Cantrips as
a
reaction,
the
spell
description
tells
you
exactly
when
you
can
do
so.
A
cantrip
is
a
spell
that
can
be
cast
at
will,
without
using
a
spell
slot
and
without
being
prepared
in
Longer Casting Times
advance.
Repeated
practice
has
fixed
the
spell
in
the
caster’s
mind
and
infused
the
caster
with
the
magic
Certain
spells
(including
spells
cast
as
rituals)
needed
to
produce
the
effect
over
and
over.
A
require
more
time
to
cast:
minutes
or
even
hours.
cantrip’s
spell
level
is
0.
When
you
cast
a
spell
with
a
casting
time
longer
than
a
single
action
or
reaction,
you
must
spend
your
Rituals action
each
turn
casting
the
spell,
and
you
must
maintain
your
concentration
while
you
do
so
(see
Certain
spells
have
a
special
tag:
ritual.
Such
a
spell
“Concentration”
below).
If
your
concentration
is
can
be
cast
following
the
normal
rules
for
broken,
the
spell
fails,
but
you
don’t
expend
a
spell
spellcasting,
or
the
spell
can
be
cast
as
a
ritual.
The
slot.
If
you
want
to
try
casting
the
spell
again,
you
ritual
version
of
a
spell
takes
10
minutes
longer
to
must
start
over.
cast
than
normal.
It
also
doesn’t
expend
a
spell
slot,
which
means
the
ritual
version
of
a
spell
can’t
be
Range
cast
at
a
higher
level.
To
cast
a
spell
as
a
ritual,
a
spellcaster
must
have
a
The
target
of
a
spell
must
be
within
the
spell’s
range.
feature
that
grants
the
ability
to
do
so.
The
cleric
and
For
a
spell
like
magic
missile,
the
target
is
a
creature.
the
druid,
for
example,
have
such
a
feature.
The
For
a
spell
like
fireball,
the
target
is
the
point
in
caster
must
also
have
the
spell
prepared
or
on
his
or
space
where
the
ball
of
fire
erupts.
her
list
of
spells
known,
unless
the
character’s
ritual
Most
spells
have
ranges
expressed
in
feet.
Some
feature
specifies
otherwise,
as
the
wizard’s
does.
spells
can
target
only
a
creature
(including
you)
that
you
touch.
Other
spells,
such
as
the
shield
spell,
affect
Casting a Spell only
you.
These
spells
have
a
range
of
self.
Spells
that
create
cones
or
lines
of
effect
that
When
a
character
casts
any
spell,
the
same
basic
originate
from
you
also
have
a
range
of
self,
rules
are
followed,
regardless
of
the
character’s
class
indicating
that
the
origin
point
of
the
spell’s
effect
or
the
spell’s
effects.
must
be
you
(see
“Areas
of
Effect”).
Each
spell
description
begins
with
a
block
of
Once
a
spell
is
cast,
its
effects
aren’t
limited
by
its
information,
including
the
spell’s
name,
level,
school
range,
unless
the
spell’s
description
says
otherwise.
of
magic,
casting
time,
range,
components,
and
duration.
The
rest
of
a
spell
entry
describes
the
Components
spell’s
effect.
A
spell’s
components
are
the
physical
requirements
Casting Time you
must
meet
in
order
to
cast
it.
Each
spell’s
description
indicates
whether
it
requires
verbal
(V),
Most
spells
require
a
single
action
to
cast,
but
some
somatic
(S),
or
material
(M)
components.
If
you
can’t
spells
require
a
bonus
action,
a
reaction,
or
much
provide
one
or
more
of
a
spell’s
components,
you
are
more
time
to
cast.
unable
to
cast
the
spell.
Bonus Action Verbal (V)
A
spell
cast
with
a
bonus
action
is
especially
swift.
Most
spells
require
the
chanting
of
mystic
words.
You
must
use
a
bonus
action
on
your
turn
to
cast
the
The
words
themselves
aren’t
the
source
of
the
spell’s
spell,
provided
that
you
haven’t
already
taken
a
power;
rather,
the
particular
combination
of
sounds,
bonus
action
this
turn.
You
can’t
cast
another
spell
with
specific
pitch
and
resonance,
sets
the
threads
of
during
the
same
turn,
except
for
a
cantrip
with
a
magic
in
motion.
Thus,
a
character
who
is
gagged
or
casting
time
of
1
action.
in
an
area
of
silence,
such
as
one
created
by
the
silence
spell,
can’t
cast
a
spell
with
a
verbal
Reactions component.
Some
spells
can
be
cast
as
reactions.
These
spells
Somatic (S)
take
a
fraction
of
a
second
to
bring
about
and
are
cast
in
response
to
some
event.
If
a
spell
can
be
cast
Spellcasting
gestures
might
include
a
forceful
gesticulation
or
an
intricate
set
of
gestures.
If
a
spell
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
101
requires
a
somatic
component,
the
caster
must
have
make
a
Constitution
saving
throw
to
maintain
free
use
of
at
least
one
hand
to
perform
these
gestures.
your
concentration.
The
DC
equals
10
or
half
the
damage
you
take,
whichever
number
is
higher.
If
Material (M) you
take
damage
from
multiple
sources,
such
as
an
arrow
and
a
dragon’s
breath,
you
make
a
separate
Casting
some
spells
requires
particular
objects,
saving
throw
for
each
source
of
damage.
specified
in
parentheses
in
the
component
entry.
A
• Being
incapacitated
or
killed.
You
lose
character
can
use
a
component
pouch
or
a
concentration
on
a
spell
if
you
are
incapacitated
or
spellcasting
focus
(found
in
“Equipment”)
in
place
if
you
die.
of
the
components
specified
for
a
spell.
But
if
a
cost
is
indicated
for
a
component,
a
character
must
have
The
GM
might
also
decide
that
certain
that
specific
component
before
he
or
she
can
cast
the
environmental
phenomena,
such
as
a
wave
crashing
spell.
over
you
while
you’re
on
a
storm-‐‑tossed
ship,
If
a
spell
states
that
a
material
component
is
require
you
to
succeed
on
a
DC
10
Constitution
consumed
by
the
spell,
the
caster
must
provide
this
saving
throw
to
maintain
concentration
on
a
spell.
component
for
each
casting
of
the
spell.
A
spellcaster
must
have
a
hand
free
to
access
a
Targets
spell’s
material
components—or
to
hold
a
spellcasting
focus—but
it
can
be
the
same
hand
that
A
typical
spell
requires
you
to
pick
one
or
more
he
or
she
uses
to
perform
somatic
components.
targets
to
be
affected
by
the
spell’s
magic.
A
spell’s
description
tells
you
whether
the
spell
targets
Duration creatures,
objects,
or
a
point
of
origin
for
an
area
of
effect
(described
below).
A
spell’s
duration
is
the
length
of
time
the
spell
Unless
a
spell
has
a
perceptible
effect,
a
creature
persists.
A
duration
can
be
expressed
in
rounds,
might
not
know
it
was
targeted
by
a
spell
at
all.
An
minutes,
hours,
or
even
years.
Some
spells
specify
effect
like
crackling
lightning
is
obvious,
but
a
more
that
their
effects
last
until
the
spells
are
dispelled
or
subtle
effect,
such
as
an
attempt
to
read
a
creature’s
destroyed.
thoughts,
typically
goes
unnoticed,
unless
a
spell
says
otherwise.
Instantaneous
A Clear Path to the Target
Many
spells
are
instantaneous.
The
spell
harms,
heals,
creates,
or
alters
a
creature
or
an
object
in
a
To
target
something,
you
must
have
a
clear
path
to
it,
way
that
can’t
be
dispelled,
because
its
magic
exists
so
it
can’t
be
behind
total
cover.
only
for
an
instant.
If
you
place
an
area
of
effect
at
a
point
that
you
can’t
see
and
an
obstruction,
such
as
a
wall,
is
Concentration between
you
and
that
point,
the
point
of
origin
comes
into
being
on
the
near
side
of
that
obstruction.
Some
spells
require
you
to
maintain
concentration
in
order
to
keep
their
magic
active.
If
you
lose
Targeting Yourself
concentration,
such
a
spell
ends.
If
a
spell
must
be
maintained
with
concentration,
If
a
spell
targets
a
creature
of
your
choice,
you
can
that
fact
appears
in
its
Duration
entry,
and
the
spell
choose
yourself,
unless
the
creature
must
be
hostile
specifies
how
long
you
can
concentrate
on
it.
You
or
specifically
a
creature
other
than
you.
If
you
are
in
can
end
concentration
at
any
time
(no
action
the
area
of
effect
of
a
spell
you
cast,
you
can
target
required).
yourself.
Normal
activity,
such
as
moving
and
attacking,
doesn’t
interfere
with
concentration.
The
following
Areas of Effect
factors
can
break
concentration:
Spells
such
as
burning
hands
and
cone
of
cold
cover
• Casting
another
spell
that
requires
an
area,
allowing
them
to
affect
multiple
creatures
at
concentration.
You
lose
concentration
on
a
spell
once.
if
you
cast
another
spell
that
requires
A
spell’s
description
specifies
its
area
of
effect,
concentration.
You
can’t
concentrate
on
two
spells
which
typically
has
one
of
five
different
shapes:
cone,
at
once.
cube,
cylinder,
line,
or
sphere.
Every
area
of
effect
has
a
point
of
origin,
a
location
from
which
the
• Taking
damage.
Whenever
you
take
damage
spell’s
energy
erupts.
The
rules
for
each
shape
while
you
are
concentrating
on
a
spell,
you
must
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
102
specify
how
you
position
its
point
of
origin.
Typically,
Saving Throws
a
point
of
origin
is
a
point
in
space,
but
some
spells
have
an
area
whose
origin
is
a
creature
or
an
object.
Many
spells
specify
that
a
target
can
make
a
saving
A
spell’s
effect
expands
in
straight
lines
from
the
throw
to
avoid
some
or
all
of
a
spell’s
effects.
The
point
of
origin.
If
no
unblocked
straight
line
extends
spell
specifies
the
ability
that
the
target
uses
for
the
from
the
point
of
origin
to
a
location
within
the
area
save
and
what
happens
on
a
success
or
failure.
of
effect,
that
location
isn’t
included
in
the
spell’s
The
DC
to
resist
one
of
your
spells
equals
8
+
your
area.
To
block
one
of
these
imaginary
lines,
an
spellcasting
ability
modifier
+
your
proficiency
obstruction
must
provide
total
cover.
bonus
+
any
special
modifiers.
Cone Attack Rolls
A
cone
extends
in
a
direction
you
choose
from
its
Some
spells
require
the
caster
to
make
an
attack
roll
point
of
origin.
A
cone’s
width
at
a
given
point
along
to
determine
whether
the
spell
effect
hits
the
its
length
is
equal
to
that
point’s
distance
from
the
intended
target.
Your
attack
bonus
with
a
spell
point
of
origin.
A
cone’s
area
of
effect
specifies
its
attack
equals
your
spellcasting
ability
modifier
+
maximum
length.
your
proficiency
bonus.
A
cone’s
point
of
origin
is
not
included
in
the
Most
spells
that
require
attack
rolls
involve
cone’s
area
of
effect,
unless
you
decide
otherwise.
ranged
attacks.
Remember
that
you
have
disadvantage
on
a
ranged
attack
roll
if
you
are
within
Cube 5
feet
of
a
hostile
creature
that
can
see
you
and
that
isn’t
incapacitated.
You
select
a
cube’s
point
of
origin,
which
lies
anywhere
on
a
face
of
the
cubic
effect.
The
cube’s
The Schools of Magic
size
is
expressed
as
the
length
of
each
side.
A
cube’s
point
of
origin
is
not
included
in
the
Academies
of
magic
group
spells
into
eight
categories
called
cube’s
area
of
effect,
unless
you
decide
otherwise.
schools
of
magic.
Scholars,
particularly
wizards,
apply
these
categories
to
all
spells,
believing
that
all
magic
functions
in
Cylinder essentially
the
same
way,
whether
it
derives
from
rigorous
study
or
is
bestowed
by
a
deity.
A
cylinder’s
point
of
origin
is
the
center
of
a
circle
of
The
schools
of
magic
help
describe
spells;
they
have
no
a
particular
radius,
as
given
in
the
spell
description.
rules
of
their
own,
although
some
rules
refer
to
the
schools.
The
circle
must
either
be
on
the
ground
or
at
the
Abjuration
spells
are
protective
in
nature,
though
some
of
height
of
the
spell
effect.
The
energy
in
a
cylinder
them
have
aggressive
uses.
They
create
magical
barriers,
expands
in
straight
lines
from
the
point
of
origin
to
negate
harmful
effects,
harm
trespassers,
or
banish
creatures
the
perimeter
of
the
circle,
forming
the
base
of
the
to
other
planes
of
existence.
cylinder.
The
spell’s
effect
then
shoots
up
from
the
Conjuration
spells
involve
the
transportation
of
objects
base
or
down
from
the
top,
to
a
distance
equal
to
the
and
creatures
from
one
location
to
another.
Some
spells
height
of
the
cylinder.
summon
creatures
or
objects
to
the
caster’s
side,
whereas
A
cylinder’s
point
of
origin
is
included
in
the
others
allow
the
caster
to
teleport
to
another
location.
Some
cylinder’s
area
of
effect.
conjurations
create
objects
or
effects
out
of
nothing.
Divination
spells
reveal
information,
whether
in
the
form
Line of
secrets
long
forgotten,
glimpses
of
the
future,
the
locations
of
hidden
things,
the
truth
behind
illusions,
or
A
line
extends
from
its
point
of
origin
in
a
straight
visions
of
distant
people
or
places.
path
up
to
its
length
and
covers
an
area
defined
by
Enchantment
spells
affect
the
minds
of
others,
influencing
its
width.
or
controlling
their
behavior.
Such
spells
can
make
enemies
A
line’s
point
of
origin
is
not
included
in
the
line’s
see
the
caster
as
a
friend,
force
creatures
to
take
a
course
of
area
of
effect,
unless
you
decide
otherwise.
action,
or
even
control
another
creature
like
a
puppet.
Evocation
spells
manipulate
magical
energy
to
produce
a
Sphere desired
effect.
Some
call
up
blasts
of
fire
or
lightning.
Others
channel
positive
energy
to
heal
wounds.
You
select
a
sphere’s
point
of
origin,
and
the
sphere
Illusion
spells
deceive
the
senses
or
minds
of
others.
They
extends
outward
from
that
point.
The
sphere’s
size
is
cause
people
to
see
things
that
are
not
there,
to
miss
things
expressed
as
a
radius
in
feet
that
extends
from
the
that
are
there,
to
hear
phantom
noises,
or
to
remember
point.
things
that
never
happened.
Some
illusions
create
phantom
A
sphere’s
point
of
origin
is
included
in
the
sphere’s
area
of
effect.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
103
images
that
any
creature
can
see,
but
the
most
insidious
illusions
plant
an
image
directly
in
the
mind
of
a
creature.
Necromancy
spells
manipulate
the
energies
of
life
and
death.
Such
spells
can
grant
an
extra
reserve
of
life
force,
drain
the
life
energy
from
another
creature,
create
the
undead,
or
even
bring
the
dead
back
to
life.
Creating
the
undead
through
the
use
of
necromancy
spells
such
as
animate
dead
is
not
a
good
act,
and
only
evil
casters
use
such
spells
frequently.
Transmutation
spells
change
the
properties
of
a
creature,
object,
or
environment.
They
might
turn
an
enemy
into
a
harmless
creature,
bolster
the
strength
of
an
ally,
make
an
object
move
at
the
caster’s
command,
or
enhance
a
creature’s
innate
healing
abilities
to
rapidly
recover
from
injury.
Combining Magical Effects
The
effects
of
different
spells
add
together
while
the
durations
of
those
spells
overlap.
The
effects
of
the
same
spell
cast
multiple
times
don’t
combine,
however.
Instead,
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.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
104
Spell Lists See
Invisibility
Shatter
Bard Spells Silence
Suggestion
Cantrips (0 Level) Zone
of
Truth
Dancing
Lights
3rd Level
Light
Mage
Hand
Bestow
Curse
Mending
Clairvoyance
Message
Dispel
Magic
Minor
Illusion
Fear
Prestidigitation
Glyph
of
Warding
True
Strike
Hypnotic
Pattern
Vicious
Mockery
Major
Image
Nondetection
1st Level Plant
Growth
Sending
Animal
Friendship
Speak
with
Dead
Bane
Speak
with
Plants
Charm
Person
Stinking
Cloud
Comprehend
Languages
Tiny
Hut
Cure
Wounds
Tongues
Detect
Magic
Disguise
Self
4th Level
Faerie
Fire
Feather
Fall
Compulsion
Healing
Word
Confusion
Heroism
Dimension
Door
Hideous
Laughter
Freedom
of
Movement
Identify
Greater
Invisibility
Illusory
Script
Hallucinatory
Terrain
Longstrider
Locate
Creature
Silent
Image
Polymorph
Sleep
Speak
with
Animals
5th Level
Thunderwave
Unseen
Servant
Animate
Objects
Awaken
2nd Level Dominate
Person
Dream
Animal
Messenger
Geas
Blindness/Deafness
Greater
Restoration
Calm
Emotions
Hold
Monster
Detect
Thoughts
Legend
Lore
Enhance
Ability
Mass
Cure
Wounds
Enthrall
Mislead
Heat
Metal
Modify
Memory
Hold
Person
Planar
Binding
Invisibility
Raise
Dead
Knock
Scrying
Lesser
Restoration
Seeming
Locate
Animals
or
Plants
Teleportation
Circle
Locate
Object
Magic
Mouth
6th Level
Eyebite
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
105
Find
the
Path
Inflict
Wounds
Guards
and
Wards
Protection
from
Evil
and
Good
Irresistible
Dance
Purify
Food
and
Drink
Mass
Suggestion
Sanctuary
Programmed
Illusion
Shield
of
Faith
True
Seeing
2nd Level
7th Level
Aid
Arcane
Sword
Augury
Etherealness
Blindness/Deafness
Forcecage
Calm
Emotions
Magnificent
Mansion
Continual
Flame
Mirage
Arcane
Enhance
Ability
Project
Image
Find
Traps
Regenerate
Gentle
Repose
Resurrection
Hold
Person
Symbol
Lesser
Restoration
Teleport
Locate
Object
Prayer
of
Healing
8th Level Protection
from
Poison
Silence
Dominate
Monster
Spiritual
Weapon
Feeblemind
Warding
Bond
Glibness
Zone
of
Truth
Mind
Blank
Power
Word
Stun
3rd Level
9th Level Animate
Dead
Beacon
of
Hope
Foresight
Bestow
Curse
Power
Word
Kill
Clairvoyance
True
Polymorph
Create
Food
and
Water
Daylight
Cleric Spells Dispel
Magic
Glyph
of
Warding
Cantrips (0 Level) Magic
Circle
Mass
Healing
Word
Guidance
Meld
into
Stone
Light
Protection
from
Energy
Mending
Remove
Curse
Resistance
Revivify
Sacred
Flame
Sending
Spare
the
Dying
Speak
with
Dead
Thaumaturgy
Spirit
Guardians
Tongues
1st Level Water
Walk
Bane
4th Level
Bless
Command
Banishment
Create
or
Destroy
Water
Control
Water
Cure
Wounds
Death
Ward
Detect
Evil
and
Good
Divination
Detect
Magic
Freedom
of
Movement
Detect
Poison
and
Disease
Guardian
of
Faith
Guiding
Bolt
Healing
Word
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
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use
only.
System
Reference
Document
5.1
106
Locate
Creature
Druid Spells
Stone
Shape
Cantrips (0 Level)
5th Level
Druidcraft
Commune
Guidance
Contagion
Mending
Dispel
Evil
and
Good
Poison
Spray
Flame
Strike
Produce
Flame
Geas
Resistance
Greater
Restoration
Shillelagh
Hallow
Insect
Plague
1st Level
Legend
Lore
Mass
Cure
Wounds
Animal
Friendship
Planar
Binding
Charm
Person
Raise
Dead
Create
or
Destroy
Water
Scrying
Cure
Wounds
Detect
Magic
6th Level Detect
Poison
and
Disease
Entangle
Blade
Barrier
Faerie
Fire
Create
Undead
Fog
Cloud
Find
the
Path
Goodberry
Forbiddance
Healing
Word
Harm
Jump
Heal
Longstrider
Heroes’
Feast
Purify
Food
and
Drink
Planar
Ally
Speak
with
Animals
True
Seeing
Thunderwave
Word
of
Recall
2nd Level
7th Level
Animal
Messenger
Conjure
Celestial
Barkskin
Divine
Word
Darkvision
Etherealness
Enhance
Ability
Fire
Storm
Find
Traps
Plane
Shift
Flame
Blade
Regenerate
Flaming
Sphere
Resurrection
Gust
of
Wind
Symbol
Heat
Metal
Hold
Person
8th Level Lesser
Restoration
Locate
Animals
or
Plants
Antimagic
Field
Locate
Object
Control
Weather
Moonbeam
Earthquake
Pass
without
Trace
Holy
Aura
Protection
from
Poison
Spike
Growth
9th Level
3rd Level
Astral
Projection
Gate
Call
Lightning
Mass
Heal
Conjure
Animals
True
Resurrection
Daylight
Dispel
Magic
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
107
Meld
into
Stone
7th Level
Plant
Growth
Protection
from
Energy
Fire
Storm
Sleet
Storm
Mirage
Arcane
Speak
with
Plants
Plane
Shift
Water
Breathing
Regenerate
Water
Walk
Reverse
Gravity
Wind
Wall
8th Level
4th Level
Animal
Shapes
Blight
Antipathy/Sympathy
Confusion
Control
Weather
Conjure
Minor
Elementals
Earthquake
Conjure
Woodland
Beings
Feeblemind
Control
Water
Sunburst
Dominate
Beast
Freedom
of
Movement
9th Level
Giant
Insect
Hallucinatory
Terrain
Foresight
Ice
Storm
Shapechange
Locate
Creature
Storm
of
Vengeance
Polymorph
True
Resurrection
Stone
Shape
Stoneskin
Paladin Spells
Wall
of
Fire
1st Level
5th Level
Bless
Antilife
Shell
Command
Awaken
Cure
Wounds
Commune
with
Nature
Detect
Evil
and
Good
Conjure
Elemental
Detect
Magic
Contagion
Detect
Poison
and
Disease
Geas
Divine
Favor
Greater
Restoration
Heroism
Insect
Plague
Protection
from
Evil
and
Good
Mass
Cure
Wounds
Purify
Food
and
Drink
Planar
Binding
Shield
of
Faith
Reincarnate
Scrying
2nd Level
Tree
Stride
Wall
of
Stone
Aid
Branding
Smite
6th Level Find
Steed
Lesser
Restoration
Conjure
Fey
Locate
Object
Find
the
Path
Magic
Weapon
Heal
Protection
from
Poison
Heroes’
Feast
Zone
of
Truth
Move
Earth
Sunbeam
3rd Level
Transport
via
Plants
Wall
of
Thorns
Create
Food
and
Water
Wind
Walk
Daylight
Dispel
Magic
Magic
Circle
Remove
Curse
Revivify
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
108
4th Level Stoneskin
Banishment
5th Level
Death
Ward
Locate
Creature
Commune
with
Nature
Tree
Stride
5th Level
Sorcerer Spells
Dispel
Evil
and
Good
Geas
Cantrips (0 Level)
Raise
Dead
Acid
Splash
Ranger Spells Chill
Touch
Dancing
Lights
1st Level Fire
Bolt
Light
Alarm
Mage
Hand
Animal
Friendship
Mending
Cure
Wounds
Message
Detect
Magic
Minor
Illusion
Detect
Poison
and
Disease
Poison
Spray
Fog
Cloud
Prestidigitation
Goodberry
Ray
of
Frost
Hunter's
Mark
Shocking
Grasp
Jump
True
Strike
Longstrider
Speak
with
Animals
1st Level
2nd Level Burning
Hands
Charm
Person
Animal
Messenger
Color
Spray
Barkskin
Comprehend
Languages
Darkvision
Detect
Magic
Find
Traps
Disguise
Self
Lesser
Restoration
Expeditious
Retreat
Locate
Animals
or
Plants
False
Life
Locate
Object
Feather
Fall
Pass
without
Trace
Fog
Cloud
Protection
from
Poison
Jump
Silence
Mage
Armor
Spike
Growth
Magic
Missile
Shield
3rd Level Silent
Image
Sleep
Conjure
Animals
Thunderwave
Daylight
Nondetection
2nd Level
Plant
Growth
Protection
from
Energy
Alter
Self
Speak
with
Plants
Blindness/Deafness
Water
Breathing
Blur
Water
Walk
Darkness
Wind
Wall
Darkvision
Detect
Thoughts
4th Level Enhance
Ability
Enlarge/Reduce
Conjure
Woodland
Beings
Gust
of
Wind
Freedom
of
Movement
Locate
Creature
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
109
Hold
Person
Hold
Monster
Invisibility
Insect
Plague
Knock
Seeming
Levitate
Telekinesis
Mirror
Image
Teleportation
Circle
Misty
Step
Wall
of
Stone
Scorching
Ray
See
Invisibility
6th Level
Shatter
Spider
Climb
Chain
Lightning
Suggestion
Circle
of
Death
Web
Disintegrate
Eyebite
3rd Level Globe
of
Invulnerability
Mass
Suggestion
Blink
Move
Earth
Clairvoyance
Sunbeam
Counterspell
True
Seeing
Daylight
Dispel
Magic
7th Level
Fear
Fireball
Delayed
Blast
Fireball
Fly
Etherealness
Gaseous
Form
Finger
of
Death
Haste
Fire
Storm
Hypnotic
Pattern
Plane
Shift
Lightning
Bolt
Prismatic
Spray
Major
Image
Reverse
Gravity
Protection
from
Energy
Teleport
Sleet
Storm
Slow
8th Level
Stinking
Cloud
Tongues
Dominate
Monster
Water
Breathing
Earthquake
Water
Walk
Incendiary
Cloud
Power
Word
Stun
4th Level Sunburst
Banishment
9th Level
Blight
Confusion
Gate
Dimension
Door
Meteor
Swarm
Dominate
Beast
Power
Word
Kill
Greater
Invisibility
Time
Stop
Ice
Storm
Wish
Polymorph
Stoneskin
Warlock Spells
Wall
of
Fire
Cantrips (0 Level)
5th Level
Chill
Touch
Animate
Objects
Eldritch
Blast
Cloudkill
Mage
Hand
Cone
of
Cold
Minor
Illusion
Creation
Poison
Spray
Dominate
Person
Prestidigitation
True
Strike
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
110
1st Level True
Seeing
Charm
Person
7th Level
Comprehend
Languages
Expeditious
Retreat
Etherealness
Hellish
Rebuke
Finger
of
Death
Illusory
Script
Forcecage
Protection
from
Evil
and
Good
Plane
Shift
Unseen
Servant
8th Level
2nd Level
Demiplane
Darkness
Dominate
Monster
Enthrall
Feeblemind
Hold
Person
Glibness
Invisibility
Power
Word
Stun
Mirror
Image
Misty
Step
9th Level
Ray
of
Enfeeblement
Shatter
Astral
Projection
Spider
Climb
Foresight
Suggestion
Imprisonment
Power
Word
Kill
3rd Level True
Polymorph
Counterspell
Wizard Spells
Dispel
Magic
Fear
Cantrips (0 Level)
Fly
Gaseous
Form
Acid
Splash
Hypnotic
Pattern
Chill
Touch
Magic
Circle
Dancing
Lights
Major
Image
Fire
Bolt
Remove
Curse
Light
Tongues
Mage
Hand
Vampiric
Touch
Mending
Message
4th Level Minor
Illusion
Poison
Spray
Banishment
Prestidigitation
Blight
Ray
of
Frost
Dimension
Door
Shocking
Grasp
Hallucinatory
Terrain
True
Strike
5th Level 1st Level
Contact
Other
Plane
Alarm
Dream
Burning
Hands
Hold
Monster
Charm
Person
Scrying
Color
Spray
Comprehend
Languages
6th Level Detect
Magic
Disguise
Self
Circle
of
Death
Expeditious
Retreat
Conjure
Fey
False
Life
Create
Undead
Feather
Fall
Eyebite
Find
Familiar
Flesh
to
Stone
Floating
Disk
Mass
Suggestion
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
111
Fog
Cloud
Clairvoyance
Grease
Counterspell
Hideous
Laughter
Dispel
Magic
Identify
Fear
Illusory
Script
Fireball
Jump
Fly
Longstrider
Gaseous
Form
Mage
Armor
Glyph
of
Warding
Magic
Missile
Haste
Protection
from
Evil
and
Good
Hypnotic
Pattern
Shield
Lightning
Bolt
Silent
Image
Magic
Circle
Sleep
Major
Image
Thunderwave
Nondetection
Unseen
Servant
Phantom
Steed
Protection
from
Energy
2nd Level Remove
Curse
Sending
Acid
Arrow
Sleet
Storm
Alter
Self
Slow
Arcane
Lock
Stinking
Cloud
Arcanist’s
Magic
Aura
Tiny
Hut
Blindness/Deafness
Tongues
Blur
Vampiric
Touch
Continual
Flame
Water
Breathing
Darkness
Darkvision
4th Level
Detect
Thoughts
Enlarge/Reduce
Arcane
Eye
Flaming
Sphere
Banishment
Gentle
Repose
Black
Tentacles
Gust
of
Wind
Blight
Hold
Person
Confusion
Invisibility
Conjure
Minor
Elementals
Knock
Control
Water
Levitate
Dimension
Door
Locate
Object
Fabricate
Magic
Mouth
Faithful
Hound
Magic
Weapon
Fire
Shield
Mirror
Image
Greater
Invisibility
Misty
Step
Hallucinatory
Terrain
Ray
of
Enfeeblement
Ice
Storm
Rope
Trick
Locate
Creature
Scorching
Ray
Phantasmal
Killer
See
Invisibility
Polymorph
Shatter
Private
Sanctum
Spider
Climb
Resilient
Sphere
Suggestion
Secret
Chest
Web
Stone
Shape
Stoneskin
3rd Level Wall
of
Fire
Animate
Dead
5th Level
Bestow
Curse
Blink
Animate
Objects
Not
for
resale.
