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Halime TH

The document outlines various spells from the Player's Handbook (PHB'24), detailing their level, casting time, range, components, duration, and effects. Each spell is categorized by its school of magic, such as Abjuration, Conjuration, and Divination, and includes information on how to enhance spells using higher-level spell slots. Classes that can cast each spell are also specified, providing a comprehensive overview of spellcasting options available to players.

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0% found this document useful (0 votes)
14 views10 pages

Halime TH

The document outlines various spells from the Player's Handbook (PHB'24), detailing their level, casting time, range, components, duration, and effects. Each spell is categorized by its school of magic, such as Abjuration, Conjuration, and Divination, and includes information on how to enhance spells using higher-level spell slots. Classes that can cast each spell are also specified, providing a comprehensive overview of spellcasting options available to players.

Uploaded by

hollowblade2811
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Alarm PHB'24 p239

Detect Poison and Disease PHB'24 p262

Level 1 Abjuration Level 1 Divination

1 minute or Ritual
Casting Time: Range: 30 feet Casting Time: Action or Range:Self
Components: V, S, M (a bell and silver wire) Duration: 8 hours
Ritual Concentration, up to 10
Duration:
Components: V, S, M (a yew minutes
You set an alarm against intrusion. Choose a door, a window, or an
leaf)
area within range that is no larger than a 20-foot Cube. Until the
spell ends, an alarm alerts you whenever a creature touches or For the duration, you sense the location of poisons, poisonous or
enters the warded area. When you cast the spell, you can designate venomous creatures, and magical contagions within 30 feet of
creatures that won't set off the alarm. You also choose whether the yourself. You sense the kind of poison, creature, or contagion in
alarm is audible or mental: each case.

The alarm produces the sound of a handbell for 10


Audible Alarm.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal;
seconds within 60 feet of the warded area. or a thin sheet of lead.

Mental Alarm. You are alerted by a mental ping if you are within 1 Classes: Cleric, Druid, Paladin, Ranger
mile of the warded area. This ping awakens you if you're asleep.
Classes: Artificer, Ranger, Wizard
Ensnaring Strike PHB'24 p268

Level 1 Conjuration
Animal Friendship PHB'24 p239
Casting Time:Bonus action, which you take Range: Self
Level 1 Enchantment immediately after hitting a creature with a Duration:
weapon Concentration, up
Action
Casting Time: Range: 30 feet
Components: V to 1 minute
Components: V, S, M (a morsel of food) Duration: 24 hours
As you hit the target, grasping vines appear on it, and it makes a
Target a Beast that you can see within range. The target must
Strength saving throw. A Large or larger creature has Advantage on
succeed on a Wisdom saving throw or have the Charmed condition
this save. On a failed save, the target has the Restrained condition
for the duration. If you or one of your allies deals damage to the
until the spell ends. On a successful save, the vines shrivel away,
target, the spells ends.
and the spell ends.
Using a Higher-Level Spell Slot. You can target one additional Beast
While Restrained, the target takes 1d6 Piercing damage at the start
for each spell slot level above 1.
of each of its turns. The target or a creature within reach of it can
Classes: Bard, Druid, Ranger take an action to make a Strength (Athletics) check against your
spell save DC. On a success, the spell ends.
Cure Wounds PHB'24 p259
Using a Higher-Level Spell Slot. The damage increases by 1d6 for
Level 1 Abjuration each spell slot level above 1.
Action
Casting Time: Range: Touch Classes: Ranger
Components: V, S Duration: Instantaneous

A creature you touch regains a number of Hit Points equal to 2d8 Entangle PHB'24 p268

plus your spellcasting ability modifier. Level 1 Conjuration


Using a Higher-Level Spell Slot. The healing increases by 2d8 for Casting Time: Action Range: 90 feet
each spell slot level above 1. Components: V, S Duration: Concentration, up to 1 minute
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger Grasping plants sprout from the ground in a 20-foot square within
range. For the duration, these plants turn the ground in the area into
Detect Magic PHB'24 p262
Difficult Terrain. They disappear when the spell ends.
Level 1 Divination Each creature (other than you) in the area when you cast the spell
Casting Time: Action or Range:Self must succeed on a Strength saving throw or have the Restrained
Ritual Concentration, up to 10
Duration: condition until the spell ends. A Restrained creature can take an
Components: V, S minutes action to make a Strength (Athletics) check against your spell save
DC. On a success, it frees itself from the grasping plants and is no
For the duration, you sense the presence of magical effects within
longer Restrained by them.
30 feet of yourself. If you sense such effects, you can take the
Magic action to see a faint aura around any visible creature or Classes: Druid, Ranger
object in the area that bears the magic, and if an effect was created
by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal;
or a thin sheet of lead.
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer,
Warlock, Wizard
Fog Cloud PHB'24 p276 Jump PHB'24 p290

