Guidance 0 Light 0 Mending 0
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
Touch V, S C ≤ 1 minute 1 Action Touch V, M 1 hour 1 Action Touch V, S, M Instantaneous 1 minute
You touch a willing creature and choose a skill. Until the spell You touch one Large or smaller object that isn't being worn or This spell repairs a single break or tear in an object you touch,
ends, the creature adds 1d4 to any ability check using the chosen carried by someone else. Until the spell ends, the object sheds such as a broken chain link, two halves of a broken key, a torn
skill. Bright Light in a 20-foot radius and Dim Light for an additional cloak, or a leaking wineskin. As long as the break or tear is no
20 feet. The light can be colored as you like. larger than 1 foot in any dimension, you mend it, leaving no trace
Covering the object with something opaque blocks the light. The of the former damage.
spell ends if you cast it again. This spell can physically repair a magic item, but it can't restore
Material: A firefly or phosphorescent moss. magic to such an object.
Material: Two lodestones.
Divination Cleric, Druid Evocation Bard, Cleric, Sorcerer, Wizard Transmutation Bard, Cleric, Druid, Sorcerer, Wizard
Resistance 0 Sacred Flame 0 Spare the Dying 0
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
Touch V, S C ≤ 1 minute 1 Action 60 ft V, S Instantaneous 1 Action 15 ft V, S Instantaneous 1 Action
You touch a willing creature and choose a damage type: Acid, Flame-like radiance descends on a creature that you can see Choose a creature within range that has 0 Hit Points and isn't
Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, within range. The target must succeed on a Dexterity saving dead. The creature becomes Stable.
Radiant, Slashing, or Thunder. When the creature takes damage throw or take 1d8 Radiant damage. The target gains no benefit Cantrip Upgrade. The range doubles when you reach levels 5
of the chosen type before the spell ends, the creature reduces from Half Cover or Three-Quarters Cover for this save. (30 feet), 11 (60 feet), and 17 (120 feet).
the total damage taken by 1d4. A creature can benefit from this Cantrip Upgrade. The damage increases by 1d8 when you reach
spell only once per turn. levels 5 (2d8), 11 (3d8), and 17 (4d8).
Abjuration Cleric, Druid Evocation Cleric Necromancy Cleric, Druid
Thaumaturgy 0 Bane 1 Bless 1
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
30 ft V ≤ 1 minute 1 Action 30 ft V, S, M C ≤ 1 minute 1 Action 30 ft V, S, M C ≤ 1 minute 1 Action
You manifest a minor wonder within range. You create one of the Up to three creatures of your choice that you can see within You bless up to three creatures within range. Whenever a target
effects below within range. If you cast this spell multiple times, range must each make a Charisma saving throw. Whenever a makes an attack roll or a saving throw before the spell ends, the
you can have up to three of its 1-minute effects active at a time. target that fails this save makes an attack roll or a saving throw target adds 1d4 to the attack roll or save.
Altered Eyes. You alter the appearance of your eyes for 1 before the spell ends, the target must subtract 1d4 from the Using a Higher-Level Spell Slot. You can target one additional
minute. attack roll or save. creature for each spell slot level above 1.
Booming Voice. Your voice booms up to three times as loud as Using a Higher-Level Spell Slot. You can target one additional Material: A Holy Symbol, worth 5+ GP.
normal for 1 minute. For the duration, you have Advantage on creature for each spell slot level above 1.
Charisma (Intimidation) checks. Material: A drop of blood.
Fire Play. You cause flames to flicker, brighten, dim, or change
color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or
window to fly open or slam shut.
Phantom Sound. You create an instantaneous sound that
originates from a point of your choice within range, such as a
rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.
Transmutation Cleric Enchantment Bard, Cleric, Warlock Enchantment Cleric, Paladin
Command 1 Create or Destroy Water 1 Cure Wounds 1
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
60 ft V Instantaneous 1 Action 30 ft V, S, M Instantaneous 1 Action Touch V, S Instantaneous 1 Action
You speak a one-word command to a creature you can see within You do one of the following: A creature you touch regains a number of Hit Points equal to 2d8
range. The target must succeed on a Wisdom saving throw or Create Water. You create up to 10 gallons of clean water within plus your spellcasting ability modifier.
follow the command on its next turn. Choose the command from range in an open container. Alternatively, the water falls as rain Using a Higher-Level Spell Slot. The healing increases by 2d8
these options: in a 30-foot Cube within range, extinguishing exposed flames for each spell slot level above 1.
Approach. The target moves toward you by the shortest and there.
most direct route, ending its turn if it moves within 5 ft of you. Destroy Water. You destroy up to 10 gallons of water in an open
Drop. The target drops whatever it is holding and then ends its container within range. Alternatively, you destroy fog in a 30-
turn. foot Cube within range.
Flee. The target spends its turn moving away from you by the Using a Higher-Level Spell Slot. You create or destroy 10
fastest available means. additional gallons of water, or the size of the Cube increases by
Grovel. The target has the Prone condition and then ends its 5 feet, for each spell slot level above 1.
turn. Material: A mix of water and sand.
