minds,
1st-level divination (ritual) spawning delusions and provoking uncontrolled action.
Each creature in a 10-foot-radius sphere centered on
Casting Time: 1 action a point you ch oose within range must succeed on a
Range: Self W isdom saving throw when you cast this spell or be
Components: V, S, M (a pinch o f so o t and salt) affected by it.
Duration: 1 hour
An affected target can’t take reactions and must roll
For the duration, you understand the literal m eaning of a d 10 at the start o f each o f its turns to determ ine its
any spoken language that you hear. You also understand behavior for that turn.
any written language that you see, but you must be
touching the su rface on w hich the w ord s are w ritten. It
takes about 1 m inute to read on e page o f text.

d10 Behavior of identical w eapons that shoot forward and then
1 The creature uses all its movement to move in a disappear. Each creature in a 60-foot cone must succeed
random direction. To determine the direction, roll on a Dexterity saving throw. A creature takes 3d8
2-6 a d8 and assign a direction to each die face. The damage on a failed save, or half as much damage on a
7-8 creature doesn’t take an action this turn. su ccessfu l one. The dam age type is the sam e as that of
The creature doesn’t move or take actions this turn. the w eapon or ammunition used as a component.
9-10 The creature uses its action to make a melee attack
against a randomly determined creature within its C onjure C elestial
reach. If there is no creature within its reach, the 7th-level conjuration
creature does nothing this turn.
The creature can act and move normally. Casting Time: 1 minute
Range: 90 feet
At the end o f each o f its turns, an affected target can Components: V, S
m ake a W isd om saving throw. If it su cceed s, this effect Duration: Concentration, up to 1 hour
ends for that target.
You sum m on a celestial o f challenge rating 4 or lower,
A t H igher L evels. W h en you cast this spell using a w hich appears in an unoccupied space that you can see
spell slot o f 5th level or higher, the radius of the sphere w ithin range. The celestial disappears w hen it d rops to
increases by 5 feet for each slot level above 4th. 0 hit points or w hen the spell ends.

C onjure A nim als The celestial is friendly to you and your com panions
3rd-level conjuration for the duration. Roll initiative for the celestial, w hich
has its ow n turns. It obeys any verbal com m a n d s that
Casting Time: 1 action you issue to it (no action required by you), as lon g as
Range: 60 feet they d on ’t violate its alignm ent. If you d on ’t issu e any
Components: V, S com m a n d s to the celestial, it defends itself from hostile
Duration: Concentration, up to 1 hour creatures but otherwise takes no actions.

You sum m on fey spirits that take the form o f beasts and The DM has the celestial’s statistics.
appear in unoccupied sp aces that you can see within A t H igher L evels. W h en you cast this spell using a
range. C hoose one o f the follow ing options for what 9th-level spell slot, you sum m on a celestial of challenge
appears: rating 5 or lower.

• One beast of challenge rating 2 or lower C onjure Elem ental
• Two beasts of challenge rating 1 or lower 5th-level conjuration
• Four beasts o f challenge rating 1/2 or lower
• Eight beasts o f challenge rating 1/4 or lower Casting Time: 1 minute
Range: 90 feet
E ach beast is also con sid ered fey, and it disappears Components: V, S, M (burning in cen se for air, soft clay
w hen it d rops to 0 hit points or w hen the spell ends.
for earth, sulfur and ph osphorus for fire, or water and
The sum m oned creatures are friendly to you and your sand for water)
com panions. Roll initiative for the sum m oned creatures Duration: Concentration, up to 1 hour
as a group, w hich has its ow n turns. They ob ey any
verbal com m ands that you issue to them (no action You call forth an elem ental servant. C h oose an area o f air,
required by you). If you don ’t issue any com m and s to earth, fire, or water that fills a 10-foot cube within range.
them, they defend themselves from hostile creatures, An elemental o f challenge rating 5 or low er appropriate
but otherwise take no actions. to the area you chose appears in an unoccupied space
within 10 feet o f it. F or exam ple, a fire elem ental
The DM has the creatures’ statistics. em erges from a bonfire, and an earth elemental rises
A t H igher L evels. W hen you cast this spell using up from the ground. The elem ental disappears w hen it
certain higher-level spell slots, you ch oose one o f the d rop s to 0 hit points or w hen the spell ends.
sum m oning options above, and m ore creatures appear:
tw ice as many with a 5th-level slot, three tim es as many The elemental is friendly to you and your com panions
with a 7th-level slot, and four tim es as many with a for the duration. Roll initiative for the elemental, which
9th-level slot. has its ow n turns. It ob ey s any verbal com m a n d s that
you issue to it (no action required by you). If you don ’t
C onjure Barrag e issue any com m a n d s to the elem ental, it defends itself
3rd-level conjuration from hostile creatures but otherwise takes no actions.

Casting Time: 1 action If your concentration is broken, the elemental doesn’t
Range: Self (60-foot cone) disappear. Instead, you lose control o f the elemental,
Components: V, S, M (one p iece o f am m unition or a it b e c o m e s h ostile tow ard you and your com panion s,
and it might attack. An u n controlled elem ental ca n ’t
thrown weapon) be dism issed by you, and it disappears 1 hour after
Duration: Instantaneous you su m m on ed it.

You throw a nonm agical w eapon or fire a piece of The DM has the elem ental’s statistics.
nonm agical am munition into the air to create a cone A t H igher L evels. W h en you cast this spell using
a spell slot o f 6th level or higher, the challenge rating
increases by 1 for each slot level above 5th.

C onjure Fey C onjure V olley
6 th-level conjuration 5th-level conjuration

Casting Time: 1 minute Casting Time: 1 action
Range: 90 feet Range: 150 feet
Components: V, S Components: V, S , M (one piece of ammunition or one
Duration: Concentration, up to 1 hour
thrown weapon)
You sum m on a fey creature of challenge rating 6 or Duration: Instantaneous
lower, or a fey spirit that takes the form of a beast of
challen ge rating 6 or lower. It appears in an u n occu pied You fire a piece o f nonm agical am munition from a
space that you can see within range. The fey creature ranged w eapon or throw a nonm agical w eapon into
disappears w hen it d rops to 0 hit points or w hen the air and ch oose a point within range. Hundreds of
the spell ends. duplicates o f the am munition or w eapon fall in a volley
from above and then disappear. Each creature in a
The fey creature is friendly to you and your 40-foot-radius. 20-foot-high cylinder centered on that
com panions for the duration. R oll initiative for the point must make a Dexterity saving throw. A creature
creature, w hich h as its ow n turns. It obeys any verbal takes 8d8 damage on a failed save, or half as much
com m a n d s that you issue to it (no action required dam age on a successful one. The dam age type is the
by you), as long as they don't violate its alignment. If sam e as that o f the am munition or w eapon.
you don ’t issue any com m a n d s to the fey creature, it
defends itself from hostile creatures but otherwise C o n ju re W o o d l a n d B eings
takes no actions. 4th-level conjuration

If your concentration is broken, the fey creature Casting Time: 1 action
d oesn ’t disappear. Instead, you lose control o f the Range: 60 feet
fey creature, it b e c o m e s hostile tow ard you and your Components: V, S, M (one holly berry per
com pa n ion s, and it m ight attack. A n uncontrolled fey
creature can't be dism issed by you, and it disappears 1 creature summ oned)
hour after you su m m on ed it. Duration: Concentration, up to 1 hour

The DM has the fey creature’s statistics. You sum m on fey creatures that appear in unoccupied
A t H igher Levels. W h en you cast this spell using spaces that you can see within range. C h oose one o f the
a spell slot o f 7th level or higher, the challenge rating following options for what appears:
increases by 1 for each slot level above 6th.
• One fey creature of challenge rating 2 or lower
C onjure M in o r Elem entals • Two fey creatures of challenge rating 1 or lower
4th-level conjuration • Four fey creatures of challenge rating 1/2 or lower
• Eight fey creatures o f challenge rating 1/4 or lower
Casting Time: 1 minute
Range: 90 feet A su m m on ed creature disappears w hen it d rops to 0 hit
Components: V, S points or w hen the spell ends.
Duration: Concentration, up to 1 hour
The sum m oned creatures are friendly to you and your
You su m m on elem entals that appear in u n occu pied com panions. Roll initiative for the sum m oned creatures
spaces that you can see within range. You ch oose one as a group, which have their ow n turns. They obey any
the following options for what appears: verbal com m and s that you issue to them (no action
required by you). If you don't issue any com m ands to
• One elemental of challenge rating 2 or lower them, they defend themselves from hostile creatures,
• Two elementals o f challenge rating 1 or lower but otherwise take no actions.
• Four elementals o f challenge rating 1/2 or lower
• Eight elem entals of challenge rating 1/4 or lower. The DM has the creatures’ statistics.
A t H igher Levels. W hen you cast this spell using
An elemental sum m oned by this spell disappears when certain higher-level spell slots, you choose one o f the
it d rops to 0 hit points or w hen the spell ends. sum m oning options above, and more creatures appear:
tw ice as many with a 6th-level slot and three times as
The sum m oned creatures are friendly to you and your many with an 8th-level slot.
com panions. Roll initiative for the sum m oned creatures
as a group, w hich has its ow n turns. Th ey o b ey any C ontact O ther Plane
verbal com m ands that you issue to them (no action 5th-level divination (ritual)
required by you). If you don’t issue any com m ands to
them, they defend themselves from hostile creatures, Casting Time: 1 minute
but otherwise take no actions. Range: Self
Components: V
The DM has the creatures' statistics. Duration: 1 minute
A t H igher L evels. W h en you cast this spell using
certain higher-level spell slots, you ch oose one o f the You mentally contact a dem igod, the spirit o f a long-dead
sum m oning options above, and m ore creatures appear: sage, or som e other mysterious entity from another
tw ice as many with a 6th-level slot and three tim es as plane. Contacting this extraplanar intelligence can
many with an 8th-level slot. strain or even break your mind. W hen you cast this
spell, m ake a DC 15 Intelligence saving throw. On a

failure, you take 6d6 psychic damage and are insane Components: V, S, M (a statuette o f y ou rself carved
until you finish a long rest. W hile insane, you can ’t take from ivory and decorated w ith gem s w orth at
actions, can’t understand what other creatures say, can ’t least 1,500 gp)
read, and speak only in gibberish. A greater restoration
spell cast on you ends this effect. Duration: 10 days

O n a su ccessfu l save, you can ask the entity up to five C hoose a spell o f 5th level or lower that you can cast, that
questions. You must ask your questions before the spell has a casting time o f 1 action, and that can target you.
ends. The DM answers each question with one word, You cast that spell—called the contingent spell—as part
such as “yes,” “no,” “m aybe,” “never,” “irrelevant,” or o f casting contingency, expending spell slots for both, but
“unclear” (if the entity d oesn ’t know the answ er to the the contingent spell doesn't c om e into effect. Instead, it
question). If a one-word answer w ould be misleading, takes effect when a certain circum stance occurs. You
the DM might instead offer a short phrase as an answer. describe that circum stance when you cast the tw o spells.
For example, a contingency cast with water breathing
C on tagion m ight stipulate that water breathing co m e s into effect
5th-level necromancy when you are engulfed in water or a sim ilar liquid.

Casting Time: 1 action The contingent spell takes effect immediately after the
Range: Touch circum stance is met for the first time, whether or not you
Component: V, S want it to. and then contingency ends.
Duration: 7 days
The contingent spell takes effect only on you, even
Your touch inflicts disease. Make a melee spell attack if it can norm ally target others. You can use only one
against a creature w ithin your reach. On a hit, you afflict contingency spell at a time. If you cast this spell again,
the creature with a disease o f your choice from any o f the effect o f another contingency spell on you ends. A lso,
the ones described below. contingency ends on you if its m aterial com p on ent is
ever not on your person.
At the end o f each o f the target’s turns, it m ust m ake
a Constitution saving throw. After failing three of C o n tin u al Flame
th ese saving throw s, the d isea se’s effects last for the 2 nd-level evocation
duration, and the creature stops m aking these saves.
After succeeding on three o f these saving throws, the Casting Time: 1 action
creature recovers from the disease, and the spell ends. Range: Touch
Components: V, S, M (ruby dust w orth 50 gp, w hich the
S in ce this spell in du ces a natural d isease in its
target, any effect that rem oves a disease or otherw ise spell consum es)
am eliorates a d isea se’s effects apply to it. Duration: Until dispelled

Blinding S ickn ess. Pain grips the creatu re’s mind, A flame, equivalent in brightness to a torch, springs
and its eyes turn m ilky white. The creature has forth from an object that you touch. The effect looks like
disadvantage on W isdom checks and W isdom saving a regular flame, but it creates no heat and d oesn ’t use
throws and is blinded. oxygen. A continual flame can be covered or hidden but
not smothered or quenched.
Filth Fever. A raging fever sw eep s through the
creature’s body. The creature has disadvantage on C ontrol Water
Strength checks, Strength saving throws, and attack 4th-level transmutation
rolls that use Strength.
Casting Time: 1 action
Flesh R ot. T h e creatu re’s flesh decays. T h e creature Range: 300 feet
has disadvantage on Charisma checks and vulnerability Components: V, S , M (a drop o f water and a
to all damage.
pinch o f dust)
M indfire. T h e creature’s m ind b e c o m e s feverish. The Duration: C oncentration, up to 10 minutes
creature has disadvantage on Intelligence checks and
Intelligence saving throws, and the creature behaves as Until the spell ends, you control any freestanding water
if under the effects o f the confusion spell during com bat. inside an area you ch oose that is a cube up to 100 feet
on a side. You can choose from any o f the following
Seizure. The creature is overcom e with shaking. effects when you cast this spell. As an action on your
The creature has disadvantage on Dexterity checks, turn, you can repeat the sam e effect or ch oose a
Dexterity saving throws, and attack rolls that different one.
use Dexterity.
Flood. You cause the water level o f all standing water in
Slim y D oom . Th e creature begin s to bleed the area to rise by as m uch as 20 feet. If the area includes
uncontrollably. The creature has disadvantage on a shore, the flooding water spills over onto dry land.
Constitution checks and Constitution saving throws.
In addition, w hen ever the creature takes dam age, it is If you ch oose an area in a large bod y o f water, you
stunned until the end o f its next turn. instead create a 20-foot tall wave that travels from one
side o f the area to the other and then crashes down. Any
C on tin g en cy H uge or sm aller vehicles in the w ave’s path are carried
6 th-level evocation with it to the other side. A ny Huge or sm aller vehicles
struck by the wave have a 25 percent chance of capsizing.
Casting Time: 10 minutes
Range: Self The water level rem ains elevated until the spell ends
or you ch oose a different effect. If this effect produced

a wave, the wave repeats on the start o f your next turn P r e c ip it a t io n
w hile the flood effect lasts.
Stage Condition
P art Water. You cau se w ater in the area to m ove 1 Clear
apart and create a trench. The trench extends across 2 Light clouds
the spell’s area, and the separated water form s a wall to 3 Overcast or ground fog
either side. The trench rem ains until the spell ends or 4 Rain, hail, or snow
you ch oose a different effect. The water then slowly fills 5 Torrential rain, driving hail, or blizzard
in the trench over the cou rse o f the next round until the
norm al water level is restored. Tem perature W in d

R ed irect Flow. You cause flow ing water in the area Stage Condition Stage Condition
to move in a direction you choose, even if the water has 1 Unbearable heat 1 Calm
to flow over obstacles, up walls, or in other unlikely 2 Hot 2 Moderate wind
directions. The water in the area m oves as you direct 3 Warm 3 Strong wind
it, but on ce it m oves beyon d the sp ell’s area, it resu m es 4 Cool 4 Gale
its flow ba sed on the terrain condition s. The water 5 Cold 5 Storm
continues to m ove in the direction you ch ose until the 6 Arctic cold
spell ends or you ch oose a different effect.
C ordo n of A rrows
W hirlpool. This effect requires a b od y o f water 2nd-level transmutation
at least 50 feet square and 25 feet deep. You cause
a w hirlpool to form in the center o f the area. The Casting Time: 1 action
w h irlpool form s a vortex that is 5 feet w id e at the Range: 5 feet
base, up to 50 feet w id e at the top, and 25 feet tall. Any Components: V, S, M (four or m ore arrow s or bolts)
creature or object in the water and w ithin 25 feet o f the Duration: 8 hours
vortex is pulled 10 feet tow ard it. A creature can sw im
away from the vortex by m aking a Strength (Athletics) You plant four pieces o f nonm agical am munition—
check against your spell save DC. arrow s or crossb ow bolts—in the ground within range
and lay m agic upon them to protect an area. Until the
W hen a creature enters the vortex for the first time on spell ends, whenever a creature other than you com es
a turn or starts its turn there, it must m ake a Strength within 30 feet o f the ammunition for the first time on a
saving throw. On a failed save, the creature takes 2d8 turn or en ds its turn there, one p iece o f am m unition flies
bludgeon ing dam age and is caught in the vortex until up to strike it. The creature m ust su cce e d on a Dexterity
the spell ends. On a successful save, the creature takes saving throw or take 1d6 piercing damage. The piece of
h alf dam age, and isn’t caught in the vortex. A creature ammunition is then destroyed. The spell ends when no
caught in the vortex can use its action to try to sw im ammunition remains.
away from the vortex as described above, but has
disadvantage on the Strength (Athletics) check to do so. W hen you cast this spell, you can designate any
creatures you choose, and the spell ignores them.
The first time each turn that an object enters the
vortex, the object takes 2d8 bludgeoning dam age; this A t H igher L evels. W h en you cast this spell using
dam age o c cu rs each round it rem ains in the vortex. a spell slot o f 3rd level or higher, the amount of
am m unition that can be affected increases by tw o for
C ontrol W eather each slot level above 2nd.
8 th-Ievel transmutation
C ounterspell
Casting Time: 10 minutes 3rd-level abjuration
Range: S elf (5-mile radius)
Components: V, S, M (burning in cen se and bits o f earth Casting Time: 1 reaction, w hich you take when you see
a creature within 60 feet of you casting a spell
and w o o d m ixed in water)
Range: 60 feet
Duration: Concentration, up to 8 hours Components: S
Duration: Instantaneous
You take control o f the weather within 5 m iles of you
for the duration. You must be outdoors to cast this spell. You attempt to interrupt a creature in the p r o ce s s o f
M oving to a place w here you don ’t have a clear path to casting a spell. If the creature is casting a spell o f 3rd
the sky en ds the spell early. level or lower, its spell fails and has no effect. If it is
casting a spell o f 4th level or higher, m ake an ability
W hen you cast the spell, you change the current ch eck using your sp ellcastin g ability. T h e D C equals 10
weather conditions, which are determ ined by the DM + the sp ell’s level. On a su ccess, the creatu re’s spell fails
based on the climate and season. You can change and has no effect.
precipitation, tem perature, and wind. It takes 1d4 x 10
minutes for the new conditions to take effect. Once they A t H igher L evels. W hen you cast this spell using a
do so, you can change the conditions again. W hen the spell slot o f 4th level or higher, the interrupted spell has
spell ends, the weather gradually returns to normal. no effect if its level is less than or equal to the level o f the
spell slot you used.
W hen you change the weather conditions, find a
current condition on the follow in g tables and change its
stage by one, up or down. W hen changing the wind, you
can change its direction.

C reate Fo o d a n d W ater 24 hours, you must cast this spell on the creature
3rd-level conjuration before the current 24-hour period ends. This use
of the spell reasserts your control over up to three
Casting Time: 1 action creatures you have animated with this spell, rather than
Range: 30 feet animating new ones.
Components: V, S
Duration: Instantaneous A t H igher L evels. W h en you cast this spell using a
7th-level spell slot, you can animate or reassert control
You create 45 pounds o f food and 30 gallons of water over four ghouls. W hen you cast this spell using an
on the ground or in containers within range, enough 8th-level spell slot, you can animate or reassert control
to sustain up to fifteen hum anoids or five steeds for over five ghouls or tw o ghasts or wights. W hen you cast
24 hours. The food is bland but nourishing, and spoils this spell using a 9th-level spell slot, you can animate or
if uneaten after 24 hours. The water is clean and reassert control over six ghouls, three ghasts or wights,
doesn ’t go bad. or two mummies.

C reate or D estroy W ater C reation
1st-level transmutation 5th-level illusion

Casting Time: 1 action Casting Time: 1 minute
Range: 30 feet Range: 30 feet
Components: V, S, M (a drop o f w ater if creating water Components: V, S, M (a tiny p iece o f matter o f the sam e

or a few grains o f sand if destroying it) type o f the item you plan to create)
Duration: Instantaneous
Duration: S p ecial
You either create or destroy water.
C reate Water. You create up to 10 gallons o f clean You pull w isps of shadow material from the Shadowfell
to create a nonliving object of vegetable matter within
water within range in an open container. Alternatively, range: soft goods, rope, w ood, or som ething similar. You
the water falls as rain in a 30-foot cube within range, can also use this spell to create mineral objects such as
extinguishing exposed flam es in the area. stone, crystal, or metal. The object created must be no
larger than a 5-foot cube, and the object must be of a
D estroy Water. You destroy up to 10 gallons o f water form and material that you have seen before.
in an open container w ithin range. Alternatively, you
destroy fog in a 30-foot cube within range. T h e duration depen ds on the o b je ct’s material. If
the object is com p osed o f multiple materials, use the
A t H igher L evels. W hen you cast this spell using a shortest duration.
spell slot o f 2nd level or higher, you create or destroy
10 additional gallons o f water, or the size o f the cube Material Duration
in creases by 5 feet, for each slot level above 1st. Vegetable matter 1 day
Stone or crystal 12 hours
C reate U ndead Precious metals 1 hour
6 th-level necromancy Gems 10 minutes
Adamantine or mithral 1 minute
Casting Time: 1 minute
Range: 10 feet Using any material created by this spell as another
Components: V, S, M (one clay pot filled w ith grave dirt, spell’s m aterial com pon en t ca u ses that spell to fail.

one clay pot filled with brackish water, and one 150 gp A t H igher L evels. W h en you cast this spell using a
black onyx stone for each corpse) spell slot o f 6th level or higher, the cube increases by 5
Duration: Instantaneous feet for each slot level above 5th.

