The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by General GG, 2019-11-29 15:34:31

Player's Handbook

Player's Handbook

CHAPTER 10: SPELLCASTING

AGIC PERMEATES THE WORLDS OF D&D AND In every case, the number of spells a caster can
have fixed in mind at any given time depends on the
most often appears in the form of a spell. character's leveI.
This chapter provides the rules for
casting spells. Different character SPELL SLOTS
classes have distinctive ways of learning
and preparing their spells, and monsters Regardless of how many spells a caster knows or
use spells in unique ways. Regardless of its source, prepares, he or she can cast only a limited number of
a spell follows the rules here. spells before resting. Manipulating the fabric of magic
and channeling its energy into even a simple spell is
WHAT 1s A SPELL? physically and mentally taxing, and higher-Ievel spells
are even more so. Thus, each spellcasting class's
A spell is a discrete magical effect, a single shaping description (except that of the warlock) includes a table
of the magical energies that suffuse the multiverse showing how many spell slots of each spelllevel a
into a specific, limited expression. In casting a spell, character can use at each character leveI. For example,
a character carefully plucks at the invisible strands of the 3rd-level wizard Umara has four 1st-levei spell slots
raw magic suffusing the world, pins them in place in a and two 2nd-levei slots.
particular pattern, sets them vibrating in a specific way,
and then releases them to unleash the desired effect-in When a character casts a spell, he or she expends
most cases, ali in the span of seconds. a slot of that spell's levei or higher, effectively "filling"
a slot with the spell. Vou can think of a spell slot as a
Spells can be versatile tools, weapons, or protective groove of a certain size-small for a 1st-levei slot,larger
wards. They can deal damage or undo it, impose or for a spell of higher leveI. A 1st-levei spell fits into a slot
remove conditions (see appendix A), drain life energy of any size, but a 9th-levei spell fits only in a 9th-levei
away, and restore life to the dead. si01. So when Umara casts magic missile, a 1st-levei
spell, she spends one of her four 1st-levei slots and has
Uncounted thousands of spells have been created three remaining.
over the course of the multiverse's history, and many of
them are long forgotten. Some might yet lie recorded in Finishing a long rest restores any expended spell slots
crumbling spellbooks hidden in ancient ruins or trapped (see chapter 8 for the rules on resting).
in the minds of dead gods. Or they might someday be
reinvented by a character who has amassed enough Some characters and monsters have special abilities
power and wisdom to do sO. that let them cast spells without using spell slots. For
example, a monk who follows the Way of the Four
SPELL LEVEL Elements, a warlock who chooses certain eldritch
invocations, and a pit fiend from the Nine Hells can ali
Every spell has a levei from O to 9. A spell's levei is a cast spells in such a way.
general indicator of how powerful it is. with the lowly
(but still impressive) magic missile at 1st levei and CASTlNG A SPELL AT A HIGHER LEVEL
the earth-shaking wish at 9th. Cantrips-simple but When a spellcaster casts a spell using a slot that is of a
powerful spells that characters can cast almost by rote- higher levei than the spell, the spell assumes the higher
are levei O. The higher a spell's levei, the higher levei a levei for that casting. For instance, if Umara casts magic
spellcaster must be to use that spell. missile using one of her 2nd-levei slots, that magic
missile is 2nd leveI. Effectively, the spell expands to fill
Spelllevel and character levei don't correspond the slot it is put into.
directly. Typically, a character has to be at least 17th
levei, not 9th levei, to cast a 9th-leveI spell. Some spells, sue h as magic missile and cure wounds,
have more powerful effects when cast at a higher levei,
KNOWN AND PREPARED SPELLS as detailed in a spell's description.

Before a spellcaster can use a spell, he or she must CANTRIPS
have the spell firmly fixed in mind, or must have access
to the spell in a magic item. Members of a few classes, A cantrip is a spell that can be cast at will, without
including bards and sorcerers, have a limited list of using a spell slot and without being prepared in
spells they know that are always fixed in mind. The advance. Repeated practice has fixed the spell in the
same thing is true of many magic-using monsters. Other caster's mind and infused the caster with the magic
spellcasters, such as clerics and wizards, undergo a needed to produce the effect over and over. A cantrip's
process of preparing spells. This process varies for spelllevel is O.
different classes, as detailed in their descriptions.
RITUALS
4•
Certain spells have a special tag: ritual. Such a spell
CASTING IN ARMOR ean be cast following the normal rules for spelleasting,
or the spell can be cast as a ritual. The ritual version of
Because ofthe mental focus and precise gestures required a spell takes 10 minutes longer to cast than normal.
for spellcasting, you must be proncient with the armor you
are wearing to cast a spell. Vou are otherwise too distracted r

and physically hampered by your armor for spellcasting.
~

PART 3 SPELU ...\STI "G

20

It also doesn't expend a spell slot, which means the
ritual version of a spell can't be cast at a higher leveI.

To cast a spell as a ritual, a spellcaster must have a
feature that grants the ability to do so. The cleric and the
druid, for example, have such a feature. The caster must
also have the spell prepared or on his or her list of spells
known, unless the character's ritual feature specifies
otherwise, as the wizard's does.

CASTING A SPELL

When a character casts any spell, the same basic rules
are followed, regardless of the character's class or the
spell's effects.

Each spell description in chapter li begins with a block
of information, including the spell's name, levei,school
of magic, casting time, range, components, and duration.
The rest of a spell entry describes the spell's effect.

CASTING TIME

Most spells require a single action to cast, but some
spells require a bonus action, a reaction, or much more
time to cast.

BONUS ACTION
A spell cast with a bonus action is especially swift. Vou
must use a bonus action on your turn to cast the spell,
provided that you haven't already taken a bonus action
this turno Vou can't cast another spell during the same
turn, except for a cantrip with a casting time of I action.

REACTIONS
Some spells can be cast as reactions. These spells
take a fraction of a second to bring about and are cast
in response to some event. If a spell can be cast as a
reaction, the spell description tells you exactly when
you can do sO.

LONGE R CASTING TIMES
Certain spells (including spells cast as rituais) require
more time to cast: minutes or even hours. When you
cast a spell with a casting time longer than a single
action or reaction, you must spend your action each
turn casting the spell, and you must maintain your
concentration while you do so (see "Concentration"
below). ]f your concentration is broken, the spell fails,
but you don't expend a spell slot. ]f you want to try
casting the spell again, you must start over.

RANGE

The target of a spell must be within the spell's range.
For a spelllike magic missile, the target is a creature.
For a spelllike firebaJl, the target is the point in space
where the ball of fire erupts.

Most spells have ranges expressed in feet. Some
spells can target only a creature (including you) that you
touch. Other spells. such as the shield spell, affect only
you. These spells have a range of self.

Spells that create cones or lines of effect that originate
from you also have a range of self, indicating that the
origin point af the spell's effect must be yau (see "Areas
af Effect" later in the this chapter).

Once a spell is cast, its effects aren't limited by its 4 ••
range, unless the spell's description says otherwise.
THE SCHOOLS OF MAGIC
COMPONENTS
Academies of magic group spells into eight categories called
A spell's components are the physical requirements you
must meet in order to cast it. Each spell's description schools of magic. Scholars, particularly wizards, apply these
indicates whether it requires verbal (V), somatic (S),
or material (M) components. Ifyou can't provide one categories to ali spells, believing that ali magic functions in
or more of a spell's components, you are unable to
cast the spell. essentially the same way, whether it derives from rigorous

VERBAL (V) study ar is bestowed by a deity.
Most spells require the chanting of mystic words. The
words themselves aren't the source of the spell's power; The schools of magic help describe spells; they have no
rather, the particular combination of sounds, with
specific pitch and resonance, sets the threads of magic rules oftheir own, although some rules refer to the schools.
in molion. Thus, a character who is gagged or in an area
of silence, such as one created by the siJence spell, can't Abjuration spells are protective in nature, though some
cast a spell with a verbal component.
of them have aggressive uses. They create magical barriers,
SOMATIC (S)
Spellcasting gestures might include a forceful negate harmful effects, harm trespassers, ar banish creatures
gesticulation or an intricate set of gestures. If a spell
requires a somalic component, the caster must have free to other planes of existence.
use of at least one hand to perform these gestures.
Conjuration spells involve the transportation of objects
MATERIAL (M)
Casting some spells requires particular objects, and creatures from one location to another. Some spells
specified in parentheses in the component entry.
A character can use a component pouch or a summon creatures ar objects to the caster's side, whereas
speIlcasting focus (found in chapter 5) in place of
the components specified for a spell. But if a cost is others allow the caster to teleport to another location. Some
indicated for a component, a character must have that
specific component before he or she can cast the spell. conjurations create objects or effects out of nothing.

If a spell states that a material component is Divinalion spells reveal information, whether in the form of
consumed by the spell, the caster must provide this
component for each casting of the spell. secrets long forgoUen, glimpses of the future, the locations

A spellcaster must have a hand free to access these of hidden things, the truth behind illusions, ar visions of
components, but it can be the same hand that he or she
uses to perform somatic components. dislanl people or places.

DURATION Enchanlmenl spells affecl lhe minds of olhers, influencing

A spell's duration is the length of time the spell persists. ar controlling lheir behavior. Such spells can make enemies
A duration can be expressed in rounds, minutes, hours,
or even years. Some spells specify that their effects last see lhe casler as a friend, force crealures lo lake a course of
until the spells are dispelled or destroyed.
aclion, ar even conlrol anolher crealure like a puppet.
INSTANTANEOUS
Many spells are instantaneous. The spell harms, Evocalion spells manipulate magical energy lo produce a
heals, creates, or alters a creature or an object in a way
that can't be dispelled, beca use its magic exists only desired eITect. Some call up blasts offire ar lighlning. Olhers
for an instant.
channel posilive energy to heal wounds.
CONCENTRATION
Some spells require you to maintain concentration JIIusion spells deceive lhe senses ar minds of olhers. They
in order to keep their magic active. If you lose
concentration, such a spell ends. cause people lo see lhings lhal are nol lhere, lo miss lhings

If a spell must be maintained with concentralion, lhat are there, to hear phanlom noises, ar lo remember
that fact appears in its Duration entry, and lhe spell
specifics how long you can concentrate on it. Vou can lhings lhal never happened. Some illusions creale phanlom
end concentration at any time (no action required).
images lhal any creature can see, but lhe mosl insidious

illusions planl an image direclly in lhe mind of a crealure.

Necromancy spells manipulale the energies oflife and

dealh. Such spells can granl an exlra reserve oflife force,

drain the life energy from anolher crealure, create the

undead, ar even bring the dead back to life.

Creating the undead lhrough lhe use of necromancy spells

such as animate dead is not a good acl, and only evil caslers

use such spells frequenlly.

Transmulalion spells change lhe properties of a crealure,

object, ar environmenl. They mighl lum an enemy inlo a

harmless creature. bolsler the slrength of an ally, make an

object move aI the casler's command, ar enhance a crealure's

innale healing abililies lo rapidly recover from injury. •••

••

Normal activity, such as moving and attacking, doesn't
interfere with concentration. The following factors can
break concentration:

Casting another speIl that requires concentration.
Vou lose concentration on a spell if you cast another
spell that requires concentration. Vou can't concen-
trate on two spells at once.
Taking damage. Whenever you take damage while
you are concentrating on a spell, you must make a
Constitution saving throw to maintain your concentra-
tion. The DC equals 10 or half the damage you take,
whichever number is higher.lfyou take damage from
multiple sources, such as an arrow and a dragon's
breath, you make a separate saving throw for each
source of damage.
Being incapacilated or kilIed. Vou lose concentration
on a spell if you are incapacitated or if you die.

PART 3 I SrF.l LCASTI NG

203

The DM might also decide that certain environmental pasition its point of origino Typically,
phenomena, such as a wave crashing over you while a point of origin is a point in space, but
you're on a storm-tossed ship, require you to succeed some spells have an area whose origin is a
on a DC 10 Constitution saving throw to maintain creature or an object.
concentration on a spell.
A spell's effect expands in straight lines fram the point
TARGETS of origino If no unblocked straight line extends from the
point of origin to a location within the area of effect, that
A typical spell requires you to pick one or more targets location isn't included in the spell's area. To block one of
to be affected by the spell's magic. A spell's description these imaginary lines, an obstruction must provi de total
tells you whether the spell targets creatures, objects, or cover, as explained in chapter 9.
a point of origin for an area of effect (described below).
CONE
Unless a spell has a perceptible effect, a creature
might not know it was targeted by a spell at alI. An effect A cone extends in a direction you choose fram its point
like crackling lightning is obvious, but a more subtle af origino A cone's width at a given point along its length
effect, such as an attempt to read a creature's thoughts, is equal to that point's distance from the point of origino
typically goes unnoticed, unless a spell says otherwise. A cone's area of effect specities its maximum length.

A CLEAR PATH TO THE TARGET A cone's point of origin is not included in the cone's
To target something, you must have a clear path to it, area of effect, unless you decide otherwise.
so it can't be behind total cover.
CUBE
lf you place an area of effect at a point that you can't
see and an obstruction. such as a wall, is between you Vou select a cube's point of origin, which lies anywhere
and that point, the point of origin comes into being on on a face of the cubic effect. The cube's size is expressed
the near side of that obstruction. as the length of each side.

TARGETING YOURSELF A cube's point of origin is not included in the cube's
area of effect, unless you decide otherwise.
lf a spell targets a creature of your choice, you can
choose yourself, unless the creature must be hostile or CYLINDER
speciticallya creature other than you. lf you are in the
area of effect of a spell you cast, you can target yourself. A cylinder's point of origin is the center of a circle of a
particular radius, as given in the spell description. The
AREAS OF EFFECT circle must either be on the graund or at the height of
the spell effect. The energy in a cylinder expands in
Spells such as burning hands and cone of cald cover an straight lines from the point of origin to the perimeter of
area, allawing them to affect multiple creatures at ance. the circle, forming the base of the cylinder. The spell's
effect then shoots up fram the base or down fram the
A spell's description specities its area af effect, top, to a distance equal to the height of the cylinder.
which typically has ane of tive different shapes: cone,
cube, cylinder, line, ar sphere. Every area of effect has A cylinder's point of origin is included in the cylinder's
a paint of origin, a locatian fram which the spell's area of effect.
energy erupts. The roles for each shape specify how yau

204 PART 3 I SPELLCASTINO

LINE 4 ••
Aline extends from its point of origin in a straight path lHE WEAVE OF MAGIC
up to its length and covers an area defined by its width.
lhe worlds within the D&D multiverse are magical places.
A line's point of origin is not included in the line's area Ali existence is suffused with magical power, and potential
of effect, unless you decide otherwise. energy lies untapped in every rock, stream, and living
creature, and even in the air itself. Raw magic is the stuff of
SPHERE creation, the mute and mindless will of existence, permeating
Vou select a sphere's point of origin, and the sphere every bit of malter and present in every manifestation of
extends outward from that point. The sphere's energy throughout the multiverse.
size is expressed as a radius in feet that extends
from the point. Mortais can't directly shape this raw magic. Instead, they
make use of a fabric of magic, a kind of interface between
A sphere's point of origin is included in the sphere's the will of a spellcaster and the stuff of raw magic. lhe
area of effect. spellcasters of the Forgotten Realms call it the Weave and
recagnize its essence as the goddess Mystra, but casters
SAVING THROWS have varied ways of naming and visualizing this interface. Sy
any name, without the Weave, raw magic is locked away and
Many spells specify that a target can make a saving inaccessible;the most powerful archmage can't light a candle
throw to avoid some or ali of a spell's effects. The spell with magic in an area where the Weave has been tom. Sut
specifies the ability that the target uses for the save and surrounded by the Weave, a spellcaster can shape lightning
what happens on a success or failure. to blast foes, transport hundreds of miles in the blink of an
eye, or even reverse death itself.
The De to resist one of your spells equals 8 + your
spellcasting ability modifier + your proficiency bonus + Ali magic depends on the Weave, though different kinds
of magic access it in a variety of ways. lhe spells of wizards,
any special modifiers. warlocks, sorcerers, and bards are commonly called arcane
magic. lhese spells rely on an understanding-Iearned or
ATTACK ROLLS intuitive-of the workings of the Weave. lhe caster plucks
directly at the strands of the Weave to create the desired
Some spells require the caster to make an attack roll effect. Eldritch knights and arcane tricksters also use arcane
to determine whether the spell effect hits the intended magic. lhe spells of derics, druids, paladins, and rangers are
target. Your attack bonus with a spell attack equals your called divine magic. lhese spellcasters' access to the Weave
is mediated by divine power-gods, the divine forces of
spellcasting ability modifier + your proficiency bonus. nature, or the sacred weight of a paladin's oath.

Most spells that require attack rolls involve ranged Whenever a magic effect is created, the threads of the
attacks. Remember that you have disadvantage on a Weave intertwine, twist, and fold to make the effect possible.
ranged attack roll if you are within 5 feet of a hostile When characters use divination spells such as detect magic or
creature that can see you and that isn't incapacitated identify, they glimpse the Weave. A spell such as dispel magic
(see chapter 9). smooths the Weave. Spells such as antimagic field rearrange
the Weave 50 that magic fiows around, rather than through,
COMBINING MAGICAL EFFECTS the area affected by the spell. And in places where the Weave
is damaged or tom, magic works in unpredictable ways-or
The effects of different spells add together while not at alI.
the durations of those spells overlap. The effects of
the same spell cast multi pie times don't combine,
however. lnstead, the most potent effect-such as the
highest bonus-from those castings applies while their
durations overlap.

For example, if two clerics cast bless on the same
target, that character gains the spell's benefit only
once; he or she doesn't get to roll two bonus dice.



