Incendiary Cloud Insect Plague
8th level conjuration 5th level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 300 feet
Components: V, S Components: V, S, M (a few grains of sugar,
Duration: Concentration, up to 1 minute some kernels of grain, and a smear of fat)
A swirling cloud of smoke shot through with Duration: Concentration, up to 10 minutes
white-hot embers appears in a 20-foot-radius Swarming, biting locusts fill a 20-foot-radius
sphere centered on a point within range. The sphere centered on a point you choose within
cloud spreads around corners and is heavily range. The sphere spreads around corners. The
obscured. It lasts for the duration or until a wind sphere remains for the duration, and its area is
of moderate or greater speed (at least 10 miles lightly obscured. The sphere’s area is difficult
per hour) disperses it. terrain.
When the cloud appears, each creature in it W hen the area appears, each creature in it must
must make a Dexterity saving throw. A creature make a Constitution saving throw. A creature
takes 10d8 fire damage on a failed save, or half takes 4d10 piercing damage on a failed save, or
as much damage on a successful one. A creature half as much damage on a successful one. A
must also make this saving throw when it enters creature must also make this saving throw when
the spell’s area for the first time on a turn or it enters the spell’s area for the first time on a
ends its turn there. turn or ends its turn there.
The cloud moves 10 feet directly away from you
in a direction that you choose at the start of At Higher Levels. When you cast this spell
each of your turns. using a spell slot of 6th level or higher, the
damage increases by 1d10 for each slot level
Inflict Wounds above 5th.
1st level necromancy Invisibility
Casting Time: 1 action
Range: Touch 2nd level illusion
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: Touch
Make a melee spell attack against a creature you Components: V, S, M (an eyelash encased in
can reach. On a hit, the target takes 3d10 gum arabic)
necrotic damage. Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the
At Higher Levels. When you cast this spell spell ends. Anything the target is wearing or
using a spell slot of 2nd level or higher, the carrying is invisible as long as it is on the target’s
damage increases by 1d10 for each slot level person. The spell ends for a target that attacks
above 1st. or casts a spell.
At Higher Levels.When you cast this spell
using a spell slot of 3rd level or higher, you can
target one additional creature for each slot level
above 2nd.
351
Jump legendary importance, you gain no information.
The more information you already have about
1st level transmutation the thing, the more precise and detailed the
Casting Time: 1 action information you receive is.
Range: Touch The information you learn is accurate but might
Components: V, S, M (a grasshopper’s hind leg) be couched in figurative language. For example,
Duration: 1 minute if you have a mysterious magic axe on hand, the
You touch a creature. The creature’s jump spell might yield this information: “Woe to the
distance is tripled until the spell ends. evildoer whose hand touches the axe, for even
the haft slices the hand of the evil ones. Only a
Knock true Child of Stone, lover and beloved of
Moradin, may awaken the true powers of the
2nd level transmutation axe, and only with the sacred word Rudnogg on
Casting Time: 1 action the lips.”
Range: 60 feet
Components: V Leomund’s Secret Chest
Duration: Instantaneous
Choose an object that you can see within range. 4th level conjuration
The object can be a door, a box, a chest, a set of Casting Time: 1 action
manacles, a padlock, or another object that Range: Touch
contains a mundane or magical means that Components: V, S, M (an exquisite chest, 3 feet
prevents access. by 2 feet
A target that is held shut by a mundane lock or by 2 feet, constructed from rare materials worth
that is stuck or barred becomes unlocked, at least 5,000 gp, and a Tiny replica made from
unstuck, or unbarred. Ifthe object has multiple the same materials worth at least 50 gp)
locks, only one of them is unlocked. Duration: Instantaneous
If you choose a target that is held shut with You hide a chest, and all its contents, on the
arcane lock, that spell is suppressed for 10 Ethereal Plane. You must touch the chest and
minutes, during which time the target can be the miniature replica that serves as a material
opened and shut normally. component for the spell. The chest can contain
When you cast the spell, a loud knock, audible up to 12 cubic feet of nonliving material (3 feet
from as far away as 300 feet, emanates from the by 2 feet by 2 feet).
target object. While the chest remains on the Ethereal Plane,
you can use an action and touch the replica to
Legend Lore recall the chest. It appears in an unoccupied
space on the ground within 5 feet of you. You
5th level divination can send the chest back to the Ethereal Plane by
Casting Time: 10 minutes using an action and touching both the chest and
Range: Self the replica.
Components: V, S, M (incense worth at least 250 After 60 days, there is a cumulative 5 percent
gp, which the spell consumes, and four ivory chance per day that the spell's effect ends. This
strips worth at least 50 gp each) effect ends if you cast this spell again, if the
Duration: Instantaneous smaller replica chest is destroyed, or if you
Name or describe a person, place, or object. The choose to end the spell as an action. If the spell
spell brings to your mind a brief summary of the ends and the larger chest is on the Ethereal
significant lore about the thing you named. The Plane, it is irretrievably lost.
lore might consist of current tales, forgotten
stories, or even secret lore that has never been
widely known. If the thing you named isn’t of
352
Leomund’s Tiny Hut Levitate
2nd level transmutation
3rd level evocation (ritual) Casting Time: 1 action
Casting Time: 1 minute Range: 60 feet
Range: Self (10-foot-radius hemisphere) Components: V, S, M (either a small leather loop
Components: V, S, M (a small crystal bead) or a piece of golden wire bent into a cup shape
Duration: 8 hours with a long shank on one end)
A 10-foot-radius immobile dome of force springs Duration: Concentration, up to 10 minutes
into existence around and above you and One creature or object of your choice that you
remains stationary for the duration. The spell can see within range rises vertically, up to 20
ends if you leave its area. feet, and remains suspended there for the
Nine creatures of Medium size or smaller can fit duration. The spell can levitate a target that
inside the dome with you. The spell fails if its weighs up to 500 pounds. An unwilling creature
area includes a larger creature or more than that succeeds on a Constitution saving throw is
nine creatures. Creatures and objects within the unaffected.
dome when you cast this spell can move through The target can move only by pushing or pulling
it freely. All other creatures and objects are against a fixed object or surface within reach
barred from passing through it. Spells and other (such as a wall or a ceiling), which allows it to
magical effects can’t extend through the dome move as if it were climbing. You can change the
or be cast through it. The atmosphere inside the target’s altitude by up to 20 feet in either
space is comfortable and dry, regardless of the direction on your turn. If you are the target, you
weather outside. can move up or down as part of your move.
Until the spell ends, you can command the Otherwise, you can use your action to move the
interior to become dimly lit or dark. The dome is target, which must remain within the spell’s
opaque from the outside, of any color you range.
choose, but it is transparent from the inside. When the spell ends, the target floats gently to
the ground if it is still aloft.
Lesser Restoration Light
Evocation cantrip
2nd level abjuration Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Touch Components: V, M (a firefly or phosphorescent
Components: V, S moss)
Duration: Instantaneous Duration: 1 hour
You touch a creature and can end either one You touch one object that is no larger than 10
disease or one condition afflicting it. The feet in any dimension. Until the spell ends, the
condition can be blinded, deafened, paralyzed, object sheds bright light in a 20-foot radius and
or poisoned. dim light for an additional 20 feet. The light can
be colored as you like. Completely covering the
object with something opaque blocks the light.
The spell ends if you cast it again or dismiss it as
an action.
If you target an object held or worn by a hostile
creature, that creature must succeed on a
Dexterity saving throw to avoid the spell.
353
Lightning Arrow Locate Animals or Plants
3rd level transmutation 2nd level divination (ritual)
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: Self
Components: V, S Components: V, S, M (a bit of fur from a
Duration: Concentration, up to 1 minute bloodhound)
The next time you make a ranged weapon attack Duration: Instantaneous
during the spell’s duration, the weapon’s Describe or name a specific kind of beast or
ammunition, or the weapon itself if it’s a thrown plant. Concentrating on the voice of nature in
weapon, transforms into a bolt of lightning. your surroundings, you learn the direction and
Make the attack roll as normal. The target takes distance to the closest creature or plant of that
4d8 lightning damage on a hit, or half as much kind within 5 miles, if any are present.
damage on a miss, instead of the weapon’s
normal damage. Locate Creature
Whether you hit or miss, each creature within
10 feet of the target must make a Dexterity 4th level divination
saving throw. Each of these creatures takes 2d8 Casting Time: 1 action
lightning damage on a failed save, or half as Range: Self
much damage on a successful one. Components: V, S, M (a bit of fur from a
The piece of ammunition or weapon then bloodhound)
returns to its normal form. Duration: Concentration, up to 1 hour
Describe or name a creature that is familiar to
At Higher Levels. When you cast this spell you. You sense the direction to the creature’s
using a spell slot of 4th level or higher, the location, as long as that creature is within 1,000
damage for both effects of the spell increases by feet of you. If the creature is moving, you know
1d8 for each slot level above 3rd. the direction of its movement.
The spell can locate a specific creature known to
Lightning Bolt you, or the nearest creature of a specific kind
(such as a human or a unicorn), so long as you
3rd level evocation have seen such a creature up close—within 30
Casting Time: 1 action feet—at least once. If the creature you
Range: Self (100-foot line) described or named is in a different form, such
Components: V, S, M (a bit of fur and a rod of as being under the effects of a polymorph spell,
amber, crystal, or glass) this spell doesn’t locate the creature.
Duration: Instantaneous This spell can’t locate a creature if running water
A stroke of lightning forming a line 100 feet long at least 10 feet wide blocks a direct path
and 5 feet wide blasts out from you in a between you and the creature.
direction you choose. Each creature in the line
must make a Dexterity saving throw. A creature
takes 8d6 lightning damage on a failed save, or
half as much damage on a successful one. The
lightning ignites flammable objects in the area
that aren’t being worn or carried.
At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, the
damage increases by 1d6 for each slot level
above 3rd.
354
Locate Object Mage Hand
2nd level divination Conjuration cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S, M (a forked twig) Components: V, S
Duration: Concentration, up to 10 minutes Duration: 1 minute
Describe or name an object that is familiar to A spectral, floating hand appears at a point you
you. You sense the direction to the object’s choose within range. The hand lasts for the
location, as long as that object is within 1,000 duration or until you dismiss it as an action. The
feet of you. If the object is in motion, you know hand vanishes if it is ever more than 30 feet
the direction of its movement. away from you or if you cast this spell again.
The spell can locate a specific object known to You can use your action to control the hand. You
you, as long as you have seen it up close—within can use the hand to manipulate an object, open
30 feet—at least once. Alternatively, the spell an unlocked door or container, stow or retrieve
can locate the nearest object of a particular an item from an open container, or pour the
kind, such as a certain kind of apparel, jewelry, contents out of a vial. You can move the hand up
furniture, tool, or weapon. to 30 feet each time you use it.
This spell can’t locate an object if any thickness The hand can’t attack, activate magic items, or
of lead, even a thin sheet, blocks a direct path carry more than 10 pounds.
between you and the object.
Magic Circle
Longstrider
3rd level abjuration
1st level transmutation Casting Time: 1 minute
Casting Time: 1 action Range: 10 feet
Range: Touch Components: V, S, M (holy water or powdered
Components: V, S, M (a pinch of dirt) silver and iron worth at least 100 gp, which the
Duration: 1 hour spell consumes)
You touch a creature. The target’s speed Duration: 1 hour
increases by 10 feet until the spell ends. You create a 10-foot-radius, 20-foot-tall cylinder
of magical energy centered on a point on the
At Higher Levels.When you cast this spell ground that you can see within range. Glowing
using a spell slot of 2nd level or higher, you can runes appear wherever the cylinder intersects
target one additional creature for each slot level with the floor or other surface.
above 1st. Choose one or more of the following types of
creatures: celestials, elementals, fey, fiends, or
Mage Armor undead. The circle affects a creature of the
chosen type in the following ways:
1st level abjuration
Casting Time: 1 action • The creature can’twillingly enter the
Range: Touch cylinder by nonmagical means. If the
Components: V, S, M (a piece of cured leather) creature tries to use teleportation or
Duration: 8 hours interplanar travel to do so, it must first
You touch a willing creature who isn’t wearing succeed on a Charisma saving throw.
armor, and a protective magical force surrounds
it until the spell ends. The target’s base AC • The creature has disadvantage on attack
becomes 13 + its Dexterity modifier. The spell rolls against targets within the cylinder.
ends if the target dons armor or if you dismiss
the spell as an action.
355
• Targets within the cylinder can’t be Charisma scores. You retain the benefit of your
charmed, frightened, or possessed by the own class features. If the target has any class
creature. levels, you can’t use any of its class features.
Meanwhile, the possessed creature’s soul can
When you cast this spell, you can elect to cause perceive from the container using its own
its magic to operate in the reverse direction, senses, but it can’t move or take actions at all.
preventing a creature of the specified type from While possessing a body, you can use your
leaving the cylinder and protecting targets action to return from the host body to the
outside it. container if it is within 100 feet of you, returning
the host creature’s soul to
At Higher Levels. When you cast this spell its body. If the host body dies while you’re in it,
using a spell slot of 4th level or higher, the the creature dies, and you must make a
duration increases by 1 hour for each slot level Charisma saving throw against your own
above 3rd. spellcasting DC. On a success, you return to the
container if it is within 100 feet of you.
Magic Jar Otherwise, you die.
If the container is destroyed or the spell ends,
6th level necromancy your soul immediately returns to your body. If
Casting Time: 1 minute your body is more than 100 feet away from you
Range: Self or if your body is dead when you attempt to
Components: V, S, M (a gem, crystal, reliquary, return to it, you die. If another creature’s soul is
or some other ornamental container worth at in the container when it is destroyed, the
least 500 gp) creature’s soul returns to its body if the body is
Duration: Until dispelled alive and within 100 feet. Otherwise, that
Your body falls into a catatonic state as your soul creature dies.
leaves it and enters the container you used for When the spell ends, the container is destroyed.
the spell’s material component. While your soul
inhabits the container, you are aware of your Magic Missile
surroundings as if you were in the container’s
space. You can’t move or use reactions. The only 1st level evocation
action you can take is to project your soul up to Casting Time: 1 action
100 feet out of the container, either returning to Range: 120 feet
your living body (and ending the spell) or Components: V, S
attempting to possess a humanoids body. Duration: Instantaneous
You can attempt to possess any humanoid within You create three glowing darts of magical force.