You can cast this spell only at night. C h oose up to three C row n of M adness
corpses of M edium or Sm all hum anoids within range. 2nd-level enchantment
Each corpse becom es a ghoul under your control. (The
DM has game statistics for these creatures.) Casting Time: 1 action
Range: 120 feet
As a bonus action on each of your turns, you can Components: V, S
mentally com m and any creature you animated with Duration: Concentration, up to 1 minute
this spell if the creature is within 120 feet of you (if you
control multiple creatures, you can com m and any or all One hum anoid o f your choice that you can see within
o f them at the sa m e time, issuing the sam e com m a n d to range must succeed on a W isdom saving throw or
each one). You decide what action the creature w ill take b ecom e charm ed by you for the duration. W hile
and w h ere it w ill m ove during its next turn, or you can the target is charm ed in this way, a twisted crow n
issue a general com m and, such as to guard a particular o f ja gg ed iron appears on its head, and a m adn ess
cham ber or corridor. If you issue no com m ands, the glow s in its eyes.
creature only defends itself against hostile creatures.
O n ce given an order, the creature continu es to follow it T h e ch arm ed target m ust use its action b efore m oving
until its task is com plete. on each o f its turns to m ake a m elee attack against a
creature other than itself that you mentally choose.
The creature is under your control for 24 hours,
after w h ich it stops ob eyin g any c om m a n d you have
given it. To m aintain con trol o f the creature for another

The target can act n orm ally on its turn if you c h o o s e no duration. The darkness spreads around corners.
creature or if none are w ithin its reach. A creature with darkvision can’t see through this
darkness, and n onm agical light ca n ’t illum inate it.
On your subsequent turns, you must use your action to
maintain control over the target, or the spell ends. Also, If the point you ch oose is on an object you are holding
the target can m ake a W isdom saving throw at the end or one that isn’t being w orn or carried, the darkness
o f each o f its turns. On a su ccess, the spell ends. em anates from the object and m oves w ith it. Com pletely
covering the source o f the darkness with an opaque
C r u s a d e r ’s M a n t l e object, such as a bow l or a helm, blocks the darkness.
3rd-level evocation
If any o f this sp ell’s area overlaps with an area o f light
Casting Time: 1 action created by a spell o f 2nd level or lower, the spell that
Range: Self created the light is dispelled.
Components: V
Duration: Concentration, up to 1 minute D ark visio n
2 nd-level transmutation
Holy p ow er radiates from you in an aura with a 30-foot
radius, aw akening bold n ess in friendly creatures. Until Casting Time: 1 action
the spell ends, the aura m oves with you, centered on Range: Touch
you. W hile in the aura, each nonhostile creature in the Components: V, S, M (either a pinch o f dried
aura (including you) deals an extra 1d4 radiant damage
w hen it hits w ith a w eap on attack. carrot or an agate)
Duration: 8 hours
C ure W ounds
1st-level evocation You touch a w illing creature to grant it the ability to
see in the dark. For the duration, that creature has
Casting Time: 1 action darkvision out to a range o f 60 feet.
Range: Touch
Components: V, S Daylig h t
Duration: Instantaneous 3rd-level evocation

A creature you touch regains a num ber o f hit points Casting Time: 1 action
equal to 1d8 + your spellcasting ability modifier. This Range: 60 feet
spell has no effect on undead or constructs. Components: V, S
Duration: 1 hour
A t H igher Levels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the healing increases by A 60-foot-radius sphere o f light spreads out from a point
1d8 for each slot level above 1st. you ch oose within range. The sphere is bright light and
sheds dim light for an additional 60 feet.
D a n c in g L igh ts
Evocation cantrip If you chose a point on an object you are holding or
one that isn’t being w orn or carried, the light shines
Casting Time: 1 action from the ob ject and m oves with it. Com pletely coverin g
Range: 120 feet the affected object with an opaque object, such as a bowl
Components: V, S, M (a bit o f ph osph oru s or w ych w ood , or a helm, block s the light.

or a glowworm) If any o f this spell’s area overlaps with an area of
Duration: Concentration, up to 1 minute darkness created by a spell o f 3rd level or lower, the
spell that created the darkness is dispelled.
You create up to four torch-sized lights within range,
m aking them appear as torches, lanterns, or glowing D eath Ward
orbs that hover in the air for the duration. You can 4th-level abjuration
also com bine the four lights into one glow ing vaguely
humanoid form of M edium size. W hichever form you Casting Time: 1 action
choose, each light sheds dim light in a 10-foot radius. Range: Touch
Components: V, S
A s a bonus action on your turn, you can move the Duration: 8 hours
lights up to 60 feet to a new spot within range. A light
must be within 20 feet o f another light created by this You touch a creature and grant it a m easu re o f
spell, and a light w in k s out if it ex ceed s the sp ell’s range. protection from death.

Darkness The first time the target w ou ld drop to 0 hit points as a
2 nd-level evocation result o f taking dam age, the target instead d rops to 1 hit
point, and the spell ends.
Casting Time: 1 action
Range: 60 feet If the spell is still in effect w hen the target is subjected
Components: V, M (bat fur and a drop o f pitch or to an effect that w ou ld kill it instantaneously without
dealing damage, that effect is instead negated against
piece of coal) the target, and the spell ends.
Duration: Concentration, up to 10 minutes
D elayed Blast Fireball
M agical darkness spreads from a point you choose 7th-level evocation
w ithin range to fill a 15-foot-radius sphere for the
Casting Time: 1 action

Range: 150 feet You strike the ground, creating a burst o f divine
Components: V, S, M (a tiny ball o f bat energy that ripples outward from you. Each creature
you choose within 30 feet of you must succeed on a
guano and sulfur) Constitution saving throw or take 5d6 thunder damage,
Duration: Concentration, up to 1 minute as well as 5d6 radiant or necrotic damage (your choice),
and be knocked prone. A creature that succeeds on
A beam o f yellow light flashes from your pointing finger, its saving throw takes half as m uch dam age and isn’t
then con d en ses to linger at a ch osen point w ithin range knocked prone.
as a glowing bead for the duration. W hen the spell
ends, either because your concentration is broken or D e tec t Ev il a n d G oo d
b eca u se you d ecide to end it, the bea d b lo ss o m s w ith a 1st-level divination
low roar into an explosion o f flame that spreads around
corners. Each creature in a 20-foot-radius sphere Casting Time: 1 action
centered on that point must m ake a Dexterity saving Range: Self
throw. A creature takes fire dam age equal to the total Components: V, S
accumulated damage on a failed save, or half as much Duration: Concentration, up to 10 minutes
damage on a successful one.
For the duration, you know if there is an aberration,
The spell’s ba se dam age is 12d6. If at the end o f celestial, elem ental, fey, fiend, or undead w ithin 30
your turn the bead has not yet detonated, the damage feet o f you, as well as where the creature is located.
in creases by 1d6. Similarly, you know if there is a place or object within
30 feet o f you that has been m agically consecrated
If the glowing bead is touched before the interval or desecrated.
has expired, the creature touching it m ust m ake a
Dexterity saving throw. On a failed save, the spell ends The spell can penetrate m ost barriers, but it is block ed
immediately, causing the bead to erupt in flame. On a by 1 foot o f stone, 1 inch o f com m on metal, a thin sheet
su ccessfu l save, the creature can throw the bead up to o f lead, or 3 feet o f w o o d or dirt.
4 0 feet. W h en it strikes a creature or a solid object, the
spell ends, and the bead explodes. D etect M agic
1st-level divination (ritual)
The fire dam ages objects in the area and ignites
flam m able objects that aren’t being w orn or carried. Casting Time: 1 action
Range: Self
A t H igher Levels. W h en you cast this spell using Components: V, S
a spell slot o f 8th level or higher, the base dam age Duration: Concentration, up to 10 minutes
in creases by 1d6 for each slot level above 7th.
For the duration, you sense the presence o f m agic
D em iplane within 30 feet o f you. If you sense m agic in this way, you
8 th-level conjuration can use your action to see a faint aura around any visible
creature or object in the area that bears m agic, and you
Casting Time: 1 action learn its sch o o l o f m agic, if any.
Range: 60 feet
Components: S The spell can penetrate m ost barriers, but it is block ed
Duration: 1 hour by 1 foot o f stone, 1 inch o f com m on metal, a thin sheet
of lead, or 3 feet o f w ood or dirt.
Y ou create a sh ad ow y d oor on a flat solid su rface that
you can see within range. The d oor is large enough to D e tec t P o is o n a n d D isease
allow M edium creatures to pass through unhindered. 1st-level divination (ritual)
W hen opened, the d oor leads to a dem iplane that
appears to be an empty room 30 feet in each dimension, Casting Time: 1 action
m ade o f w ood or stone. W hen the spell ends, the door Range: Self
disappears, and any creatures or objects inside the Components: V, S, M (a y ew leaf)
dem iplane remain trapped there, as the door also Duration: Concentration, up to 10 minutes
disappears from the other side.
For the duration, you can sense the presence and
Each time you cast this spell, you can create a new location of poisons, poisonous creatures, and diseases
demiplane, or have the shadowy door connect to a within 30 feet of you. You also identify the kind of
dem iplane you created with a previous casting of this poison, poisonou s creature, or disease in each case.
spell. Additionally, if you know the nature and contents
o f a demiplane created by a casting of this spell by T h e spell can penetrate m ost barriers, but it is blocked
another creature, you can have the shadowy door by 1 foot o f stone, 1 inch o f com m on metal, a thin sheet
conn ect to its dem iplane instead. o f lead, or 3 feet o f w o o d or dirt.

D estructive W ave D etect T houghts
5th-level evocation 2 nd-level divination

Casting Time: 1 action Casting Time: 1 action
Range: S elf (30-foot radius) Range: Self
Components: V Components: V, S, M (a co p p e r p iece)
Duration: Instantaneous Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts o f certain D isguise Self
creatures. W hen you cast the spell and as your action on 1st-level illusion
each turn until the spell ends, you can focus your mind
on any one creature that you can see within 30 feet of Casting Time: 1 action
you. If the creature you ch oose has an Intelligence of Range: Self
3 or low er or d oesn ’t speak any language, the creature Components: V, S
is unaffected. Duration: 1 hour

You initially learn the surface thoughts o f the You make yourself—including your clothing, armor,
creatu re—w hat is m ost on its m ind in that m om ent. As w eapons, and other belongings on your person—look
an action, you can either shift your attention to another different until the spell ends or until you use your action
creatu re’s thoughts or attempt to probe deep er into the to d ism iss it. You can seem 1 foot shorter or taller and
sa m e creatu re’s mind. If you probe deeper, the target can appear thin, fat, or in betw een . You ca n ’t change
m ust m ake a W isd om saving throw. If it fails, you gain your body type, so you must adopt a form that has the
insight into its reason in g (if any), its em otional state, sam e basic arrangement o f limbs. Otherwise, the extent
and som ething that loom s large in its mind (such as o f the illusion is up to you.
som eth in g it w orries over, loves, or hates). If it su cceed s,
the spell ends. Either way, the target know s that you are The changes wrought by this spell fail to hold up to
probin g into its mind, and unless you shift your attention physical inspection. For example, if you use this spell
to another creatu re’s thoughts, the creature can use to add a hat to your outfit, objects pass through the hat,
its action on its turn to m ake an Intelligence check and anyone w h o tou ches it w ou ld feel nothing or w ould
contested by your Intelligence check; if it su cceed s, feel your head and hair. If you use this spell to appear
the spell ends. thinner than you are, the hand o f som eone w ho reaches
out to touch you w ould bum p into you w hile it w as
Q uestion s verbally directed at the target creature seem ingly still in midair.
naturally shape the co u rse o f its thoughts, s o this spell
is particularly effective as part o f an interrogation. To discern that you are disguised, a creature can use
its action to in spect your ap pearan ce and m ust su cceed
You can also use this spell to detect the presence of on an Intelligence (Investigation) check against your
thinking creatures you can’t see. W hen you cast the spell save DC.
spell or as your action during the duration, you can
search for thoughts within 30 feet of you. The spell can D isintegrate
penetrate barriers, but 2 feet of rock, 2 inches o f any 6 th-level transmutation
metal other than lead, or a thin sheet o f lead blocks you.
You can’t detect a creature with an Intelligence o f 3 or Casting Time: 1 action
low er or one that doesn ’t speak any language. Range: 60 feet
Components: V, S, M (a lodeston e and a pinch o f dust)
O n ce you detect the p resen ce o f a creature in this way, Duration: Instantaneous
you can read its thoughts for the rest o f the duration as
d escrib ed above, even if you ca n ’t se e it, but it m ust still A thin green ray springs from your pointing finger to a
be within range. target that you can see within range. The target can be a
creature, an object, or a creation of magical force, such
D im en sion D oo r as the wall created by wall o f force.
4th-level conjuration
A creature targeted by this spell must make a
Casting Time: 1 action Dexterity saving throw. On a failed save, the target takes
Range: 500 feet 10d6 + 40 force damage. If this dam age reduces the
Components: V target to 0 hit points, it is disintegrated.
Duration: Instantaneous
A disintegrated creature and everything it is w earin g
You teleport yourself from your current location to any and carrying, except m agic items, are reduced to a pile
other spot w ithin range. You arrive at exactly the spot o f fine gray dust. The creature can be restored to life
desired. It can be a place you can see, one you can only by m eans o f a true resurrection or a wish spell.
visualize, or one you can describe by stating distance
and direction, such as “ 200 feet straight dow nw ard” or This spell automatically disintegrates a Large or
“upward to the northw est at a 45-degree angle, 3 0 0 feet.” smaller nonm agical object or a creation of magical
force. If the target is a Huge or larger object or creation
You can bring along objects as long as their weight of force, this spell disintegrates a 10-foot-cube portion of
doesn’t exceed what you can carry. You can also bring it. A m agic item is unaffected by this spell.
on e w illing creature o f your size or sm aller w h o is
carryin g gear up to its carryin g capacity. T h e creature A t H igher L evels. W h en you cast this spell using a
must be within 5 feet o f you when you cast this spell. spell slot o f 7th level or higher, the dam age increases by
3d6 for each slot level above 6th.
If you w ould arrive in a place already occupied by an
object or a creature, you and any creature traveling with D ispel Ev il a n d G o o d
you each take 4d6 force dam age, and the spell fails to 5th-level abjuration
teleport you.
Casting Time: 1 action
Range: Self

Components: V, S, M (holy water or pow dered D ivin atio n
silver and iron) 4th-level divination (ritual)

Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: Self
Shim m ering energy surrounds and protects you from Components: V, S, M (in cen se and a sacrificial offering
fey, undead, and creatures originating from beyon d the
Material Plane. For the duration, celestials, elementals, appropriate to your religion, together w orth at least 25
fey, fiends, and undead have disadvantage on attack gp, w hich the spell consum es)
rolls against you. Duration: Instantaneous

You can end the spell early by using either of the Your m agic and an offering put you in contact with
following special functions. a god or a g o d ’s servants. You ask a single question
concerning a specific goal, event, or activity to occu r
B reak Enchantm ent. A s your action, you touch a w ithin 7 days. The DM offers a truthful reply. T h e reply
creature you can reach that is charm ed, frightened, or might be a short phrase, a cryptic rhyme, or an omen.
p o s s e s s e d by a celestial, an elem ental, a fey, a fiend,
or an undead. The creature you touch is no longer The spell d oesn ’t take into account any possible
charm ed, frightened, or possessed by such creatures. circum stances that might change the outcom e, such
as the casting of additional spells or the loss or gain
Dismissal. A s your action, m ake a m elee spell attack of a companion.
against a celestial, an elem ental, a fey, a fiend, or an
undead you can reach. On a hit, you attempt to drive If you cast the spell two or m ore times before finishing
the creature back to its hom e plane. The creature must your next long rest, there is a cumulative 25 percent
su cceed on a Charism a saving throw or be sent back to chance for each casting after the first that you get a
its h om e plane (if it isn't there already). If they aren’t on random reading. The DM m akes this roll in secret.
their hom e plane, undead are sent to the Shadowfell,
and fey are sent to the Feywild. D i v i n e Fa v o r
1st-level evocation
D ispel M a gic
3rd-level abjuration Casting Time: 1 bonus action
Range: Self
Casting Time: 1 action Components: V, S
Range: 120 feet Duration: Concentration, up to 1 minute
Components: V, S
Duration: Instantaneous Your prayer em p ow ers you w ith divine radiance. Until
the spell ends, your w eapon attacks deal an extra 1d4
C hoose one creature, object, or magical effect within radiant dam age on a hit.
range. Any spell of 3rd level or low er on the target ends.
For each spell o f 4th level or higher on the target, make D iv in e W ord
an ability ch eck using your spellcastin g ability. The 7th-level evocation
DC equals 10 + the spell’s level. On a su ccessfu l check,
the spell ends. Casting Time: 1 bonus action
Range: 30 feet
A t H igher L evels. W hen you cast this spell using a Components: V
spell slot o f 4th level or higher, you automatically end Duration: Instantaneous
the effects o f a spell on the target if the sp ell’s level is
equal to or less than the level o f the spell slot you used. You utter a divine word, im bued with the pow er that
shaped the w orld at the daw n o f creation. C h oose any
D iss o n a n t W hispers number of creatures you can see within range. Each
1st-level enchantment creature that can hear you must make a Charisma
saving throw. On a failed save, a creature suffers an
Casting Time: 1 action effect ba sed on its current hit points:
Range: 60 feet
Components: V • 50 hit points or fewer: deafened for 1 m inute
Duration: Instantaneous • 40 hit points or few er: deafened and blinded for 10

You w hisper a discordant m elody that only one creature minutes
o f your ch oice w ithin range can hear, w rackin g it with • 30 hit points or fewer: blinded, deafened, and stunned
terrible pain. The target must m ake a W isdom saving
throw. On a failed save, it takes 3d6 psychic dam age and for 1 hour
must im m ediately u se its reaction, if available, to m ove • 20 hit points or few er: killed instantly
as far as its sp eed allow s away from you. The creature
doesn ’t m ove into obviously dangerous ground, such R eg ardless o f its current hit points, a celestial, an
as a fire or a pit. O n a su ccessfu l save, the target takes elem ental, a fey, or a fiend that fails its save is forced
half as m uch dam age and d oesn ’t have to m ove away. A back to its plane o f origin (if it isn’t there already) and
deafened creature automatically succeeds on the save. can’t return to your current plane for 24 hours by any
m eans short o f a wish spell.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the dam age increases by D o m in ate Beast
1d6 for each slot level above 1st. 4th-level enchantment

Casting Time: 1 action

Range: 60 feet E ach tim e the target takes dam age, it m akes a new
Components: V, S W isdom saving throw against the spell. If the saving
Duration: Concentration, up to 1 minute throw succeeds, the spell ends.

You attempt to beguile a beast that you can see within A t H igher Levels. W h en you cast this spell with
range. It m ust su cce e d on a W isd om saving th row or be a 9th-level spell slot, the duration is concentration,
charm ed by you for the duration. If you or creatures that up to 8 hours.
are friendly to you are fighting it, it has advantage on the
saving throw. D o m in ate Person
5th-level enchantment
W hile the beast is charm ed, you have a telepathic link
w ith it as long as the tw o o f you are on the sam e plane Casting Time: 1 action
o f existence. You can use this telepathic link to issue Range: 60 feet
com m ands to the creature while you are con sciou s (no Components: V, S
action required), w hich it d o e s its best to obey. You can Duration: Concentration, up to 1 minute
specify a simple and general course of action, such as
“Attack that creature,” “Run over there,” or “Fetch that You attempt to beguile a hum anoid that you can see
object.” If the creature com pletes the order and doesn’t w ithin range. It must su c ce e d on a W isd om saving
receive further direction from you, it defends and throw or be charm ed by you for the duration. If you or
p reserves itself to the best o f its ability. creatures that are friendly to you are fighting it, it has
advantage on the saving throw.
You can use your action to take total and precise
control o f the target. Until the end o f your next turn, the W hile the target is charm ed, you have a telepathic link
creature takes only the actions you choose, and doesn ’t w ith it as lon g as the tw o o f you are on the sam e plane
do anything that you don ’t allow it to do. D uring this o f existence. You can use this telepathic link to issue
time, you can also cause the creature to use a reaction, com m ands to the creature w hile you are con sciou s (no
but this requires you to use your ow n reaction as well. action required), w hich it d oes its best to obey. You can
specify a simple and general course of action, such as
E ach tim e the target takes dam age, it m akes a new “A ttack that creature,” “R un over there,” or “Fetch that
W isdom saving throw against the spell. If the saving object.” If the creature com pletes the order and d oesn ’t
throw succeeds, the spell ends. receive further direction from you, it defends and
p reserves itself to the best o f its ability.
A t H igher L evels. W h en you cast this spell with a
5th-level spell slot, the duration is concentration, up You can use your action to take total and precise
to 10 minutes. W hen you use a 6th-level spell slot, control o f the target. Until the end o f your next turn, the
the duration is concentration, up to 1 hour. W hen you creature takes only the actions you choose, and doesn’t
use a spell slot o f 7th level or higher, the duration is do anything that you don ’t allow it to do. D urin g this
concentration, up to 8 hours. time you can also cause the creature to use a reaction,
but this requires you to use your own reaction as well.
D om in ate M onster
8 th-level enchantment Each tim e the target takes dam age, it m akes a new
W isdom saving throw against the spell. If the saving
Casting Time: 1 action throw succeeds, the spell ends.
Range: 60 feet
Components: V, S A t H igher L evels. W h en you cast this spell using
Duration: Concentration, up to 1 hour a 6th-level spell slot, the duration is concentration,
up to 10 minutes. W hen you use a 7th-level spell slot,
You attempt to beguile a creature that you can see the duration is concentration, up to 1 hour. W hen you
w ithin range. It m ust su cce e d on a W isd om saving use a spell slot of 8th level or higher, the duration is
throw or be charm ed by you for the duration. If you or concentration, up to 8 hours.
creatu res that are friendly to you are fighting it, it has
advantage on the saving throw. D r a w m i j ’s I n s t a n t Su m m o n s
6 th-level conjuration (ritual)
W hile the creature is charm ed, you have a telepathic
link w ith it as lon g as the tw o o f you are on the sam e Casting Time: 1 minute
plane o f existence. You can use this telepathic link to Range: Touch
issue com m ands to the creature while you are conscious Components: V, S, M (a sapphire w orth 1,0 00 gp)
(no action required), w h ich it d oes its best to obey. You Duration: Until dispelled
can specify a simple and general course of action, such
as “A ttack that creature,” “Run over there,” or “Fetch You touch an object w eighing 10 pounds or less w hose
that object.” If the creature com pletes the order and longest dim ension is 6 feet or less. The spell leaves an
d oesn ’t receive further direction from you, it defends invisible m ark on its su rface and invisibly in scribes the
and p reserves itself to the best o f its ability. nam e o f the item on the sapphire you use as the material
component. Each time you cast this spell, you must use
You can use your action to take total and precise a different sapphire.
control o f the target. Until the end o f your next turn, the
creature takes only the actions you ch oose, and doesn ’t At any time thereafter, you can use your action to
do anything that you d on ’t allow it to do. D uring this speak the item’s nam e and crush the sapphire. The item
time, you can also cause the creature to use a reaction, instantly appears in your hand regardless of physical or
but this requires you to use your own reaction as well. planar distances, and the spell ends.

If another creature is holding or carrying the item, for clear skies, a cloud for rain, falling snow flakes for
crushing the sapphire d oesn ’t transport the item to you, snow, and so on. This effect persists for 1 round.
but instead you learn w ho the creature possessin g the • You instantly m ake a flower blossom , a seed pod open,
object is and roughly w here that creature is located or a leaf bud bloom.
at that moment. • You create an instantaneous, harm less sensory effect,
such as falling leaves, a puff o f wind, the sound o f a
Dispel magic or a sim ilar effect su ccessfu lly applied to sm all animal, or the faint odor o f skunk. The effect
the sapphire ends this sp ell’s effect. m ust fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a
D ream small campfire.
5th-level illusion
Ea rth q u a k e
Casting Time: 1 minute 8 th-level evocation
Range: Special
Components: V, S, M (a handful o f sand, a dab o f ink, Casting Time: 1 action
Range: 500 feet
and a writing quill plucked from a sleeping bird) Components: V, S, M (a pinch o f dirt, a piece o f rock,
Duration: 8 hours
and a lump of clay)
T h is spell sh apes a creatu re’s dream s. C h oose a Duration: Concentration, up to 1 minute
creature known to you as the target o f this spell. The
target must be on the sam e plane o f existence as you. You create a seism ic disturbance at a point on the
Creatures that don ’t sleep, such as elves, can’t be ground that you can see within range. For the duration,
contacted by this spell. You, or a willing creature you an intense trem or rips through the ground in a
touch, enters a trance state, acting as a m essenger. 100-foot-radius circle centered on that point and shakes
W hile in the trance, the m essenger is aware o f his or creatures and structures in contact with the ground
her surroundings, but c a n ’t take actions or m ove. in that area.

If the target is asleep, the m essenger appears in the The ground in the area becom es difficult terrain.
target’s dream s and can con verse with the target as Each creature on the ground that is concentrating must
lon g as it rem ains asleep, through the duration o f the m ake a Constitution saving throw. On a failed save, the
spell. The m essenger can also shape the environment creatu re’s concentration is broken.
o f the dream, creating landscapes, objects, and other
im ages. T h e m essen ger can em erge from the trance at W h en you cast this spell and at the end o f each turn
any time, ending the effect o f the spell early. The target you spend concentrating on it, each creature on the
recalls the dream perfectly upon w aking. If the target is ground in the area must m ake a Dexterity saving throw.
aw ake w hen you cast the spell, the m essen ger k n ow s it, On a failed save, the creature is knocked prone.
and can either end the trance (and the spell) or wait for
the target to fall asleep, at w hich point the m essen ger This spell can have additional effects depending on
appears in the target’s dream s. the terrain in the area, as determ ined by the DM.