Level 1 Conjuration Level 1 Transmutation


Casting Time: Action Range: 120 feet Casting Time: Bonus action Range: Touch
Components: V, S Duration: Concentration, up to 1 hour Components: V, S, M (a grasshopper's hind leg) Duration: 1 minute
You create a 20-foot-radius Sphere of fog centered on a point within You touch a willing creature. Once on each of its turns until the spell
range. The Sphere is Heavily Obscured. It lasts for the duration or ends, that creature can jump up to 30 feet by spending 10 feet of
until a strong wind (such as one created by Gust of Wind) disperses movement.
it. Using a Higher-Level Spell Slot. You can target one additional
Using a Higher-Level Spell Slot. The fog's radius increases by 20 creature for each spell slot level above 1.
feet for each spell slot level above 1. Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Classes: Druid, Ranger, Sorcerer, Wizard
Longstrider PHB'24 p293

Goodberry PHB'24 p280


Level 1 Transmutation
Level 1 Conjuration Action
Casting Time: Range: Touch
Casting Time: Action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour
Components: V, S, M (a sprig of mistletoe) Duration: 24 hours You touch a creature. The target's Speed increases by 10 feet until
Ten berries appear in your hand and are infused with magic for the the spell ends.
duration. A creature can take a Bonus Action to eat one berry. Using a Higher-Level Spell Slot. You can target one additional
Eating a berry restores 1 Hit Point, and the berry provides enough creature for each spell slot level above 1.
nourishment to sustain a creature for one day.
Classes: Artificer, Bard, Druid, Ranger, Wizard
Uneaten berries disappear when the spell ends.
Classes: Druid, Ranger Speak with Animals PHB'24 p318

Level 1 Divination
Hail of Thorns PHB'24 p283
Action or Ritual
Casting Time: Range: Self
Level 1 Conjuration Components: V, S Duration: 10 minutes
Casting Time:Bonus action, which you take Range: Self
For the duration, you can comprehend and verbally communicate
immediately after hitting a creature with a Ranged Duration: with Beasts, and you can use any of the Influence action's skill
weapon Instantaneous options with them.
Components: V
Most Beasts have little to say about topics that don't pertain to
As you hit the creature, this spell creates a rain of thorns that survival or companionship, but at minimum, a Beast can give you
sprouts from your Ranged weapon or ammunition. The target of the information about nearby locations and monsters, including
attack and each creature within 5 feet of it make a Dexterity saving whatever it has perceived within the past day.
throw, taking 1d10 Piercing damage on a failed save or half as
Classes: Bard, Druid, Ranger, Warlock
much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for Aid PHB'24 p239
each spell slot level above 1.
Level 2 Abjuration
Classes: Ranger
Casting Time: Action Range: 30 feet
Hunter's Mark PHB'24 p287
Components: V, S, M (a strip of white cloth) Duration: 8 hours
Choose up to three creatures within range. Each target's Hit Point
Level 1 Divination
maximum and current Hit Points increase by 5 for the duration.
Casting Time: Bonus action Range: 90 feet
Using a Higher-Level Spell Slot. Each target's Hit Points increase by
Components: V Duration: Concentration, up to 1 hour
5 for each spell slot level above 2.
You magically mark one creature you can see within range as your
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
quarry. Until the spell ends, you deal an extra 1d6 Force damage to
the target whenever you hit it with an attack roll. You also have
Advantage on any Wisdom (Perception or Survival) check you make
to find it.
If the target drops to 0 Hit Points before this spell ends, you can
take a Bonus Action to move the mark to a new creature you can
see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer
with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).
Classes: Ranger
Animal Messenger PHB'24 p240 Cordon of Arrows PHB'24 p258