CHAPTER 11: SPELLS

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

,"

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

208 PART 3 I SPFLLS

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

PART 3 I SPELLS

2°9

WARLOCK SPELLS Dimension Door 1ST LEVEL Misty Step
Hallucinatory Terrain Nystul's Magic Aura
CANTRIPS (o LEVEL) Alarm Phantasmal Force
5TH LEVEL Burning Hands Ray of Enfeeblement
Blade Ward Contact Other Plane Charm Person Rope Trick
Chill Touch Dream Chromatic Orb Scorching Ray
Eldritch Blast Hold Monster Color Spray See Invisibility
Friends Scrying Comprehend Languages Shatter
Mage Hand Detect Magic Spider Climb
Minor IlIusion 6TH LEVEL Disguise Self Suggestion
Poison Spray Arcane Gate Expeditious Retreat Web
Prestidigitation Cirele of Death False Life
True Strike Conjure Fey Feather Fali 3RD LEVEL
Create Undead Find Familiar
1ST LEVEL Eyebite Fog Cloud Animate Dead
Armor of Agathys Flesh to Stone Grease Bestow Curse
Arms of Hadar Mass Suggestion Identify Blink
Charm Person True Seeing IlIusory Script Clairvoyance
Comprehend Languages jump Counterspell
Expeditious Retreat 7TH LEVEL Longstrider Dispel Magic
Hellish Rebuke Etherealness Mage Armor Fear
Hex Finger of Death Magic Missile Feign Death
IlIusory Script Forcecage Protection from Fireball
Protection from Plane Shift Fly
Evil and Good Gaseous Form
Evil and Good 8TH LEVEL Ray of Sickness Glyph ofWarding
Unseen Servant Demiplane Shield Haste
Witch Bolt Dominate Monster Silent Image Hypnotic Pattern
Feeblemind Sleep Leomund's Tiny Hut
2ND LEVEL Glibness Tasha's Hideous Laughter Lightning Bolt
Cloud of Daggers Power Word Stun Tenser's Floating Disk Magic Cirele
Crown of Madness Thunderwave Major Image
Darkness 9TH LEVEL Unseen Servant Nondetection
Enthrall Astral Projection Witch Bolt Phantom Steed
Hold Person Foresight Protection from Energy
Invisibility Imprisonment 2ND LEVEL Remove Curse
Mirror Image Power Word Kill Sending
Misty Step True Polymorph Alter Self Sleet Storm
Ray of Enfeeblement Arcane Lock Slow
Shatter WIZARD SPELLS Blindness/Deafness Stinking Cloud
Spider Climb Blur Tongues
Suggestion CANTRIPS (o LEVEL) Cloud of Daggers Vampiric Touch
Continuai Flame Water Breathing
3RD LEVEL Acid Splash Crown of Madness
Counterspell Blade Ward Darkness 4TH LEVEL
Dispel Magic Chill Touch Darkvision
Fear Dancing Lights Detect Thoughts Arcane Eye
Fly Fire Bolt Enlarge/Reduce Banishment
Gaseous Form Friends Flaming Sphere Blight
Hunger of Hadar Light Gentle Repose Confusion
Hypnotic Pattern Mage Hand Gust ofWind Conjure Minor Elementals
Magic Cirele Mending Hold Person Control Water
Major Image Message Invisibility Dimension ODor
Remove Curse Minor IlIusion Knock Evard's Black Tentades
Tongues Poison Spray Levitate Fabricate
Vampiric Touch Prestidigitation Locate Object Fire Shield
Ray of Frost Magic Mouth Greater Invisibility
4TH LEVEL Shocking Grasp Magic Weapon Hallucinatory Terrain
Banishment True Strike Melf's Acid Arrow Ice Storm
Blight Mirror Image Leomund's Secret Chest

PART 3 I SPELLS

210

Loeale Crealure Sunbeam SPELL DESCRIPTIONS
Mordenkainen's True Seeing
Wall oflee The spells are presented in alphabetical order.
Failhful Hound
Mordenkainen's 7TH LEVEL ACID SPLASH
Conjuration calltrip
Privale Sanelum Delayed BiasI Fireball
Oliluke's Resilienl Sphere Elherealness Casting Time: I action
Phanlasmal Killer Finger of Dealh Range: 60 feel
Polymorph Foreeeage Components: V, S
Slone Shape Mirage Areane Duration: Instantaneous
Sloneskin Mordenkainen's
Wall ofFire Vou hurl a bubble of acid. Choose one creature within
Magnifieenl Mansion range, or choose two crealures within range thal are
5TH LEVEL Mordenkainen's Sword wilhin 5 feet of each other. A target must succeed on a
Plane Shifl Dexterity saving throw or lake Id6 acid damage.
Animale Objeels Prismalie Spray
Bigby's Hand Projeel Image This spell's damage increases by Id6 when you reach
Cloudkill Reverse Gravily 5th leveI (2d6), 11th leveI (3d6), and 17lh leveI (4d6).
Cone ofCold Sequesler
Conjure Elemenlal Simulaerum AID
Conlael Olher Plane Symbol 2nd-leveI abjuration
Crealion Teleporl
Dominale Person Casting Time: I action
Dream 8TH LEVEL Range: 30 feet
Geas Components: V, S, M (a tiny strip of while clOlh)
Hold Monsler Anlimagie Field Duration: 8 hours
Legend Lore Anlipalhy/Sympalhy
Mislead Clone Your spell bolsters your allies with toughness and
Modify Memory Conlrol Wealher resolve. Choose up to three crealures within range.
Passwall Demiplane Each target's hit poinl maximum and current hit points
Planar Binding Dominale Monsler increase by 5 for the duration.
Rary's Telepalhie Bond Feeblemind
Serying Ineendiary Cloud At Higher LeveIs. When you cast this spell using
Seeming Maze a spell slot of 3rd leveI or higher, a largel's hit points
Telekinesis Mind Blank increase by an additional 5 for each slot leveI above 2nd.
Teleporlalion Cirele Power Word Slun
Wall of Force Sunbursl ALARM
Wall of Slone Telepalhy 1st-leveI abjuration (ritual)
Trap lhe Soul
6TH LEVEL Casting Time: I minule
9TH LEVEL Range: 30 feet
Areane Gale Components: V. S, M (a tiny bell and a piece of
Chain Lighlning Aslral Projeelion
Cirele of Dealh Foresighl fine silver wire)
Conlingeney Gale Duration: 8 hours
Creale Undead Imprisonmenl
Disinlegrale Meleor Swarm Vou seI an alarm against unwanted inlrusion. Choose
Drawmij's Inslanl Power Word Kill a door. a window, or an area wilhin range that is no
Prismalie Wall larger lhan a 20-foot cube. Until lhe spell ends. an alarm
Summons Shapeehange alerts you whenever a Tiny or larger creature louches
Eyebile Time Slop or enters lhe warded area. When you cast the spell, you
Flesh lo Slone True Polymorph can designale crealures lhat won't set off the alarmo Vou
Globe of Invulnerabilily Weird also choose whether the alarm is mental or audible.
Guards and Wards Wish
Magie Jar A mental alarm alerts you with a ping in your mind
Mass Suggeslion if you are within I mile of the warded area. This ping
Move Earlh awakens you if you are sleeping.
Oliluke's Freezing Sphere
0110'5 Irresislible Dance An audible alarm produces lhe sound of a hand bell
Programmed Illusion for 10 seconds within 60 feel.

ALTER SELF
2nd-leveI transmutation

Casting Time: I action up to I hour
Range: SeI f
Components: V, S
Duration: Concenlralion.

Vou assume a different formo When you cast lhe spell.
choose one of the following options, the effects of which
last for the duralion of the spell. While lhe spelllasts,

PART 3 SPELLS

2Il

you can end one oplion as an aclion lo gain lhe benefils localion, covering aboul 50 miles per 24 hours for a
of a differenl one. flying messenger, or 25 miles for olher animaIs.

AquaticAdaptation. Vou adapl your body lo an When lhe messenger arrives, il delivers your message
aqualic environmenl, sprouting gills and growing lo lhe crealure lhal you described, replicating lhe sound
webbing belween your fingers. Vou can brealhe of your voice. The messenger speaks only lo a crealure
underwaler and gain a swimming speed equal lo your malching lhe descriplion you gave. If lhe messenger
walking speed. doesn'l reach its deslinalion before lhe spell ends, lhe
message is losl, and lhe beasl makes ils way back to
Change Appearance. Vou lransform your appearance. where you casl lhis spell.
Vou decide whal you look like, including your heighl,
weighl, facial fealures, sound of your voice, hair lenglh, At Higher LeveIs. If you casl lhis spell using a spell
coloralion, and dislinguishing characlerislics, if any, slot of 3nd levei or higher, lhe duralion of lhe spell
Vou can make yourself appear as a member of anolher increases by 48 hours for each slol levei above 2nd.
race, lhough none of your slalislics change. Vou also
can'l appear as a crealure of a differenl size lhan you, ANIMAL SHAPES
and your basic shape slays lhe same; ifyou're bipedal, 8th./evel transmutatioIl
you can'l use lhis spell lo become quadrupedal, for
inslance. AI any lime for lhe duralion of lhe spell, you Casting Time: 1 aclion
can use your action lOchange your appearance in Range: 30 feel
lhis way again. Components: V,S
Duration: Concenlralion, up to 24 hours
Natural Weapons. Vou grow claws, fangs, spines,
horns, or a differenl nalural weapon of your choice. Your Your magic lurns others into beasts. Choose any
unarmed slrikes deal ld6 bludgeoning, piercing, or number of willing crealures lhal you can see within
slashing damage, as appropriale lo lhe nalural weapon range. Vou transform each targel into the form of a
you chose, and you are proficienl wilh your unarmed Large or smaller beasl wilh a challenge rating of 4 or
slrikes. Finally, lhe natural weapon is magic and you lower. On subsequent turns, you can use your action to
have a +1 bonus lo lhe atlack and damage rolls you transform affected creatures inlo new forms.
make using it.
The transformation lasls for lhe duration for each
ANIMAL FRIENDSHIP largel, or until the target drops to O hit points or dies.
lst.level enchantment Vou can choose a different form for each larget. A
largel's game stalistics are replaced by the stalislics of
Casting Time: 1 aclion lhe chosen beast, though the largel relains ils alignmenl
Range: 30 feel and Inlelligence, Wisdom, and Charisma scores. The
Components: V,S, M (a morsel of food) largel assumes lhe hil poinls of ils new form, and when
Duration: 24 hours it reverls lo ils normal form, il relurns to the number
of hil points it had before il lransformed. If il reverls as
This spelllels you convince a beasl lhal you mean il no a result of dropping to O hit poinls, any excess damage
harm. Choose a beasl lhal you can see wilhin range. carries over lo ils normal formoAs long as the excess
damage doesn'l reduce lhe crealure's normal form lo O
It musl see and hear you. Ir lhe beast's Inlelligence is hil poinls, it isn'l knocked unconscious. The creature is
limiled in lhe aclions il can perform by lhe nalure of its
4 or higher, lhe spell fails. Olherwise, lhe beasl musl new form, and it can'l speak or casl spells.
succeed on a Wisdom saving lhrow or be charmed
by you for lhe spell's duralion. If you or one of your The largel's gear melds into lhe new formoThe largel
companions harms lhe largel, lhe spells ends. can't aclivate, wield, or olherwise benefil from any of
ils equipment.
At Higher LeveIs. When you casl lhis spell using
a spell sI01 of 2nd leveI or higher, you can affecl one ANIMATE DEAD
addilional beasl for each slol leveI above 1st. 3rd./evel necromancy

ANIMAL MESSENGER Casting Time: 1 minule
2nd.level enchantment (ritual) Range: 10 feel
Components: V, S, M (a drop of blood, a piece of flesh,
Casting Time: 1 aclion
Range: 30 feel and a pinch of bone dust)
Components: V,S, M (a morsel of food) Duration: Inslanlaneous
Duration: 24 hours
This spell creates an undead servant. Choose a pile
By means of lhis spell, you use an animal to deliver a of bones or a corpse of a Medium or Small humanoid
message. Choose a Tiny beasl you can see wilhin range, within range. Your spell imbues lhe targel wilh a foul
such as a squirrel, a blue jay, or a bat. Vou specify a mimicry of life, raising il as an undead crealure. The
localion, which you musl have visiled, and a recipienl largel becomes a skeleton if you chose bones or a
who malches a general descriplion, such as "a man or zombie if you chose a corpse (lhe DM has lhe crealure's
woman dressed in lhe uniform of lhe town guard" or "a game slalislics).
red.haired dwarf wearing a poinled hat." Vou also speak
a message of up lOlwenly-five words. The largel beasl On each of your lurns, you can use a bonus aclion
lravels for lhe duralion of lhe spell loward lhe specified lOmentally command any crealure you made with
lhis spell if lhe creature is within 60 feel of you (if you

PART 3 I SPELLS

212

control multi pie creatures, you can command any or all are 3, and its Charisma is 1. Its speed is 30 feet; if the
of them at the same time, issuing the same command to object lacks legs or other appendages it can use for
each one). Vou decide what action the creature will take locomotion, it instead has a f1yingspeed of 30 feet and
and where it will move during its next turn, or you can can hover. lf the object is securely attached to a surface
issue a general command, such as to guard a particular or a larger object, sue h as a chain bolted to a wall, its
chamber or corridor. lf you issue no commands, the speed is O. It has blindsight with a radius of 30 feet and
creature only defends itself against hostile creatures. is b\ind beyond that distance. When the animated object
Once given an order, the creature continues to follow it drops to O hit points, it reverts to its original object
until its task is complete. form, and any remaining damage carries over to its
original object formo
The creature is under your control for 24 hours,
after which it stops obeying any command you've given lf you command an object to attack, it can make a
it. To maintain control of the creature for another single melee attack against a creature within 5 feet
24 hours, you must cast this spell on the creature of it. [t makes a slam attack with an attack bonus and
again before the current 24-hour period ends. This bludgeoning damage determined by its size. The DM
use of the spell reasserts your control over up to four might rule that a specific object inflicts slashing or
creatures you have animated with this spell, rather than piercing damage based on its formo
animating a new one.
At Higher Leve/s. Ifyou cast this spell using a
At Higher Leve/s. When you cast this spell using a spell slot of 6th leveI or higher, you can animate two
spell slot of 4th leveI or higher, you animate or reassert additional objects for each slot leveI above 5th.
contraI over two additional undead creatures for each
slot levei above 3rd. Each of the creatures must come ANTILIFE SHELL
from a different corpse or pile of bones. 5th-leveI abjuration

ANIMATE OBJECTS Casting Time: I action
5th-leveI transmutation Range: Self (I O-foot radius)
Components: V, S
Casting Time: I action up to I minute Duration: Concentration, up to 1 hour
Range: 120 feet
Components: V, S A shimmering barrier extends out from you in a IO-foot
Duration: Concentration, radius and moves with you, remaining centered on
you and hedging out creatures other than undead and
Objects come to \ife at your command. Choose up to constrllcts. The barrier lasts for the duration.
ten nonmagical objects within range that are not being
worn or carried. Medium targets count as two objects, The barrier prevents an affected creature from
Large targets count as four objects, Huge targets passing or reaching through. An affected creature
count as eight objects. Vou can't animate any object can cast spells or make attacks with ranged or reach
larger than Huge. Each target animates and becomes a weapons through the barrier.
creature under your contrai until the spell ends or until
reduced to O hit points. If you move so that an affected creatllre is forced to
pass through the barrier, the spell ends.
As a bonus action, you can mentally command any
creature you made with this spell if the creature is ANTIMAGIC FIELD
within 500 feet of you (if you contrai multiple creatures, 8th-leveI abjuration
you can command any or all of them at the same time,
issuing the same command to each one). Vou decide Casting Time: 1 action
what action the creature will take and where it will Range: Self (IO-foot-radius sphere)
move during its next turn, or you can issue a general Components: V, S, M (a pinch of powdered iron or
command, such as to guard a particular chamber or
corridor. If you issue no commands, the creature only iron filings)
defends itself against hostile creatures. Once given Duration: Concentration, up to I hour
an order, the creature continues to follow it until its
task is complete. A 10-foot-radius invisible sphere of antimagic surraunds
you. This area is divorced fram the magical energy that
ANIMATED OB/ECT STATISTICS suffuses the multiverse. Within the sphere, spells can't
be cast, summoned creatures disappear, and even magic
Size H P AC Attack Str Dex items become mundane. Unti! the spell ends, the sphere
4 18 moves with you, centered on you.
Tiny 20 18 +8 to hit, 1d4 + 4 damage 6 14
10 12 Spells and other magical effects, except those created
5mall 25 16 +6 to hit, ld8 + 2 damage 14 10 by an artifact or a deity, are suppressed in the sphere
18 6 and can't protrude into it. A slot expended to cast
Medium 40 13 +5 to hit. 2d6 + 1 damage a suppressed spell is consumed. While an effect is
suppressed, it doesn't function, but the time it spends
Large 50 10 +6 to hit. 2dlO + 2 damage suppressed counts against its duration.

Huge 80 10 +8 to hit. 2d12 + 4 damage Targeted Effects. Spells and other magical effects,
such as ma(jic missi/e and charm person, that target
An animated object is a construct with AC, hit points, a creature or an object in the sphere have no effect
attacks, Strength, and Dexterity determined by its size. on that target.
Its Constitution is 10 and its Intelligence and Wisdom
PART 3 SPELLS
213

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

211 PART 3 I SPELLS

perpendicular to it at the points you choose. A ring is At Higher Leve/s. When you cast this spell using a
visible only from one side (your choice), which is the side spell slot of 2nd leveI or higher, the damage increases by
that functions as a portal. Id6 for each slot leveI above 1st.

Any creature or object entering the portal exits from ASTRAL PROJECTION
the other portal as if the two were adjacent to each 9th-leveI necromancy
other; passing through a portal from the nonportal side
has no effect. The mist that fills each portal is opaque Casting Time: 1 hour
and blocks vision through it. On your turn, you can Range: 10 feet
rotate the rings as a bonus action so that the active side Components: V, S, M (for each creature you affect with
faces in a different direction.
this spell, you must provide one jacinth worth at least
ARCANE LOCK 1,000 gp and one ornately carved bar of silver worth
2nd-leveI abjuration at least 100 gp, ali of which the spell consumes)
Duration: Special
Casting Time: 1 action
Range: Touch Vou and up to eight willing creatures within range
Components: V, S, M (gold dust worth at least 25 gp, project your astral bodies into the Astral Plane (the
spell fails and the casting is wasted ifyou are already
which the spell consumes) on that plane). The material body you leave behind is
Duration: Until dispelled unconscious and in a state of suspended animation; it
doesn't need food or air and doesn't age.
Vou touch a closed door, window, gate, chest, or other
entryway, and it becomes locked for the duration. Vou Your astral body resembles your mortal form in
and the creatures you designate when you cast this almost every way, replicating your game statistics and
spell can open the object normally. Vou can also set a possessions. The principal difference is the addition of
password that, when spoken within 5 feet of the object, a silvery cord that extends from between your shoulder
suppresses this spell for 1 minute. Otherwise, it is blades and trails behind you, fading to invisibility after
impassable until it is broken or the spell is dispelled or 1 fool. This cord is your tether to your material body. As
suppressed. Casting knock on the object suppresses long as the tether remains intact, you can find your way
arcane lock for 10 minutes. home. If the cord is cut-something that can happen
only when an effect specifically states that it does-your
While affected by this spell, the object is more difficult soul and body are separated, killing you instantly.
to break or force open; the DC to break it or pick any
locks on it increases by 10. Your astral form can freely travei through the Astral
Plane and can pass through portais there leading to any
ARMOR OF AGATHYS other plane. Ifyou enter a new plane or return to the
1st-leveI abjuration plane you were on when casting this spell, your body and
possessions are transported along the silver cord, allowing
Casting Time: 1 action you to re-enter your body as you ente r the new plane.
Range: Self Your astral form is a separate incarnation. Any damage
Components: V, S, M (a cup of water) or other effects that apply to it have no effect on your
Duration: 1 hour physical body, nor do they persist when you return to it.