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or
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System
Reference
Document
5.1
112
Arcane
Hand
Prismatic
Spray
Cloudkill
Project
Image
Cone
of
Cold
Reverse
Gravity
Conjure
Elemental
Sequester
Contact
Other
Plane
Simulacrum
Creation
Symbol
Dominate
Person
Teleport
Dream
Geas
8th Level
Hold
Monster
Legend
Lore
Antimagic
Field
Mislead
Antipathy/Sympathy
Modify
Memory
Clone
Passwall
Control
Weather
Planar
Binding
Demiplane
Scrying
Dominate
Monster
Seeming
Feeblemind
Telekinesis
Incendiary
Cloud
Telepathic
Bond
Maze
Teleportation
Circle
Mind
Blank
Wall
of
Force
Power
Word
Stun
Wall
of
Stone
Sunburst
6th Level 9th Level
Chain
Lightning
Astral
Projection
Circle
of
Death
Foresight
Contingency
Gate
Create
Undead
Imprisonment
Disintegrate
Meteor
Swarm
Eyebite
Power
Word
Kill
Flesh
to
Stone
Prismatic
Wall
Freezing
Sphere
Shapechange
Globe
of
Invulnerability
Time
Stop
Guards
and
Wards
True
Polymorph
Instant
Summons
Weird
Irresistible
Dance
Wish
Magic
Jar
Mass
Suggestion
Move
Earth
Programmed
Illusion
Sunbeam
True
Seeing
Wall
of
Ice
7th Level
Arcane
Sword
Delayed
Blast
Fireball
Etherealness
Finger
of
Death
Forcecage
Magnificent
Mansion
Mirage
Arcane
Plane
Shift
Not
for
resale.
Permission
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or
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System
Reference
Document
5.1
113
Spell Descriptions increase
by
an
additional
5
for
each
slot
level
above
2nd.
Acid Arrow
Alarm
2nd-‐‑level
evocation
1st-‐‑level
abjuration
(ritual)
Casting
Time:
1
action
Range:
90
feet
Casting
Time:
1
minute
Components:
V,
S,
M
(powdered
rhubarb
leaf
and
an
Range:
30
feet
Components:
V,
S,
M
(a
tiny
bell
and
a
piece
of
fine
adder’s
stomach)
Duration:
Instantaneous
silver
wire)
Duration:
8
hours
A
shimmering
green
arrow
streaks
toward
a
target
within
range
and
bursts
in
a
spray
of
acid.
Make
a
You
set
an
alarm
against
unwanted
intrusion.
ranged
spell
attack
against
the
target.
On
a
hit,
the
Choose
a
door,
a
window,
or
an
area
within
range
target
takes
4d4
acid
damage
immediately
and
2d4
that
is
no
larger
than
a
20-‐‑foot
cube.
Until
the
spell
acid
damage
at
the
end
of
its
next
turn.
On
a
miss,
ends,
an
alarm
alerts
you
whenever
a
Tiny
or
larger
the
arrow
splashes
the
target
with
acid
for
half
as
creature
touches
or
enters
the
warded
area.
When
much
of
the
initial
damage
and
no
damage
at
the
end
you
cast
the
spell,
you
can
designate
creatures
that
of
its
next
turn.
won’t
set
off
the
alarm.
You
also
choose
whether
the
At
Higher
Levels.
When
you
cast
this
spell
using
a
alarm
is
mental
or
audible.
spell
slot
of
3rd
level
or
higher,
the
damage
(both
A
mental
alarm
alerts
you
with
a
ping
in
your
initial
and
later)
increases
by
1d4
for
each
slot
level
mind
if
you
are
within
1
mile
of
the
warded
area.
above
2nd.
This
ping
awakens
you
if
you
are
sleeping.
An
audible
alarm
produces
the
sound
of
a
hand
Acid Splash bell
for
10
seconds
within
60
feet.
Conjuration
cantrip Alter Self
Casting
Time:
1
action
2nd-‐‑level
transmutation
Range:
60
feet
Components:
V,
S
Casting
Time:
1
action
Duration: Instantaneous
Range:
Self
Components:
V,
S
You
hurl
a
bubble
of
acid.
Choose
one
creature
Duration:
Concentration,
up
to
1
hour
within
range,
or
choose
two
creatures
within
range
that
are
within
5
feet
of
each
other.
A
target
must
You
assume
a
different
form.
When
you
cast
the
spell,
succeed
on
a
Dexterity
saving
throw
or
take
1d6
acid
choose
one
of
the
following
options,
the
effects
of
damage.
which
last
for
the
duration
of
the
spell.
While
the
This
spell’s
damage
increases
by
1d6
when
you
spell
lasts,
you
can
end
one
option
as
an
action
to
reach
5th
level
(2d6),
11th
level
(3d6),
and
17th
gain
the
benefits
of
a
different
one.
level
(4d6).
Aquatic
Adaptation.
You
adapt
your
body
to
an
aquatic
environment,
sprouting
gills
and
growing
Aid webbing
between
your
fingers.
You
can
breathe
underwater
and
gain
a
swimming
speed
equal
to
2nd-‐‑level
abjuration your
walking
speed.
Change
Appearance.
You
transform
your
Casting
Time:
1
action
appearance.
You
decide
what
you
look
like,
including
Range:
30
feet
your
height,
weight,
facial
features,
sound
of
your
Components:
V,
S,
M
(a
tiny
strip
of
white
cloth)
voice,
hair
length,
coloration,
and
distinguishing
Duration:
8
hours
characteristics,
if
any.
You
can
make
yourself
appear
as
a
member
of
another
race,
though
none
of
your
Your
spell
bolsters
your
allies
with
toughness
and
statistics
change.
You
also
can’t
appear
as
a
creature
resolve.
Choose
up
to
three
creatures
within
range.
of
a
different
size
than
you,
and
your
basic
shape
Each
target’s
hit
point
maximum
and
current
hit
stays
the
same;
if
you’re
bipedal,
you
can’t
use
this
points
increase
by
5
for
the
duration.
spell
to
become
quadrupedal,
for
instance.
At
any
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
3rd
level
or
higher,
a
target’s
hit
points
Not
for
resale.
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granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
114
time
for
the
duration
of
the
spell,
you
can
use
your
destination
before
the
spell
ends,
the
message
is
lost,
action
to
change
your
appearance
in
this
way
again.
and
the
beast
makes
its
way
back
to
where
you
cast
Natural
Weapons.
You
grow
claws,
fangs,
spines,
this
spell.
horns,
or
a
different
natural
weapon
of
your
choice.
At
Higher
Levels.
If
you
cast
this
spell
using
a
spell
Your
unarmed
strikes
deal
1d6
bludgeoning,
slot
of
3nd
level
or
higher,
the
duration
of
the
spell
piercing,
or
slashing
damage,
as
appropriate
to
the
increases
by
48
hours
for
each
slot
level
above
2nd.
natural
weapon
you
chose,
and
you
are
proficient
with
your
unarmed
strikes.
Finally,
the
natural
Animal Shapes
weapon
is
magic
and
you
have
a
+1
bonus
to
the
attack
and
damage
rolls
you
make
using
it.
8th-‐‑level
transmutation
Animal Friendship Casting
Time:
1
action
Range:
30
feet
1st-‐‑level
enchantment
Components:
V,
S
Duration:
Concentration,
up
to
24
hours
Casting
Time:
1
action
Range:
30
feet
Your
magic
turns
others
into
beasts.
Choose
any
Components:
V,
S,
M
(a
morsel
of
food)
number
of
willing
creatures
that
you
can
see
within
Duration:
24
hours
range.
You
transform
each
target
into
the
form
of
a
This
spell
lets
you
convince
a
beast
that
you
mean
it
Large
or
smaller
beast
with
a
challenge
rating
of
4
or
no
harm.
Choose
a
beast
that
you
can
see
within
lower.
On
subsequent
turns,
you
can
use
your
action
range.
It
must
see
and
hear
you.
If
the
beast's
to
transform
affected
creatures
into
new
forms.
Intelligence
is
4
or
higher,
the
spell
fails.
Otherwise,
The
transformation
lasts
for
the
duration
for
each
the
beast
must
succeed
on
a
Wisdom
saving
throw
target,
or
until
the
target
drops
to
0
hit
points
or
dies.
or
be
charmed
by
you
for
the
spell's
duration.
If
you
You
can
choose
a
different
form
for
each
target.
A
or
one
of
your
companions
harms
the
target,
the
target’s
game
statistics
are
replaced
by
the
statistics
spells
ends.
of
the
chosen
beast,
though
the
target
retains
its
At
Higher
Levels.
When
you
cast
this
spell
using
a
alignment
and
Intelligence,
Wisdom,
and
Charisma
spell
slot
of
2nd
level
or
higher,
you
can
affect
one
scores.
The
target
assumes
the
hit
points
of
its
new
additional
beast
t
level
above
1st.
form,
and
when
it
reverts
to
its
normal
form,
it
returns
to
the
number
of
hit
points
it
had
before
it
Animal Messenger transformed.
If
it
reverts
as
a
result
of
dropping
to
0
hit
points,
any
excess
damage
carries
over
to
its
2nd-‐‑level
enchantment
(ritual)
normal
form.
As
long
as
the
excess
damage
doesn’t
reduce
the
creature’s
normal
form
to
0
hit
points,
it
Casting
Time:
1
action
isn’t
knocked
unconscious.
The
creature
is
limited
in
Range:
30
feet
the
actions
it
can
perform
by
the
nature
of
its
new
Components:
V,
S,
M
(a
morsel
of
food)
form,
and
it
can’t
speak
or
cast
spells.
Duration:
24
hours
The
target’s
gear
melds
into
the
new
form.
The
target
can’t
activate,
wield,
or
otherwise
benefit
By
means
of
this
spell,
you
use
an
animal
to
deliver
a
from
any
of
its
equipment.
message.
Choose
a
Tiny
beast
you
can
see
within
range,
such
as
a
squirrel,
a
blue
jay,
or
a
bat.
You
Animate Dead
specify
a
location,
which
you
must
have
visited,
and
a
recipient
who
matches
a
general
description,
such
3rd-‐‑level
necromancy
as
“a
man
or
woman
dressed
in
the
uniform
of
the
town
guard”
or
“a
red-‐‑haired
dwarf
wearing
a
Casting
Time:
1
minute
pointed
hat.”
You
also
speak
a
message
of
up
to
Range:
10
feet
twenty-‐‑five
words.
The
target
beast
travels
for
the
Components:
V,
S,
M
(a
drop
of
blood,
a
piece
of
duration
of
the
spell
toward
the
specified
location,
covering
about
50
miles
per
24
hours
for
a
flying
flesh,
and
a
pinch
of
bone
dust)
messenger,
or
25
miles
for
other
animals.
Duration:
Instantaneous
When
the
messenger
arrives,
it
delivers
your
message
to
the
creature
that
you
described,
This
spell
creates
an
undead
servant.
Choose
a
pile
replicating
the
sound
of
your
voice.
The
messenger
of
bones
or
a
corpse
of
a
Medium
or
Small
humanoid
speaks
only
to
a
creature
matching
the
description
within
range.
Your
spell
imbues
the
target
with
a
you
gave.
If
the
messenger
doesn’t
reach
its
foul
mimicry
of
life,
raising
it
as
an
undead
creature.
The
target
becomes
a
skeleton
if
you
chose
bones
or
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
115
a
zombie
if
you
chose
a
corpse
(the
GM
has
the
particular
chamber
or
corridor.
If
you
issue
no
creature’s
game
statistics).
commands,
the
creature
only
defends
itself
against
On
each
of
your
turns,
you
can
use
a
bonus
action
hostile
creatures.
Once
given
an
order,
the
creature
to
mentally
command
any
creature
you
made
with
continues
to
follow
it
until
its
task
is
complete.
this
spell
if
the
creature
is
within
60
feet
of
you
(if
you
control
multiple
creatures,
you
can
command
Animated
Object
Statistics
any
or
all
of
them
at
the
same
time,
issuing
the
same
command
to
each
one).
You
decide
what
action
the
Size
HP
AC
Attack
Str
Dex
creature
will
take
and
where
it
will
move
during
its
next
turn,
or
you
can
issue
a
general
command,
such
Tiny
20
18
+8
to
hit,
1d4
+
4
damage
4
18
as
to
guard
a
particular
chamber
or
corridor.
If
you
Small
25
16
+6
to
hit,
1d8
+
2
damage
6
14
issue
no
commands,
the
creature
only
defends
itself
against
hostile
creatures.
Once
given
an
order,
the
Medium
40
13
+5
to
hit,
2d6
+
1
damage
10
12
creature
continues
to
follow
it
until
its
task
is
complete.
Large
50
10
+6
to
hit,
2d10
+
2
14
10
The
creature
is
under
your
control
for
24
hours,
after
which
it
stops
obeying
any
command
you’ve
damage
given
it.
To
maintain
control
of
the
creature
for
another
24
hours,
you
must
cast
this
spell
on
the
Huge
80
10
+8
to
hit,
2d12
+
4
18
6
creature
again
before
the
current
24-‐‑hour
period
damage
ends.
This
use
of
the
spell
reasserts
your
control
over
up
to
four
creatures
you
have
animated
with
this
spell,
rather
than
animating
a
new
one.
At
Higher
Levels.
When
you
cast
this
spell
using
a
An
animated
object
is
a
construct
with
AC,
hit
spell
slot
of
4th
level
or
higher,
you
animate
or
reassert
control
over
two
additional
undead
points,
attacks,
Strength,
and
Dexterity
determined
creatures
for
each
slot
level
above
3rd.
Each
of
the
creatures
must
come
from
a
different
corpse
or
pile
by
its
size.
Its
Constitution
is
10
and
its
Intelligence
of
bones.
and
Wisdom
are
3,
and
its
Charisma
is
1.
Its
speed
is
Animate Objects 30
feet;
if
the
object
lacks
legs
or
other
appendages
it
5th-‐‑level
transmutation
can
use
for
locomotion,
it
instead
has
a
flying
speed
Casting
Time:
1
action
of
30
feet
and
can
hover.
If
the
object
is
securely
Range:
120
feet
Components:
V,
S
attached
to
a
surface
or
a
larger
object,
such
as
a
Duration:
Concentration,
up
to
1
minute
chain
bolted
to
a
wall,
its
speed
is
0.
It
has
blindsight
Objects
come
to
life
at
your
command.
Choose
up
to
ten
nonmagical
objects
within
range
that
are
not
with
a
radius
of
30
feet
and
is
blind
beyond
that
being
worn
or
carried.
Medium
targets
count
as
two
distance.
When
the
animated
object
drops
to
0
hit
objects,
Large
targets
count
as
four
objects,
Huge
targets
count
as
eight
objects.
You
can’t
animate
any
points,
it
reverts
to
its
original
object
form,
and
any
object
larger
than
Huge.
Each
target
animates
and
becomes
a
creature
under
your
control
until
the
remaining
damage
carries
over
to
its
original
object
spell
ends
or
until
reduced
to
0
hit
points.
As
a
bonus
action,
you
can
mentally
command
any
form.
creature
you
made
with
this
spell
if
the
creature
is
within
500
feet
of
you
(if
you
control
multiple
If
you
command
an
object
to
attack,
it
can
make
a
creatures,
you
can
command
any
or
all
of
them
at
the
same
time,
issuing
the
same
command
to
each
one).
single
melee
attack
against
a
creature
within
5
feet
You
decide
what
action
the
creature
will
take
and
where
it
will
move
during
its
next
turn,
or
you
can
of
it.
It
makes
a
slam
attack
with
an
attack
bonus
and
issue
a
general
command,
such
as
to
guard
a
bludgeoning
damage
determined
by
its
size.
The
GM
might
rule
that
a
specific
object
inflicts
slashing
or
piercing
damage
based
on
its
form.
At
Higher
Levels.
If
you
cast
this
spell
using
a
spell
slot
of
6th
level
or
higher,
you
can
animate
two
additional
objects
for
each
slot
level
above
5th.
Antilife Shell
5th-‐‑level
abjuration
Casting
Time:
1
action
Range:
Self
(10-‐‑foot
radius)
Components:
V,
S
Duration:
Concentration,
up
to
1
hour
A
shimmering
barrier
extends
out
from
you
in
a
10-‐‑
foot
radius
and
moves
with
you,
remaining
centered
on
you
and
hedging
out
creatures
other
than
undead
and
constructs.
The
barrier
lasts
for
the
duration.
The
barrier
prevents
an
affected
creature
from
passing
or
reaching
through.
An
affected
creature
can
cast
spells
or
make
attacks
with
ranged
or
reach
weapons
through
the
barrier.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
116
If
you
move
so
that
an
affected
creature
is
forced
Magical
Travel.
Teleportation
and
planar
travel
to
pass
through
the
barrier,
the
spell
ends.
fail
to
work
in
the
sphere,
whether
the
sphere
is
the
destination
or
the
departure
point
for
such
magical
Antimagic Field travel.
A
portal
to
another
location,
world,
or
plane
of
existence,
as
well
as
an
opening
to
an
8th-‐‑level
abjuration
extradimensional
space
such
as
that
created
by
the
rope
trick
spell,
temporarily
closes
while
in
the
Casting
Time:
1
action
sphere.
Range:
Self
(10-‐‑foot-‐‑radius
sphere)
Creatures
and
Objects.
A
creature
or
object
Components:
V,
S,
M
(a
pinch
of
powdered
iron
or
summoned
or
created
by
magic
temporarily
winks
out
of
existence
in
the
sphere.
Such
a
creature
iron
filings)
instantly
reappears
once
the
space
the
creature
Duration:
Concentration,
up
to
1
hour
occupied
is
no
longer
within
the
sphere.
Dispel
Magic.
Spells
and
magical
effects
such
as
A
10-‐‑foot-‐‑radius
invisible
sphere
of
antimagic
dispel
magic
have
no
effect
on
the
sphere.
Likewise,
surrounds
you.
This
area
is
divorced
from
the
the
spheres
created
by
different
antimagic
field
magical
energy
that
suffuses
the
multiverse.
Within
spells
don’t
nullify
each
other.
the
sphere,
spells
can’t
be
cast,
summoned
creatures
disappear,
and
even
magic
items
become
mundane.
Antipathy/Sympathy
Until
the
spell
ends,
the
sphere
moves
with
you,
centered
on
you.
8th-‐‑level
enchantment
Spells
and
other
magical
effects,
except
those
created
by
an
artifact
or
a
deity,
are
suppressed
in
Casting
Time:
1
hour
the
sphere
and
can’t
protrude
into
it.
A
slot
Range:
60
feet
expended
to
cast
a
suppressed
spell
is
consumed.
Components:
V,
S,
M
(either
a
lump
of
alum
soaked
While
an
effect
is
suppressed,
it
doesn’t
function,
but
the
time
it
spends
suppressed
counts
against
its
in
vinegar
for
the
antipathy
effect
or
a
drop
of
duration.
honey
for
the
sympathy
effect)
Targeted
Effects.
Spells
and
other
magical
effects,
Duration:
10
days
such
as
magic
missile
and
charm
person,
that
target
a
creature
or
an
object
in
the
sphere
have
no
effect
on
This
spell
attracts
or
repels
creatures
of
your
choice.
that
target.
You
target
something
within
range,
either
a
Huge
or
Areas
of
Magic.
The
area
of
another
spell
or
smaller
object
or
creature
or
an
area
that
is
no
larger
magical
effect,
such
as
fireball,
can’t
extend
into
the
than
a
200-‐‑foot
cube.
Then
specify
a
kind
of
sphere.
If
the
sphere
overlaps
an
area
of
magic,
the
intelligent
creature,
such
as
red
dragons,
goblins,
or
part
of
the
area
that
is
covered
by
the
sphere
is
vampires.
You
invest
the
target
with
an
aura
that
suppressed.
For
example,
the
flames
created
by
a
either
attracts
or
repels
the
specified
creatures
for
wall
of
fire
are
suppressed
within
the
sphere,
the
duration.
Choose
antipathy
or
sympathy
as
the
creating
a
gap
in
the
wall
if
the
overlap
is
large
aura’s
effect.
enough.
Antipathy.
The
enchantment
causes
creatures
of
Spells.
Any
active
spell
or
other
magical
effect
on
a
the
kind
you
designated
to
feel
an
intense
urge
to
creature
or
an
object
in
the
sphere
is
suppressed
leave
the
area
and
avoid
the
target.
When
such
a
while
the
creature
or
object
is
in
it.
creature
can
see
the
target
or
comes
within
60
feet
Magic
Items.
The
properties
and
powers
of
magic
of
it,
the
creature
must
succeed
on
a
Wisdom
saving
items
are
suppressed
in
the
sphere.
For
example,
a
throw
or
become
frightened.
The
creature
remains
+1
longsword
in
the
sphere
functions
as
a
frightened
while
it
can
see
the
target
or
is
within
60
nonmagical
longsword.
feet
of
it.
While
frightened
by
the
target,
the
creature
A
magic
weapon’s
properties
and
powers
are
must
use
its
movement
to
move
to
the
nearest
safe
suppressed
if
it
is
used
against
a
target
in
the
sphere
spot
from
which
it
can’t
see
the
target.
If
the
creature
or
wielded
by
an
attacker
in
the
sphere.
If
a
magic
moves
more
than
60
feet
from
the
target
and
can’t
weapon
or
a
piece
of
magic
ammunition
fully
leaves
see
it,
the
creature
is
no
longer
frightened,
but
the
the
sphere
(for
example,
if
you
fire
a
magic
arrow
or
creature
becomes
frightened
again
if
it
regains
sight
throw
a
magic
spear
at
a
target
outside
the
sphere),
of
the
target
or
moves
within
60
feet
of
it.
the
magic
of
the
item
ceases
to
be
suppressed
as
Sympathy.
The
enchantment
causes
the
specified
soon
as
it
exits.
creatures
to
feel
an
intense
urge
to
approach
the
target
while
within
60
feet
of
it
or
able
to
see
it.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
117
When
such
a
creature
can
see
the
target
or
comes
moves
at
your
command,
mimicking
the
movements
within
60
feet
of
it,
the
creature
must
succeed
on
a
of
your
own
hand.