You can make the m essenger appear m onstrous F issu res. F issures open throughout the sp ell’s area at
and terrifying to the target. If you do, the m essenger the start o f your next turn after you cast the spell. A total
can deliver a m essage o f no m ore than ten w ords and o f 1d6 such fissures open in location s ch osen by the DM.
then the target must make a W isdom saving throw. On Each is 1d10 x 10 feet deep, 10 feet w ide, and extends
a failed save, echoes o f the phantasmal m onstrosity from one edge o f the spell’s area to the opposite side.
spaw n a nightm are that lasts the duration o f the target’s A creature standing on a spot w here a fissure opens
sleep and prevents the target from gaining any benefit m ust s u cce e d on a Dexterity saving th row or fall in. A
from that rest. In addition, w hen the target w ak es up, it creature that su ccessfu lly saves m oves w ith the fissu re’s
takes 3d6 psychic damage. edge as it opens.

If you have a body part, lock o f hair, clipping from a A fissure that op en s beneath a structure ca u ses it to
nail, or sim ilar portion o f the target’s body, the target automatically collapse (see below).
m akes its saving th row with disadvantage.
Structures. The trem or deals 50 bludgeoning dam age
D ruid craft to any structure in contact with the ground in the area
Transmutation cantrip w hen you cast the spell and at the start o f each o f your
turns until the spell ends. If a structure d rops to 0 hit
Casting Time: 1 action points, it colla p ses and potentially d am ages nearby
Range: 30 feet creatures. A creature within half the distance of a
Components: V, S stru ctu re’s height m ust m ake a Dexterity saving throw.
Duration: Instantaneous On a failed save, the creature takes 5d6 bludgeoning
damage, is knocked prone, and is buried in the rubble,
W hispering to the spirits o f nature, you create one o f the requiring a DC 20 Strength (Athletics) check as an
following effects within range: action to escape. The DM can adjust the DC higher
or lower, depending on the nature o f the rubble. On
• You create a tiny, h arm less sen sory effect that predicts a successful save, the creature takes half as much
what the w eather w ill be at your location for the next dam age and doesn ’t fall prone or b ecom e buried.
24 hours. The effect might manifest as a golden orb

Eld ritch Blast En large/R educe
Evocation cantrip 2 nd-level transmutation

Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V, S Components: V, S, M (a pinch o f p ow d ered iron)
Duration: Instantaneous Duration: Concentration, up to 1 minute

A beam of crackling energy streaks toward a creature You cause a creature or an object you can see within
within range. M ake a ranged spell attack against the range to grow larger or sm aller for the duration. C hoose
target. On a hit, the target takes 1dlO force dam age. either a creature or an object that is neither w orn
n or carried. If the target is unw illing, it can m ake a
The spell creates m ore than one beam when you reach Constitution saving throw. On a success, the spell
higher levels: tw o b ea m s at 5th level, three b ea m s at has no effect.
11th level, and four b ea m s at 17th level. You can direct
the b ea m s at the sam e target or at different ones. M ake If the target is a creature, everything it is w earin g and
a separate attack roll for each beam. carryin g changes size w ith it. A ny item d ropped by an
affected creature returns to n orm al size at on ce.
Elemental W eapon
3rd-level transmutation Enlarge. The target’s size doubles in all dim ensions,
and its w eight is m ultiplied by eight. T his grow th
Casting Time: 1 action in crea ses its size by one category—from M edium to
Range: Touch Large, for exam ple. If there isn’t enough room for the
Components: V, S target to double its size, the creature or object attains
Duration: Concentration, up to 1 hour the m axim um possible size in the space available.
Until the spell ends, the target also has advantage on
A nonm agical w eapon you touch becom es a magic Strength checks and Strength saving throws. The
weapon. Choose one o f the following damage types: target’s w ea p on s also g row to match its n ew size. W h ile
acid, cold, fire, lightning, or thunder. For the duration, these w eap on s are enlarged, the target’s attacks with
the w eap on has a +1 bon u s to attack rolls and deals an them deal 1d4 extra damage.
extra 1d4 dam age o f the ch osen type w hen it hits.
Reduce. T h e target’s size is halved in all dim ensions,
At Higher Levels. W h en you cast this spell using a and its weight is reduced to one-eighth o f norm al. This
spell slot o f 5th or 6th level, the bonus to attack rolls reduction decreases its size by one category—from
increases to +2 and the extra dam age increases to M edium to Small, for example. Until the spell ends,
2d4. W hen you use a spell slot of 7th level or higher, the target also has disadvantage on Strength checks
the bonus increases to +3 and the extra damage and Strength saving throw s. The target’s w eap on s also
increases to 3d4. shrink to m atch its n ew size. W h ile th ese w ea p on s are
reduced, the target’s attacks w ith them deal 1d4 less
En h an c e A b ility dam age (this ca n ’t reduce the dam age below 1).
2 nd-level transmutation
E n s n a r in g St r ik e
Casting Time: 1 action 1st-level conjuration
Range: Touch
Components: V, S, M (fur or a feather from a beast) Casting Time: 1 bonus action
Duration: Concentration, up to 1 hour. Range: Self
Components: V
You touch a creature and bestow u pon it a m agical Duration: Concentration, up to 1 minute
enhancem ent. C hoose one o f the follow ing effects; the
target gains that effect until the spell ends. The next tim e you hit a creature w ith a w ea p on attack
before this spell ends, a w rithing m ass o f thorny vines
Bear’s Endurance. T h e target has advantage on appears at the point o f im pact, and the target must
Constitution ch eck s. It also gains 2d 6 tem porary hit succeed on a Strength saving throw or be restrained by
points, which are lost when the spell ends. the m agical vines until the spell ends. A Large or larger
creature has advantage on this saving throw. If the
Bull’s Strength. T he target has advantage target su cceed s on the save, the vines shrivel away.
on Strength checks, and his or her carrying
capacity doubles. W hile restrained by this spell, the target takes 1d6
piercing damage at the start o f each o f its turns. A creature
Cat’s Grace. T h e target has advantage on Dexterity restrained by the vines or one that can touch the creature
checks. It also d oesn ’t take dam age from falling 20 feet can use its action to make a Strength check against your
or less if it isn’t incapacitated. spell save DC. On a success, the target is freed.

Eagle’s Splendor. T h e target has advantage on At Higher Levels. If you cast this spell using a spell
Charisma checks. slot o f 2nd level or higher, the dam age increases by 1d6
for each slot level above 1st.
Fox’s Cunning. The target has advantage on
Intelligence checks.

Owl’s Wisdom. T h e target has advantage on
W isdom checks.

At Higher Levels. W h en you cast this spell using
a spell slot o f 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

Entangle W hen the spell ends, you immediately return to the
1st-level conjuration plane you originated from in the spot you currently
occupy. If you occupy the sam e spot as a solid object
Casting Time: 1 action or creature when this happens, you are immediately
Range: 90 feet shunted to the nearest u noccu pied space that you
Components: V, S can occupy and take force dam age equal to tw ice the
Duration: Concentration, up to 1 minute num ber of feet you are moved.

Grasping w eeds and vines sprout from the ground in a T h is spell has no effect if you cast it w hile you are on
20-foot square starting from a point within range. For the E thereal P lane or a plane that d oesn ’t border it, such
the duration, these plants turn the ground in the area as one o f the Outer Planes.
into difficult terrain.
A t H igher L evels. W h en you cast this spell using
A creature in the area w hen you cast the spell must a spell slot of 8th level or higher, you can target up to
succeed on a Strength saving throw or be restrained three w illing creatures (including you) for each slot level
by the entangling plants until the spell ends. A creature above 7th. The creatures must be w ithin 10 feet o f you
restrained by the plants can u se its action to m ake when you cast the spell.
a Strength check against your spell save DC. On a
su ccess, it frees itself. Ev a r d ’s B l a c k T e n ta c le s
4th-level conjuration
W hen the spell ends, the conjured plants wilt away.
Casting Time: 1 action
Enthrall Range: 90 feet
2 nd-level enchantment Components: V, S, M (a p iece o f tentacle from a giant

Casting Time: 1 action octopus or a giant squid)
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S
Duration: 1 minute Squirm ing, ebon y tentacles fill a 20 -foot square on
ground that you can see within range. For the duration,
You weave a distracting string of words, causing these tentacles turn the ground in the area into
creatures of your choice that you can see within range difficult terrain.
and that can hear you to m ake a W isdom saving
throw. Any creature that can’t be charm ed su cceeds W h en a creature enters the affected area for the first
on this saving throw automatically, and if you or your time on a turn or starts its turn there, the creature
com p a n ion s are fighting a creature, it has advantage on must succeed on a Dexterity saving throw or take 3d6
the save. On a failed save, the target has disadvantage bludgeoning damage and be restrained by the tentacles
on W isdom (Perception) checks made to perceive any until the spell ends. A creature that starts its turn in the
creature other than you until the spell ends or until the area and is already restrained by the tentacles takes 3d6
target can no longer hear you. The spell ends if you are bludgeoning damage.
incapacitated or can no longer speak.
A creature restrained by the tentacles can use its
Et h e r e a l n e s s action to m ake a Strength or Dexterity check (its choice)
7th-level transmutation against your spell save DC. O n a su ccess, it frees itself.

Casting Time: 1 action Exped itio us R etreat
Range: Self 1st-level transmutation
Components: V, S
Duration: Up to 8 hours Casting Time: 1 bonus action
Range: Self
You step into the border regions o f the Ethereal Plane, Components: V, S
in the area w here it overlaps with your current plane. Duration: Concentration, up to 10 minutes
You rem ain in the B order E thereal for the duration or
until you use your action to dism iss the spell. During Th is spell allow s you to m ove at an incredible pace.
this time, you can m ove in any direction. If you move W hen you cast this spell, and then as a bonus action
up or down, every foot of movement costs an extra foot. on each o f your turns until the spell ends, you can take
You can see and hear the plane you originated from, but the Dash action.
everything there look s gray, and you ca n ’t see anything
m ore than 60 feet away. Ey e b it e
6 th-level necrom ancy
W hile on the Ethereal Plane, you can only affect and
be affected by other creatures on that plane. Creatures Casting Time: 1 action
that aren't on the Ethereal Plane can’t perceive you and Range: Self
can’t interact with you, unless a special ability or m agic Components: V, S
has given them the ability to do so. Duration: Concentration, up to 1 minute

You ignore all ob jects and effects that aren’t on the For the spell’s duration, your eyes b ecom e an inky void
Ethereal Plane, allowing you to move through objects im bued with dread power. One creature of your choice
you perceive on the plane you originated from. within 60 feet o f you that you can see must su cceed
on a W isdom saving throw or be affected by one o f the
follow ing effects o f your choice for the duration. On

each of your turns until the spell ends, you can use Fa l s e L ife
your action to target another creature but can’t target 1st-level necromancy
a creature again if it has su cceed ed on a saving throw
against this casting o f eyebite. Casting Time: 1 action
Range: Self
A sleep . The target falls u n con sciou s. It w a k es up if it Components: V, S, M (a sm all am ount o f alcoh ol or
takes any dam age or if another creature uses its action
to shake the sleeper awake. distilled spirits)
Duration: 1 hour
Panicked. The target is frightened o f you. On each
o f its turns, the frightened creature must take the Bolstering yourself with a necrom antic facsim ile o f life,
Dash action and m ove away from you by the safest and you gain 1d4 + 4 tem porary hit points for the duration.
shortest available route, unless there is nowhere to
m ove. If the target m oves to a place at least 60 feet away A t H igher L evels. W h en you cast this spell using a
from you w here it can no longer see you, this effect ends. spell slot o f 2nd level or higher, you gain 5 additional
tem porary hit points for each slot level above 1st.
Sickened. The target has disadvantage on attack rolls
and ability check s. At the end o f each o f its turns, it can Fear
m ake another W isd om saving throw. If it su cceed s, 3rd-level illusion
the effect ends.
Casting Time: 1 action
Fa b r i c a t e Range: Self (30-foot cone)
4th-level transmutation Components: V, S, M (a white feather or the

Casting Time: 10 minutes heart of a hen)
Range: 120 feet Duration: Concentration, up to 1 minute
Components: V, S
Duration: Instantaneous You project a phantasmal im age o f a creature’s worst
fears. Each creature in a 30-foot cone must su cceed on
You convert raw materials into products of the same a W isd om saving th row or drop w hatever it is holding
material. For example, you can fabricate a w ooden and becom e frightened for the duration.
bridge from a clump o f trees, a rope from a patch of
hemp, and clothes from flax or w ool. W hile frightened by this spell, a creature must take
the Dash action and move away from you by the safest
C h oose raw materials that you can see within range. available route on each o f its turns, unless there is
You can fabricate a Large or smaller object (contained now h ere to m ove. If the creature en ds its turn in a
within a 10-foot cube, or eight connected 5-foot cubes), location w here it d oesn ’t have line o f sight to you,
given a sufficient quantity o f raw material. If you the creature can make a W isdom saving throw. On a
are working with metal, stone, or another mineral successful save, the spell ends for that creature.
substance, however, the fabricated object can be no
larger than Medium (contained within a single 5-foot F e a t h e r Fa l l
cube). The quality o f ob jects m ade by the spell is 1st-level transmutation
com m ensurate with the quality o f the raw materials.
Casting Time: 1 reaction, which you take w hen you or a
Creatures or m agic item s ca n ’t b e created or creature within 60 feet of you falls
transm uted by this spell. You also ca n ’t u se it to
create items that ordinarily require a high degree of Range: 60 feet
craftsmanship, such as jewelry, weapons, glass, or Components: V, M (a sm all feather or p iece o f dow n)
armor, unless you have proficiency with the type of Duration: 1 minute
artisan’s tools u sed to craft such objects.
C hoose up to five falling creatures within range. A
Fa e r i e F ir e falling creature's rate o f descent slow s to 60 feet per
1st-level evocation round until the spell ends. If the creature lands before
the spell ends, it takes no falling dam age and can land
Casting Time: 1 action on its feet, and the spell ends for that creature.
Range: 60 feet
Components: V Feeblem ind
Duration: Concentration, up to 1 minute 8 th-level enchantment

E ach object in a 20 -foot cu b e within range is outlined in Casting Time: 1 action
blue, green, or violet light (your choice). Any creature in Range: 150 feet
the area w hen the spell is cast is also outlined in light if Components: V, S, M (a handful o f clay, crystal, glass,
it fails a Dexterity saving throw. F or the duration, objects
and affected creatures shed dim light in a 10-foot radius. or mineral spheres)
Duration: Instantaneous
Any attack roll against an affected creature or object
has advantage if the attacker can see it, and the affected You blast the mind of a creature that you can see within
creature or object can’t benefit from being invisible. range, attem pting to shatter its intellect and personality.
The target takes 4d 6 psych ic dam age and must m ake an
Intelligence saving throw.

On a failed save, the creature’s Intelligence and
Charism a s c o r e s b e c o m e 1. The creature ca n ’t cast
spells, activate m agic items, understand language, or

com m unicate in any intelligible way. The creature can, you can cau se it to reappear in any u n occu pied sp ace
however, identify its friends, follow them, and even within 30 feet of you.
protect them.
You c a n ’t have m ore than on e fam iliar at a time. If you
At the end o f every 30 days, the creature can repeat cast this spell while you already have a familiar, you
its saving throw against this spell. If it su cce e d s on its instead cau se it to adopt a n ew form . C h oose on e o f the
saving throw, the spell ends. form s from the above list. Your fam iliar transform s into
the chosen creature.
T h e spell can also be ended by greater restoration,
heal, or wish. Finally, w hen you cast a spell with a range o f touch,
your fam iliar can deliver the spell as if it had cast the
Feign D eath spell. Your familiar must be within 100 feet of you, and
3rd-level necrom ancy (ritual) it must u se its reaction to deliver the spell w hen you cast
it. If the spell requ ires an attack roll, you u se your attack
Casting Time: 1 action m odifier for the roll.
Range: Touch
Components: V, S, M (a pinch o f graveyard dirt) F in d St e e d
Duration: 1 hour 2 nd-level conjuration

You touch a w illing creature and put it into a cataleptic Casting Tim e: 10 m inutes
state that is indistinguishable from death. Range: 30 feet
Components: V, S
For the sp ell’s duration, or until you use an action Duration: Instantaneous
to touch the target and dism iss the spell, the target
appears dead to all outward inspection and to spells You sum m on a spirit that assum es the form o f an
u sed to determ ine the target’s status. T h e target is unusually intelligent, strong, and loyal steed, creating a
blinded and incapacitated, and its speed drops to 0. long-lasting bon d w ith it. A ppearing in an u n occu pied
The target has resistance to all dam age except psychic space w ithin range, the steed takes on a form that you
dam age. If the target is diseased or poisoned when you choose, such as a w arhorse, a pony, a camel, an elk, or
cast the spell, or becom es diseased or poisoned while a mastiff. (Your DM might allow other anim als to be
under the spell’s effect, the disease and poison have no sum m oned as steeds.) The steed has the statistics o f the
effect until the spell ends. ch osen form , though it is a celestial, fey, or fiend (your
choice) instead of its norm al type. Additionally, if your
F i n d Fa m i l i a r steed has an Intelligence o f 5 or less, its Intelligence
1st-level conjuration (ritual) b e c o m e s 6, and it gains the ability to understand one
language o f your ch oice that you speak.
Casting Time: 1 hour
Range: 10 feet Your steed serves you as a mount, both in com bat and
Components: V, S, M (10 gp w orth o f charcoal, out, and you have an instinctive bon d with it that allow s
you to fight as a sea m less unit. W h ile m ounted on your
in cen se, and herbs that m ust be con su m ed by fire in a steed, you can make any spell you cast that targets only
brass brazier) you also target your steed.
Duration: Instantaneous
W h en the steed d rops to 0 hit points, it disappears,
You gain the service o f a familiar, a spirit that takes an leaving behind no physical form. You can also
anim al form you ch oose: bat, cat, crab, frog (toad), hawk, dism iss your steed at any time as an action, causing
lizard, octopus, owl, p oisonou s snake, fish (quipper), it to disappear. In either case, castin g this spell
rat, raven, sea horse, spider, or w easel. A pp earin g in again su m m on s the sam e steed, restored to its hit
an unoccupied space within range, the fam iliar has the point maximum.
statistics o f the ch osen form , though it is a celestial, fey,
or fiend (your choice) instead o f a beast. W hile your steed is within 1 mile o f you, you can
com m u n icate w ith it telepathically.
Your fam iliar acts independently o f you, but it always
obeys your com m a n d s. In com bat, it rolls its ow n You can ’t have m ore than one steed bonded by this
initiative and acts on its ow n turn. A fam iliar can’t spell at a tim e. A s an action, you can release the steed
attack, but it can take other actions as norm al. from its bon d at any tim e, cau sin g it to disappear.

W h en the fam iliar d rop s to 0 hit points, it disappears, F i n d t h e Pa t h
leaving behind no physical form . It reappears after you 6 th-level divination
cast this spell again
Casting Time: 1 minute
W hile your familiar is within 100 feet o f you, you Range: Self
can com m u n icate with it telepathically. Additionally, Components: V, S, M (a set o f divinatory tools—such
as an action, you can see through your fam iliar’s eyes
and hear w hat it hears until the start o f your next turn, as bones, ivory sticks, cards, teeth, or carved runes—
gaining the benefits o f any special senses that the worth 100 gp and an object from the location you
familiar has. During this time, you are deaf and blind w ish to find)
with regard to your ow n senses. Duration: Concentration, up to 1 day

A s an action, you can temporarily dism iss your This spell allow s you to find the shortest, m ost direct
familiar. It disappears into a pock et dim ension w here it physical route to a specific fixed location that you are
awaits your su m m on s. Alternatively, you can dism iss it familiar with on the sam e plane o f existence. If you
forever. A s an action w hile it is tem porarily dism issed,

name a destination on another plane of existence, a
destination that m oves (such as a m obile fortress), or a
destination that isn’t sp ecific (such as “a green dragon ’s
lair”), the spell fails.

For the duration, as long as you are on the sam e plane
o f existence as the destination, you k n ow h ow far it is
and in w hat direction it lies. W h ile you are traveling
there, whenever you are presented with a choice of
paths along the way, you automatically determ ine which
path is the shortest and m ost direct route (but not
necessarily the safest route) to the destination.

Fin d T raps
2 nd-level divination

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

You sense the presence o f any trap within range that
is within line o f sight. A trap, for the purpose o f this
spell, includes anything that w ould inflict a sudden or
unexpected effect you consider harmful or undesirable,
w hich w as specifically intended as such by its creator.
Thus, the spell w ould sense an area affected by the
alarm spell, a glyph o f warding, or a m ech an ical pit trap,
but it w ou ld not reveal a natural w ea k n ess in the floor,
an unstable ceiling, or a hidden sinkhole.

This spell m erely reveals that a trap is present. You
don ’t learn the location o f each trap, but you do learn the
general nature o f the danger posed by a trap you sense.

Finger of D eath
7th-level necromancy

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

You send negative energy coursing through a creature
that you can see w ithin range, causing it sea rin g pain.
The target m ust m ake a Constitution saving throw. It
takes 7d8 + 30 necrotic damage on a failed save, or half
as much damage on a successful one.

A hum anoid killed by this spell rises at the start o f
your next turn as a zom bie that is permanently under
your com m and, following your verbal orders to the best
o f its ability.

F ir e b a l l
3rd-level evocation

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

guano and sulfur)
Duration: Instantaneous

A bright streak flashes from your pointing finger to a
point you ch oose within range and then blossom s with
a low roar into an explosion o f flame. Each creature
in a 20-foot-radius sphere centered on that point must
m ake a Dexterity saving throw. A target takes 8d 6 fire

dam age on a failed save, or half as much dam age on a Flame Blade
successful one. 2 nd-level evocation

T he fire spreads around corn ers. It ignites flam m able Casting Time: 1 bonus action
objects in the area that aren't being w orn or carried. Range: Self
Components: V, S , M (leaf o f sum ac)
A t H igher L evels. W h en you cast this spell using a Duration: Concentration, up to 10 minutes
spell slot o f 4th level or higher, the dam age increases by
1d6 for each slot level above 3rd. You evoke a fiery blade in your free hand. The blade is
sim ilar in size and shape to a scim itar, and it lasts for
F ire B olt the duration. If you let go o f the blade, it disappears, but
Evocation cantrip you can evoke the blade again as a bonus action.

Casting Time: 1 action You can use your action to make a m elee spell
Range: 120 feet attack w ith the fiery blade. On a hit, the target takes
Components: V, S 3d6 fire damage.
Duration: Instantaneous
The flaming blade sheds bright light in a 10-foot
You hurl a m ote o f fire at a creature or object w ithin radius and dim light for an additional 10 feet.
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire dam age. A A t H igher L evels. W h en you cast this spell using a
flam m able object hit by this spell ignites if it isn't being spell slot o f 4th level or higher, the dam age increases by
worn or carried. 1d6 for every tw o slot levels above 2nd.