Level 2 Enchantment Level 2 Transmutation


Casting Time: Action or Ritual Range: 30 feet Casting Time: Action Range: Touch
Components: V, S, M (a morsel of food) Duration: 24 hours Components: V, S, M (four or more arrows or Duration: 8
A Tiny Beast of your choice that you can see within range must bolts) hours
succeed on a Charisma saving throw, or it attempts to deliver a You touch up to four nonmagical Arrows or Bolts and plant them in
message for you (if the target's Challenge Rating isn't 0, it the ground in your space. Until the spell ends, the ammunition can't
automatically succeeds). You specify a location you have visited be physically uprooted, and whenever a creature other than you
and a recipient who matches a general description, such as "a enters a space within 30 feet of the ammunition for the first time on
person dressed in the uniform of the town guard" or "a red-haired a turn or ends its turn there, one piece of ammunition flies up to
dwarf wearing a pointed hat." You also communicate a message of strike it. The creature must succeed on a Dexterity saving throw or
up to twenty-five words. The Beast travels for the duration toward take 2d4 Piercing damage. The piece of ammunition is then
the specified location, covering about 25 miles per 24 hours or 50 destroyed. The spell ends when none of the ammunition remains
miles if the Beast can fly. planted in the ground.
When the Beast arrives, it delivers your message to the creature that When you cast this spell, you can designate any creatures you
you described, mimicking your communication. If the Beast doesn't choose, and the spell ignores them.
reach its destination before the spell ends, the message is lost, and Using a Higher-Level Spell Slot. Theamount of ammunition that can
the Beast returns to where you cast the spell. be affected increases by two for each spell slot level above 2.
Using a Higher-Level Spell Slot. The spell's duration increases by 48 Classes: Ranger
hours for each spell slot level above 2.
Classes: Bard, Druid, Ranger Darkvision PHB'24 p260

Level 2 Transmutation
Barkskin PHB'24 p245
Casting Time: Action Range: Touch
Level 2 Transmutation Components: V, S, M (a dried carrot) Duration: 8 hours
Bonus action
Casting Time: Range: Touch For the duration, a willing creature you touch has Darkvision with a
Components: V, S, M (a handful of oak bark) Duration: 1 hour
range of 150 feet.
You touch a willing creature. Until the spell ends, the target's skin Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
assumes a bark-like appearance, and the target has an Armor Class
of 17 if its AC is lower than that. Enhance Ability PHB'24 p268

Classes: Druid, Ranger


Level 2 Transmutation

Beast Sense PHB'24 p245


Casting Time: Action Range: Touch
Components: V, S, M (fur or a Duration: Concentration, up to 1
Level 2 Divination feather) hour
Action or Ritual
Casting Time: Range: Touch You touch a creature and choose Strength, Dexterity, Intelligence,
Components: S Duration: Concentration, up to 1 hour
Wisdom, or Charisma. For the duration, the target has Advantage on
You touch a willing Beast. For the duration, you can perceive ability checks using the chosen ability.
through the Beast's senses as well as your own. When perceiving Using a Higher-Level Spell Slot. You can target one additional
through the Beast's senses, you benefit from any special senses it creature for each spell slot level above 2. You can choose a
has. different ability for each target.
Classes: Druid, Ranger Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

Find Traps PHB'24 p273

Level 2 Divination
Casting Time: Action Range: 120 feet
Components: V, S Duration: Instantaneous
You sense any trap within range that is within line of sight. A trap,
for the purpose of this spell, includes any object or mechanism that
was created to cause damage or other danger. Thus, the spell would
sense the Alarm or Glyph of Warding spell or a mechanical pit trap,
but it wouldn't reveal a natural weakness in the floor, an unstable
ceiling, or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do
learn the general nature of the danger posed by a trap you sense.
Classes: Cleric, Druid, Ranger
Gust of Wind PHB'24 p282 Magic Weapon PHB'24 p295

Level 2 Evocation Level 2 Transmutation


Casting Time: Action Range: Self Casting Time: Bonus action Range: Touch
Components: V, S, M (a legume Duration: Concentration, up to 1 Components: V, S Duration: 1 hour
seed) minute You touch a nonmagical weapon. Until the spell ends, that weapon
A Line of strong wind 60 feet long and 10 feet wide blasts from you becomes a magic weapon with a +1 bonus to attack rolls and
in a direction you choose for the duration. Each creature in the Line damage rolls. The spell ends early if you cast it again.
must succeed on a Strength saving throw or be pushed 15 feet Using a Higher-Level Spell Slot. The bonus increases to +2 with a
away from you in a direction following the Line. A creature that ends level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell
its turn in the Line must make the same save. slot.
Any creature in the Line must spend 2 feet of movement for every 1 Classes: Artificer, Paladin, Ranger, Sorcerer, Wizard
foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and Pass without Trace PHB'24 p303

similar unprotected flames in the area. It causes protected flames,


Level 2 Abjuration
such as those of lanterns, to dance wildly and has a 50 percent
chance to extinguish them. Casting Time: Action Range: Self
Components: V, S, M (ashes from Duration: Concentration, up
As a Bonus Action on your later turns, you can change the direction
burned mistletoe) to 1 hour
in which the Line blasts from you.
You radiate a concealing aura in a 30-foot Emanation for the
Classes: Druid, Ranger, Sorcerer, Wizard
duration. While in the aura, you and each creature you choose have
a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
Lesser Restoration PHB'24 p291
Classes: Druid, Ranger
Level 2 Abjuration
Casting Time: Bonus action Range: Touch Protection from Poison PHB'24 p310