Wisdom
saving
throw
or
use
its
movement
on
each
The
hand
is
an
object
that
has
AC
20
and
hit
points
of
its
turns
to
enter
the
area
or
move
within
reach
of
equal
to
your
hit
point
maximum.
If
it
drops
to
0
hit
the
target.
When
the
creature
has
done
so,
it
can’t
points,
the
spell
ends.
It
has
a
Strength
of
26
(+8)
willingly
move
away
from
the
target.
and
a
Dexterity
of
10
(+0).
The
hand
doesn’t
fill
its
If
the
target
damages
or
otherwise
harms
an
space.
affected
creature,
the
affected
creature
can
make
a
When
you
cast
the
spell
and
as
a
bonus
action
on
Wisdom
saving
throw
to
end
the
effect,
as
described
your
subsequent
turns,
you
can
move
the
hand
up
to
below.
60
feet
and
then
cause
one
of
the
following
effects
Ending
the
Effect.
If
an
affected
creature
ends
its
with
it.
turn
while
not
within
60
feet
of
the
target
or
able
to
Clenched
Fist.
The
hand
strikes
one
creature
or
see
it,
the
creature
makes
a
Wisdom
saving
throw.
object
within
5
feet
of
it.
Make
a
melee
spell
attack
On
a
successful
save,
the
creature
is
no
longer
for
the
hand
using
your
game
statistics.
On
a
hit,
the
affected
by
the
target
and
recognizes
the
feeling
of
target
takes
4d8
force
damage.
repugnance
or
attraction
as
magical.
In
addition,
a
Forceful
Hand.
The
hand
attempts
to
push
a
creature
affected
by
the
spell
is
allowed
another
creature
within
5
feet
of
it
in
a
direction
you
choose.
Wisdom
saving
throw
every
24
hours
while
the
spell
Make
a
check
with
the
hand’s
Strength
contested
by
persists.
the
Strength
(Athletics)
check
of
the
target.
If
the
A
creature
that
successfully
saves
against
this
target
is
Medium
or
smaller,
you
have
advantage
on
effect
is
immune
to
it
for
1
minute,
after
which
time
the
check.
If
you
succeed,
the
hand
pushes
the
target
it
can
be
affected
again.
up
to
5
feet
plus
a
number
of
feet
equal
to
five
times
your
spellcasting
ability
modifier.
The
hand
moves
Arcane Eye with
the
target
to
remain
within
5
feet
of
it.
Grasping
Hand.
The
hand
attempts
to
grapple
a
4th-‐‑level
divination
Huge
or
smaller
creature
within
5
feet
of
it.
You
use
the
hand’s
Strength
score
to
resolve
the
grapple.
If
Casting
Time:
1
action
the
target
is
Medium
or
smaller,
you
have
advantage
Range:
30
feet
on
the
check.
While
the
hand
is
grappling
the
target,
Components:
V,
S,
M
(a
bit
of
bat
fur)
you
can
use
a
bonus
action
to
have
the
hand
crush
it.
Duration:
Concentration,
up
to
1
hour
When
you
do
so,
the
target
takes
bludgeoning
damage
equal
to
2d6
+
your
spellcasting
ability
You
create
an
invisible,
magical
eye
within
range
modifier.
that
hovers
in
the
air
for
the
duration.
Interposing
Hand.
The
hand
interposes
itself
You
mentally
receive
visual
information
from
the
between
you
and
a
creature
you
choose
until
you
eye,
which
has
normal
vision
and
darkvision
out
to
give
the
hand
a
different
command.
The
hand
moves
30
feet.
The
eye
can
look
in
every
direction.
to
stay
between
you
and
the
target,
providing
you
As
an
action,
you
can
move
the
eye
up
to
30
feet
in
with
half
cover
against
the
target.
The
target
can’t
any
direction.
There
is
no
limit
to
how
far
away
from
move
through
the
hand’s
space
if
its
Strength
score
you
the
eye
can
move,
but
it
can’t
enter
another
is
less
than
or
equal
to
the
hand’s
Strength
score.
If
plane
of
existence.
A
solid
barrier
blocks
the
eye’s
its
Strength
score
is
higher
than
the
hand’s
Strength
movement,
but
the
eye
can
pass
through
an
opening
score,
the
target
can
move
toward
you
through
the
as
small
as
1
inch
in
diameter.
hand’s
space,
but
that
space
is
difficult
terrain
for
the
target.
Arcane Hand
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
6th
level
or
higher,
the
damage
from
the
5th-‐‑level
evocation
clenched
fist
option
increases
by
2d8
and
the
damage
from
the
grasping
hand
increases
by
2d6
for
Casting
Time:
1
action
each
slot
level
above
5th.
Range:
120
feet
Components:
V,
S,
M
(an
eggshell
and
a
snakeskin
Arcane Lock
glove)
2nd-‐‑level
abjuration
Duration:
Concentration,
up
to
1
minute
Casting
Time:
1
action
You
create
a
Large
hand
of
shimmering,
translucent
force
in
an
unoccupied
space
that
you
can
see
within
range.
The
hand
lasts
for
the
spell’s
duration,
and
it
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
118
Range:
Touch
False
Aura.
You
change
the
way
the
target
Components:
V,
S,
M
(gold
dust
worth
at
least
25
gp,
appears
to
spells
and
magical
effects,
such
as
detect
magic,
that
detect
magical
auras.
You
can
make
a
which
the
spell
consumes)
nonmagical
object
appear
magical,
a
magical
object
Duration:
Until
dispelled
appear
nonmagical,
or
change
the
object’s
magical
aura
so
that
it
appears
to
belong
to
a
specific
school
You
touch
a
closed
door,
window,
gate,
chest,
or
of
magic
that
you
choose.
When
you
use
this
effect
other
entryway,
and
it
becomes
locked
for
the
on
an
object,
you
can
make
the
false
magic
apparent
duration.
You
and
the
creatures
you
designate
when
to
any
creature
that
handles
the
item.
you
cast
this
spell
can
open
the
object
normally.
You
Mask.
You
change
the
way
the
target
appears
to
can
also
set
a
password
that,
when
spoken
within
5
spells
and
magical
effects
that
detect
creature
types,
feet
of
the
object,
suppresses
this
spell
for
1
minute.
such
as
a
paladin’s
Divine
Sense
or
the
trigger
of
a
Otherwise,
it
is
impassable
until
it
is
broken
or
the
symbol
spell.
You
choose
a
creature
type
and
other
spell
is
dispelled
or
suppressed.
Casting
knock
on
the
spells
and
magical
effects
treat
the
target
as
if
it
object
suppresses
arcane
lock
for
10
minutes.
were
a
creature
of
that
type
or
of
that
alignment.
While
affected
by
this
spell,
the
object
is
more
difficult
to
break
or
force
open;
the
DC
to
break
it
or
Astral Projection
pick
any
locks
on
it
increases
by
10.
9th-‐‑level
necromancy
Arcane Sword
Casting
Time:
1
hour
7th-‐‑level
evocation
Range:
10
feet
Components:
V,
S,
M
(for
each
creature
you
affect
Casting
Time:
1
action
Range:
60
feet
with
this
spell,
you
must
provide
one
jacinth
Components:
V,
S,
M
(a
miniature
platinum
sword
worth
at
least
1,000
gp
and
one
ornately
carved
bar
of
silver
worth
at
least
100
gp,
all
of
which
the
with
a
grip
and
pommel
of
copper
and
zinc,
worth
spell
consumes)
250
gp)
Duration:
Special
Duration:
Concentration,
up
to
1
minute
You
and
up
to
eight
willing
creatures
within
range
You
create
a
sword-‐‑shaped
plane
of
force
that
project
your
astral
bodies
into
the
Astral
Plane
(the
hovers
within
range.
It
lasts
for
the
duration.
spell
fails
and
the
casting
is
wasted
if
you
are
already
When
the
sword
appears,
you
make
a
melee
spell
on
that
plane).
The
material
body
you
leave
behind
attack
against
a
target
of
your
choice
within
5
feet
of
is
unconscious
and
in
a
state
of
suspended
the
sword.
On
a
hit,
the
target
takes
3d10
force
animation;
it
doesn’t
need
food
or
air
and
doesn’t
damage.
Until
the
spell
ends,
you
can
use
a
bonus
age.
action
on
each
of
your
turns
to
move
the
sword
up
to
Your
astral
body
resembles
your
mortal
form
in
20
feet
to
a
spot
you
can
see
and
repeat
this
attack
almost
every
way,
replicating
your
game
statistics
against
the
same
target
or
a
different
one.
and
possessions.
The
principal
difference
is
the
addition
of
a
silvery
cord
that
extends
from
between
Arcanist’s Magic Aura your
shoulder
blades
and
trails
behind
you,
fading
to
invisibility
after
1
foot.
This
cord
is
your
tether
to
2nd-‐‑level
illusion
your
material
body.
As
long
as
the
tether
remains
intact,
you
can
find
your
way
home.
If
the
cord
is
Casting
Time:
1
action
cut—something
that
can
happen
only
when
an
effect
Range:
Touch
specifically
states
that
it
does—your
soul
and
body
Components:
V,
S,
M
(a
small
square
of
silk)
are
separated,
killing
you
instantly.
Duration:
24
hours
Your
astral
form
can
freely
travel
through
the
Astral
Plane
and
can
pass
through
portals
there
You
place
an
illusion
on
a
creature
or
an
object
you
leading
to
any
other
plane.
If
you
enter
a
new
plane
touch
so
that
divination
spells
reveal
false
or
return
to
the
plane
you
were
on
when
casting
this
information
about
it.
The
target
can
be
a
willing
spell,
your
body
and
possessions
are
transported
creature
or
an
object
that
isn’t
being
carried
or
worn
along
the
silver
cord,
allowing
you
to
re-‐‑enter
your
by
another
creature.
body
as
you
enter
the
new
plane.
Your
astral
form
is
When
you
cast
the
spell,
choose
one
or
both
of
the
a
separate
incarnation.
Any
damage
or
other
effects
following
effects.
The
effect
lasts
for
the
duration.
If
you
cast
this
spell
on
the
same
creature
or
object
every
day
for
30
days,
placing
the
same
effect
on
it
each
time,
the
illusion
lasts
until
it
is
dispelled.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
119
that
apply
to
it
have
no
effect
on
your
physical
body,
Range:
Touch
nor
do
they
persist
when
you
return
to
it.
Components:
V,
S,
M
(an
agate
worth
at
least
1,000
The
spell
ends
for
you
and
your
companions
when
you
use
your
action
to
dismiss
it.
When
the
spell
gp,
which
the
spell
consumes)
ends,
the
affected
creature
returns
to
its
physical
Duration:
Instantaneous
body,
and
it
awakens.
The
spell
might
also
end
early
for
you
or
one
of
After
spending
the
casting
time
tracing
magical
your
companions.
A
successful
dispel
magic
spell
pathways
within
a
precious
gemstone,
you
touch
a
used
against
an
astral
or
physical
body
ends
the
spell
Huge
or
smaller
beast
or
plant.
The
target
must
have
for
that
creature.
If
a
creature’s
original
body
or
its
either
no
Intelligence
score
or
an
Intelligence
of
3
or
astral
form
drops
to
0
hit
points,
the
spell
ends
for
less.
The
target
gains
an
Intelligence
of
10.
The
that
creature.
If
the
spell
ends
and
the
silver
cord
is
target
also
gains
the
ability
to
speak
one
language
intact,
the
cord
pulls
the
creature’s
astral
form
back
you
know.
If
the
target
is
a
plant,
it
gains
the
ability
to
its
body,
ending
its
state
of
suspended
animation.
to
move
its
limbs,
roots,
vines,
creepers,
and
so
forth,
If
you
are
returned
to
your
body
prematurely,
and
it
gains
senses
similar
to
a
human’s.
Your
GM
your
companions
remain
in
their
astral
forms
and
chooses
statistics
appropriate
for
the
awakened
must
find
their
own
way
back
to
their
bodies,
usually
plant,
such
as
the
statistics
for
the
awakened
shrub
by
dropping
to
0
hit
points.
or
the
awakened
tree.
The
awakened
beast
or
plant
is
charmed
by
you
Augury for
30
days
or
until
you
or
your
companions
do
anything
harmful
to
it.
When
the
charmed
condition
2nd-‐‑level
divination
(ritual)
ends,
the
awakened
creature
chooses
whether
to
remain
friendly
to
you,
based
on
how
you
treated
it
Casting
Time:
1
minute
while
it
was
charmed.
Range:
Self
Components:
V,
S,
M
(specially
marked
sticks,
bones,
Bane
or
similar
tokens
worth
at
least
25
gp)
1st-‐‑level
enchantment
Duration:
Instantaneous
Casting
Time:
1
action
By
casting
gem-‐‑inlaid
sticks,
rolling
dragon
bones,
Range:
30
feet
laying
out
ornate
cards,
or
employing
some
other
Components:
V,
S,
M
(a
drop
of
blood)
divining
tool,
you
receive
an
omen
from
an
Duration:
Concentration,
up
to
1
minute
otherworldly
entity
about
the
results
of
a
specific
course
of
action
that
you
plan
to
take
within
the
next
Up
to
three
creatures
of
your
choice
that
you
can
see
30
minutes.
The
GM
chooses
from
the
following
within
range
must
make
Charisma
saving
throws.
possible
omens:
Whenever
a
target
that
fails
this
saving
throw
makes
an
attack
roll
or
a
saving
throw
before
the
spell
ends,
• Weal,
for
good
results
the
target
must
roll
a
d4
and
subtract
the
number
• Woe,
for
bad
results
rolled
from
the
attack
roll
or
saving
throw.
• Weal
and
woe,
for
both
good
and
bad
results
At
Higher
Levels.
When
you
cast
this
spell
using
a
• Nothing,
for
results
that
aren’t
especially
good
or
spell
slot
of
2nd
level
or
higher,
you
can
target
one
additional
creature
for
each
slot
level
above
1st.
bad
Banishment
The
spell
doesn’t
take
into
account
any
possible
circumstances
that
might
change
the
outcome,
such
4th-‐‑level
abjuration
as
the
casting
of
additional
spells
or
the
loss
or
gain
of
a
companion.
Casting
Time:
1
action
If
you
cast
the
spell
two
or
more
times
before
Range:
60
feet
completing
your
next
long
rest,
there
is
a
cumulative
Components:
V,
S,
M
(an
item
distasteful
to
the
25
percent
chance
for
each
casting
after
the
first
that
you
get
a
random
reading.
The
GM
makes
this
roll
in
target)
secret.
Duration:
Concentration,
up
to
1
minute
Awaken You
attempt
to
send
one
creature
that
you
can
see
within
range
to
another
plane
of
existence.
The
5th-‐‑level
transmutation
target
must
succeed
on
a
Charisma
saving
throw
or
be
banished.
Casting
Time:
8
hours
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
120
If
the
target
is
native
to
the
plane
of
existence
this
spell,
choose
the
nature
of
the
curse
from
the
you’re
on,
you
banish
the
target
to
a
harmless
following
options:
demiplane.
While
there,
the
target
is
incapacitated.
The
target
remains
there
until
the
spell
ends,
at
• Choose
one
ability
score.
While
cursed,
the
target
which
point
the
target
reappears
in
the
space
it
left
has
disadvantage
on
ability
checks
and
saving
or
in
the
nearest
unoccupied
space
if
that
space
is
throws
made
with
that
ability
score.
occupied.
If
the
target
is
native
to
a
different
plane
of
• While
cursed,
the
target
has
disadvantage
on
existence
than
the
one
you’re
on,
the
target
is
attack
rolls
against
you.
banished
with
a
faint
popping
noise,
returning
to
its
home
plane.
If
the
spell
ends
before
1
minute
has
• While
cursed,
the
target
must
make
a
Wisdom
passed,
the
target
reappears
in
the
space
it
left
or
in
saving
throw
at
the
start
of
each
of
its
turns.
If
it
the
nearest
unoccupied
space
if
that
space
is
fails,
it
wastes
its
action
that
turn
doing
nothing.
occupied.
Otherwise,
the
target
doesn’t
return.
At
Higher
Levels.
When
you
cast
this
spell
using
a
• While
the
target
is
cursed,
your
attacks
and
spells
spell
slot
of
5th
level
or
higher,
you
can
target
one
deal
an
extra
1d8
necrotic
damage
to
the
target.
additional
creature
for
each
slot
level
above
4th.
A
remove
curse
spell
ends
this
effect.
At
the
GM’s
Barkskin option,
you
may
choose
an
alternative
curse
effect,
but
it
should
be
no
more
powerful
than
those
2nd-‐‑level
transmutation
described
above.
The
GM
has
final
say
on
such
a
curse’s
effect.
Casting
Time:
1
action
At
Higher
Levels.
If
you
cast
this
spell
using
a
spell
Range:
Touch
slot
of
4th
level
or
higher,
the
duration
is
Components:
V,
S,
M
(a
handful
of
oak
bark)
concentration,
up
to
10
minutes.
If
you
use
a
spell
Duration:
Concentration,
up
to
1
hour
slot
of
5th
level
or
higher,
the
duration
is
8
hours.
If
you
use
a
spell
slot
of
7th
level
or
higher,
the
You
touch
a
willing
creature.
Until
the
spell
ends,
the
duration
is
24
hours.
If
you
use
a
9th
level
spell
slot,
target’s
skin
has
a
rough,
bark-‐‑like
appearance,
and
the
spell
lasts
until
it
is
dispelled.
Using
a
spell
slot
of
the
target’s
AC
can’t
be
less
than
16,
regardless
of
5th
level
or
higher
grants
a
duration
that
doesn’t
what
kind
of
armor
it
is
wearing.
require
concentration.
Beacon of Hope Black Tentacles
3rd-‐‑level
abjuration
4th-‐‑level
conjuration
Casting
Time:
1
action
Casting
Time:
1
action
Range:
30
feet
Range:
90
feet
Components:
V,
S
Components:
V,
S,
M
(a
piece
of
tentacle
from
a
Duration:
Concentration,
up
to
1
minute
giant
octopus
or
a
giant
squid)
This
spell
bestows
hope
and
vitality.
Choose
any
Duration:
Concentration,
up
to
1
minute
number
of
creatures
within
range.
For
the
duration,
each
target
has
advantage
on
Wisdom
saving
throws
Squirming,
ebony
tentacles
fill
a
20-‐‑foot
square
on
and
death
saving
throws,
and
regains
the
maximum
ground
that
you
can
see
within
range.
For
the
number
of
hit
points
possible
from
any
healing.
duration,
these
tentacles
turn
the
ground
in
the
area
into
difficult
terrain.
Bestow Curse
When
a
creature
enters
the
affected
area
for
the
first
time
on
a
turn
or
starts
its
turn
there,
the
3rd-‐‑level
necromancy
creature
must
succeed
on
a
Dexterity
saving
throw
or
take
3d6
bludgeoning
damage
and
be
restrained
Casting
Time:
1
action
by
the
tentacles
until
the
spell
ends.
A
creature
that
Range:
Touch
starts
its
turn
in
the
area
and
is
already
restrained
Components:
V,
S
by
the
tentacles
takes
3d6
bludgeoning
damage.
Duration:
Concentration,
up
to
1
minute
A
creature
restrained
by
the
tentacles
can
use
its
action
to
make
a
Strength
or
Dexterity
check
(its
You
touch
a
creature,
and
that
creature
must
choice)
against
your
spell
save
DC.
On
a
success,
it
succeed
on
a
Wisdom
saving
throw
or
become
frees
itself.
cursed
for
the
duration
of
the
spell.
When
you
cast
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
121
Blade Barrier
If
you
target
a
plant
creature
or
a
magical
plant,
it
makes
the
saving
throw
with
disadvantage,
and
the
6th-‐‑level
evocation
spell
deals
maximum
damage
to
it.
If
you
target
a
nonmagical
plant
that
isn’t
a
Casting
Time:
1
action
creature,
such
as
a
tree
or
shrub,
it
doesn’t
make
a
Range:
90
feet
saving
throw;
it
simply
withers
and
dies.
Components:
V,
S
At
Higher
Levels.
When
you
cast
this
spell
using
a
Duration:
Concentration,
up
to
10
minutes
spell
slot
of
5th
level
or
higher,
the
damage
increases
by
1d8
for
each
slot
level
above
4th.
You
create
a
vertical
wall
of
whirling,
razor-‐‑sharp
blades
made
of
magical
energy.
The
wall
appears
Blindness/Deafness
within
range
and
lasts
for
the
duration.
You
can
make
a
straight
wall
up
to
100
feet
long,
20
feet
high,
2nd-‐‑level
necromancy
and
5
feet
thick,
or
a
ringed
wall
up
to
60
feet
in
diameter,
20
feet
high,
and
5
feet
thick.
The
wall
Casting
Time:
1
action
provides
three-‐‑quarters
cover
to
creatures
behind
it,
Range:
30
feet
and
its
space
is
difficult
terrain.
Components:
V
When
a
creature
enters
the
wall’s
area
for
the
first
Duration:
1
minute
time
on
a
turn
or
starts
its
turn
there,
the
creature
must
make
a
Dexterity
saving
throw.
On
a
failed
save,
You
can
blind
or
deafen
a
foe.
Choose
one
creature
the
creature
takes
6d10
slashing
damage.
On
a
that
you
can
see
within
range
to
make
a
Constitution
successful
save,
the
creature
takes
half
as
much
saving
throw.
If
it
fails,
the
target
is
either
blinded
or
damage.
deafened
(your
choice)
for
the
duration.
At
the
end
of
each
of
its
turns,
the
target
can
make
a
Bless Constitution
saving
throw.
On
a
success,
the
spell
ends.
1st-‐‑level
enchantment
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
3rd
level
or
higher,
you
can
target
one
Casting
Time:
1
action
additional
creature
for
each
slot
level
above
2nd.
Range:
30
feet
Components:
V,
S,
M
(a
sprinkling
of
holy
water)
Blink
Duration:
Concentration,
up
to
1
minute
3rd-‐‑level
transmutation
You
bless
up
to
three
creatures
of
your
choice
within
range.
Whenever
a
target
makes
an
attack
roll
or
a
Casting
Time:
1
action
saving
throw
before
the
spell
ends,
the
target
can
Range:
Self
roll
a
d4
and
add
the
number
rolled
to
the
attack
roll
Components:
V,
S
or
saving
throw.
Duration:
1
minute
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
2nd
level
or
higher,
you
can
target
one
Roll
a
d20
at
the
end
of
each
of
your
turns
for
the
additional
creature
for
each
slot
level
above
1st.
duration
of
the
spell.
On
a
roll
of
11
or
higher,
you
vanish
from
your
current
plane
of
existence
and
Blight appear
in
the
Ethereal
Plane
(the
spell
fails
and
the
casting
is
wasted
if
you
were
already
on
that
plane).
4th-‐‑level
necromancy
At
the
start
of
your
next
turn,
and
when
the
spell
ends
if
you
are
on
the
Ethereal
Plane,
you
return
to
Casting
Time:
1
action
an
unoccupied
space
of
your
choice
that
you
can
see
Range:
30
feet
within
10
feet
of
the
space
you
vanished
from.
If
no
Components:
V,
S
unoccupied
space
is
available
within
that
range,
you
Duration:
Instantaneous
appear
in
the
nearest
unoccupied
space
(chosen
at
random
if
more
than
one
space
is
equally
near).
You
Necromantic
energy
washes
over
a
creature
of
your
can
dismiss
this
spell
as
an
action.
choice
that
you
can
see
within
range,
draining
While
on
the
Ethereal
Plane,
you
can
see
and
hear
moisture
and
vitality
from
it.
The
target
must
make
a
the
plane
you
originated
from,
which
is
cast
in
Constitution
saving
throw.
The
target
takes
8d8
shades
of
gray,
and
you
can’t
see
anything
there
necrotic
damage
on
a
failed
save,
or
half
as
much
more
than
60
feet
away.
You
can
only
affect
and
be
damage
on
a
successful
one.
This
spell
has
no
effect
affected
by
other
creatures
on
the
Ethereal
Plane.
on
undead
or
constructs.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
122
Creatures
that
aren’t
there
can’t
perceive
you
or
Call Lightning
interact
with
you,
unless
they
have
the
ability
to
do
so.
3rd-‐‑level
conjuration
Blur Casting
Time:
1
action
Range:
120
feet
2nd-‐‑level
illusion
Components:
V,
S
Duration:
Concentration,
up
to
10
minutes
Casting
Time:
1
action
Range:
Self
A
storm
cloud
appears
in
the
shape
of
a
cylinder
that
Components:
V
is
10
feet
tall
with
a
60-‐‑foot
radius,
centered
on
a
Duration:
Concentration,
up
to
1
minute
point
you
can
see
100
feet
directly
above
you.
The
spell
fails
if
you
can’t
see
a
point
in
the
air
where
the
Your
body
becomes
blurred,
shifting
and
wavering
storm
cloud
could
appear
(for
example,
if
you
are
in
to
all
who
can
see
you.
For
the
duration,
any
a
room
that
can’t
accommodate
the
cloud).
creature
has
disadvantage
on
attack
rolls
against
you.
When
you
cast
the
spell,
choose
a
point
you
can
An
attacker
is
immune
to
this
effect
if
it
doesn’t
rely
see
within
range.
A
bolt
of
lightning
flashes
down
on
sight,
as
with
blindsight,
or
can
see
through
from
the
cloud
to
that
point.
Each
creature
within
5
illusions,
as
with
truesight.
feet
of
that
point
must
make
a
Dexterity
saving
throw.
A
creature
takes
3d10
lightning
damage
on
a
Branding Smite failed
save,
or
half
as
much
damage
on
a
successful
one.
On
each
of
your
turns
until
the
spell
ends,
you
2nd-‐‑level
evocation
can
use
your
action
to
call
down
lightning
in
this
way
again,
targeting
the
same
point
or
a
different
one.
Casting
Time:
1
bonus
action
If
you
are
outdoors
in
stormy
conditions
when
you
Range:
Self
cast
this
spell,
the
spell
gives
you
control
over
the
Components:
V
existing
storm
instead
of
creating
a
new
one.