100 feet of you that you can see (creatures Each dart hits a creature of your choice that you
warded by a protection from evil and good or can see within range. A dart deals 1d4 + 1 force
magic circle spell can’t be possessed). The target damage to its target. The darts all strike
must make a Charisma saving throw. On a simultaneously, and you can direct them to hit
failure, your soul moves into the target’s body, one creature or several.
and the target’s soul becomes trapped in the
container. On a success, the target resists your At Higher Levels. When you cast this spell
efforts to possess it, and you can’t attempt to using a spell slot of 2nd level or higher, the spell
possess it again for 24 hours. creates one more dart for each slot level above
Once you possess a creature’s body, you control 1st.
it. Your game statistics are replaced by the
statistics of the creature, though you retain your
alignment and your Intelligence, Wisdom, and
356
Magic Mouth Major Image
2nd level illusion (ritual) 3rd level illusion
Casting Time: 1 minute Casting Time: 1 action
Range: 30 feet Range: 120 feet
Components: V, S, M (a small bit of honeycomb Components: V, S, M (a bit of fleece)
and jade dust worth at least 10 gp, which the spell Duration: Concentration, up to 10 minutes
consumes) You create the image of an object, a creature, or
Duration: Until dispelled some other visible phenomenon that is no larger
You implant a message within an object in range, a than a 20-foot cube. The image appears at a
message that is uttered when a trigger condition is spot that you
met. Choose an object that you can see and that can see within range and lasts for the duration.
isn’t being worn or carried by another creature. It seems completely real, including sounds,
Then speak the message, which must be 25 words smells, and temperature appropriate to the
or less, though it can be delivered over as long as thing depicted. You can’t create sufficient heat
10 minutes. Finally, determine the circumstance or cold to cause damage, a sound loud enough
that will trigger the spell to deliver your message. to deal thunder damage or deafen a creature, or
When that circumstance occurs, a magical mouth a smell that might sicken a creature (like a
appears on the object and recites the message in troglodyte’s stench).
your voice and at the same volume you spoke. If As long as you are within range of the illusion,
the object you chose has a mouth or something you can use your action to cause the image to
that looks like a mouth (for example, the mouth of move to any other spot within range. As the
a statue), the magical mouth appears there so that image changes location, you can alter its
the words appear to come from the object’s appearance so that its movements appear
mouth. When you cast this spell, you can have the natural for the image. For example, if you create
spell end after it delivers its message, or it can an image of a creature and move it, you can
remain and repeat its message whenever the alter the image so that it appears to be walking.
trigger occurs. Similarly, you can cause the illusion to make
The triggering circumstance can be as general or as different sounds at different times, even making
detailed as you like, though it must be based on it carry on a conversation, for example.
visual or audible conditions that occur within 30 Physical interaction with the image reveals it to
feet of the object. For example, you could instruct be an illusion, because things can pass through
the mouth to speak when any creature moves it. A creature that uses its action to examine the
within 30 feet of the object or when a silver bell image can determine that it is an illusion with a
rings within 30 feet of it. successful Intelligence (Investigation) check
against your spell save DC. If a creature discerns
Magic Weapon the illusion for what it is, the creature can see
through the image, and its other sensory
2nd level transmutation qualities becom e faint to the creature.
Casting Time: 1 bonus action
Range: Touch At Higher Levels. When you cast this spell
Components: V, S using a spell slot of 6th level or higher, the spell
Duration: Concentration, up to 1 hour lasts until dispelled, without requiring your
You touch a nonmagical weapon. Until the spell concentration.
ends, that weapon becom es a magic weapon with
a +1 bonus to attack rolls and damage rolls.
At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, the bonus
increases to +2. When you use a spell slot of 6th
level or higher, the bonus increases to +3.
357
Mass Cure Wounds Mass Suggestion
5th level conjuration 6th level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, M (a snake’s tongue and either
Duration: Instantaneous a bit of
A wave of healing energy washes out from a honeycomb or a drop of sweet oil)
point of your choice within range. Choose up to Duration: 24 hours
six creatures in a 30-foot-radius sphere centered You suggest a course of activity (limited to a
on that point. Each target regains hit points sentence or two) and magically influence up to
equal to 3d8 + your spellcasting ability modifier. twelve creatures of your choice that you can see
This spell has no effect on undead or constructs. within range and that can hear and understand
you. Creatures that can’t be charmed are
At Higher Levels. When you cast this spell immune to this effect. The suggestion must be
using a worded in such a manner as to make the course
spell slot of 6th level or higher, the healing of action sound reasonable. Asking the creature
increases by 1d8 for each slot level above 5th. to stab itself, throw itself onto a spear, immolate
itself, or do some other obviously harmful act
Mass Heal automatically negates the effect of the spell.
Each target must make a Wisdom saving throw.
9th level conjuration On a failed save, it pursues the course of action
Casting Time: 1 action you described to the best of its ability. The
Range: 60 feet suggested course of action can continue for the
Components: V, S entire duration. If the suggested activity can be
Duration: Instantaneous completed in a shorter time, the spell ends
A flood of healing energy flows from you in to when the subject finishes what it was asked to
injured creatures around you. You restore up to do.
700 hit points, divided as you choose among any You can also specify conditions that will trigger a
number of creatures that you can see within special activity during the duration. For example,
range. Creatures healed by this spell are also you might suggest that a group of soldiers give
cured of all diseases and any effect making them all their money to the first beggar they meet. If
blinded or deafened. This spell has no effect on the condition isn’t met before the spell ends, the
undead or constructs. activity isn’t performed.
If you or any of your companions damage a
Mass Healing Word creature affected by this spell, the spell ends for
that creature.
3rd level evocation
Casting Time: 1 bonus action At Higher Levels. When you cast this spell
Range: 60 feet using a 7th-level spell slot, the duration is 10
Components: V days. When you use an 8th-level spell slot, the
Duration: Instantaneous duration is 30 days. When you use a 9th-level
As you call out words of restoration, up to six spell slot, the duration is a year and a day.
creatures of your choice that you can see within
range regain hit points equal to 1d4 + your
spellcasting ability modifier. This spell has no effect
on undead or constructs.
At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, the healing
increases by 1d4 for each slot level above 3rd.
358
Maze Minor physical damage to the stone doesn’t
harm you, but its partial destruction or a change
8th level conjuration in its shape (to the extent that you no longer fit
Casting Time: 1 action within it) expels you and deals 6d6 bludgeoning
Range: 60 feet damage to you. The stone’s complete
Components: V, S destruction (or transmutation into a different
Duration: Concentration, up to 10 minutes substance) expels you and deals 50 bludgeoning
You banish a creature that you can see within damage to you. If expelled, you fall prone in an
range into a labyrinthine demiplane. The target unoccupied space closest to where you first
remains there for the duration or until it escapes entered.
the maze.
The target can use its action to attempt to Melf’s Acid Arrow
escape. When it does so, it makes a DC 20
Intelligence check. If it succeeds, it escapes, and 2nd level evocation
the spell ends (a minotaur or goristro demon Casting Time: 1 action
automatically succeeds). Range: 90 feet
When the spell ends, the target reappears in the Components: V, S, M (powdered rhubarb leaf
space it left or, if that space is occupied, in the and an adder’s stomach)
nearest unoccupied space. Duration: Instantaneous
A shimmering green arrow streaks toward a
Meld into Stone target within range and bursts in a spray of acid.
Make a ranged spell attack against the target. On
3rd level transmutation (ritual) a hit, the target takes 4d4 acid damage
Casting Time: 1 action immediately and 2d4 acid damage at the end of
Range: Touch its next turn. On a miss, the arrow splashes the
Components: V, S target with acid for half as much of the initial
Duration: 8 hours damage and no damage at the end of its next
You step into a stone object or surface large turn.
enough to fully contain your body, melding
yourself and all the equipment you carry with At Higher Levels. When you cast this spell
the stone for the duration. Using your using a spell slot of 3rd level or higher, the
movement, you step into the stone at a point damage (both initial and later) increases by 1d4
you can touch. Nothing of your presence for each slot level above 2nd.
remains visible or otherwise detectable by
nonmagical senses. Mending
While merged with the stone, you can’t see
what occurs outside it, and any Wisdom Transmutation cantrip
(Perception) checks you make to hear sounds Casting Time: 1 minute
outside it are made with disadvantage. You Range: Touch
remain aware of the passage of time and can Components: V, S, M (two lodestones)
cast spells on yourself while merged in the Duration: Instantaneous
stone. You can use your movement to leave the This spell repairs a single break or tear in an
stone where you entered it, which ends the object you touch, such as a broken chain link, two
spell. You otherwise can’t move. halves of a broken key, a torn cloak, or a leaking
wineskin. As long as the break or tear is no larger
than 1 foot in any dimension, you mend it.
leaving no trace of the former damage.
This spell can physically repair a magic item or
construct, but the spell can’t restore magic to
such an object.
359
Message Mind Blank
Transmutation cantrip 8th level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S, M (a short piece of copper Components: V, S
wire) Duration: 24 hours
Duration: 1 round Until the spell ends, one willing creature you
You point your finger toward a creature within touch is immune to psychic damage, any effect
range and whisper a message. The target (and that would sense its emotions or read its
only the target) hears the message and can reply thoughts, divination spells, and the charmed
in a whisper that only you can hear. condition. The spell even foils wish spells and
You can cast this spell through solid objects if spells or effects of similar power used to affect
you are familiar with the target and know it is the target’s mind or to gain information about
beyond the barrier. Magical silence. 1 foot of the target.
stone, 1 inch of common metal, a thin sheet of
lead, or 3 feet of wood blocks the spell. The spell Minor Illusion
doesn’t have to follow a straight line and can
travel freely around corners or through Illusion cantrip
openings. Casting Time: 1 action
Range: 30 feet
Meteor Swarm Components: S, M (a bit of fleece)
Duration: 1 minute
9th level evocation You create a sound or an image of an object
Casting Time: 1 action within range that lasts for the duration. The
Range: 1 mile illusion also ends if you dismiss it as an action or
Components: V, S cast this spell again.
Duration: Instantaneous If you create a sound, its volume can range from
Blazing orbs of fire plummet to the ground at a whisper to a scream. It can be your voice,
four different points you can see within range. someone else’s voice, a lion’s roar, a beating of
Each creature in a 40-foot-radius sphere drums, or any other sound you choose. The
centered on each point you choose must make a sound continues unabated throughout the
Dexterity saving throw. The sphere spreads duration, or you can make discrete sounds at
around corners. A creature takes 20d6 fire different times before the spell ends.
damage and 20d6 bludgeoning damage on a If you create an image of an object—such as a
failed save, or half as much damage on a chair, muddy footprints, or a small chest—it
successful one. A creature in the area of more must be no larger than a 5-foot cube. The image
than one fiery burst is affected only once. can’t create sound, light, smell, or any other
The spell damages objects in the area and sensory effect. Physical interaction with the
ignites flammable objects that aren’t being worn image reveals it to be an illusion, because things
or carried. can pass through it.
If a creature uses its action to examine the
sound or image, the creature can determine that
it is an illusion with a successful Intelligence
(Investigation) check against your spell save DC.
If a creature discerns the illusion for what it is,
the illusion becomes faint to the creature.
360
Mirage Arcane illusory duplicates.
Each time a creature targets you with an attack
7th level illusion during the spell’s duration, roll a d20 to
Casting Time: 10 minutes determine whether the attack instead targets
Range: Sight one of your duplicates.
Components: V, S If you have three duplicates, you must roll a 6 or
Duration: 10 days higher to change the attack’s target to a
You make terrain in an area up to 1 mile square duplicate. With two duplicates, you must roll an
look, sound, smell, and even feel like some other 8 or higher. With one duplicate, you must roll an
sort of terrain. The terrain’s general shape 11 or higher.
remains the same, however. Open fields or a A duplicate’s AC equals 10 + your Dexterity
road could be made to resemble a swamp, hill, modifier. If an attack hits a duplicate, the
crevasse, or some other difficult or impassable duplicate is destroyed. A duplicate can be
terrain. A pond can be made to seem like a destroyed only by an attack that hits it. It ignores
grassy meadow, a precipice like a gentle slope, all other damage and effects. The spell ends
or a rock-strewn gully like a wide and smooth when all three duplicates are destroyed.
road. A creature is unaffected by this spell if it can’t
Similarly, you can alter the appearance of see, if it relies on senses other than sight, such
structures, or add them where none are present. as blindsight, or if it can perceive illusions as
The spell doesn’t disguise, conceal, or add false, as with truesight.
creatures.
The illusion includes audible, visual, tactile, and Mislead
olfactory elements, so it can turn clear ground
into difficult terrain (or vice versa) or otherwise 5th level illusion
impede movement through the area. Any piece Casting Time: 1 action
of the illusory terrain (such as a rock or stick) Range: Self
that is removed from the spell’s area disappears Components: S
immediately. Duration: Concentration, up to 1 hour
Creatures with truesight can see through the You become invisible at the same time that an
illusion to the terrain’s true form; however, all illusory double of you appears where you are
other elements of the illusion remain, so while standing. The double lasts for the duration, but
the creature is aware of the illusion’s presence, the invisibility ends if you attack or cast a spell.
the creature can still physically interact with the You can use your action to move your illusory
illusion. double up to twice your speed and make it
gesture, speak, and behave in whatever way you
Mirror Image choose.
You can see through its eyes and hear through
2nd level illusion its ears as if you were located where it is. On
Casting Time: 1 action each of your turns as a bonus action, you can
Range: Self switch from using its senses to using your own,
Components: V, S or back again. While you are using its senses,
Duration: 1 minute you are blinded and deafened in regard to your
Three illusory duplicates of yourself appear in own surroundings.
your space. Until the spell ends, the duplicates
move with you and mimic your actions, shifting
position so it’s impossible to track which image
is real. You can use your action to dismiss the
361
Misty Step ory contradicts the creature’s natural inclinations,
alignment, or beliefs. An illogical modified
2nd level conjuration memory, such as implanting a memory of how
Casting Time: 1 bonus action much the creature enjoyed dousing itself in acid,
Range: Self is dismissed, perhaps as a bad dream. The DM
Components: V might deem a modified memory too nonsensical
Duration: Instantaneous to affect a creature in a significant manner.
Briefly surrounded by silvery mist, you teleport up A remove curse or greater restoration spell cast
to 30 feet to an unoccupied space that you can on the target restores the creature’s true
see. memory.
Modify Memory At Higher Levels. Ifyou cast this spell using a
spell slot of 6th level or higher, you can alter the
5th level enchantment target’s memories of an event that took place up
Casting Time: 1 action to 7 days ago (6th level), 30 days ago (7th level), 1
Range: 30 feet year ago (8th level), or any time in the creature’s
Components: V, S past (9th level).
Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s Moonbeam
memories. One creature that you can see must
make a Wisdom saving throw. If you are fighting 2nd level evocation
the creature, it has advantage on the saving Casting Time: 1 action
throw. On a failed save, the target becomes Range: 120 feet
charmed by you for the duration. The charmed Components: V, S, M (several seeds of any
target is incapacitated and unaware of its moonseed plant and a piece of opalescent
surroundings, though it can still hear you. If it feldspar)
takes any damage or is targeted by another spell, Duration: Concentration, up to 1 minute
this spell ends, and none of the target’s memories A silvery beam of pale light shines down in a 5-
are modified. foot- radius, 40-foot-high cylinder centered on a
While this charm lasts, you can affect the target’s point within range. Until the spell ends, dim light
memory of an event that it experienced within fills the cylinder.
the last 24 hours and that lasted no more than 10 When a creature enters the spell’s area for the
minutes. You can permanently eliminate all first time on a turn or starts its turn there, it is
memory of the event, allow the target to recall engulfed in ghostly flames that cause searing
the event with perfect clarity and exacting detail, pain, and it must make a Constitution saving
change its memory of the details of the event, or throw. It takes 2d10 radiant damage on a failed
create a memory of some other event. save, or half as much damage on a successful one.
You must speak to the target to describe how its A shapechanger makes its saving throw with
memories are affected, and it must be able to disadvantage. If it fails, it also instantly reverts to
understand your language for the modified its original form and can’t assume a different form
memories to take root. Its mind fills in any gaps in until it leaves the spell’s light.
the details of your description. If the spell ends On each of your turns after you cast this spell, you
before you have finished describing the modified can use an action to move the beam 60 feet in
memories, the creature’s memory isn’t altered. any direction.