A protective magical force surrounds you, manifesting The spell ends for you and your companions when
as a spectral frost that covers you and your gear. you use your action to dismiss il. When the spell ends,
Vou gain 5 temporary hit points for the duration. If a the affected creature returns to its physical body,
creature hits you with a melee attack while you have and it awakens.
these hit points, the creature takes 5 cold damage.
The spell might also end early for you or one of your
At Higher Leve/s. When you cast this spell using a companions. A successful dispel magic spell used
spell slot of 2nd levei or higher, both the temporary hit against an astral or physical body ends the spell for that
points and the cold damage increase by 5 for each slot creature. If a creature's original body or its astral form
leveI above 1st. drops to O hit points, the spell ends for that creature. If
the spell ends and the silver cord is intact, the cord pulls
AR MS OF HADAR the creature's astral form back to its body, ending its
1st-leveI conjuration state of suspended animation.

Casting Time: 1 action If you are returned to your body prematurely, your
Range: Self (lO-foot radius) companions remain in their astral forms and must find
Components: V, S their own way back to their bodies, usually by dropping
Duration: Instantaneous to O hit points.

Vou invoke the power of Hadar, the Dark Hunger. AUGURY
Tendrils of dark energy erupt from you and batter ali 2nd-levei divination (ritual)
creatures within 10 feet of you. Each creature in that
area must make a Strength saving throw. On a failed Casting Time: 1 minute
save, a target takes 2d6 necrotic damage and can't take Range: Sei f
reactions until its next turno On a successful save, the Components: V, S, M (specially marked sticks, bones,
creature takes half damage, but suffers no other effect.
or similar tokens worth at least 25 gp)
Duration: Instantaneous 215

PART 3 SPELLS

By casting gem-inlaid sticks, rolling dragon bones, AWAKEN J
laying out ornate cards, or employing some other 5th-leveI transmutation
divining tool, you receive an omen from an otherworldly I
entity about the results of a specific course of action that Casting Time: 8 hours
you plan to take within the next 30 minutes, The DM Range: Touch
chooses from the following possible omens: Components: V, S, M (an agate worth at least 1,000 gp,

Weal, for good results which the spell consumes)
Woe, for bad results Duration: Instantaneous
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad After spending the casting time tracing magical
pathways within a precious gemstone, you touch a Huge
The spell doesn't take into account any possible or smaller beast or plant. The target must have either
circumstances that might change the outcome, such no Intelligence score or an Intelligence of 3 or less. The
as the casting of additional spells or the loss or gain target gains an Intelligence of 10. The target also gains
of a companion. the ability to speak one language you know. ]f the target
is a plant, it gains the ability to move its Iimbs, roots,
If you cast the spell two or more times before vines, creepers, and so forth, and it gains senses similar
completing your next long rest, there is a cumulative 25 to a human's. Your DM chooses statistics appropriate
percent chance for each casting after the first that you for the awakened plant, such as the statistics for the
get a random reading. The DM makes this roll in secret. awakened shrub or the awakened tree.

AURA OF LIFE The awakened beast or plant is charmed by you for
4th-leveI abjuration 30 days or until you or your companions do anything
harmful to it. When the charmed condition ends,
Casting Time: I action the awakened creature chooses whether to remain
Range: Self (30-foot radius) friendly to you, based on how you treated it while
Components: V it was charmed.
Duration: Concentration, up to 10 minutes
BANE
Life-preserving energy radiates from you in an aura with 1st-leveI enchantment
a 30-foot radius. Until the spell ends, the aura moves
with you, centered on you. Each nonhostile creature Casting Time: 1 action
in the aura (including you) has resistance to necrotic Range: 30 feet
damage, and its hit point maximum can't be reduced. In Components: V, S, M (a drop of blood)
addition, a nonhostile, living creature regains I hit point Duration: Concentration, up to 1 minute
when it starts its turn in the aura with O hit points.
Up to three creatures of your choice that you can see
AURA OF PURITY within range must make Charisma saving throws.
4th-leveI abjuration Whenever a target that fails this saving throw makes
an attack roll or a saving throw before the spell ends,
Casting Time: I action the target must roll a d4 and subtract the number rolled
Range: Sei f (30-foot radius) from the attack roll or saving throw.
Components: V
Duration: Concentration, up to 10 minutes At Higher LeveIs. When you cast this spell using
a spell slot of 2nd levei or higher, you can target one
Purifying energy radiates from you in an aura with a additional creature for each slot leveI above 1st.
30-foot radius. Until the spell ends, the aura moves
with you, centered on you. Each nonhostile creature BANISHING SMITE
in the aura (including you) can't become diseased, 5th-leveI abjuration
has resistance to poison damage, and has advantage
on saving throws against effects that cause any of the Casting Time: 1 bonus action
following conditions: blinded, charmed, deafened, Range: Self
frightened, paralyzed, poisoned, and stunned. Components: V
Duration: Concentration, up to I minute
AURA OF VITALITY
3rd-level evocation The next time you hit a creature with a weapon attack
before this spell ends, your weapon crackles with force,
Casting Time: I action and the attack deals an extra 5dlO force damage to the
Range: Self (30-foot radius) target. Additionally, if this attack reduces the target
Components: V to 50 hit points or fewer, you banish it. If the target is
Duration: Concentration, up to I minute native to a different plane of existence than the one
you're on, the target disappears, returning to its home
Healing energy radiates from you in an aura with a plane. ]f the target is native to the plane you're on, the
30-foot radius. Until the spell ends, the aura moves with creature vanishes into a harmless demiplane. While
you, centered on you. Vou can use a bonus action to there, the target is incapacitated. It remains there until
cause one creature in the aura (including you) to regain the spell ends, at which point the target reappears in the
2d6 hit points. space it left or in the nearest unoccupied space if that
space is occupied.

216 PART 3 I SPEI.LS

BANISHMENT
4th-level abjuration

Casting Time: 1 action
Range: 60 feet
Components: V, 5, M (an item distastefuI to the target)
Duration: Concentration, up to 1 minute

Vou attempt to send one creature that you can see ,
within range to another plane of existence. The
target must succeed on a Charisma saving throw
ar be banished.

1f the target is native to the plane of existence you're
on, you banish the target to a harmless demiplane.
While there, the target is incapacitated. The target
remains there until the spel1 ends, at which point the
target reappears in the space it left ar in the nearest
unoccupied space if that space is occupied.

1fthe target is native to a different plane of existence
than the one you're on, the target is banished with
a faint popping noise, returning to its home plane.
]f the spel1 ends before 1 minute has passed, the
target reappears in the space it left ar in the nearest
unoccupied space if that space is occupied. Otherwise,
the target doesn't returno

At Higher Levels. When you cast this spel1 using
a spel1 slot of 5th levei ar higher, you can target one
additional creature for each slot levei above 4th.

BARKSKIN
2nd-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, 5, M (a handfuI of oak bark)
Duration: Concentration, up to 1 hour

Vou touch a willing creature. Until the spel1 ends, the
target's skin has a rough, bark-like appearance, and the
target's AC can't be less than 16, regardless ofwhat kind
of armar it is wearing.

BEACON OF HOPE
3rd-level abjuration

Casting Time: 1 action up to 1 minute
Range: 30 feet
Components: V, 5
Duration: Concentration,

This spel1 bestows hope and vitality. Choose any
number of creatures within range. For the duration,
each target has advantage on Wisdom saving throws
and death saving throws, and regains the maximum
number of hit points possible from any healing.

BEAST SENSE
2nd-level divination (ritual)

Casting Time: 1 action up to 1 hour
Range: Touch
Components: 5
Duration: Concentration,

Vou touch a willing beast. For the duration of the speIl,
you can use your action to see through the beast's eyes
and hear what it hears, and continue to do so until
you use your action to return to your normal senses.

While perceiving through the beast's senses, you gain the hand using your game statistics. On a hit, the target
the benefits of any special senses possessed by that takes 4d8 force damage.
creature, though you are blinded and deafened to your
own surroundings, Forceful Hand. The hand attempts to push a creature
within 5 feet of it in a direction you choose. Make
BESTOW CURSE a check with the hand's Strength contested by the
Strength (Athletics) check of the target. lf the target is
3rd-/evel nccromancy Medium or smaller, you have advantage on the check. lf
you succeed, the hand pushes the target up to 5 feet plus
Casting Time: 1 action a number of feet equal to five times your spellcasting
Range: Touch ability modifier. The hand moves with the target to
Components: V,S remain within 5 feet of it.
Duration: Concentration, up to 1 minute
Grasping Hand. The hand attempts to grapple a Huge
You louch a creature, and that creature must succeed or smaller creature within 5 feet of it. You use the hand's
on a Wisdom saving throw or become cursed for the Strength score to resolve the grapple. If the target is
duration of the spelL When you cast this spell, choose Medium or smaller, you have advantage on the check.
the nature of the curse from the following options: While the hand is grappling the target, you can use a
bonus action to have the hand crush it. When you do
Choose one ability score. While cursed, the target so, the target takes bludgeoning damage equal to 2d6 +
has disadvantage on ability checks and saving throws your spellcasting ability modifier.
made with that ability score.
While cursed, the target has disadvantage on attack lnterposing Hand. The hand interposes itself
rolls against you. between you and a creature you choose until you give
While cursed, the target must make a Wisdom sav- the hand a different command. The hand moves to stay
ing throw at the start of each of its turns. lf it fails, it between you and the target, providing you with half
wastes its action that turn doing nothing. cover against the target. The target can't move through
While the target is cursed, your attacks and spells the hand's space if its Strength score is less than or
deal an extra ld8 necrotic damage to the target. equal to the hand's Strength score. If its Strength score
is higher than the hand's Strength score, the target can
A remove curse spell ends this effect. At the DM's move toward you through the hand's space, but that
option, you may choose an alternative curse effect, but space is difficuIt terrain for the target.
it should be no more powerful than those described
above. The DM has final say on such a curse's effect. At Higher Leveis. When you cast this spell using a
spell slot of 6th levei or higher, the damage from the
At Higher LeveIs. If you cast this spell using a spell clenched fist option increases by 2d8 and the damage
slot of 4th levei or higher, the duration is concentration, from the grasping hand increases by 2d6 for each slot
up to 10 minutes. If you use a spell slot of 5th levei or leveI above 5th.
higher, the duration is 8 hours. If you use a spell slot of
7th level or higher, the duration is 24 hours. If you use BLADE BARRIER
a 9th levei spell slot, the spelllasts until it is dispelled.
Using a spell slot of 5th levei or higher grants a duration 6th-levei evocation
that doesn't require concentration.
Casting Time: 1 action
BIGBY'S HAND Range: 90 feet
Components: V,S
5th-leveI evocation Duration: Concentration, up to 10 minutes

Casting Time: 1 action You create a vertical wall of whirling, razor-sharp blades
Range: 120 feet made of magical energy. The wall appears within range
Components: V,S, M (an eggshell and a and lasts for the duration. You can make a straight wall
up to 100 feet long, 20 feet high, and 5 feet thick, or a
snakeskin glove) ringed wall up to 60 feet in diameter, 20 feet high, and
Duration: Concentration, up to I minute 5 feet thick. The wall provides three-quarters cover to
creatures behind it, and its space is difficult terrain.
You create a Large hand of shimmering, translucent
force in an unoccupied space that you can see within When a creature enters the wall's area for the first
range. The hand lasts for the spell's duration, and it time on a turn or starts its turn there, the creature must
moves at your command, mimicking the movements of make a Dexterity saving throw. On a failed save. the
your own hand. creature takes 6d1O slashing damage. On a successful
save, the creature takes half as much damage.
The hand is an object that has AC 20 and hit points
equal to your hit point maximum. lf it drops to Ohit BLADE WARD
points, the spell ends. It has a Strength of 26 (+8) and a
Dexterity of 10 (+0). The hand doesn't fill its spaee. Abjuratian cantrip

When you cast the spell and as a bonus action on your Casting Time: 1 action
subsequent turns, you can move the hand up to 60 feet Range: Self
and then cause one of the following effects with it. Components: V,S
Duration: 1 round
Clenched Fist. The hand strikes one creature or
object within 5 feet of it. Make a melee spell attack for

PART 3 I S PELLS

218

Vou extend your hand and trace a sigi! ofwarding in the BLINDNESS/DEAFNESS
air. Unti! the end of your next turo. you have resistance 2nd.level necromancy
against bludgeoning, piercing, and slashing damage
dealt by weapon attacks. Casting Time: 1 action
Range: 30 feet
BLESS Components: V
ls~levelenchantment Duration: 1 minute

Casting Time: 1 action Vou can blind or deafen a foe. Choose one creature that
Range: 30 feet you can see within range to make a Constitution saving
Components: V,S, M (a sprinkling of holy water) throw. If it fails, the target is either blinded or deafened
Duration: Concentration, up to 1 minute (your choice) for the duration. At the end of each of its
turos, the target can make a Constitution saving throw.
Vou bless up to three creatures of your choice within On a success, the spell ends.
range. Whenever a target makes an attack roll or a
saving throw before the spell ends, the target can roll At Higher LeveIs. When you cast this spell using
a d4 and add the number rolled to the attack roll or a spell slot of 3rd levei or higher, you can target one
saving throw. additional creature for each slot levei above 2nd.

At Higher LeveIs. When you cast this spell using BLINK
a spell slot of 2nd leveI or higher, you can target one 3rd.level transmutation
additional creature for each slot levei above 1st.
Casting Time: 1 action
BLIGHT Range: Self
4th.level necromancy Components: V,S
Duration: 1 minute
Casting Time: 1 action
Range: 30 feet Roll a d20 at the end of each of your turos for the
Components: V,S duration of the spell. On a roll of 11 or higher, you
Duration: Instantaneous vanish from your current plane of existence and appear
in the Ethereal Plane (the spell fails and the casting is
Necromantic energy washes over a creature of your wasted if you were already on that plane). At the start of
choice that you can see within range, draining moisture your next turo, and when the spell ends if you are on the
and vitality from it. The target must make a Constitution Ethereal Plane, you returo to an unoccupied space of
saving throw. The target takes 8d8 necrotic damage on your choice that you can see within 10 feet of the space
a failed save, or half as much damage on a successful you vanished from. lf no unoccupied space is available
one. This spell has no effect on undead or constructs. within that range, you appear in the nearest unoccupied
space (chosen at random if more than one space is
lf you target a plant creature or a magical plant, it equally near). Vou can dismiss this spell as an action.
makes the saving throw with disadvantage, and the spell
deals maximum damage to it. While on the Ethereal Plane, you can see and hear
the plane you originated from, which is cast in shades
lfyou target a nonmagical plant that isn't a creature, of gray, and you can't see anything there more than 60
such as a tree or shrub, it doesn't make a saving throw; feet away. Vou can only affect and be affected by other
it simply withers and dies. creatures on the Ethereal Plane. Creatures that aren't
there can't perceive you or interact with you, unless they
At Higher LeveIs. When you cast this spell using a have the ability to do sO.
spell slot of 5th levei or higher, the damage increases by
Id8 for each slot leveI above 4th. BLUR
2nd./evel illusion
BLINDING SMITE
3rd.level evocation Casting Time: 1 action
Range: Self
Casting Time: 1 bonus action Components: V
Range: Self Duration: Concentration, up to 1 minute
Components: V
Duration: Concentration, up to 1 minute Your body becomes blurred, shifting and wavering to
all who can see YOUF. or the duration, any creature has
The next time you hit a creature with a melee weapon disadvantage on attack rolls against you. An attacker
attack during this spell's duration, your weapon flares is immune to this effect if it doesn't rely on sight,
with bright light, and the attack deals an extra 3d8 as with blindsight, or can see through illusions, as
radiant damage to the target. Additionally, the target with truesight.
must succeed on a Constitution saving throw or be
blinded unti! the spell ends. BRANDING SMITE
2nd.level evocation
A creature blinded by this spell makes another
Constitution saving throw at the end of each of its turns. Casting Time: 1 bonus action
On a successful save, it is no longer blinded. Range: Self

PART 3 I SPELLS 219

Components: V
Duration: Concenlralion, up lo I minule

The nexl lime you hil a crealure wilh a weapon attack
before lhis spell ends, lhe weapon gleams wilh aslral
radiance as you slrike, The attack deals an exlra 2d6
radianl damage lo lhe largel, which becomes visible if
il's invisibie, and lhe largel sheds dim lighl in a 5.fool
radius and can'l become invisible unlil lhe spell ends.

At Higher Leve/s. When you casl lhis spell using
a spell slol of 3rd levei or higher, lhe exlra damage
increases by ld6 for each sI01 levei above 2nd.

BURNING HANDS
1st.leveI evocation

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

As you hold your hands wilh lhumbs louching and
fingers spread, a lhin sheel of flames shools forlh from
your outslretched fingerlips. Each crealure in a 15-fool
cone musl make a Dexlerily saving lhrow. A crealure
lakes 3d6 fire damage on a failed save, or half as much
damage on a successful one.

The fire ignites any flammable objecls in lhe area lhal
aren'l being woro or carried.

At Higher Leve/s. When you casl lhis spell using a
spell slol of 2nd levei or higher, lhe damage increases by
ld6 for each slol levei above 1st.

CALL LIGHTNING
3rd-IeveI conjuration

Casting Time: 1 aclion up lo 10 minutes
Range: 120 feel
Components: V, S
Duration: Concenlralion,

A slorm cloud appears in the shape of a cylinder lhal
is 10 feet lall wilh a 60.fool radius, cenlered on a poinl
you can see 100 feel direclly above you. The spell fails
if you can'l see a poinl in lhe air where lhe slorm cloud
could appear (for example, if you are in a room lhal can't
accommodale lhe cloud).