Components: V, S Duration: Instantaneous


Level 2 Abjuration
You touch a creature and end one condition on it: Blinded, Deafened,
Casting Time: Action Range: Touch
Paralyzed, or Poisoned.
Components: V, S Duration: 1 hour
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
You touch a creature and end the Poisoned condition on it. For the
duration, the target has Advantage on saving throws to avoid or end
Locate Animals or Plants PHB'24 p292
the Poisoned condition, and it has Resistance to Poison damage.
Level 2 Divination Classes: Artificer, Cleric, Druid, Paladin, Ranger
Casting Time: Action or Ritual Range: Self
Components: V, S, M (fur from a Duration: Silence PHB'24 p316

bloodhound) Instantaneous
Level 2 Illusion
Describe or name a specific kind of Beast, Plant creature, or
Casting Time: Action or Range:120 feet
nonmagical plant. You learn the direction and distance to the
Ritual Concentration, up to 10
Duration:
closest creature or plant of that kind within 5 miles, if any are
Components: V, S minutes
present.
For the duration, no sound can be created within or pass through a
Classes: Bard, Druid, Ranger
20-foot-radius Sphere centered on a point you choose within range.
Any creature or object entirely inside the Sphere has Immunity to
Locate Object PHB'24 p293
Thunder damage, and creatures have the Deafened condition while
Level 2 Divination entirely inside it. Casting a spell that includes a Verbal component is
Casting Time: Action Range:Self impossible there.
Components: V, S, M (a forked Concentration, up to 10
Duration: Classes: Bard, Cleric, Ranger
twig) minutes
Describe or name an object that is familiar to you. You sense the
direction to the object's location if that object is within 1,000 feet of
you. If the object is in motion, you know the direction of its
movement.
The spell can locate a specific object known to you if you have seen
it up close—within 30 feet—at least once. Alternatively, the spell can
locate the nearest object of a particular kind, such as a certain kind
of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead blocks a
direct path between you and the object.
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Spike Growth PHB'24 p319 Conjure Animals PHB'24 p254

Level 2 Transmutation Level 3 Conjuration


Casting Time: Action Range:150 feet Casting Time: Action Range: 60 feet
Components: V, S, M (seven Concentration, up to 10
Duration: Components: V, S Duration: Concentration, up to 10 minutes
thorns) minutes You conjure nature spirits that appear as a Large pack of spectral,
The ground in a 20-foot-radius Sphere centered on a point within intangible animals in an unoccupied space you can see within
range sprouts hard spikes and thorns. The area becomes Difficult range. The pack lasts for the duration, and you choose the spirits'
Terrain for the duration. When a creature moves into or within the animal form, such as wolves, serpents, or birds.
area, it takes 2d4 Piercing damage for every 5 feet it travels. You have Advantage on Strength saving throws while you're within 5
The transformation of the ground is camouflaged to look natural. feet of the pack, and when you move on your turn, you can also
Any creature that can't see the area when the spell is cast must take move the pack up to 30 feet to an unoccupied space you can see.
a Search action and succeed on a Wisdom (Perception or Survival) Whenever the pack moves within 10 feet of a creature you can see
check against your spell save DC to recognize the terrain as and whenever a creature you can see enters a space within 10 feet
hazardous before entering it. of the pack or ends its turn there, you can force that creature to
Classes: Druid, Ranger make a Dexterity saving throw. On a failed save, the creature takes
3d10 Slashing damage. A creature makes this save only once per
Summon Beast PHB'24 p322 turn.

Level 2 Conjuration Using a Higher-Level Spell Slot. The damage increases by 1d10 for
each spell slot level above 3.
Casting Time: Action Range: 90 feet
Components: V, S, M (a feather, tuft of fur, and Duration: Classes: Druid, Ranger
fish tail inside a gilded acorn worth 200+ GP) Concentration, up
to 1 hour Conjure Barrage PHB'24 p254

You call forth a bestial spirit. It manifests in an unoccupied space Level 3 Conjuration
that you can see within range and uses the Bestial Spirit stat block. Casting Time: Action Range: Self
When you cast the spell, choose an environment: Air, Land, or Water. Components: V, S, M (a Melee or Ranged weapon Duration:
The creature resembles an animal of your choice that is native to worth at least 1 CP) Instantaneous
the chosen environment, which determines certain details in its stat
You brandish the weapon used to cast the spell and conjure similar
block. The creature disappears when it drops to 0 Hit Points or
spectral weapons (or ammunition appropriate to the weapon) that
when the spell ends.
launch forward and then disappear. Each creature of your choice
The creature is an ally to you and your allies. In combat, the creature that you can see in a 60-foot Cone makes a Dexterity saving throw,
shares your Initiative count, but it takes its turn immediately after taking 5d8 Force damage on a failed save or half as much damage
yours. It obeys your verbal commands (no action required by you). If on a successful one.
you don't issue any, it takes the Dodge action and uses its
Using a Higher-Level Spell Slot. The damage increases by 1d8 for
movement to avoid danger.
each spell slot level above 3.
Using a Higher-Level Spell Slot. Use the spell slot's level for the
Classes: Ranger
spell's level in the stat block.
Classes: Druid, Ranger Daylight PHB'24 p260