This sp ell’s dam age in crea ses by 1d10 w hen you reach F l a m e St r ik e
5th level (2 d10), 11th level (3 d10), and 17th level (4 d10). 5th-level evocation

F ire Sh ield Casting Time: 1 action
4th-level evocation Range: 60 feet
Components: V, S, M (pinch o f sulfur)
Casting Time: 1 action Duration: Instantaneous
Range: Self
Components: V, S, M (a bit o f ph osph oru s or a firefly) A vertical colum n o f divine fire roars dow n from the
Duration: 10 minutes heavens in a location you specify. E ach creature in
a 10-foot-radius, 40-foot-high cylinder centered on a
Thin and w ispy flam es w reathe your body for the point within range must make a Dexterity saving throw.
duration, sh edding bright light in a 10-foot radius and A creature takes 4d6 fire dam age and 4d6 radiant
dim light for an additional 10 feet. You can end the spell damage on a failed save, or half as much damage on a
early by using an action to dism iss it. successful one.

The flames provide you with a warm shield or a chill A t H igher Levels. W h en you cast this spell using a
shield, as you choose. The w arm shield grants you spell slot o f 6th level or higher, the fire dam age or the
resistance to cold damage, and the chill shield grants radiant dam age (your choice) increases by 1d6 for each
you resistance to fire damage. slot level above 5th.

In addition, w henever a creature within 5 feet o f you Fl a m in g Sphere
hits you with a m elee attack, the shield erupts with 2 nd-level conjuration
flame. The attacker takes 2d8 fire dam age from a w arm
shield, or 2d8 cold damage from a cold shield. Casting Time: 1 action
Range: 60 feet
F ir e St o r m Components: V, S, M (a bit o f tallow, a pinch o f
7th-level evocation
brim stone, and a dusting o f pow dered iron)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 150 feet
Components: V, S A 5-foot-diam eter sphere o f fire appears in an
Duration: Instantaneous unoccupied space o f your choice within range and lasts
for the duration. Any creature that ends its turn w ithin 5
A storm made up of sheets of roaring flame appears feet of the sphere must m ake a Dexterity saving throw.
in a location you ch oose within range. The area o f the The creature takes 2d6 fire dam age on a failed save, or
storm consists o f up to ten 10-foot cubes, which you can half as much damage on a successful one.
arrange as you w ish. Each cube must have at least one
face adjacent to the face of another cube. Each creature As a bonus action, you can move the sphere up to 30
in the area must m ake a D exterity saving throw. It feet. If you ram the sphere into a creature, that creature
takes 7d10 fire dam age on a failed save, or h alf as much m ust m ake the saving th row against the sp here’s
damage on a successful one. damage, and the sphere stops m oving this turn.

The fire dam ages objects in the area and ignites W h en you m ove the sphere, you can direct it over
flam m able objects that aren't being w orn or carried. barriers up to 5 feet tall and ju m p it a cro ss pits up to
If you choose, plant life in the area is unaffected 10 feet w ide. The sphere ignites flam m able objects not
by this spell. being w orn or carried, and it sh eds bright light in a
20-foot radius and dim light for an additional 20 feet.

A t H igher L evels. W h en you cast this spell using a Fo r b id d a n c e
spell slot o f 3rd level or higher, the dam age increases by 6 th-level abjuration (ritual)
1d6 for each slot level above 2nd.
Casting Time: 10 minutes
F le sh t o St o n e Range: Touch
6 th-level transmutation Components: V, S, M (a sp rinkling o f holy water, rare

Casting Time: 1 action in cen se, and p ow d ered ruby w orth at least 1,000 gp)
Range: 60 feet Duration: 1 day
Com ponents: V, S , M (a pinch o f lim e, water, and earth)
Duration: Concentration, up to 1 minute You create a w ard against m agical travel that protects
up to 40,000 square feet o f floor space to a height o f 30
You attempt to turn one creature that you can see within feet above the floor. For the duration, creatures can’t
range into stone. If the target’s bod y is m ade o f flesh, the teleport into the area or use portals, such as those
creature must make a Constitution saving throw. On a created by the gate spell, to enter the area. T h e spell
failed save, it is restrained as its flesh begins to harden. proofs the area against planar travel, and therefore
On a su ccessfu l save, the creature isn’t affected. prevents creatures from accessing the area by way of
the Astral Plane, Ethereal Plane, Feywild, Shadowfell,
A creature restrained by this spell must make another or the plane shift spell.
Constitution saving throw at the end o f each o f its turns.
If it su ccessfu lly saves against this spell three tim es, the In addition, the spell dam ages types o f creatures that
spell ends. If it fails its saves three tim es, it is turned you c h o o s e w hen you cast it. C h oose one or m ore o f the
to stone and subjected to the petrified condition for the follow ing: celestials, elem entals, fey, fiends, and undead.
duration. The su ccesses and failures don’t need to be W h en a ch osen creature enters the sp ell’s area for the
consecutive; keep track o f both until the target collects first tim e on a turn or starts its turn there, the creature
three o f a kind. takes 5d10 radiant or necrotic dam age (your choice
when you cast this spell).
If the creature is physically broken w hile petrified,
it suffers from sim ilar deform ities if it reverts to its W hen you cast this spell, you can designate a
original state. passw ord. A creature that sp eak s the pa ssw ord as it
enters the area takes no damage from the spell.
If you maintain your concentration on this spell for the
entire possible duration, the creature is turned to stone The sp ell’s area can't overlap w ith the area o f another
until the effect is rem oved. forbiddance spell. If you cast forbiddance every day for
30 days in the sam e location, the spell lasts until it is
F ly dispelled, and the material com ponents are consum ed
3rd-level transmutation on the last casting.

Casting Time: 1 action Forcecage
Range: Touch 7th-level evocation
Components: V, S, M (a w in g feather from any bird)
Duration: Concentration, up to 10 minutes Casting Time: 1 action
Range: 100 feet
You touch a w illing creature. The target gains a flying Components: V, S, M (ruby dust w orth 1,500 gp)
speed o f 60 feet for the duration. W hen the spell ends, Duration: 1 hour
the target falls if it is still aloft, u n less it ca n stop the fall.
An im m obile, invisible, cube-shaped prison com posed of
A t H igher L evels. W h en you cast this spell using magical force springs into existence around an area you
a spell slot o f 4th level or higher, you can target one choose within range. The prison can be a cage or a solid
additional creature for each slot level above 3rd. box, as you choose.

Fo g C lou d A prison in the shape o f a cage can be up to 20 feet on
1st-level conjuration a side and is made from 1/2-inch diameter bars spaced
1/2 inch apart.
Casting Time: 1 action
Range: 120 feet A prison in the shape o f a box can be up to 10 feet on
Com ponents: V, S a side, creating a solid barrier that prevents any matter
Duration: Concentration, up to 1 hour from passing through it and block in g any sp ells cast into
or out from the area.
You create a 20-foot-radius sphere of fog centered on a
point within range. The sphere spreads around corners, W hen you cast the spell, any creature that is
and its area is heavily obscu red . It lasts for the duration com pletely inside the cage's area is trapped. Creatures
or until a w in d o f m oderate or greater sp eed (at least 10 only partially w ithin the area, or th ose too large to fit
m iles per hour) d isp erses it. inside the area, are pushed away from the center o f the
area until they are com pletely outside the area.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the radius o f the fog A creature inside the cage c a n ’t leave it by n onm agical
in creases by 20 feet for each slot level above 1st. means. If the creature tries to use teleportation or
interplanar travel to leave the cage, it m ust first m ake a
Charisma saving throw. On a success, the creature can

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

This spell can ’t be dispelled by dispel magic. You transform a willing creature you touch, along with
everything it’s w earin g and carrying, into a m isty cloud
Fore sig h t for the duration. The spell ends if the creature drops to
9th-level divination 0 hit points. An in corp orea l creature isn’t affected.

Casting Time: 1 minute W hile in this form, the target’s only m ethod of
Range: Touch m ovem ent is a flying sp eed o f 10 feet. The target can
Components: V, S, M (a h um m ingbird feather) enter and occupy the space of another creature. The
Duration: 8 hours target has resistan ce to n onm agical dam age, and it has
advantage on Strength, Dexterity, and Constitution
You touch a w illing creature and bestow a limited ability saving throws. The target can pass through small holes,
to see into the im mediate future. For the duration, the n arrow open in gs, and even m ere cracks, though it treats
target can’t be surprised and has advantage on attack liquids as though they w ere solid surfaces. The target
rolls, ability checks, and saving throws. Additionally, can't fall and rem ains hovering in the air even when
other creatures have disadvantage on attack rolls stunned or otherwise incapacitated.
against the target for the duration.
W h ile in the form o f a m isty cloud, the target ca n ’t talk
T h is spell im m ediately ends if you cast it again before or m anipulate objects, and any objects it w as carryin g or
its duration ends. holding can’t be dropped, used, or otherw ise interacted
with. The target can’t attack or cast spells.
Freedom of M ovement
4th-level abjuration G ate
9th-level conjuration
Casting Time: 1 action
Range: Touch Casting Time: 1 action
Components: V, S, M (a leather strap, bou n d around the Range: 60 feet
Components: V, S, M (a diam ond w orth at least 5,0 0 0 gp)
arm or a similar appendage) Duration: Concentration, up to 1 minute
Duration: 1 hour
You conjure a portal linking an unoccupied space you
You touch a willing creature. For the duration, the can see within range to a precise location on a different
target’s m ovem ent is unaffected by difficult terrain, and plane o f existence. The portal is a circular opening,
spells and other magical effects can neither reduce w hich you can m ake 5 to 20 feet in diameter. You can
the target’s sp eed nor cau se the target to b e paralyzed orient the portal in any direction you ch oose. The portal
or restrained. lasts for the duration.

The target can also spend 5 feet o f movement to The portal has a front and a back on each plane where
automatically escape from nonm agical restraints, such it appears. Travel through the portal is p ossib le only
as m anacles or a creature that has it grappled. Finally, by m ovin g through its front. A nything that d o e s so is
being underwater im poses no penalties on the target's instantly transported to the other plane, appearing in
movement or attacks. the unoccupied space nearest to the portal.

F riends Deities and other planar rulers can prevent portals
Enchantment cantrip created by this spell from opening in their presen ce or
anywhere within their dom ains.
Casting Time: 1 action
Range: Self W hen you cast this spell, you can speak the name
Components: S, M (a sm all am ount o f m akeup applied o f a sp ecific creature (a pseudonym , title, or nicknam e
d oesn ’t work). If that creature is on a plane other than
to the face as this spell is cast) the on e you are on, the portal op en s in the nam ed
Duration: Concentration, up to 1 minute creatu re’s im m ediate vicinity and draw s the creature
through it to the nearest u n occu p ied sp ace on your side
For the duration, you have advantage on all Charisma o f the portal. You gain no special pow er over the creature,
ch eck s directed at on e creature o f your ch oice that isn’t and it is free to act as the DM deem s appropriate. It
hostile toward you. W hen the spell ends, the creature might leave, attack you, or help you.
realizes that you used m agic to influence its m ood
and becom es hostile toward you. A creature prone G eas
to violence might attack you. Another creature might 5th-level enchantment
seek retribution in other w ays (at the D M ’s discretion),
depen din g on the nature o f your interaction w ith it. Casting Time: 1 minute
Range: 60 feet
G aseous Form Components: V
3rd-level transmutation Duration: 30 days

Casting Time: 1 action You place a m agical com m and on a creature that you
Range: Touch ca n see w ithin range, forcin g it to ca rry out som e

service or refrain from som e action or course o f activity G libness
as you decide. If the creature can understand you, it 8 th-level transmutation
must succeed on a W isdom saving throw or becom e
charm ed by you for the duration. W hile the creature Casting Time: 1 action
is charm ed by you, it takes 5 d10 psychic dam age Range: Self
each tim e it acts in a m ann er d irectly coun ter to your Components: V
instructions, but no m ore than on ce each day. A creature Duration: 1 hour
that can't understand you is unaffected by the spell.
Until the spell ends, w hen you m ake a Charism a
You can issue any com m and you choose, short of an check, you can replace the num ber you roll w ith a 15.
activity that w ould result in certain death. Should you Additionally, no matter what you say, m agic that w ould
issue a suicidal com m and, the spell ends. determ ine if you are telling the truth indicates that you
are being truthful.
You can end the spell early by using an action to
d ism iss it. A rem ove curse, greater restoration, or wish G lobe of In vu ln e ra b ility
sp ell also ends it. 6 th-level abjuration

A t H igher L evels. W h en you cast this spell using Casting Time: 1 action
a spell slot o f 7th or 8th level, the duration is 1 year. Range: S elf (10-foot radius)
W hen you cast this spell using a spell slot o f 9th level, Components: V, S, M (a glass or crystal bead that
the spell lasts until it is ended by on e o f the spells
mentioned above. shatters when the spell ends)
Duration: Concentration, up to 1 minute
G entle R epose
2 nd-level necrom ancy (ritual) An im m obile, faintly shim m ering barrier springs into
existence in a 10-foot radius around you and rem ains for
Casting Time: 1 action the duration.
Range: Touch
Components: V, S, M (a pinch o f salt and on e cop p er Any spell of 5th level or lower cast from outside the
barrier can't affect creatu res or ob jects w ithin it, even
piece placed on each o f the co rp s e ’s eyes, w hich must if the spell is cast using a higher level spell slot. Such a
remain there for the duration) spell can target creatures and objects within the barrier,
Duration: 10 days but the spell has no effect on them. Similarly, the area
within the barrier is excluded from the areas affected
You touch a corpse or other remains. For the by such spells.
duration, the target is protected from decay and can’t
becom e undead. A t H igher L evels. W h en you cast this spell using a
spell slot o f 7th level or higher, the barrier blocks spells
The spell also effectively extends the time limit on o f one level higher for each slot level above 6th.
raising the target from the dead, since days spent under
the influence o f this spell d on ’t coun t against the time G lyph of Ward in g
limit o f spells such as raise dead. 3rd-level abjuration

G ia n t Insect Casting Time: 1 hour
4th-level transmutation Range: Touch
Components: V, S, M (in cen se and p ow d ered diam ond
Casting Time: 1 action
Range: 30 feet w orth at least 2 0 0 gp, w h ich the spell con su m es)
Components: V, S Duration: Until dispelled or triggered
Duration: Concentration, up to 10 minutes
W hen you cast this spell, you inscribe a glyph that
You transform up to ten centipedes, three spiders, five harm s other creatures, either upon a surface (such as
w asps, or one scorpion within range into giant versions a table or a section o f floor or wall) or within an object
o f their natural form s for the duration. A centipede that can be closed (such as a book, a scroll, or a treasure
b ecom es a giant centipede, a spider becom es a giant chest) to conceal the glyph. If you ch oose a surface, the
spider, a w asp b ecom es a giant wasp, and a scorpion glyph can cover an area o f the surface no larger than
b ecom es a giant scorpion. 10 feet in diameter. If you ch oose an object, that object
m ust rem ain in its place; if the ob ject is m oved m ore
Each creature obeys your verbal com m ands, and than 10 feet from w here you cast this spell, the glyph is
in combat, they act on your turn each round. The DM broken, and the spell ends without being triggered.
has the statistics for these creatures and resolves their
actions and movement. The glyph is nearly invisible and requires a successful
Intelligence (Investigation) check against your spell save
A creature rem ains in its giant size for the duration, DC to be found.
until it d rops to 0 hit points, or until you u se an action to
dism iss the effect on it. You decide what triggers the glyph w hen you cast
the spell. For glyphs inscribed on a surface, the most
The DM might allow you to ch oose different targets. typical triggers include touching or standing on the
For example, if you transform a bee, its giant version glyph, rem oving another object covering the glyph,
might have the sam e statistics as a giant wasp. approaching within a certain distance o f the glyph, or
manipulating the object on w hich the glyph is inscribed.
For glyphs inscribed within an object, the m ost com m on

triggers include opening that object, approaching within You conjure a vine that sprouts from the ground in an
a certain distance o f the object, or seeing or reading the unoccupied space o f your choice that you can see within
glyph. O nce a glyph is triggered, this spell ends. range. W hen you cast this spell, you can direct the vine
to lash out at a creature w ithin 30 feet o f it that you can
You can further refine the trigger so the spell activates see. That creature must succeed on a Dexterity saving
only under certain circum stances or according to throw or b e pulled 20 feet directly toward the vine.
physical characteristics (such as height or weight),
creature kind (for example, the ward could be set to Until the spell ends, you can direct the vine to lash out
affect aberrations or drow), or alignment. You can also at the sam e creature or another on e as a bon u s action
set conditions for creatures that don’t trigger the glyph, on each o f your turns.
such as those w ho say a certain password.
G rease
W h en you in scribe the glyph, c h o ose explosive runes 1st-level conjuration
or a spell glyph.
Casting Time: 1 action
E xplosive Runes. W hen triggered, the glyph erupts Range: 60 feet
with m agical energy in a 20-foot-radius sphere centered Components: V, S, M (a bit o f pork rind or butter)
on the glyph. The sphere spreads around corners. Each Duration: 1 minute
creature in the area must make a Dexterity saving
throw. A creature takes 5d8 acid, cold, fire, lightning, or Slick grease covers the ground in a 10-foot square
thunder damage on a failed saving throw (your choice centered on a point w ithin range and turns it into
w hen you create the glyph), or half as much dam age on a difficult terrain for the duration.
successful one.
W hen the grease appears, each creature standing in
S pell Glyph. You can store a prepared spell o f its area must su cceed on a Dexterity saving throw or fall
3rd level or low er in the glyph by castin g it as part prone. A creature that enters the area or ends its turn
o f creating the glyph. The spell must target a single there must also succeed on a Dexterity saving throw
creature or an area. The spell being stored has no or fall prone.
im m ediate effect w hen cast in this way. W hen the glyph
is triggered, the stored spell is cast. If the spell has a G reater In visibility
target, it targets the creature that triggered the glyph. 4th-level illusion
If the spell affects an area, the area is centered on
that creature. If the spell sum m ons hostile creatures Casting Time: 1 action
or creates harmful objects or traps, they appear as Range: Touch
clo se as p ossib le to the intruder and attack it. If the Components: V, S
spell requ ires concentration, it lasts until the end o f its Duration: Concentration, up to 1 minute
full duration.
You or a creature you touch b ecom es invisible until the
A t H igher Levels. W h en you cast this spell using spell ends. Anything the target is w earing or carrying is
a spell slot o f 4th level or higher, the dam age o f an invisible as long as it is on the target’s person .
explosive runes glyph in creases by 1d8 for each slot
level above 3rd. If you create a spell glyph, you can store G reater R esto ration
any spell o f up to the sam e level as the slot you use for 5th-level abjuration
the glyph o f warding.
Casting Time: 1 action
G oodberry Range: Touch
1st-level transmutation Components: V, S, M (diam ond dust w orth at least 100

Casting Time: 1 action gp, which the spell consum es)
Range: Touch Duration: Instantaneous
Components: V, S, M (a sprig o f m istletoe)
Duration: Instantaneous You imbue a creature you touch with positive energy to
undo a debilitating effect. You can reduce the target’s
Up to ten berries appear in your hand and are infused exhaustion level by one, or end one o f the following
with m agic for the duration. A creature can u se its effects on the target:
action to eat on e berry. Eating a berry restores 1 hit
point, and the berry provides enough nourishm ent to • One effect that charm ed or petrified the target
sustain a creature for on e day. • One curse, including the target’s attunement to a

The berries lose their potency if they have not been cursed m agic item
consum ed within 24 hours o f the casting o f this spell. • Any reduction to on e o f the target’s ability s c o r e s
• O ne effect reducing the target’s hit point m axim um
G raspin g V ine
4th-level conjuration G u a r d i a n o f Fa i t h
4th-level conjuration
Casting Time: 1 bonus action
Range: 30 feet Casting Time: 1 action
Components: V, S Range: 30 feet
Duration: Concentration, up to 1 minute Components: V
Duration: 8 hours

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

can see within range. The guardian occu p ies that space • P la ce a suggestion in on e location. You select an area
and is indistinct except for a gleam ing sword and shield o f up to 5 feet square, and any creature that enters
em b lazon ed with the sym bol o f your deity. or passes through the area receives the suggestion
mentally.
Any creature hostile to you that m oves to a space
within 10 feet o f the guardian for the first time on a T h e w hole w arded area radiates m agic. A dispel
turn must su cceed on a Dexterity saving throw. The magic cast on a sp ecific effect, if su ccessfu l, rem oves
creature takes 20 radiant damage on a failed save, or only that effect.
half as much damage on a successful one. The guardian
vanishes w hen it has dealt a total o f 60 dam age. You can create a permanently guarded and warded
structure by casting this spell there every day
G uards and Wards for one year.
6 th-level abjuration
G u idance
Casting Time: 10 minutes Divination cantrip
Range: Touch
Components: V, S, M (burning in cen se, a sm all Casting Time: 1 action
Range: Touch
m easure o f brim stone and oil, a knotted string, a Components: V, S
sm all amount o f umber hulk blood, and a small silver Duration: Concentration, up to 1 minute
rod w orth at least 10 gp)
Duration: 24 hours You touch one w illing creature. O nce before the spell
ends, the target can roll a d4 and add the num ber rolled
You create a w ard that protects up to 2,5 00 square feet to one ability ch eck o f its ch oice. It can roll the die before
of floor space (an area 50 feet square, or one hundred or after m aking the ability check. The spell then ends.
5-foot squares or twenty-five 10-foot squares). The
w arded area can be up to 20 feet tall, and shaped as you G u idin g B olt
desire. You can ward several stories of a stronghold by 1st-level evocation
dividing the area am ong them, as long as you can walk
into each contiguous area w hile you are casting the spell. Casting Time: 1 action
Range: 120 feet
W hen you cast this spell, you can specify individuals Components: V, S
that are unaffected by any or all o f the effects that Duration: 1 round
you ch o o s e . You can also sp ecify a pa ssw ord that,
w hen spoken aloud, m akes the speaker im m une to A flash o f light streaks toward a creature o f your choice
these effects. within range. Make a ranged spell attack against the
target. On a hit, the target takes 4d 6 radiant dam age,
Guards and wards creates the follow in g effects w ithin and the next attack roll m ade against this target before
the warded area. the end o f your next turn has advantage, thanks to the
m ystical dim light glittering on the target until then.
C orridors. F og fills all the w arded corridors, m aking
them heavily ob scu red. In addition, at each intersection A t H igher Levels. W h en you cast this spell using a
or branching passage offering a choice of direction, spell slot o f 2nd level or higher, the dam age increases by
there is a 50 percent chance that a creature other than 1d6 for each slot level above 1st.
you w ill believe it is going in the opposite direction from
the on e it ch ooses. G ust of W ind
2 nd-level evocation
D oors. All doors in the w arded area are magically
locked, as if sealed by an arcane lock spell. In addition, Casting Time: 1 action
you can cover up to ten doors with an illusion (equivalent Range: S elf (60-foot line)
to the illusory object function o f the m inor illusion spell) Components: V, S, M (a legum e seed )
to make them appear as plain sections o f wall. Duration: Concentration, up to 1 minute

Stairs. W eb s fill all stairs in the w arded area from top A line o f strong w ind 60 feet long and 10 feet w ide
to bottom , as the web spell. T h ese strands regrow in 10 blasts from you in a direction you c h o o s e for the sp ell’s
m inutes if they are burned or torn away w hile guards duration. Each creature that starts its turn in the line
and wards lasts. must succeed on a Strength saving throw or be pushed
15 feet away from you in a direction follow in g the line.
O ther S pell E ffect. You can place your ch oice o f one
of the following m agical effects within the w arded area Any creature in the line must spend 2 feet of
o f the stronghold. m ovem ent for every 1 foot it m oves w hen m oving
closer to you.
• P la ce dancing lights in four corridors. You can desig­
nate a sim ple program that the lights repeat as long as The gust d isp erses gas or vapor, and it extinguishes
guards and wards lasts. candles, torches, and sim ilar unprotected flam es in
the area. It cau ses protected flam es, such as th ose o f
• P la ce magic mouth in tw o locations. lanterns, to dance wildly and has a 50 percent chance to
• P la ce stinking cloud in tw o locations. T h e vapors extinguish them.

appear in the places you designate; they return within As a bonus action on each o f your turns before the
10 m inutes if disp ersed by w ind w hile guards and spell ends, you can change the direction in w hich the
wards lasts. line blasts from you.
• P la ce a constant gust o f wind in on e corrid or or room .