Otherwise, the modified memories take hold
when the spell ends. At Higher Levels.When you cast this spell
A modified memory doesn’t necessarily affect using a spell slot of 3rd level or higher, the
how a creature behaves, particularly if the mem damage increases by 1d10 for each slot level
above 2nd.
362
Mordenkainen’s Faithful Hound Mordenkainen’s Magnificent Mansion
4th-level conjuration 7th-level conjuration
Casting Time: 1 action Casting Time: 1 minute
Range: 30 feet Range: 300 feet
Components: V, S, M (a tiny silver whistle, a Components: V, S, M (a miniature portal carved
piece of bone, and a thread) from ivory, a small piece of polished marble, and
Duration: 8 hours a tiny silver spoon, each item worth at least 5
You conjure a phantom watchdog in an gp)
unoccupied space that you can see within range, Duration: 24 hours
where it remains for the duration, until you You conjure an extradimensional dwelling in
dismiss it as an action, or until you move more range that lasts for the duration. You choose
than 100 feet away from it. where its one entrance is located. The entrance
The hound is invisible to all creatures except you shimmers faintly and is 5 feet wide and 10 feet
and can't be harmed. When a Small or larger tall. You and any creature you designate when
creature com es within 30 feet of it without first you cast the spell can enter the
speaking the password that you specify when extradimensional dwelling as long as the portal
you cast this spell, the hound starts barking remains open. You can open or close the portal
loudly. The hound sees invisible creatures and if you are within 30 feet of it. While closed, the
can see into the Ethereal Plane. It ignores portal is invisible.
illusions. Beyond the portal is a magnificent foyer with
At the start of each of your turns, the hound numerous chambers beyond. The atmosphere is
attempts to bite one creature within 5 feet of it clean, fresh, and warm.
that is hostile You can create any floor plan you like, but the
to you. The hound’s attack bonus is equal to space can’t exceed 50 cubes, each cube being 10
your spellcasting ability modifier + your feet on each side. The place is furnished and
proficiency bonus. On a hit, it deals 4d8 piercing decorated as you choose. It contains sufficient
damage. food to serve a nine- course banquet for up to
100 people. A staff of 100 near-transparent
servants attends all who enter. You decide the
visual appearance of these servants and their
attire. They are completely obedient to your
orders. Each servant can perform any task a
normal human servant could perform, but they
can’t attack or take any action that would
directly harm another creature. Thus the
servants can fetch things, clean, mend, fold
clothes, light fires, serve food, pour wine, and so
on. The servants can go anywhere in the
mansion but can’t leave it. Furnishings and other
objects created by this spell dissipate into smoke
if removed from the mansion. When the spell
ends, any creatures inside the extradimensional
space are expelled into the open spaces nearest
to the entrance.
363
Mordenkainen’s Private Sanctum Mordenkainen’s Sword
4th-level abjuration 7th level evocation
Casting Time: 10 minutes Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S, M (a thin sheet of lead, a Components: V, S, M (a miniature platinum
piece of opaque glass, a wad of cotton or cloth, sword with a grip and pommel of copper and
and powdered chrysolite) zinc, worth 250 gp)
Duration: 24 hours Duration: Concentration, up to 1 minute
You make an area within range magically secure. You create a sword-shaped plane of force that
The area is a cube that can be as small as 5 feet hovers within range. It lasts for the duration.
to as large as 100 feet on each side. The spell When the sword appears, you make a melee
lasts for the duration or until you use an action spell attack against a target of your choice within
to dismiss it. 5 feet of the sword. On a hit. the target takes
When you cast the spell, you decide what sort of 3d10 force damage.
security the spell provides, choosing any or all of Until the spell ends, you can use a bonus action
the following properties: on each of your turns to move the sword up to
20 feet to a spot you can see and repeat this
• Sound can't pass through the barrier at the attack against the same target or a different one.
edge of the warded area.
Move Earth
• The barrier of the warded area appears
dark and foggy, preventing vision 6th level transmutation
(including darkvision) through it. Casting Time: 1 action
Range: 120 feet
• Sensors created by divination spells can’t Components: V, S, M (an iron blade and a small
appear inside the protected area or pass bag containing a mixture of soils—clay, loam,
through the barrier at its perimeter. and sand)
Duration: Concentration, up to 2 hours
• Creatures in the area can’t be targeted by Choose an area of terrain no larger than 40 feet
divination spells. on a side within range. You can reshape dirt,
sand, or clay in the area in any manner you
• Nothing can teleport into or out of the choose for the duration. You can raise or lower
warded area. the area’s elevation, create or fill in a trench,
erect or flatten a wall, or form a pillar. The
• Planar travel is blocked within the warded extent of any such changes can’t exceed half the
area. area’s largest dimension. So, if you affect a 40-
foot square, you can create a pillar up to 20 feet
Casting this spell on the same spot every day for high, raise or lower the square’s elevation by up
a year makes this effect permanent. to 20 feet, dig a trench up to 20 feet deep, and
so on. It takes 10 minutes for these changes to
At Higher Levels. When you cast this spell complete.
using a spell slot of 5th level or higher, you can At the end of every 10 minutes you spend
increase the size of the cube by 100 feet for each concentrating on the spell, you can choose a
slot level beyond 4th. Thus you could protect a new area of terrain to affect.
cube that can be up to 200 feet on one side by Because the terrain’s transformation occurs
using a spell slot of 5th level. slowly, creatures in the area can’t usually be
364
trapped or injured by the ground’s movement. magical object appear nonmagical, or change
This spell can’t manipulate natural stone or the object’s magical aura so that it appears to
stone construction. Rocks and structures shift to belong to a specific school of magic that you
accommodate the new terrain. If the way you choose. When you use this effect on an object,
shape the terrain would make a structure you can make the false magic apparent to any
unstable, it might collapse. creature that handles the item.
Similarly, this spell doesn’t directly affect plant
growth. The moved earth carries any plants Mask. You change the way the target
along with it. appears to spells and magical effects that detect
creature types, such as a paladin’s Divine Sense
Nondetection or the trigger of a symbol spell. You choose a
creature type and other spells and magical
3rd level abjuration effects treat the target as if it were a creature of
Casting Time: 1 action that type or of that alignment.
Range: Touch
Components: V, S, M (a pinch of diamond dust
worth 25 gp sprinkled over the target, which the
spell consumes)
Duration: 8 hours
For the duration, you hide a target that you
touch from divination magic. The target can be a
willing creature or a place or an object no larger
than 10 feet in any dimension. The target can’t
be targeted by any divination magic or perceived
through magical scrying sensors.
Nystul’s Magic Aura
2nd level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small square of silk)
Duration: 24 hours
You place an illusion on a creature or an object
you touch so that divination spells reveal false
information about it. The target can be a willing
creature or an object that isn’t being carried or
worn by another creature.
When you cast the spell, choose one or both of
the following effects. The effect lasts for the
duration. If you cast this spell on the same
creature or object every day for 30 days, placing
the same effect on it each time, the illusion lasts
until it is dispelled.
False Aura. You change the way the target
appears to spells and magical effects, such as
detect magic, that detect magical auras. You can
make a nonmagical object appear magical, a
365
Otiluke’s Freezing Sphere Otiluke’s Resilient Sphere
6th-level evocation 4th level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 300 feet Range: 30 feet
Components: V, S, M (a small crystal sphere) Components: V, S, M (a hemispherical piece of
Duration: Instantaneous clear crystal and a matching hemispherical piece
A frigid globe of cold energy streaks from your of gum arabic)
fingertips to a point of your choice within range, Duration: Concentration, up to 1 minute
where it explodes in a 60-foot-radius sphere. A sphere of shimmering force encloses a
Each creature within the area must make a creature or object of Large size or smaller within
Constitution saving throw. On a failed save, a range. An unwilling creature must make a
creature takes 10d6 cold damage. On a Dexterity saving throw. On a failed save, the
successful save, it takes half as much damage. creature is enclosed for the duration.
If the globe strikes a body of water or a liquid Nothing—not physical objects, energy, or other
that is principally water (not including water- spell effects—can pass through the barrier, in or
based creatures), it freezes the liquid to a depth out, though a creature in the sphere can breathe
of 6 inches over an area 30 feet square. This ice there. The sphere is immune to all damage, and
lasts for 1 minute. Creatures that were a creature or object inside can’t be damaged by
swimming on the surface of frozen water are attacks or effects originating from outside, nor
trapped in the ice. A trapped creature can use an can a creature inside the sphere damage
action to make a Strength check against your anything outside it.
spell save DC to break free. The sphere is weightless and just large enough
You can refrain from firing the globe after to contain the creature or object inside. An
completing the spell, if you wish. A small globe enclosed creature can use its action to push
about the size of a sling stone, cool to the touch, against the sphere’s walls and thus roll the
appears in your hand. At any time, you or a sphere at up to half the creature’s speed.
creature you give the globe to can throw the Similarly, the globe can be picked up and moved
globe (to a range of 40 feet) or hurl it with a by other creatures.
sling (to the sling’s normal range). It shatters on A disintegrate spell targeting the globe destroys
impact, with the same effect as the normal it without harming anything inside it.
casting of the spell. You can also set the globe
down without shattering it. After 1 minute, if the
globe hasn’t already shattered, it explodes.
At Higher Levels. When you cast this spell
using a spell slot of 7th level or higher, the
damage increases by 1d6 for each slot level
above 6th.
366
Otto’s Irresistible Dance Passwall
6th level enchantment 5th level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V Components: V, S, M (a pinch of sesame seeds)
Duration: Concentration, up to 1 minute Duration: 1 hour
Choose one creature that you can see within A passage appears at a point of your choice that
range. The target begins a comic dance in place: you can see on a wooden, plaster, or stone
shuffling, tapping its feet, and capering for the surface (such as a wall, a ceiling, or a floor)
duration. Creatures that can’t be charmed are within range, and lasts for the duration. You
immune to this spell. choose the opening’s dimensions: up to 5 feet
A dancing creature must use all its movement to wide, 8 feet tall, and 20 feet deep. The passage
dance without leaving its space and has creates no instability in a structure surrounding
disadvantage on Dexterity saving throws and it.
attack rolls. While the target is affected by this When the opening disappears, any creatures or
spell, other creatures have advantage on attack objects still in the passage created by the spell
rolls against it. As an action, a dancing creature are safely ejected to an unoccupied space
makes a Wisdom saving throw to regain control nearest to the surface on which you cast the
of itself. On a successful save, the spell ends. spell.
Pass without Trace Phantasmal Force
2nd level abjuration 2nd level illusion
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (ashes from a burned leaf Components: V, S, M (a bit of fleece)
of mistletoe and a sprig of spruce) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 hour You craft an illusion that takes root in the mind
A veil of shadows and silence radiates from you, of a creature that you can see within range. The
masking you and your companions from target must make an Intelligence saving throw.
detection. On a failed save, you create a phantasmal object,
For the duration, each creature you choose creature, or other visible phenomenon of your
within 30 feet of you (including you) has a +10 choice that is no larger than a 10-foot cube and
bonus to Dexterity (Stealth) checks and can’t be that is perceivable only to the target for the
tracked except by magical means. A creature duration. This spell has no effect on undead or
that receives this bonus leaves behind no tracks constructs.
or other traces of its passage. The phantasm includes sound, temperature, and
other stimuli, also evident only to the creature.
The target can use its action to examine the
phantasm with an Intelligence (Investigation)
check against your spell save DC. If the check
succeeds, the target realizes that the phantasm
is an illusion, and the spell ends.
While a target is affected by the spell, the target
treats the phantasm as if it were real. The target
rationalizes any illogical outcomes from
367
interacting with the phantasm. For example, a Phantom Steed
target attempting to walk across a phantasmal
bridge that spans a chasm falls once it steps 3rd level illusion (ritual)
onto the bridge. If the target survives the fall, it Casting Time: 1 minute
still believes that the bridge exists and comes up Range: 30 feet
with some other explanation for its fall—it was Components: V, S
pushed, it slipped, or a strong wind might have Duration: 1 hour
knocked it off. A Large quasi-real, horselike creature appears on
An affected target is so convinced of the the ground in an unoccupied space of your
phantasm’s reality that it can even take damage choice within range. You decide the creature’s
from the illusion. A phantasm created to appear appearance, but it is equipped with a saddle, bit,
as a creature can attack the target. Similarly, a and bridle. Any of the equipment created by the
phantasm created to appear as fire, a pool of spell vanishes in a puff of smoke if it is carried
acid, or lava can burn the target. Each round on more than 10 feet away from the steed.
your turn, the phantasm can deal 1d6 psychic For the duration, you or a creature you choose
damage to the target if it is in the phantasm’s can ride the steed. The creature uses the
area or within 5 feet of the phantasm, provided statistics for a riding horse, except it has a speed
that the illusion is of a creature or hazard that of 100 feet and can travel 10 miles in an hour, or
could logically deal damage, such as by 13 miles at a fast pace. When the spell ends, the
attacking. The target perceives the damage as a steed gradually fades, giving the rider 1 minute
type appropriate to the illusion. to dismount. The spell ends if you use an action
to dismiss it or if the steed takes any damage.
Phantasmal Killer
Planar Ally
4th level illusion
Casting Time: 1 action 6th level conjuration
Range: 120 feet Casting Time: 10 minutes
Components: V, S Range: 60 feet
Duration: Concentration, up to 1 minute Components: V, S
You tap into the nightmares of a creature you Duration: Instantaneous
can see within range and create an illusory You beseech an otherworldly entity for aid. The
manifestation of its deepest fears, visible only to being must be known to you: a god, a
that creature. The target must make a Wisdom primordial, a demon prince, or some other being
saving throw. On a failed save, the target of cosmic power. That entity sends a celestial, an
becomes frightened for the duration. At the start elemental, or a fiend loyal to it to aid you,
of each of the target’s turns before the spell making the creature appear in an unoccupied
ends, the target must succeed on a Wisdom space within range. If you know a specific
saving throw or take 4d10 psychic damage. On a creature’s name, you can speak that name when
successful save, the spell ends. you cast this spell to request that creature,
though you might get a different creature
At Higher Levels. When you cast this spell anyway (DM’s choice).
using a spell slot of 5th level or higher, the When the creature appears, it is under no
damage increases by 1dlO for each slot level compulsion to behave in any particular way. You
above 4th. can ask the creature to perform a service in
exchange for payment, but it isn’t obliged to do
so. The requested task could range from simple
(fly us across the chasm, or help us fight a battle)
368
to complex (spy on our enemies, or protect us Planar Binding
during our foray into the dungeon). You must be
able to communicate with the creature to 5th level abjuration
bargain for its services. Casting Time: 1 hour
Payment can take a variety of forms. A celestial Range: 60 feet
might require a sizable donation of gold or magic Components: V, S, M (ajewel worth at least
items to an allied temple, while a fiend might 1,000 gp, which the spell consumes)
demand a living sacrifice or a gift of treasure. Duration: 24 hours
Some creatures might exchange their service for With this spell, you attempt to bind a celestial,
a quest undertaken by you. an elemental, a fey, or a fiend to your service.