Level 3 Evocation
Casting Time: Action Range: 60 feet
Components: V, S Duration: 1 hour
For the duration, sunlight spreads from a point within range and fills
a 60-foot-radius Sphere. The sunlight's area is Bright Light and
sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn't being worn or
carried, causing the sunlight to fill a 60-foot Emanation originating
from that object. Covering that object with something opaque, such
as a bowl or helm, blocks the sunlight.
If any of this spell's area overlaps with an area of Darkness created
by a spell of level 3 or lower, that other spell is dispelled.
Classes: Cleric, Druid, Paladin, Ranger, Sorcerer
Dispel Magic PHB'24 p264 Meld into Stone PHB'24 p296

Level 3 Abjuration Level 3 Transmutation


Casting Time: Action Range: 120 feet Casting Time: Action or Ritual Range: Touch
Components: V, S Duration: Instantaneous Components: V, S Duration: 8 hours
Choose one creature, object, or magical effect within range. Any You step into a stone object or surface large enough to fully contain
ongoing spell of level 3 or lower on the target ends. For each your body, merging yourself and your equipment with the stone for
ongoing spell of level 4 or higher on the target, make an ability the duration. You must touch the stone to do so. Nothing of your
check using your spellcasting ability (DC 10 plus that spell's level). presence remains visible or otherwise detectable by nonmagical
On a successful check, the spell ends. senses.
Using a Higher-Level Spell Slot. You automatically end a spell on the While merged with the stone, you can't see what occurs outside it,
target if the spell's level is equal to or less than the level of the spell and any Wisdom (Perception) checks you make to hear sounds
slot you use. outside it are made with Disadvantage. You remain aware of the
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, passage of time and can cast spells on yourself while merged in the
Warlock, Wizard stone. You can use 5 feet of movement to leave the stone where
you entered it, which ends the spell. You otherwise can't move.
Elemental Weapon PHB'24 p267 Minor physical damage to the stone doesn't harm you, but its partial
destruction or a change in its shape (to the extent that you no
Level 3 Transmutation
longer fit within it) expels you and deals 6d6 Force damage to you.
Casting Time: Action Range: Touch The stone's complete destruction (or transmutation into a different
Components: V, S Duration: Concentration, up to 1 hour substance) expels you and deals 50 Force damage to you. If
A nonmagical weapon you touch becomes a magic weapon. expelled, you move into an unoccupied space closest to where you
Choose one of the following damage types: Acid, Cold, Fire, first entered and have the Prone condition.
Lightning, or Thunder. For the duration, the weapon has a +1 bonus Classes: Cleric, Druid, Ranger
to attack rolls and deals an extra 1d4 damage of the chosen type
when it hits. Nondetection PHB'24 p302
Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the
Level 3 Abjuration
bonus to attack rolls increases to +2, and the extra damage
increases to 2d4. If you use a level 7+ spell slot, the bonus Casting Time: Action Range: Touch
increases to +3, and the extra damage increases to 3d4. Components: V, S, M (a pinch of diamond dust Duration: 8
worth 25+ GP, which the spell consumes) hours
Classes: Artificer, Druid, Paladin, Ranger
For the duration, you hide a target that you touch from Divination
Lightning Arrow PHB'24 p292
spells. The target can be a willing creature, or it can be a place or an
object no larger than 10 feet in any dimension. The target can't be
Level 3 Transmutation targeted by any Divination spell or perceived through magical
Casting Time: Bonus action, which you take Range: Self scrying sensors.
immediately after hitting or missing a target with Duration:
Classes: Bard, Ranger, Wizard
a ranged attack using a weapon Instantaneous
Components: V, S
Plant Growth PHB'24 p305

As your attack hits or misses the target, the weapon or ammunition


Level 3 Transmutation
you're using transforms into a lightning bolt. Instead of taking any
damage or other effects from the attack, the target takes 4d8 Casting Time: Action (Overgrowth) or 8 hours Range: 150 feet
Lightning damage on a hit or half as much damage on a miss. Each (Enrichment) Duration:

creature within 10 feet of the target then makes a Dexterity saving Components: V, S Instantaneous
throw, taking 2d8 Lightning damage on a failed save or half as This spell channels vitality into plants. The casting time you use
much damage on a successful one. determines whether the spell has the Overgrowth or the Enrichment
The weapon or ammunition then returns to its normal form. effect below.