When you casl lhe spell, choose a poinl you can see
wilhin range. AbolI of lightning flashes down from lhe
cloud lOlhal point. Each crealure wilhin 5 feel of lhal
point musl make a Dexlerily saving throw. A crealure
lakes 3d 10 lighlning damage on a failed save, or half
as much damage on a successful one. On each of your
luros unlil lhe spell ends, you can use your aclion lo call
down lighlning in lhis way again, largeting lhe same
poinl or a different one.

lfyou are ouldoors in slormy condilions when you
casl lhis spell, lhe spell gives you control over lhe
exisling slorm inslead of creating a new ooe. Under
such condilions, lhe spell's damage increases by ld 10.

At Higher LeveIs. When you cast lhis spell using a
spell si01of 41h or higher levei, lhe damage increases by
IdlO for each si01 levei above 3rd.

CALM EMOTIONS additional creature for each slot levei above 1sI. The
2nd.level enehantment creatures must be within 30 feet of each other when
you target them.
Casting Time: 1 action
Range: 60 feet CHILL TOUCH
Components: V.S Neeromaneyeantrip
Duration: Concentration. up to 1 minute
Casting Time: 1 action
Vou attempt to suppress strong emotions in a group Range: 120 feet
of people. Eaeh humanoid in a 20-foot.radius sphere Components: V,S
eentered on a point you choose within range must make Duration: 1 round
a Charisma saving throw; a creature can choose to
fail this saving throw if it wishes. [f a creature fails its Vou create a ghostly. skeletal hand in the space of a
saving throw. choose one of the following two effects. creature within range. Make a ranged spell attack
against the creature to assail it with the chill of the
Vou can suppress any effect causing a target to be grave. On a hit. the target takes ld8 necrotic damage.
charmed or frightened. When this spell ends. any and it can't regain hit points until the start of your next
suppressed effeet resumes. provided that its duration turno Until then, the hand clings to the target.
has not expired in the meantime.
Ifyou hit an undead target. it also has disadvantage on
Alternatively. you can make a target indifferent about attack rolls against you until the end of your next turno
ereatures of your ehoice that it is hostile toward. This
indifference ends if the target is attaeked or harmed by This spell's damage increases by ld8 when you reach
a spell or if it witnesses any of its friends being harmed. 5th levei (2d8). 11th leveI (3d8), and 17th levei (4d8).
When the spell ends. the creature becomes hostile
again. unless the DM rules otherwise. CHROMATIC ORB
1st.level evoeation
CHAIN LIGHTNING
6th.level evoeation Casting Time: 1 action
Range: 90 feet
Casting Time: 1 action Components: V, S. M (a diamond worth at least 50 gp)
Range: 150 feet Duration: Instantaneous
Components: V.S. M (a bit of fur; a piece of amber.
Vou hurl a 4-ineh-diameter sphere of energy at a
glass. or a crystal rod; and three silver pins) creature that you can see within range. Vou choose
Duration: Instantaneous acid, cold. tire, lightning, poison, or thunder for the type
of orb you create. and then make a ranged spell attack
Vou create a bolt of lightning that ares toward a target of against the target. lf the attack hits. the creature takes
your choice that you can see within range. Three bolts 3d8 damage of the type you ehose.
then leap from that target to as many as three other
targets. each of which must be within 30 feet of the tirst At Higher Leveis. When you cast this spell using a
target. A target can be a creature or an objeet and ean spell slot of 2nd leveI or higher. the damage inereases by
be targeted by only one of the bolts. ld8 for each slot levei above 1st.

A target must make a Dexterity saving throw. The CIRCLE OF DEATH
target takes lOd8 lightning damage on a failed save. or 6th-levei neeromaney
half as much damage on a successful one.
Casting Time: 1 aetion
At Higher Leve/s. When you cast this spell using Range: 150 feet
a spell slot of 7th levei or higher. one additional bolt Components: V, S. M (the powder of a erushed black
leaps from the tirst target to another target for each slot
levei above 6th. pearl worth at least 500 gp)
Duration: Instantaneous
CHARM PERSON
lst.level enehantment A sphere of nega tive energy ripples out in a 60.foot-
radius sphere from a point within range. Eaeh creature
Casting Time: 1 action in that area must make a Constitution saving throw. A
Range: 30 feet target takes 8d6 necrotie damage on a failed save. or
Components: V, S half as much damage on a successful one.
Duration: 1 hour
At Higher Leve/s. When you cast this spell using a
Vou attempt to eharm a humanoid you can see within spell slot of 7th leveI or higher. the damage increases by
range. It must make a Wisdom saving throw. and does 2d6 for each slot levei above 6th.
so with advantage if you or your companions are tighting
it. [f it fails the saving throw. it is charmed by you until CIRCLE OF POWER
the spell ends or until you or your companions do 5th-levei abjuration
anything harmful to it. The charmed ereature regards
you as a friendly acquaintance. When the spell ends. the Casting Time: 1 action
creature knows it was eharmed by you. Range: Self (30-foot radius)
Components: V
At Higher Leveis. When you cast this spell using Duration: Concentration. up to 10 minutes
a spell slot of 2nd levei or higher. you can target one

PART 3 SP£LLS

221

Divine energy radiates from you, distorting and CLOUD OF DAGGERS
diffusing magical energy within 30 feet of you. Until 2nd-levei conjuration
the spell ends, the sphere moves with you, centered on
you. For the duration, each friendly creature in the area Casting Time: 1 action
(including you) has advantage on saving throws against Range: 60 feet
spells and other magical effects. Additionally, when Components: V, 5, M (a sliver of glass)
an affected creature succeeds on a saving throw made Duration: Concentration, up to 1 minute
against a spell ar magical effect that allows it to make a
saving throw to take only half damage, it instead takes Vou fill the air with spinning daggers in a cube 5 feet on
no damage if it succeeds on the saving throw. each side, centered on a point you choose within range.
A creature takes 4d4 slashing damage when it enters
CLAIRVOYANCE the spell's area for the first time on a turn ar starts
3rd-/evel divination its turn there.

Casting Time: 10 minutes At Higher Leveis. When you cast this spell using a
Range: 1 mile spell slot of 3rd levei ar higher, the damage increases by
Components: V,5, M (a focus worth at least 100 2d4 for each slot levei above 2nd.

gp, either a jeweled horn for hearing ar a glass CLOUDKILL
eye for seeing) 5th-levei conjuration
Duration: Concentration, up to 10 minutes
Casting Time: I action
Vou create an invisible sensor within range in a location Range: 120 feet
familiar to you (a place you have visited ar seen before) Components: V,5
ar in an obvious location that is unfamiliar to you (such Duration: Concentration, up to 10 minutes
as behind a doar, around a corner, ar in a grove of trees).
The senso r remains in place for the duration, and it Vou create a 20-foot-radius sphere of poisonous, yellow-
can't be attacked ar otherwise interacted with. green fog centered on a point you choose within range.
The fog spreads around corners. lt lasts for the duration
When you cast the spell, you choose seeing ar ar until strong wind disperses the fog, ending the spell.
hearing. Vou can use the chosen sense through the lts area is heavily obscured.
senso r as if you were in its space. As your action, you
can switch between seeing and hearing. When a creature enters the spell's area for the first
time on a turn ar starts its turn there, that creature must
A creature that can see the sensor (such as a creature make a Constitution saving throw. The creature takes
benefiting from see invisibility ar truesight) sees a 5d8 poison damage on a failed save, ar half as much
luminous, intangible orb about the size of your fist. damage on a successful one, Creatures are affected
even if they hold their breath ar don't need to breathe.
CLONE
8th-levei necromancy The fog moves 10 feet away from you at the start
of each of your turns, rolling along the surface of the
Casting Time: 1 hour ground. The vapors, being heavier than air, sink to the
Range: Touch lowest levei of the land, even pouring down openings.
Components: V, 5, M (a diamond worth at least 1,000
At Higher Leveis. When you cast this spell using a
gp and at least I cubic inch of flesh of the creature spell slot of 6th level ar higher, the damage increases by
that is to be cloned, which the spell consumes, and a ld8 for each slot levei above 5th.
vessel worth at least 2,000 gp that has a sealable lid
and is large enough to hold a Medium creature, such COLOR SPRAY
as a huge urn, coffin, mud-filled cyst in the ground, ar I st-/eveJ iIIusion
crystal container filled with salt water)
Duration: !nstantaneous Casting Time: 1 action
Range: 5elf (15-foot cone)
This spell grows an inert duplicate of a living creature Components: V,5, M (a pinch of powder or sand that is
as a safeguard against death. This clone forms inside
a sealed vessel and grows to full size and maturity colored red, yellow, and blue)
after 120 days; you can also choose to have the clone Duration: I round
be a younger version of the same creature. lt remains
inert and endures indefinitely, as long as its vessel A dazzling array of flashing, colored light springs from
remains undisturbed. your hand. Roll 6dlO; the total is how many hit points
of creatures this spell can effect. Creatures in a 15-foot
At any time after the clone matures, if the original cone originating from you are affected in ascending
creature dies, its soul transfers to the clone, provided arder of their current hit points (ignoring unconscious
that the soul is free and willing to returno The clone is creatures and creatures that can't see).
physically identical to the original and has the same
personality, memories, and abilities, but nane of the 5tarting with the creature that has the lowest current
original's equipment. The original creature's physical hit points, each creature affected by this spell is blinded
remains, if they still exist, become inert and can't until the spell ends, 5ubtract each creature's hit points
thereafter be restored to life, since the creature's sou I from the total before moving on to the creature with
is elsewhere. the next lowest hit points. A creature's hit points must
be equal to or less than the remaining total for that
creature to be affected,

222 PART 3 I SPELLS

At Higher Leve/s. When you cast this spell using a
spell slot of 2nd leveI or higher, roll an additional 2d IO
for each slot leveI above 1st.

COMMAND
/st-/evel enchantment

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

Vou speak a one-word command to a creature you can
see within range. The target must succeed on a Wisdom
saving throw or follow the command on its next turno
The spell has no effect if the target is undead, if it
doesn't understand your language, or if your command
is directly harmful to it.

Some typical commands and their effects follow. Vou
might issue a command other than one described here.
If you do so, the OM determines how the target behaves.
If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the
shortest and most direct route, ending its turn if it
moves within 5 feet of YOU.

Drop. The target drops whatever it is holding and then
ends its turno

F/ee. The target spends its turn moving away from
you by the fastest available means.

Grove/. The target falls prone and then ends its turno
Ha/t. The target doesn't move and takes no actions.
A fiying creature stays aloft, provided that it is able to
do sO. If it must move to stay aloft, it fiies the minimum
distance needed to remain in the air.
At Higher Leve/s. When you east this spell using
a spell slot of 2nd leveI or higher, you can affeet one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when
you target them.

COMMUNE
5th-levei divination (ritual)

Casting Time: 1 minute
Range:SeIf
Components: V, S, M (incense and aviaI of holy or

unholy water)
Duration: 1 minute

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

Oivine beings aren't necessarily omniscient, so you
might receive "unclear" as an answer if a question
pertains to information that lies beyond the deity's
knowledge. In a case where a one-word answer could be
misleading or contrary to the deity's interests, the OM
might offer a short phrase as an answer instead.

Ifyou cast the spell two or more times before finishing
your next long rest, there is a cumulative 25 percent
chance for each casting after the first that you get no
answer. The OM makes this roll in secret.

COMMUNE WITH NATURE This speIl doesn't decode secret messages in a text
5th-levei divination (ritual) or a glyph, such as an arcane sigil, that isn't part of a
written language.
Casting Time: I minute
Range: 5elf COMPULSION
Components: V, 5 4th-levei enchantment
Duration: Instantaneous
Casting Time: 1 action up to I minute
Vou briefty become one with nature and gain knowledge Range: 30 feet
of the surrounding territory. In the outdoors, the spell Components: V, 5
gives you knowledge of the land within 3 miles of you. Duration: Concentration,
In caves and other natural underground settings, the
radius is Iimited to 300 feet. The spell doesn't function Creatures of your choice that you can see within range
where nature has been replaced by construction, such and that can hear you must make a Wisdom saving
as in dungeons and towns. throw. A target automatically succeeds on this saving
throw if it can't be charmed. On a failed save, a target
Vou instantly gain knowledge of up to three facts of is affected by this spelI. Until the speIl ends, you can
your choice about any of the following subjects as they use a bonus action on each of your turns to designate a
relate to the area: direction that is horizontal to YOU. Each affected target
must use as much of its movement as possible to move
terrain and bodies of water in that direction on its next turno It can take its action
prevalent plants, minerais, animais, or peoples before it moves. After moving in this way, it can make
powerful celestiaIs, fey, fiends, elementals, or undead another Wisdom saving to try to end the effect.
influence from other planes of existence
buildings A target isn't compeIled to move into an obviously
deadly hazard, such as a fire or pit, but it will provoke
For example, you could determine the location of opportunity attacks to move in the designated direction.
powerful undead in the area, the location of major
sources of safe drinking water, and the location of any CONE OF COLD
nearby towns. 5th-levei evocation

COMPELLED DUEL Casting Time: I action
1st-levei enchantment Range: 5elf (60-foot cone)
Components: V, 5, M (a small crystal or glass cone)
Casting Time: I bonus act ion Duration: Instantaneous
Range: 30 feet
Components: V A blast of cold air erupts from your hands. Each
Duration: Concentration, up to I minute creature in a 60-foot cone must make a Constitution
saving throw. A creature takes 8d8 cold damage on a
Vou attempt to compel a creature into a dueI. One failed save, or half as much damage on a successful one.
creature that you can see within range must make a
Wisdom saving throw. On a failed save, the creature is A creature killed by this spell becomes a frozen statue
drawn to you, compelled by your divine demando For until it thaws.
the duration, it has disadvantage on attack rolls against
creatures other than you, and must make a Wisdom At Higher LeveIs. When you cast this speIl using a
saving throw each time it attempts to move to a space spell slot of 6th level or higher, the damage increases by
that is more than 30 feet away from you; if it succeeds ld8 for each slot leveI above 5th.
on this saving throw, this spell doesn't restrict the
target's movement for that turno CONFUSION
4th-levei enchantment
The spell ends if you attack any other creature, if you
cast a spell that targets a hostile creature other than the Casting Time: 1 action
target, if a creature friendly to you damages the target or Range: 90 feet
casts a harmful spell on it, or ifyou end your turn more Components: V, 5, M (three nut shells)
than 30 feet away from the target. Duration: Concentration, up to I minute

COMPREHEND LANGUAGES This spell assaults and twists creatures' minds,
1st-levei divination (ritual) spawning delusions and provoking uncontrolled action.
Each creature in a lO-foot-radius sphere centered on
Casting Time: 1 action a point you choose within range must succeed on a
Range: 5elf Wisdom saving throw when you cast this spell or be
Components: V, 5, M (a pinch of soot and salt) affected by it.
Duration: 1 hour
An affected target can't take reactions and must roIl
For the duration, you understand the literal meaning of adIO at the start of each of its turns to determine its
any spoken language that you hear. Vou also understand behavior for that turno
any written language that you see, but you must be
touching the surface on which the words are written. It
takes about I minute to read one page of text.

PAR1 3 I SPELLS

224

dl0 Behavior of identical weapons that shoot forward and then
1 The creature uses ali its movement to move in a disappear. Each creature in a 60.foot cone must succeed
random direction. To determine the direction, reli on a Dexterity saving throw. A creature takes 3d8
a d8 and assign a direction to each die face. The damage on a failed save, ar half as much damage on a
creature doesn't take an action this turno successful one. The damage type is the same as that of
the weapon or ammunition used as a component.
2-6 The creature doesn't move or take actions this turno
7-8 The creature uses its action to make a melee attack CONJURE CELESTIAL

against a randomly determined creature within its 7th-levei conjuration
reach. If there is no creature within its reach, the
creature does nothing this turno Casting Time: I minute
9-10 The creature can act and move normally. Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour

At the end of each of its turns, an affected target can Vou summon a celestial of challenge rating 4 or lower,
make a Wisdom saving throw. lf it succeeds. this effect which appears in an unoccupied space that you can see
ends for that target. within range. The celestial disappears when it drops to
O hit points or when the spell ends.
At Higher LeveIs. When you casl this spell using a
spell slot of 5th levei or higher. the radius of the sphere The celestial is friendly to you and your companions
increases by 5 reet for each slot levei above 4th. for the duration. Roll initiative for the celestial, which
has its own turns. It obeys any verbal commands that
CONJURE ANIMALS you issue to it (no action required by you), as long as
they don't violate its alignment. If you don't issue any
3rd-/evel eonjuratioll commands to the celestial, it defends itself from hostile
creatures but otherwise takes no actions.
Casting Time: 1 action up lo 1 hour
Range: 60 feet The DM has the celestial's statistics.
Components: V, S At Higher LeveIs. When you cast [his spell using a
Duration: Concenlration, 9th-levei spell slot, you summon a celestial of challenge
rating 5 ar lower.
Vou summon fey spirits lhal take the form of beasts and
appear in unoccupied spaces that you can see within CONJURE ELEMENTAL
range. Choose one of the following options for what
appears: 5th-levei cOlljuration

One beast of challenge rating 2 or lower Casting Time: 1 minute
Two beasts of challenge rating 1 ar lower Range: 90 feet
Four beasts of challenge rating 1/2 or lower Components: V, S, M (burning incense for air, soft day
Eight beasts of ehallenge rating 1/4 ar lower
for earth, sulfur and phosphorus for fire, or water and
Each beasl is also considered fey, and it disappears sand for water)
when it drops to O hit points or when the spell ends. Duration: Concentration, up to I hour

The summoned creatures are friendly to you and your Vou call forth an elemental servant. Choose an area of air,
companions. Roll initiative for the summoned creatures earth, !ire, or water that fills a lO-foot cube within range.
as a group, which has its own turns. They obey any An elemental of challenge rating 5 or lower appropriate
verbal commands that you issue to them (no action to the area you chose appears in an unoccupied space
required by you). If you don't issue any commands to within 10 feet of it. For example, a !ire elemental
them, they defend themselves from hostile creatures, emerges from a bonfire, and an earth elemental rises
but otherwise take no actions. up fram the ground. The elemental disappears when it
drops to O hit points or when the spell ends.
The DM has the creatures' statistics.
At Higher LeveIs. When you cast this spell using The elemental is friendly to you and your companions
certain higher-Ievel spell slots, you choose one of the for the duration. Roll initiative for the elemental, which
summoning options above, and more creatures appear: has its own turns. lt obeys any verbal commands that
twice as many with a 5th-levei slot, three times as many you issue to it (no action required by you). If you don't
with a 7th-levei slot. and four times as many with a issue any commands to the elemental, it defends itself
9th-levei si 01. from hostile creatures but otherwise takes no actions.