As a rule of thumb, a task that can be measured The creature must be within range for the entire
in minutes requires a payment worth 100 gp per casting of the spell. (Typically, the creature is
minute. A task measured in hours requires 1,000 first summoned into the center of an inverted
gp per hour. And a task measured in days (up to magic circle in order to keep it trapped while
10 days) requires 10,000 gp per day. The DM can this spell is cast.) At the completion of the
adjust these payments based on the casting, the target must make a Charisma saving
circumstances under which you cast the spell. If throw. On a failed save, it is bound to serve you
the task is aligned with the creature’s ethos, the for the duration. If the creature was summoned
payment might be halved or even waived. or created by another spell, that spell’s duration
Nonhazardous tasks typically require only half is extended to match the duration of this spell.
the suggested payment, while especially A bound creature must follow your instructions
dangerous tasks might require a greater gift. to the best of its ability. You might command the
Creatures rarely accept tasks that seem suicidal. creature to accompany you on an adventure, to
After the creature completes the task, or when guard a location, or to deliver a message. The
the agreed-upon duration of service expires, the creature obeys the letter of your instructions,
creature returns to its home plane after but if the creature is hostile to you, it strives to
reporting back to you, if appropriate to the task twist your words to achieve its own objectives. If
and if possible. If you are unable to agree on a the creature carries out your instructions
price for the creature’s service, the creature completely before the spell ends, it travels to
immediately returns to its home plane. you to report this fact if you are on the same
A creature enlisted to join your group counts as plane of existence. If you are on a different plane
a member of it, receiving a full share of of existence, it returns to the place where you
experience points awarded. bound it and remains there until the spell ends.
At Higher Levels. When you cast this spell
using a spell slot of a higher level, the duration
increases to 10 days with a 6th-level slot, to 30
days with a 7th-level slot, to 180 days with an
8th-level slot, and to a year and a day with a 9th-
level spell slot.
369
Plane Shift Plant Growth
7th level conjuration 3rd level transmutation
Casting Time: 1 action Casting Time: 1 action or 8 hours
Range: Touch Range: 150 feet
Components: V, S, M (a forked, metal rod worth Components: V, S
at least 250gp, attuned to a particular plane of Duration: Instantaneous
existence) This spell channels vitality into plants within a
Duration: Instantaneous specific area. There are two possible uses for the
You and up to eight willing creatures who link spell, granting either immediate or long-term
hands in a circle are transported to a different benefits.
plane of existence. You can specify a target If you cast this spell using 1 action, choose a
destination in general terms, such as the City of point within range. All normal plants in a 100-
Brass on the Elemental Plane of foot radius centered on that point become thick
Fire or the palace of Dispater on the second and overgrown. A creature moving through the
level of the Nine Hells, and you appear in or near area must spend 4 feet of movement for every 1
that destination. If you are trying to reach the foot it moves.
City o f Brass, for example, you might arrive in its You can exclude one or more areas of any size
Street of Steel, before its Gate of Ashes, or within the spell’s area from being affected.
looking at the city from across the Sea of Fire, at If you cast this spell over 8 hours, you enrich the
the DM’s discretion. land. All plants in a half-mile radius centered on
Alternatively, if you know the sigil sequence of a a point within range becom e enriched for 1
teleportation circle on another plane of year. The plants yield twice the normal amount
existence, this spell can take you to that circle. If of food when harvested.
the teleportation circle is too small to hold all
the creatures you transported, they appear in Poison Spray
the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling Conjuration cantrip
creature to another plane. Choose a creature Casting Time: 1 action
within your reach and make a melee spell attack Range: 10 feet
against it. On a hit, the creature must make a Components: V, S
Charisma saving throw. If the creature fails this Duration: Instantaneous
save, it is transported to a random location on You extend your hand toward a creature you can
the plane of existence you specify. A creature so see within range and project a puff of noxious
transported must find its own way back to your gas from your palm. The creature must succeed
current plane of existence. on a Constitution saving throw or take 1d12
poison damage.
This spell’s damage increases by 1d12 when you
reach 5th level (2d12), 11th level (3d12), and
17th level (4d12).
370
Polymorph Power Word Heal
4th level transmutation 9th level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S, M (a caterpillar cocoon) Components: V, S
Duration: Concentration, up to 1 hour Duration: Instantaneous
This spell transforms a creature that you can see A wave of healing energy washes over the
within range into a new form. An unwilling creature you touch. The target regains all its hit
creature must make a Wisdom saving throw to points. If the creature is charmed, frightened,
avoid the effect. A shapechanger automatically paralyzed, or stunned, the condition ends. If the
succeeds on this saving throw. creature is prone, it can use its reaction to stand
The transformation lasts for the duration, or up. This spell has no effect on undead or
until the target drops to 0 hit points or dies. The constructs.
new form can be any beast whose challenge
rating is equal to or less than the target’s (or the Power Word Kill
target’s level, if it doesn't have a challenge
rating). The target’s game statistics, including 9th level enchantment
mental ability scores, are replaced by the Casting Time: 1 action
statistics of the chosen beast. It retains its Range: 60 feet
alignment and personality. Components: V
The target assumes the hit points of its new Duration: Instantaneous
form. When it reverts to its normal form, the You utter a word of power that can compel one
creature returns to the number of hit points it creature you can see within range to die
had before it transformed. If it reverts as a result instantly. If the creature you choose has 100 hit
of dropping to 0 hit points, any excess damage points or fewer, it dies. Otherwise, the spell has
carries over to its normal form. As long as the no effect.
excess damage doesn’t reduce the creature’s
normal form to 0 hit points, it isn’t knocked Power Word Stun
unconscious.
The creature is limited in the actions it can 8th level enchantment
perform by the nature of its new form, and it Casting Time: 1 action
can’t speak, cast spells, or take any other action Range: 60 feet
that requires hands or speech. Components: V
The target’s gear melds into the new form. The Duration: Instantaneous
creature can’t activate, use, wield, or otherwise You speak a word of power that can overwhelm
benefit from any of its equipment. the mind of one creature you can see within
range, leaving it dumbfounded. If the target has
150 hit points or fewer, it is stunned. Otherwise,
the spell has no effect.
The stunned target must make a Constitution
saving throw at the end of each of its turns. On a
successful save, this stunning effect ends.
371
Prayer of Healing Prismatic Spray
7th level evocation
2nd level evocation Casting Time: 1 action
Casting Time: 10 minutes Range: Self (60-foot cone)
Range: 30 feet Components: V, S
Components: V Duration: Instantaneous
Duration: Instantaneous Eight multicolored rays of light flash from your hand.
Up to six creatures of your choice that you can Each ray is a different color and has a different power
see within range each regain hit points equal to and purpose. Each creature in a 60-foot cone must
2d8 + your spellcasting ability modifier. This spell make a Dexterity saving throw. For each target, roll a
has no effect on undead or constructs. d8 to determine which color ray affects it.
At Higher Levels.When you cast this spell 1. Red. The target takes 10d6 fire damage on a
using a spell slot of 3rd level or higher, the failed save, or half as much damage on a successful
healing increases by 1d8 for each slot level one.
above 2nd.
2. Orange. The target takes 10d6 acid damage
Prestidigitation on a failed save, or half as much damage on a
successful one.
Transmutation cantrip
Casting Time: 1 action 3. Yellow. The target takes 10d6 lightning
Range: 10 feet damage on a failed save, or half as much damage on
Components: V, S a successful one.
Duration: Up to 1 hour
This spell is a minor magical trick that novice 4. Green. The target takes 10d6 poison
spellcasters use for practice. You create one of damage on a failed save, or half as much damage on
the following magical effects within range: a successful one.
• You create an instantaneous, harmless 5. Blue. The target takes 10d6 cold damage on
sensory effect, such as a shower of a failed save, or half as much damage on a successful
sparks, a puff of wind, faint musical one.
notes, or an odd odor.
6. Indigo. On a failed save, the target is
• You instantaneously light or snuff out a restrained. It must then make a Constitution saving
candle, a torch, or a small campfire. throw at the end of each of its turns. If it successfully
saves three times, the spell ends. If it fails its save
• You instantaneously clean or soil an object three times, it permanently turns to stone and is
no larger than 1 cubic foot. subjected to the petrified condition. The successes
and failures don’t need to be consecutive; keep track
• You chill, warm, or flavor up to 1 cubic foot of both until the target collects three of a kind.
of nonliving material for 1 hour.
7. Violet. On a failed save, the target is
• You make a color, a small mark, or a blinded. It must then make a Wisdom saving throw
symbol appear on an object or a surface at the start of your next turn. A successful save ends
for 1 hour. the blindness. If it fails that save, the creature is
transported to another plane of existence of the
• You create a nonmagical trinket or an DM’s choosing and is no longer blinded. (Typically, a
illusory image that can fit in your hand creature that is on a plane that isn’t its home plane is
and that lasts until the end of your next banished home, while other creatures are usually
turn. cast into the Astral or Ethereal planes.)
If you cast this spell multiple times, you can have 8. Special. The target is struck by two rays. Roll
up to three of its non-instantaneous effects twice more, rerolling any 8.
active at a time, and you can dismiss such an
effect as an action.
372
Prismatic Wall 2. Orange. The creature takes 10d6 acid
damage on a failed save, or half as much damage
9th level abjuration on a successful one. While this layer is in place,
Casting Time: 1 action magical ranged attacks can’t pass through the
Range: 60 feet wall. The layer is destroyed by a strong wind.
Components: V, S
Duration: 10 minutes 3. Yellow. The creature takes 10d6 lightning
A shimmering, multicolored plane of light forms a damage on a failed save, or half as much damage
vertical opaque wall—up to 90 feet long, 30 feet on a successful one. This layer can be destroyed
high, and 1 inch thick—centered on a point you by dealing at least 60 force damage to it.
can see within range. Alternatively, you can shape
the wall into a sphere up to 30 feet in diameter 4. Green. The creature takes 10d6 poison
centered on a point you choose within range. The damage on a failed save, or half as much damage
wall remains in place for the duration. If you on a successful one. A passwall spell, or another
position the wall so that it passes through a spell of equal or greater level that can open a
space occupied by a creature, the spell fails, and portal on a solid surface, destroys this layer.
your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 5. Blue. The creature takes 10d6 cold
feet and dim light for an additional 100 feet. You damage on a failed save, or half as much damage
and creatures you designate at the time you cast on a successful one. This layer can be destroyed
the spell can pass through and remain near the by dealing at least 25 fire damage to it.
wall without harm. If another creature that can
see the wall moves to within 20 feet of it or starts 6. Indigo. On a failed save, the creature is
its turn there, the creature must succeed on a restrained. It must then make a Constitution
Constitution saving throw or become blinded for saving throw at the end of each of its turns. If it
1 minute. successfully saves three times, the spell ends. If it
The wall consists of seven layers, each with a fails its save three times, it permanently turns to
different color. When a creature attempts to stone and is subjected to the petrified condition.
reach into or pass through the wall, it does so The successes and failures don’t need to be
one layer at a time through all the wall’s layers. consecutive; keep track of both until the creature
As it passes or reaches through each layer, the collects three of a kind.
creature must make a Dexterity saving throw or While this layer is in place, spells can’t be cast
be affected by that layer’s properties as through the wall. The layer is destroyed by bright
described below. light shed by a daylight spell or a similar spell of
The wall can be destroyed, also one layer at a equal or higher level.
time, in order from red to violet, by means
specific to each layer. Once a layer is destroyed, it 7. Violet. On a failed save, the creature is
remains so for the duration of the spell. A rod of blinded. It must then make a W isdom saving
cancellation destroys a prismatic wall, but an throw at the start of your next turn. A successful
antimagic field has no effect on it. save ends the blindness. If it fails that save, the
creature is transported to another plane of the
1. Red. The creature takes 10d6 fire DM’s choosing and is no longer blinded.
damage on a failed save, or half as much damage (Typically, a creature that is on a plane that isn’t
on a successful one. While this layer is in place, its home plane is banished home, while other
nonmagical ranged attacks can’t pass through the creatures are usually cast into the Astral or
wall. The layer can be destroyed by dealing at Ethereal planes.) This layer is destroyed by a
least 25 cold damage to it. dispel magic spell or a similar spell of equal or
higher level that can end spells and magical
effects.
373
Produce Flame illusion of yourself to appear and warn off others
who attempt to open a trapped door, or you could
Conjuration cantrip set the illusion to trigger only when a creature
Casting Time: 1 action says the correct word or phrase.
Range: Self Physical interaction with the image reveals it to be
Components: V, S an illusion, because things can pass through it. A
Duration: 10 minutes creature that uses its action to examine the image
A flickering flame appears in your hand. The flame can determine that it is an illusion with a
remains there for the duration and harms neither successful Intelligence (Investigation) check
you nor your equipment. The flame sheds bright against your spell save DC. If a creature discerns
light in a 10-foot radius and dim light for an the illusion for what it is, the creature can see
additional 10 feet. The spell ends ifyou dismiss it through the image, and any noise it makes sounds
as an action or if you cast it again. hollow to the creature.
You can also attack with the flame, although
doing so ends the spell. When you cast this spell, Project Image
or as an action on a later turn, you can hurl the
flame at a creature within 30 feet of you. Make a 7th level illusion
ranged spell attack. On a hit, the target takes 1d8 Casting Time: 1 action
fire damage. Range: 500 miles
This spell’s damage increases by 1d8 when you Components: V, S, M (a small replica of you made
reach 5th level (2d8), 11th level (3d8), and 17th from materials worth at least 5 gp)
level (4d8). Duration: Concentration, up to 1 day
You create an illusory copy of yourself that lasts
Programmed Illusion for the duration. The copy can appear at any
location within range that you have seen before,
6th level illusion regardless of intervening obstacles. The illusion
Casting Time: 1 action looks and sounds like you but is intangible. If the
Range: 120 feet illusion takes any damage, it disappears, and the
Components: V, S, M (a bit of fleece and jade dust spell ends.
worth at least 25 gp) You can use your action to move this illusion up to
Duration: Until dispelled twice your speed, and make it gesture, speak, and
You create an illusion of an object, a creature, or behave in whatever way you choose. It mimics
some other visible phenomenon within range that your mannerisms perfectly.
activates when a specific condition occurs. The You can see through its eyes and hear through its
illusion is imperceptible until then. It must be no ears as if you were in its space. On your turn as a
larger than a 30-foot cube, and you decide when bonus action, you can switch from using its senses
you cast the spell how the illusion behaves and to using your own, or back again. While you are
what sounds it makes. This scripted performance using its senses, you are blinded and deafened in
can last up to 5 minutes. regard to your own surroundings.
When the condition you specify occurs, the Physical interaction with the image reveals it to be
illusion springs into existence and performs in the an illusion, because things can pass through it. A
manner you described. Once the illusion finishes creature that uses its action to examine the image
performing, it disappears and remains dormant can determine that it is an illusion with a
for 10 minutes. After this time, the illusion can be successful Intelligence (Investigation) check
activated again. against your spell save DC. If a creature discerns
The triggering condition can be as general or as the illusion for what it is, the creature can see
detailed as you like, though it must be based on through the image, and any noise it makes sounds
visual or audible conditions that occur within 30 hollow to the creature.
feet of the area. For example, you could create an
374
Protection from Energy Purify Food and Drink
3rd level abjuration 1st level transmutation (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 10 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 hour Duration: Instantaneous
For the duration, the willing creature you touch All nonmagical food and drink within a 5-foot-
has resistance to one damage type of your radius sphere centered on a point of your choice
choice: acid, cold, fire, lightning, or thunder. within range is purified and rendered free of
poison and disease.