H a il of T horns Energy Vulnerability. A ffected creatures in the area
1st-level conjuration have vulnerability to one dam age type of your choice,
except for bludgeoning, piercing, or slashing.
Casting Time: 1 bonus action
Range: Self Everlasting Rest. D ead b o d ie s interred in the area
Components: V c a n ’t be turned into undead.
Duration: Concentration, up to 1 minute
Extradimensional Interference. Affected creatures
T h e next tim e you hit a creature w ith a ranged w eapon can’t move or travel using teleportation or by
attack before the spell ends, this spell creates a rain extradim ensional or interplanar m eans.
o f thorns that sprouts from your ranged w eapon or
ammunition. In addition to the norm al effect of the Fear. A ffected creatures are frightened
attack, the target of the attack and each creature within while in the area.
5 feet o f it m ust m ake a D exterity saving throw. A
creature takes 1dlO piercing dam age on a failed save, or Silence. N o sou n d ca n em anate from w ithin the area,
half as much damage on a successful one. and no sou n d can reach into it.

A t Higher Levels. If you cast this spell using a spell Tongues. A ffected creatures can com m u n icate with
slot o f 2nd level or higher, the damage increases by 1d10 any other creature in the area, even if they don’t share a
for each slot level above 1st (to a m axim um o f 6 d10). com m on language.

H allow H allu cin ato ry T errain
5th-level evocation 4th-level illusion

Casting Time: 24 hours Casting Tim e: 10 m inutes
Range: Touch Range: 300 feet
Com ponents: V, S, M (herbs, oils, and in cen se w orth at Components: V, S, M (a stone, a tw ig, and a bit

least 1,000 gp, which the spell consum es) o f green plant)
Duration: Until dispelled Duration: 24 hours

You touch a point and infuse an area around it w ith holy You m ake natural terrain in a 150-foot cube in range
(or unholy) power. The area can have a radius up to 60 look, sound, and smell like som e other sort of natural
feet, and the spell fails if the radius includes an area terrain. Thus, open fields or a road can be m ade to
already under the effect a hallow spell. T h e affected area resem ble a swam p, hill, crevasse, or som e other difficult
is subject to the follow ing effects. or im passable terrain. A pond can be made to seem
like a grassy m eadow, a precipice like a gentle slope,
First, celestials, elem entals, fey, fiends, and undead or a rock-strewn gully like a wide and sm ooth road.
can’t enter the area, nor can such creatures charm, M anufactured structures, equipment, and creatures
frighten, or p o s s e s s creatu res w ithin it. Any creature within the area aren’t changed in appearance.
charm ed, frightened, or possessed by such a creature
is no longer charm ed, frightened, or possessed upon The tactile characteristics of the terrain are
entering the area. You can exclude one or m ore of those unchanged, so creatures entering the area are likely to
types of creatures from this effect. see through the illusion. If the difference isn’t obvious
by touch, a creature carefully exam ining the illusion can
Second, you can bind an extra effect to the area. attempt an Intelligence (Investigation) check against
C h o o se the effect from the follow in g list, or c h o o s e an your spell save D C to disbelieve it. A creature w ho
effect offered by the DM. S om e o f these effects apply to discern s the illusion for w hat it is, s e e s it as a vague
creatures in the area; you can designate w hether the im age superim posed on the terrain.
effect applies to all creatures, creatures that follow a
specific deity or leader, or creatures o f a specific sort, H arm
such as ores or trolls. W hen a creature that w ould be 6 th-level necrom ancy
affected enters the sp ell’s area for the first tim e on a
turn or starts its turn there, it can m ake a Charism a Casting Time: 1 action
saving throw. On a su ccess, the creature ignores the Range: 60 feet
extra effect until it leaves the area. Components: V, S
Duration: Instantaneous
Courage. A ffected creatu res ca n ’t be frightened
w hile in the area. You unleash a virulent disease on a creature that
you can see within range. The target must make a
Darkness. D arkness fills the area. N orm al light, Constitution saving throw. On a failed save, it takes
as w ell as m agical light created by spells o f a low er 14d6 necrotic damage, or half as much damage on a
level than the slot you used to cast this spell, can’t su ccessfu l save. The dam age ca n ’t reduce the target’s
illuminate the area. hit points below 1. If the target fails the saving throw,
its hit point m axim um is reduced for 1 hour by an
Daylight. Bright light fills the area. M agical darkness am ount equal to the n ecrotic dam age it took. Any effect
created by spells o f a lower level than the slot you used that rem oves a d isease allow s a creatu re’s hit point
to cast this spell ca n ’t extinguish the light. m axim um to return to norm al before that time passes.

Energy Protection. A ffected creatures in the area
have resistance to one damage type of your choice,
except for bludgeoning, piercing, or slashing.

H aste If a creature is holding or w earing the object and
3rd-level transmutation takes the dam age from it, the creature m ust s u cce e d on
a Constitution saving th row or drop the object if it can. If
Casting Time: 1 action it d oesn ’t drop the object, it has disadvantage on attack
Range: 30 feet rolls and ability checks until the start o f your next turn.
Components: V, S, M (a shaving o f licorice root)
Duration: Concentration, up to 1 minute A t H igher L evels. W h en you cast this spell using a
spell slot o f 3rd level or higher, the damage increases by
C h oose a w illing creature that you can see within range. 1d8 for each slot level above 2nd.
Until the spell ends, the target’s sp eed is doubled, it
gains a +2 bon u s to AC, it h as advantage on Dexterity H ellish R ebuke
saving throw s, and it gains an additional action on each 1st-level evocation
o f its turns. That action can be used only to take the
Attack (one w eapon attack only), Dash, Disengage, Hide, Casting Time: 1 reaction, w hich you take in response
or Use an Object action. to being dam aged by a creature within 60 feet of you
that you can see
W hen the spell ends, the target can’t m ove or take
actions until after its next turn, as a wave o f lethargy Range: 60 feet
sw eep s over it. Components: V, S
Duration: Instantaneous
H eal
6 th-level evocation You point your finger, and the creature that dam aged
you is mom entarily surrounded by hellish flames. The
Casting Time: 1 action creature must m ake a D exterity saving throw. It takes
Range: 60 feet 2d10 fire dam age on a failed save, or half as much
Components: V, S damage on a successful one.
Duration: Instantaneous
A t H igher Levels. W h en you cast this spell using a
C h oose a creature that you can see within range. A spell slot o f 2nd level or higher, the damage increases by
surge of positive energy washes through the creature, 1dlO for each slot level above 1st.
causing it to regain 70 hit points. This spell also ends
blindness, deafness, and any diseases affecting the H eroes’ Feast
target. This spell has no effect on constructs or undead. 6 th-level conjuration

A t H igher L evels. W h en you cast this spell using a Casting Time: 10 minutes
spell slot o f 7th level or higher, the amount o f healing Range: 30 feet
increases by 10 for each slot level above 6th. Components: V, S , M (a gem -en crusted bow l w orth at

H ealin g W ord least 1,000 gp, w hich the spell consum es)
1st-level evocation Duration: Instantaneous

Casting Time: 1 bonus action You bring forth a great feast, including magnificent
Range: 60 feet food and drink. The feast takes 1 hour to consum e and
Components: V disappears at the end o f that time, and the beneficial
Duration: Instantaneous effects don’t set in until this hour is over. Up to twelve
other creatures can partake o f the feast.
A creature o f your choice that you can see within range
regains hit points equal to 1d4 + your spellcasting A creature that partakes o f the feast gains several
ability modifier. This spell has no effect on undead benefits. The creature is cured o f all diseases and
or constructs. poison, becom es im mune to poison and being
frightened, and m akes all W isdom saving throws with
A t H igher L evels. W h en you cast this spell using a advantage. Its hit point m axim u m also in creases by
spell slot o f 2nd level or higher, the healing increases by 2d 1 0 , and it gains the sam e num ber o f hit points. T h ese
1d4 for each slot level above 1st. benefits last for 24 hours.

H eat M etal H eroism
2 nd-level transmutation 1st-level enchantment

Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S, M (a p iece o f iron and a flame) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

C hoose a manufactured metal object, such as a metal A willing creature you touch is im bued with bravery.
w eapon or a suit o f heavy or m edium metal armor, that Until the spell ends, the creature is im m une to being
you can see within range. You cause the object to glow frightened and gains tem porary hit points equal to
red-hot. Any creature in physical contact w ith the object your sp ellcastin g ability m odifier at the start o f each
takes 2d8 fire dam age w hen you cast the spell. Until the o f its turns. W hen the spell ends, the target loses any
spell ends, you can use a bonus action on each of your rem ainin g tem porary hit points from this spell.
subsequent turns to cause this dam age again.

At Higher Levels. W h en you cast this spell using H oly A ura
a spell slot o f 2nd level or higher, you can target one 8 th-level abjuration
additional creature for each slot level above 1st.
Casting Time: 1 action
H ex Range: Self
1st-level enchantment Components: V, S, M (a tiny reliquary w orth at least

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

You place a curse on a creature that you can see within Divine light w ashes out from you and coalesces
range. Until the spell ends, you deal an extra 1d6 in a soft radiance in a 30-foot radius around you.
n ecrotic dam age to the target w hen ever you hit it with Creatures o f your choice in that radius w hen you cast
an attack. A lso, ch oose one ability w hen you cast the this spell shed dim light in a 5-foot radius and have
spell. The target has disadvantage on ability checks advantage on all saving throws, and other creatures
m ade w ith the ch osen ability. have disadvantage on attack rolls against them until
the spell ends. In addition, when a fiend or an undead
If the target drops to 0 hit points before this spell hits an affected creature with a m elee attack, the aura
ends, you can use a bonus action on a subsequent turn flashes with brilliant light. The attacker must su cceed
o f yours to curse a new creature. on a Constitution saving throw or be blinded until
the spell ends.
A rem ove curse cast on the target ends this spell early.
A t Higher Levels. W h en you cast this spell using H unger of H adar
a spell slot o f 3rd or 4th level, you can maintain your 3rd-level conjuration
concentration on the spell for up to 8 hours. W hen you
use a spell slot o f 5th level or higher, you can maintain Casting Time: 1 action
your concentration on the spell for up to 24 hours. Range: 150 feet
Components: V, S, M (a pickled octop u s tentacle)
H old M onster Duration: Concentration, up to 1 minute
5th-level enchantment
You open a gateway to the dark between the stars, a
Casting Time: 1 action region infested with unknown horrors. A 20-foot-radius
Range: 90 feet sphere of blackness and bitter cold appears, centered
Com ponents: V, S, M (a sm all, straight piece o f iron) on a point with range and lasting for the duration. This
Duration: Concentration, up to 1 minute void is filled with a cacophony o f soft w hispers and
slurping n oises that can be heard up to 30 feet away. No
C h oose a creature that you can see within range. The light, m agical or otherw ise, can illuminate the area, and
target must succeed on a W isdom saving throw or be creatures fully within the area are blinded.
paralyzed for the duration. This spell has no effect on
undead. At the end o f each o f its turns, the target can The void creates a w arp in the fabric of space, and the
m ake another W isdom 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 dam age. Any creature that
ends its turn in the area must su cceed on a Dexterity
At Higher Levels. W h en you cast this spell using saving throw or take 2d6 acid dam age as milky,
a spell slot o f 6th level or higher, you can target one oth erw orldly tentacles rub against it.
additional creature for each slot level above 5th. The
creatures must be within 30 feet of each other when H u n t e r ’s M a r k
you target them. 1st-level divination

H old Person Casting Time: 1 bonus action
2 nd-level enchantment Range: 90 feet
Components: V
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 60 feet
Components: V, S, M (a sm all, straight p iece o f iron) You choose a creature you can see within range and
Duration: Concentration, up to 1 minute m ystically m ark it as your quarry. Until the spell ends,
you deal an extra 1d6 damage to the target whenever
C h oose a hum anoid that you can see within range. you hit it w ith a w eap on attack, and you have advantage
The target must succeed on a W isdom saving throw on any W isdom (Perception) or W isdom (Survival)
or be paralyzed for the duration. At the end o f each of ch eck you m ake to find it. If the target d rops to 0 hit
its turns, the target can m ake another W isd om saving points before this spell ends, you can use a bonus action
throw. On a success, the spell ends on the target. on a subsequent turn o f yours to mark a new creature.

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

H y p n o t i c Pa t t e r n Components: S , M (a lead-based ink w orth at least 10
3rd-level illusion gp, which the spell consum es)

Casting Time: 1 action Duration: 10 days
Range: 120 feet
Components: S, M (a glow ing stick o f in cen se or a You write on parchment, paper, or som e other suitable
w riting material and im bue it with a potent illusion that
crystal vial filled with phosphorescent material) lasts for the duration.
Duration: Concentration, up to 1 minute
To you and any creatures you designate w hen you
You create a twisting pattern o f colors that w eaves cast the spell, the w riting appears norm al, written in
through the air inside a 30-foot cube within range. your hand, and conveys whatever m eaning you intended
The pattern appears for a moment and vanishes. Each when you w rote the text. To all others, the writing
creature in the area w ho sees the pattern must make appears as if it w ere w ritten in an u nkn ow n or m agical
a W isdom saving throw. On a failed save, the creature script that is unintelligible. Alternatively, you can cause
b ecom es charm ed for the duration. W hile charm ed the writing to appear to be an entirely different m essage,
by this spell, the creature is incapacitated and has written in a different hand and language, though the
a sp eed o f 0. language must be one you know.

Th e spell ends for an affected creature if it takes any Should the spell be dispelled, the original script and
damage or if som eone else uses an action to shake the the illusion both disappear.
creature out o f its stupor.
A creature with truesight can read the
Ice St o r m hidden m essage.
4th-level evocation
Im pr iso n m en t
Casting Time: 1 action 9th-level abjuration
Range: 300 feet
Components: V, S, M (a pinch o f dust and a few Casting Time: 1 minute
Range: 30 feet
drops o f water) Components: V, S, M (a vellum depiction or a carved
Duration: Instantaneous
statuette in the likeness o f the target, and a special
A hail o f rock-hard ice pounds to the ground in a com ponent that varies according to the version o f the
20-foot-radius, 40-foot-high cylinder centered on a spell you ch oose, w orth at least 5 0 0 gp per Hit D ie
point w ithin range. E ach creature in the cylinder must o f the target)
make a Dexterity saving throw. A creature takes 2d8 Duration: Until dispelled
bludgeoning damage and 4d6 cold damage on a failed
save, or half as much damage on a successful one. You create a m agical restraint to hold a creature that
you can see within range. The target must su cceed on
H ailstones turn the storm 's area of effect into difficult a W isd om saving th row or be bou n d by the spell; if it
terrain until the end o f your next turn. su cceed s, it is im m u ne to this spell if you cast it again.
W hile affected by this spell, the creature doesn't need
A t H igher Levels. W hen you cast this spell using a to breathe, eat, or drink, and it d oesn ’t age. Divination
spell slot o f 5th level or higher, the bludgeoning dam age spells can’t locate or perceive the target.
increases by 1d8 for each slot level above 4th.
W hen you cast the spell, you ch oose one o f the
Iden tify following form s of imprisonment.
1st-level divination (ritual)
Burial. The target is en tom bed far beneath the earth
Casting Time: 1 minute in a sphere o f m agical force that is just large enough to
Range: Touch contain the target. Nothing can pass through the sphere,
Components: V, S, M (a pearl w orth at least 100 gp and nor can any creature teleport or use planar travel to get
into or out o f it.
an owl feather)
Duration: Instantaneous The special com ponent for this version o f the spell is a
small mithral orb.
You ch oose one object that you must touch throughout
the castin g o f the spell. If it is a m agic item or som e Chaining. H eavy chains, firm ly rooted in the ground,
other m agic-im bu ed object, you learn its properties hold the target in place. The target is restrained until
and h ow to use them , w hether it requ ires attunem ent the spell ends, and it ca n ’t m ove or be m oved by any
to use, and h ow m any ch arges it has, if any. You learn m eans until then.
whether any spells are affecting the item and what they
are. If the item w as created by a spell, you learn w hich The special com ponent for this version o f the spell is a
spell created it. fine chain o f precious metal.

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

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

M inimus Containm ent. The target shrinks to a height
of 1 inch and is im prisoned inside a gem stone or similar

object. Light can pass through the gem stone norm ally
(allowing the target to see out and other creatures to see
in), but nothing else can pass through, even by m eans o f
teleportation or planar travel. The gem stone ca n ’t be cut
or broken w hile the spell rem ains in effect.

The special com ponent for this version o f the spell
is a large, transparent gemstone, such as a corundum ,
diam ond, or ruby.

Slumber. T h e target falls asleep and can ’t be awoken.
The special com ponent for this version o f the spell
consists of rare soporific herbs.

Ending the Spell. D uring the casting o f the spell,
in any o f its versions, you can sp ecify a condition that
will cause the spell to end and release the target. The
condition can be as specific or as elaborate as you
ch oose, but the DM must agree that the condition is
reasonable and has a likelihood of com ing to pass. The
condition s can be ba sed on a creatu re’s nam e, identity,
or deity but otherwise must be based on observable
actions or qualities and not based on intangibles such as
level, class, or hit points.

A dispel magic spell can end the spell only if it is cast
as a 9th-level spell, targeting either the prison or the
sp ecial com pon en t u sed to create it.

You can use a particular special com ponent to create
only on e prison at a time. If you cast the spell again
using the sam e com ponent, the target o f the first casting
is im m ediately freed from its binding.

In cen diary C loud
8 th-level conjuration

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

A swirling cloud of sm oke shot through with white-hot
em bers appears in a 20-foot-radius sphere centered on
a point within range. The cloud spreads around corners
and is heavily obscu red . It lasts for the duration or until
a w in d o f m oderate or greater sp eed (at least 10 m iles
per hour) disp erses it.

W h en the cloud appears, each creature in it must
make a Dexterity saving throw. A creature takes 10d8
fire dam age on a failed save, or half as much dam age on
a successful one. A creature must also make this saving
th row w hen it enters the sp ell’s area for the first tim e on
a turn or ends its turn there.

The cloud m oves 10 feet directly away from you
in a direction that you c h o o s e at the start o f each
of your turns.

In flict W ounds
1st-level necromancy

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

Make a melee spell attack against a creature you can
reach. On a hit, the target takes 3 d10 n ecrotic dam age.

At Higher Levels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d10 for each slot level above 1st.

Insect Plague unbarred. If the object has multiple locks, only one of
5th-level conjuration them is unlocked.

Casting Time: 1 action If you c h o o s e a target that is held shut w ith arcane
Range: 300 feet lock, that spell is su ppressed for 10 m inutes, during
Components: V, S, M (a few grains o f sugar, som e w hich time the target can be opened and shut normally.

kernels o f grain, and a sm ear o f fat) W hen you cast the spell, a loud knock, audible from as
Duration: Concentration, up to 10 minutes far away as 300 feet, em anates from the target object.

Sw arm ing, biting locusts fill a 20-foot-radius sphere L egend L ore
centered on a point you choose within range. The sphere 5th-level divination
spreads around corners. The sphere rem ains for the
duration, and its area is lightly o b scu red. T h e sp h ere’s Casting Time: 10 minutes
area is difficult terrain. Range: Self
Components: V, S, M (in cen se w orth at least 2 5 0 gp,
W h en the area appears, each creature in it must
m ake a Constitution saving throw. A creature takes which the spell consum es, and four ivory strips worth
4 d10 piercing damage on a failed save, or half as much at least 50 gp each)
damage on a successful one. A creature must also make Duration: Instantaneous
this saving th row w hen it enters the sp ell’s area for the
first time on a turn or ends its turn there. Name or describe a person, place, or object. The spell
brings to your m ind a brief sum m ary of the significant
A t H igher Levels. W h en you cast this spell using a lore about the thing you named. The lore might consist
spell slot o f 6th level or higher, the dam age increases by o f current tales, forgotten stories, or even secret lore
1d10 for each slot level above 5th. that has never been widely known. If the thing you
nam ed isn’t of legendary im portance, you gain no
In v isib ility information. The m ore information you already have
2 nd-level illusion about the thing, the m ore precise and detailed the
inform ation you receive is.
Casting Time: 1 action
Range: Touch The inform ation you learn is accurate but might be
Components: V, S, M (an eyelash en ca sed couched in figurative language. For example, if you
have a mysterious m agic axe on hand, the spell might
in gum arabic) yield this information: “W oe to the evildoer w hose hand
Duration: Concentration, up to 1 hour touches the axe, for even the haft slices the hand o f the
evil ones. Only a true Child o f Stone, lover and beloved
A creature you touch becom es invisible until the spell o f Moradin, may awaken the true pow ers o f the axe, and
ends. Anything the target is w earing or carrying is only with the sa cred w ord Rudnogg on the lips.”
invisible as long as it is on the target’s person . T h e spell
ends for a target that attacks or casts a spell. L e o m u n d ’s Se c r e t C h e st
4th-level conjuration
A t H igher L evels. W h en you cast this spell using
a spell slot o f 3rd level or higher, you can target one Casting Time: 1 action
additional creature for each slot level above 2nd. Range: Touch
Components: V, S, M (an exquisite chest, 3 feet by 2 feet
Jum p
1st-level transmutation by 2 feet, constructed from rare m aterials w orth at
least 5,000 gp, and a Tiny replica made from the same
Casting Time: 1 action m aterials w orth at least 50 gp)
Range: Touch Duration: Instantaneous
Components: V, S, M (a grassh op p er’s hind leg)
Duration: 1 minute You hide a chest, and all its contents, on the Ethereal
Plane. You must touch the chest and the miniature
You touch a creature. The creatu re’s ju m p distance is replica that serves as a material com ponent for the spell.
tripled until the spell ends. The chest can contain up to 12 cubic feet of nonliving
material (3 feet by 2 feet by 2 feet).
K nock
2 nd-level transmutation W hile the chest remains on the Ethereal Plane, you
can use an action and touch the replica to recall the
Casting Time: 1 action chest. It appears in an u n occu p ied sp ace on the ground
Range: 60 feet within 5 feet o f you. You can send the chest back to the
Components: V Ethereal Plane by using an action and touching both the
Duration: Instantaneous chest and the replica.

