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