Under
Duration:
Concentration,
up
to
1
minute
such
conditions,
the
spell’s
damage
increases
by
The
next
time
you
hit
a
creature
with
a
weapon
1d10.
attack
before
this
spell
ends,
the
weapon
gleams
At
Higher
Levels.
When
you
cast
this
spell
using
a
with
astral
radiance
as
you
strike.
The
attack
deals
spell
slot
of
4th
or
higher
level,
the
damage
increases
an
extra
2d6
radiant
damage
to
the
target,
which
by
1d10
for
each
slot
level
above
3rd.
becomes
visible
if
it's
invisible,
and
the
target
sheds
dim
light
in
a
5-‐‑foot
radius
and
can't
become
Calm Emotions
invisible
until
the
spell
ends.
At
Higher
Levels.
When
you
cast
this
spell
using
a
2nd-‐‑level
enchantment
spell
slot
of
3rd
level
or
higher,
the
extra
damage
increases
by
1d6
for
each
slot
level
above
2nd.
Casting
Time:
1
action
Range:
60
feet
Burning Hands Components:
V,
S
Duration:
Concentration,
up
to
1
minute
1st-‐‑level
evocation
You
attempt
to
suppress
strong
emotions
in
a
group
Casting
Time:
1
action
of
people.
Each
humanoid
in
a
20-‐‑foot-‐‑radius
sphere
Range:
Self
(15-‐‑foot
cone)
centered
on
a
point
you
choose
within
range
must
Components:
V,
S
make
a
Charisma
saving
throw;
a
creature
can
Duration:
Instantaneous
choose
to
fail
this
saving
throw
if
it
wishes.
If
a
creature
fails
its
saving
throw,
choose
one
of
the
As
you
hold
your
hands
with
thumbs
touching
and
following
two
effects.
fingers
spread,
a
thin
sheet
of
flames
shoots
forth
You
can
suppress
any
effect
causing
a
target
to
be
from
your
outstretched
fingertips.
Each
creature
in
a
charmed
or
frightened.
When
this
spell
ends,
any
15-‐‑foot
cone
must
make
a
Dexterity
saving
throw.
A
suppressed
effect
resumes,
provided
that
its
creature
takes
3d6
fire
damage
on
a
failed
save,
or
duration
has
not
expired
in
the
meantime.
half
as
much
damage
on
a
successful
one.
Alternatively,
you
can
make
a
target
indifferent
The
fire
ignites
any
flammable
objects
in
the
area
about
creatures
of
your
choice
that
it
is
hostile
that
aren’t
being
worn
or
carried.
toward.
This
indifference
ends
if
the
target
is
At
Higher
Levels.
When
you
cast
this
spell
using
a
attacked
or
harmed
by
a
spell
or
if
it
witnesses
any
spell
slot
of
2nd
level
or
higher,
the
damage
increases
by
1d6
for
each
slot
level
above
1st.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
123
of
its
friends
being
harmed.
When
the
spell
ends,
the
Components:
V,
S
creature
becomes
hostile
again,
unless
the
GM
rules
Duration:
1
round
otherwise.
You
create
a
ghostly,
skeletal
hand
in
the
space
of
a
Chain Lightning creature
within
range.
Make
a
ranged
spell
attack
against
the
creature
to
assail
it
with
the
chill
of
the
6th-‐‑level
evocation
grave.
On
a
hit,
the
target
takes
1d8
necrotic
damage,
and
it
can’t
regain
hit
points
until
the
start
of
your
Casting
Time:
1
action
next
turn.
Until
then,
the
hand
clings
to
the
target.
Range:
150
feet
If
you
hit
an
undead
target,
it
also
has
Components:
V,
S,
M
(a
bit
of
fur;
a
piece
of
amber,
disadvantage
on
attack
rolls
against
you
until
the
end
of
your
next
turn.
glass,
or
a
crystal
rod;
and
three
silver
pins)
This
spell’s
damage
increases
by
1d8
when
you
Duration:
Instantaneous
reach
5th
level
(2d8),
11th
level
(3d8),
and
17th
level
(4d8).
You
create
a
bolt
of
lightning
that
arcs
toward
a
target
of
your
choice
that
you
can
see
within
range.
Circle of Death
Three
bolts
then
leap
from
that
target
to
as
many
as
three
other
targets,
each
of
which
must
be
within
30
6th-‐‑level
necromancy
feet
of
the
first
target.
A
target
can
be
a
creature
or
an
object
and
can
be
targeted
by
only
one
of
the
Casting
Time:
1
action
bolts.
Range:
150
feet
A
target
must
make
a
Dexterity
saving
throw.
The
Components:
V,
S,
M
(the
powder
of
a
crushed
black
target
takes
10d8
lightning
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
pearl
worth
at
least
500
gp)
At
Higher
Levels.
When
you
cast
this
spell
using
a
Duration:
Instantaneous
spell
slot
of
7th
level
or
higher,
one
additional
bolt
leaps
from
the
first
target
to
another
target
for
each
A
sphere
of
negative
energy
ripples
out
in
a
60-‐‑foot-‐‑
slot
level
above
6th.
radius
sphere
from
a
point
within
range.
Each
creature
in
that
area
must
make
a
Constitution
Charm Person saving
throw.
A
target
takes
8d6
necrotic
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
1st-‐‑level
enchantment
one.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Casting
Time:
1
action
spell
slot
of
7th
level
or
higher,
the
damage
increases
Range:
30
feet
by
2d6
for
each
slot
level
above
6th.
Components:
V,
S
Duration:
1
hour
Clairvoyance
You
attempt
to
charm
a
humanoid
you
can
see
3rd-‐‑level
divination
within
range.
It
must
make
a
Wisdom
saving
throw,
and
does
so
with
advantage
if
you
or
your
Casting
Time:
10
minutes
companions
are
fighting
it.
If
it
fails
the
saving
throw,
Range:
1
mile
it
is
charmed
by
you
until
the
spell
ends
or
until
you
Components:
V,
S,
M
(a
focus
worth
at
least
100
gp,
or
your
companions
do
anything
harmful
to
it.
The
charmed
creature
regards
you
as
a
friendly
either
a
jeweled
horn
for
hearing
or
a
glass
eye
for
acquaintance.
When
the
spell
ends,
the
creature
seeing)
knows
it
was
charmed
by
you.
Duration:
Concentration,
up
to
10
minutes
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
2nd
level
or
higher,
you
can
target
one
You
create
an
invisible
sensor
within
range
in
a
additional
creature
for
each
slot
level
above
1st.
The
location
familiar
to
you
(a
place
you
have
visited
or
creatures
must
be
within
30
feet
of
each
other
when
seen
before)
or
in
an
obvious
location
that
is
you
target
them.
unfamiliar
to
you
(such
as
behind
a
door,
around
a
corner,
or
in
a
grove
of
trees).
The
sensor
remains
in
Chill Touch place
for
the
duration,
and
it
can’t
be
attacked
or
otherwise
interacted
with.
Necromancy
cantrip
When
you
cast
the
spell,
you
choose
seeing
or
hearing.
You
can
use
the
chosen
sense
through
the
Casting
Time:
1
action
sensor
as
if
you
were
in
its
space.
As
your
action,
you
Range:
120
feet
can
switch
between
seeing
and
hearing.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
124
A
creature
that
can
see
the
sensor
(such
as
a
Creatures
are
affected
even
if
they
hold
their
breath
creature
benefiting
from
see
invisibility
or
truesight)
or
don’t
need
to
breathe.
sees
a
luminous,
intangible
orb
about
the
size
of
The
fog
moves
10
feet
away
from
you
at
the
start
your
fist.
of
each
of
your
turns,
rolling
along
the
surface
of
the
ground.
The
vapors,
being
heavier
than
air,
sink
to
Clone the
lowest
level
of
the
land,
even
pouring
down
openings.
8th-‐‑level
necromancy
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
6th
level
or
higher,
the
damage
increases
Casting
Time:
1
hour
by
1d8
for
each
slot
level
above
5th.
Range:
Touch
Components:
V,
S,
M
(a
diamond
worth
at
least
Color Spray
1,000
gp
and
at
least
1
cubic
inch
of
flesh
of
the
1st-‐‑level
illusion
creature
that
is
to
be
cloned,
which
the
spell
consumes,
and
a
vessel
worth
at
least
2,000
gp
Casting
Time:
1
action
that
has
a
sealable
lid
and
is
large
enough
to
hold
a
Range:
Self
(15-‐‑foot
cone)
Medium
creature,
such
as
a
huge
urn,
coffin,
mud-‐‑ Components:
V,
S,
M
(a
pinch
of
powder
or
sand
filled
cyst
in
the
ground,
or
crystal
container
filled
with
salt
water)
that
is
colored
red,
yellow,
and
blue)
Duration:
Instantaneous
Duration:
1
round
This
spell
grows
an
inert
duplicate
of
a
living
A
dazzling
array
of
flashing,
colored
light
springs
creature
as
a
safeguard
against
death.
This
clone
from
your
hand.
Roll
6d10;
the
total
is
how
many
hit
forms
inside
a
sealed
vessel
and
grows
to
full
size
points
of
creatures
this
spell
can
effect.
Creatures
in
and
maturity
after
120
days;
you
can
also
choose
to
a
15-‐‑foot
cone
originating
from
you
are
affected
in
have
the
clone
be
a
younger
version
of
the
same
ascending
order
of
their
current
hit
points
(ignoring
creature.
It
remains
inert
and
endures
indefinitely,
unconscious
creatures
and
creatures
that
can’t
see).
as
long
as
its
vessel
remains
undisturbed.
Starting
with
the
creature
that
has
the
lowest
At
any
time
after
the
clone
matures,
if
the
original
current
hit
points,
each
creature
affected
by
this
creature
dies,
its
soul
transfers
to
the
clone,
spell
is
blinded
until
the
spell
ends.
Subtract
each
provided
that
the
soul
is
free
and
willing
to
return.
creature’s
hit
points
from
the
total
before
moving
on
The
clone
is
physically
identical
to
the
original
and
to
the
creature
with
the
next
lowest
hit
points.
A
has
the
same
personality,
memories,
and
abilities,
creature’s
hit
points
must
be
equal
to
or
less
than
but
none
of
the
original’s
equipment.
The
original
the
remaining
total
for
that
creature
to
be
affected.
creature’s
physical
remains,
if
they
still
exist,
At
Higher
Levels.
When
you
cast
this
spell
using
a
become
inert
and
can’t
thereafter
be
restored
to
life,
spell
slot
of
2nd
level
or
higher,
roll
an
additional
since
the
creature’s
soul
is
elsewhere.
2d10
for
each
slot
level
above
1st.
Cloudkill Command
5th-‐‑level
conjuration
1st-‐‑level
enchantment
Casting
Time:
1
action
Casting
Time:
1
action
Range:
120
feet
Range:
60
feet
Components:
V,
S
Components:
V
Duration:
Concentration,
up
to
10
minutes
Duration:
1
round
You
create
a
20-‐‑foot-‐‑radius
sphere
of
poisonous,
You
speak
a
one-‐‑word
command
to
a
creature
you
yellow-‐‑green
fog
centered
on
a
point
you
choose
can
see
within
range.
The
target
must
succeed
on
a
within
range.
The
fog
spreads
around
corners.
It
Wisdom
saving
throw
or
follow
the
command
on
its
lasts
for
the
duration
or
until
strong
wind
disperses
next
turn.
The
spell
has
no
effect
if
the
target
is
the
fog,
ending
the
spell.
Its
area
is
heavily
obscured.
undead,
if
it
doesn’t
understand
your
language,
or
if
When
a
creature
enters
the
spell’s
area
for
the
first
your
command
is
directly
harmful
to
it.
time
on
a
turn
or
starts
its
turn
there,
that
creature
Some
typical
commands
and
their
effects
follow.
must
make
a
Constitution
saving
throw.
The
You
might
issue
a
command
other
than
one
creature
takes
5d8
poison
damage
on
a
failed
save,
described
here.
If
you
do
so,
the
GM
determines
how
or
half
as
much
damage
on
a
successful
one.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
125
the
target
behaves.
If
the
target
can’t
follow
your
You
briefly
become
one
with
nature
and
gain
command,
the
spell
ends.
knowledge
of
the
surrounding
territory.
In
the
Approach.
The
target
moves
toward
you
by
the
outdoors,
the
spell
gives
you
knowledge
of
the
land
shortest
and
most
direct
route,
ending
its
turn
if
it
within
3
miles
of
you.
In
caves
and
other
natural
moves
within
5
feet
of
you.
underground
settings,
the
radius
is
limited
to
300
Drop.
The
target
drops
whatever
it
is
holding
and
feet.
The
spell
doesn’t
function
where
nature
has
then
ends
its
turn.
been
replaced
by
construction,
such
as
in
dungeons
Flee.
The
target
spends
its
turn
moving
away
from
and
towns.
you
by
the
fastest
available
means.
You
instantly
gain
knowledge
of
up
to
three
facts
Grovel.
The
target
falls
prone
and
then
ends
its
of
your
choice
about
any
of
the
following
subjects
as
turn.
they
relate
to
the
area:
Halt.
The
target
doesn’t
move
and
takes
no
actions.
A
flying
creature
stays
aloft,
provided
that
it
is
able
• terrain
and
bodies
of
water
to
do
so.
If
it
must
move
to
stay
aloft,
it
flies
the
• prevalent
plants,
minerals,
animals,
or
peoples
minimum
distance
needed
to
remain
in
the
air.
• powerful
celestials,
fey,
fiends,
elementals,
or
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
2nd
level
or
higher,
you
can
affect
one
undead
additional
creature
for
each
slot
level
above
1st.
The
• influence
from
other
planes
of
existence
creatures
must
be
within
30
feet
of
each
other
when
• buildings
you
target
them.
For
example,
you
could
determine
the
location
of
Commune powerful
undead
in
the
area,
the
location
of
major
sources
of
safe
drinking
water,
and
the
location
of
5th-‐‑level
divination
(ritual)
any
nearby
towns.
Casting
Time:
1
minute
Comprehend Languages
Range:
Self
Components:
V,
S,
M
(incense
and
a
vial
of
holy
or
1st-‐‑level
divination
(ritual)
unholy
water)
Casting
Time:
1
action
Duration:
1
minute
Range:
Self
Components:
V,
S,
M
(a
pinch
of
soot
and
salt)
You
contact
your
deity
or
a
divine
proxy
and
ask
up
Duration:
1
hour
to
three
questions
that
can
be
answered
with
a
yes
or
no.
You
must
ask
your
questions
before
the
spell
For
the
duration,
you
understand
the
literal
meaning
ends.
You
receive
a
correct
answer
for
each
question.
of
any
spoken
language
that
you
hear.
You
also
Divine
beings
aren’t
necessarily
omniscient,
so
understand
any
written
language
that
you
see,
but
you
might
receive
“unclear”
as
an
answer
if
a
you
must
be
touching
the
surface
on
which
the
question
pertains
to
information
that
lies
beyond
the
words
are
written.
It
takes
about
1
minute
to
read
deity’s
knowledge.
In
a
case
where
a
one-‐‑word
one
page
of
text.
answer
could
be
misleading
or
contrary
to
the
This
spell
doesn’t
decode
secret
messages
in
a
text
deity’s
interests,
the
GM
might
offer
a
short
phrase
or
a
glyph,
such
as
an
arcane
sigil,
that
isn’t
part
of
a
as
an
answer
instead.
written
language.
If
you
cast
the
spell
two
or
more
times
before
finishing
your
next
long
rest,
there
is
a
cumulative
Compulsion
25
percent
chance
for
each
casting
after
the
first
that
you
get
no
answer.
The
GM
makes
this
roll
in
secret.
4th-‐‑level
enchantment
Commune with Nature Casting
Time:
1
action
Range:
30
feet
5th-‐‑level
divination
(ritual)
Components:
V,
S
Duration:
Concentration,
up
to
1
minute
Casting
Time:
1
minute
Creatures
of
your
choice
that
you
can
see
within
Range:
Self
range
and
that
can
hear
you
must
make
a
Wisdom
Components:
V,
S
saving
throw.
A
target
automatically
succeeds
on
Duration:
Instantaneous
this
saving
throw
if
it
can't
be
charmed.
On
a
failed
save,
a
target
is
affected
by
this
spell.
Until
the
spell
ends,
you
can
use
a
bonus
action
on
each
of
your
turns
to
designate
a
direction
that
is
horizontal
to
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
126
you.
Each
affected
target
must
use
as
much
of
its
within
its
reach.
If
there
is
no
creature
within
its
movement
as
possible
to
move
in
that
direction
on
reach,
the
creature
does
nothing
this
turn.
its
next
turn.
It
can
take
its
action
before
it
moves.
9–10
The
creature
can
act
and
move
normally.
After
moving
in
this
way,
it
can
make
another
Wisdom
saving
to
try
to
end
the
effect.
At
the
end
of
each
of
its
turns,
an
affected
target
A
target
isn't
compelled
to
move
into
an
obviously
can
make
a
Wisdom
saving
throw.
If
it
succeeds,
this
deadly
hazard,
such
as
a
fire
or
pit,
but
it
will
effect
ends
for
that
target.
provoke
opportunity
attacks
to
move
in
the
At
Higher
Levels.
When
you
cast
this
spell
using
a
designated
direction.
spell
slot
of
5th
level
or
higher,
the
radius
of
the
sphere
increases
by
5
feet
for
each
slot
level
above
Cone of Cold 4th.
5th-‐‑level
evocation
Conjure Animals
Casting
Time:
1
action
3rd-‐‑level
conjuration
Range:
Self
(60-‐‑foot
cone)
Components:
V,
S,
M
(a
small
crystal
or
glass
cone)
Casting
Time:
1
action
Duration:
Instantaneous
Range:
60
feet
Components:
V,
S
A
blast
of
cold
air
erupts
from
your
hands.
Each
Duration:
Concentration,
up
to
1
hour
creature
in
a
60-‐‑foot
cone
must
make
a
Constitution
saving
throw.
A
creature
takes
8d8
cold
damage
on
a
You
summon
fey
spirits
that
take
the
form
of
beasts
failed
save,
or
half
as
much
damage
on
a
successful
and
appear
in
unoccupied
spaces
that
you
can
see
one.
within
range.
Choose
one
of
the
following
options
for
A
creature
killed
by
this
spell
becomes
a
frozen
what
appears:
statue
until
it
thaws.
At
Higher
Levels.
When
you
cast
this
spell
using
a
• One
beast
of
challenge
rating
2
or
lower
spell
slot
of
6th
level
or
higher,
the
damage
increases
• Two
beasts
of
challenge
rating
1
or
lower
by
1d8
for
each
slot
level
above
5th.
• Four
beasts
of
challenge
rating
1/2
or
lower
• Eight
beasts
of
challenge
rating
1/4
or
lower
Confusion
Each
beast
is
also
considered
fey,
and
it
disappears
4th-‐‑level
enchantment
when
it
drops
to
0
hit
points
or
when
the
spell
ends.
The
summoned
creatures
are
friendly
to
you
and
Casting
Time:
1
action
your
companions.
Roll
initiative
for
the
summoned
Range:
90
feet
creatures
as
a
group,
which
has
its
own
turns.
They
Components:
V,
S,
M
(three
nut
shells)
obey
any
verbal
commands
that
you
issue
to
them
Duration:
Concentration,
up
to
1
minute
(no
action
required
by
you).
If
you
don’t
issue
any
commands
to
them,
they
defend
themselves
from
This
spell
assaults
and
twists
creatures’
minds,
hostile
creatures,
but
otherwise
take
no
actions.
spawning
delusions
and
provoking
uncontrolled
The
GM
has
the
creatures’
statistics.
action.
Each
creature
in
a
10-‐‑foot-‐‑radius
sphere
At
Higher
Levels.
When
you
cast
this
spell
using
centered
on
a
point
you
choose
within
range
must
certain
higher-‐‑level
spell
slots,
you
choose
one
of
the
succeed
on
a
Wisdom
saving
throw
when
you
cast
summoning
options
above,
and
more
creatures
this
spell
or
be
affected
by
it.
appear:
twice
as
many
with
a
5th-‐‑level
slot,
three
An
affected
target
can’t
take
reactions
and
must
times
as
many
with
a
7th-‐‑level
slot,
and
four
times
as
roll
a
d10
at
the
start
of
each
of
its
turns
to
many
with
a
9th-‐‑level
slot.
determine
its
behavior
for
that
turn.
Conjure Celestial
d10
Behavior
1
The
creature
uses
all
its
movement
to
move
in
a
7th-‐‑level
conjuration
random
direction.
To
determine
the
direction,
roll
a
d8
and
assign
a
direction
to
each
die
face.
The
Casting
Time:
1
minute
creature
doesn’t
take
an
action
this
turn.
Range:
90
feet
Components:
V,
S
2–6
The
creature
doesn’t
move
or
take
actions
this
Duration:
Concentration,
up
to
1
hour
turn.
7–8
The
creature
uses
its
action
to
make
a
melee
attack
against
a
randomly
determined
creature
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
127
You
summon
a
celestial
of
challenge
rating
4
or
Conjure Fey
lower,
which
appears
in
an
unoccupied
space
that
you
can
see
within
range.
The
celestial
disappears
6th-‐‑level
conjuration
when
it
drops
to
0
hit
points
or
when
the
spell
ends.
The
celestial
is
friendly
to
you
and
your
Casting
Time:
1
minute
companions
for
the
duration.
Roll
initiative
for
the
Range:
90
feet
celestial,
which
has
its
own
turns.
It
obeys
any
verbal
Components:
V,
S
commands
that
you
issue
to
it
(no
action
required
by
Duration:
Concentration,
up
to
1
hour
you),
as
long
as
they
don’t
violate
its
alignment.
If
you
don’t
issue
any
commands
to
the
celestial,
it
You
summon
a
fey
creature
of
challenge
rating
6
or
defends
itself
from
hostile
creatures
but
otherwise
lower,
or
a
fey
spirit
that
takes
the
form
of
a
beast
of
takes
no
actions.
challenge
rating
6
or
lower.
It
appears
in
an
The
GM
has
the
celestial’s
statistics.
unoccupied
space
that
you
can
see
within
range.
The
At
Higher
Levels.
When
you
cast
this
spell
using
a
fey
creature
disappears
when
it
drops
to
0
hit
points
9th-‐‑level
spell
slot,
you
summon
a
celestial
of
or
when
the
spell
ends.
challenge
rating
5
or
lower.
The
fey
creature
is
friendly
to
you
and
your
companions
for
the
duration.
Roll
initiative
for
the
Conjure Elemental creature,
which
has
its
own
turns.
It
obeys
any
verbal
commands
that
you
issue
to
it
(no
action
5th-‐‑level
conjuration
required
by
you),
as
long
as
they
don’t
violate
its
alignment.
If
you
don’t
issue
any
commands
to
the
Casting
Time:
1
minute
fey
creature,
it
defends
itself
from
hostile
creatures
Range:
90
feet
but
otherwise
takes
no
actions.
Components:
V,
S,
M
(burning
incense
for
air,
soft
If
your
concentration
is
broken,
the
fey
creature
doesn’t
disappear.
Instead,
you
lose
control
of
the
clay
for
earth,
sulfur
and
phosphorus
for
fire,
or
fey
creature,
it
becomes
hostile
toward
you
and
your
water
and
sand
for
water)
companions,
and
it
might
attack.
An
uncontrolled
fey
Duration:
Concentration,
up
to
1
hour
creature
can’t
be
dismissed
by
you,
and
it
disappears
1
hour
after
you
summoned
it.
You
call
forth
an
elemental
servant.
Choose
an
area
of
The
GM
has
the
fey
creature’s
statistics.
air,
earth,
fire,
or
water
that
fills
a
10-‐‑foot
cube
At
Higher
Levels.
When
you
cast
this
spell
using
a
within
range.
An
elemental
of
challenge
rating
5
or
spell
slot
of
7th
level
or
higher,
the
challenge
rating
lower
appropriate
to
the
area
you
chose
appears
in
increases
by
1
for
each
slot
level
above
6th.
an
unoccupied
space
within
10
feet
of
it.
For
example,
a
fire
elemental
emerges
from
a
bonfire,
Conjure Minor Elementals
and
an
earth
elemental
rises
up
from
the
ground.
The
elemental
disappears
when
it
drops
to
0
hit
4th-‐‑level
conjuration
points
or
when
the
spell
ends.
The
elemental
is
friendly
to
you
and
your
Casting
Time:
1
minute
companions
for
the
duration.
Roll
initiative
for
the
Range:
90
feet
elemental,
which
has
its
own
turns.
It
obeys
any
Components:
V,
S
verbal
commands
that
you
issue
to
it
(no
action
Duration:
Concentration,
up
to
1
hour
required
by
you).
If
you
don’t
issue
any
commands
to
the
elemental,
it
defends
itself
from
hostile
You
summon
elementals
that
appear
in
unoccupied
creatures
but
otherwise
takes
no
actions.
spaces
that
you
can
see
within
range.
You
choose
If
your
concentration
is
broken,
the
elemental
one
the
following
options
for
what
appears:
doesn’t
disappear.
Instead,
you
lose
control
of
the
elemental,
it
becomes
hostile
toward
you
and
your
• One
elemental
of
challenge
rating
2
or
lower
companions,
and
it
might
attack.
An
uncontrolled
• Two
elementals
of
challenge
rating
1
or
lower
elemental
can’t
be
dismissed
by
you,
and
it
• Four
elementals
of
challenge
rating
1/2
or
lower
disappears
1
hour
after
you
summoned
it.
• Eight
elementals
of
challenge
rating
1/4
or
lower.
The
GM
has
the
elemental’s
statistics.
At
Higher
Levels.
When
you
cast
this
spell
using
a
An
elemental
summoned
by
this
spell
disappears
spell
slot
of
6th
level
or
higher,
the
challenge
rating
when
it
drops
to
0
hit
points
or
when
the
spell
ends.
increases
by
1
for
each
slot
level
above
5th.
The
summoned
creatures
are
friendly
to
you
and
your
companions.
Roll
initiative
for
the
summoned
creatures
as
a
group,
which
has
its
own
turns.
They
obey
any
verbal
commands
that
you
issue
to
them
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
128
(no
action
required
by
you).
If
you
don’t
issue
any
another
plane.