Using a Higher-Level Spell Slot. Thedamage for both effects of the Overgrowth. Choose a point within range. All normal plants in a 100-
spell increases by 1d8 for each spell slot level above 3. foot-radius Sphere centered on that point become thick and
overgrown. A creature moving through that area must spend 4 feet
Classes: Ranger
of movement for every 1 foot it moves. You can exclude one or
more areas of any size within the spell's area from being affected.
Enrichment. All plants in a half-mile radius centered on a point
within range become enriched for 365 days. The plants yield twice
the normal amount of food when harvested. They can benefit from
only one Plant Growth per year.
Classes: Bard, Druid, Ranger
Protection from Energy PHB'24 p309 Summon Fey PHB'24 p326

Level 3 Abjuration Level 3 Conjuration


Casting Time: Action Range: Touch Casting Time:Action Range: 90 feet
Components: V, S Duration: Concentration, up to 1 hour Components: V, S, M (a gilded flower Duration: Concentration, up
For the duration, the willing creature you touch has Resistance to worth 300+ GP) to 1 hour
one damage type of your choice: Acid, Cold, Fire, Lightning, or You call forth a Fey spirit. It manifests in an unoccupied space that
Thunder. you can see within range and uses the Fey Spirit stat block. When
Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The
creature resembles a Fey creature of your choice marked by the
Revivify PHB'24 p312
chosen mood, which determines certain details in its stat block. The
creature disappears when it drops to 0 Hit Points or when the spell
Level 3 Necromancy ends.
Casting Time: Action Range: Touch The creature is an ally to you and your allies. In combat, the creature
Components: V, S, M (a diamond worth 300+ GP, Duration:
shares your Initiative count, but it takes its turn immediately after
which the spell consumes) Instantaneous yours. It obeys your verbal commands (no action required by you). If
You touch a creature that has died within the last minute. That you don't issue any, it takes the Dodge action and uses its
creature revives with 1 Hit Point. This spell can't revive a creature movement to avoid danger.
that has died of old age, nor does it restore any missing body parts. Using a Higher-Level Spell Slot. Use the spell slot's level for the
Classes: Artificer, Cleric, Druid, Paladin, Ranger spell's level in the stat block.
Classes: Druid, Ranger, Warlock, Wizard
Speak with Plants PHB'24 p319

Level 3 Transmutation Water Breathing PHB'24 p340

Casting Time: Action Range: Self Level 3 Transmutation


Components: V, S Duration: 10 minutes Casting Time: Action or Ritual Range: 30 feet
You imbue plants in an immobile 30-foot Emanation with limited Components: V, S, M (a short reed) Duration: 24 hours
sentience and animation, giving them the ability to communicate This spell grants up to ten willing creatures of your choice within
with you and follow your simple commands. You can question range the ability to breathe underwater until the spell ends. Affected
plants about events in the spell's area within the past day, gaining creatures also retain their normal mode of respiration.
information about creatures that have passed, weather, and other
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
circumstances.
You can also turn Difficult Terrain caused by plant growth (such as Water Walk PHB'24 p340
thickets and undergrowth) into ordinary terrain that lasts for the
duration. Or you can turn ordinary terrain where plants are present Level 3 Transmutation
into Difficult Terrain that lasts for the duration. Casting Time: Action or Ritual Range: 30 feet
The spell doesn't enable plants to uproot themselves and move Components: V, S, M (a piece of cork) Duration: 1 hour
about, but they can move their branches, tendrils, and stalks for you. This spell grants the ability to move across any liquid surface—such
If a Plant creature is in the area, you can communicate with it as if as water, acid, mud, snow, quicksand, or lava—as if it were harmless
you shared a common language. solid ground (creatures crossing molten lava can still take damage
from the heat). Up to ten willing creatures of your choice within
Classes: Bard, Druid, Ranger
range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the
liquid's surface into the liquid itself and vice versa, but if the target
falls into the liquid, the target passes through the surface into the
liquid below.
Classes: Artificer, Cleric, Druid, Ranger, Sorcerer
Wind Wall PHB'24 p341 Dominate Beast PHB'24 p265