C h oose 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, or another object that contains a m undane or you cast this spell again, if the sm aller replica chest is
m agical m eans that prevents access. destroyed, or if you choose to end the spell as an action.
If the spell ends and the larger chest is on the Ethereal
A target that is held shut by a mundane lock or that Plane, it is irretrievably lost.
is stuck or barred becom es unlocked, unstuck, or

L e o m u n d ’s T i n y H u t L igh t
3rd-level evocation (ritual) Evocation cantrip

Casting Time: 1 minute Casting Time: 1 action
Range: S elf (10-foot-radius hemisphere) Range: Touch
Components: V, S, M (a sm all crystal bead) Components: V, M (a firefly or ph osp h orescen t m oss)
Duration: 8 hours Duration: 1 hour

A 10-foot-radius im m obile dom e o f force springs into You touch one object that is no larger than 10 feet in any
existence around and above you and remains stationary dim ension. Until the spell ends, the object sheds bright
for the duration. The spell ends if you leave its area. light in a 20-foot radius and dim light for an additional
20 feet. The light can be colored as you like. Com pletely
Nine creatures o f M edium size or sm aller can fit inside covering the object with som ething opaque blocks the
the dom e w ith you. T h e spell fails if its area includes a light. T h e spell ends if you cast it again or dism iss it
larger creature or m ore than nine creatures. Creatures as an action.
and objects within the dom e w hen you cast this spell
can m ove through it freely. A ll other creatures and If you target an object held or w orn by a hostile
objects are barred from passing through it. Sp ells and creature, that creature must su cceed on a Dexterity
other m agical effects ca n ’t extend through the dom e or saving throw to avoid the spell.
be cast through it. The atm osphere inside the sp ace is
com fortable and dry, regardless o f the w eather outside. L ig h tn in g A rrow
3rd-level transmutation
Until the spell ends, you can com m and the interior to
b e c o m e dim ly lit or dark. T h e d om e is opaque from the Casting Time: 1 bonus action
outside, o f any c o lo r you c h oose, but it is transparent Range: Self
from the inside. Components: V, S
Duration: Concentration, up to 1 minute
L esser R esto ration
2 nd-level abjuration The next time you make a ranged w eapon attack during
the sp ell’s duration, the w ea p on ’s am m unition, or the
Casting Time: 1 action w ea p on itself if it’s a throw n w eapon , transform s into
Range: Touch a bolt o f lightning. Make the attack roll as normal. The
Components: V, S target takes 4d 8 lightning dam age on a hit, or h alf
Duration: Instantaneous as m uch dam age on a m iss, instead o f the w ea p on ’s
normal damage.
You touch a creature and can end either one disease or
one condition afflicting it. The condition can be blinded, W hether you hit or m iss, each creature within 10 feet
deafened, paralyzed, or poisoned. of the target must make a Dexterity saving throw. Each
o f these creatures takes 2d8 lightning dam age on a
L evitate failed save, or half as much damage on a successful one.
2 nd-level transmutation
The piece o f ammunition or w eapon then returns to
Casting Time: 1 action its norm al form.
Range: 60 feet
Components: V, S, M (either a sm all leather loop or a A t H igher L evels. W h en you cast this spell using a
spell slot o f 4th level or higher, the dam age for both
piece o f golden w ire bent into a cup shape with a long effects of the spell increases by 1d8 for each slot
shank on one end) level above 3rd.
Duration: Concentration, up to 10 minutes
L ig h tn in g B olt
One creature or object o f your choice that you can see 3rd-level evocation
within range rises vertically, up to 20 feet, and remains
suspended there for the duration. The spell can levitate Casting Time: 1 action
a target that w eighs up to 500 pounds. An unwilling Range: S elf (100-foot line)
creature that su cceed s on a Constitution saving throw Components: V, S, M (a bit o f fur and a rod o f amber,
is unaffected.
crystal, or glass)
The target can move only by pushing or pulling Duration: Instantaneous
against a fixed object or surface within reach (such as
a w all or a ceiling), w h ich allow s it to m ove as if it w ere A stroke of lightning form ing a line 100 feet long and 5
clim bing. You can change the target’s altitude by up to feet w ide blasts out from you in a direction you choose.
20 feet in either direction on your turn. If you are the Each creature in the line must make a Dexterity saving
target, you can move up or down as part of your move. throw. A creature takes 8d6 lightning dam age on a
Otherwise, you can use your action to move the target, failed save, or half as much damage on a successful one.
w hich must rem ain within the spell’s range.
The lightning ignites flammable objects in the area
W hen the spell ends, the target floats gently to the that aren’t being w orn or carried.
grou nd if it is still aloft.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 4th level or higher, the dam age increases by
1d6 for each slot level above 3rd.

L ocate A n im als or Plants A t H igher Levels. W h en you cast this spell using
2 nd-level divination (ritual) a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Casting Time: 1 action
Range: Self M age A rmor
Components: V, S, M (a bit o f fur from a b loodh ou n d) 1st-level abjuration
Duration: Instantaneous
Casting Time: 1 action
D escribe or nam e a specific kind o f beast or plant. Range: Touch
Concentrating on the voice of nature in your Components: V, S, M (a piece o f cured leather)
surroundings, you learn the direction and distance to Duration: 8 hours
the closest creature or plant of that kind within 5 miles,
if any are present. You touch a willing creature w ho isn’t w earing armor,
and a protective m agical force su rrou nd s it until the
L ocate C reature spell ends. T h e target’s b a se AC b e c o m e s 13 + its
4th-level divination Dexterity modifier. The spell ends if the target dons
arm or or if you dism iss the spell as an action.
Casting Time: 1 action
Range: Self M age H and
Components: V, S, M (a bit o f fur from a bloodh ou n d) Conjuration cantrip
Duration: Concentration, up to 1 hour
Casting Time: 1 action
D escribe or nam e a creature that is fam iliar to you. You Range: 30 feet
sense the direction to the creature’s location, as long as Components: V, S
that creature is w ithin 1,000 feet o f you. If the creature Duration: 1 minute
is m oving, you k n ow the direction o f its m ovem ent.
A spectral, floating hand appears at a point you c h o o s e
The spell can locate a specific creature know n to within range. The hand lasts for the duration or until
you, or the nearest creature of a specific kind (such as you d ism iss it as an action. The hand van ish es if it is
a human or a unicorn), so long as you have seen such a ever m ore than 30 feet away from you or if you cast
creature up c lo s e —within 30 feet—at least on ce. If the this spell again.
creature you described or nam ed is in a different form,
such as being under the effects o f a polymorph spell, You can use your action to control the hand. You can
this spell d oesn ’t locate the creature. use the hand to manipulate an object, open an unlocked
door or container, stow or retrieve an item from an open
This spell ca n ’t locate a creature if running w ater at container, or pour the contents out o f a vial. You can
least 10 feet w ide blocks a direct path betw een you and m ove the hand up to 30 feet each tim e you use it.
the creature.
The hand can’t attack, activate m agic items, or carry
L o c a te O bject m ore than 10 pounds.
2 nd-level divination
M agic C ircle
Casting Time: 1 action 3rd-level abjuration
Range: Self
Components: V, S, M (a forked tw ig) Casting Time: 1 minute
Duration: Concentration, up to 10 minutes Range: 10 feet
Components: V, S, M (holy water or p ow dered
D escribe or nam e an object that is fam iliar to you. You
sen se the direction to the o b je ct’s location, as lon g as silver and iron w orth at least 100 gp, w hich the
that object is w ithin 1,000 feet o f you. If the object is in spell consum es)
m otion, you k n ow the direction o f its m ovem ent. Duration: 1 hour

The spell can locate a specific object known to you, You create a 10-foot-radius, 20-foot-tall cylinder o f
as lon g as you have seen it up clo s e —within 30 feet—at magical energy centered on a point on the ground
least once. Alternatively, the spell can locate the nearest that you can see within range. G low ing runes appear
object o f a particular kind, such as a certain kind of wherever the cylinder intersects with the floor or
apparel, jewelry, furniture, tool, or w eapon. other surface.

T h is spell c a n ’t locate an object if any th ickness o f Choose one or m ore of the following types of
lead, even a thin sheet, blocks a direct path betw een you creatures: celestials, elem entals, fey, fiends, or undead.
and the object. The circle affects a creature o f the chosen type in the
following ways:
L o n gstrider
1st-level transmutation • The creature can ’t w illingly enter the cylinder by
nonm agical means. If the creature tries to use tele­
Casting Time: 1 action portation or interplanar travel to do so, it m ust first
Range: Touch su cceed on a Charisma saving throw.
Components: V, S, M (a pinch o f dirt)
Duration: 1 hour • The creature has disadvantage on attack rolls against
targets within the cylinder.
You touch a creature. T h e target’s sp eed in creases by 10
feet until the spell ends. • Targets w ithin the cylinder can ’t be charm ed, fright­
ened, or possessed by the creature.

W h en you cast this spell, you can elect to cau se its M a g ic M issile
m agic to operate in the reverse direction, preventing a 1st-level evocation
creature of the specified type from leaving the cylinder
and protecting targets outside it. Casting Time: 1 action
Range: 120 feet
A t H igher Levels. W h en you cast this spell using a Components: V, S
spell slot o f 4th level or higher, the duration increases by Duration: Instantaneous
1 hour for each slot level above 3rd.
You create three glowing darts of magical force. Each
M a g ic Ja r dart hits a creature o f your choice that you can see
6 th-level necrom ancy within range. A dart deals 1d4 + 1 force dam age to its
target. The darts all strike simultaneously, and you can
Casting Time: 1 minute direct them to hit one creature or several.
Range: Self
Components: V, S, M (a gem , crystal, reliquary, or som e A t H igher L evels. W h en you cast this spell using a
spell slot of 2nd level or higher, the spell creates one
other ornam ental contain er w orth at least 5 0 0 gp) m ore dart for each slot level above 1st.
Duration: Until dispelled
M agic M o u th
Your body falls into a catatonic state as your soul leaves 2 nd-level illusion (ritual)
it and enters the contain er you u sed for the sp ell’s
material com ponent. W hile your soul inhabits the Casting Time: 1 minute
container, you are aware of your surroundings as if you Range: 30 feet
w ere in the container’s space. You can’t m ove or use Components: V, S, M (a sm all bit o f honeycom b
reactions. The only action you can take is to project your
soul up to 100 feet out o f the container, either returning and ja de dust w orth at least 10 gp, w hich the
to your living body (and ending the spell) or attempting spell consum es)
to p ossess a hum anoids body. Duration: Until dispelled

You can attempt to p ossess any humanoid within You implant a m essage within an object in range, a
100 feet o f you that you can see (creatures w arded by a m essage that is uttered w hen a trigger condition is met.
protection from evil and good or magic circle spell can ’t C h oose an object that you can see and that isn’t being
be possessed). The target must make a Charisma saving w orn or carried by another creature. Then speak the
throw. On a failure, your sou l m oves into the target’s m essage, w hich m ust be 25 w ord s or less, though it
body, and the target’s sou l b e c o m e s trapped in the can be delivered over as long as 10 minutes. Finally,
container. On a success, the target resists your efforts determ ine the circum stance that w ill trigger the spell to
to p o s s e s s it, and you ca n ’t attempt to p o s s e s s it again deliver your m essage.
for 24 hours.
W hen that circum stance occurs, a m agical mouth
O nce you p o s s e s s a creatu re’s body, you con trol it. appears on the object and recites the m essage in your
Your gam e statistics are replaced by the statistics o f the v oice and at the sam e volum e you spoke. If the object
creature, though you retain your alignment and your you chose has a m outh or som ething that looks like a
Intelligence, W isdom , and Charisma scores. You retain mouth (for example, the mouth o f a statue), the m agical
the benefit o f your own class features. If the target has mouth appears there so that the w ords appear to com e
any class levels, you ca n ’t u se any o f its class features. from the object’s mouth. W hen you cast this spell, you
can have the spell end after it delivers its m essage, or
M eanw hile, the p o s s e s s e d creatu re’s soul can it can rem ain and repeat its m essa ge w henever the
perceive from the contain er using its ow n sen ses, but it trigger occurs.
ca n ’t m ove or take actions at all.
The triggering circum stance can be as general or as
W hile possessing a body, you can use your action to detailed as you like, though it m ust be based on visual
return from the host b od y to the container if it is w ithin or audible conditions that occu r within 30 feet o f the
100 feet o f you, returning the h ost creatu re’s sou l to object. For example, you could instruct the mouth to
its body. If the h ost b od y dies w hile y ou ’re in it, the speak w hen any creature m oves within 30 feet o f the
creature dies, and you must make a Charisma saving object or w h en a silver bell rings w ithin 30 feet o f it.
throw against your own spellcasting DC. On a success,
you return to the container if it is within 100 feet o f you. M agic W eapo n
O therwise, you die. 2 nd-level transmutation

If the container is destroyed or the spell ends, your Casting Time: 1 bonus action
soul immediately returns to your body. If your body is Range: Touch
m ore than 100 feet away from you or if your body is Components: V, S
dead w hen you attempt to return to it, you die. If another Duration: Concentration, up to 1 hour
creatu re’s sou l is in the contain er w hen it is destroyed,
the creatu re’s sou l returns to its b od y if the b od y is alive You touch a nonm agical w eapon. Until the spell ends,
and within 100 feet. Otherwise, that creature dies. that w eap on b e c o m e s a m agic w eapon with a +1 bonus
to attack rolls and dam age rolls.
W hen the spell ends, the container is destroyed.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 4th level or higher, the bonus increases to
+2. W hen you use a spell slot o f 6th level or higher, the
bonus increases to +3.

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

You create the im age of an object, a creature, or som e M ass H ealin g W ord
other visible phenom enon that is no larger than a 3rd-level evocation
20-foot cube. The im age appears at a spot that you
can see w ithin range and lasts for the duration. It Casting Time: 1 bonus action
seem s com pletely real, including sounds, smells, and Range: 60 feet
tem perature appropriate to the thing depicted. You Components: V
can’t create sufficient heat or cold to cause damage, a Duration: Instantaneous
sound loud enough to deal thunder damage or deafen a
creature, or a sm ell that might sicken a creature (like a As you call out w ords o f restoration, up to six creatures
troglodyte’s stench). o f your ch oice that you can see w ithin range regain hit
points equal to 1d4 + your spellcasting ability modifier.
A s long as you are within range o f the illusion, you This spell has no effect on undead or constructs.
can use your action to cause the im age to m ove to
any other spot within range. As the im age changes A t H igher L evels. W h en you cast this spell using a
location, you can alter its appearan ce so that its spell slot o f 4th level or higher, the healing increases by
m ovements appear natural for the image. For example, 1d4 for each slot level above 3rd.
if you create an im age o f a creature and m ove it, you
can alter the im age so that it appears to b e w alking. M ass Su g g e s t io n
Similarly, you can cause the illusion to m ake different 6 th-level enchantment
sou n d s at different tim es, even m aking it carry on a
conversation, for example. Casting Time: 1 action
Range: 60 feet
P hysical interaction w ith the im age reveals it to be an Components: V, M (a sn ake’s tongue and either a bit o f
illusion, b eca u se things can pass through it. A creature
that u ses its action to exam ine the im age can determ ine honeycom b or a drop of sweet oil)
that it is an illusion with a su ccessfu l Intelligence Duration: 24 hours
(Investigation) check against your spell save DC. If a
creature discern s the illusion for what it is, the creature You suggest a course o f activity (limited to a sentence
can see through the im age, and its other sen sory or two) and m agically influence up to twelve creatures
qualities becom e faint to the creature. o f your ch oice that you can see within range and that
can hear and understand you. Creatures that can’t be
A t H igher Levels. W hen you cast this spell using charm ed are im m une to this effect. The suggestion must
a spell slot o f 6th level or higher, the spell lasts until be w orded in such a m anner as to m ake the cou rse of
dispelled, without requiring your concentration. action sound reasonable. Asking the creature to stab
itself, throw itself onto a spear, im m olate itself, or do
M ass C ure W ounds som e other obviously harmful act automatically negates
5th-level conjuration the effect o f the spell.

Casting Time: 1 action Each target must make a W isdom saving throw. On a
Range: 60 feet failed save, it pu rsu es the co u rse o f action you d escrib ed
Components: V, S to the best o f its ability. T h e su ggested cou rse o f action
Duration: Instantaneous can continue for the entire duration. If the suggested
activity can be com pleted in a shorter time, the spell
A wave of healing energy w ashes out from a point of ends w h en the su bject finishes w hat it w as asked to do.
your choice within range. C h oose up to six creatures
in a 30-foot-radius sphere centered on that point. Each You can also specify conditions that w ill trigger a
target regains hit points equal to 3d8 + your spellcasting special activity during the duration. For example, you
ability modifier. This spell has no effect on undead might suggest that a group o f soldiers give all their
or constructs. m oney to the first beggar they meet. If the condition isn’t
met before the spell ends, the activity isn’t perform ed.
A t H igher L evels. W hen you cast this spell using a
spell slot o f 6th level or higher, the healing increases by If you or any of your com panions damage a creature
1d8 for each slot level above 5th. affected by this spell, the spell ends for that creature.

M ass H eal A t H igher Levels. W h en you cast this spell using
9th-level conjuration a 7th-level spell slot, the duration is 10 days. W hen
you use an 8th-level spell slot, the duration is 30 days.
Casting Time: 1 action W hen you use a 9th-level spell slot, the duration is a
Range: 60 feet year and a day.
Com ponents: V, S
Duration: Instantaneous M aze
8 th-level conjuration

Casting Time: 1 action
Range: 60 feet

Com ponents: V, S M ending
Duration: Concentration, up to 10 minutes Transmutation cantrip

You 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 e sca p e s the m aze. Components: V, S, M (two lodeston es)
Duration: Instantaneous
The target can use its action to attempt to escape.
W h en it d oes so, it m akes a D C 20 Intelligence check. If This spell repairs a single break or tear in an object
it su cceed s, it escap es, and the spell ends (a m inotaur or you touch, such as a broken chain link, two halves of
goristro dem on automatically succeeds). a broken key, a torn cloak, or a leaking w ineskin. As
lon g as the break or tear is no larger than 1 foot in
W hen the spell ends, the target reappears in the any dim ension, you m end it. leaving no trace o f the
sp ace it left or, if that sp a ce is occu p ied , in the nearest former damage.
unoccupied space.
This spell can physically repair a m agic item
M eld i n t o St o n e or construct, but the spell can’t restore m agic to
3rd-level transmutation (ritual) such an object.

Casting Time: 1 action M essage
Range: Touch Transmutation cantrip
Components: V, S
Duration: 8 hours Casting Time: 1 action
Range: 120 feet
You step into a stone object or surface large enough to Components: V, S, M (a short piece o f cop p er w ire)
fully contain your body, m elding yourself and all the Duration: 1 round
equipment you carry with the stone for the duration.
U sing your m ovem ent, you step into the stone at a point You point your finger toward a creature within range
you can touch. Nothing of your presence remains visible and w hisper a m essage. The target (and only the target)
or otherwise detectable by nonm agical senses. hears the m essage and can reply in a w hisper that only
you can hear.
W hile m erged w ith the stone, you can’t see what
oc cu rs outside it, and any W isd om (P erception ) ch eck s You can cast this spell through solid objects if you
you m ake to hear sou n d s outside it are m ade with are fam iliar w ith the target and k n ow it is beyond
disadvantage. You remain aware of the passage of the barrier. M agical silence. 1 foot o f stone, 1 inch of
tim e and can cast sp ells on y ou rself w hile m erged in com m on metal, a thin sheet of lead, or 3 feet o f w ood
the stone. You can use your m ovem ent to leave the block s the spell. The spell d oesn ’t have to follow a
stone w here you entered it, w h ich ends the spell. You straight line and can travel freely around corners or
otherw ise can’t move. through openings.

M inor physical dam age to the stone d oesn ’t harm M e t e o r Sw a r m
you, but its partial destruction or a change in its shape 9th-level evocation
(to the extent that you no longer fit w ithin it) expels you
and deals 6 d 6 bludgeon ing dam age to you. The ston e’s Casting Time: 1 action
com plete destruction (or transmutation into a different Range: 1 mile
substance) expels you and deals 50 bludgeoning damage Components: V, S
to you. If expelled, you fall prone in an unoccupied space Duration: Instantaneous
closest to w here you first entered.
B lazing orbs o f fire plum m et to the grou nd at four
M e l f ’s A c id A r r o w different points you can see w ithin range. Each creature
2 nd-level evocation in a 40-foot-radius sphere centered on each point you
choose must make a Dexterity saving throw. The sphere
Casting Time: 1 action spreads around corn ers. A creature takes 2 0 d 6 fire
Range: 90 feet damage and 20d6 bludgeoning damage on a failed
Components: V, S, M (p ow d ered rhubarb lea f and an save, or half as much damage on a successful one. A
creature in the area o f m ore than one fiery burst is
ad der’s stom ach) affected only once.
Duration: Instantaneous
The spell dam ages objects in the area and ignites
A shim m ering green arrow streaks toward a target flammable objects that aren’t being w orn or carried.
within range and bursts in a spray o f acid. M ake a
ranged spell attack against the target. On a hit, the M in d B la n k
target takes 4d4 acid dam age immediately and 2d4 acid 8 th-level abjuration
dam age at the end o f its next turn. On a m iss, the arrow
splashes the target with acid for half as m uch o f the Casting Time: 1 action
initial dam age and no dam age at the end o f its next turn. Range: Touch
Components: V, S
A t H igher Levels. W h en you cast this spell using a Duration: 24 hours
spell slot o f 3rd level or higher, the dam age (both initial
and later) increases by 1d4 for each slot level above 2nd. Until the spell ends, one w illing creature you touch is
im m une to psychic dam age, any effect that w ould sense

its em otion s or read its thoughts, divination spells, and the illusion’s p resen ce, the creature can still physically
the ch a rm ed condition. T h e spell even foils wish spells interact with the illusion.
and spells or effects o f sim ilar pow er used to affect the
target’s m ind or to gain inform ation about the target. M ir r o r Im age
2nd-level illusion
M in o r Illu sio n
Illusion cantrip Casting Time: 1 action
Range: Self
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: 1 minute
Components: S, M (a bit o f fleece)
Duration: 1 minute Three illusory duplicates o f yourself appear in your
space. Until the spell ends, the duplicates m ove with
You create a sound or an image o f an object within you and m im ic your actions, shifting position so it’s
range that lasts for the duration. The illusion also ends if im possible to track w hich im age is real. You can use
you dism iss it as an action or cast this spell again. your action to dism iss the illusory duplicates.

If you create a sou n d, its volum e can range from a Each time a creature targets you with an attack during
w h isper to a scream . It can be your voice, som eon e the sp ell’s duration, roll a d2 0 to determ ine w hether the
else’s voice, a lion’s roar, a beating o f drum s, or any attack instead targets one of your duplicates.
other sound you choose. The sound continues unabated
throughout the duration, or you can make discrete If you have three duplicates, you must roll a 6 or
sou n d s at different tim es before the spell ends. higher to change the attack’s target to a duplicate. W ith
tw o duplicates, you must roll an 8 or higher. With one
If you create an im age o f an object—such as a chair, duplicate, you must roll an 11 or higher.
m uddy footprints, or a sm all chest—it m ust be no larger
than a 5-foot cube. T h e im age ca n ’t create sou n d, light, A duplicate’s AC equals 10 + your Dexterity m odifier.
smell, or any other sensory effect. Physical interaction If an attack hits a duplicate, the duplicate is destroyed. A
w ith the im age reveals it to be an illusion, b eca u se duplicate can b e destroyed only by an attack that hits it.
things can pass through it. It ignores all other dam age and effects. T h e spell ends
when all three duplicates are destroyed.
If a creature uses its action to exam ine the sound or
im age, the creature can determ ine that it is an illusion A creature is unaffected by this spell if it ca n ’t see, if it
with a successful Intelligence (Investigation) check relies on senses other than sight, such as blindsight, or
against your spell save DC. If a creature discerns the if it can perceive illusions as false, as with truesight.
illusion for w hat it is, the illusion b e c o m e s faint to
the creature. M isle a d
5th-level illusion
M ir ag e A r ca n e
7th-level illusion Casting Time: 1 action
Range: Self
Casting Time: 10 minutes Components: S
Range: Sight Duration: Concentration, up to 1 hour
Components: V, S
Duration: 10 days You b e c o m e invisible at the sam e tim e that an illusory
double of you appears where you are standing. The
You m ake terrain in an area up to 1 mile square double lasts for the duration, but the invisibility ends if
look, sound, smell, and even feel like som e other sort you attack or cast a spell.
o f terrain. T h e terrain’s general shape rem ains the
sam e, however. O pen fields or a road could be m ade to You can use your action to m ove your illusory double
resem ble a swamp, hill, crevasse, or som e other difficult up to tw ice your sp eed and m ake it gesture, speak, and
or im passable terrain. A pond can be made to seem like behave in whatever way you choose.
a grassy meadow, a precipice like a gentle slope, or a
rock-strewn gully like a w ide and sm ooth road. You can see through its eyes and hear through its ears
as if you w ere located w here it is. O n each o f your turns
Similarly, you can alter the appearance o f structures, as a bon u s action, you can sw itch from using its sen ses
or add them w here none are present. The spell doesn’t to using your ow n, or back again. W h ile you are usin g its
disguise, conceal, or add creatures. senses, you are blinded and deafened in regard to your
own surroundings.
The illusion includes audible, visual, tactile, and
olfactory elem ents, s o it can turn clear ground into M is t y Ste p
difficult terrain (or vice versa) or otherwise im pede 2nd-level conjuration
movement through the area. Any piece of the illusory
terrain (such as a rock or stick) that is rem oved from the Casting Time: 1 bonus action
sp ell’s area disappears immediately. Range: Self
Components: V
Creatures with truesight can see through the illusion Duration: Instantaneous
to the terrain’s true form ; however, all other elem ents
of the illusion remain, so while the creature is aware of Briefly surrounded by silvery mist, you teleport up to 30
feet to an unoccupied space that you can see.