Protection from Evil and Good
Raise Dead
1st level abjuration
Casting Time: 1 action 5th level necromancy
Range: Touch Casting Time: 1 hour
Components: V, S, M (holy water or powdered Range: Touch
silver and iron, which the spell consumes) Components: V, S, M (a diamond worth at least
Duration: Concentration up to 10 minutes 500 gp, which the spell consumes)
Until the spell ends, one willing creature you Duration: Instantaneous
touch is protected against certain types of You return a dead creature you touch to life,
creatures: aberrations, celestials, elementals, provided that it has been dead no longer than
fey, fiends, and undead. 10 days. If the creature’s soul is both willing and
The protection grants several benefits. Creatures at liberty to rejoin the body, the creature returns
of those types have disadvantage on attack rolls to life with 1 hit point.
against the target. The target also can’t be This spell also neutralizes any poisons and cures
charmed, frightened, or possessed by them. If nonmagical diseases that affected the creature
the target is already charmed, frightened, or at the time it died. This spell doesn’t, however,
possessed by such a creature, the target has remove magical diseases, curses, or similar
advantage on any new saving throw against the effects; if these aren’t first removed prior to
relevant effect. casting the spell, they take effect when the
creature returns to life. The spell can’t return an
Protection from Poison undead creature to life.
This spell closes all mortal wounds, but it
2nd level abjuration doesn’t restore missing body parts. If the
Casting Time: 1 action creature is lacking body parts or organs integral
Range: Touch for its survival—its head, for instance—the spell
Components: V, S automatically fails.
Duration: 1 hour Coming back from the dead is an ordeal. The
You touch a creature. If it is poisoned, you target takes a -4 penalty to all attack rolls, saving
neutralize the poison. If more than one poison throws, and ability checks. Every time the target
afflicts the target, you neutralize one poison that finishes a long rest, the penalty is reduced by 1
you know is present, or you neutralize one at until it disappears.
random.
For the duration, the target has advantage on
saving throws against being poisoned, and it has
resistance to poison damage.
375
Rary’s Telepathic Bond Ray of Sickness
5th level divination (ritual) 1st level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S, M (pieces of eggshell from two Components: V, S
different kinds of creatures) Duration: Instantaneous
Duration: 1 hour A ray of sickening greenish energy lashes out
You forge a telepathic link among up to eight toward a creature within range. Make a ranged
willing creatures of your choice within range, spell attack against the target. On a hit, the target
psychically linking each creature to all the others takes 2d8 poison damage and must make a
for the duration. Creatures with Intelligence Constitution saving throw. On a failed save, it is
scores of 2 or less aren’t affected by this spell. also poisoned until the end of your next turn.
Until the spell ends, the targets can communicate
telepathically through the bond whether or not At Higher Levels. When you cast this spell
they have a common language. The using a spell slot of 2nd level or higher, the
communication is possible over any distance, damage increases by 1d8 for each slot level
though it can’t extend to other planes of above 1st.
existence.
Regenerate
Ray of Enfeeblement
7th level transmutation
2nd level necromancy Casting Time: 1 minute
Casting Time: 1 action Range: Touch
Range: 60 feet Components: V, S, M (a prayer wheel and holy
Components: V, S water) Duration: 1 hour
Duration: Concentration, up to 1 minute You touch a creature and stimulate its natural
A black beam of enervating energy springs from healing ability. The target regains 4d8 + 15 hit
your finger toward a creature within range. Make a points. For the duration of the spell, the target
ranged spell attack against the target. On a hit, the regains 1 hit point at the start of each of its turns
target deals only half damage with weapon attacks (10 hit points each minute).
that use Strength until the spell ends. The target’s severed body members (fingers, legs,
At the end of each of the target’s turns, it can tails, and so on), if any, are restored after 2
make a Constitution saving throw against the spell. minutes. If you have the severed part and hold it
On a success, the spell ends. to the stump, the spell instantaneously causes
the limb to knit to the stump.
Ray of Frost
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a
creature within range. Make a ranged spell attack
against the target. On a hit, it takes 1d8 cold
damage, and its speed is reduced by 10 feet until
the start of your next turn.
The spell’s damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
376
Reincarnate The reincarnated creature recalls its former life
and experiences. It retains the capabilities it had
5th level transmutation in its original form, except it exchanges its
Casting Time: 1 hour original race for the new one and changes its
Range: Touch racial traits accordingly.
Components: V, S, M (rare oils and unguents
worth at least 1,000 gp, which the spell Remove Curse
consumes)
Duration: Instantaneous 3rd level abjuration
You touch a dead humanoid or a piece of a dead Casting Time: 1 action
humanoid. Provided that the creature has been Range: Touch
dead no longer than 10 days, the spell forms a Components: V, S
new adult body for it and then calls the soul to Duration: Instantaneous
enter that body. If the target’s soul isn’t free or At your touch, all curses affecting one creature
willing to do so, the spell fails. or object end. If the object is a cursed magic
The magic fashions a new body for the creature item, its curse remains, but the spell breaks its
to inhabit, which likely causes the creature’s race owner’s attunement to the object so it can be
to change. The DM rolls a d100 and consults the removed or discarded.
following table to determine what form the
creature takes when restored to life, or the DM Resistance Revivify
chooses a form.
Abjuration cantrip
d100 Race Casting Time: 1 action
Range: Touch
01-04 Dragonborn Components: V, S, M (a miniature cloak)
Duration: Concentration, up to 1 minute
05-13 Dwarf, hill You touch one willing creature. Once before the
spell ends, the target can roll a d4 and add the
14-21 Dwarf, mountain number rolled to one saving throw of its choice.
It can roll the die before or after making the
22-25 Elf, dark saving throw. The spell then ends.
26-34 Elf, high
35-42 Elf, wood
43-46 Gnome, forest
47-52 Gnome, rock
53-56 Half-elf
57-60 Half-orc
61-68 Halfling, lightfoot
69-76 Halfling, stout
77-96 Human
97-00 Tiefling
377
Resurrection Reverse Gravity
7th level necromancy 7th level transmutation
Casting Time: 1 hour Casting Time: 1 action
Range: Touch Range: 100 feet
Components: V, S, M (a diamond worth at least Components: V, S, M (a lodestone and iron
1,000gp, which the spell consumes) filings)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You touch a dead creature that has been dead This spell reverses gravity in a 50-foot-radius,
for no more than a century, that didn’t die of old 100-foot high cylinder centered on a point
age, and that isn’t undead. If its soul is free and within range. All creatures and objects that
willing, the target returns to life with all its hit aren’t somehow anchored to the ground in the
points. area fall upward and reach the top of the area
This spell neutralizes any poisons and cures when you cast this spell. A creature can make a
normal diseases afflicting the creature when it Dexterity saving throw to grab onto a fixed
died. It doesn’t, however, remove magical object it can reach, thus avoiding the fall.
diseases, curses, and the like; if such effects If some solid object (such as a ceiling) is
aren't removed prior to casting the spell, they encountered in this fall, falling objects and
afflict the target on its return to life. creatures strike itjust as they would during a
This spell closes all mortal wounds and restores normal downward fall. If an object or creature
any missing body parts. reaches the top of the area without striking
Coming back from the dead is an ordeal. The anything, it remains there, oscillating slightly, for
target takes a -4 penalty to all attack rolls, saving the duration.
throws, and ability checks. Every time the target At the end of the duration, affected objects and
finishes a long rest, the penalty is reduced by 1 creatures fall back down.
until it disappears.
Casting this spell to restore life to a creature that Revivify
has been dead for one year or longer taxes you
greatly. Until you finish a long rest, you can’t cast 3rd level conjuration
spells again, and you have disadvantage on all Casting Time: 1 action
attack rolls, ability checks, and saving throws. Range: Touch
Components: V, S, M (diamonds worth 300 gp,
which the spell consumes)
Duration: Instantaneous
You touch a creature that has died within the
last minute. That creature returns to life with 1
hit point. This spell can’t return to life a creature
that has died of old age, nor can it restore any
missing body parts.
378
Rope Trick Sanctuary
2nd level transmutation 1st level abjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: Touch Range: 30 feet
Components: V, S, M (powdered corn extract Components: V, S, M (a small silver mirror)
and a twisted loop of parchment) Duration: 1 minute
Duration: 1 hour You ward a creature within range against attack.
You touch a length of rope that is up to 60 feet Until the spell ends, any creature who targets
long. One end of the rope then rises into the air the warded creature with an attack or a harmful
until the whole rope hangs perpendicular to the spell must first make a W isdom saving throw.
ground. At the upper end of the rope, an On a failed save, the creature must choose a
invisible entrance opens to an extradimensional new target or lose the attack
space that lasts until the spell ends. or spell. This spell doesn’t protect the warded
The extradimensional space can be reached by creature from area effects, such as the explosion
climbing to the top of the rope. The space can of a fireball.
hold as many as eight Medium or smaller If the warded creature makes an attack or casts a
creatures. The rope can be pulled into the space, spell that affects an enemy creature, this spell
making the rope disappear from view outside ends.
the space.
Attacks and spells can’t cross through the Scorching Ray
entrance into or out of the extradimensional
space, but those inside can see out of it as if 2nd level evocation
through a 3-foot-by-5-foot window centered on Casting Time: 1 action
the rope. Range: 120 feet
Anything inside the extradimensional space Components: V, S
drops out when the spell ends. Duration: Instantaneous
You create three rays of fire and hurl them at
Sacred Flame targets within range. You can hurl them at one
target or several.
Evocation cantrip Make a ranged spell attack for each ray. On a hit,
Casting Time: 1 action the target takes 2d6 fire damage.
Range: 60 feet
Components: V, S At Higher Levels. When you cast this spell
Duration: Instantaneous using a spell slot of 3rd level or higher, you
Flame-like radiance descends on a creature that create one additional ray for each slot level
you can see within range. The target must above 2nd.
succeed on a Dexterity saving throw or take 1d8
radiant damage. The target gains no benefit
from cover for this saving throw.
The spell’s damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
379
Scrying Instead of targeting a creature, you can choose a
location you have seen before as the target of
5th level divination this spell. When you do, the sensor appears at
Casting Time: 10 minutes that location and doesn’t move.
Range: Self
Components: V, S, M (a focus worth at least Searing Smite
1,000 gp, such as a crystal ball, a silver mirror, or
a font filled with holy water) 1st level evocation
Duration: Concentration, up to 10 minutes Casting Time: 1 bonus action
You can see and hear a particular creature you Range: Self
choose that is on the same plane of existence as Components: V
you. The target must make a Wisdom saving Duration: Concentration, up to 1 minute
throw, which is modified by how well you know The next time you hit a creature with a melee
the target and the sort of physical connection weapon attack during the spell’s duration, your
you have to it. If a target knows you're casting weapon flares with white-hot intensity, and the
this spell, it can fail the saving throw voluntarily attack deals an extra 1d6 fire damage to the
if it wants to be observed. target and causes the target to ignite in flames.
At the start of each of its turns until the spell
Knowledge Save ends, the target must make a Constitution saving
Modifier throw. On a failed save, it takes 1d6 fire damage.
Secondhand (you have heard of the On a successful save, the spell ends. If the target
target) +5 or a creature within 5 feet of it uses an action to
Firsthand (you have met the target) put out the flames, or if some other effect
Familiar (you know the target well) +0 douses the flames (such as the target being
-5 submerged in water), the spell ends.
Connection Save At Higher Levels. When you cast this spell
Modifier using a spell slot of 2nd level or higher, the initial
Likeness or picture extra damage dealt by the attack increases by
Possession or garment -2 1d6 for each slot level above 1st.
Body part, lock of hair, bit of nail, or
the like -4 See Invisibility
-10 2nd-level divination
Casting Time: 1 action
On a successful save, the target isn’t affected, Range: Self
and you can’t use this spell against it again for Components: V, S, M (a pinch of talc and a small
24 hours. sprinkling of powdered silver)
On a failed save, the spell creates an invisible Duration: 1 hour
sensor within 10 feet of the target. You can see For the duration, you see invisible creatures and
and hear through the sensor as if you were objects as if they were visible, and you can see
there. The sensor moves with the target, into the Ethereal Plane. Ethereal creatures and
remaining within 10 feet of it for the duration. A objects appear ghostly and translucent.
creature that can see invisible objects sees the
sensor as a luminous orb about the size of your
fist.
380
Seeming Sending
5th level illusion 3rd level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Unlimited
Components: V, S Components: V, S, M (a short piece of fine
Duration: 8 hours copper wire)
This spell allows you to change the appearance Duration: 1 round
of any number of creatures that you can see You send a short message of twenty-five words
within range. You give each target you choose a or less to a creature with which you are familiar.
new, illusory appearance. An unwilling target can The creature hears the message in its mind,
make a Charisma saving throw, and if it recognizes you as the sender if it knows you, and
succeeds, it is unaffected by this spell. can answer in a like manner immediately. The
The spell disguises physical appearance as well spell enables creatures with Intelligence scores
as clothing, armor, weapons, and equipment. of at least 1 to understand the meaning of your
You can make each creature seem 1 foot shorter message.
or taller and appear thin, fat, or in between. You You can send the message across any distance
can’t change a target’s body type, so you must and even to other planes of existence, but if the
choose a form that has the same basic target is on a different plane than you, there is a
arrangement of limbs. Otherwise, the extent of 5 percent chance that the message doesn’t
the illusion is up to you. The spell lasts for the arrive.
duration, unless you use your action to dismiss it
sooner. Sequester
The changes wrought by this spell fail to hold up
to physical inspection. For example, if you use 7th level transmutation
this spell to add a hat to a creature’s outfit, Casting Time: 1 action
objects pass through the hat, and anyone who Range: Touch
touches it would feel nothing or would feel the Components: V, S, M (a powder composed of
creature’s head and hair. If you use this spell to diamond, emerald, ruby, and sapphire dust worth
appear thinner than you are, the hand of at least 5,000gp, which the spell consumes)
someone who reaches out to touch you would Duration: Until dispelled
bump into you while it was seemingly still in By means of this spell, a willing creature or an
midair. object can be hidden away, safe from detection
A creature can use its action to inspect a target for the duration. When you cast the spell and
and make an Intelligence (Investigation) check touch the target, it becom es invisible and can’t
against your spell save DC. If it succeeds, it be targeted by divination spells or perceived
becom es aware that the target is disguised. through scrying sensors created by divination
spells.
If the target is a creature, it falls into a state of
suspended animation. Time ceases to flow for it,
and it doesn’t grow older.
You can set a condition for the spell to end early.
The condition can be anything you choose, but it
must occur or be visible within 1 mile of the
target. Examples include “after 1,000 years” or
“when the tarrasque awakens.” This spell also
ends if the target takes any damage.