CONJURE BARRAGE Ifyour concentration is broken, the elemental doesn't
disappear. Instead, you lose control of the elemental,
3rd-/evel conjuration il becomes hostile toward you and your companions,
and it might attack. An uncontrolled elemental can't
Casting Time: 1 action or a be dismissed by you, and it disappears I hour after
Range: Sei f (60-foot cone) you summoned it.
Components: V, S, M (one piece of ammunition
The DM has the elemental's statistics.
thrown weapon) At Higher LeveIs. When you cast this spell using
Duration: Instantaneous a spell slot of 6th levei or higher, the challenge rating
increases by I for each slot levei above 5th.
Vou throw a nonmagical weapon or fire a piece of
nonmagicaI ammunition into the air to create a cone

PART 3 I SPELLS

CONJURE FEY CONJURE VOLLEY

6th-levei conjuration 5th-levei conjumtion

Casting Time: 1 minute up to 1 hour Casting Time: 1 action
Range: 90 feet Range: 150 feet
Components: V, S Components: V, S, M (one piece of ammunition or one
Duration: Concentration,
thrown weapon)
Vou summon a fey creatllre of challenge rating 6 or Duration: Instantaneous
lower, or a fey spirit that takes the form of a beast of
challenge rating 6 or lower. lt appears in an unoccupied Vou fire a piece of nonmagical ammunition fram a
space that you can see within range, The fey creature ranged weapon or throw a nonmagical weapon into
disappears when it drops to O hit points or when the air and choose a point within range. Hundreds of
the spell ends, duplicates of the ammunition or weapon fali in a volley
from above and then disappear. Each creature in a
The fey creature is friendly to you and your 40-foot-radius. 20.foot.high cylinder centered on that
companions for the duration. Roll initiative for the point must make a Dexterity saving throw. A creature
creature, which has its own turns. lt obeys any verhal takes 8d8 damage on a failed save. or half as much
commands that you isslle to it (no action required damage on a successful one. The damage type is the
by you), as long as they don't violate its alignment. If same as that of the ammunition or weapon.
you don't issue any commands to the fey creature, it
defends itselffrom hostile creatures but otherwise CONJURE WOODLAND BEINGS
takes no actions.
4th.level conjuration
Ifyour concentration is broken, the fey creature
doesn't disappear. Instead, you lose contro! of the Casting Time: 1 action
fey creature, it hecomes hostile toward you and your Range: 60 feet
companions, and it might attack. An uncontrolled fey Components: V. S, M (one holly berry per
creature can't be dismissed hy you. and it disappears 1
hour after you summoned it. creature summoned)
Duration: Concentration, up to 1 hour
The DM has the fey creature's statistics.
At Higher LeveIs. When you cast this spell using Vou summon fey creatures that appear in unoccupied
a spell slot of 7th leveI or higher, the challenge rating spaces that you can see within range, Choose one of the
increases by 1 for each slot levei above 6th. following options for what appears:

CONJURE MINOR ELEMENTALS One fey creature of challenge rating 2 or lower
Two fey creatures of challenge rating 1 or lower
4th.level conjuration Four fey creatures of challenge rating 1/2 or lower
Eight fey creatures of challenge rating 1/4 or lower
Casting Time: 1 minute up to I hour
Range: 90 feet A summoned creature disappears when it drops to O hit
Components: V. S points or when the spell ends.
Duration: Concentration,
The summoned creatures are friend!y to you and your
Vou summon elementals that appear in IInoccupied companions. Roll initiative for the summoned creatures
spaces that you can see within range. Vou choose one as a group. which have their own turns. They obey any
the following options for what appears: verhal commands that you issue to them (no action
required hy you). If you don't issue any commands to
One elemental of challenge rating 2 or lower them, they elefend themselves from hostile creatures,
Two elementals of challenge rating 1 or lower but otherwise take no actions.
Four elementals of challenge rating 1/2 or lower
Eight elementals of challenge rating 1/4 or lower. The DM has the creatures' statistics.
At Higher LeveIs. When you cast this spell using
An elemental summoned by this spell disappears when certain higher.level spell slots. you choose one of the
it drops to O hit points or when the spell ends. summoning options above, anel more creatures appear:
twice as many with a 6th.level slot and three times as
The summoned creatures are friendly to you and your many with an 8th.level slot.
companions. Roll initiative for the summoned creatures
as a group. which has its own turns. They obey any CONTACT OTHER PLANE
verbal commands that you issue to them (no action
required by you). If you don't issue any commands to 5th.level divination (ritual)
them, they defend themselves from hostile creatures,
Casting Time: 1 minute
hut otherwise take no actions. Range: Self
Components: V
The DM has the creatures' statistics. Duration: 1 minute
At Higher LeveIs. When you cast this spell using
certain higher.level spell slots, you choose one of the Vou mentally contact a demigod, the spirit of a long.dead
summoning options above, and more creatures appear: sage, or some other mysterious entity fram another
twice as many with a 6th-levei slot and three times as plane. Contacting this extraplanar intelligence can
many with an 8th-levei slot. strain or even break your mind. When you cast this
spell, make a DC 15 lntelligence saving thraw. On a

226 PA RT 3 I SPEl.LS

failure, you take 6d6 psychic damage and are insane Components: V, S, M (a statuetle of yourself carved
until you finish a long rest. While insane, you can't take from ivory and decorated with gems worth at
actions, can't understand what other creatures say, can't least 1,500 gp)
read, and speak only in gibberish, A greater restoration
spell cast on you ends this effect. Duration: 10 days

On a successful save, you can ask the entity up to five Choose a spell of 5th levei or lower that you can cast, that
questions, Vou must ask your questions before the spell has a casting time of 1 action, and that can target YOU.
ends, The DM answers each question with one word, Vou cast that spell-called the contingent spell-as part
such as uyes," "no," "maybe," "never/' "irrelevant." ar of casting contingency, expending spell slots for both, but
"unclear" (if the entity doesn't know the answer to the the contingent spell doesn't come into effect. Instead, it
question), ]f a one-word answer would be misleading, takes effect when a certain circumstance occurs. Vou
the DM might instead offer a short phrase as an answer, describe that circumstance when you cast the two spells.
For example, a contingency cast with water breathing
CONTAGION might stipulate that water breathing comes into effect
when you are engulfed in water or a similar liquid.
5th-leveI necromancy
The contingent spell takes effect immediately after thc
Casting Time: 1 action circumstance is met for the first time, whether or not you
Range: Touch want it to, and then contingencyends.
Component: V, S
Duration: 7 days The contingent spell takes effect only on you, even
if it can normally target others. Vou can use only one
Your touch inflicts disease. Make a melee spell atlack contingency spell at a time. If you cast this spell again,
against a creature within your reach. On a hit, you aftlict the effect of another contingency spell on you ends. Also,
the creature with a disease of your choice from any of contingency ends on you if its material component is
the ones described below. ever not on your person.

At the end of each of the target's turns, it must make CONTINUAL FLAME
a Constitution saving throw. After failing three of
these saving throws, the disease's effects last for the 2nd./evel evocation
duration, and the creature stops making these saves.
After succeeding on three of these saving throws, the Casting Time: 1 action
creature recovers from the disease, and the spell ends. Range: Touch
Components: V, S, M (ruby dust worth 50 gp, which the
Since this spell induces a natural disease in its
target, any effect that removes a disease or otherwise spell consumes)
ameliorates a disease's effects apply to it. Duration: Until dispelled

Blinding Sickness. Pain grips the creature's mind, A flame, equivalent in brightness to a torch, springs
and its eyes turn milky white. The creature has forth from an object that you touch. The cffect looks like
disadvantage on Wisdom checks and Wisdom saving a regular flame, hut it creates no heat and doesn't use
throws and is blinded, oxygen. A continuaI liame can be covered or hidden but
not smothered or quenched.
FiJth Fever. A raging fever sweeps through the
creature's body. The creature has disadvantage on CONTROL WATER
Strength checks, Strength saving throws. and attack
rolls that use Strength. 4th-leveI transnllltation

Flesh Rot. The creature's flesh decays. The creature Casting Time: 1 action
has disadvantage on Charisma checks and vulnerability Range: 300 fect
to ali damage. Components: V, S, M (a drop ofwater and a

Mindfire. The creature's mind becomes feverish. The pinch of dust)
creature has disadvantage on Intelligcnce checks and Duration: Concentration, up to 10 minutes
Intelligence saving throws, and the creature behaves as
if under the effects of the confusion spell during combat. Until the spell cnds, you control any frcestanding water
inside an arca you choose that is a cube up to 100 feet
Seizure. The creature is ovcrcomc with shaking. on a side. Vou can choose from any of the following
The creature has disadvantage on Dexterity checks, effccts when you cast this spcll. As an action on your
Dcxterity saving throws, and attack rolls that turn, you can rcpeat the same effect or choosc a
use Dexterity. different one.

Slimy Doom. The creaturc begins to bleed Flood. Vou cause the water Icvel of ali standing water in
uncontrollably. The creature has disadvantagc on the area to rise by as much as 20 feet. If the area includes
Constitution checks and Constitution saving throws. a shore, the flooding water spills over onto dry land.
In addition, whenever the creature takcs damage, it is
stunned until the end of its next turno If you choose an area in a large body of water. you
instead create a 20-foot tall wave that travels from one
CONTINGENCY side of the area to the other and then crashes down. Any
Huge or smaller vehiclcs in the wave's path are carried
6th-leveI evocation with it lo the other side. Any Huge or smaller vehicles
struck by the wave have a 25 percent chance of capsizing.
Casting Time: 10 minutes
Range: Self The water levei remains elevated until the spell ends
or you choose a different effect. Ifthis effect produced

PART 3 SPEI L~

227

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

228 PART 3 I SPELLS

CREATE FOOD AND WATER 24 hours, you must cast this spell on the creature
before the current 24-hour period ends. This use
3rd-Ievel conjuration of the spell reasserts your control over up to three
creatures you have animated with this spell, rather than
Casting Time: I action animating new ones.
Range: 30 feet
Components: V, S At Higher Leve/s. When you cast this spell using a
Duration: Instantaneous 7th-leveI spell slot, you can animate or reassert control
over four ghouls. When you cast this spellusing an
Vou create 45 pounds of food and 30 gallons of water 8th-leveI spell slot, you can animate or reassert control
on the ground or in containers within range, enough over tive ghouls or two ghasts or wights. When you cast
to sustain up to tifteen humanoids or tive steeds for this spell using a 9th-leveI spell slot, you can animate or
24 hours. The food is bland but nourishing, and spoils reassert control over six ghouls, three ghasts or wights,
if uneaten after 24 hours. The water is clean and or two mummies.
doesn't go bad.
CREATION
CREATE OR DESTROY WATER
5th-levei il/usion
1st-leveI transmutation
Casting Time: I minute
Casting Time: I action Range: 30 feet
Range: 30 feet Components: V, S, M (a tiny piece of matter of the same
Components: V, S, M (a drop of water if creating water
type of the item you plan to create)
or a few grains of sand if destroying it) Duration: Special
Duration: Instantaneous
Vou pull wisps of shadow material from the Shadowfell
Vou either create or destroy water. to create a nonliving object of vegetable matter within
Create Water. Vou create up to 10 gallons of clean range: 50ft goods. rope, wood, or something similar. Vou
can also use this spell to create mineral objects such as
water within range in an open container. Alternatively, stone, crystal, or metal. The object created must be no
the water falls as rain in a 30-foot cube within range, larger than a 5-foot cube, and the object must be of a
extinguishing exposed fiames in the area. form and material that you have seen before.

Destroy Water. Vou destroy up to 10 gallons of water The duration depends on the object"s material. If
in an open container within range. Alternatively, you the object is composed of multiple materiaIs, use the
destroy fog in a 30-foot cube within range. shortest duration.

At Higher Leve/s. When you cast this spell using a Material Duration
spell slot of 2nd levei or higher, you create or destroy Vegetable matter
10 additional gallons of water, or the size of the cube Stone ar crystal 1 day
increases by 5 feet, for each slot leveI above 1st. Precious metais 12 hours
Gems 1 hour
CREATE UNDEAD Adamantine ar mithral
la minutes
6th-leveI necromancy
1 minute
Casting Time: I minute
Range: 10 feet Using any material created by this spell as another
Components: V, S, M (one clay pot tilled with grave dirt. spell's material component causes that spell to fail.

one clay pot tilled with brackish water, and one 150 gp At Higher Leve/s. When you cast this spell using a
black onyx stone for each corpse) spell slot of 6th levei or higher, the cube increases by 5
Duration: Instantaneous feet for each slot leveI above 5th.

Vou can cast this spell only at nighl. Choose up to three CROWN OF MADNESS
corpses of Medium or Small humanoids within range.
Each corpse becomes a ghoul under your control. (The 2nd-leveI enchantment
DM has game statistics for these creatures.)
Casting Time: I action up to I minute
As a bonus action on each of your turns, you can Range: 120 feet
mentally command any creature you animated with Components: V, S
this spell ifthe creature is within 120 feet ofyou (ifyou Duration: Concentration,
control multiple creatures, you can command any or ali
of them at the same time, issuing the same command to One humanoid of your choice that you can see within
each one). Vou decide what action the creature will take range must succeed on a Wisdom saving throw or
and where it will move during its next turn, or you can become charmed by you for the duration. While
issue a general command, such as to guard a particular the target is charmed in this way, a twisted crown
chamber or corridor. If you issue no commands, the of jagged iron appears on its head, and a madness
creature only defends itself against hostile creatures. glows in its eyes.
Once given an order, the creature continues to follow it
until its task is complete. The charmed target must use its action before moving
on each of its turns to make a melee attack against a
The creaturc is under your control for 24 hours, creature other than itself that you mentally choose.
after which it stops obeying any command you have
given il. To maintain control of the creature for another

PART 3 SPELLS

229

The target can act normally on its turn if you choose no duration. The darkness spreads around corners.
creature or if none are within its reach. A creature with darkvision can't see through this
darkness, and nonmagical light can't illuminate il.
On your subsequent turns, you must use your action to
maintain control over the target, or the spell ends. AIso, If the point you choose is on an object you are holding
the target can make a Wisdom saving throw at the end or one that isn't being worn or carried, the darkness
of each of its turns. On a success. the spell ends. emanates from the object and moves with il. Completely
covering the source of the darkness with an opaque
CRUSADER'S MANTLE object, such as a bowl or a heIm, blocks the darkness.
3rd-Ievel evocation
]f any of this spell's area overlaps with an area of light
Casting Time: I action up to I minute created by a spell of 2nd levei or lower, the spell that
Range: Self created the light is dispelled.
Components: V
Duration: Concentration, DARKVISION
2nd-levei transmutation
Holy power radiates from you in an aura with a 30-foot
radius, awakening boldness in friendly creatures. Until Casting Time: I action
the spell ends, the aura moves with you, centered on Range: Touch
you. While in the aura, each nonhostile creature in the Components: V. S, M (either a pinch of dried
aura (including you) deals an extra Id4 radiant damage
when it hits with a weapon attack. carrot or an agate)
Duration: 8 hours
CURE WOUNDS
1st-levei evocation Vou touch a willing creature to grant it the ability to
see in the dark. For the duration. that creature has
Casting Time: I action darkvision out to a range of 60 feel.
Range: Touch
Components: V, S DAYLIGHT
Duration: Instantaneous 3rd-Ievel evocation

A creature you touch regains a number of hit points Casting Time: I action
equal to Id8 + your spellcasting ability modifier. This Range: 60 feet
spell has no effect on undead or constructs. Components: V, S
Duration: I hour
At Higher Leveis. When you cast this spell using a
spell slot of 2nd levei or higher, the healing increases by A 60-foot-radius sphere of light spreads out from a point
Id8 for each slot leveI above I sI. you choose within range. The sphere is bright light and
sheds dim light for an additional 60 feel.
DANCING LIGHTS
Evocation cantrip ]f you chose a point on an object you are holding or
one that isn't being worn or carried, the light shines
Casting Time: I action or wychwood, from the object and moves with it. Completely covering
Range: 120 feet the affected object with an opaque object, such as a bowl
Components: V, S, M (a bit of phosphorus or a helm, blocks the light.

or a glowworm) If any of this spell's area overlaps with an area of
Duration: Concentration, up to I minute darkness created by a spell of 3rd levei or lower, the
spell that created the darkness is dispelled.
Vou create up to four torch-sized lights within range,
making them appear as torches, lanterns, or glowing DEATH WARD
orbs that hover in the air for the duration. Vou can 4th-levei abjuration
also combine the four Iights into one glowing vaguely
humanoid form of Medium size. Whichever form you Casting Time: I action
choose, each light sheds dim light in a lO-foot radius. Range: Touch
Components: V, S
As a bonus action on your turn, you can move the Duration: 8 hours
lights up to 60 feet to a new spot within range. A Iight
must be within 20 feet of another light created by this Vou touch a creature and grant it a measure of
spell, and a light winks out if it exceeds the spell's range. protection from death.