Level 3 Evocation Level 4 Enchantment


Casting Time: Action Range: 120 feet Casting Time: Action Range: 60 feet
Components: V, S, M (a fan and a Duration: Concentration, up to 1 Components: V, S Duration: Concentration, up to 1 minute
feather) minute One Beast you can see within range must succeed on a Wisdom
A wall of strong wind rises from the ground at a point you choose saving throw or have the Charmed condition for the duration. The
within range. You can make the wall up to 50 feet long, 15 feet high, target has Advantage on the save if you or your allies are fighting it.
and 1 foot thick. You can shape the wall in any way you choose so Whenever the target takes damage, it repeats the save, ending the
long as it makes one continuous path along the ground. The wall spell on itself on a success.
lasts for the duration. You have a telepathic link with the Charmed target while the two of
When the wall appears, each creature in its area makes a Strength you are on the same plane of existence. On your turn, you can use
saving throw, taking 4d8 Bludgeoning damage on a failed save or this link to issue commands to the target (no action required), such
half as much damage on a successful one. as "Attack that creature," "Move over there," or "Fetch that object."
The strong wind keeps fog, smoke, and other gases at bay. Small or The target does its best to obey on its turn. If it completes an order
smaller flying creatures or objects can't pass through the wall. and doesn't receive further direction from you, it acts and moves as
Loose, lightweight materials brought into the wall fly upward. it likes, focusing on protecting itself.
Arrows, bolts, and other ordinary projectiles launched at targets You can command the target to take a Reaction but must take your
behind the wall are deflected upward and miss automatically. own Reaction to do so.
Boulders hurled by Giants or siege engines, and similar projectiles, Using a Higher-Level Spell Slot. Your Concentration can last longer
are unaffected. Creatures in gaseous form can't pass through it. with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+
Classes: Druid, Ranger (up to 8 hours).
Classes: Druid, Ranger, Sorcerer
Conjure Woodland Beings PHB'24 p255

Level 4 Conjuration Freedom of Movement PHB'24 p277

Action
Casting Time: Range: Self Level 4 Abjuration
Components: V, S Duration: Concentration, up to 10 minutes
Casting Time: Action Range: Touch
You conjure nature spirits that flit around you in a 10-foot Components: V, S, M (a leather strap) Duration: 1 hour
Emanation for the duration. Whenever the Emanation enters the You touch a willing creature. For the duration, the target's movement
space of a creature you can see and whenever a creature you can is unaffected by Difficult Terrain, and spells and other magical
see enters the Emanation or ends its turn there, you can force that effects can neither reduce the target's Speed nor cause the target to
creature to make a Wisdom saving throw. The creature takes 5d8 have the Paralyzed or Restrained conditions. The target also has a
Force damage on a failed save or half as much damage on a Swim Speed equal to its Speed.
successful one. A creature makes this save only once per turn.
In addition, the target can spend 5 feet of movement to
In addition, you can take the Disengage action as a Bonus Action for automatically escape from nonmagical restraints, such as
the spell's duration. manacles or a creature imposing the Grappled condition on it.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for Using a Higher-Level Spell Slot. You can target one additional
each spell slot level above 4. creature for each spell slot level above 4.
Classes: Druid, Ranger Classes: Artificer, Bard, Cleric, Druid, Ranger
Grasping Vine PHB'24 p280 Summon Elemental PHB'24 p325

Level 4 Conjuration Level 4 Conjuration


Casting Time: Bonus action Range: 60 feet Casting Time: Action Range: 90 feet
Components: V, S Duration: Concentration, up to 1 minute Components: V, S, M (air, a pebble, ash, and Duration:

You conjure a vine that sprouts from a surface in an unoccupied water inside a gold-inlaid vial worth 400+ GP) Concentration, up
space that you can see within range. The vine lasts for the duration. to 1 hour

Make a melee spell attack against a creature within 30 feet of the You call forth an Elemental spirit. It manifests in an unoccupied
vine. On a hit, the target takes 4d8 Bludgeoning damage and is space that you can see within range and uses the Elemental Spirit
pulled up to 30 feet toward the vine; if the target is Huge or smaller, stat block. When you cast the spell, choose an element: Air, Earth,
it has the Grappled condition (escape DC equal to your spell save Fire, or Water. The creature resembles a bipedal form wreathed in
DC). The vine can grapple only one creature at a time, and you can the chosen element, which determines certain details in its stat
cause the vine to release a Grappled creature (no action required). block. The creature disappears when it drops to 0 Hit Points or
when the spell ends.
As a Bonus Action on your later turns, you can repeat the attack
against a creature within 30 feet of the vine. The creature is an ally to you and your allies. In combat, the creature
shares your Initiative count, but it takes its turn immediately after
Using a Higher-Level Spell Slot. The
number of creatures the vine
yours. It obeys your verbal commands (no action required by you). If
can grapple increases by one for each spell slot level above 4.
you don't issue any, it takes the Dodge action and uses its
Classes: Druid, Ranger movement to avoid danger.
Use the spell slot's level for the
Locate Creature PHB'24 p292
Using a Higher-Level Spell Slot.
spell's level in the stat block.
Level 4 Divination Classes: Druid, Ranger, Wizard
Casting Time: Action Range: Self
Components: V, S, M (fur from a Duration: Concentration, up to Commune with Nature PHB'24 p252