381
Shapechange When you transform, you choose whether your
equipment falls to the ground, merges into the
9th level transmutation new form, or is worn by it. Worn equipment
Casting Time: 1 action functions as normal. The DM determines
Range: Self whether it is practical for the new form to wear
Components: V, S, M (a jade circlet worth at a piece of equipment, based on the creature’s
least 1,500 shape and size. Your equipment doesn’t change
gp, which you must place on your head before shape or size to match the new form, and any
you equipment that the new form can’t wear must
cast the spell) either fall to the ground or merge into your new
Duration: Concentration, up to 1 hour form. Equipment that merges has no effect in
You assume the form of a different creature for that state.
the duration. The new form can be of any During this spell’s duration, you can use your
creature with a challenge rating equal to your action to assume a different form following the
level or lower. The creature can’t be a construct same restrictions and rules for the original form,
or an undead, and you must have seen the sort with one exception: if your new form has more
of creature at least once. You transform into an hit points than your current one, your hit points
average example of that creature, one without remain at their current value.
any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics Shatter
of the chosen creature, though you retain your
alignment and Intelligence, Wisdom, and 2nd level evocation
Charisma scores. You also retain all of your skill Casting Time: 1 action
and saving throw proficiencies, in addition to Range: 60 feet
gaining those of the creature. If the creature has Components: V, S, M (a chip of mica)
the same proficiency as you and the bonus listed Duration: Instantaneous
in its statistics is higher than yours, use the A sudden loud ringing noise, painfully intense,
creature’s bonus in place of yours. You can’t use erupts from a point of your choice within range.
any legendary actions or lair actions of the new Each creature in a 10-foot-radius sphere
form. centered on that point must make a Constitution
You assume the hit points and Hit Dice of the saving throw. A creature takes 3d8 thunder
new form. When you revert to your normal damage on a failed save, or half as much
form, you return to the number of hit points you damage on a successful one. A creature made of
had before you transformed. If you revert as a inorganic material such as stone, crystal, or
result of dropping to 0 hit points, any excess metal has disadvantage on this saving throw.
damage carries over to your normal form. As A nonmagical object that isn’t being worn or
long as the excess damage doesn’t reduce your carried also takes the damage if it’s in the spell's
normal form to 0 hit points, you aren’t knocked area.
unconscious.
You retain the benefit of any features from your At Higher Levels. When you cast this spell
class, race, or other source and can use them, using a spell slot of 3rd level or higher, the
provided that your new form is physically damage increases by 1d8 for each slot level
capable of doing so. You can’t use any special above 2nd.
senses you have (for example, darkvision) unless
your new form also has that sense. You can only
speak if the creature can normally speak.
382
Shield Shocking Grasp
1st level abjuration Evocation cantrip
Casting Time: 1 reaction, which you take when Casting Time: 1 action
you are hit by an attack or targeted by the magic Range: Touch
missile spell Components: V, S
Range: Self Duration: Instantaneous
Components: V, S Lightning springs from your hand to deliver a
Duration: 1 round shock to a creature you try to touch. Make a
An invisible barrier of magical force appears and melee spell attack against the target. You have
protects you. Until the start of your next turn, advantage on the attack roll if the target is
you have a +5 bonus to AC, including against the wearing armor made of metal. On a hit, the
triggering attack, and you take no damage from target takes 1d8 lightning damage, and it can’t
magic missile. take reactions until the start of its next turn.
The spell’s damage increases by 1d8 when you
Shield of Faith reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
1st level abjuration
Casting Time: 1 bonus action Silence
Range: 60 feet
Components: V, S, M (a small parchment with a 2nd level illusion (ritual)
bit of holy text written on it) Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: 120 feet
A shimmering field appears and surrounds a Components: V, S
creature Duration: Concentration, up to 10 minutes
of your choice within range, granting it a +2 For the duration, no sound can be created within
bonus to AC for the duration. or pass through a 20-foot-radius sphere
centered on a point you choose within range.
Shillelagh Any creature or object entirely inside the sphere
is immune to thunder damage, and creatures
Transmutation cantrip are deafened while entirely inside it. Casting a
Casting Time: 1 bonus action spell that includes a verbal component is
Range: Touch impossible there.
Components: V, S, M (mistletoe, a shamrock
leaf, and a club or quarterstaff)
Duration: 1 minute
The wood of a club or quarterstaffyou are
holding is imbued with nature’s power. For the
duration, you can use your spellcasting ability
instead of Strength for the attack and damage
rolls of melee attacks using that weapon, and
the weapon's damage die becomes a d8. The
weapon also becom es magical, if it isn’t already.
The spell ends if you cast it again or if you let go
of the weapon.
383
Silent Image Simulacrum
1st level illusion 7th level illusion
Casting Time: 1 action Casting Time: 12 hours
Range: 60 feet Range: Touch
Components: V, S, M (a bit of fleece) Components: V, S, M (snow or ice in quantities
Duration: Concentration, up to 10 minutes sufficient to made a life-size copy of the
You create the image of an object, a creature, or duplicated creature; some hair, fingernail
some other visible phenomenon that is no larger clippings, or other piece of that creature’s body
than a 15-foot cube. The image appears at a placed inside the snow or ice; and powdered
spot within range and lasts for the duration. The ruby worth 1,500 gp, sprinkled over the
image is purely visual; it isn't accompanied by duplicate and consumed by the spell)
sound, smell, or other sensory effects. Duration: Until dispelled
You can use your action to cause the image to You shape an illusory duplicate of one beast or
move to any spot within range. As the image humanoid that is within range for the entire
changes location, you can alter its appearance so casting time of the spell. The duplicate is a
that its movements appear natural for the creature, partially real and formed from ice or
image. For example, if you create an image of a snow, and it can take actions and otherwise be
creature and move it, you can alter the image so affected as a normal creature. It appears to be
that it appears to be walking. the same as the original, but it has half the
Physical interaction with the image reveals it to creature’s hit point maximum and is formed
be an illusion, because things can pass through without any equipment. Otherwise, the illusion
it. A creature that uses its action to examine the uses all the statistics of the creature it
image can determine that it is an illusion with a duplicates.
successful Intelligence (Investigation) check The simulacrum is friendly to you and creatures
against your spell save DC. If a creature discerns you designate. It obeys your spoken commands,
the illusion for what it is, the creature can see moving and acting in accordance with your
through the image. wishes and acting on your turn in combat. The
simulacrum lacks the ability to learn or become
more powerful, so it never increases its level or
other abilities, nor can it regain expended spell
slots.
If the simulacrum is damaged, you can repair it
in an alchemical laboratory, using rare herbs and
minerals worth 100 gp per hit point it regains.
The simulacrum lasts until it drops to 0 hit
points, at which point it reverts to snow and
melts instantly.
If you cast this spell again, any currently active
duplicates you created with this spell are
instantly destroyed.
384
Sleep or starts its turn there, it must make a Dexterity
saving throw. On a failed save, it falls prone.
1st level enchantment If a creature is concentrating in the spell’s area,
Casting Time: 1 action the creature must make a successful
Range: 90 feet Constitution saving throw against your spell save
Components: V, S, M (a pinch of fine sand, rose DC or lose concentration.
petals, or a cricket)
Duration: 1 minute Slow
This spell sends creatures into a magical
slumber. Roll 5d8; the total is how many hit 3rd level transmutation
points of creatures this spell can affect. Casting Time: 1 action
Creatures within 20 feet of a point you choose Range: 120 feet
within range are affected in ascending order of Components: V, S, M (a drop of molasses)
their current hit points (ignoring unconscious Duration: Concentration, up to 1 minute
creatures). You alter time around up to six creatures of your
Starting with the creature that has the lowest choice in a 40-foot cube within range. Each
current hit points, each creature affected by this target must succeed on a Wisdom saving throw
spell falls unconscious until the spell ends, the or be affected by this spell for the duration.
sleeper takes damage, or someone uses an An affected target’s speed is halved, it takes a -2
action to shake or slap the sleeper awake. penalty to AC and Dexterity saving throws, and it
Subtract each creature’s hit points from the total can’t use reactions. On its turn, it can use either
before moving on to the creature with the next an action or a bonus action, not both. Regardless
lowest hit points. A creature’s hit points must be of the creature’s abilities or magic items, it can’t
equal to or less than the remaining total for that make more than one melee or ranged attack
creature to be affected. during its turn.
Undead and creatures immune to being If the creature attempts to cast a spell with a
charmed aren’t affected by this spell. casting time of 1 action, roll a d20. On an 11 or
higher, the spell doesn’t take effect until the
At Higher Levels. When you cast this spell creature’s next turn, and the creature must use
using a spell slot of 2nd level or higher, roll an its action on that turn to complete the spell. If it
additional 2d8 for each slot level above 1st. can’t, the spell is wasted.
A creature affected by this spell makes another
Sleet Storm Wisdom saving throw at the end of its turn. On a
successful save, the effect ends for it.
3rd level conjuration
Casting Time: 1 action Spare the Dying
Range: 150 feet
Components: V, S, M (a pinch of dust and a few Necromancy cantrip
drops of water) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Touch
Until the spell ends, freezing rain and sleet fall in Components: V, S
a 20-foot-tall cylinder with a 40-foot radius Duration: Instantaneous
centered on a point you choose within range. You touch a living creature that has 0 hit points.
The area is heavily obscured, and exposed The creature becomes stable. This spell has no
flames in the area are doused. effect on undead or constructs.
The ground in the area is covered with slick ice,
making it difficult terrain. When a creature
enters the spell’s area for the first time on a turn
385
Speak with Animals Speak with Plants
1st level divination (ritual) 3rd level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (30-foot radius)
Components: V, S Components: V, S
Duration: 10 minutes Duration: 10 minutes
You gain the ability to comprehend and verbally You imbue plants within 30 feet of you with
communicate with beasts for the duration. The limited sentience and animation, giving them
knowledge and awareness of many beasts is the ability to communicate with you and follow
limited by their intelligence, but at minimum, your simple commands. You can question plants
beasts can give you information about nearby about events in the spell’s area within the past
locations and monsters, including whatever they day, gaining information about creatures that
can perceive or have perceived within the past have passed, weather, and other circumstances.
day. You might be able to persuade a beast to You can also turn difficult terrain caused by plant
perform a small favor for you, at the DM’s growth (such as thickets and undergrowth) into
discretion. ordinary terrain that lasts for the duration. Or
you can turn ordinary terrain where plants are
Speak with Dead present into difficult terrain that lasts for the
duration, causing vines and branches to hinder
3rd level necromancy pursuers, for example.
Casting Time: 1 action Plants might be able to perform other tasks on
Range: 10 feet your behalf, at the DM’s discretion. The spell
Components: V, S, M (burning incense) doesn’t enable plants to uproot themselves and
Duration: 10 minutes move about, but they can freely move branches,
You grant the semblance of life and intelligence tendrils, and stalks.
to a corpse of your choice within range, allowing If a plant creature is in the area, you can
it to answer the questions you pose. The corpse communicate with it as if you shared a com m
must still have a mouth and can’t be undead. on language, but you gain no magical ability to
The spell fails if the corpse was the target of this influence it.
spell within the last 10 days. This spell can cause the plants created by the
Until the spell ends, you can ask the corpse up to entangle spell to release a restrained creature.
five questions. The corpse knows only what it
knew in life, including the languages it knew. Spider Climb
Answers are usually brief, cryptic, or repetitive,
and the corpse is under no compulsion to offer a 2nd level transmutation
truthful answer ifyou are hostile to it or it Casting Time: 1 action
recognizes you as an enemy. This spell doesn’t Range: Touch
return the creature’s soul to its body, only its Components: V, S, M (a drop of bitumen and a
animating spirit. Thus, the corpse can’t learn spider)
new information, doesn’t comprehend anything Duration: Concentration, up to 1 hour
that has happened since it died, and can’t Until the spell ends, one willing creature you
speculate about future events. touch gains the ability to move up, down, and
across vertical surfaces and upside down along
ceilings, while leaving its hands free. The target
also gains a climbing speed equal to its walking
speed.
386
Spike Growth Spiritual Weapon
2nd level transmutation 2nd level evocation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 150 feet Range: 60 feet
Components: V, S, M (seven sharp thorns or Components: V, S
seven small twigs, each sharpened to a point) Duration: 1 minute
Duration: Concentration, up to 10 minutes You create a floating, spectral weapon within
The ground in a 20-foot radius centered on a range that lasts for the duration or until you cast
point within range twists and sprouts hard spikes this spell again. When you cast the spell, you can
and thorns. The area becom es difficult terrain make a melee spell attack against a creature
for the duration. When a creature moves into or within 5 feet of the weapon. On a hit, the target
within the area, it takes 2d4 piercing damage for takes force damage equal to 1d8 + your
every 5 feet it travels. spellcasting ability modifier.
The transformation of the ground is As a bonus action on your turn, you can move
camouflaged to look natural. Any creature that the weapon up to 20 feet and repeat the attack
can’t see the area at the time the spell is cast against a creature within 5 feet of it.
must make a Wisdom (Perception) check against The weapon can take whatever form you
your spell save DC to recognize the terrain as choose. Clerics of deities who are associated
hazardous before entering it. with a particular weapon (as St. Cuthbert is
known for his mace and Thor for his hammer)
Spirit Guardians make this spell’s effect resemble that weapon.
3rd level conjuration At Higher Levels. When you cast this spell
Casting Time: 1 action using a spell slot of 3rd level or higher, the
Range: Self (15-foot radius) damage increases by 1d8 for every two slot
Components: V, S, M (a holy symbol) levels above the 2nd.
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit Staggering Smite
around you to a distance of 15 feet for the
duration. If you are good or neutral, their 4th level evocation
spectral form appears angelic or fey (your Casting Time: 1 bonus action
choice). If you are evil, they appear fiendish. Range: Self
When you cast this spell, you can designate any Components: V
number of creatures you can see to be Duration: Concentration, up to 1 minute
unaffected by it. An affected creature’s speed is The next time you hit a creature with a melee
halved in the area, and when the creature enters weapon attack during this spell’s duration, your
the area for the first time on a turn or starts its weapon pierces both body and mind, and the
turn there, it must make a Wisdom saving throw. attack deals an extra 4d6 psychic damage to the
On a failed save, the creature takes 3d8 radiant target. The target must make a Wisdom saving
damage (if you are good or neutral) or 3d8 throw. On a failed save, it has disadvantage on
necrotic damage (if you are evil). On a successful attack rolls and ability checks, and can't take
save, the creature takes half as much damage. reactions, until the end of its next turn.
At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, the
damage increases by 1d8 for each slot level
above 3rd.
387
Stinking Cloud Stoneskin
3rd level conjuration 4th level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: Touch
Components: V, S, M (a rotten egg or several Components: V, S, M (diamond dust worth 100
skunk cabbage leaves) gp, which the spell consumes)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of yellow, This spell turns the flesh of a willing creature you
nauseating gas centered on a point within range. touch as hard as stone. Until the spell ends, the
The cloud spreads around corners, and its area is target has resistance to nonmagical
heavily obscured. The cloud lingers in the air for bludgeoning, piercing, and slashing damage.
the duration.
Each creature that is completely within the cloud Storm of Vengeance
at the start of its turn must make a Constitution
saving throw against poison. On a failed save, 9th level conjuration
the creature spends its action that turn retching Casting Time: 1 action
and reeling. Creatures that don’t need to Range: Sight
breathe or are immune to poison automatically Components: V, S
succeed on this saving throw. Duration: Concentration, up to 1 minute
A moderate wind (at least 10 miles per hour) A churning storm cloud forms, centered on a
disperses the cloud after 4 rounds. A strong wind point you can see and spreading to a radius of
(at least 20 miles per hour) disperses it after 1 360 feet. Lightning flashes in the area, thunder
round. booms, and strong winds roar. Each creature
under the cloud (no more than 5,000 feet
Stone Shape beneath the cloud) when it appears must make
a Constitution saving throw. On a failed save, a
4th level transmutation creature takes 2d6 thunder damage and
Casting Time: 1 action becomes deafened for 5 minutes.