DARKNESS The first time the target would drop to O hit points as a
2nd-levei evocation result of taking damage, the target instead drops to I hit
point, and the spell ends.
Casting Time: I action
Range: 60 feet If the spell is still in effect when the target is subjected
Components: V, M (bat fur and a drop of pitch or to an effect lhat would kill it instantaneously without
dealing damage, that effect is instead negated against
piece of coai) the target, and the spell ends.
Duration: Concentration, up to lO minutes
DELAYED BLAST FIREBALL
Magical darkness spreads from a point you choose 7th-levei evocation
within range to fill a IS-foot-radius sphere for the
Casting Time: I action

PART 3 I SPELLS

230

Range: ISO feel Vou slrike the ground, creating a burst of divine
Components: V, S, M (a liny ball of bal energy that ripples oulward ftom you. Each creature
you choose within 30 feet of you must succeed on a
guano and sulfur) Conslitution saving throw OI'take 5d6 thunder damage,
Duralion: Concenlralion, up lO I minule as well as 5d6 radiant OI'necrotic damage (your choice),
and be knocked prone. A creature that succeeds on
A beam of yellow lighl lIashes from your poinling finger, its saving throw takes half as much damage and isn't
then condenses lo linger aI a chosen poinl wilhin range knocked prone.
as a glowing bead for the duralion. When lhe spell
ends, either beca use your concentration is broken OI' DETECT EVIL ANO Gooo
because you decide to end it, lhe bead blossoms with a 1st-IeveI divination
low roar inlo an explosion of liame Ihal spreads around
corners. Each crealure in a 20.fool.radius sphere Casting Time: I aclion up to 10 minutes
centered on that point must make a Dexterity saving Range:Se]f
throw. A crealure lakes fire damage equal to lhe total Components: V, S
accumulated damage on a failed save, OI'half as much Duration: Concentration,
damage on a successful one.
For the duralion, you know if Ihere is an aberration,
The spell's base damage is 12d6. If at the end of celestial, elemenlal, fey, fiend, OI'undead within 30
your lurn lhe bead has not yet detonated, lhe damage feet of you, as well as where lhe crealure is located.
increases by Id6. Similarly, you know if there is a place 01' object within
30 feet of you Ihat has been magically consecrated
]f the glowing bead is touched before the interval OI'desecrated.
has expired, lhe creature touching it must make a
Dexterity saving throw. On a failed save, the spell ends The spell can penetrate most barriers, but it is blocked
immediately, causing the bead 10 erupt in liame. On a by I fool of slone, I inch of common metal, a thin sheel
successful save, the crealure can throw the bead up to of lead, OI'3 feel of wood OI'dir!.
40 fee!. When it strikes a creature 01' a solid objecl, the
spell ends, and lhe bead explodes. DETECT MAGIC
1st-leveI divination (ritual)
The fire damages objecls in the area and ignites
lIammable objecls that aren'l being worn OI'carried. Casting Time: I action up to 10 minutes
Range: Self
At Higher Leve/s. When you cast this spell using Components: V, S
a spell slot of 8th leveI OI'higher, lhe base damage Duration: Concentration,
increases by Id6 for each sI01 leveI above 71h.
For the duration, you sense the presence of magic
DEMIPLANE wilhin 30 feet of you. ]f you sense magic in Ihis way, you
8th./evel conjuratian can use your action to see a faint aura around any visible
creature OI'object in the area that bears magic, and you
Casling Time: I action learn its school of magic. if any.
Range: 60 feet
Components: S The spell can penetrate most barriers, but it is blocked
Duralion: I hour by I foot of slone, I inch of common metal, a Ihin sheel
of lead, OI'3 feet of wood OI'di r!.
Vou create a shadowy door on a lIat solid surface that
you can see within range. The door is large enough to DETECT POISON ANO DISEASE
allow Medium creatures lo pass through unhindered. 1st-leveI divination (ritual)
When opened, lhe door leads lo a demiplane Ihat
appears to be an empty room 30 feet in each dimension, Casting Time: I action
made of wood 01' stone. When the spell ends, the door Range: Self
disappears, and any crealures 01' objects inside the Components: V, S, M (a yew leaf)
demiplane remain trapped Ihere, as lhe door also Duration: Concenlration, up to 10 minutes
disappears from the olheI' side.
For the duration, you can sense the presence and
Each time you casl this spell, you can create a new location of poisons, poisonous creatures, and diseases
demiplane, OI'have the shadowy doar connect to a within 30 feel of you. Vou also identify the kind of
demiplane you created with a previous casting of this poison, poisonous creature, ar disease in each case.
spell. Additionally, if you know the nature and contents
of a demiplane created bya casting of this spell by The spell can penelrate most barriers, but it is blocked
another creature, you can have lhe shadowy door by I foot of slone, I inch of common metal, a thin sheet
connecl to its demiplane inslead. of lead, OI'3 feet of wood OI'dir!.

DESTRUCTIVE WAVE DETECT THOUGHTS
5thJevelevocation 2nd.level divination

Casling Time: I action Casting Time: I action
Range: Self (30-foot radius) Range: Self
Componenls: V Components: V, S, M (a copper piece)
Duration: Inslantaneous Duration: Concentration, up to I minute

PART 3 SPELLS 231



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

PAR r 3 SPELL

Components: V, S, M (holy water or powdered DIVINATION
silver and iron) 4th-levei divination (ritual)

Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: Self
Shimmering energy surrounds and protects you from Components: V, S, M (incense and a sacrifieial offering
fey, undead, and creatures originating from beyond the
Material Plane. For the duration, celestiais, elementals, appropriate to your religion, together worth at least 25
fey, fiends, and undead have disadvantage on attack gp, which the spell consumes)
rolls against you. Duration: Instantaneous

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

At Higher LeveIs. When you cast this spell using a Casting Time: 1 action
spell slot of 2nd level or higher. the damage increases by
Id6 for each slot levei above 1st.

234 P"Rf 3 SPELLS

Range: 60 feet Each time the target takes damage, it makes a new
Components: V, 5 Wisdom saving throw against the spell. If the saving
Duration: Concentration, up to I minute throw succeeds, the spell ends.

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

PART 3 SPELLS 235

]f another creature is holding or carrying the item, for c1ear skies, a c10ud for rain, falling snowflakes for
crushing the sapphire doesn't transport the item to you, snow, and so on. This effect persists for I round.
but instead you learn who the creature possessing the Vou instantly make a flower blossom, a seed pod open,
object is and roughly where that creature is located or a leaf bud bloom.
at that moment. Vou create an instantaneous, harmless sensory effect,
such as falling leaves, a puff of wind, the sound of a
Dispel magic or a similar effect successfully applied to small animal, or the faint odor of skunk. The effect
the sapphire ends this spell's effect. must fit in a 5-foot cube.
Vou instantly light or snuff out a candle, a torch, or a
DREAM small campfire.
5th-leveI iIIusion
EARTHQUAKE
Casting Time: I minute 8th-leveI evocation
Range: 5pecial
Components: V, 5, M (a handful of sand, a dab of ink, Casting Time: I action
Range: 500 feet
and a writing quill plucked from a sleeping bird) Components: V, 5, M (a pinch of dirl, a piece of rock,
Duration: 8 hours
and a lump of c1ay)
This spell shapes a creature's dreams. Choose a Duration: Concentration, up to I minute
creature known to you as the target of this spell. The
target must be on the same plane of existence as you. Vou create a seismic disturbance at a point on the
Creatures that don't sleep, such as elves, can't be ground that you can see within range. For the duration,
contacted by this spell. Vou, or a willing creature you an intense tremor rips through the ground in a
touch, enlers a trance state, acting as a messenger. 100-foot-radius circ1e centered on that point and shakes
While in the trance, the messenger is aware of his or creatures and structures in contact with the ground
her surroundings, but can't take actions or move. in that area.

If the target is asleep, the messenger appears in the The ground in the area becomes difficult terrain.
target's dreams and can converse with the target as Each creature on the ground that is concentrating must
long as it remains asleep, through the duration of the make a Constitution saving throw. On a failed save, the
spell. The messenger can also shape the environment creature's concentration is broken.
of the dream, creating landscapes. objects, and other
images. The messenger can emerge from the trance at When you cast this spell and at the end of each turn
any time, ending the effect of the spell early. The target you spend concentrating on it, each creature on the
recalls the dream perfectly upon waking. If the target is ground in the area must make a Dexterity saving throw.
awake when you cast the spell, the messenger knows it, On a failed save, the creature is knocked prone.
and can either end the trance (and the spell) or wait for
the target to fali asleep, at which point the messenger This spell can have additional effects depending on
appears in the target's dreams. the terra in in the area, as determined by the DM.

Vou can make the messenger appear monstrous Fissures. Fissures open throughout the spell's area at
and terrifying to the target. If you do, the messenger the start of your next turn after you cast the spell. A total
can deliver a message of no more than ten words and of Id6 such fissures open in locations chosen by the DM.
then the target must make a Wisdom saving throw. On Each is IdlO x 10 feet deep, la feet wide, and extends
a failed save, echoes of the phantasmal monstrosity from one edge of the spell's area to the opposite side.
spawn a nightmare that lasts the duration of the target's A creature standing on a spot where a fissure opens
sleep and prevents the target from gaining any benefit must succeed on a Dexterity saving throw or fali in. A
from that rest. In addition, when the target wakes up, it creature that sllccessfully saves moves with the fissure's
takes 3d6 psychic damage. edge as it opens.

If you have a body part, lock of hair, c1ipping from a A fissure that opens beneath a structure causes it to
nail, or similar portion of the target's body, the target automatically collapse (see below).
makes its saving throw with disadvantage.
Structures. The tremor deals 50 bludgeoning damage
DRUIDCRAFT to any structure in contact with the ground in the area
Transmutation cantrip when you cast the spell and at the start of each of your
turns until the spell ends. ]f a structure drops to Ohit
Casting Time: I action points, it collapses and potentially damages nearby
Range: 30 feet creatures. A crealure within half the distance of a
Components: V, 5 structure's height must make a Dexterity saving throw.
Duration: Instantaneous On a failed save, the creature takes 5d6 bludgeoning
damage, is knocked prone, and is buried in the rubble,
Whispering to the spirits of nature, you create one of the requiring a DC 20 Strength (Athletics) check as an
following effects within range: action to escape. The DM can adjust the DC higher
or lower, depending on the nalure of the rubble. On
Vou create a tiny, harmless sensory effect that predicts a successful save, the creature takes half as much
what the weather will be at your location for the next damage and doesn't fali prone or become buried.
24 hours. The effect might manifest as a golden orb

PA RT 3 I SPELI.S

ELDRITCH BLAST ENLARGE/REDUCE
Evocation cantrip 2nd-leveI transmutation

Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V,5 Components: V,5, M (a pinch of powdered iron)
Duration: lnstantaneous Duration: Concentration, up to I minute

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

Eagle's Splendor. The target has advantage on At Higher LeveIs. If you cast this spell using a spell
Charisma checks. slot of 2nd levei or higher, the damage increases by ld6
for each slot levei above 1sI.
Fox's Cunning. The target has advantage on
Intelligence checks.

Owl's Wisdom. The target has advantage on
Wisdom checks.

At Higher LeveIs. When you cast this spell using
a spell slot of 3rd leveI or higher, you can target one
additional creature for each slot leveI above 2nd.

PART 3 I SPlI LS 237

ENTANGLE When the spell ends, you immediately returo to the
1st.level conjuration plane you originated from in lhe spot you currently
occupy. If you occupy the same spot as a solid object
Casting Time: 1 action or creature when this happens, you are immediately
Range: 90 feet shunted to the nearest unoccupied space that you
Components: V,S can occupy and take force damage equal to twice lhe
Duration: Concentration, up to 1 minute number of feet you are moved.

Grasping weeds and vines sprout fram the ground in a This spell has no effect if you cast il while you are on
20-foot square starting from a point within range. For the Ethereal Plane or a plane that doesn't border it, such
the duration, these plants turo the ground in the area as one of the Outer Planes.
into difficult terrain.
At Higher Leve1s. When you cast this spell using
A creature in the area when you cast the spell must a spell slol of 81h leveI or higher, you can target up to
succeed on a Strength saving throw ar be restrained three willing crealures (including you) for each slot levei
by the entangling plants until the spell ends. A creature above 7th. The creatures musl be within 10 feet of you
restrained by the plants can use its action to make when you cast the spell.
a Strength check against your spell save De. On a
success, it frees itself. EVARD'S BLACK TENTACLES
4th.level conjuration
When the spell ends, the conjured plants wilt away.
Casting Time: 1 action
ENTHRALL Range: 90 feet
2nd.level enchantment Components: V,S, M (a piece of tentacle from a giant

Casting Time: 1 action octopus or a giant squid)
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S
Duration: 1 minute Squirming, ebony tentades fill a 20.foot square on
ground that you can see within range. For the duration,
Vou weave a distracting string of words, causing these tentacles turo lhe ground in the area into
creatllres ofyour choice that you can see within range difficult terrain.
and that can hear you to make a Wisdom saving
throw. Any creature that can't be charmed succeeds When a creature enlers the affected area for the first
on this saving throw automatically, and if you or YOllr time on aturo or starts its turo lhere, the creature
companions are fighting a creature, it has advantage on must succeed on a Dexterity saving throw or take 3d6
the save. On a failed save, the target has disadvantage bludgeoning damage and be restrained by the tentacles
on Wisdom (Perception) checks made to perceive any until the spell ends. A creature that starts its turo in the
creature other than you until the spell ends or until the area and is already restrained by the tentacles lakes 3d6
target can no longer hear YOll.The spell ends if you are bludgeoning damage,
incapacitated or can no longer speak.
A creature reslrained by the tentacles can use ils
ETHEREALNESS action lo make a Strength ar Dexterity check (its choice)
7th-leveI transmutation against your spell save DC. On a success, it frees itself.

Casting Time: 1 action EXPEDITIOUS RETREAT
Range: Self 1st-leveI transmutation
Components: V, S
Duration: Up to 8 hours Casting Time: I bonus action
Range: Self
Vou step into the border regions of the Ethereal Plane, Components: V, S
in the area where it overlaps with your current plane. Duration: Concentration, up lo 10 minutes
Vou remain in the Border Ethereal for the duration or
until you use your action to dismiss the spell. During This spell allows you to move at an incredible pace.
this time, you can move in any direction. If you move When you cast this spell, and then as a bonus action
up or down, every foot of movement costs an extra fool. on each of your turos unlil the spell ends, you can take
Vou can see and hear the plane YOlloriginated from, but the Dash action.
everything there looks gray, and you can't see anything
more than 60 feet away. EYEBITE
6th.level necromancy
While on the Ethereal Plane, you can only affect and
be affected by other crealures on thal plane. Creatures Casting Time: 1 action
that aren't on the Elhereal Plane can't perceive you and Range: Self
can't interact with you, unless a special ability ar magic Components: V, S
has given them the ability to do so. Duration: Concentration, up to 1 minute

You ignore ali objects and effects lhat aren't on the For the spell's duration, your eyes beco me an inky void
Ethereal Plane, allowing you to move through objects imbued with dread power. One creature of your choice
you perceive on the plane you originated from. within 60 feet of you lhat you can see must succeed
on a Wisdom saving throw or be affected by one of the
following effects of your choice for the duralion. On

PART 3 I SPELLS

each of your turns until the spell ends, you can use FALSE LIFE
your aclion to target auother creature but can't target 1st-levei necromancy
a creature agaiu if it has succeeded on a saving throw
against this casting of eyebite, Casting Time: I action
Range: Self
As/eep. The targel falls unconscious, lt wakes up if it Components: V, S, M (a small amount of alcohol or
takes any damage nr if another creature uses its action
to shake the sleeper awake, distilled spirits)
Duration: I hour
Panicked. The target is frightened of you. On each
of its lurns, the frightened creature must take the Bolstering yourself with a necromantic facsimile of life,
Dash action and move away from you by the safest and you gain Id4 + 4 temporary hit points for the rluration.
shortest available route, unless there is nowhere to
move. lf the target moves to a place at least 60 feet away At Higher LeveIs. When you casl this spell using a
from you where it can no longer see you, this effect ends. spell slot of 2nd levei or higher, you gain 5 adrlitional
temporary hit points for each slollevel above 1st.
Sickened. The target has disadvantage ou attack rolls
and ability checks. At the end of each of its turns, it can FEAR
make another Wisdom saving throw. lf it succeeds, 3rd-level iIIusion
the effect ends.
Casting Time: I action
FABRICATE Range: Self (30-foot cone)
4th-levei transmutation Components: V, S, M (a white feather or the

Casting Time: lO minutes heart of a hen)
Range: 120 feet Duration: Concentration, up lo 1 minule
Components: V, S
Duration: Instantaneous Vou project a phantasmal image of a creature's worst
fears. Each creature in a 30-foot cone must succeed on
Vou convert raw materiais into products of the same a Wisdom saving throw or rlrop whatever it is holrling
material. For example, you can fabricate a wooden anrl beco me frightened for the duration.
bridge from a c1ump of trees, a rope from a patch of
hemp, and C10thes from flax or wool. While frightened by this spell, a creature must take
the Dash action and move away from you by lhe safest
Choose raw materiais that you can see wilhin range. available route on each of its turns, unless there is
Vou can fabricale a Large or smaller object (contained nowhere to move. If the creature enrls its turn in a
within a lO-fool cube. ar eight connected 5-foot cubes), location where it doesn't have line of sight to you,
given a sufficient quantity of raw material. If you the creature can make a Wisdom saving throw. On a
are working with metal. stone, or anolher mineral successful save, the spell enrls for that creature.
substance, however, the fabricated object can be no
larger than Medium (coutained within a single 5-foot FEATHER FALL
cube). The quality of objects made by the spell is 1st-levei transmutation
commensurate with the quality of the raw materiais.
Casting Time: I reaction, which you take when you or a
Creatures or magic items can't be created or creature within 60 feet of YOII falls
transmuted by this spell. Vou also can't use it to
create items that ordinarily require a high degree of Range: 60 feet
craftsmanship, such as jewelry, weapons. glass, or Components: V, M (a sma 11feat her or piece of down)
armor, unless you have proficiency with the type of Duration: I minute
artisan's tools used to craft such objects.
Choose up to five falling creatures within range. A
FAERIE FIRE falling creature's rate of descent slows to 60 feet per
1st-leveI evocation round until the spell ends. lf the creature lands before
the spell ends, it takes no falling damage and can land
Casting Time: I action up to 1 minute on its feel, and the spell ends for that creature.
Range: 60 feet
Components: V FEEBLEMIND
Duration: Concentration, 8th-levei enchantment

Each object in a 20-foot cube within range is outlined in Casting Time: I action
blue, green, or violet light (your choice). Any creature in Range: ISO feet
the area when lhe spell is cast is also outlined in light if Components: V, S, M (a handful of c1ay,crystal, glass,
it fails a Dexterity saving throw. For lhe duration, objects
and affected creatures shed dim light in a 10.fool radius. or mineral spheres)
Durat;on: Instantaneous
Any attack roll against an affected creature or object
has arlvantage if the attacker can see it, and the affected Vou hlast the mind of a crealure that you can see within
creature or object can't benefit from being invisible. range, altempting to shatter its intellect and personality.
The target takes 4d6 psychic damage and must make an
Intelligence saving throw.