Contacting
this
extraplanar
commands
to
them,
they
defend
themselves
from
intelligence
can
strain
or
even
break
your
mind.
hostile
creatures,
but
otherwise
take
no
actions.
When
you
cast
this
spell,
make
a
DC
15
Intelligence
The
GM
has
the
creatures’
statistics.
saving
throw.
On
a
failure,
you
take
6d6
psychic
At
Higher
Levels.
When
you
cast
this
spell
using
damage
and
are
insane
until
you
finish
a
long
rest.
certain
higher-‐‑level
spell
slots,
you
choose
one
of
the
While
insane,
you
can’t
take
actions,
can’t
summoning
options
above,
and
more
creatures
understand
what
other
creatures
say,
can’t
read,
and
appear:
twice
as
many
with
a
6th-‐‑level
slot
and
three
speak
only
in
gibberish.
A
greater
restoration
spell
times
as
many
with
an
8th-‐‑level
slot.
cast
on
you
ends
this
effect.
On
a
successful
save,
you
can
ask
the
entity
up
to
Conjure Woodland Beings five
questions.
You
must
ask
your
questions
before
the
spell
ends.
The
GM
answers
each
question
with
4th-‐‑level
conjuration
one
word,
such
as
“yes,”
“no,”
“maybe,”
“never,”
“irrelevant,”
or
“unclear”
(if
the
entity
doesn’t
know
Casting
Time:
1
action
the
answer
to
the
question).
If
a
one-‐‑word
answer
Range:
60
feet
would
be
misleading,
the
GM
might
instead
offer
a
Components:
V,
S,
M
(one
holly
berry
per
creature
short
phrase
as
an
answer.
summoned)
Contagion
Duration:
Concentration,
up
to
1
hour
5th-‐‑level
necromancy
You
summon
fey
creatures
that
appear
in
unoccupied
spaces
that
you
can
see
within
range.
Casting
Time:
1
action
Choose
one
of
the
following
options
for
what
Range:
Touch
appears:
Component:
V,
S
Duration:
7
days
• One
fey
creature
of
challenge
rating
2
or
lower
• Two
fey
creatures
of
challenge
rating
1
or
lower
Your
touch
inflicts
disease.
Make
a
melee
spell
attack
• Four
fey
creatures
of
challenge
rating
1/2
or
lower
against
a
creature
within
your
reach.
On
a
hit,
you
• Eight
fey
creatures
of
challenge
rating
1/4
or
afflict
the
creature
with
a
disease
of
your
choice
from
any
of
the
ones
described
below.
lower
At
the
end
of
each
of
the
target’s
turns,
it
must
make
a
Constitution
saving
throw.
After
failing
three
A
summoned
creature
disappears
when
it
drops
to
0
of
these
saving
throws,
the
disease’s
effects
last
for
hit
points
or
when
the
spell
ends.
the
duration,
and
the
creature
stops
making
these
The
summoned
creatures
are
friendly
to
you
and
saves.
After
succeeding
on
three
of
these
saving
your
companions.
Roll
initiative
for
the
summoned
throws,
the
creature
recovers
from
the
disease,
and
creatures
as
a
group,
which
have
their
own
turns.
the
spell
ends.
They
obey
any
verbal
commands
that
you
issue
to
Since
this
spell
induces
a
natural
disease
in
its
them
(no
action
required
by
you).
If
you
don’t
issue
target,
any
effect
that
removes
a
disease
or
any
commands
to
them,
they
defend
themselves
otherwise
ameliorates
a
disease’s
effects
apply
to
it.
from
hostile
creatures,
but
otherwise
take
no
actions.
Blinding
Sickness.
Pain
grips
the
creature’s
mind,
The
GM
has
the
creatures’
statistics.
and
its
eyes
turn
milky
white.
The
creature
has
At
Higher
Levels.
When
you
cast
this
spell
using
disadvantage
on
Wisdom
checks
and
Wisdom
saving
certain
higher-‐‑level
spell
slots,
you
choose
one
of
the
throws
and
is
blinded.
summoning
options
above,
and
more
creatures
Filth
Fever.
A
raging
fever
sweeps
through
the
appear:
twice
as
many
with
a
6th-‐‑level
slot
and
three
creature’s
body.
The
creature
has
disadvantage
on
times
as
many
with
an
8th-‐‑level
slot.
Strength
checks,
Strength
saving
throws,
and
attack
rolls
that
use
Strength.
Contact Other Plane
Flesh
Rot.
The
creature’s
flesh
decays.
The
creature
has
disadvantage
on
Charisma
checks
and
5th-‐‑level
divination
(ritual)
vulnerability
to
all
damage.
Mindfire.
The
creature’s
mind
becomes
feverish.
Casting
Time:
1
minute
The
creature
has
disadvantage
on
Intelligence
Range:
Self
checks
and
Intelligence
saving
throws,
and
the
Components:
V
Duration:
1
minute
You
mentally
contact
a
demigod,
the
spirit
of
a
long-‐‑
dead
sage,
or
some
other
mysterious
entity
from
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
129
creature
behaves
as
if
under
the
effects
of
the
like
a
regular
flame,
but
it
creates
no
heat
and
confusion
spell
during
combat.
doesn’t
use
oxygen.
A
continual
flame
can
be
covered
Seizure.
The
creature
is
overcome
with
shaking.
or
hidden
but
not
smothered
or
quenched.
The
creature
has
disadvantage
on
Dexterity
checks,
Dexterity
saving
throws,
and
attack
rolls
that
use
Control Water
Dexterity.
Slimy
Doom.
The
creature
begins
to
bleed
4th-‐‑level
transmutation
uncontrollably.
The
creature
has
disadvantage
on
Constitution
checks
and
Constitution
saving
throws.
Casting
Time:
1
action
In
addition,
whenever
the
creature
takes
damage,
it
Range:
300
feet
is
stunned
until
the
end
of
its
next
turn.
Components:
V,
S,
M
(a
drop
of
water
and
a
pinch
of
Contingency dust)
Duration:
Concentration,
up
to
10
minutes
6th-‐‑level
evocation
Until
the
spell
ends,
you
control
any
freestanding
Casting
Time:
10
minutes
water
inside
an
area
you
choose
that
is
a
cube
up
to
Range:
Self
100
feet
on
a
side.
You
can
choose
from
any
of
the
Components:
V,
S,
M
(a
statuette
of
yourself
carved
following
effects
when
you
cast
this
spell.
As
an
action
on
your
turn,
you
can
repeat
the
same
effect
from
ivory
and
decorated
with
gems
worth
at
least
or
choose
a
different
one.
1,500
gp)
Flood.
You
cause
the
water
level
of
all
standing
Duration:
10
days
water
in
the
area
to
rise
by
as
much
as
20
feet.
If
the
area
includes
a
shore,
the
flooding
water
spills
over
Choose
a
spell
of
5th
level
or
lower
that
you
can
cast,
onto
dry
land.
that
has
a
casting
time
of
1
action,
and
that
can
If
you
choose
an
area
in
a
large
body
of
water,
you
target
you.
You
cast
that
spell—called
the
contingent
instead
create
a
20-‐‑foot
tall
wave
that
travels
from
spell—as
part
of
casting
contingency,
expending
one
side
of
the
area
to
the
other
and
then
crashes
spell
slots
for
both,
but
the
contingent
spell
doesn’t
down.
Any
Huge
or
smaller
vehicles
in
the
wave’s
come
into
effect.
Instead,
it
takes
effect
when
a
path
are
carried
with
it
to
the
other
side.
Any
Huge
certain
circumstance
occurs.
You
describe
that
or
smaller
vehicles
struck
by
the
wave
have
a
25
circumstance
when
you
cast
the
two
spells.
For
percent
chance
of
capsizing.
example,
a
contingency
cast
with
water
breathing
The
water
level
remains
elevated
until
the
spell
might
stipulate
that
water
breathing
comes
into
ends
or
you
choose
a
different
effect.
If
this
effect
effect
when
you
are
engulfed
in
water
or
a
similar
produced
a
wave,
the
wave
repeats
on
the
start
of
liquid.
your
next
turn
while
the
flood
effect
lasts.
The
contingent
spell
takes
effect
immediately
after
Part
Water.
You
cause
water
in
the
area
to
move
the
circumstance
is
met
for
the
first
time,
whether
or
apart
and
create
a
trench.
The
trench
extends
across
not
you
want
it
to,
and
then
contingency
ends.
the
spell’s
area,
and
the
separated
water
forms
a
The
contingent
spell
takes
effect
only
on
you,
even
wall
to
either
side.
The
trench
remains
until
the
spell
if
it
can
normally
target
others.
You
can
use
only
one
ends
or
you
choose
a
different
effect.
The
water
then
contingency
spell
at
a
time.
If
you
cast
this
spell
again,
slowly
fills
in
the
trench
over
the
course
of
the
next
the
effect
of
another
contingency
spell
on
you
ends.
round
until
the
normal
water
level
is
restored.
Also,
contingency
ends
on
you
if
its
material
Redirect
Flow.
You
cause
flowing
water
in
the
component
is
ever
not
on
your
person.
area
to
move
in
a
direction
you
choose,
even
if
the
water
has
to
flow
over
obstacles,
up
walls,
or
in
Continual Flame other
unlikely
directions.
The
water
in
the
area
moves
as
you
direct
it,
but
once
it
moves
beyond
the
2nd-‐‑level
evocation
spell’s
area,
it
resumes
its
flow
based
on
the
terrain
conditions.
The
water
continues
to
move
in
the
Casting
Time:
1
action
direction
you
chose
until
the
spell
ends
or
you
Range:
Touch
choose
a
different
effect.
Components:
V,
S,
M
(ruby
dust
worth
50
gp,
which
Whirlpool.
This
effect
requires
a
body
of
water
at
least
50
feet
square
and
25
feet
deep.
You
cause
a
the
spell
consumes)
whirlpool
to
form
in
the
center
of
the
area.
The
Duration:
Until
dispelled
whirlpool
forms
a
vortex
that
is
5
feet
wide
at
the
A
flame,
equivalent
in
brightness
to
a
torch,
springs
forth
from
an
object
that
you
touch.
The
effect
looks
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
130
base,
up
to
50
feet
wide
at
the
top,
and
25
feet
tall.
Temperature
Any
creature
or
object
in
the
water
and
within
25
feet
of
the
vortex
is
pulled
10
feet
toward
it.
A
Stage
Condition
creature
can
swim
away
from
the
vortex
by
making
a
1
Unbearable
heat
Strength
(Athletics)
check
against
your
spell
save
DC.
2
Hot
When
a
creature
enters
the
vortex
for
the
first
3
Warm
time
on
a
turn
or
starts
its
turn
there,
it
must
make
a
4
Cool
Strength
saving
throw.
On
a
failed
save,
the
creature
5
Cold
takes
2d8
bludgeoning
damage
and
is
caught
in
the
6
Arctic
cold
vortex
until
the
spell
ends.
On
a
successful
save,
the
creature
takes
half
damage,
and
isn’t
caught
in
the
vortex.
A
creature
caught
in
the
vortex
can
use
its
action
to
try
to
swim
away
from
the
vortex
as
Wind
described
above,
but
has
disadvantage
on
the
Strength
(Athletics)
check
to
do
so.
Stage
Condition
The
first
time
each
turn
that
an
object
enters
the
1
Calm
vortex,
the
object
takes
2d8
bludgeoning
damage;
2
Moderate
wind
this
damage
occurs
each
round
it
remains
in
the
3
Strong
wind
vortex.
4
Gale
5
Storm
Control Weather Counterspell
8th-‐‑level
transmutation
3rd-‐‑level
abjuration
Casting
Time:
10
minutes
Casting
Time:
1
reaction,
which
you
take
when
you
Range:
Self
(5-‐‑mile
radius)
see
a
creature
within
60
feet
of
you
casting
a
spell
Components:
V,
S,
M
(burning
incense
and
bits
of
Range:
60
feet
Components:
S
earth
and
wood
mixed
in
water)
Duration:
Instantaneous
Duration:
Concentration,
up
to
8
hours
You
attempt
to
interrupt
a
creature
in
the
process
of
casting
a
spell.
If
the
creature
is
casting
a
spell
of
3rd
You
take
control
of
the
weather
within
5
miles
of
you
level
or
lower,
its
spell
fails
and
has
no
effect.
If
it
is
for
the
duration.
You
must
be
outdoors
to
cast
this
casting
a
spell
of
4th
level
or
higher,
make
an
ability
spell.
Moving
to
a
place
where
you
don’t
have
a
clear
check
using
your
spellcasting
ability.
The
DC
equals
path
to
the
sky
ends
the
spell
early.
10
+
the
spell's
level.
On
a
success,
the
creature's
When
you
cast
the
spell,
you
change
the
current
spell
fails
and
has
no
effect.
weather
conditions,
which
are
determined
by
the
At
Higher
Levels.
When
you
cast
this
spell
using
a
GM
based
on
the
climate
and
season.
You
can
change
spell
slot
of
4th
level
or
higher,
the
interrupted
spell
precipitation,
temperature,
and
wind.
It
takes
1d4
×
has
no
effect
if
its
level
is
less
than
or
equal
to
the
10
minutes
for
the
new
conditions
to
take
effect.
level
of
the
spell
slot
you
used.
Once
they
do
so,
you
can
change
the
conditions
again.
When
the
spell
ends,
the
weather
gradually
returns
Create Food and Water
to
normal.
When
you
change
the
weather
conditions,
find
a
3rd-‐‑level
conjuration
current
condition
on
the
following
tables
and
change
its
stage
by
one,
up
or
down.
When
changing
the
Casting
Time:
1
action
wind,
you
can
change
its
direction.
Range:
30
feet
Components:
V,
S
Precipitation
Duration:
Instantaneous
Stage
Condition
You
create
45
pounds
of
food
and
30
gallons
of
1
Clear
water
on
the
ground
or
in
containers
within
range,
2
Light
clouds
enough
to
sustain
up
to
fifteen
humanoids
or
five
3
Overcast
or
ground
fog
steeds
for
24
hours.
The
food
is
bland
but
nourishing,
4
Rain,
hail,
or
snow
and
spoils
if
uneaten
after
24
hours.
The
water
is
5
Torrential
rain,
driving
hail,
or
blizzard
clean
and
doesn’t
go
bad.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
131
Create or Destroy Water given
it.
To
maintain
control
of
the
creature
for
another
24
hours,
you
must
cast
this
spell
on
the
1st-‐‑level
transmutation
creature
before
the
current
24-‐‑hour
period
ends.
This
use
of
the
spell
reasserts
your
control
over
up
Casting
Time:
1
action
to
three
creatures
you
have
animated
with
this
spell,
Range:
30
feet
rather
than
animating
new
ones.
Components:
V,
S,
M
(a
drop
of
water
if
creating
At
Higher
Levels.
When
you
cast
this
spell
using
a
7th-‐‑level
spell
slot,
you
can
animate
or
reassert
water
or
a
few
grains
of
sand
if
destroying
it)
control
over
four
ghouls.
When
you
cast
this
spell
Duration:
Instantaneous
using
an
8th-‐‑level
spell
slot,
you
can
animate
or
reassert
control
over
five
ghouls
or
two
ghasts
or
You
either
create
or
destroy
water.
wights.
When
you
cast
this
spell
using
a
9th-‐‑level
Create
Water.
You
create
up
to
10
gallons
of
clean
spell
slot,
you
can
animate
or
reassert
control
over
water
within
range
in
an
open
container.
six
ghouls,
three
ghasts
or
wights,
or
two
mummies.
Alternatively,
the
water
falls
as
rain
in
a
30-‐‑foot
cube
within
range,
extinguishing
exposed
flames
in
the
Creation
area.
Destroy
Water.
You
destroy
up
to
10
gallons
of
5th-‐‑level
illusion
water
in
an
open
container
within
range.
Alternatively,
you
destroy
fog
in
a
30-‐‑foot
cube
Casting
Time:
1
minute
within
range.
Range:
30
feet
At
Higher
Levels.
When
you
cast
this
spell
using
a
Components:
V,
S,
M
(a
tiny
piece
of
matter
of
the
spell
slot
of
2nd
level
or
higher,
you
create
or
destroy
10
additional
gallons
of
water,
or
the
size
of
same
type
of
the
item
you
plan
to
create)
the
cube
increases
by
5
feet,
for
each
slot
level
above
Duration:
Special
1st.
You
pull
wisps
of
shadow
material
from
the
Create Undead Shadowfell
to
create
a
nonliving
object
of
vegetable
matter
within
range:
soft
goods,
rope,
wood,
or
6th-‐‑level
necromancy
something
similar.
You
can
also
use
this
spell
to
create
mineral
objects
such
as
stone,
crystal,
or
Casting
Time:
1
minute
metal.
The
object
created
must
be
no
larger
than
a
5-‐‑
Range:
10
feet
foot
cube,
and
the
object
must
be
of
a
form
and
Components:
V,
S,
M
(one
clay
pot
filled
with
grave
material
that
you
have
seen
before.
The
duration
depends
on
the
object’s
material.
If
dirt,
one
clay
pot
filled
with
brackish
water,
and
the
object
is
composed
of
multiple
materials,
use
the
one
150
gp
black
onyx
stone
for
each
corpse)
shortest
duration.
Duration:
Instantaneous
Material
Duration
You
can
cast
this
spell
only
at
night.
Choose
up
to
three
corpses
of
Medium
or
Small
humanoids
within
Vegetable
matter
1
day
range.
Each
corpse
becomes
a
ghoul
under
your
control.
(The
GM
has
game
statistics
for
these
Stone
or
crystal
12
hours
creatures.)
As
a
bonus
action
on
each
of
your
turns,
you
can
Precious
metals
1
hour
mentally
command
any
creature
you
animated
with
this
spell
if
the
creature
is
within
120
feet
of
you
(if
Gems
10
minutes
you
control
multiple
creatures,
you
can
command
Adamantine
or
mithral
1
minute
any
or
all
of
them
at
the
same
time,
issuing
the
same
command
to
each
one).
You
decide
what
action
the
creature
will
take
and
where
it
will
move
during
its
next
turn,
or
you
can
issue
a
general
command,
such
Using
any
material
created
by
this
spell
as
another
as
to
guard
a
particular
chamber
or
corridor.
If
you
issue
no
commands,
the
creature
only
defends
itself
spell’s
material
component
causes
that
spell
to
fail.
against
hostile
creatures.
Once
given
an
order,
the
creature
continues
to
follow
it
until
its
task
is
At
Higher
Levels.
When
you
cast
this
spell
using
a
complete.
spell
slot
of
6th
level
or
higher,
the
cube
increases
by
The
creature
is
under
your
control
for
24
hours,
after
which
it
stops
obeying
any
command
you
have
5
feet
for
each
slot
level
above
5th.
Cure Wounds
1st-‐‑level
evocation
Casting
Time:
1
action
Range:
Touch
Components:
V,
S
Duration:
Instantaneous
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
132
A
creature
you
touch
regains
a
number
of
hit
points
Darkvision
equal
to
1d8
+
your
spellcasting
ability
modifier.
This
spell
has
no
effect
on
undead
or
constructs.
2nd-‐‑level
transmutation
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
2nd
level
or
higher,
the
healing
increases
Casting
Time:
1
action
by
1d8
for
each
slot
level
above
1st.
Range:
Touch
Components:
V,
S,
M
(either
a
pinch
of
dried
carrot
Dancing Lights
or
an
agate)
Evocation
cantrip
Duration:
8
hours
Casting
Time:
1
action
You
touch
a
willing
creature
to
grant
it
the
ability
to
Range:
120
feet
see
in
the
dark.
For
the
duration,
that
creature
has
Components:
V,
S,
M
(a
bit
of
phosphorus
or
darkvision
out
to
a
range
of
60
feet.
wychwood,
or
a
glowworm)
Daylight
Duration:
Concentration,
up
to
1
minute
3rd-‐‑level
evocation
You
create
up
to
four
torch-‐‑sized
lights
within
range,
making
them
appear
as
torches,
lanterns,
or
glowing
Casting
Time:
1
action
orbs
that
hover
in
the
air
for
the
duration.
You
can
Range:
60
feet
also
combine
the
four
lights
into
one
glowing
Components:
V,
S
vaguely
humanoid
form
of
Medium
size.
Whichever
Duration:
1
hour
form
you
choose,
each
light
sheds
dim
light
in
a
10-‐‑
foot
radius.
A
60-‐‑foot-‐‑radius
sphere
of
light
spreads
out
from
a
As
a
bonus
action
on
your
turn,
you
can
move
the
point
you
choose
within
range.
The
sphere
is
bright
lights
up
to
60
feet
to
a
new
spot
within
range.
A
light
and
sheds
dim
light
for
an
additional
60
feet.
light
must
be
within
20
feet
of
another
light
created
If
you
chose
a
point
on
an
object
you
are
holding
by
this
spell,
and
a
light
winks
out
if
it
exceeds
the
or
one
that
isn’t
being
worn
or
carried,
the
light
spell’s
range.
shines
from
the
object
and
moves
with
it.
Completely
covering
the
affected
object
with
an
opaque
object,
Darkness such
as
a
bowl
or
a
helm,
blocks
the
light.
If
any
of
this
spell’s
area
overlaps
with
an
area
of
2nd-‐‑level
evocation
darkness
created
by
a
spell
of
3rd
level
or
lower,
the
spell
that
created
the
darkness
is
dispelled.
Casting
Time:
1
action
Range:
60
feet
Death Ward
Components:
V,
M
(bat
fur
and
a
drop
of
pitch
or
4th-‐‑level
abjuration
piece
of
coal)
Duration:
Concentration,
up
to
10
minutes
Casting
Time:
1
action
Range:
Touch
Magical
darkness
spreads
from
a
point
you
choose
Components:
V,
S
within
range
to
fill
a
15-‐‑foot-‐‑radius
sphere
for
the
Duration:
8
hours
duration.
The
darkness
spreads
around
corners.
A
creature
with
darkvision
can’t
see
through
this
You
touch
a
creature
and
grant
it
a
measure
of
darkness,
and
nonmagical
light
can’t
illuminate
it.
protection
from
death.
If
the
point
you
choose
is
on
an
object
you
are
The
first
time
the
target
would
drop
to
0
hit
points
holding
or
one
that
isn’t
being
worn
or
carried,
the
as
a
result
of
taking
damage,
the
target
instead
drops
darkness
emanates
from
the
object
and
moves
with
to
1
hit
point,
and
the
spell
ends.
it.
Completely
covering
the
source
of
the
darkness
If
the
spell
is
still
in
effect
when
the
target
is
with
an
opaque
object,
such
as
a
bowl
or
a
helm,
subjected
to
an
effect
that
would
kill
it
blocks
the
darkness.
instantaneously
without
dealing
damage,
that
effect
If
any
of
this
spell’s
area
overlaps
with
an
area
of
is
instead
negated
against
the
target,
and
the
spell
light
created
by
a
spell
of
2nd
level
or
lower,
the
ends.
spell
that
created
the
light
is
dispelled.
Delayed Blast Fireball
7th-‐‑level
evocation
Casting
Time:
1
action
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
133
Range:
150
feet
spell
by
another
creature,
you
can
have
the
shadowy
Components:
V,
S,
M
(a
tiny
ball
of
bat
guano
and
door
connect
to
its
demiplane
instead.
sulfur)
Detect Evil and Good
Duration:
Concentration,
up
to
1
minute
1st-‐‑level
divination
A
beam
of
yellow
light
flashes
from
your
pointing
finger,
then
condenses
to
linger
at
a
chosen
point
Casting
Time:
1
action
within
range
as
a
glowing
bead
for
the
duration.
Range:
Self
When
the
spell
ends,
either
because
your
Components:
V,
S
concentration
is
broken
or
because
you
decide
to
Duration:
Concentration,
up
to
10
minutes
end
it,
the
bead
blossoms
with
a
low
roar
into
an
explosion
of
flame
that
spreads
around
corners.
For
the
duration,
you
know
if
there
is
an
aberration,
Each
creature
in
a
20-‐‑foot-‐‑radius
sphere
centered
on
celestial,
elemental,
fey,
fiend,
or
undead
within
30
that
point
must
make
a
Dexterity
saving
throw.
A
feet
of
you,
as
well
as
where
the
creature
is
located.
creature
takes
fire
damage
equal
to
the
total
Similarly,
you
know
if
there
is
a
place
or
object
accumulated
damage
on
a
failed
save,
or
half
as
within
30
feet
of
you
that
has
been
magically
much
damage
on
a
successful
one.
consecrated
or
desecrated.
The
spell’s
base
damage
is
12d6.
If
at
the
end
of
The
spell
can
penetrate
most
barriers,
but
it
is
your
turn
the
bead
has
not
yet
detonated,
the
blocked
by
1
foot
of
stone,
1
inch
of
common
metal,
a
damage
increases
by
1d6.
thin
sheet
of
lead,
or
3
feet
of
wood
or
dirt.
If
the
glowing
bead
is
touched
before
the
interval
has
expired,
the
creature
touching
it
must
make
a
Detect Magic
Dexterity
saving
throw.
On
a
failed
save,
the
spell
ends
immediately,
causing
the
bead
to
erupt
in
flame.
1st-‐‑level
divination
(ritual)
On
a
successful
save,
the
creature
can
throw
the
bead
up
to
40
feet.
When
it
strikes
a
creature
or
a
Casting
Time:
1
action
solid
object,
the
spell
ends,
and
the
bead
explodes.
Range:
Self
The
fire
damages
objects
in
the
area
and
ignites
Components:
V,
S
flammable
objects
that
aren’t
being
worn
or
carried.
Duration:
Concentration,
up
to
10
minutes
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
8th
level
or
higher,
the
base
damage
For
the
duration,
you
sense
the
presence
of
magic
increases
by
1d6
for
each
slot
level
above
7th.
within
30
feet
of
you.
If
you
sense
magic
in
this
way,
you
can
use
your
action
to
see
a
faint
aura
around
Demiplane any
visible
creature
or
object
in
the
area
that
bears
magic,
and
you
learn
its
school
of
magic,
if
any.
8th-‐‑level
conjuration
The
spell
can
penetrate
most
barriers,
but
it
is
blocked
by
1
foot
of
stone,
1
inch
of
common
metal,
a
Casting
Time:
1
action
thin
sheet
of
lead,
or
3
feet
of
wood
or
dirt.