Range: Touch Each round you maintain concentration on this
Components: V, S, M (soft clay, which must be spell,
worked into roughly the desired shape of the the storm produces additional effects on your
stone object) turn.
Duration: Instantaneous
You touch a stone object of Medium size or Round 2. Acidic rain falls from the cloud.
smaller or a section of stone no more than 5 feet Each creature and object under the cloud takes
in any dimension and form it into any shape that 1d6 acid damage.
suits your purpose. So, for example, you could
shape a large rock into a weapon, idol, or coffer, Round 3. You call six bolts of lightning from
or make a small passage through a wall, as long the cloud to strike six creatures or objects of
as the wall is less than 5 feet thick. You could your choice beneath the cloud. A given creature
also shape a stone door or its frame to seal the or object can’t be struck by more than one bolt.
door shut. The object you create can have up to A struck creature must make a Dexterity saving
two hinges and a latch, but finer mechanical throw. The creature takes 10d6 lightning
detail isn’t possible. damage on a failed save, or half as much
damage on a successful one.
388
Round 4. Hailstones rain down from the You can also specify conditions that will trigger a
cloud. Each creature under the cloud takes 2d6 special activity during the duration. For example,
bludgeoning damage. you might suggest that a knight give her
warhorse to the first beggar she meets. If the
Round 5-10. Gusts and freezing rain assail condition isn’t met before the spell expires, the
the area under the cloud. The area becomes activity isn’t performed.
difficult terrain and is heavily obscured. Each If you or any of your companions damage the
creature there takes 1d6 cold damage. Ranged target, the spell ends.
weapon attacks in the area are impossible. The
wind and rain count as a severe distraction for Sunbeam
the purposes of maintaining concentration on
spells. Finally, gusts of strong wind (ranging from 6th level evocation
20 to 50 miles per hour) automatically disperse Casting Time: 1 action
fog, mists, and similar phenomena in the area, Range: Self (60-foot line)
whether mundane or magical. Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute
Suggestion A beam of brilliant light flashes out from your
hand in a 5-foot-wide, 60-foot-long line. Each
2nd level enchantment creature in the line must make a Constitution
Casting Time: 1 action saving throw. On a failed save, a creature takes
Range: 30 feet 6d8 radiant damage and is blinded until your
Components: V, M (a snake’s tongue and either next turn. On a successful save, it takes half as
a bit of honeycomb or a drop of sweet oil) much damage and isn’t blinded by this spell.
Duration: Concentration, up to 8 hours Undead and oozes have disadvantage on this
You suggest a course of activity (limited to a saving throw.
sentence or two) and magically influence a You can create a new line of radiance as your
creature you can see within range that can hear action on any turn until the spell ends.
and understand you. Creatures that can’t be For the duration, a mote of brilliant radiance
charmed are immune to this effect. The shines in your hand. It sheds bright light in a 30-
suggestion must be worded in such a manner as foot radius and dim light for an additional 30
to make the course of action sound reasonable. feet. This light is sunlight.
Asking the creature to stab itself, throw itself
onto a spear, immolate itself, or do some other
obviously harmful act ends the spell.
The target must make a Wisdom saving throw.
On a failed save, it pursues the course of action
you described to the best of its ability. The
suggested course of action can continue for the
entire duration. If the suggested activity can be
completed in a shorter time, the spell ends
when the subject finishes what it was asked to
do.
389
Sunburst Symbol
8th level evocation 7th level abjuration
Casting Time: 1 action Casting Time: 1 minute
Range: 150 feet Range: Touch
Components: V, S, M (fire and a piece of Components: V, S, M (mercury, phosphorus, and
sunstone) powdered diamond and opal with a total value
Duration: Instantaneous of at least 1,000 gp, which the spell consumes)
Brilliant sunlight flashes in a 60-foot radius Duration: Until dispelled or triggered
centered on a point you choose within range. When you cast this spell, you inscribe a harmful
Each creature in that light must make a glyph either on a surface (such as a section of
Constitution saving throw. On a failed save, a floor, a wall, or a table) or within an object that
creature takes 12d6 radiant damage and is can be closed to conceal the glyph (such as a
blinded for 1 minute. On a successful save, it book, a scroll, or a treasure chest). If you choose
takes half as much damage and isn’t blinded by a surface, the glyph can cover an area of the
this spell. Undead and oozes have disadvantage surface no larger than 10 feet in diameter. If you
on this saving throw. choose an object, that object must remain in its
A creature blinded by this spell makes another place; if the object is moved more than 10 feet
Constitution saving throw at the end of each of from where you cast this spell, the glyph is
its turns. On a successful save, it is no longer broken, and the spell ends without being
blinded. triggered.
This spell dispels any darkness in its area that The glyph is nearly invisible, requiring an
was created by a spell. Intelligence (Investigation) check against your
spell save DC to find it.
Swift Quiver You decide what triggers the glyph when you
cast the spell. For glyphs inscribed on a surface,
5th level transmutation the most typical triggers include touching or
Casting Time: 1 bonus action stepping on the glyph, removing another object
Range: Touch covering it, approaching within a certain
Components: V, S, M (a quiver containing at distance of it, or manipulating the object that
least one piece of ammunition) holds it. For glyphs inscribed within an object,
Duration: Concentration, up to 1 minute the most common triggers are opening the
You transmute your quiver so it produces an object, approaching within a certain distance of
endless supply of nonmagical ammunition, it, or seeing or reading the glyph.
which seems to leap into your hand when you You can further refine the trigger so the spell is
reach for it. activated only under certain circumstances or
On each of your turns until the spell ends, you according to a creature’s physical characteristics
can use a bonus action to make two attacks with (such as height or weight), or physical kind (for
a weapon that uses ammunition from the quiver. example, the ward could be set to affect hags or
Each time you make such a ranged attack, your shapechangers). You can also specify creatures
quiver magically replaces the piece of that don’t trigger the glyph, such as those who
ammunition you used with a similar piece of say a certain password.
nonmagical ammunition. Any pieces of When you inscribe the glyph, choose one of the
ammunition created by this spell disintegrate options below for its effect. Once triggered, the
when the spell ends. If the quiver leaves your glyph glows, filling a 60-foot-radius sphere with
possession, the spell ends. dim light for 10 minutes, after which time the
390
spell ends. Each creature in the sphere when the Tasha’s Hideous Laughter
glyph activates is targeted by its effect, as is a
creature that enters the sphere for the first time 1st level enchantment
on a turn or ends its turn there. Casting Time: 1 action
Range: 30 feet
Death. Each target must make a Components: V, S, M (tiny tarts and a feather
Constitution saving throw, taking 10d10 necrotic that is waved in the air)
damage on a failed save, or half as much Duration: Concentration, up to 1 minute
damage on a successful save. A creature of your choice that you can see
within range perceives everything as hilariously
Discord. Each target must make a funny and falls into fits of laughter if this spell
Constitution saving throw. On a failed save, a affects it. The target must succeed on a W isdom
target bickers and argues with other creatures saving throw or fall prone, becoming
for 1 minute. During this time, it is incapable of incapacitated and unable to stand up for the
meaningful communication and has duration. A creature with an Intelligence score of
disadvantage on attack rolls and ability checks. 4 or less isn’t affected.
At the end of each of its turns, and each time it
Fear. Each target must make a Wisdom takes damage, the target can make another
saving throw and becomes frightened for 1 Wisdom saving throw. The target has advantage
minute on a failed save. While frightened, the on the saving throw if it’s triggered by damage.
target drops whatever it is holding and must On a success, the spell ends.
move at least 30 feet away from the glyph on
each of its turns, if able.
Hopelessness. Each target must make a
Charisma saving throw. On a failed save, the
target is overwhelmed with despair for 1
minute. During this time, it can’t attack or target
any creature with harmful abilities, spells, or
other magical effects.
Insanity. Each target must make an
Intelligence saving throw. On a failed save, the
target is driven insane for 1 minute. An insane
creature can’t take actions, can't understand
what other creatures say, can’t read, and speaks
only in gibberish. The DM controls its
movement, which is erratic.
Pain. Each target must make a Constitution
saving throw and becomes incapacitated with
excruciating pain for 1 minute on a failed save.
Sleep. Each target must make a Wisdom
saving throw and falls unconscious for 10
minutes on a failed save. A creature awakens if it
takes damage or if someone uses an action to
shake or slap it awake.
Stunning. Each target must make a W
isdom saving throw and becomes stunned for 1
minute on a failed save.
391
Telekinesis Telepathy
5th-level transmutation 8th level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Unlimited
Components: V, S Components: V, S, M (a pair of linked silver
Duration: Concentration, up to 10 minutes rings)
You gain the ability to move or manipulate Duration: 24 hours
creatures You create a telepathic link between yourself
or objects by thought. When you cast the spell, and a willing creature with which you are
and as your action each round for the duration, familiar. The creature can be anywhere on the
you can exert your will on one creature or object same plane of existence as you. The spell ends if
that you can see within range, causing the you or the target are no longer on the same
appropriate effect below. You can affect the same plane.
target round after round, or choose a new one at Until the spell ends, you and the target can
any time. If you switch targets, the prior target is instantaneously share words, images, sounds,
no longer affected by the spell. and other sensory messages with one another
through the link, and the target recognizes you
Creature. You can try to move a Huge or as the creature it
smaller creature. Make an ability check with your is communicating with. The spell enables a
spellcasting ability contested by the creature’s creature with an Intelligence score of at least 1
Strength check. If you win the contest, you move to understand the meaning of your words and
the creature up to 30 feet in any direction, take in the scope of any sensory messages you
including upward but not beyond the range of send to it.
this spell. Until the end of your next turn, the
creature is restrained in your telekinetic grip. A Teleport
creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action 7th level conjuration
to attempt to maintain your telekinetic grip on Casting Time: 1 action
the creature by repeating the contest. Range: 10 feet
Components: V
Object. You can try to move an object that Duration: Instantaneous
weighs up to 1,000 pounds. If the object isn’t This spell instantly transports you and up to
being worn or carried, you automatically move it eight willing creatures of your choice that you
up to 30 feet in any direction, but not beyond the can see within range, or a single object that you
range of this spell. can see within range, to a destination you select.
If the object is worn or carried by a creature, you If you target an object, it must be able to fit
must make an ability check with your spellcasting entirely inside a 10-foot cube, and it can’t be
ability contested by that creature’s Strength held or carried by an unwilling creature.
check. If you succeed, you pull the object away The destination you choose must be known to
from that creature and can move it up to 30 feet you, and it must be on the same plane of
in any direction but not beyond the range of this existence as you. Your familiarity with the
spell. destination determines whether you arrive there
You can exert fine control on objects with your successfully. The DM rolls d100 and consults the
telekinetic grip, such as manipulating a simple table.
tool, opening a door or a container, stowing or
retrieving an item from an open container, or
pouring the contents from a vial.
392
Familiarity Mishap Similar Off On On Target. You and your group (or the
— Area Target Target target object) appear where you want to.
Permanent
circle — — 01- Off Target. You and your group (or the
100 target object) appear a random distance away
from the destination in a random direction.
Associated — — — 01- Distance off target is 1d10 x 1d10 percent of the
object 100 distance that was to be traveled.
For example, ifyou tried to travel 120 miles,
Very familiar 01-05 06-13 14-24 25- landed off target, and rolled a 5 and 3 on the
34-43 44-53 100 two d10s, then you would be off target by 15
Seen 01-33 44-53 54-73 percent, or 18 miles. The DM determines the
casually 01-43 44-53 54-73 54- direction off target randomly by rolling a d8 and
Viewed once 51-100 — 100 designating 1 as north, 2 as northeast, 3 as east,
and so on around the points of the compass. If
Description 01-43 74- you were teleporting to a coastal city and wound
100 up 18 miles out at sea, you could be in trouble.
False 01-50
74- Similar Area. You and your group (or the
100 target object) wind up in a different area that’s
visually or thematically similar to the target area.
— If you are heading for your home laboratory, for
example, you might wind up in another wizard’s
destination laboratory or in an alchemical supply shop that
has many of the same tools and implements as
Familiarity. “Permanent circle” means a your laboratory. Generally, you appear in the
permanent teleportation circle whose sigil closest similar place, but since the spell has no
sequence you know. “Associated object” means range limit, you could conceivably wind up
that you possess an object taken from the anywhere on the plane.
desired destination within the last six months,
such as a book from a wizard’s library, bed linen Mishap. The spell’s unpredictable magic
from a royal suite, or a chunk of marble from a results in a difficult journey. Each teleporting
lich’s secret tomb. creature (or the target object) takes 3d10 force
“Very familiar” is a place you have been very damage, and the DM rerolls on the table to see
often, a place you have carefully studied, or a where you wind up (multiple mishaps can occur,
place you can see when you cast the spell. “Seen dealing damage each time).
casually” is someplace you have seen more than
once but with which you aren’t very familiar.
“Viewed once” is a place you have seen once,
possibly using magic. “Description” is a place
whose location and appearance you know
through someone else’s description, perhaps
from a map. “False destination” is a place that
doesn’t exist.
Perhaps you tried to scry an enemy’s sanctum
but instead viewed an illusion, or you are
attempting to teleport to a familiar location that
no longer exists.
393
Teleportation Circle Tenser’s Floating Disk
5th level conjuration 1st level conjuration (ritual)
Casting Time: 1 minute Casting Time: 1 action
Range: 10 feet Range: 30 feet
Components: V, M (rare chalks and inks infused Components: V, S, M (a drop of mercury)
with precious gems with 50 gp, which the spell Duration: 1 hour
consumes) This spell creates a circular, horizontal plane of
Duration: 1 round force, 3 feet in diameter and 1 inch thick, that
As you cast the spell, you draw a 10-foot- floats 3 feet above the ground in an unoccupied
diameter circle on the ground inscribed with space of your choice that you can see within
sigils that link your location to a permanent range. The disk remains for the duration, and
teleportation circle of your choice whose sigil can hold up to 500 pounds. If more weight is
sequence you know and that is on the same placed on it, the spell ends, and everything on
plane of existence as you. A shimmering portal the disk falls to the ground.
opens within the circle you drew and remains The disk is immobile while you are within 20 feet
open until the end of your next turn. Any of it. If you move more than 20 feet away from
creature that enters the portal instantly appears it, the disk follows you so that it remains within
within 5 feet of the destination circle or in the 20 feet of you. It can move across uneven
nearest unoccupied space if that space is terrain, up or down stairs, slopes and the like,
occupied. but it can’t cross an elevation change of 10 feet
Many major temples, guilds, and other or more. For example, the disk can’t move
important places have permanent teleportation across a 10-foot-deep pit, nor could it leave such
circles inscribed somewhere within their a pit if it was created at the bottom.
confines. Each such circle includes a unique sigil If you move more than 100 feet from the disk
sequence—a string of magical runes arranged in (typically because it can’t move around an
a particular pattern. When you first gain the obstacle to follow you), the spell ends.
ability to cast this spell, you learn the sigil
sequences for two destinations on the Material
Plane, determined by the DM. You can learn
additional sigil sequences during your
adventures. You can commit a new sigil
sequence to memory after studying it for 1
minute.