On a failed save, the creature's Intclligence and
Charisma scores become I. The creature can't cast
spells, activate magic items, understand language, or

P\kT3 l' L

communicate in any intelligible way. The creature can, you can cause it to reappear in any unoccupied space
however, identify its friends, follow them, and even within 30 feet of YOU.
protect them.
Vou can't have more than one familiar at a time. If you
At the end of every 30 days, the creature can repeat cast this spell while you already have a familiar, you
its saving throw against this spell. If it succeeds on its instead cause it to adopt a new formo Choose one of the
saving throw, the spell ends. forms from the above list. Your familiar transforms into
the chosen creature.
The spell can also be ended by greater restoration,
heal, or wish. Finally, when you cast a spell with a range of touch,
your familiar can deliver the spell as if it had cast the
FEIGN DEATH spell. Your familiar must be within 100 feet of you, and
3rd-Ievel necromancy (ritual) it must use its reaction to deliver the spell when you cast
it. If the spell requires an attack roll, you use your attack
Casting Time: 1 action modifier for the roll.
Range: Touch
Components: V, 5, M (a pinch of graveyard dirt) FINO STEEO
Duration: 1 hour 2nd-levei conjuration

Vou touch a willing creature and put it into a cataleptic Castiog Time: 10 minutes
state that is indistinguishable from death. Range: 30 feet
Components: V, 5
For the spell's duration, or until you use an action Duratioo: Instantaneous
to touch the target and dismiss the spell, the target
appears dead to ali outward inspection and to spells Vou summon a spirit that assumes the form of an
used to determine the target's status. The target is unusually intelligent, strong, and loyal steed, creating a
blinded and incapacitated, and its speed drops to O. long-Iasting bond with it. Appearing in an unoccupied
The target has resistance to ali damage except psychic space within range, the steed takes on a form that you
damage. If the target is diseased or poisoned when you choose, such as a warhorse, a pony, a camel, ao elk, or
cast the spell, or becomes diseased or poisoned while a mastiff. (Your DM might allow other animais to be
under the spell's effect, the disease and poison have no summoned as steeds.) The steed has the statistics of the
effect until the spell ends. chosen form, though it is a celestial, fey, or fiend (your
choice) instead of its normal type. Additionally, if yaur
FINO FAMILIAR steed has an Intelligence of 5 or iess, its Intelligence
1st-levei conjuratian (ritual) becomes 6, and it gains the ability to understaod one
laoguage of your choice that you speak.
Casting Time: I hour
Range: 10 feet Your steed serves you as a mount, both in combat and
Components: V, 5, M (10 gp worth af charcaal, out, and you have an instinctive bond with it that allows
you to fight as a seamless unit. While mounted on your
incense, and herbs that must be consumed by fire in a steed, you can make any spell you cast that targets only
brass brazier) you also target your steed.
Duration: Instantaneous
Wheo the steed drops to O hit points, it disappears,
Vou gain the service of a familiar, a spirit that takes an leaving behind no physical formo Vou can also
animal form you choose: bat, cat, crab, frog (toad), hawk, dismiss your steed at any time as an action, causing
lizard, octopus, owl, poisonous snake, fish (quipper), it to disappear. In either case, casting this spell
rat, raven, sea horse, spider, or weasel. Appearing in again summons the same steed, restored to its hit
an unoccupied space within range, the familiar has the point maximum.
statistics of the chosen form, though it is a celestial, fey,
or fiend (your choice) instead of a beast. While your steed is within 1 mile of you, you can
communicate with it telepathically.
Your familiar acts independently of you, but it always
obeys your commands. In combat, it rolls its own You can't have more than one steed bonded by this
initiative and acts on its own turno A familiar can't spell at a time. As an action, you can release the steed
attack, but it can take other actions as normal. from its bond at any time, causing it to disappear.

When the familiar drops to O hit points, it disappears, FINO THE PATH
leaving behind no physical formo It reappears after you 6th-levei divination
cast this spell again
Casting Time: 1 minute
While your familiar is within 100 feet of you, you Range: 5elf
can communicate with it telepathically. Additionally, Components: V, 5, M (a set of divinatory tools-such
as an action, you can see through your familiar's eyes
and hear what it hears until the start of your next turn, as bones, ivory sticks, cards, teeth, or carved runes-
gaining the benefits of any special senses that the worth 100 gp and an object from the location you
familiar has. During this time, you are deaf and blind wish to find)
with regard to your own senses. Duration: Concentration, up to 1 day

As an action, you can temporarily dismiss your This spell allows you to find the shortest, most direct
familiar. It disappears into a pocket dimension where it physical route to a specific fixed location that you are
awaits your summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, familiar with on the same plane of existence. Ir you

PART 3 SPELLS

name a destination on another plane of existenee, a
destination that moves (sueh as a mobile fortress), or a
destination that isn't specilie (sueh as "a green dragon's
lair"), the spell fails.

For the duration, as long as you are on the same plane
of existenee as the destination, you know how far it is
and in what direetion it lies. While you are traveling
there, whenever you are presented with a ehoiee of
paths along the way, you automatieally determine whieh
path is the shortest and most direet route (but not
neeessarily the safest route) to the destination.

FIND TRAPS

2nd-leveI divination

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

You sense the presenee of any trap within range that
is within line of sight. A trap, for the purpose of this
spell, includes anything that would inflict a sudden or
unexpeeted effeet you eonsider harmful or undesirable,
which was speeilieally intended as sueh by its ereator.
Thus, the spell would sense an area affeeted by the
alarm spell, a glyph of warding, or a meehanieal pit trap,
but it would not reveal a natural weakness in the floor,
an unstable eeiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You
don't learo the loeation of eaeh trap, but you do learo the
general nature of the danger posed by a trap you sense.

FINGE R OF DEATH

7th-leveI neeromaney

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

You send nega tive energy coursing through a ereature
that you ean see within range, causing it searing pain.
The target must make a Constitution saving throw. It
takes 7d8 + 30 necrotic damage on a failed save, or half
as mueh damage on a sueeessful one.

A humanoid killed by this spell rises at the start of
your next turo as a zombie that is permanently under
your command, following your verbal orders to the best
of its ability.

FIREBALL

3rd~evelevoeaUon

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

guano and sulfur)
Duration: Instantaneous

A bright streak flashes from your pointing linger to a
point you ehoose within range and then blossoms with
a low roar into an explosion of flame. Each creature
in a 20-foot-radius sphere eentered on that point must
make a Dexterity saving throw. A target takes 8d6 /ire

damage on a failed save, or half as mueh damage on a FLAME BLADE
sueeessful one, 2nd./evel evoeation

The /ire spreads around eorners. It ignites flammable Casting Time: I bonus aetion
objeets in the area that aren't being worn or earried. Range: 5elf
Components: V, 5, M (leaf of sumae)
At Higher Leve/s. When you east this spell using a Duration: Coneentration, up to 10 minutes
spell slot of 4th levei or higher, the damage inereases by
Id6 for eaeh slot levei above 3rd. Vou evoke a /iery blade in your free hand. The blade is
similar in size and shape to a seimitar, and it lasts for
FIRE BOLT the duration. lf you let go of the blade, it disappears, but
Evoeation eantrip YOllean evoke the blade again as a bonus aetion.

Casting Time: I aetion Vou ean use your aetion to make a melee spel1
Range: 120 feet attaek with the /iery blade. On a hit, the target takes
Components: V, 5 3d6 /ire damage.
Duration: Instantaneous
The flaming blade sheds bright light in a 10.foot
Vou hurl a mote of /ire at a ereature or objeet within radills and dim light for an additional 10 feel.
range. Make a ranged spell attaek against the
targel. On a hit, the target takes IdlO /ire damage. A At Higher Leve/s. When you east this spel1 lIsing a
flammable objeet hit by this spell ignites if it isn't being spell slot of 4th levei or higher, the damage inereases by
worn or earried. Id6 for every two slot leveIs above 2nd.

This spell's damage inereases by IdlO when you reaeh FLAME STRIKE
5th levei (2dlO), 11th levei (3d 10), and 17th levei (4dlO). 5th-levei evocation

FIRE SHIELD Casting Time: I aetion
4th./evel evoeation Range: 60 feet
Components: V, 5, M (pineh of sulfur)
Casting Time: I aetion or a /irefly) Duration: Instantaneous
Range: 5elf
Components: V, 5, M (a bit of phosphorus A vertieal column of divine /ire roars down from the
Duration: 10 minutes heavens in a loeation YOllspecify. Eaeh ereature in
a lO.foot.radius, 40.foot-high cylinder eentered on a
Thin and wispy flames wreathe your body for the point within range must make a Dexterity saving throw.
duration, shedding bright light in a 10.foot radius and A ereature takes 4d6 /ire damage and 4d6 radiant
dim light for an additional lO feel. Vou ean end the spell damage on a failed save, or half as mueh damage on a
early by using an aetion to dismiss il. sueeessful one.

The flames provi de YOllwith a warm shield or a ehill At Higher Leve/s. When you east this spel1 using a
shield, as you ehoose. The warm shield grants you spell slot of 6th levei or higher, the /ire damage or the
resistanee to eold damage, and the ehill shield grants radiant damage (your ehoice) inereases by Id6 for eaeh
you resistanee to /ire damage. slot levei above 5th.

In addition, whenever a ereature within 5 feet of you FLAMING SPHERE
hits you with a melee attaek, the shield erupts with 2nd-levei eonjuration
flame. The attaeker takes 2d8 /ire damage from a warm
shield, or 2d8 eold damage from a eold shield. Casting Time: I aetion
Range: 60 feet
FIRE STORM Components: V. 5, M (a bit of tallow, a pineh of
7th./evel evoeation
brimstone, and a dusting of powdered iran)
Casting Time: I aetion Duration: Coneentration, up to I minute
Range: 150 feet
Components: V, 5 A 5-foot.diameter sphere of /ire appears in an
Duration: Instantaneous unoeeupied spaee of your ehoice within range and lasts
for the duration. Any ereature that ends its turn within 5
A storm made up of sheets of roaring flame appears feet of the sphere must make a Dexterity saving thraw.
in a loeation you ehoose within range. The area of the The ereature takes 2d6 /ire damage on a failed save, or
storm eonsists of up to ten 10.foot eubes, whieh you ean half as mueh damage on a sueeessful one.
arrange as you wish. Eaeh eube must have at least one
faee adjaeent to the faee of another eube. Eaeh ereature As a bonus aetion, you ean move the sphere up to 30
in the area must make a Dexterity saving throw. It feel. If you ram the sphere into a ereature, that ereature
takes 7d 10 /ire damage on a failed save, or half as mueh must make the saving throw against the sphere's
damage on a sueeessful one. damage, and the sphere stops moving this turno

The /ire damages objeets in the area and ignites When you move the sphere, you ean direet it over
flammable objeets that aren't being worn or earried. barriers up to 5 feet tall and jump it aeross pits up to
If you ehoose, plant life in the area is unaffeeted lO feet wide. The sphere ignites flammable objeets not
by this spell. being worn or earried, and it sheds bright light in a
20.foot radius and dim light for an additional 20 feel.

PART 3 I SPELLS

At Higher LeveIs. When you cast this spell using a FORBIDDANCE
spell slot of 3rd levei or higher, the damage increases by 6th-leveI abjuration (ritual)
Id6 for each slot levei above 2nd.
Casting Time: 10 mlnutes
FLESH TO STONE Range: Touch
6th-leveI transmutation Components: V,S, M (a sprinkling of holy water, rare

Casting Time: I action incense, and powdered ruby worth at least 1,000 gp)
Range: 60 feet Duration: I day
Components: V, S, M (a pinch of lime, water, and earth)
Duration: Concentration, up to I minute Vou create a ward against magical traveI that protects
up to 40,000 square feet of floar space to a height of 30
Vou attempt to turo one creature that you can see within feet above the floor. For the duration, creatures can't
range into stone. If the target's body is made of flesh, the teleport into the area or use portais. such as those
creature must make a Constitution saving throw. On a created by the gate spell. to enter the area. The spell
failed save, it is restrained as its Aesh begins to harden. proofs the area against planar travei, and therefore
On a successful save, the creature isn't affected. prevents creatllres from accessing the area by way of
the Astral Plane, Ethereal Plane, Feywild, Shadowfell,
A creature restrained by this spell must make another or the plane shift spell.
Constitution saving throw at the end of each of its turos.
lf it successfully saves against this spell three times, the In addition, the spell damages types of crealures thal
spell ends. If it fails its saves three times, it is turoed you choose when you cast it. Choose one or more of the
to stone and subjected to the petrified condition for the following: celestiaIs, elementals, fey,fiends, and undead.
duration. The successes and failures don't need to be When a chosen creature enlers the spell's area for lhe
consecutive; keep track of both until the target collects firsllime on aturo or slarls its luro there, the creature
three of a kind. takes 5d1O radianl or necrotic damage (your choice
when you cast this spell).
lf the creature is physically broken while petrified,
it suffers from similar deformities if it reverts to its When you cast this spell, you can designate a
original state. password. A creature that speaks the password as it
enters the area takes no damage from the spell.
lf you maintain your concentration on this spell for the
entire possible duration, the creature is turoed to stone The spell's area can't overlap with the area of another
until the effect is removed. forbiddance spell. If you cast forbiddance every day for
30 days in the same location, the spell lasts until It is
FLY dispelled, and the material components are consumed
on the last casting.
3rd-Ievel transmutation
FORCECAGE
Casting Time: I action 7th-leveI evocation
Range: Touch
Components: V,S, M (a wing feather from any blrd) Casting Time: I action
Duration: Concentration, up to 10 minutes Range: 100 feet
Components: V, S, M (ruby dllst worth 1,500 gp)
Vou touch a willing creature. The target gains a flying Duration: I hOllr
speed of 60 feet for the duration. When the spell ends,
the target falls if it is still aloft, unless It can stop the falI. An immobile, invisible, cube-shaped prison composed of
magical force springs into existence around an area you
At Higher LeveIs. When you cast this spell using choose within range. The prison can be a cage or a solid
a spell slot of 4th leveI or higher, you can target one box, as you choose.
additional creature for each slot levei above 3rd.
A prison in the shape of a cage can be up to 20 feet on
FOG CLOUD a side and is made from 1/2-inch dia meter bars spaced
1st-leveI conjuration 1/2 inch apart.

Casting Time: I action A prison in the shape of a box can be up to 10 feet on
Range: 120 feet a side, creating a solid barrier that prevents any matter
Components: V, S from passing throllgh it and blocking any spells cast into
Duration: Concentration, up to I hOllr or out from the area.

Vou create a 20-foot-radius sphere of fog centered on a When you cast the spell, any creature that is
point within range. The sphere spreads around coroers, completely inside the cage's area is trapped. Creatures
and its area is heavily obscured. It lasts for the duration only partially within the area, or those too large to fit
or until a wind of moderate or greater speed (at least 10 Inside the area, are pushed away from the center of the
miles per hour) disperses it. area until they are completely outside the area.

At Higher LeveIs. When you cast this spell using a A creature inside the cage can't leave It by nonmagical
spell slot of 2nd levei or higher, the radius of the fog means, If the creature tries to use teleportation or
increases by 20 feet for each slot levei above 1st. interplanar travei to leave the cage, it must first make a
Charisma saving throw. On a success, the creature can

PART 3 SPELLS

use that magic to exit the cage. On a failure, the creature Components: V, 5. M (a bit of gauze and a
can't exit the cage and wastes the use of the spell or wisp of smoke)
effecl. The cage also extends into the Ethereal Plane,
blocking ethereal traveI. Duration: Concentration, up to 1 hour

This spell can't be dispelled by dispel magic. Vou transform a willing creature you touch, along with
everything it's wearing and carrying, into a misty cloud
FORESIGHT for the duration. The spell ends if the creature drops to
9th-leveI divination O hit points. An incorporeal creature isn't affected.

Casting Time: 1 minute While in this form, the target's only method of
Range: Touch movement is a flying speed of 10 feel. The target can
Components: V,5, M (a hummingbird feather) ente r and occupy the space of another creature. The
Duration: 8 hours target has resistance to nonmagical damage, and it has
advantage on 5trength, Dexterity, and Constitution
Vou touch a willing creature and bestow a limited ability saving throws. The target can pass through small holes,
to see into the immediate future. For the duration, the narrow openings, and even mere cracks, though it treats
target can't be surprised and has advantage on attack liquids as though they were solid surfaces. The target
rolls, ability checks, and saving throws. Additionally, can't fali and remains hovering in the air even when
other creatures have disadvantage on attack rolls stunned or otherwise incapacitated.
against the target for the duration.
While in the form of a misty cloud, the target can't talk
This spell immediately ends if you cast it again before or manipulate objects, and any objects it was carrying or
its duration ends. holding can't be dropped, used, or otherwise interacted
with. The target can't attack or cast spells.
FREEDOM OF MOVEMENT
4th-leveI abjuration GATE
9th-leveI conjuration
Casting Time: 1 action
Range: Touch Casting Time: 1 action
Components: V, 5, M (a leather strap, bound around the Range: 60 feet
Components: V,5, M (a diamond worth at least 5.000 gp)
arm or a similar appendage) Duration: Concentration, up to 1 minute
Duration: 1 hour
Vou conjure a portallinking an unoccupied space you
Vou touch a willing creature. For the duration, the can see within range to a precise location on a different
target's movement is unaffected by difficult terrain, and plane of existence. The portal is a circular opening,
spells and other magical effects can neither reduce which you can make 5 to 20 feet in diameter. Vou can
the target's speed nor cause the target to be paralyzed orient the portal in any direction you choose. The portal
or restrained. lasts for the duration.

The target can also spend 5 feet of movement to The portal has a front and a back on each plane where
automatically escape from nonmagical restraints, such it appears. Travei through the portal is possible only
as manacles or a creature that has it grappled. Finally, by moving through its fronl. Anything that does so is
being underwater imposes no penalties on the target's instantly transported to the other plane, appearing in
movement or attacks. the unoccupied space nearest to the portal.