bloodhound) 1 hour
Level 5 Divination
Describe or name a creature that is familiar to you. You sense the
1 minute or Ritual
Casting Time: Range: Self
direction to the creature's location if that creature is within 1,000
Components: V, S Duration: 1 minute
feet of you. If the creature is moving, you know the direction of its
movement. You commune with nature spirits and gain knowledge of the
surrounding area. In the outdoors, the spell gives you knowledge of
The spell can locate a specific creature known to you or the nearest
the area within 3 miles of you. In caves and other natural
creature of a specific kind (such as a human or a unicorn) if you
underground settings, the radius is limited to 300 feet. The spell
have seen such a creature up close—within 30 feet—at least once. If
doesn't function where nature has been replaced by construction,
the creature you described or named is in a different form, such as
such as in castles and settlements.
under the effects of a Flesh to Stone or Polymorph spell, this spell
doesn't locate the creature. Choose three of the following facts; you learn those facts as they
pertain to the spell's area:
This spell can't locate a creature if any thickness of lead blocks a
direct path between you and the creature. Locations of settlements

Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard Locations of portals to other planes of existence
Location of one Challenge Rating 10+ creature (DM's choice)
Stoneskin PHB'24 p321 that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead

Level 4 Transmutation The most prevalent kind of plant, mineral, or Beast (you choose
which to learn)
Casting Time:Action Range: Touch
Components: V, S, M (diamond dust worth Duration: Locations of bodies of water
100+ GP, which the spell consumes) Concentration, up to For example, you could determine the location of a powerful
1 hour monster in the area, the locations of bodies of water, and the
Until the spell ends, one willing creature you touch has Resistance locations of any towns.
to Bludgeoning, Piercing, and Slashing damage. Classes: Druid, Ranger
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Conjure Volley PHB'24 p255 Swift Quiver PHB'24 p329

Level 5 Conjuration Level 5 Transmutation


Casting Time: Action Range: 150 feet Casting Time: Bonus action Range: Self
Components: V, S, M (a Melee or Ranged weapon Duration: Components: V, S, M (a Quiver Duration: Concentration, up to 1
worth at least 1 CP) Instantaneous worth 1+ GP) minute
You brandish the weapon used to cast the spell and choose a point When you cast the spell and as a Bonus Action until it ends, you can
within range. Hundreds of similar spectral weapons (or ammunition make two attacks with a weapon that fires Arrows or Bolts, such as
appropriate to the weapon) fall in a volley and then disappear. Each a Longbow or a Light Crossbow. The spell magically creates the
creature of your choice that you can see in a 40-foot-radius, 20-foot- ammunition needed for each attack. Each Arrow or Bolt created by
high Cylinder centered on that point makes a Dexterity saving throw. the spell deals damage like a nonmagical piece of ammunition of its
A creature takes 8d8 Force damage on a failed save or half as much kind and disintegrates immediately after it hits or misses.
damage on a successful one. Classes: Ranger
Classes: Ranger
Tree Stride PHB'24 p335

Greater Restoration PHB'24 p281


Level 5 Conjuration
Level 5 Abjuration Action
Casting Time: Range: Self
Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute
Components: V, S, M (diamond dust worth 100+ Duration:
You gain the ability to enter a tree and move from inside it to inside
GP, which the spell consumes) Instantaneous another tree of the same kind within 500 feet. Both trees must be
You touch a creature and magically remove one of the following living and at least the same size as you. You must use 5 feet of
effects from it: movement to enter a tree. You instantly know the location of all
1 Exhaustion level other trees of the same kind within 500 feet and, as part of the
move used to enter the tree, can either pass into one of those trees
The Charmed or Petrified condition
or step out of the tree you're in. You appear in a spot of your choice
A curse, including the target's Attunement to a cursed magic within 5 feet of the destination tree, using another 5 feet of
item movement. If you have no movement left, you appear within 5 feet
Any reduction to one of the target's ability scores of the tree you entered.
Any reduction to the target's Hit Point maximum You can use this transportation ability only once on each of your
turns. You must end each turn outside a tree.
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
Classes: Druid, Ranger
Steel Wind Strike PHB'24 p320

Level 5 Conjuration
Casting Time: Action Range: 30 feet
Components: S, M (a Melee weapon worth Duration:
1+ SP) Instantaneous
You flourish the weapon used in the casting and then vanish to
strike like the wind. Choose up to five creatures you can see within
range. Make a melee spell attack against each target. On a hit, a
target takes 6d10 Force damage.
You then teleport to an unoccupied space you can see within 5 feet
of one of the targets.
Classes: Ranger, Wizard

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