M o d if y M em ory damage on a failed save, or half as much damage on a
5th-level enchantment successful one.

Casting Time: 1 action A sh apech an ger m akes its saving th row with
Range: 30 feet disadvantage. If it fails, it also instantly reverts to its
Components: V, S original form and can ’t assu m e a different form until it
Duration: Concentration, up to 1 minute leaves the sp ell’s light.

You attempt to resh ape another creatu re’s m em ories. On each o f your turns after you cast this spell, you can
One creature that you can see must m ake a W isdom use an action to m ove the beam 60 feet in any direction.
saving throw. If you are fighting the creature, it has
advantage on the saving throw. On a failed save, the A t H igher L evels. W h en you cast this spell using a
target becom es charm ed by you for the duration. The spell slot of 3rd level or higher, the dam age increases by
ch arm ed target is incapacitated and unaw are o f its 1dlO for each slot level above 2nd.
surroundings, though it can still hear you. If it takes any
damage or is targeted by another spell, this spell ends, M o r d e n k a i n e n ’s Fa i t h f u l H o u n d
and none o f the target’s m em ories are m odified. 4th-level conjuration

W h ile this charm lasts, you can affect the target’s Casting Time: 1 action
m em ory o f an event that it experien ced w ithin the last Range: 30 feet
24 hours and that lasted no m ore than 10 minutes. You Components: V, S, M (a tiny silver w histle, a p iece o f
can permanently eliminate all m em ory o f the event,
allow the target to recall the event with perfect clarity bone, and a thread)
and exactin g detail, change its m em ory o f the details of Duration: 8 hours
the event, or create a m em ory of som e other event.
You conjure a phantom w atch dog in an u n occu pied
You must speak to the target to describe how sp a ce that you can see w ithin range, w h ere it rem ains
its m em ories are affected, and it must b e able to for the duration, until you d ism iss it as an action, or until
understand your language for the m odified m em ories to you m ove m ore than 100 feet away from it.
take root. Its m ind fills in any gaps in the details o f your
description. If the spell ends before you have finished The hound is invisible to all creatures except you
describing the m odified m em ories, the creature’s and can't be harmed. W hen a Sm all or larger creature
m em ory isn’t altered. O therwise, the m odified m em ories c o m e s w ithin 30 feet o f it w ithout first sp eak in g the
take hold w hen the spell ends. passw ord that you sp ecify w hen you cast this spell, the
hound starts barking loudly. The hound sees invisible
A m odified m em ory d oesn ’t necessarily affect how a creatures and can see into the Ethereal Plane. It
creature behaves, particularly if the m em ory contradicts ignores illusions.
the creature’s natural inclinations, alignment, or beliefs.
An illogical modified memory, such as implanting a At the start of each of your turns, the hound attempts
m em ory o f how much the creature enjoyed dousing to bite on e creature w ithin 5 feet o f it that is hostile
itself in acid, is dism issed, perhaps as a bad dream. The to you. The h oun d’s attack bon u s is equal to your
DM might deem a m odified m em ory too nonsensical to spellcasting ability m odifier + your proficiency bonus.
affect a creature in a significant manner. On a hit, it deals 4d8 piercin g dam age.

A rem ove curse or greater restoration spell cast on the M o r d e n k a in e n ’s M a g n if ic e n t M a n s io n
target restores the creatu re’s true m em ory. 7th-level conjuration

A t H igher Levels. If you cast this spell using a spell Casting Time: 1 minute
slot o f 6th level or higher, you can alter the target’s Range: 300 feet
m em ories o f an event that took place up to 7 days ago Components: V, S, M (a m iniature portal carved from
(6th level), 30 days ago (7th level), 1 year ago (8th level),
or any tim e in the creatu re’s past (9th level). ivory, a sm all piece of polished marble, and a tiny
silver sp oon , each item w orth at least 5 gp)
M oonbeam Duration: 24 hours
2nd-level evocation
You conjure an extradim ensional dwelling in range
Casting Time: 1 action that lasts for the duration. You ch oose w here its one
Range: 120 feet entrance is located. The entrance shim m ers faintly
Components: V, S, M (several seed s o f any m oo n se e d and is 5 feet w id e and 10 feet tall. You and any creature
you designate w hen you cast the spell can enter the
plant and a piece of opalescent feldspar) extradimensional dwelling as long as the portal remains
Duration: Concentration, up to 1 minute open. You can open or close the portal if you are within
30 feet o f it. W h ile closed , the portal is invisible.
A silvery beam o f pale light shines dow n in a 5-foot-
radius, 40-foot-high cylinder centered on a point within Beyond the portal is a m agnificent foyer with
range. Until the spell ends, dim light fills the cylinder. num erous cham bers beyond. The atm osphere is clean,
fresh, and warm.
W hen a creature enters the spell’s area for the first
tim e on a turn or starts its turn there, it is engulfed You can create any floor plan you like, but the space
in ghostly flam es that cau se sea rin g pain, and it must can ’t exceed 50 cubes, each cube being 10 feet on
m ake a Constitution saving throw. It takes 2 d10 radiant each side. The place is furnished and decorated as
you c h oose. It contain s sufficient food to serve a nine-
course banquet for up to 100 people. A staff o f 100
near-transparent servants attends all w ho enter. You

decide the visual appearance of these servants and their
attire. They are com pletely 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 w ould directly harm another creature.
Thus the servants can fetch things, clean, mend, fold
clothes, light fires, serve food, pour wine, and so on.
The servants can go anywhere in the m ansion but
c a n ’t leave it. Furnishings and other ob jects created
by this spell dissipate into sm oke if rem oved from the
mansion. W hen the spell ends, any creatures inside
the extradim ensional space are expelled into the open
spaces nearest to the entrance.

M o r d e n k a in e n ’s P r iv a t e Sa n c t u m
4th-level abjuration

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

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

You make an area within range magically secure. The
area is a cube that can be as sm all as 5 feet to as large
as 100 feet on each side. The spell lasts for the duration
or until you u se an action to dism iss it.

W hen you cast the spell, you decide what sort of
security the spell provides, choosin g any or all o f the
following properties:

• S ou n d can't pass through the barrier at the edge o f
the warded area.

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

• S en sors created by divination spells ca n ’t appear
inside the protected area or pass through the barrier
at its perim eter.

• C reatures in the area ca n ’t be targeted by divination
spells.

• Nothing can teleport into or out o f the w arded area.
• Planar travel is blocked within the w arded area.

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

A t H igher L evels. W h en you cast this spell using a
spell slot o f 5th level or higher, you can increase the size
o f the cube by 100 feet for each slot level beyond 4th.
Thus you could protect a cube that can be up to 200 feet
on one side by using a spell slot o f 5th level.

M o r d e n k a in e n ’s Sw o r d
7th-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a m iniature platinum sw ord with

a grip and pom m el o f copper and zinc, w orth 250 gp)
Duration: Concentration, up to 1 minute

You create a sw ord-shaped plane o f force that hovers
w ithin range. It lasts for the duration.

W hen the sword appears, you make a melee spell
attack against a target o f your choice within 5 feet o f the
sw ord. On a hit. the target takes 3 d10 force dam age.

Until the spell ends, you can use a bonus action on each You place an illusion on a creature or an object
of your turns to move the sw ord 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 inform ation about it. T h e target can be a w illing
target or a different one. creature or an object that isn’t being carried or w orn by
another creature.
M ove Earth
6th-level transmutation W hen you cast the spell, ch oose one or both o f the
follow ing effects. The effect lasts for the duration. If you
Casting Time: 1 action cast this spell on the sam e creature or object every day
Range: 120 feet for 30 days, placing the sam e effect on it each tim e, the
Components: V, S, M (an iron blade and a sm all bag illusion lasts until it is dispelled.

containing a m ixture o f so ils—clay, loam , and sand) False Aura. You change the way the target appears
Duration: Concentration, up to 2 hours to spells and m agical effects, such as detect magic,
that detect m agical auras. You can m ake a nonm agical
C h oose an area o f terrain no larger than 40 feet on a object appear magical, a magical object appear
side w ithin range. You can reshape dirt, sand, or clay nonm agical, or change the object’s m agical aura so that
in the area in any m anner you ch oose for the duration. it appears to b elon g to a sp ecific sch o o l o f m agic that
You ca n raise or low er the area’s elevation, create or fill you choose. W hen you use this effect on an object, you
in a trench, erect or flatten a wall, or form a pillar. The can m ake the false m agic apparent to any creature that
extent o f any such changes can’t exceed half the area’s handles the item.
largest dim ension. So, if you affect a 40-foot square,
you can create a pillar up to 20 feet high, raise or lower Mask. You change the w ay the target appears to spells
the square’s elevation by up to 20 feet, dig a trench up and m agical effects that detect creature types, such as a
to 20 feet deep, and s o on. It takes 10 m inutes for these paladin’s Divine S en se or the trigger o f a sym bol spell.
changes to complete. You choose a creature type and other spells and magical
effects treat the target as if it w ere a creature o f that
At the end o f every 10 minutes you spend type or o f that alignment.
concentrating on the spell, you can choose a new area of
terrain to affect. O t il u k e ’s F r e e zin g Sph e re
6th-level evocation
B eca u se the terrain’s transform ation o ccu rs slowly,
creatures in the area can’t usually be trapped or injured Casting Time: 1 action
by the ground’s movement. Range: 300 feet
Components: V, S, M (a sm all crystal sphere)
Th is spell c a n ’t m anipulate natural stone or Duration: Instantaneous
stone construction. R ock s and structures shift to
accom m odate the new terrain. If the way you shape A frigid globe of cold energy streaks from your fingertips
the terrain w ou ld m ake a structure unstable, it to a point o f your ch oice w ithin range, w here it explodes
might collapse. in a 60-foot-radius sphere. Each creature within the
area must make a Constitution saving throw. On a
Similarly, this spell d oesn ’t directly affect plant failed save, a creature takes 10d6 cold damage. On a
growth. T h e m oved earth carries any plants along with it. su ccessfu l save, it takes h alf as m uch dam age.

N o n d e t e c t io n If the globe strikes a body o f water or a liquid that is
3rd-level abjuration principally water (not including water-based creatures),
it freezes the liquid to a depth o f 6 in ch es over an area
Casting Time: 1 action 30 feet square. This ice lasts for 1 minute. Creatures
Range: Touch that w ere sw im m ing on the surface o f frozen water are
Com ponents: V, S, M (a pinch o f diam on d dust trapped in the ice. A trapped creature can use an action
to make a Strength check against your spell save DC
w orth 25 gp sprinkled over the target, w hich the to break free.
spell consum es)
Duration: 8 hours You can refrain from firing the globe after com pleting
the spell, if you wish. A small globe about the size of
For the duration, you hide a target that you touch a sling stone, c o o l to the touch, appears in your hand.
from divination magic. The target can be a w illing At any time, you or a creature you give the globe to
creature or a place or an object no larger than 10 can th row the globe (to a range o f 40 feet) or hurl it
feet in any dim ension. The target can’t be targeted by with a sling (to the slin g’s n orm al range). It shatters
any divination m agic or perceived through magical on impact, with the sam e effect as the norm al casting
scrying sensors. of the spell. You can also set the globe dow n without
shattering it. After 1 minute, if the globe hasn’t already
N y s t u l ’s M a g ic A u r a shattered, it explodes.
2nd-level illusion
A t H igher Levels. W h en you cast this spell using a
Casting Time: 1 action spell slot o f 7th level or higher, the dam age increases by
Range: Touch 1d6 for each slot level above 6th.
Com ponents: V, S, M (a sm all square o f silk)
Duration: 24 hours

O t i l u k e ’s R e s il ie n t S p h e r e (Stealth) checks and can ’t be tracked except by m agical
4th-level evocation means. A creature that receives this bonus leaves
behind no tracks or other traces o f its passage.
Casting Time: 1 action
Range: 30 feet Pa s s w a l l
Components: V, S, M (a hem ispherical piece o f 5th-level transmutation

clear crystal and a matching hemispherical piece Casting Time: 1 action
o f gum arabic) Range: 30 feet
Duration: Concentration, up to 1 minute Components: V, S , M (a pinch o f sesam e seeds)
Duration: 1 hour
A sphere of shim mering force encloses a creature
or object of Large size or sm aller within range. An A p a ssa ge appears at a point o f your ch oice that you
unwilling creature must make a Dexterity saving can see on a w ooden, plaster, or stone surface (such as
throw. On a failed save, the creature is enclosed for a wall, a ceiling, or a floor) within range, and lasts for
the duration. the duration. You ch oose the opening’s dim ensions: up
to 5 feet w ide, 8 feet tall, and 20 feet deep. The passage
Nothing—not physical objects, energy, or other spell creates no instability in a structure su rrou nding it.
effects—can pass through the barrier, in or out, though
a creature in the sphere can breathe there. The sphere W hen the opening disappears, any creatures or
is im m une to all dam age, and a creature or object inside objects still in the passage created by the spell are safely
can’t be damaged by attacks or effects originating from ejected to an unoccupied space nearest to the surface on
outside, nor can a creature inside the sphere dam age which you cast the spell.
anything outside it.
Ph a n ta sm a l Force
The sphere is w eightless and just large enough to 2nd-level illusion
contain the creature or object inside. An enclosed
creature can use its action to push against the sphere’s Casting Time: 1 action
w alls and thus roll the sphere at up to h alf the creatu re’s Range: 60 feet
speed. Similarly, the globe can be picked up and moved Components: V, S, M (a bit o f fleece)
by other creatures. Duration: Concentration, up to 1 minute

A disintegrate spell targeting the globe destroys it You craft an illusion that takes root in the mind o f a
w ithout h arm ing anything inside it. creature that you can see within range. The target must
make an Intelligence saving throw. On a failed save, you
O t t o ’s I r r e s is t ib l e D a n c e create a phantasmal object, creature, or other visible
6th-level enchantment phenom enon o f your choice that is no larger than a
10-foot cube and that is perceivable only to the target
Casting Time: 1 action for the duration. This spell has no effect on undead
Range: 30 feet or constructs.
Components: V
Duration: Concentration, up to 1 minute The phantasm includes sound, temperature, and other
stimuli, also evident only to the creature.
C h oose one creature that you can see within range. The
target beg in s a co m ic dance in place: shuffling, tapping The target can u se its action to exam ine the phantasm
its feet, and caperin g for the duration. Creatures that with an Intelligence (Investigation) check against your
can’t be charm ed are im m une to this spell. spell save DC. If the check succeeds, the target realizes
that the phantasm is an illusion, and the spell ends.
A dancing creature must use all its m ovem ent to
dance w ithout leaving its sp ace and has disadvantage W hile a target is affected by the spell, the target treats
on Dexterity saving throws and attack rolls. W hile the phantasm as if it w ere real. The target rationalizes
the target is affected by this spell, other creatures any illogical outcom es from interacting with the
have advantage on attack rolls against it. A s an phantasm. For example, a target attempting to w alk
action, a dancing creature m akes a W isdom saving across a phantasmal bridge that spans a chasm falls
throw to regain control o f itself. On a su ccessfu l save, on ce it steps onto the bridge. If the target survives the
the spell ends. fall, it still believes that the bridge exists and co m e s up
with som e other explanation for its fall—it w as pushed,
Pa s s w i t h o u t T r a c e it slipped, or a stron g w in d m ight have k n ock ed it off.
2nd-level abjuration
A n affected target is s o con v in ced o f the phantasm ’s
Casting Time: 1 action reality that it can even take dam age from the illusion. A
Range: Self phantasm created to appear as a creature can attack the
Components: V, S, M (ashes from a burned lea f o f target. Similarly, a phantasm created to appear as fire, a
p ool o f acid, or lava can burn the target. Each round on
mistletoe and a sprig of spruce) your turn, the phantasm can deal 1d6 psychic damage
Duration: Concentration, up to 1 hour to the target if it is in the phantasm ’s area or w ithin 5
feet o f the phantasm, provided that the illusion is o f a
A veil o f shadow s and silence radiates from you, creature or hazard that could logically deal damage,
masking you and your com panions from detection. such as by attacking. The target perceives the damage
For the duration, each creature you ch oose within 30 as a type appropriate to the illusion.
feet of you (including you) has a +10 bonus to Dexterity

P h a n t a s m a l K iller us during our foray into the dungeon). You must be
4th-level illusion able to com m unicate with the creature to bargain for
its services.
Casting Time: 1 action
Range: 120 feet Payment can take a variety o f forms. A celestial might
Components: V, S require a sizable donation o f gold or m agic items to
Duration: Concentration, up to 1 minute an allied temple, w hile a fiend might dem and a living
sacrifice or a gift o f treasure. S om e creatures might
You tap into the nightm ares of a creature you can see exchange their service for a quest undertaken by you.
w ithin range and create an illusory m anifestation o f its
deepest fears, visible only to that creature. The target As a rule o f thumb, a task that can be m easured in
must make a W isdom saving throw. On a failed save, minutes requires a payment worth 100 gp per minute. A
the target b ecom es frightened for the duration. At the task m easured in hours requires 1,000 gp per hour. And
start o f each o f the target’s turns b efore the spell ends, a task m easured in days (up to 10 days) requires 10,000
the target must succeed on a W isdom saving throw gp per day. T h e DM can adjust th ese paym ents ba sed on
or take 4 d10 psychic damage. On a successful save, the circum stances under which you cast the spell. If the
the spell ends. task is aligned w ith the creatu re’s ethos, the payment
might be halved or even waived. N onhazardous tasks
A t H igher Levels. W h en you cast this spell using a typically require only half the suggested payment, while
spell slot of 5th level or higher, the dam age increases by especially dangerous tasks might require a greater gift.
1dlO for each slot level above 4th. Creatures rarely accept tasks that seem suicidal.

P h a n t o m St e e d After the creature com pletes the task, or when the
3rd-level illusion (ritual) agreed-upon duration o f service expires, the creature
returns to its h om e plane after reportin g ba ck to you,
Casting Time: 1 minute if appropriate to the task and if possible. If you are
Range: 30 feet unable to agree on a price for the creatu re’s service, the
Components: V, S creature immediately returns to its hom e plane.
Duration: 1 hour
A creature enlisted to join your group counts as
A Large quasi-real, horselike creature appears on a m em ber o f it, receivin g a full sh are o f experien ce
the ground in an unoccupied space o f your choice points awarded.
within range. You decide the creature’s appearance,
but it is equipped with a saddle, bit, and bridle. Any Plan ar Bin din g
o f the equipm ent created by the spell vanishes in a 5th-level abjuration
puff o f sm oke if it is carried m ore than 10 feet away
from the steed. Casting Time: 1 hour
Range: 60 feet
For the duration, you or a creature you ch oose can Components: V, S, M (a jew el w orth at least 1,000 gp,
ride the steed. The creature uses the statistics for a
riding h orse, except it has a sp eed o f 100 feet and can w hich the spell consum es)
travel 10 m iles in an hour, or 13 m iles at a fast pace.
W hen the spell ends, the steed gradually fades, giving Duration: 24 hours
the rider 1 minute to dismount. The spell ends if you use
an action to d ism iss it or if the steed takes any dam age. With this spell, you attempt to bind a celestial, an
elem ental, a fey, or a fiend to your service. T h e creature
Plan ar A lly must be within range for the entire casting o f the spell.
6th-level conjuration (Typically, the creature is first sum m oned into the center
o f an inverted magic circle in order to keep it trapped
Casting Time: 10 minutes while this spell is cast.) At the com pletion o f the casting,
Range: 60 feet the target must make a Charisma saving throw. On a
Components: V, S failed save, it is b ou n d to serve you for the duration. If
Duration: Instantaneous the creature w as sum m oned or created by another spell,
that spell’s duration is extended to m atch the duration
You beseech an otherworldly entity for aid. The being of this spell.
must be known to you: a god, a primordial, a dem on
prince, or som e other being o f cosm ic power. That entity A bound creature must follow your instructions to the
sen ds a celestial, an elem ental, or a fiend loyal to it to best o f its ability. You m ight com m a n d the creature to
aid you, m aking the creature appear in an unoccupied accom pany you on an adventure, to guard a location, or
sp ace w ithin range. If you k n ow a sp ecific creatu re’s to deliver a m essage. The creature obeys the letter of
name, you can speak that nam e w hen you cast this spell your instructions, but if the creature is hostile to you, it
to request that creature, though you might get a different strives to twist your w ords to achieve its ow n objectives.
creature anyway (D M ’s choice). If the creature carries out your instructions completely
b efore the spell ends, it travels to you to report this fact
W h en the creature appears, it is under no com pu lsion if you are on the sam e plane o f existence. If you are on a
to behave in any particular way. You can ask the different plane o f existence, it returns to the place w here
creature to p erform a serv ice in exch an ge for payment, you bou n d it and rem ains there until the spell ends.
but it isn’t obliged to do so. The requested task cou ld
range from sim ple (fly us a cross the chasm , or help us A t H igher L evels. W h en you cast this spell using a
fight a battle) to com plex (spy on our enem ies, or protect spell slot o f a higher level, the duration in creases to 10
days with a 6th-level slot, to 30 days w ith a 7th-level slot,
to 180 days w ith an 8th-level slot, and to a year and a
day with a 9th-level spell slot.

P lan e Sh if t You extend your hand toward a creature you can see
7th-level conjuration within range and project a puff of noxious gas from your
palm. The creature must succeed on a Constitution
Casting Time: 1 action saving throw or take 1d12 poison damage.
Range: Touch
Components: V, S, M (a forked, m etal rod w orth at least This spell’s dam age increases by 1d12 w hen you reach
5th level (2 d 12), 11th level (3 d 12), and 17th level (4 d 12).
250 gp, attuned to a particular plane of existence)
Duration: Instantaneous Polym orph
4th-level transmutation
Y ou and up to eight w illing creatu res w ho link hands in
a circle are transported to a different plane o f existence. Casting Time: 1 action
You can sp ecify a target destination in general terms, Range: 60 feet
such as the City o f Brass on the Elemental Plane of Components: V, S, M (a caterpillar c o co o n )
Fire or the palace o f Dispater on the second level o f the Duration: Concentration, up to 1 hour
Nine Hells, and you appear in or near that destination.
If you are trying to reach the City o f Brass, for example, This spell transforms a creature that you can see
you might arrive in its Street o f Steel, before its Gate of within range into a new form. An unwilling creature
A shes, or look in g at the city from a cross the S e a o f Fire, must m ake a W isdom saving throw to avoid the
at the D M ’s discretion. effect. A shapechanger automatically su cceeds on this
saving throw.
Alternatively, if you know the sigil sequence of a
teleportation circle on another plane o f existence, this The transform ation lasts for the duration, or until
spell can take you to that circle. If the teleportation the target d rops to 0 hit points or dies. The n ew form
circle is too sm all to hold all the creatures you can be any beast w hose challenge rating is equal to or
transported, they appear in the closest unoccupied less than the target’s (or the target’s level, if it doesn't
spaces next to the circle. have a challen ge rating). The target’s gam e statistics,
including mental ability scores, are replaced by the
You can use this spell to banish an unwilling creature statistics o f the ch osen beast. It retains its alignm ent
to another plane. C hoose a creature within your reach and personality.
and m ake a m elee spell attack against it. O n a hit, the
creature must make a Charisma saving throw. If the The target a ssu m es the hit points o f its n ew form.
creature fails this save, it is transported to a random W h en it reverts to its n orm al form , the creature
location on the plane o f existence you specify. A creature returns to the num ber o f hit points it had before it
so transported m ust find its ow n w ay back to your transform ed. If it reverts as a result o f droppin g to
current plane of existence. 0 hit points, any ex cess dam age carries over to its
n orm al form . A s lon g as the ex ce s s dam age d oesn ’t
Plant G row th reduce the creatu re’s n orm al form to 0 hit points, it isn’t
3rd-level transmutation knocked unconscious.