Range:
60
feet
Components:
S
Detect Poison and Disease
Duration:
1
hour
1st-‐‑level
divination
(ritual)
You
create
a
shadowy
door
on
a
flat
solid
surface
that
you
can
see
within
range.
The
door
is
large
Casting
Time:
1
action
enough
to
allow
Medium
creatures
to
pass
through
Range:
Self
unhindered.
When
opened,
the
door
leads
to
a
Components:
V,
S,
M
(a
yew
leaf)
demiplane
that
appears
to
be
an
empty
room
30
feet
Duration:
Concentration,
up
to
10
minutes
in
each
dimension,
made
of
wood
or
stone.
When
the
spell
ends,
the
door
disappears,
and
any
creatures
or
For
the
duration,
you
can
sense
the
presence
and
objects
inside
the
demiplane
remain
trapped
there,
location
of
poisons,
poisonous
creatures,
and
as
the
door
also
disappears
from
the
other
side.
diseases
within
30
feet
of
you.
You
also
identify
the
Each
time
you
cast
this
spell,
you
can
create
a
new
kind
of
poison,
poisonous
creature,
or
disease
in
demiplane,
or
have
the
shadowy
door
connect
to
a
each
case.
demiplane
you
created
with
a
previous
casting
of
The
spell
can
penetrate
most
barriers,
but
it
is
this
spell.
Additionally,
if
you
know
the
nature
and
blocked
by
1
foot
of
stone,
1
inch
of
common
metal,
a
contents
of
a
demiplane
created
by
a
casting
of
this
thin
sheet
of
lead,
or
3
feet
of
wood
or
dirt.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
134
Detect Thoughts Components:
V
Duration:
Instantaneous
2nd-‐‑level
divination
You
teleport
yourself
from
your
current
location
to
Casting
Time:
1
action
any
other
spot
within
range.
You
arrive
at
exactly
Range:
Self
the
spot
desired.
It
can
be
a
place
you
can
see,
one
Components:
V,
S,
M
(a
copper
piece)
you
can
visualize,
or
one
you
can
describe
by
stating
Duration:
Concentration,
up
to
1
minute
distance
and
direction,
such
as
“200
feet
straight
downward”
or
“upward
to
the
northwest
at
a
45-‐‑
For
the
duration,
you
can
read
the
thoughts
of
degree
angle,
300
feet.”
certain
creatures.
When
you
cast
the
spell
and
as
You
can
bring
along
objects
as
long
as
their
weight
your
action
on
each
turn
until
the
spell
ends,
you
can
doesn’t
exceed
what
you
can
carry.
You
can
also
focus
your
mind
on
any
one
creature
that
you
can
bring
one
willing
creature
of
your
size
or
smaller
see
within
30
feet
of
you.
If
the
creature
you
choose
who
is
carrying
gear
up
to
its
carrying
capacity.
The
has
an
Intelligence
of
3
or
lower
or
doesn’t
speak
creature
must
be
within
5
feet
of
you
when
you
cast
any
language,
the
creature
is
unaffected.
this
spell.
You
initially
learn
the
surface
thoughts
of
the
If
you
would
arrive
in
a
place
already
occupied
by
creature—what
is
most
on
its
mind
in
that
moment.
an
object
or
a
creature,
you
and
any
creature
As
an
action,
you
can
either
shift
your
attention
to
traveling
with
you
each
take
4d6
force
damage,
and
another
creature’s
thoughts
or
attempt
to
probe
the
spell
fails
to
teleport
you.
deeper
into
the
same
creature’s
mind.
If
you
probe
deeper,
the
target
must
make
a
Wisdom
saving
Disguise Self
throw.
If
it
fails,
you
gain
insight
into
its
reasoning
(if
any),
its
emotional
state,
and
something
that
looms
1st-‐‑level
illusion
large
in
its
mind
(such
as
something
it
worries
over,
loves,
or
hates).
If
it
succeeds,
the
spell
ends.
Either
Casting
Time:
1
action
way,
the
target
knows
that
you
are
probing
into
its
Range:
Self
mind,
and
unless
you
shift
your
attention
to
another
Components:
V,
S
creature’s
thoughts,
the
creature
can
use
its
action
Duration:
1
hour
on
its
turn
to
make
an
Intelligence
check
contested
by
your
Intelligence
check;
if
it
succeeds,
the
spell
You
make
yourself—including
your
clothing,
armor,
ends.
weapons,
and
other
belongings
on
your
person—
Questions
verbally
directed
at
the
target
creature
look
different
until
the
spell
ends
or
until
you
use
naturally
shape
the
course
of
its
thoughts,
so
this
your
action
to
dismiss
it.
You
can
seem
1
foot
shorter
spell
is
particularly
effective
as
part
of
an
or
taller
and
can
appear
thin,
fat,
or
in
between.
You
interrogation.
can’t
change
your
body
type,
so
you
must
adopt
a
You
can
also
use
this
spell
to
detect
the
presence
form
that
has
the
same
basic
arrangement
of
limbs.
of
thinking
creatures
you
can’t
see.
When
you
cast
Otherwise,
the
extent
of
the
illusion
is
up
to
you.
the
spell
or
as
your
action
during
the
duration,
you
The
changes
wrought
by
this
spell
fail
to
hold
up
can
search
for
thoughts
within
30
feet
of
you.
The
to
physical
inspection.
For
example,
if
you
use
this
spell
can
penetrate
barriers,
but
2
feet
of
rock,
2
spell
to
add
a
hat
to
your
outfit,
objects
pass
through
inches
of
any
metal
other
than
lead,
or
a
thin
sheet
of
the
hat,
and
anyone
who
touches
it
would
feel
lead
blocks
you.
You
can’t
detect
a
creature
with
an
nothing
or
would
feel
your
head
and
hair.
If
you
use
Intelligence
of
3
or
lower
or
one
that
doesn’t
speak
this
spell
to
appear
thinner
than
you
are,
the
hand
of
any
language.
someone
who
reaches
out
to
touch
you
would
bump
Once
you
detect
the
presence
of
a
creature
in
this
into
you
while
it
was
seemingly
still
in
midair.
way,
you
can
read
its
thoughts
for
the
rest
of
the
To
discern
that
you
are
disguised,
a
creature
can
duration
as
described
above,
even
if
you
can’t
see
it,
use
its
action
to
inspect
your
appearance
and
must
but
it
must
still
be
within
range.
succeed
on
an
Intelligence
(Investigation)
check
against
your
spell
save
DC.
Dimension Door
Disintegrate
4th-‐‑level
conjuration
6th-‐‑level
transmutation
Casting
Time:
1
action
Range:
500
feet
Casting
Time:
1
action
Range:
60
feet
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
135
Components:
V,
S,
M
(a
lodestone
and
a
pinch
of
already).
If
they
aren’t
on
their
home
plane,
undead
dust)
are
sent
to
the
Shadowfell,
and
fey
are
sent
to
the
Feywild.
Duration:
Instantaneous
Dispel Magic
A
thin
green
ray
springs
from
your
pointing
finger
to
a
target
that
you
can
see
within
range.
The
target
can
3rd-‐‑level
abjuration
be
a
creature,
an
object,
or
a
creation
of
magical
force,
such
as
the
wall
created
by
wall
of
force.
Casting
Time:
1
action
A
creature
targeted
by
this
spell
must
make
a
Range:
120
feet
Dexterity
saving
throw.
On
a
failed
save,
the
target
Components:
V,
S
takes
10d6
+
40
force
damage.
If
this
damage
Duration:
Instantaneous
reduces
the
target
to
0
hit
points,
it
is
disintegrated.
A
disintegrated
creature
and
everything
it
is
Choose
one
creature,
object,
or
magical
effect
within
wearing
and
carrying,
except
magic
items,
are
range.
Any
spell
of
3rd
level
or
lower
on
the
target
reduced
to
a
pile
of
fine
gray
dust.
The
creature
can
ends.
For
each
spell
of
4th
level
or
higher
on
the
be
restored
to
life
only
by
means
of
a
true
target,
make
an
ability
check
using
your
spellcasting
resurrection
or
a
wish
spell.
ability.
The
DC
equals
10
+
the
spell’s
level.
On
a
This
spell
automatically
disintegrates
a
Large
or
successful
check,
the
spell
ends.
smaller
nonmagical
object
or
a
creation
of
magical
At
Higher
Levels.
When
you
cast
this
spell
using
a
force.
If
the
target
is
a
Huge
or
larger
object
or
spell
slot
of
4th
level
or
higher,
you
automatically
creation
of
force,
this
spell
disintegrates
a
10-‐‑foot-‐‑ end
the
effects
of
a
spell
on
the
target
if
the
spell’s
cube
portion
of
it.
A
magic
item
is
unaffected
by
this
level
is
equal
to
or
less
than
the
level
of
the
spell
slot
spell.
you
used.
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
7th
level
or
higher,
the
damage
increases
Divination
by
3d6
for
each
slot
level
above
6th.
4th-‐‑level
divination
(ritual)
Dispel Evil and Good
Casting
Time:
1
action
5th-‐‑level
abjuration
Range:
Self
Components:
V,
S,
M
(incense
and
a
sacrificial
Casting
Time:
1
action
Range:
Self
offering
appropriate
to
your
religion,
together
Components:
V,
S,
M
(holy
water
or
powdered
silver
worth
at
least
25
gp,
which
the
spell
consumes)
Duration:
Instantaneous
and
iron)
Duration:
Concentration,
up
to
1
minute
Your
magic
and
an
offering
put
you
in
contact
with
a
god
or
a
god’s
servants.
You
ask
a
single
question
Shimmering
energy
surrounds
and
protects
you
concerning
a
specific
goal,
event,
or
activity
to
occur
from
fey,
undead,
and
creatures
originating
from
within
7
days.
The
GM
offers
a
truthful
reply.
The
beyond
the
Material
Plane.
For
the
duration,
reply
might
be
a
short
phrase,
a
cryptic
rhyme,
or
an
celestials,
elementals,
fey,
fiends,
and
undead
have
omen.
disadvantage
on
attack
rolls
against
you.
The
spell
doesn’t
take
into
account
any
possible
You
can
end
the
spell
early
by
using
either
of
the
circumstances
that
might
change
the
outcome,
such
following
special
functions.
as
the
casting
of
additional
spells
or
the
loss
or
gain
Break
Enchantment.
As
your
action,
you
touch
a
of
a
companion.
creature
you
can
reach
that
is
charmed,
frightened,
If
you
cast
the
spell
two
or
more
times
before
or
possessed
by
a
celestial,
an
elemental,
a
fey,
a
finishing
your
next
long
rest,
there
is
a
cumulative
fiend,
or
an
undead.
The
creature
you
touch
is
no
25
percent
chance
for
each
casting
after
the
first
that
longer
charmed,
frightened,
or
possessed
by
such
you
get
a
random
reading.
The
GM
makes
this
roll
in
creatures.
secret.
Dismissal.
As
your
action,
make
a
melee
spell
attack
against
a
celestial,
an
elemental,
a
fey,
a
fiend,
Divine Favor
or
an
undead
you
can
reach.
On
a
hit,
you
attempt
to
drive
the
creature
back
to
its
home
plane.
The
1st-‐‑level
evocation
creature
must
succeed
on
a
Charisma
saving
throw
or
be
sent
back
to
its
home
plane
(if
it
isn’t
there
Casting
Time:
1
bonus
action
Range:
Self
Components:
V,
S
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
136
Duration:
Concentration,
up
to
1
minute
direction
from
you,
it
defends
and
preserves
itself
to
the
best
of
its
ability.
Your
prayer
empowers
you
with
divine
radiance.
You
can
use
your
action
to
take
total
and
precise
Until
the
spell
ends,
your
weapon
attacks
deal
an
control
of
the
target.
Until
the
end
of
your
next
turn,
extra
1d4
radiant
damage
on
a
hit.
the
creature
takes
only
the
actions
you
choose,
and
doesn’t
do
anything
that
you
don’t
allow
it
to
do.
Divine Word During
this
time,
you
can
also
cause
the
creature
to
use
a
reaction,
but
this
requires
you
to
use
your
own
7th-‐‑level
evocation
reaction
as
well.
Each
time
the
target
takes
damage,
it
makes
a
new
Casting
Time:
1
bonus
action
Wisdom
saving
throw
against
the
spell.
If
the
saving
Range:
30
feet
throw
succeeds,
the
spell
ends.
Components:
V
At
Higher
Levels.
When
you
cast
this
spell
with
a
Duration:
Instantaneous
5th-‐‑level
spell
slot,
the
duration
is
concentration,
up
to
10
minutes.
When
you
use
a
6th-‐‑level
spell
slot,
You
utter
a
divine
word,
imbued
with
the
power
that
the
duration
is
concentration,
up
to
1
hour.
When
shaped
the
world
at
the
dawn
of
creation.
Choose
you
use
a
spell
slot
of
7th
level
or
higher,
the
any
number
of
creatures
you
can
see
within
range.
duration
is
concentration,
up
to
8
hours.
Each
creature
that
can
hear
you
must
make
a
Charisma
saving
throw.
On
a
failed
save,
a
creature
Dominate Monster
suffers
an
effect
based
on
its
current
hit
points:
8th-‐‑level
enchantment
• 50
hit
points
or
fewer:
deafened
for
1
minute
• 40
hit
points
or
fewer:
deafened
and
blinded
for
Casting
Time:
1
action
Range:
60
feet
10
minutes
Components:
V,
S
• 30
hit
points
or
fewer:
blinded,
deafened,
and
Duration:
Concentration,
up
to
1
hour
stunned
for
1
hour
You
attempt
to
beguile
a
creature
that
you
can
see
• 20
hit
points
or
fewer:
killed
instantly
within
range.
It
must
succeed
on
a
Wisdom
saving
throw
or
be
charmed
by
you
for
the
duration.
If
you
Regardless
of
its
current
hit
points,
a
celestial,
an
or
creatures
that
are
friendly
to
you
are
fighting
it,
it
elemental,
a
fey,
or
a
fiend
that
fails
its
save
is
forced
has
advantage
on
the
saving
throw.
back
to
its
plane
of
origin
(if
it
isn’t
there
already)
While
the
creature
is
charmed,
you
have
a
and
can’t
return
to
your
current
plane
for
24
hours
telepathic
link
with
it
as
long
as
the
two
of
you
are
by
any
means
short
of
a
wish
spell.
on
the
same
plane
of
existence.
You
can
use
this
telepathic
link
to
issue
commands
to
the
creature
Dominate Beast while
you
are
conscious
(no
action
required),
which
it
does
its
best
to
obey.
You
can
specify
a
simple
and
4th-‐‑level
enchantment
general
course
of
action,
such
as
“Attack
that
creature,”
“Run
over
there,”
or
“Fetch
that
object.”
If
Casting
Time:
1
action
the
creature
completes
the
order
and
doesn’t
receive
Range:
60
feet
further
direction
from
you,
it
defends
and
preserves
Components:
V,
S
itself
to
the
best
of
its
ability.
Duration:
Concentration,
up
to
1
minute
You
can
use
your
action
to
take
total
and
precise
control
of
the
target.
Until
the
end
of
your
next
turn,
You
attempt
to
beguile
a
beast
that
you
can
see
the
creature
takes
only
the
actions
you
choose,
and
within
range.
It
must
succeed
on
a
Wisdom
saving
doesn’t
do
anything
that
you
don’t
allow
it
to
do.
throw
or
be
charmed
by
you
for
the
duration.
If
you
During
this
time,
you
can
also
cause
the
creature
to
or
creatures
that
are
friendly
to
you
are
fighting
it,
it
use
a
reaction,
but
this
requires
you
to
use
your
own
has
advantage
on
the
saving
throw.
reaction
as
well.
While
the
beast
is
charmed,
you
have
a
telepathic
Each
time
the
target
takes
damage,
it
makes
a
new
link
with
it
as
long
as
the
two
of
you
are
on
the
same
Wisdom
saving
throw
against
the
spell.
If
the
saving
plane
of
existence.
You
can
use
this
telepathic
link
to
throw
succeeds,
the
spell
ends.
issue
commands
to
the
creature
while
you
are
conscious
(no
action
required),
which
it
does
its
best
to
obey.
You
can
specify
a
simple
and
general
course
of
action,
such
as
“Attack
that
creature,”
“Run
over
there,”
or
“Fetch
that
object.”
If
the
creature
completes
the
order
and
doesn’t
receive
further
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
137
At
Higher
Levels.
When
you
cast
this
spell
with
a
This
spell
shapes
a
creature’s
dreams.
Choose
a
9th-‐‑level
spell
slot,
the
duration
is
concentration,
up
creature
known
to
you
as
the
target
of
this
spell.
The
to
8
hours.
target
must
be
on
the
same
plane
of
existence
as
you.
Creatures
that
don’t
sleep,
such
as
elves,
can’t
be
Dominate Person contacted
by
this
spell.
You,
or
a
willing
creature
you
touch,
enters
a
trance
state,
acting
as
a
messenger.
5th-‐‑level
enchantment
While
in
the
trance,
the
messenger
is
aware
of
his
or
her
surroundings,
but
can’t
take
actions
or
move.
Casting
Time:
1
action
If
the
target
is
asleep,
the
messenger
appears
in
Range:
60
feet
the
target’s
dreams
and
can
converse
with
the
target
Components:
V,
S
as
long
as
it
remains
asleep,
through
the
duration
of
Duration:
Concentration,
up
to
1
minute
the
spell.
The
messenger
can
also
shape
the
environment
of
the
dream,
creating
landscapes,
You
attempt
to
beguile
a
humanoid
that
you
can
see
objects,
and
other
images.
The
messenger
can
within
range.
It
must
succeed
on
a
Wisdom
saving
emerge
from
the
trance
at
any
time,
ending
the
effect
throw
or
be
charmed
by
you
for
the
duration.
If
you
of
the
spell
early.
The
target
recalls
the
dream
or
creatures
that
are
friendly
to
you
are
fighting
it,
it
perfectly
upon
waking.
If
the
target
is
awake
when
has
advantage
on
the
saving
throw.
you
cast
the
spell,
the
messenger
knows
it,
and
can
While
the
target
is
charmed,
you
have
a
telepathic
either
end
the
trance
(and
the
spell)
or
wait
for
the
link
with
it
as
long
as
the
two
of
you
are
on
the
same
target
to
fall
asleep,
at
which
point
the
messenger
plane
of
existence.
You
can
use
this
telepathic
link
to
appears
in
the
target’s
dreams.
issue
commands
to
the
creature
while
you
are
You
can
make
the
messenger
appear
monstrous
conscious
(no
action
required),
which
it
does
its
best
and
terrifying
to
the
target.
If
you
do,
the
messenger
to
obey.
You
can
specify
a
simple
and
general
course
can
deliver
a
message
of
no
more
than
ten
words
of
action,
such
as
“Attack
that
creature,”
“Run
over
and
then
the
target
must
make
a
Wisdom
saving
there,”
or
“Fetch
that
object.”
If
the
creature
throw.
On
a
failed
save,
echoes
of
the
phantasmal
completes
the
order
and
doesn’t
receive
further
monstrosity
spawn
a
nightmare
that
lasts
the
direction
from
you,
it
defends
and
preserves
itself
to
duration
of
the
target’s
sleep
and
prevents
the
target
the
best
of
its
ability.
from
gaining
any
benefit
from
that
rest.
In
addition,
You
can
use
your
action
to
take
total
and
precise
when
the
target
wakes
up,
it
takes
3d6
psychic
control
of
the
target.
Until
the
end
of
your
next
turn,
damage.
the
creature
takes
only
the
actions
you
choose,
and
If
you
have
a
body
part,
lock
of
hair,
clipping
from
doesn’t
do
anything
that
you
don’t
allow
it
to
do.
a
nail,
or
similar
portion
of
the
target’s
body,
the
During
this
time
you
can
also
cause
the
creature
to
target
makes
its
saving
throw
with
disadvantage.
use
a
reaction,
but
this
requires
you
to
use
your
own
reaction
as
well.
Druidcraft
Each
time
the
target
takes
damage,
it
makes
a
new
Wisdom
saving
throw
against
the
spell.
If
the
saving
Transmutation
cantrip
throw
succeeds,
the
spell
ends.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Casting
Time:
1
action
6th-‐‑level
spell
slot,
the
duration
is
concentration,
up
Range:
30
feet
to
10
minutes.
When
you
use
a
7th-‐‑level
spell
slot,
Components:
V,
S
the
duration
is
concentration,
up
to
1
hour.
When
Duration:
Instantaneous
you
use
a
spell
slot
of
8th
level
or
higher,
the
Whispering
to
the
spirits
of
nature,
you
create
one
of
duration
is
concentration,
up
to
8
hours.
the
following
effects
within
range:
Dream • You
create
a
tiny,
harmless
sensory
effect
that
predicts
what
the
weather
will
be
at
your
location
5th-‐‑level
illusion
for
the
next
24
hours.
The
effect
might
manifest
as
a
golden
orb
for
clear
skies,
a
cloud
for
rain,
falling
Casting
Time:
1
minute
snowflakes
for
snow,
and
so
on.
This
effect
Range:
Special
persists
for
1
round.
Components:
V,
S,
M
(a
handful
of
sand,
a
dab
of
ink,
• You
instantly
make
a
flower
blossom,
a
seed
pod
and
a
writing
quill
plucked
from
a
sleeping
bird)
open,
or
a
leaf
bud
bloom.
Duration:
8
hours
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
138
• You
create
an
instantaneous,
harmless
sensory
and
is
buried
in
the
rubble,
requiring
a
DC
20
effect,
such
as
falling
leaves,
a
puff
of
wind,
the
Strength
(Athletics)
check
as
an
action
to
escape.
sound
of
a
small
animal,
or
the
faint
odor
of
skunk.
The
GM
can
adjust
the
DC
higher
or
lower,
The
effect
must
fit
in
a
5-‐‑foot
cube.
depending
on
the
nature
of
the
rubble.
On
a
successful
save,
the
creature
takes
half
as
much
• You
instantly
light
or
snuff
out
a
candle,
a
torch,
or
damage
and
doesn’t
fall
prone
or
become
buried.
a
small
campfire.
Eldritch Blast
Earthquake
Evocation
cantrip
8th-‐‑level
evocation
Casting
Time:
1
action
Casting
Time:
1
action
Range:
120
feet
Range:
500
feet
Components:
V,
S
Components:
V,
S,
M
(a
pinch
of
dirt,
a
piece
of
rock,
Duration:
Instantaneous
A
beam
of
crackling
energy
streaks
toward
a
and
a
lump
of
clay)
creature
within
range.
Make
a
ranged
spell
attack
Duration:
Concentration,
up
to
1
minute
against
the
target.
On
a
hit,
the
target
takes
1d10
force
damage.
You
create
a
seismic
disturbance
at
a
point
on
the
The
spell
creates
more
than
one
beam
when
you
ground
that
you
can
see
within
range.
For
the
reach
higher
levels:
two
beams
at
5th
level,
three
duration,
an
intense
tremor
rips
through
the
ground
beams
at
11th
level,
and
four
beams
at
17th
level.
in
a
100-‐‑foot-‐‑radius
circle
centered
on
that
point
You
can
direct
the
beams
at
the
same
target
or
at
and
shakes
creatures
and
structures
in
contact
with
different
ones.
Make
a
separate
attack
roll
for
each
the
ground
in
that
area.
beam.
The
ground
in
the
area
becomes
difficult
terrain.
Each
creature
on
the
ground
that
is
concentrating
Enhance Ability
must
make
a
Constitution
saving
throw.
On
a
failed
save,
the
creature’s
concentration
is
broken.
2nd-‐‑level
transmutation
When
you
cast
this
spell
and
at
the
end
of
each
turn
you
spend
concentrating
on
it,
each
creature
on
Casting
Time:
1
action
the
ground
in
the
area
must
make
a
Dexterity
saving
Range:
Touch
throw.
On
a
failed
save,
the
creature
is
knocked
Components:
V,
S,
M
(fur
or
a
feather
from
a
beast)
prone.
Duration:
Concentration,
up
to
1
hour.
This
spell
can
have
additional
effects
depending
on
the
terrain
in
the
area,
as
determined
by
the
GM.
You
touch
a
creature
and
bestow
upon
it
a
magical
Fissures.
Fissures
open
throughout
the
spell’s
enhancement.
Choose
one
of
the
following
effects;
area
at
the
start
of
your
next
turn
after
you
cast
the
the
target
gains
that
effect
until
the
spell
ends.
spell.
A
total
of
1d6
such
fissures
open
in
locations
Bear’s
Endurance.
The
target
has
advantage
on
chosen
by
the
GM.
Each
is
1d10
×
10
feet
deep,
10
Constitution
checks.
It
also
gains
2d6
temporary
hit
feet
wide,
and
extends
from
one
edge
of
the
spell’s
points,
which
are
lost
when
the
spell
ends.
area
to
the
opposite
side.
A
creature
standing
on
a
Bull’s
Strength.
The
target
has
advantage
on
spot
where
a
fissure
opens
must
succeed
on
a
Strength
checks,
and
his
or
her
carrying
capacity
Dexterity
saving
throw
or
fall
in.
A
creature
that
doubles.
successfully
saves
moves
with
the
fissure’s
edge
as
it
Cat’s
Grace.
The
target
has
advantage
on
Dexterity
opens.
checks.
It
also
doesn’t
take
damage
from
falling
20
A
fissure
that
opens
beneath
a
structure
causes
it
feet
or
less
if
it
isn’t
incapacitated.
to
automatically
collapse
(see
below).
Eagle’s
Splendor.
The
target
has
advantage
on
Structures.
The
tremor
deals
50
bludgeoning
Charisma
checks.
damage
to
any
structure
in
contact
with
the
ground
Fox’s
Cunning.
The
target
has
advantage
on
in
the
area
when
you
cast
the
spell
and
at
the
start
of
Intelligence
checks.
each
of
your
turns
until
the
spell
ends.
If
a
structure
Owl’s
Wisdom.
The
target
has
advantage
on
drops
to
0
hit
points,
it
collapses
and
potentially
Wisdom
checks.
damages
nearby
creatures.
A
creature
within
half
the
At
Higher
Levels.