FRIENDS Deities and other planar ruIers can prevent portaIs
Enchantmentcantrip created by this spell from opening in their presence or
anywhere within their domains.
Casting Time: 1 action
Range: 5elf When you cast this spell, you can speak the name
Components: 5, M (a small amount of makeup applied of a specific creature (a pseudonym, title, or nickname
doesn't work). ]f that creature is on a plane other than
to the face as this spell is cast) the one you are on, the portal opens in the named
Duration: Concentration, up to 1 minute creature's immediate vicinity and draws the creature
through it to the nearest unoccupied space on your side
For the duration, you have advantage on ali Charisma of the portal. Vou gain no special power over the creature,
checks directed at one creature of your choice that isn't and it is free to act as the DM deems appropriate. lt
hostile toward you. When the spell ends, the creature might leave, attack you, or help you.
realizes that you used magic to influence its mood
and becomes hostile toward you. A creature prone GEAS
to violence might attack you. Another creature might 5th~eveIenchantment
seek retribution in other ways (at the DM's discretion),
depending on the nature of your interaction with il. Casting Time: 1 minute
Range: 60 feet
GASEOUS FORM Components: V
3rd-IeveI transmutation Duration: 30 days

Casting Time: 1 action Vou place a magical command on a creature that you
Range: Touch can see within range, forcing it to carry out some

PART 3 I SPELLS

service or refrain fram some action or course of activity GLIBNESS
as you decide. ]f the creature can understand you, it 8th-level transmutation
must succeed on a Wisdom saving thraw or become
charmed by you for the duration. While the creature Casting Time: 1 action
is charmed by you, it takes 5dlO psychic damage Range: Self
each time it acts in a manner directly counter to your Components: V
instructions, but no more than once each day. A creature Duration: 1 hour
that can't understand you is unaffected by the spell.
Until the spell ends, when you make a Charisma
Vou can issue any command you choose, short of an check, you can replace the number you rall with aiS.
activity that would result in certain death. Should you Additionally, no matter what you say, magic that would
issue a suicidal command, the spell ends. determine if you are telling the truth indicates that you
are being truthful.
Vou can end the spell early by using an action to
dismiss it. A remove curse, greater restoration, or wish GLOBE OF INVULNERABILITY
spell also ends it. 6th-level abjuration

At Higher Leveis. When you cast this spell using Casting Time: 1 action
a spell slot of 7th or 8th leveI, the duration is 1 year. Range: Self (lO-foot radius)
When you cast this spell using a spell slot of 9th leveI, Components: V, S, M (a glass or crystal bead that
the spelllasts until it is ended by one of the spells
mentioned above. shatters when the spell ends)
Duration: Concentration, up to 1 minute
GENTLE REPOSE
2nd-level necromallcy (ritual) An immobile, faintly shimmering barrier springs into
existence in a lO-foot radius around you and remains for
Casting Time: 1 action the duration.
Range: Touch
Components: V, S, M (a pinch of salt and one copper Any spell of 5th leveI or lower cast from outside the
barrier can't affect creatures or objects within it, even
piece placed on each of the corpse's eyes, which must if the spell is cast using a higher leveI spell slot. Such a
remain there for the duration) spell can target creatures and objects within the barrier,
Duration: 10 days but the spell has no effect on them. Similarly, the area
within the barrier is excluded fram the areas affected
Vou touch a corpse or other remains. For the by such spells.
duration, the target is protected from decay and can't
become undead. At Higher Leveis. When you cast this spell using a
spell slot of 7th leveI or higher, the barrier blocks spells
The spell also effectively extends the time Iimit on of one levei higher for each slot leveI above 6th.
raising the target from the dead, since days spent under
the influence of this spell don't count against the time GLYPH OF WARDING
limit of spells such as raise dead. 3rd-level abjuration

GIANT INSECT Casting Time: 1 hour
4th-level transmutatioll Range: Touch
Components: V, S, M (incense and powdered diamond
Casting Time: 1 action up to 10 minutes
Range: 30 feet worth at least 200 gp. which the spell consumes)
Components: V, S Duration: Until dispelled or triggered
Duration: Concentration,
When you cast this spell, you inscribe a glyph that
Vou transform up to ten centipedes, three spiders, tive harms other creatures, either upon a surface (such as
wasps, or one scorpion within range into giant versions a table or a section of floor or wall) or within an object
of their natural forms for the duration. A centipede that can be closed (such as a book, a scroll, or a treasure
becomes a giant centipede, a spider becomes a giant chest) to conceal the glyph. If you choose a surface, the
spider, a wasp becomes a giant wasp, and a scorpion glyph can cover an area of the surface no larger than
becomes a giant scorpion. 10 feet in dia meter. lf you choose an object, that object
must remain in its place; if the object is moved more
Each creature obeys your verbal commands, and than lO feet from where you cast this spell, the glyph is
in combat, they act on your tum each raund. The DM broken, and the spell ends without being triggered.
has the statistics for these creatures and resolves their
actions and movement. The glyph is nearly invisible and requires a successful
Intelligence (lnvestigation) check against your spell save
A creature remains in its giant size for the duration, DC to be found.
until it draps to O hit points, or until you use an action to
dismiss the effect on it. Vou decide what triggers the glyph when you cast
the spell. For glyphs inscribed on a surface, the most
The DM might allow you to choose different targets. typical triggers include touching or standing on the
For example, if you transform a bee, its giant version glyph, removing another object covering the glyph,
might have the same statistics as a giant wasp. approaching within a certain distance of the glyph, or
manipulating the object on which the glyph is inscribed.
For glyphs inscribed within an object, the most common

PART 3 I SPELLS 245

lriggers include opening lhal objecl, approaching wilhin Vou conjure a vine lhal sprouls from lhe ground in an
a cerlain dislance of lhe objecl, or seeing or reading lhe unoccupied space of your choice lhal you can see wilhin
glyph. Once a glyph is lriggered, lhis spell ends. range. When you casl lhis spell, you can direcl lhe vine
lOlash oul at a crealure wilhin 30 feel of il lhal you can
Vou can furlher retine lhe lrigger so lhe spell aclivales see. Thal crealure musl succeed on a Dexlerily saving
only under cerlain circumslances or according lo lhrow or be pulled 20 feel direclly loward lhe vine.
physical characlerislics (such as heighl or weighl),
crealure kind (for example, the ward could be seI lo Unlil lhe spell ends, you can direcl lhe vine lo lash oul
affecl aberralions or drow), or alignment. Vou can also aI lhe same crealure or anolher one as a bonus aclion
seI condilions for crealures lhal don'l lrigger lhe glyph, on each of your lurns.
such as lhose who say a cerlain password.
GREASE
When you inscribe lhe glyph, choose expiosive runes 1st-levei conjuration
or a spell glyph.
Casting Time: I aclion
Explosive Runes. When lriggered, lhe glyph erupls Range: 60 feet
with magical energy in a 20-fool-radius sphere cenlered Components: V,5, M (a bil of pork rind or butter)
on lhe glyph. The sphere spreads around corners. Each Duration: I minule
crealure in lhe area musl make a Dexlerily saving
lhrow. A crealure takes Sd8 acid, cold, tire, lighlning, or 5lick grease covers lhe ground in a lO-fool square
thunder damage on a failed saving lhrow (your choice cenlered on a poinl wilhin range and lurns il inlo
when you creale the glyph), or half as much damage on a difficull lerrain for lhe duralion.
successful one.
When lhe grease appears, each crealure slanding in
SpelJ Glyph. Vou can slore a prepared spell of ils area musl succeed on a Dexlerity saving lhrow or fali
3rd levei or lower in lhe glyph by casling it as parI prone. A crealure thal enlers lhe area or ends ils lurn
of crealing lhe glyph. The spell musl largel a single lhere musl also succeed on a Dexlerily saving lhrow
crealure or an area. The spell being slored has no or fali prone.
immediale effecl when casl in lhis way. When lhe glyph
is lriggered, lhe slored spell is cast. If lhe spell has a GREATER INVISIBILITY
largel, il largels lhe crealure lhal lriggered lhe glyph. 4th-levei ilIusion
If lhe spell affecls an area, lhe area is cenlered on
lhal crealure. Ir lhe spell summons hoslile crealures Casting Time: I aclion
or creales harmful objecls or lraps, lhey appear as Range: Touch
close as possible lo lhe inlruder and attack it. Ir lhe Components: V.5
spell requires concenlralion, il !asls unlil lhe end of ils Duration: Concenlralion, up lo I minule
full duralion.
Vou or a crealure you louch becomes invisible unlil lhe
At Higher Leveis. When you casl lhis spell using spell ends. Anylhing lhe largel is wearing or carrying is
a spell slol of 41h levei or higher, lhe damage of an invisible as long as il is on lhe largel's person.
expiosive runes glyph increases by Id8 for each si01
levei above 3rd. If you creale a spell glyph, you can slore GREATER RESTORATlON
any spell of up lo lhe same leve! as lhe si01you use for 5th-ievei abjuration
lhe giyph of warding.
Casting Time: I aclion
GOODBERRY Range: Touch
1st-levei transmutation Components: V,5, M (diamond dusl worlh aI leasl 100

Casting Time: I aclion gp, which the spell consumes)
Range: Touch Duration: Inslanlaneous
Components: V,5, M (a sprig of mistleloe)
Duration: Inslanlaneous Vou imbue a crealure you louch wilh posilive energy lo
undo a debililating effect. Vou can reduce lhe largel's
Up lo len berries appear in your hand and are infused exhauslion leveI by one, or end one of lhe following
wilh magic for lhe duralion. A crealure can use ilS effecls on lhe largel:
aclion to eal one berry. Ealing a berry reslores I hil
poinl, and lhe berry provides enough nourishmenl lo One effecl lhat charmed or pelritied lhe largel
suslain a creature for one day. One curse, including lhe larget's attunemenl lo a
cursed magic ilem
The berries lose lheir polency if lhey have nol been Any reduclion lo one of lhe largel's abilily scores
consumed wilhin 24 hours of lhe casling of lhis spell. One effecl reducing lhe larget's hil poinl maximum

GRASPING VINE GUARDIAN OF FAITH
4th-ievei conjuration 4th-ievei conjuration

Casting Time: I bonus aclion Casting Time: I aclion
Range: 30 feel Range: 30 feel
Components: V, S Components: V
Duration: Concenlralion, up lo I minule Duration: 8 hours

PART 3 I SPELLS A Large speclral guardian appears and hovers for lhe
duralion in an unoccupied space of your choice lhal you



can see within range. The guardian occupies that space Place a suggestion in one location. Vou select an area
and is indistinct except for a gleaming sword and shield of up to 5 feet square, and any creature that enters
emblazoned with the symbol of your deity. or passes through the area receives the suggestion
mentally.
Any creature hostile to you that moves to a space
within lO feet of the guardian for the first time on a The whole warded area radiates magic. A dispel
turn must succeed on a Dexterity saving throw. The magic cast on a specific effect, if successful, removes
creature takes 20 radiant damage on a failed save, or only that effect.
half as much damage on a successful one. The guardian
vanishes when it has dealt a total of 60 damage. Vou can create a permanently guarded and warded
structure by casting this spell there every day
GUARDS AND WARDS for one year.
6th-levei abjuration
GUIDANCE
Casting Time: 10 minutes Divination cantrip
Range: Touch
Components: V, S, M (burning incense, a small Casting Time: I action up to I minute
Range: Touch
measure of brimstone and oil, a knotled string, a Components: V, S
small amount of umber hulk blood, and a small silver Duration: Concentration,
rod worth at least 10 gp)
Duration: 24 hours Vou touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled
Vou create a ward that protects up to 2,500 square feet to one ability check of its choice. lt can roll the die before
of floor space (an area 50 feet square, or one hundred or after making the ability check. The spell then ends.
5-foot squares or twenty-five lO-foot squares). The
warded area can be up to 20 feet tall, and shaped as you GUIDING BOLT
desire. Vou can ward several stories of a stronghold by 1st-levei evocation
dividing the area among them, as long as you can walk
into each contiguous area while you are casting the spell. Casting Time: I action
Range: 120 feet
When you cast this spell, you can specify individuais Components: V, S
that are unaffected by any or ali of the effects that Duration: I rOllnd
you choose. Vou can also specify a password that,
when spoken aloud, makes the speaker immune to A flash of light streaks toward a creature of your choice
these effects. within range. Make a ranged spell attack against the
target. On a hit, the target takes 4d6 radiant damage,
Guards and wards creates the following effects within and the next atlack roll made against this target before
the warded area. the end ofyour next turn has advantage, thanks to the
mystical dim light glittering on the target until then.
Corridors. Fog fills ali the warded corridors, making
them heavily obscured. In addition, at each intersection At Higher LeveIs. When YOllcast this spell using a
or branching passage offering a choice of direction, spell slot of 2nd levei or higher, the damage increases by
there is a 50 percent chance that a creature other than Id6 for each slot levei above 1st.
you will believe it is going in the opposite direction from
the one it chooses. GUSTOFWIND
2nd-levei evocation
Doors. Ali doors in the warded area are magically
locked, as if sealed by an arcane lock spell. In addition, Casting Time: I action
you can cover up to ten doors with an illusion (equivalent Range: Self (60-foot line)
to the illusory object function of the minor illusion spell) Components: V, S, M (a legume seed)
to make them appear as plain sections of wall. Duration: Concentration, up to I minute

Stairs. Webs fill ali stairs in the warded area from top Aline of strong wind 60 feet long and 10 feet wide
to botlom, as the web spell. These strands regrow in 10 blasts from you in a direction you choose for the spell's
minutes if they are burned or torn away while guards duration. Each creature that starts its turn in the line
and wards lasts. must succeed on a Strength saving throw or be pushed
15 feet away from you in a direction following the line.
Other SpelJ Effect. Vou can place your choice of one
of the following magical effects within the warded area Any creature in the line must spend 2 feet of
of the stronghold. movement for every I foot it moves when moving
doser to YOU.
Place dancing lights in four corridors. Vou can desig-
nate a simple program that the lights repeat as long as The gust disperses gas or vapor, and it extinguishes
guards and wards lasts. candles, torches, and similar unprotected flames in
Place magic mouth in two locations. the area. It causes protected fiames, such as those of
Place stinking cloud in two locations. The vapors lanterns, to dance wildly and has a 50 percent chance to
appear in the places you designate; they return within extingllish them.
10 minutes if dispersed by wind while guards and
wards lasts. As a bonus action on each of your turns before the
Place a constant gust of wind in one corridor or room. spell ends, you can change the direction in which the
line blasts from you.
PART 3 I SPELLS

HAIL OF THORNS Energy VuInerabiJity. Affected creatures in the area
1st-levei conjuration
have vulnerability to one damage type of your choice,
Casting Time: I bonus action
Range: Self except for bludgeoning, piercing, or slashing.
Components: V
Duration: Concentration, up to I minute EverIasting Rest. Dead bodies interred in the area

The next time you hit a creature with a ranged weapon can't be turned into undead.
atlack before the spell ends, this spell creates a rain
of thorns that sprouts from your ranged weapon or Extradimensionallnterference. Affected creatures
ammunition. In addition to the normal effect of the
attack, the target of the atlack and each creature within can't move or traveI using teleportation or by
5 feet of it must make a Dexterity saving throw. A
creature takes Id 10 piercing damage on a failed save, ar extradimensional or interplanar means.
half as much damage on a successful one.
Fear. Affected creatures are frightened
At Higher LeveIs. If you cast this spell using a spell
slot of 2nd levei or higher, the damage increases by IdlO while in the area.
for each slot leveI above I st (to a maximum of 6d 10).
SiJence. No sound can emanate from within the area,
HALLOW
5th-levei evocation and no sound can reach into it.

Casting Time: 24 hours Tongues. Affected creatures can communicate with
Range: Touch
Components: V, S, M (herbs, oils, and incense worth at any other creature in the area, even if they don't share a

least 1,000 gp, which the spell consumes) common language.
Duration: Until dispelled
HALLUCINATORY TERRAIN
Vou touch a point and infuse an area around it with holy 4th-levei iIIusion
(or unholy) power. The area can have a radius up to 60
feet, and the spell fails if the radius includes an area Casting Time: 10 minutes
already under the effect a hallow spell. The affected area Range: 300 feet
is subject to the following effects. Components: V, S, M (a stone, a twig, and a bit

First, celestiais, elementals, fey, fiends, and undead of green plant)
can't enter the area, nor can such creatures charm, Duration: 24 hours
frighten, or possess creatures within it. Any creature
charmed, frightened, or possessed by such a creature Vou make natural terrain in a 150-foot cube in range
is no longer charmed, frightened, or possessed upon look, sound, and smelllike some other sort of natural
entering the area. Vou can exclude one or more of those terrain. Thus, open fields or a road can be made to
types of creatures from this effect. resemble a swamp, hill, crevasse, or some other difficult
or impassable terrain. A pond can be made to seem
Second, you can bind an extra effect to the area. like a grassy meadow, a precipice like a gentle slope,
Choose the effect from the following list, or choose an or a rock-strewn gully like a wide and smooth road.
effect offered by the DM. Some of these effects apply to Manufactured structures, equipment, and creatures
creatures in the area; you can designate whether the within the area aren't changed in appearance.
effect applies to ali creatures, creatures that follow a
specific deity or leader, or creatures of a specific sort, The tactile characteristics of the terrain are
such as orcs or trolls. When a creature that would be unchanged, so creatures entering the area are likely to
affected enters the spell's area for the first time on a see through the illusion. If the difference isn't obvious
turn or starts its turn there, it can make a Charisma by touch, a creature carefully examining the illusion can
saving throw. On a success, the creature ignores the atlempt an Intelligence (lnvestigation) check against
extra effect until it leaves the area. your spell save DC to disbelieve it. A creature who
discerns the illusion for what it is, sees it as a vague
Courage. Affected creatures can't be frightened image superimposed on the terrain.
while in the area.
HARM
Darkness. Darkness fills the area. Normallight, 6th-levei necromancy
as well as magicallight created by spells of a lower
levei than the slot you used to cast this spell, can't Casting Time: I action
illuminate the area. Range: 60 feet
Components: V, S
DayJight. Bright light fills the area. Magical darkness Duration: Instantaneous
created by spells of a lower levei than the slot you used
to cast this spell can't extinguish the light. Vou unleash a virulent disease on a creature that
you can see within range. The target must make a
Energy Protection. Affected creatures in the area Constitution saving throw. On a failed save, it takes
have resistance to one damage type of your choice, 14d6 necrotic damage, or half as much damage on a
except for bludgeoning, piercing, or slashing. successful save. The damage can't reduce the target's
hit points below I. ]f the target fails the saving throw,
its hit point maximum is reduced for I hour byan
amount equal to the necrotic damage it took. Any effect
that removes a disease allows a creature's hit point
maximum to return to normal before that time passes,

PART 3 SPELLS 249


Click to View FlipBook Version