You can create a permanent teleportation circle
by casting this spell in the same location every
day for one year. You need not use the circle to
teleport when you cast the spell in this way.
394
Thaumaturgy Thunderous Smite
Transmutation cantrip 1st level evocation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 30 feet Range: Self
Components: V Components: V
Duration: Up to 1 minute Duration: Concentration, up to 1 minute
You manifest a minor wonder, a sign of The first time you hit with a melee weapon
supernatural power, within range. You create one attack during this spell’s duration, your weapon
of the following magical effects within range: rings with thunder that is audible within 300
feet of you, and the attack deals an extra 2d6
• Your voice booms up to three times as loud thunder damage to the target. Additionally, if
as normal for 1 minute. the target is a creature, it must succeed on a
Strength saving throw or be pushed 10 feet
• You cause flames to flicker, brighten, dim, away from you and knocked prone.
or change color for 1 minute.
Thunderwave
• You cause harmless tremors in the ground
for 1 minute. 1st level evocation
Casting Time: 1 action
• You create an instantaneous sound that Range: Self (15-foot cube)
originates from a point of your choice Components:V,S
within range, such as a rumble of thunder, Duration: Instantaneous
the cry of a raven, or ominous whispers. A wave of thunderous force sweeps out from
you. Each creature in a 15-foot cube originating
• You instantaneously cause an unlocked from you must make a Constitution saving
door or win dow to fly open or slam shut. throw. On a failed save, a creature takes 2d8
thunder damage and is pushed 10 feet away
• You alter the appearance of your eyes for 1 from you. On a successful save, the creature
minute. takes half as much damage and isn’t pushed.
In addition, unsecured objects that are
If you cast this spell multiple times, you can have completely within the area of effect are
up to three of its 1-minute effects active at a automatically pushed 10 feet away from you by
time, and you can dismiss such an effect as an the spell’s effect, and the spell emits a
action. thunderous boom audible out to 300 feet.
Thorn Whip At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, the
Transmutation cantrip damage increases by 1d8 for each slot level
Casting Time: 1 action above 1st.
Range: 30 feet
Components: V, S, M (the stem of a plant with
thorns)
Duration: Instantaneous
You create a long, vine-like whip covered in
thorns that lashes out at your command toward
a creature in range. Make a melee spell attack
against the target. If the attack hits, the creature
takes 1d6 piercing damage, and if the creature is
Large or smaller, you pull the creature up to 10
feet closer to you.
This spell’s damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
395
Time Stop Tree Stride
9th level transmutation 5th level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components:V Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You briefly stop the flow of time for everyone You gain the ability to enter a tree and move
but yourself. No time passes for other creatures, from inside it to inside another tree of the same
while you take 1d4 + 1 turns in a row, during kind within 500 feet. Both trees must be living
which you can use actions and move as normal. and at least the same size as you. You must use 5
This spell ends if one of the actions you use feet of movement to enter a tree. You instantly
during this period, or any effects that you create know the location of all other trees of the same
during this period, affects a creature other than kind within 500 feet and, as part of the move
you or an object being worn or carried by used to enter the tree, can either pass into one
someone other than you. In addition, the spell of those trees or step out of the tree you’re in.
ends if you move to a place more than 1,000 You appear in a spot of your choice within 5 feet
feet from the location where you cast it. of the destination tree, using another 5 feet of
movement. If you have no movement left, you
Tongues appear within 5 feet of the tree you entered.
You can use this transportation ability once per
3rd-level divination round for the duration. You must end each turn
Casting Time: 1 action outside a tree.
Range: Touch
Components: V, M (a small clay model of a True Polymorph
ziggurat)
Duration: 1 hour 9th level transmutation
This spell grants the creature you touch the Casting Time: 1 action
ability to understand any spoken language it Range: 30 feet
hears. Moreover, when the target speaks, any Components: V, S, M (a drop of mercury, a
creature that knows at least one language and dollop of gum arabic, and a wisp of smoke)
can hear the target understands what it says. Duration: Concentration, up to 1 hour
Choose one creature or nonmagical object that
Transport via Plants you can see within range. You transform the
creature into a different creature, the creature
6th level conjuration into an object, or the object into a creature (the
Casting Time: 1 action object must be neither worn nor carried by
Range: 10 feet another creature). The transformation lasts for
Components: V, S the duration, or until the target drops to 0 hit
Duration: 1 round points or dies. If you concentrate on this spell for
This spell creates a magical link between a Large the full duration, the transformation becomes
or larger inanimate plant within range and permanent.
another plant, at any distance, on the same Shapechangers aren’t affected by this spell. An
plane of existence. You must have seen or unwilling creature can make a Wisdom saving
touched the destination plant at least once throw, and if it succeeds, it isn’t affected by this
before. For the duration, any creature can step spell.
into the target plant and exit from the
destination plant by using 5 feet of movement.
396
Creature into Creature. If you turn a True Resurrection
creature into another kind of creature, the new
form can be any kind you choose whose 9th level necromancy
challenge rating is equal to or less than the Casting Time: 1 hour
target’s (or its level, if the target doesn’t have a Range: Touch
challenge rating). The target’s game statistics, Components: V, S, M (a sprinkle of holy water
including mental ability scores, are replaced by and diamonds worth at least 25,000 gp, which
the statistics of the new form. It retains its the spell consumes)
alignment and personality. Duration: Instantaneous
The target assumes the hit points of its new You touch a creature that has been dead for no
form, and when it reverts to its normal form, the longer than 200 years and that died for any
creature returns to the number of hit points it reason except old age. If the creature’s soul is
had before it transformed. If it reverts as a result free and willing, the creature is restored to life
of dropping to 0 hit points, any excess damage with all its hit points.
carries over to its normal form. As long as the This spell closes all wounds, neutralizes any
excess damage doesn’t reduce the creature’s poison, cures all diseases, and lifts any curses
normal form to 0 hit points, it isn’t knocked affecting the creature when it died. The spell
unconscious. replaces damaged or missing organs and limbs.
The creature is limited in the actions it can The spell can even provide a new body if the
perform by the nature of its new form, and it original no longer exists, in which case you must
can’t speak, cast spells, or take any other action speak the creature’s name. The creature then
that requires hands or speech unless its new appears in an unoccupied space you choose
form is capable of such actions. within 10 feet of you.
The target’s gear melds into the new form. The
creature can’t activate, use, wield, or otherwise True Seeing
benefit from any of its equipment.
6th level divination
Object into Creature. You can turn an Casting Time: 1 action
object into any kind of creature, as long as the Range: Touch
creature’s size is no larger than the object’s size Components: V, S, M (an ointment for the eyes
and the creature’s challenge rating is 9 or lower. that costs 25gp; is made from mushroom
The creature is friendly to you and your powder, saffron, and fat; and is consumed by the
companions. It acts on each of your turns. You spell)
decide what action it takes and how it moves. Duration: 1 hour
The DM has the creature’s statistics and resolves This spell gives the willing creature you touch
all of its actions and movement. the ability to see things as they actually are. For
If the spell becom es permanent, you no longer the duration, the creature has truesight, notices
control the creature. It might remain friendly to secret doors hidden by magic, and can see into
you, depending on how you have treated it. the Ethereal Plane, all out to a range of 120 feet.
Creature into Object. If you turn a creature
into an object, it transforms along with whatever
it is wearing and carrying into that form. The
creature’s statistics become those of the object,
and the creature has no memory of time spent
in this form, after the spell ends and it returns to
its normal form.
397
True Strike Unseen Servant
Divination cantrip 1st level conjuration (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: S Components: V, S, M (a piece of string and a bit of
Duration: Concentration, up to 1 round wood)
You extend your hand and point a finger at a Duration: 1 hour
target in range. Your magic grants you a brief This spell creates an invisible, mindless, shapeless
insight into the target’s defenses. On your next force that performs simple tasks at your
turn, you gain advantage on your first attack roll command until the spell ends. The servant springs
against the target, provided that this spell hasn’t into existence in an unoccupied space on the
ended. ground within range. It has AC 10, 1 hit point, and
a Strength of 2, and it can’t attack. If it drops to 0
Tsunami hit points, the spell ends.
Once on each of your turns as a bonus action, you
8th level conjuration can mentally command the servant to move up to
Casting Time: 1 minute 15 feet and interact with an object. The servant
Range: Sight can perform simple tasks that a human servant
Components: V, S could do, such as fetching things, cleaning,
Duration: Concentration, up to 6 rounds mending, folding clothes, lighting fires, serving
A wall of water springs into existence at a point food, and pouring wine. Once you give the
you choose within range. You can make the wall command, the servant performs the task to the
up to 300 feet long, 300 feet high, and 50 feet best of its ability until it completes the task, then
thick. The wall lasts for the duration. When the waits for your next command.
wall appears, each creature within its area must If you command the servant to perform a task
make a Strength saving throw. On a failed save, a that would move it more than 60 feet away from
creature takes 6d10 bludgeoning damage, or half you, the spell ends.
as much damage on a successful save.
At the start of each of your turns after the wall Vampiric Touch
appears, the wall, along with any creatures in it,
moves 50 feet away from you. Any Huge or 3rd level necromancy
smaller creature inside the wall or whose space Casting Time: 1 action
the wall enters when it moves must succeed on a Range: Self
Strength saving throw or take 5d10 bludgeoning Components: V, S
damage. A creature can take this damage only Duration: Concentration, up to 1 minute
once per round. At the end of the turn, the wall’s The touch of your shadow-wreathed hand can
height is reduced by 50 feet, and the damage siphon life force from others to heal your wounds.
creatures take from the spell on subsequent Make a melee spell attack against a creature
rounds is reduced by 1d10. When the wall within your reach. On a hit, the target takes 3d6
reaches 0 feet in height, the spell ends. necrotic damage, and you regain hit points equal
A creature caught in the wall can move by to half the amount of necrotic damage dealt.
swimming. Because of the force of the wave, Until the spell ends, you can make the attack
though, the creature must make a successful again on each of your turns as an action.
Strength (Athletics) check against your spell save
DC in order to move at all. If it fails the check, it At Higher Levels. When you cast this spell
can’t move. A creature that moves out of the using a spell slot of 4th level or higher, the
area falls to the ground. damage increases by 1d6 for each slot level above
3rd.
398
Vicious Mockery Wall of Force
Enchantment cantrip 5th level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V Components: V, S, M (a pinch of powder made
Duration: Instantaneous by crushing a clear gemstone)
You unleash a string of insults laced with subtle Duration: Concentration, up to 10 minutes
enchantments at a creature you can see within An invisible wall of force springs into existence at
range. If the target can hear you (though it need a point you choose within range. The wall
not understand you), it must succeed on a appears in any orientation you choose, as a
Wisdom saving throw or take 1d4 psychic horizontal or vertical barrier or at an angle. It
damage and have disadvantage on the next can be free floating or resting on a solid surface.
attack roll it makes before the end of its next You can form it into a hemispherical dome or a
turn. sphere with a radius of up to 10 feet, or you can
This spell’s damage increases by 1d4 when you shape a flat surface made up of ten 10-foot-by-
reach 5th level (2d4), 11th level (3d4), and 17th 10-foot panels. Each panel must be contiguous
level (4d4). with another panel. In any form, the wall is 1/4
inch thick.
Wall of Fire It lasts for the duration. If the wall cuts through
a creature’s space when it appears, the creature
4th level evocation is pushed to one side of the wall (your choice
Casting Time: 1 action which side).
Range: 120 feet Nothing can physically pass through the wall. It
Components: V, S, M (a small piece of is immune to all damage and can’t be dispelled
phosphorus) by dispel magic. A disintegrate spell destroys the
Duration: Concentration, up to 1 minute wall instantly, however. The wall also extends
You create a wall of fire on a solid surface within into the Ethereal Plane, blocking ethereal travel
range. You can make the wall up to 60 feet long, through the wall.
20
feet high, and 1 foot thick, or a ringed wall up to
20 feet in diameter, 20 feet high, and 1 foot thick.
The wall is opaque and lasts for the duration.
When the wall appears, each creature within its
area must make a Dexterity saving throw. On a
failed save, a creature takes 5d8 fire damage, or
half as much damage on a successful save.
One side of the wall, selected by you when you
cast this spell, deals 5d8 fire damage to each
creature that ends its turn within 10 feet of that
side or inside the wall. A creature takes the same
damage when it enters the wall for the first time
on a turn or ends its turn there. The other side of
the wall deals no damage.
At Higher Levels. When you cast this spell
using a spell slot of 5th level or higher, the
damage increases by 1d8 for each slot level
above 4th.
399
Wall of Ice Wall of Stone
6th level evocation 5th level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S, M (a small piece of quartz) Components: V, S, M (a small block of granite)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
You create a wall of ice on a solid surface within A nonmagical wall of solid stone springs into
range. You can form it into a hemispherical existence at a point you choose within range.
dome or a sphere with a radius of up to 10 feet, The wall is 6 inches thick and is com posed of
or you can shape a flat surface made up of ten ten 10-foot-by-10-foot panels. Each panel must
10-foot-square panels. Each panel must be be contiguous with at least one other panel.
contiguous with another panel. In any form, the Alternatively, you can create 10-foot-by-20-foot
wall is 1 foot thick and lasts for the duration. panels that are only 3 inches thick.
If the wall cuts through a creature’s space when If the wall cuts through a creature’s space when
it appears, the creature within its area is pushed it appears, the creature is pushed to one side of
to one side of the wall and must make a the wall (your choice). If a creature would be
Dexterity saving throw. On a failed save, the surrounded on all sides by the wall (or the wall
creature takes 10d6 cold damage, or half as and another solid surface), that creature can
much damage on a successful save. make a Dexterity saving throw. On a success, it
The wall is an object that can be damaged and can use its reaction to move up to its speed so
thus breached. It has AC 12 and 30 hit points per that it is no longer enclosed by the wall.
10-foot section, and it is vulnerable to fire The wall can have any shape you desire, though
damage. Reducing a 10-foot section of wall to 0 it can’t occupy the same space as a creature or
hit points destroys it and leaves behind a sheet object.
of frigid air in the space the wall occupied. A The wall doesn’t need to be vertical or rest on
creature moving through the sheet of frigid air any firm foundation. It must, however, merge
for the first time on a turn must make a with and be solidly supported by existing stone.
Constitution saving throw. That creature takes Thus, you can use this spell to bridge a chasm or
5d6 cold damage on a failed save, or half as create a ramp.
much damage on a successful one. If you create a span greater than 20 feet in
length, you must halve the size of each panel to
At Higher Levels. When you cast this spell create supports. You can crudely shape the wall
using a spell slot of 7th level or higher, the to create crenellations, battlements, and so on.
damage the wall deals when it appears increases The wall is an object made of stone that can be
by 2d6, and the damage from passing through damaged and thus breached. Each panel has AC
the sheet of frigid air increases by 1d6, for each 15 and 30 hit points per inch of thickness.
slot level above 6th. Reducing a panel to 0 hit points destroys it and
might cause connected panels to collapse at the
DM’s discretion.
If you maintain your concentration on this spell
for its whole duration, the wall becomes
permanent and can’t be dispelled. Otherwise,
the wall disappears when the spell ends.
400