When
you
cast
this
spell
using
a
distance
of
a
structure’s
height
must
make
a
spell
slot
of
3rd
level
or
higher,
you
can
target
one
Dexterity
saving
throw.
On
a
failed
save,
the
creature
additional
creature
for
each
slot
level
above
2nd.
takes
5d6
bludgeoning
damage,
is
knocked
prone,
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
139
Enlarge/Reduce restrained
by
the
entangling
plants
until
the
spell
ends.
A
creature
restrained
by
the
plants
can
use
its
2nd-‐‑level
transmutation
action
to
make
a
Strength
check
against
your
spell
save
DC.
On
a
success,
it
frees
itself.
Casting
Time:
1
action
When
the
spell
ends,
the
conjured
plants
wilt
away.
Range:
30
feet
Components:
V,
S,
M
(a
pinch
of
powdered
iron)
Enthrall
Duration:
Concentration,
up
to
1
minute
2nd-‐‑level
enchantment
You
cause
a
creature
or
an
object
you
can
see
within
range
to
grow
larger
or
smaller
for
the
duration.
Casting
Time:
1
action
Choose
either
a
creature
or
an
object
that
is
neither
Range:
60
feet
worn
nor
carried.
If
the
target
is
unwilling,
it
can
Components:
V,
S
make
a
Constitution
saving
throw.
On
a
success,
the
Duration:
1
minute
spell
has
no
effect.
If
the
target
is
a
creature,
everything
it
is
wearing
You
weave
a
distracting
string
of
words,
causing
and
carrying
changes
size
with
it.
Any
item
dropped
creatures
of
your
choice
that
you
can
see
within
by
an
affected
creature
returns
to
normal
size
at
range
and
that
can
hear
you
to
make
a
Wisdom
once.
saving
throw.
Any
creature
that
can’t
be
charmed
Enlarge.
The
target’s
size
doubles
in
all
succeeds
on
this
saving
throw
automatically,
and
if
dimensions,
and
its
weight
is
multiplied
by
eight.
you
or
your
companions
are
fighting
a
creature,
it
This
growth
increases
its
size
by
one
category— has
advantage
on
the
save.
On
a
failed
save,
the
from
Medium
to
Large,
for
example.
If
there
isn’t
target
has
disadvantage
on
Wisdom
(Perception)
enough
room
for
the
target
to
double
its
size,
the
checks
made
to
perceive
any
creature
other
than
you
creature
or
object
attains
the
maximum
possible
size
until
the
spell
ends
or
until
the
target
can
no
longer
in
the
space
available.
Until
the
spell
ends,
the
target
hear
you.
The
spell
ends
if
you
are
incapacitated
or
also
has
advantage
on
Strength
checks
and
Strength
can
no
longer
speak.
saving
throws.
The
target’s
weapons
also
grow
to
match
its
new
size.
While
these
weapons
are
Etherealness
enlarged,
the
target’s
attacks
with
them
deal
1d4
extra
damage.
7th-‐‑level
transmutation
Reduce.
The
target’s
size
is
halved
in
all
dimensions,
and
its
weight
is
reduced
to
one-‐‑eighth
Casting
Time:
1
action
of
normal.
This
reduction
decreases
its
size
by
one
Range:
Self
category—from
Medium
to
Small,
for
example.
Until
Components:
V,
S
the
spell
ends,
the
target
also
has
disadvantage
on
Duration:
Up
to
8
hours
Strength
checks
and
Strength
saving
throws.
The
target’s
weapons
also
shrink
to
match
its
new
size.
You
step
into
the
border
regions
of
the
Ethereal
While
these
weapons
are
reduced,
the
target’s
Plane,
in
the
area
where
it
overlaps
with
your
attacks
with
them
deal
1d4
less
damage
(this
can’t
current
plane.
You
remain
in
the
Border
Ethereal
for
reduce
the
damage
below
1).
the
duration
or
until
you
use
your
action
to
dismiss
the
spell.
During
this
time,
you
can
move
in
any
Entangle direction.
If
you
move
up
or
down,
every
foot
of
movement
costs
an
extra
foot.
You
can
see
and
hear
1st-‐‑level
conjuration
the
plane
you
originated
from,
but
everything
there
looks
gray,
and
you
can’t
see
anything
more
than
60
Casting
Time:
1
action
feet
away.
Range:
90
feet
While
on
the
Ethereal
Plane,
you
can
only
affect
Components:
V,
S
and
be
affected
by
other
creatures
on
that
plane.
Duration:
Concentration,
up
to
1
minute
Creatures
that
aren’t
on
the
Ethereal
Plane
can’t
perceive
you
and
can’t
interact
with
you,
unless
a
Grasping
weeds
and
vines
sprout
from
the
ground
in
special
ability
or
magic
has
given
them
the
ability
to
a
20-‐‑foot
square
starting
from
a
point
within
range.
do
so.
For
the
duration,
these
plants
turn
the
ground
in
the
You
ignore
all
objects
and
effects
that
aren’t
on
the
area
into
difficult
terrain.
Ethereal
Plane,
allowing
you
to
move
through
A
creature
in
the
area
when
you
cast
the
spell
objects
you
perceive
on
the
plane
you
originated
must
succeed
on
a
Strength
saving
throw
or
be
from.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
140
When
the
spell
ends,
you
immediately
return
to
away
from
you
where
it
can
no
longer
see
you,
this
the
plane
you
originated
from
in
the
spot
you
effect
ends.
currently
occupy.
If
you
occupy
the
same
spot
as
a
Sickened.
The
target
has
disadvantage
on
attack
solid
object
or
creature
when
this
happens,
you
are
rolls
and
ability
checks.
At
the
end
of
each
of
its
immediately
shunted
to
the
nearest
unoccupied
turns,
it
can
make
another
Wisdom
saving
throw.
If
space
that
you
can
occupy
and
take
force
damage
it
succeeds,
the
effect
ends.
equal
to
twice
the
number
of
feet
you
are
moved.
This
spell
has
no
effect
if
you
cast
it
while
you
are
Fabricate
on
the
Ethereal
Plane
or
a
plane
that
doesn’t
border
it,
such
as
one
of
the
Outer
Planes.
4th-‐‑level
transmutation
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
8th
level
or
higher,
you
can
target
up
to
Casting
Time:
10
minutes
three
willing
creatures
(including
you)
for
each
slot
Range:
120
feet
level
above
7th.
The
creatures
must
be
within
10
feet
Components:
V,
S
of
you
when
you
cast
the
spell.
Duration:
Instantaneous
Expeditious Retreat You
convert
raw
materials
into
products
of
the
same
material.
For
example,
you
can
fabricate
a
wooden
1st-‐‑level
transmutation
bridge
from
a
clump
of
trees,
a
rope
from
a
patch
of
hemp,
and
clothes
from
flax
or
wool.
Casting
Time:
1
bonus
action
Choose
raw
materials
that
you
can
see
within
Range:
Self
range.
You
can
fabricate
a
Large
or
smaller
object
Components:
V,
S
(contained
within
a
10-‐‑foot
cube,
or
eight
connected
Duration:
Concentration,
up
to
10
minutes
5-‐‑foot
cubes),
given
a
sufficient
quantity
of
raw
material.
If
you
are
working
with
metal,
stone,
or
This
spell
allows
you
to
move
at
an
incredible
pace.
another
mineral
substance,
however,
the
fabricated
When
you
cast
this
spell,
and
then
as
a
bonus
action
object
can
be
no
larger
than
Medium
(contained
on
each
of
your
turns
until
the
spell
ends,
you
can
within
a
single
5-‐‑foot
cube).
The
quality
of
objects
take
the
Dash
action.
made
by
the
spell
is
commensurate
with
the
quality
of
the
raw
materials.
Eyebite
Creatures
or
magic
items
can’t
be
created
or
transmuted
by
this
spell.
You
also
can’t
use
it
to
6th-‐‑level
necromancy
create
items
that
ordinarily
require
a
high
degree
of
craftsmanship,
such
as
jewelry,
weapons,
glass,
or
Casting
Time:
1
action
armor,
unless
you
have
proficiency
with
the
type
of
Range:
Self
artisan’s
tools
used
to
craft
such
objects.
Components:
V,
S
Duration:
Concentration,
up
to
1
minute
Faerie Fire
For
the
spell’s
duration,
your
eyes
become
an
inky
1st-‐‑level
evocation
void
imbued
with
dread
power.
One
creature
of
your
choice
within
60
feet
of
you
that
you
can
see
must
Casting
Time:
1
action
succeed
on
a
Wisdom
saving
throw
or
be
affected
by
Range:
60
feet
one
of
the
following
effects
of
your
choice
for
the
Components:
V
duration.
On
each
of
your
turns
until
the
spell
ends,
Duration:
Concentration,
up
to
1
minute
you
can
use
your
action
to
target
another
creature
but
can’t
target
a
creature
again
if
it
has
succeeded
Each
object
in
a
20-‐‑foot
cube
within
range
is
on
a
saving
throw
against
this
casting
of
eyebite.
outlined
in
blue,
green,
or
violet
light
(your
choice).
Asleep.
The
target
falls
unconscious.
It
wakes
up
if
Any
creature
in
the
area
when
the
spell
is
cast
is
also
it
takes
any
damage
or
if
another
creature
uses
its
outlined
in
light
if
it
fails
a
Dexterity
saving
throw.
action
to
shake
the
sleeper
awake.
For
the
duration,
objects
and
affected
creatures
shed
Panicked.
The
target
is
frightened
of
you.
On
each
dim
light
in
a
10-‐‑foot
radius.
of
its
turns,
the
frightened
creature
must
take
the
Any
attack
roll
against
an
affected
creature
or
Dash
action
and
move
away
from
you
by
the
safest
object
has
advantage
if
the
attacker
can
see
it,
and
and
shortest
available
route,
unless
there
is
nowhere
the
affected
creature
or
object
can’t
benefit
from
to
move.
If
the
target
moves
to
a
place
at
least
60
feet
being
invisible.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
141
Faithful Hound whatever
it
is
holding
and
become
frightened
for
the
duration.
4th-‐‑level
conjuration
While
frightened
by
this
spell,
a
creature
must
take
the
Dash
action
and
move
away
from
you
by
the
Casting
Time:
1
action
safest
available
route
on
each
of
its
turns,
unless
Range:
30
feet
there
is
nowhere
to
move.
If
the
creature
ends
its
Components:
V,
S,
M
(a
tiny
silver
whistle,
a
piece
of
turn
in
a
location
where
it
doesn’t
have
line
of
sight
to
you,
the
creature
can
make
a
Wisdom
saving
bone,
and
a
thread)
throw.
On
a
successful
save,
the
spell
ends
for
that
Duration:
8
hours
creature.
You
conjure
a
phantom
watchdog
in
an
unoccupied
Feather Fall
space
that
you
can
see
within
range,
where
it
remains
for
the
duration,
until
you
dismiss
it
as
an
1st-‐‑level
transmutation
action,
or
until
you
move
more
than
100
feet
away
from
it.
Casting
Time:
1
reaction,
which
you
take
when
you
The
hound
is
invisible
to
all
creatures
except
you
or
a
creature
within
60
feet
of
you
falls
and
can’t
be
harmed.
When
a
Small
or
larger
creature
comes
within
30
feet
of
it
without
first
Range:
60
feet
speaking
the
password
that
you
specify
when
you
Components:
V,
M
(a
small
feather
or
piece
of
cast
this
spell,
the
hound
starts
barking
loudly.
The
hound
sees
invisible
creatures
and
can
see
into
the
down)
Ethereal
Plane.
It
ignores
illusions.
Duration:
1
minute
At
the
start
of
each
of
your
turns,
the
hound
attempts
to
bite
one
creature
within
5
feet
of
it
that
Choose
up
to
five
falling
creatures
within
range.
A
is
hostile
to
you.
The
hound’s
attack
bonus
is
equal
falling
creature’s
rate
of
descent
slows
to
60
feet
per
to
your
spellcasting
ability
modifier
+
your
round
until
the
spell
ends.
If
the
creature
lands
proficiency
bonus.
On
a
hit,
it
deals
4d8
piercing
before
the
spell
ends,
it
takes
no
falling
damage
and
damage.
can
land
on
its
feet,
and
the
spell
ends
for
that
creature.
False Life
Feeblemind
1st-‐‑level
necromancy
8th-‐‑level
enchantment
Casting
Time:
1
action
Range:
Self
Casting
Time:
1
action
Components:
V,
S,
M
(a
small
amount
of
alcohol
or
Range:
150
feet
Components:
V,
S,
M
(a
handful
of
clay,
crystal,
glass,
distilled
spirits)
Duration:
1
hour
or
mineral
spheres)
Duration:
Instantaneous
Bolstering
yourself
with
a
necromantic
facsimile
of
life,
you
gain
1d4
+
4
temporary
hit
points
for
the
You
blast
the
mind
of
a
creature
that
you
can
see
duration.
within
range,
attempting
to
shatter
its
intellect
and
At
Higher
Levels.
When
you
cast
this
spell
using
a
personality.
The
target
takes
4d6
psychic
damage
spell
slot
of
2nd
level
or
higher,
you
gain
5
additional
and
must
make
an
Intelligence
saving
throw.
temporary
hit
points
for
each
slot
level
above
1st.
On
a
failed
save,
the
creature’s
Intelligence
and
Charisma
scores
become
1.
The
creature
can’t
cast
Fear spells,
activate
magic
items,
understand
language,
or
communicate
in
any
intelligible
way.
The
creature
3rd-‐‑level
illusion
can,
however,
identify
its
friends,
follow
them,
and
even
protect
them.
Casting
Time:
1
action
At
the
end
of
every
30
days,
the
creature
can
Range:
Self
(30-‐‑foot
cone)
repeat
its
saving
throw
against
this
spell.
If
it
Components:
V,
S,
M
(a
white
feather
or
the
heart
of
succeeds
on
its
saving
throw,
the
spell
ends.
The
spell
can
also
be
ended
by
greater
restoration,
a
hen)
heal,
or
wish.
Duration:
Concentration,
up
to
1
minute
You
project
a
phantasmal
image
of
a
creature’s
worst
fears.
Each
creature
in
a
30-‐‑foot
cone
must
succeed
on
a
Wisdom
saving
throw
or
drop
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
142
Find Familiar Components:
V,
S
Duration:
Instantaneous
1st-‐‑level
conjuration
(ritual)
You
summon
a
spirit
that
assumes
the
form
of
an
Casting
Time:
1
hour
unusually
intelligent,
strong,
and
loyal
steed,
Range:
10
feet
creating
a
long-‐‑lasting
bond
with
it.
Appearing
in
an
Components:
V,
S,
M
(10
gp
worth
of
charcoal,
unoccupied
space
within
range,
the
steed
takes
on
a
incense,
and
herbs
that
must
be
consumed
by
fire
in
form
that
you
choose:
a
warhorse,
a
pony,
a
camel,
a
brass
brazier)
an
elk,
or
a
mastiff.
(Your
GM
might
allow
other
Duration:
Instantaneous
animals
to
be
summoned
as
steeds.)
The
steed
has
You
gain
the
service
of
a
familiar,
a
spirit
that
takes
the
statistics
of
the
chosen
form,
though
it
is
a
an
animal
form
you
choose:
bat,
cat,
crab,
frog
(toad),
celestial,
fey,
or
fiend
(your
choice)
instead
of
its
hawk,
lizard,
octopus,
owl,
poisonous
snake,
fish
normal
type.
Additionally,
if
your
steed
has
an
(quipper),
rat,
raven,
sea
horse,
spider,
or
weasel.
Intelligence
of
5
or
less,
its
Intelligence
becomes
6,
Appearing
in
an
unoccupied
space
within
range,
the
and
it
gains
the
ability
to
understand
one
language
of
familiar
has
the
statistics
of
the
chosen
form,
though
your
choice
that
you
speak.
it
is
a
celestial,
fey,
or
fiend
(your
choice)
instead
of
a
Your
steed
serves
you
as
a
mount,
both
in
combat
beast.
and
out,
and
you
have
an
instinctive
bond
with
it
Your
familiar
acts
independently
of
you,
but
it
that
allows
you
to
fight
as
a
seamless
unit.
While
always
obeys
your
commands.
In
combat,
it
rolls
its
mounted
on
your
steed,
you
can
make
any
spell
you
own
initiative
and
acts
on
its
own
turn.
A
familiar
cast
that
targets
only
you
also
target
your
steed.
can't
attack,
but
it
can
take
other
actions
as
normal.
When
the
steed
drops
to
0
hit
points,
it
disappears,
When
the
familiar
drops
to
0
hit
points,
it
leaving
behind
no
physical
form.
You
can
also
disappears,
leaving
behind
no
physical
form.
It
dismiss
your
steed
at
any
time
as
an
action,
causing
reappears
after
you
cast
this
spell
again
it
to
disappear.
In
either
case,
casting
this
spell
again
While
your
familiar
is
within
100
feet
of
you,
you
summons
the
same
steed,
restored
to
its
hit
point
can
communicate
with
it
telepathically.
Additionally,
maximum.
as
an
action,
you
can
see
through
your
familiar's
While
your
steed
is
within
1
mile
of
you,
you
can
eyes
and
hear
what
it
hears
until
the
start
of
your
communicate
with
it
telepathically.
next
turn,
gaining
the
benefits
of
any
special
senses
You
can’t
have
more
than
one
steed
bonded
by
that
the
familiar
has.
During
this
time,
you
are
deaf
this
spell
at
a
time.
As
an
action,
you
can
release
the
and
blind
with
regard
to
your
own
senses.
steed
from
its
bond
at
any
time,
causing
it
to
As
an
action,
you
can
temporarily
dismiss
your
disappear.
familiar.
It
disappears
into
a
pocket
dimension
where
it
awaits
your
summons.
Alternatively,
you
Find the Path
can
dismiss
it
forever.
As
an
action
while
it
is
temporarily
dismissed,
you
can
cause
it
to
reappear
6th-‐‑level
divination
in
any
unoccupied
space
within
30
feet
of
you.
You
can't
have
more
than
one
familiar
at
a
time.
If
Casting
Time:
1
minute
you
cast
this
spell
while
you
already
have
a
familiar,
Range:
Self
you
instead
cause
it
to
adopt
a
new
form.
Choose
one
Components:
V,
S,
M
(a
set
of
divinatory
tools—
of
the
forms
from
the
above
list.
Your
familiar
transforms
into
the
chosen
creature.
such
as
bones,
ivory
sticks,
cards,
teeth,
or
carved
Finally,
when
you
cast
a
spell
with
a
range
of
touch,
runes—worth
100
gp
and
an
object
from
the
your
familiar
can
deliver
the
spell
as
if
it
had
cast
the
location
you
wish
to
find)
spell.
Your
familiar
must
be
within
100
feet
of
you,
Duration:
Concentration,
up
to
1
day
and
it
must
use
its
reaction
to
deliver
the
spell
when
you
cast
it.
If
the
spell
requires
an
attack
roll,
you
use
This
spell
allows
you
to
find
the
shortest,
most
direct
your
attack
modifier
for
the
roll.
physical
route
to
a
specific
fixed
location
that
you
are
familiar
with
on
the
same
plane
of
existence.
If
Find Steed you
name
a
destination
on
another
plane
of
existence,
a
destination
that
moves
(such
as
a
mobile
2nd-‐‑level
conjuration
fortress),
or
a
destination
that
isn’t
specific
(such
as
“a
green
dragon’s
lair”),
the
spell
fails.
Casting
Time:
10
minutes
For
the
duration,
as
long
as
you
are
on
the
same
Range:
30
feet
plane
of
existence
as
the
destination,
you
know
how
far
it
is
and
in
what
direction
it
lies.
While
you
are
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
143
traveling
there,
whenever
you
are
presented
with
a
A
bright
streak
flashes
from
your
pointing
finger
to
a
choice
of
paths
along
the
way,
you
automatically
point
you
choose
within
range
and
then
blossoms
determine
which
path
is
the
shortest
and
most
direct
with
a
low
roar
into
an
explosion
of
flame.
Each
route
(but
not
necessarily
the
safest
route)
to
the
creature
in
a
20-‐‑foot-‐‑radius
sphere
centered
on
that
destination.
point
must
make
a
Dexterity
saving
throw.
A
target
takes
8d6
fire
damage
on
a
failed
save,
or
half
as
Find Traps much
damage
on
a
successful
one.
The
fire
spreads
around
corners.
It
ignites
2nd-‐‑level
divination
flammable
objects
in
the
area
that
aren’t
being
worn
or
carried.
Casting
Time:
1
action
At
Higher
Levels.
When
you
cast
this
spell
using
a
Range:
120
feet
spell
slot
of
4th
level
or
higher,
the
damage
increases
Components:
V,
S
by
1d6
for
each
slot
level
above
3rd.
Duration:
Instantaneous
Fire Bolt
You
sense
the
presence
of
any
trap
within
range
that
is
within
line
of
sight.
A
trap,
for
the
purpose
of
this
Evocation
cantrip
spell,
includes
anything
that
would
inflict
a
sudden
or
unexpected
effect
you
consider
harmful
or
Casting
Time:
1
action
undesirable,
which
was
specifically
intended
as
such
Range:
120
feet
by
its
creator.
Thus,
the
spell
would
sense
an
area
Components:
V,
S
affected
by
the
alarm
spell,
a
glyph
of
warding,
or
a
Duration:
Instantaneous
mechanical
pit
trap,
but
it
would
not
reveal
a
natural
You
hurl
a
mote
of
fire
at
a
creature
or
object
within
weakness
in
the
floor,
an
unstable
ceiling,
or
a
range.
Make
a
ranged
spell
attack
against
the
target.
hidden
sinkhole.
On
a
hit,
the
target
takes
1d10
fire
damage.
A
This
spell
merely
reveals
that
a
trap
is
present.
flammable
object
hit
by
this
spell
ignites
if
it
isn't
You
don’t
learn
the
location
of
each
trap,
but
you
do
being
worn
or
carried.
learn
the
general
nature
of
the
danger
posed
by
a
This
spell's
damage
increases
by
1d10
when
you
trap
you
sense.
reach
5th
level
(2d10),
11th
level
(3d10),
and
17th
level
(4d10).
Finger of Death
Fire Shield
7th-‐‑level
necromancy
4th-‐‑level
evocation
Casting
Time:
1
action
Range:
60
feet
Casting
Time:
1
action
Components:
V,
S
Range:
Self
Duration:
Instantaneous
Components:
V,
S,
M
(a
bit
of
phosphorus
or
a
You
send
negative
energy
coursing
through
a
firefly)
creature
that
you
can
see
within
range,
causing
it
Duration:
10
minutes
searing
pain.
The
target
must
make
a
Constitution
saving
throw.
It
takes
7d8
+
30
necrotic
damage
on
a
Thin
and
wispy
flames
wreathe
your
body
for
the
failed
save,
or
half
as
much
damage
on
a
successful
duration,
shedding
bright
light
in
a
10-‐‑foot
radius
one.
and
dim
light
for
an
additional
10
feet.
You
can
end
A
humanoid
killed
by
this
spell
rises
at
the
start
of
the
spell
early
by
using
an
action
to
dismiss
it.
your
next
turn
as
a
zombie
that
is
permanently
The
flames
provide
you
with
a
warm
shield
or
a
under
your
command,
following
your
verbal
orders
chill
shield,
as
you
choose.
The
warm
shield
grants
to
the
best
of
its
ability.
you
resistance
to
cold
damage,
and
the
chill
shield
grants
you
resistance
to
fire
damage.
Fireball
In
addition,
whenever
a
creature
within
5
feet
of
you
hits
you
with
a
melee
attack,
the
shield
erupts
3rd-‐‑level
evocation
with
flame.
The
attacker
takes
2d8
fire
damage
from
a
warm
shield,
or
2d8
cold
damage
from
a
cold
Casting
Time:
1
action
shield.
Range:
150
feet
Components:
V,
S,
M
(a
tiny
ball
of
bat
guano
and
sulfur)
Duration:
Instantaneous
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
144
Fire Storm radiant
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
7th-‐‑level
evocation
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
6th
level
or
higher,
the
fire
damage
or
Casting
Time:
1
action
the
radiant
damage
(your
choice)
increases
by
1d6
Range:
150
feet
for
each
slot
level
above
5th.
Components:
V,
S
Duration:
Instantaneous
Flaming Sphere
A
storm
made
up
of
sheets
of
roaring
flame
appears
2nd-‐‑level
conjuration
in
a
location
you
choose
within
range.
The
area
of
the
storm
consists
of
up
to
ten
10-‐‑foot
cubes,
which
Casting
Time:
1
action
you
can
arrange
as
you
wish.
Each
cube
must
have
at
Range:
60
feet
least
one
face
adjacent
to
the
face
of
another
cube.
Components:
V,
S,
M
(a
bit
of
tallow,
a
pinch
of
Each
creature
in
the
area
must
make
a
Dexterity
saving
throw.
It
takes
7d10
fire
damage
on
a
failed
brimstone,
and
a
dusting
of
powdered
iron)
save,
or
half
as
much
damage
on
a
successful
one.
Duration:
Concentration,
up
to
1
minute
The
fire
damages
objects
in
the
area
and
ignites
flammable
objects
that
aren’t
being
worn
or
carried.
A
5-‐‑foot-‐‑diameter
sphere
of
fire
appears
in
an
If
you
choose,
plant
life
in
the
area
is
unaffected
by
unoccupied
space
of
your
choice
within
range
and
this
spell.
lasts
for
the
duration.
Any
creature
that
ends
its
turn
within
5
feet
of
the
sphere
must
make
a
Dexterity
Flame Blade saving
throw.
The
creature
takes
2d6
fire
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
2nd-‐‑level
evocation
one.
As
a
bonus
action,
you
can
move
the
sphere
up
to
Casting
Time:
1
bonus
action
30
feet.
If
you
ram
the
sphere
into
a
creature,
that
Range:
Self
creature
must
make
the
saving
throw
against
the
Components:
V,
S,
M
(leaf
of
sumac)
sphere’s
damage,
and
the
sphere
stops
moving
this
Duration:
Concentration,
up
to
10
minutes
turn.
When
you
move
the
sphere,
you
can
direct
it
over
You
evoke
a
fiery
blade
in
your
free
hand.