Casting Time: 1 action or 8 hours The creature is lim ited in the actions it can perform by
Range: 150 feet the nature o f its n ew form , and it ca n ’t speak, cast spells,
Components: V, S or take any other action that requires hands or speech.
Duration: Instantaneous
T h e target’s gear m elds into the n ew form . The
This spell channels vitality into plants within a specific creature ca n ’t activate, use, w ield, or oth erw ise benefit
area. There are tw o possible uses for the spell, granting from any o f its equipment.
either immediate or long-term benefits.
Pow er W ord H eal
If you cast this spell using 1 action, ch oose a point 9th-level evocation
within range. All norm al plants in a 100-foot radius
centered on that point b ecom e thick and overgrow n. A Casting Time: 1 action
creature m oving through the area must spend 4 feet of Range: Touch
m ovem ent for every 1 foot it m oves. Components: V, S
Duration: Instantaneous
You can exclude one or m ore areas of any size within
the sp ell’s area from bein g affected. A wave of healing energy w ashes over the creature
you touch. The target regains all its hit points. If the
If you cast this spell over 8 hours, you enrich the creature is charm ed, frightened, paralyzed, or stunned,
land. All plants in a half-mile radius centered on a point the condition ends. If the creature is prone, it can u se its
within range becom e enriched for 1 year. The plants reaction to stand up. This spell has no effect on undead
yield twice the normal amount of food w hen harvested. or constructs.

P o iso n Spray P o w er W o rd K ill
Conjuration cantrip 9th-level enchantment

Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: 60 feet
Components: V, S Components: V
Duration: Instantaneous Duration: Instantaneous

You utter a w ord o f pow er that can com pel one creature P r ism a t ic Spray
you can see within range to die instantly. If the 7th-level evocation
creature you c h o o s e h as 100 hit points or fewer, it dies.
Otherwise, the spell has no effect. Casting Time: 1 action
Range: S elf (60-foot cone)
P o w e r W o r d St u n Components: V, S
8th-level enchantment Duration: Instantaneous

Casting Time: 1 action Eight multicolored rays o f light flash from your hand.
Range: 60 feet Each ray is a different color and has a different pow er
Components: V and purpose. Each creature in a 60-foot con e must
Duration: Instantaneous make a Dexterity saving throw. For each target, roll a d8
to determ ine w h ich c o lo r ray affects it.
You speak a w ord o f pow er that can overw helm the
m ind o f one creature you can see within range, leaving 1. Red. T h e target takes 10d6 fire dam age on a failed
it dum bfounded. If the target has 150 hit poin ts or fewer, save, or half as much damage on a successful one.
it is stunned. O therw ise, the spell has n o effect.
2. Orange. T h e target takes 10d6 acid dam age on a
The stunned target must make a Constitution saving failed save, or half as much damage on a successful one.
th row at the end o f each o f its turns. O n a su ccessfu l
save, this stunning effect ends. 3. Yellow. The target takes 10d6 lightning damage on a
failed save, or half as much damage on a successful one.
P r a y e r of H e a l in g
2nd-level evocation 4. Green. T h e target takes 10d6 p oison dam age on a
failed save, or half as much damage on a successful one.
Casting Time: 10 minutes
Range: 30 feet 5. Blue. T h e target takes 10d6 cold dam age on a failed
Components: V save, or half as much damage on a successful one.
Duration: Instantaneous
6. Indigo. On a failed save, the target is restrained.
Up to six creatures o f your choice that you can see It m ust then m ake a Constitution saving th row at the
w ithin range each regain hit points equal to 2d 8 + your en d o f each o f its turns. If it su ccessfu lly saves three
spellcasting ability modifier. This spell has no effect on tim es, the spell ends. If it fails its save three tim es,
undead or constructs. it perm anently turns to stone and is su bjected to the
petrified condition. The su ccesses and failures don’t
At Higher Levels. W h en you cast this spell using a need to be consecutive; keep track o f both until the
spell slot o f 3rd level or higher, the healing increases by target collects three o f a kind.
1d8 for each slot level above 2nd.
7. Violet. On a failed save, the target is blinded. It
P r e s t id ig it a t io n m ust then m ake a W isd om saving th row at the start o f
Transmutation cantrip your next turn. A successful save ends the blindness. If
it fails that save, the creature is transported to another
Casting Time: 1 action plane o f existence of the D M ’s choosin g and is no longer
Range: 10 feet blinded. (Typically, a creature that is on a plane that isn’t
Com ponents: V, S its h om e plane is banished hom e, w hile other creatures
Duration: Up to 1 hour are usually cast into the Astral or Ethereal planes.)

This spell is a m inor m agical trick that novice 8. Special. T h e target is struck by tw o rays. R oll tw ice
spellcasters use for practice. You create one of the m ore, rerolling any 8.
following m agical effects within range:
P r ism a t ic W a l l
• You create an instantaneous, harm less sensory effect, 9th-level abjuration
such as a show er of sparks, a puff of wind, faint musi­
cal notes, or an odd odor. Casting Time: 1 action
Range: 60 feet
• You instantaneously light or snuff out a candle, a Components: V, S
torch, or a small campfire. Duration: 10 minutes

• You instantaneously clean or soil an object no larger A shim mering, m ulticolored plane o f light form s a
than 1 cubic foot. vertical opaque wall—up to 90 feet long, 30 feet high,
and 1 inch thick—centered on a point you can see
• You chill, warm , or flavor up to 1 cubic foot o f nonliv­ within range. Alternatively, you can shape the wall into
ing material for 1 hour. a sphere up to 30 feet in diameter centered on a point
you ch oose within range. The wall remains in place for
• You make a color, a small mark, or a sym bol appear the duration. If you position the w all so that it p a sses
on an object or a surface for 1 hour. through a space occupied by a creature, the spell fails,
and your action and the spell slot are wasted.
• You create a nonm agical trinket or an illusory im age
that can fit in your hand and that lasts until the end o f The wall sheds bright light out to a range o f 100
your next turn. feet and dim light for an additional 100 feet. You and
creatu res you designate at the tim e you cast the spell
If you cast this spell multiple tim es, you can have up to can pass through and remain near the wall without
three o f its non-instantaneous effects active at a time, harm. If another creature that can see the w all m oves to
and you can dismiss such an effect as an action. w ithin 20 feet o f it or starts its turn there, the creature

must succeed on a Constitution saving throw or becom e Produce Flame
blinded for 1 minute. Conjuration cantrip

The wall consists o f seven layers, each with a different Casting Time: 1 action
color. W hen a creature attempts to reach into or pass Range: Self
through the wall, it d o e s so one layer at a tim e through Components: V, S
all the w all’s layers. A s it p a sses or reach es through Duration: 10 minutes
each layer, the creature m ust m ake a D exterity saving
throw or be affected by that layer’s properties as A flickering flame appears in your hand. The flame
described below. rem ains there for the duration and harm s neither you
nor your equipment. The flame sh eds bright light in a
The w all can be destroyed, also on e layer at a time, in 10-foot radius and dim light for an additional 10 feet.
order from red to violet, by m eans sp ecific to each layer. T h e spell ends if you d ism iss it as an action or if you
O nce a layer is destroyed, it rem ains s o for the duration cast it again.
o f the spell. A rod o f cancellation destroys a prismatic
wall, but an antimagic field has no effect on it. You can also attack with the flame, although doing so
ends the spell. W hen you cast this spell, or as an action
1. R ed. T h e creature takes 10d6 fire dam age on a on a later turn, you can hurl the flam e at a creature
failed save, or half as much damage on a successful one. within 30 feet o f you. Make a ranged spell attack. On a
W hile this layer is in place, nonm agical ranged attacks hit, the target takes 1d8 fire dam age.
can’t pass through the wall. The layer can be destroyed
by dealing at least 25 cold dam age to it. T h is sp ell’s dam age in creases by 1d8 w hen you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
2. Orange. The creature takes 10d6 acid dam age on
a failed save, or half as much damage on a successful P r o g r a m m e d Il lu sio n
one. W hile this layer is in place, m agical ranged attacks 6th-level illusion
can’t pass through the wall. The layer is destroyed by
a strong wind. Casting Time: 1 action
Range: 120 feet
3. Yellow. The creature takes 10d6 lightning dam age Components: V, S , M (a bit o f fleece and ja d e dust w orth
on a failed save, or half as much damage on a successful
one. T h is layer can be destroyed by dealing at least 60 at least 25 gp)
force dam age to it. Duration: Until dispelled

4. Green. The creature takes 10d6 poison damage on You create an illusion of an object, a creature, or
a failed save, or half as much damage on a successful som e other visible phenom enon within range that
one. A passwall spell, or another spell o f equal or activates w hen a specific condition occurs. The illusion
greater level that can open a portal on a solid surface, is im perceptible until then. It must be no larger than a
destroys this layer. 30-foot cube, and you decide when you cast the spell
h ow the illusion behaves and what sou n ds it m akes. This
5. B lue. T h e creature takes 10d6 cold dam age on a scripted perform ance can last up to 5 minutes.
failed save, or half as much damage on a successful one.
T h is layer can be destroyed by dealing at least 25 fire W hen the condition you specify occurs, the illusion
dam age to it. springs into existence and perform s in the manner you
described . O n ce the illusion finishes perform ing, it
6. Indigo. On a failed save, the creature is restrained. disappears and rem ains dorm ant for 10 minutes. After
It m ust then m ake a Constitution saving th row at the this time, the illusion can be activated again.
end o f each o f its turns. If it su ccessfu lly saves three
tim es, the spell ends. If it fails its save three tim es, The triggering condition can be as general or as
it perm anently turns to stone and is su bjected to the detailed as you like, though it m ust be based on visual or
petrified condition. The su c ce s se s and failures d on ’t audible conditions that o ccu r within 30 feet o f the area.
need to be consecutive; keep track of both until the For example, you could create an illusion of yourself
creature collects three of a kind. to appear and warn off others w ho attempt to open a
trapped door, or you could set the illusion to trigger only
W h ile this layer is in place, sp ells ca n ’t b e cast when a creature says the correct w ord or phrase.
through the wall. The layer is destroyed by bright light
shed by a daylight spell or a sim ilar spell o f equal or P hysical interaction with the im age reveals it to be an
higher level. illusion, b eca u se things can pass through it. A creature
that u ses its action to exam ine the im age can determ ine
7. Violet. On a failed save, the creature is blinded. It that it is an illusion w ith a su ccessfu l Intelligence
m ust then m ake a W isd om saving throw at the start o f (Investigation) check against your spell save DC. If a
your next turn. A successful save ends the blindness. If creature discern s the illusion for w hat it is, the creature
it fails that save, the creature is transported to another can see through the im age, and any n oise it m akes
plane o f the D M ’s ch oosin g and is no longer blinded. sounds hollow to the creature.
(Typically, a creature that is on a plane that isn’t its
hom e plane is banished home, while other creatures
are usually cast into the Astral or Ethereal planes.) This
layer is destroyed by a dispel magic spell or a sim ilar
spell o f equal or higher level that can end spells and
m agical effects.

Project Im age P r o t e c t io n fr o m Po iso n
7th-level illusion 2nd-level abjuration

Casting Time: 1 action Casting Time: 1 action
Range: 500 miles Range: Touch
Components: V, S, M (a sm all replica o f you m ade from Components: V, S
Duration: 1 hour
m aterials w orth at least 5 gp)
Duration: Concentration, up to 1 day You touch a creature. If it is p oison ed , you neutralize the
poison. If m ore than one poison afflicts the target, you
You create an illusory copy of yourself that lasts for neutralize one poison that you know is present, or you
the duration. T h e cop y can appear at any location neutralize on e at random .
within range that you have seen before, regardless o f
intervening obstacles. The illusion looks and sounds For the duration, the target has advantage on saving
like you but is intangible. If the illusion takes any throw s against bein g p oison ed , and it h as resistan ce to
dam age, it disappears, and the spell ends. poison damage.

You can use your action to move this illusion up to P u r if y Fo o d a n d D r in k
tw ice your sp eed, and m ake it gesture, speak, and 1st-level transmutation (ritual)
behave in w hatever w ay you ch oose. It m im ics your
m annerism s perfectly. Casting Time: 1 action
Range: 10 feet
You can see through its eyes and hear through its Components: V, S
ears as if you w ere in its space. O n your turn as a bon u s Duration: Instantaneous
action, you can sw itch from using its se n se s to using
your own, or back again. W hile you are using its senses, All nonm agical food and drink within a 5-foot-radius
you are blinded and deafened in regard to your own sphere centered on a point o f your choice within range is
surroundings. purified and rendered free of poison and disease.

P hysical interaction w ith the im age reveals it to be an R a ise D e a d
illusion, b eca u se things can pass through it. A creature 5th-level necrom ancy
that u ses its action to exam ine the im age can determ ine
that it is an illusion w ith a su ccessfu l Intelligence Casting Time: 1 hour
(Investigation) check against your spell save DC. If a Range: Touch
creature discern s the illusion for what it is, the creature Components: V, S, M (a diam on d w orth at least 5 0 0 gp,
can see th rough the im age, and any n oise it m akes
sounds hollow to the creature. which the spell consum es)
Duration: Instantaneous
Pr o t e c t io n fro m E n erg y
3rd-level abjuration You return a dead creature you touch to life, provided
that it has been dead no longer than 10 days. If the
Casting Time: 1 action creatu re’s sou l is both w illing and at liberty to rejoin the
Range: Touch body, the creature returns to life with 1 hit point.
Components: V, S
Duration: Concentration, up to 1 hour This spell also neutralizes any poisons and cures
n onm agical d iseases that affected the creature at the
For the duration, the w illing creature you touch has tim e it died. This spell d oesn ’t, however, rem ove m agical
resistance to one damage type of your choice: acid, cold, diseases, curses, or sim ilar effects; if these aren’t first
fire, lightning, or thunder. removed prior to casting the spell, they take effect when
the creature returns to life. T he spell can’t return an
Pr o t e c t io n from Ev il a n d G o o d undead creature to life.
1st-level abjuration
This spell c lo se s all m ortal w ou n ds, but it d oesn ’t
Casting Time: 1 action restore m issing body parts. If the creature is lacking
Range: Touch b od y parts or organs integral for its survival—its head,
Components: V, S, M (holy w ater or p ow dered silver for instance—the spell automatically fails.

and iron, which the spell consum es) C om ing back from the dead is an ordeal. The target
Duration: Concentration up to 10 minutes takes a - 4 penalty to all attack rolls, saving throws, and
ability checks. Every time the target finishes a long rest,
Until the spell ends, one w illing creature you the penalty is redu ced by 1 until it disappears.
touch is protected against certain types of
creatures: aberrations, celestials, elem entals, fey, R a r y ’s T e l e p a t h ic B o n d
fiends, and undead. 5th-level divination (ritual)

The protection grants several benefits. Creatures of Casting Time: 1 action
those types have disadvantage on attack rolls against Range: 30 feet
the target. T h e target also c a n ’t be charm ed, frightened, Components: V, S, M (p ieces o f eggshell from tw o
or p ossessed by them. If the target is already charm ed,
frightened, or p ossessed by such a creature, the target different kinds of creatures)
has advantage on any new saving throw against the Duration: 1 hour
relevant effect.
You forge a telepathic link am ong up to eight w illing
creatures of your choice within range, psychically

linking each creature to all the others for the duration. You touch a creature and stimulate its natural healing
Creatures w ith Intelligence scores o f 2 or less aren’t ability. The target regains 4d 8 + 15 hit points. F or the
affected by this spell. duration o f the spell, the target regains 1 hit point at the
start o f each o f its turns (10 hit poin ts each minute).
Until the spell ends, the targets can com m unicate
telepathically through the bond whether or not they have The target’s severed bod y m em bers (fingers, legs,
a com m on language. The com m unication is possible tails, and so on), if any, are restored after 2 minutes.
over any distance, though it ca n ’t extend to other planes If you have the severed part and hold it to the stump,
of existence. the spell instantaneously causes the lim b to knit
to the stump.
R ay of Enfeeblem ent
2nd-level necrom ancy R e in c a r n a t e
5th-level transmutation
Casting Time: 1 action
Range: 60 feet Casting Time: 1 hour
Components: V, S Range: Touch
Duration: Concentration, up to 1 minute Components: V, S, M (rare oils and unguents w orth at

A black beam o f enervating energy springs from your least 1,000 gp, which the spell consum es)
finger toward a creature within range. M ake a ranged Duration: Instantaneous
spell attack against the target. On a hit, the target deals
only half dam age with w eapon attacks that use Strength You touch a dead humanoid or a piece o f a dead
until the spell ends. humanoid. Provided that the creature has been dead no
longer than 10 days, the spell form s a new adult body
At the end o f each o f the target’s turns, it can m ake for it and then calls the sou l to enter that body. If the
a Constitution saving throw against the spell. On a target’s sou l isn’t free or w illing to do so, the spell fails.
success, the spell ends.
The m agic fashions a new body for the creature
R ay of Frost to inhabit, w hich likely cau ses the creatu re’s race to
Evocation cantrip change. The DM rolls a d 100 and consults the following
table to determine what form the creature takes when
Casting Time: 1 action restored to life, or the DM ch ooses a form.
Range: 60 feet
Components: V, S d100 Race
Duration: Instantaneous 01-04 Dragonborn
05-13 Dwarf, hill
A frigid beam o f blue-white light streaks toward a 14-21 Dwarf, mountain
creature within range. M ake a ranged spell attack 22-25 Elf, dark
against the target. O n a hit, it takes 1d8 cold dam age, 26-34 Elf, high
and its sp eed is redu ced by 10 feet until the start of 35-42 Elf, wood
your next turn. 43-46 Gnome, forest
47-52 Gnome, rock
T h e sp ell’s dam age in creases by 1d8 w hen you reach 53-56 Half-elf
5th level (2d8), 11th level (3d8), and 17th level (4d8). 57-60 Half-orc
61-68 Halfling, lightfoot
R a y o f Sic k n e ss 69-76 Halfling, stout
1st-level necromancy 77-96 Human
97-00 Tiefling
Casting Time: 1 action
Range: 60 feet The reincarnated creature recalls its form er life
Components: V, S and experiences. It retains the capabilities it had in its
Duration: Instantaneous original form , except it exch an ges its original race for
the n ew on e and changes its racial traits accordingly.
A ray o f sickening greenish energy lashes out toward
a creature within range. M ake a ranged spell attack R em ove C urse
against the target. On a hit, the target takes 2d8 p oison 3rd-level abjuration
dam age and must m ake a Constitution saving throw.
O n a failed save, it is also p oison ed until the end o f Casting Time: 1 action
your next turn. Range: Touch
Components: V, S
A t H igher L evels. W h en you cast this spell using a Duration: Instantaneous
spell slot o f 2nd level or higher, the dam age increases by
1d8 for each slot level above 1st. At your touch, all curses affecting one creature or
object end. If the object is a cursed m agic item, its curse
R egenerate rem ains, but the spell breaks its ow ner’s attunement to
7th-level transmutation the object s o it can be rem oved or d iscarded.

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

R esistan c e R e v iv if y
Abjuration cantrip 3rd-level conjuration

Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S , M (a m iniature cloak) Components: V, S, M (diam onds w orth 3 0 0 gp, w hich
Duration: Concentration, up to 1 minute
the spell consum es)
You touch one willing creature. O nce before the spell Duration: Instantaneous
ends, the target can roll a d4 and add the number
rolled to on e saving th row o f its ch oice. It can roll You touch a creature that has died within the last
the die before or after m aking the saving throw. The minute. That creature returns to life with 1 hit point.
spell then ends. This spell can’t return to life a creature that has died of
old age, nor can it restore any m issing b od y parts.
R e su r r e c t io n
7th-level necromancy R ope T r ic k
2nd-level transmutation
Casting Time: 1 hour
Range: Touch Casting Time: 1 action
Components: V, S, M (a diam on d w orth at least 1,000 Range: Touch
Components: V, S, M (pow dered corn extract and a
gp, w hich the spell consum es)
Duration: Instantaneous twisted loop of parchment)
Duration: 1 hour
You touch a dead creature that has been dead for no
m ore than a century, that didn’t die o f old age, and that You touch a length o f rope that is up to 60 feet long.
isn’t undead. If its sou l is free and w illing, the target One end of the rope then rises into the air until the
returns to life w ith all its hit points. whole rope hangs perpendicular to the ground. At the
upper end o f the rope, an invisible entrance opens to an
This spell neutralizes any poisons and cures normal extradim ensional space that lasts until the spell ends.
d isea ses afflicting the creature w hen it died. It d oesn ’t,
however, rem ove m agical diseases, curses, and the like; The extradim ensional space can be reached by
if such effects aren't rem oved prior to casting the spell, clim bing to the top o f the rope. The space can hold as
they afflict the target on its return to life. many as eight Medium or smaller creatures. The rope
can be pulled into the space, m aking the rope disappear
This spell closes all mortal w ounds and restores any from view outside the space.
m issing body parts.
Attacks and spells can’t cross through the entrance
Com ing back from the dead is an ordeal. The target into or out o f the extradim ensional space, but those
takes a - 4 penalty to all attack rolls, saving throws, and inside can see out o f it as if through a 3-foot-by-5-foot
ability checks. Every time the target finishes a long rest, w indow centered on the rope.
the penalty is reduced by 1 until it disappears.
Anything inside the extradim ensional space drops out
Casting this spell to restore life to a creature that has when the spell ends.
been dead for one year or longer taxes you greatly. Until
you finish a long rest, you can’t cast spells again, and Sa c r e d F l a m e
you have disadvantage on all attack rolls, ability checks, Evocation cantrip
and saving throws.
Casting Time: 1 action
R everse G r a v it y Range: 60 feet
7th-level transmutation Components: V, S
Duration: Instantaneous
Casting Time: 1 action
Range: 100 feet Flam e-like radiance d escen ds on a creature that you
Components: V, S, M (a lodeston e and iron filings) can see within range. The target must succeed on a
Duration: Concentration, up to 1 minute Dexterity saving throw or take 1d8 radiant damage. The
target gains no benefit from cover for this saving throw.
This spell reverses gravity in a 50-foot-radius, 100-
foot high cylinder centered on a point within range. All The sp ell’s dam age in creases by 1d8 w hen you reach
creatures and objects that aren’t som ehow anchored to 5th level (2d8), 11th level (3d8), and 17th level (4d8).
the ground in the area fall upward and reach the top of
the area when you cast this spell. A creature can make a Sa n c t u a r y
Dexterity saving throw to grab onto a fixed object it can 1st-level abjuration
reach, thus avoiding the fall.
Casting Time: 1 bonus action
If som e solid object (such as a ceiling) is encountered Range: 30 feet
in this fall, falling ob jects and creatures strike it ju st as Components: V, S, M (a sm all silver m irror)
they w ou ld during a n orm al dow nw ard fall. If an object Duration: 1 minute
or creature reaches the top o f the area without striking
anything, it rem ains there, oscillating slightly, for You w ard a creature within range against attack. Until
the duration. the spell ends, any creature w ho targets the warded
creature with an attack or a harm ful spell must first
At the end o f the duration, affected objects and make a W isdom saving throw. On a failed save, the
creatures fall back down. creature must choose a new target or lose the attack


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