The
blade
barriers
up
to
5
feet
tall
and
jump
it
across
pits
up
to
is
similar
in
size
and
shape
to
a
scimitar,
and
it
lasts
10
feet
wide.
The
sphere
ignites
flammable
objects
for
the
duration.
If
you
let
go
of
the
blade,
it
not
being
worn
or
carried,
and
it
sheds
bright
light
in
disappears,
but
you
can
evoke
the
blade
again
as
a
a
20-‐‑foot
radius
and
dim
light
for
an
additional
20
bonus
action.
feet.
You
can
use
your
action
to
make
a
melee
spell
At
Higher
Levels.
When
you
cast
this
spell
using
a
attack
with
the
fiery
blade.
On
a
hit,
the
target
takes
spell
slot
of
3rd
level
or
higher,
the
damage
3d6
fire
damage.
increases
by
1d6
for
each
slot
level
above
2nd.
The
flaming
blade
sheds
bright
light
in
a
10-‐‑foot
radius
and
dim
light
for
an
additional
10
feet.
Flesh to Stone
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
4th
level
or
higher,
the
damage
increases
6th-‐‑level
transmutation
by
1d6
for
every
two
slot
levels
above
2nd.
Casting
Time:
1
action
Flame Strike Range:
60
feet
Components:
V,
S,
M
(a
pinch
of
lime,
water,
and
5th-‐‑level
evocation
earth)
Casting
Time:
1
action
Duration:
Concentration,
up
to
1
minute
Range:
60
feet
Components:
V,
S,
M
(pinch
of
sulfur)
You
attempt
to
turn
one
creature
that
you
can
see
Duration:
Instantaneous
within
range
into
stone.
If
the
target’s
body
is
made
of
flesh,
the
creature
must
make
a
Constitution
A
vertical
column
of
divine
fire
roars
down
from
the
saving
throw.
On
a
failed
save,
it
is
restrained
as
its
heavens
in
a
location
you
specify.
Each
creature
in
a
flesh
begins
to
harden.
On
a
successful
save,
the
10-‐‑foot-‐‑radius,
40-‐‑foot-‐‑high
cylinder
centered
on
a
creature
isn’t
affected.
point
within
range
must
make
a
Dexterity
saving
A
creature
restrained
by
this
spell
must
make
throw.
A
creature
takes
4d6
fire
damage
and
4d6
another
Constitution
saving
throw
at
the
end
of
each
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
145
of
its
turns.
If
it
successfully
saves
against
this
spell
Fog Cloud
three
times,
the
spell
ends.
If
it
fails
its
saves
three
times,
it
is
turned
to
stone
and
subjected
to
the
1st-‐‑level
conjuration
petrified
condition
for
the
duration.
The
successes
and
failures
don’t
need
to
be
consecutive;
keep
track
Casting
Time:
1
action
of
both
until
the
target
collects
three
of
a
kind.
Range:
120
feet
If
the
creature
is
physically
broken
while
petrified,
Components:
V,
S
it
suffers
from
similar
deformities
if
it
reverts
to
its
Duration:
Concentration,
up
to
1
hour
original
state.
If
you
maintain
your
concentration
on
this
spell
You
create
a
20-‐‑foot-‐‑radius
sphere
of
fog
centered
for
the
entire
possible
duration,
the
creature
is
on
a
point
within
range.
The
sphere
spreads
around
turned
to
stone
until
the
effect
is
removed.
corners,
and
its
area
is
heavily
obscured.
It
lasts
for
the
duration
or
until
a
wind
of
moderate
or
greater
Floating Disk speed
(at
least
10
miles
per
hour)
disperses
it.
At
Higher
Levels.
When
you
cast
this
spell
using
a
1st-‐‑level
conjuration
(ritual)
spell
slot
of
2nd
level
or
higher,
the
radius
of
the
fog
increases
by
20
feet
for
each
slot
level
above
1st.
Casting
Time:
1
action
Range:
30
feet
Forbiddance
Components:
V,
S,
M
(a
drop
of
mercury)
Duration:
1
hour
6th-‐‑level
abjuration
(ritual)
This
spell
creates
a
circular,
horizontal
plane
of
force,
Casting
Time:
10
minutes
3
feet
in
diameter
and
1
inch
thick,
that
floats
3
feet
Range:
Touch
above
the
ground
in
an
unoccupied
space
of
your
Components:
V,
S,
M
(a
sprinkling
of
holy
water,
choice
that
you
can
see
within
range.
The
disk
remains
for
the
duration,
and
can
hold
up
to
500
rare
incense,
and
powdered
ruby
worth
at
least
pounds.
If
more
weight
is
placed
on
it,
the
spell
ends,
1,000
gp)
and
everything
on
the
disk
falls
to
the
ground.
Duration:
1
day
The
disk
is
immobile
while
you
are
within
20
feet
of
it.
If
you
move
more
than
20
feet
away
from
it,
the
You
create
a
ward
against
magical
travel
that
disk
follows
you
so
that
it
remains
within
20
feet
of
protects
up
to
40,000
square
feet
of
floor
space
to
a
you.
It
can
move
across
uneven
terrain,
up
or
down
height
of
30
feet
above
the
floor.
For
the
duration,
stairs,
slopes
and
the
like,
but
it
can’t
cross
an
creatures
can’t
teleport
into
the
area
or
use
portals,
elevation
change
of
10
feet
or
more.
For
example,
the
such
as
those
created
by
the
gate
spell,
to
enter
the
disk
can’t
move
across
a
10-‐‑foot-‐‑deep
pit,
nor
could
area.
The
spell
proofs
the
area
against
planar
travel,
it
leave
such
a
pit
if
it
was
created
at
the
bottom.
and
therefore
prevents
creatures
from
accessing
the
If
you
move
more
than
100
feet
from
the
disk
area
by
way
of
the
Astral
Plane,
Ethereal
Plane,
(typically
because
it
can’t
move
around
an
obstacle
Feywild,
Shadowfell,
or
the
plane
shift
spell.
to
follow
you),
the
spell
ends.
In
addition,
the
spell
damages
types
of
creatures
that
you
choose
when
you
cast
it.
Choose
one
or
Fly more
of
the
following:
celestials,
elementals,
fey,
fiends,
and
undead.
When
a
chosen
creature
enters
3rd-‐‑level
transmutation
the
spell’s
area
for
the
first
time
on
a
turn
or
starts
its
turn
there,
the
creature
takes
5d10
radiant
or
Casting
Time:
1
action
necrotic
damage
(your
choice
when
you
cast
this
Range:
Touch
spell).
Components:
V,
S,
M
(a
wing
feather
from
any
bird)
When
you
cast
this
spell,
you
can
designate
a
Duration:
Concentration,
up
to
10
minutes
password.
A
creature
that
speaks
the
password
as
it
enters
the
area
takes
no
damage
from
the
spell.
You
touch
a
willing
creature.
The
target
gains
a
The
spell’s
area
can’t
overlap
with
the
area
of
flying
speed
of
60
feet
for
the
duration.
When
the
another
forbiddance
spell.
If
you
cast
forbiddance
spell
ends,
the
target
falls
if
it
is
still
aloft,
unless
it
every
day
for
30
days
in
the
same
location,
the
spell
can
stop
the
fall.
lasts
until
it
is
dispelled,
and
the
material
At
Higher
Levels.
When
you
cast
this
spell
using
a
components
are
consumed
on
the
last
casting.
spell
slot
of
4th
level
or
higher,
you
can
target
one
additional
creature
for
each
slot
level
above
3rd.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
146
Forcecage Freedom of Movement
7th-‐‑level
evocation
4th-‐‑level
abjuration
Casting
Time:
1
action
Casting
Time:
1
action
Range:
100
feet
Range:
Touch
Components:
V,
S,
M
(ruby
dust
worth
1,500
gp)
Components:
V,
S,
M
(a
leather
strap,
bound
around
Duration:
1
hour
the
arm
or
a
similar
appendage)
An
immobile,
invisible,
cube-‐‑shaped
prison
Duration:
1
hour
composed
of
magical
force
springs
into
existence
around
an
area
you
choose
within
range.
The
prison
You
touch
a
willing
creature.
For
the
duration,
the
can
be
a
cage
or
a
solid
box,
as
you
choose.
target’s
movement
is
unaffected
by
difficult
terrain,
A
prison
in
the
shape
of
a
cage
can
be
up
to
20
feet
and
spells
and
other
magical
effects
can
neither
on
a
side
and
is
made
from
1/2-‐‑inch
diameter
bars
reduce
the
target’s
speed
nor
cause
the
target
to
be
spaced
1/2
inch
apart.
paralyzed
or
restrained.
A
prison
in
the
shape
of
a
box
can
be
up
to
10
feet
The
target
can
also
spend
5
feet
of
movement
to
on
a
side,
creating
a
solid
barrier
that
prevents
any
automatically
escape
from
nonmagical
restraints,
matter
from
passing
through
it
and
blocking
any
such
as
manacles
or
a
creature
that
has
it
grappled.
spells
cast
into
or
out
from
the
area.
Finally,
being
underwater
imposes
no
penalties
on
When
you
cast
the
spell,
any
creature
that
is
the
target’s
movement
or
attacks.
completely
inside
the
cage’s
area
is
trapped.
Creatures
only
partially
within
the
area,
or
those
too
Freezing Sphere
large
to
fit
inside
the
area,
are
pushed
away
from
the
center
of
the
area
until
they
are
completely
outside
6th-‐‑level
evocation
the
area.
A
creature
inside
the
cage
can’t
leave
it
by
Casting
Time:
1
action
nonmagical
means.
If
the
creature
tries
to
use
Range:
300
feet
teleportation
or
interplanar
travel
to
leave
the
cage,
Components:
V,
S,
M
(a
small
crystal
sphere)
it
must
first
make
a
Charisma
saving
throw.
On
a
Duration:
Instantaneous
success,
the
creature
can
use
that
magic
to
exit
the
cage.
On
a
failure,
the
creature
can’t
exit
the
cage
and
A
frigid
globe
of
cold
energy
streaks
from
your
wastes
the
use
of
the
spell
or
effect.
The
cage
also
fingertips
to
a
point
of
your
choice
within
range,
extends
into
the
Ethereal
Plane,
blocking
ethereal
where
it
explodes
in
a
60-‐‑foot-‐‑radius
sphere.
Each
travel.
creature
within
the
area
must
make
a
Constitution
This
spell
can’t
be
dispelled
by
dispel
magic.
saving
throw.
On
a
failed
save,
a
creature
takes
10d6
cold
damage.
On
a
successful
save,
it
takes
half
as
Foresight much
damage.
If
the
globe
strikes
a
body
of
water
or
a
liquid
that
9th-‐‑level
divination
is
principally
water
(not
including
water-‐‑based
creatures),
it
freezes
the
liquid
to
a
depth
of
6
inches
Casting
Time:
1
minute
over
an
area
30
feet
square.
This
ice
lasts
for
1
Range:
Touch
minute.
Creatures
that
were
swimming
on
the
Components:
V,
S,
M
(a
hummingbird
feather)
surface
of
frozen
water
are
trapped
in
the
ice.
A
Duration:
8
hours
trapped
creature
can
use
an
action
to
make
a
Strength
check
against
your
spell
save
DC
to
break
You
touch
a
willing
creature
and
bestow
a
limited
free.
ability
to
see
into
the
immediate
future.
For
the
You
can
refrain
from
firing
the
globe
after
duration,
the
target
can’t
be
surprised
and
has
completing
the
spell,
if
you
wish.
A
small
globe
about
advantage
on
attack
rolls,
ability
checks,
and
saving
the
size
of
a
sling
stone,
cool
to
the
touch,
appears
in
throws.
Additionally,
other
creatures
have
your
hand.
At
any
time,
you
or
a
creature
you
give
disadvantage
on
attack
rolls
against
the
target
for
the
globe
to
can
throw
the
globe
(to
a
range
of
40
the
duration.
feet)
or
hurl
it
with
a
sling
(to
the
sling’s
normal
This
spell
immediately
ends
if
you
cast
it
again
range).
It
shatters
on
impact,
with
the
same
effect
as
before
its
duration
ends.
the
normal
casting
of
the
spell.
You
can
also
set
the
globe
down
without
shattering
it.
After
1
minute,
if
the
globe
hasn’t
already
shattered,
it
explodes.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
147
At
Higher
Levels.
When
you
cast
this
spell
using
a
plane,
appearing
in
the
unoccupied
space
nearest
to
spell
slot
of
7th
level
or
higher,
the
damage
increases
the
portal.
by
1d6
for
each
slot
level
above
6th.
Deities
and
other
planar
rulers
can
prevent
portals
created
by
this
spell
from
opening
in
their
presence
Gaseous Form or
anywhere
within
their
domains.
When
you
cast
this
spell,
you
can
speak
the
name
3rd-‐‑level
transmutation
of
a
specific
creature
(a
pseudonym,
title,
or
nickname
doesn’t
work).
If
that
creature
is
on
a
Casting
Time:
1
action
plane
other
than
the
one
you
are
on,
the
portal
opens
Range:
Touch
in
the
named
creature’s
immediate
vicinity
and
Components:
V,
S,
M
(a
bit
of
gauze
and
a
wisp
of
draws
the
creature
through
it
to
the
nearest
unoccupied
space
on
your
side
of
the
portal.
You
gain
smoke)
no
special
power
over
the
creature,
and
it
is
free
to
Duration:
Concentration,
up
to
1
hour
act
as
the
GM
deems
appropriate.
It
might
leave,
attack
you,
or
help
you.
You
transform
a
willing
creature
you
touch,
along
with
everything
it’s
wearing
and
carrying,
into
a
Geas
misty
cloud
for
the
duration.
The
spell
ends
if
the
creature
drops
to
0
hit
points.
An
incorporeal
5th-‐‑level
enchantment
creature
isn’t
affected.
While
in
this
form,
the
target’s
only
method
of
Casting
Time:
1
minute
movement
is
a
flying
speed
of
10
feet.
The
target
can
Range:
60
feet
enter
and
occupy
the
space
of
another
creature.
The
Components:
V
target
has
resistance
to
nonmagical
damage,
and
it
Duration:
30
days
has
advantage
on
Strength,
Dexterity,
and
Constitution
saving
throws.
The
target
can
pass
You
place
a
magical
command
on
a
creature
that
you
through
small
holes,
narrow
openings,
and
even
can
see
within
range,
forcing
it
to
carry
out
some
mere
cracks,
though
it
treats
liquids
as
though
they
service
or
refrain
from
some
action
or
course
of
were
solid
surfaces.
The
target
can’t
fall
and
remains
activity
as
you
decide.
If
the
creature
can
understand
hovering
in
the
air
even
when
stunned
or
otherwise
you,
it
must
succeed
on
a
Wisdom
saving
throw
or
incapacitated.
become
charmed
by
you
for
the
duration.
While
the
While
in
the
form
of
a
misty
cloud,
the
target
can’t
creature
is
charmed
by
you,
it
takes
5d10
psychic
talk
or
manipulate
objects,
and
any
objects
it
was
damage
each
time
it
acts
in
a
manner
directly
carrying
or
holding
can’t
be
dropped,
used,
or
counter
to
your
instructions,
but
no
more
than
once
otherwise
interacted
with.
The
target
can’t
attack
or
each
day.
A
creature
that
can’t
understand
you
is
cast
spells.
unaffected
by
the
spell.
You
can
issue
any
command
you
choose,
short
of
Gate an
activity
that
would
result
in
certain
death.
Should
you
issue
a
suicidal
command,
the
spell
ends.
9th-‐‑level
conjuration
You
can
end
the
spell
early
by
using
an
action
to
dismiss
it.
A
remove
curse,
greater
restoration,
or
Casting
Time:
1
action
wish
spell
also
ends
it.
Range:
60
feet
At
Higher
Levels.
When
you
cast
this
spell
using
a
Components:
V,
S,
M
(a
diamond
worth
at
least
spell
slot
of
7th
or
8th
level,
the
duration
is
1
year.
When
you
cast
this
spell
using
a
spell
slot
of
9th
level,
5,000
gp)
the
spell
lasts
until
it
is
ended
by
one
of
the
spells
Duration:
Concentration,
up
to
1
minute
mentioned
above.
You
conjure
a
portal
linking
an
unoccupied
space
Gentle Repose
you
can
see
within
range
to
a
precise
location
on
a
different
plane
of
existence.
The
portal
is
a
circular
2nd-‐‑level
necromancy
(ritual)
opening,
which
you
can
make
5
to
20
feet
in
diameter.
You
can
orient
the
portal
in
any
direction
Casting
Time:
1
action
you
choose.
The
portal
lasts
for
the
duration.
Range:
Touch
The
portal
has
a
front
and
a
back
on
each
plane
Components:
V,
S,
M
(a
pinch
of
salt
and
one
copper
where
it
appears.
Travel
through
the
portal
is
possible
only
by
moving
through
its
front.
Anything
piece
placed
on
each
of
the
corpse’s
eyes,
which
that
does
so
is
instantly
transported
to
the
other
must
remain
there
for
the
duration)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
148
Duration:
10
days
Components:
V,
S,
M
(a
glass
or
crystal
bead
that
shatters
when
the
spell
ends)
You
touch
a
corpse
or
other
remains.
For
the
duration,
the
target
is
protected
from
decay
and
Duration:
Concentration,
up
to
1
minute
can’t
become
undead.
The
spell
also
effectively
extends
the
time
limit
on
An
immobile,
faintly
shimmering
barrier
springs
into
raising
the
target
from
the
dead,
since
days
spent
existence
in
a
10-‐‑foot
radius
around
you
and
under
the
influence
of
this
spell
don’t
count
against
remains
for
the
duration.
the
time
limit
of
spells
such
as
raise
dead.
Any
spell
of
5th
level
or
lower
cast
from
outside
the
barrier
can’t
affect
creatures
or
objects
within
it,
Giant Insect even
if
the
spell
is
cast
using
a
higher
level
spell
slot.
Such
a
spell
can
target
creatures
and
objects
within
4th-‐‑level
transmutation
the
barrier,
but
the
spell
has
no
effect
on
them.
Similarly,
the
area
within
the
barrier
is
excluded
Casting
Time:
1
action
from
the
areas
affected
by
such
spells.
Range:
30
feet
At
Higher
Levels.
When
you
cast
this
spell
using
a
Components:
V,
S
spell
slot
of
7th
level
or
higher,
the
barrier
blocks
Duration:
Concentration,
up
to
10
minutes
spells
of
one
level
higher
for
each
slot
level
above
6th.
You
transform
up
to
ten
centipedes,
three
spiders,
five
wasps,
or
one
scorpion
within
range
into
giant
Glyph of Warding
versions
of
their
natural
forms
for
the
duration.
A
centipede
becomes
a
giant
centipede,
a
spider
3rd-‐‑level
abjuration
becomes
a
giant
spider,
a
wasp
becomes
a
giant
wasp,
and
a
scorpion
becomes
a
giant
scorpion.
Casting
Time:
1
hour
Each
creature
obeys
your
verbal
commands,
and
Range:
Touch
in
combat,
they
act
on
your
turn
each
round.
The
GM
Components:
V,
S,
M
(incense
and
powdered
has
the
statistics
for
these
creatures
and
resolves
their
actions
and
movement.
diamond
worth
at
least
200
gp,
which
the
spell
A
creature
remains
in
its
giant
size
for
the
consumes)
duration,
until
it
drops
to
0
hit
points,
or
until
you
Duration:
Until
dispelled
or
triggered
use
an
action
to
dismiss
the
effect
on
it.
The
GM
might
allow
you
to
choose
different
When
you
cast
this
spell,
you
inscribe
a
glyph
that
targets.
For
example,
if
you
transform
a
bee,
its
giant
harms
other
creatures,
either
upon
a
surface
(such
version
might
have
the
same
statistics
as
a
giant
as
a
table
or
a
section
of
floor
or
wall)
or
within
an
wasp.
object
that
can
be
closed
(such
as
a
book,
a
scroll,
or
a
treasure
chest)
to
conceal
the
glyph.
If
you
choose
Glibness a
surface,
the
glyph
can
cover
an
area
of
the
surface
no
larger
than
10
feet
in
diameter.
If
you
choose
an
8th-‐‑level
transmutation
object,
that
object
must
remain
in
its
place;
if
the
object
is
moved
more
than
10
feet
from
where
you
Casting
Time:
1
action
cast
this
spell,
the
glyph
is
broken,
and
the
spell
ends
Range:
Self
without
being
triggered.
Components:
V
The
glyph
is
nearly
invisible
and
requires
a
Duration:
1
hour
successful
Intelligence
(Investigation)
check
against
your
spell
save
DC
to
be
found.
Until
the
spell
ends,
when
you
make
a
Charisma
You
decide
what
triggers
the
glyph
when
you
cast
check,
you
can
replace
the
number
you
roll
with
a
15.
the
spell.
For
glyphs
inscribed
on
a
surface,
the
most
Additionally,
no
matter
what
you
say,
magic
that
typical
triggers
include
touching
or
standing
on
the
would
determine
if
you
are
telling
the
truth
indicates
glyph,
removing
another
object
covering
the
glyph,
that
you
are
being
truthful.
approaching
within
a
certain
distance
of
the
glyph,
or
manipulating
the
object
on
which
the
glyph
is
Globe of Invulnerability inscribed.
For
glyphs
inscribed
within
an
object,
the
most
common
triggers
include
opening
that
object,
6th-‐‑level
abjuration
approaching
within
a
certain
distance
of
the
object,
or
seeing
or
reading
the
glyph.
Once
a
glyph
is
Casting
Time:
1
action
triggered,
this
spell
ends.
Range:
Self
(10-‐‑foot
radius)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
149
You
can
further
refine
the
trigger
so
the
spell
Grease
activates
only
under
certain
circumstances
or
according
to
physical
characteristics
(such
as
height
1st-‐‑level
conjuration
or
weight),
creature
kind
(for
example,
the
ward
could
be
set
to
affect
aberrations
or
drow),
or
Casting
Time:
1
action
alignment.
You
can
also
set
conditions
for
creatures
Range:
60
feet
that
don’t
trigger
the
glyph,
such
as
those
who
say
a
Components:
V,
S,
M
(a
bit
of
pork
rind
or
butter)
certain
password.
Duration:
1
minute
When
you
inscribe
the
glyph,
choose
explosive
runes
or
a
spell
glyph.
Slick
grease
covers
the
ground
in
a
10-‐‑foot
square
Explosive
Runes.
When
triggered,
the
glyph
centered
on
a
point
within
range
and
turns
it
into
erupts
with
magical
energy
in
a
20-‐‑foot-‐‑radius
difficult
terrain
for
the
duration.
sphere
centered
on
the
glyph.
The
sphere
spreads
When
the
grease
appears,
each
creature
standing
around
corners.
Each
creature
in
the
area
must
in
its
area
must
succeed
on
a
Dexterity
saving
throw
make
a
Dexterity
saving
throw.
A
creature
takes
5d8
or
fall
prone.
A
creature
that
enters
the
area
or
ends
acid,
cold,
fire,
lightning,
or
thunder
damage
on
a
its
turn
there
must
also
succeed
on
a
Dexterity
failed
saving
throw
(your
choice
when
you
create
saving
throw
or
fall
prone.
the
glyph),
or
half
as
much
damage
on
a
successful
one.
Greater Invisibility
Spell
Glyph.
You
can
store
a
prepared
spell
of
3rd
level
or
lower
in
the
glyph
by
casting
it
as
part
of
4th-‐‑level
illusion
creating
the
glyph.
The
spell
must
target
a
single
creature
or
an
area.
The
spell
being
stored
has
no
Casting
Time:
1
action
immediate
effect
when
cast
in
this
way.
When
the
Range:
Touch
glyph
is
triggered,
the
stored
spell
is
cast.
If
the
spell
Components:
V,
S
has
a
target,
it
targets
the
creature
that
triggered
the
Duration:
Concentration,
up
to
1
minute
glyph.
If
the
spell
affects
an
area,
the
area
is
centered
on
that
creature.
If
the
spell
summons
hostile
You
or
a
creature
you
touch
becomes
invisible
until
creatures
or
creates
harmful
objects
or
traps,
they
the
spell
ends.
Anything
the
target
is
wearing
or
appear
as
close
as
possible
to
the
intruder
and
attack
carrying
is
invisible
as
long
as
it
is
on
the
target’s
it.
If
the
spell
requires
concentration,
it
lasts
until
the
person.
end
of
its
full
duration.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Greater Restoration
spell
slot
of
4th
level
or
higher,
the
damage
of
an
explosive
runes
glyph
increases
by
1d8
for
each
slot
5th-‐‑level
abjuration
level
above
3rd.
If
you
create
a
spell
glyph,
you
can
store
any
spell
of
up
to
the
same
level
as
the
slot
you
Casting
Time:
1
action
use
for
the
glyph
of
warding.
Range:
Touch
Components:
V,
S,
M
(diamond
dust
worth
at
least
Goodberry
100
gp,
which
the
spell
consumes)
1st-‐‑level
transmutation
Duration:
Instantaneous
Casting
Time:
1
action
You
imbue
a
creature
you
touch
with
positive
energy
Range:
Touch
to
undo
a
debilitating
effect.
You
can
reduce
the
Components:
V,
S,
M
(a
sprig
of
mistletoe)
target’s
exhaustion
level
by
one,
or
end
one
of
the
Duration:
Instantaneous
following
effects
on
the
target:
Up
to
ten
berries
appear
in
your
hand
and
are
infused
with
magic
for
the
duration.
A
creature
can
• One
effect
that
charmed
or
petrified
the
target
use
its
action
to
eat
one
berry.
Eating
a
berry
• One
curse,
including
the
target’s
attunement
to
a
restores
1
hit
point,
and
the
berry
provides
enough
nourishment
to
sustain
a
creature
for
one
day.
cursed
magic
item
The
berries
lose
their
potency
if
they
have
not
• Any
reduction
to
one
of
the
target’s
ability
scores
been
consumed
within
24
hours
of
the
casting
of
this
• One
effect
reducing
the
target’s
hit
point
spell.
maximum
Guardian of Faith
4th-‐‑level
conjuration
Casting
Time:
1
action
Range:
30
feet
Components:
V
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
150