Halt. On its turn, the target doesn't move and takes no action or
Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional
creature for each spell slot level above 1.
Enchantment Bard, Cleric, Paladin Transmutation Cleric, Druid Abjuration Bard, Cleric, Druid, Paladin, Ranger
Detect Evil and Good 1 R Detect Magic 1 R Detect Poison and Disease 1
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
Self V, S C ≤ 10 minutes 1 Action Self V, S C ≤ 10 minutes 1 Action Self V, S, M C ≤ 10 minutes 1 Action
For the duration, you sense the location of any Aberration, For the duration, you sense the presence of magical effects For the duration, you sense the location of poisons, poisonous or
Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of within 30 feet of yourself. If you sense such effects, you can take venomous creatures, and magical contagions within 30 feet of
yourself. You also sense whether the Hallow spell is active there the Magic action to see a faint aura around any visible creature yourself. You sense the kind of poison, creature, or contagion in
and, if so, where. or object in the area that bears the magic, and if an effect was each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of 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. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
metal; or a thin sheet of lead. Material: A yew leaf.
Divination Cleric, Paladin Divination All Spellcasters Divination Cleric, Druid, Paladin, Ranger
Guiding Bolt 1 Healing Word 1 Inflict Wounds 1
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
120 ft V, S 1 round 1 Action 60 ft V Instantaneous Bonus Action Touch V, S Instantaneous 1 Action
You hurl a bolt of light toward a creature within range. Make a A creature of your choice that you can see within range regains A creature you touch makes a Constitution saving throw, taking
ranged spell attack against the target. On a hit, it takes 4d6 Hit Points equal to 2d4 plus your spellcasting ability modifier. 2d10 Necrotic damage on a failed save or half as much damage
Radiant damage, and the next attack roll made against it before Using a Higher-Level Spell Slot. The healing increases by 2d4 on a successful one.
the end of your next turn has Advantage. for each spell slot level above 1. Using a Higher-Level Spell Slot. The damage increases by 1d10
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
for each spell slot level above 1.
Evocation Cleric Abjuration Bard, Cleric, Druid Necromancy Cleric
Protection from Evil and Good 1 R Purify Food and Drink 1 Sanctuary 1
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
Touch V, S, M C ≤ 10 minutes 1 Action 10 ft V, S Instantaneous 1 Action 30 ft V, S, M 1 minute Bonus Action
Until the spell ends, one willing creature you touch is protected You remove poison and rot from nonmagical food and drink in a You ward a creature within range. Until the spell ends, any
against creatures that are Aberrations, Celestials, Elementals, 5-foot-radius Sphere centered on a point within range. creature who targets the warded creature with an attack roll or
Fey, Fiends, or Undead. The protection grants several benefits. a damaging spell must succeed on a Wisdom saving throw or
Creatures of those types have Disadvantage on attack rolls either choose a new target or lose the attack or spell. This spell
against the target. The target also can't be possessed by or gain doesn't protect the warded creature from areas of effect.
the Charmed or Frightened conditions from them. If the target is The spell ends if the warded creature makes an attack roll, casts
already possessed, Charmed, or Frightened by such a creature, a spell, or deals damage.
the target has Advantage on any new saving throw against the
relevant effect. Material: A shard of glass from a mirror.
Material: A flask of Holy Water worth 25+ GP, which the spell
consumes.
Abjuration Cleric, Druid, Paladin, Warlock, Wizard Transmutation Cleric, Druid, Paladin Abjuration Cleric
Shield of Faith 1 Aid 2 R Augury 2
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
60 ft V, S, M C ≤ 10 minutes Bonus Action 30 ft V, S, M 8 hours 1 Action Self V, S, M Instantaneous 1 minute
A shimmering field surrounds a creature of your choice within Choose up to three creatures within range. Each target's Hit By casting gem-inlaid sticks, rolling dragon bones, laying out
range, granting it a +2 bonus to AC for the duration. Point maximum and current Hit Points increase by 5 for the ornate cards, or employing some other divining tool, you receive
Material: A prayer scroll. duration. an omen from an otherworldly entity about the results of a
Using a Higher-Level Spell Slot. Each target's Hit Points specific course of action that you plan to take within the next 30
increase by 5 for each spell slot level above 2. minutes. The DM chooses from the following possible omens:
Material: A strip of white cloth. Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances
that might change the outcome, such as the casting of additional
spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your
next long rest, there is a cumulative 25 percent chance for each
casting after the first that you get a random reading. The DM
makes this roll in secret.
Material: Specially marked sticks, bones, or similar tokens worth
at least 25 gp.
Abjuration Cleric, Paladin Abjuration Bard, Cleric, Druid, Paladin, Ranger Divination Cleric, Druid, Wizard
Blindness/Deafness 2 Calm Emotions 2 Continual Flame 2
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
120 ft V 1 minute 1 Action 60 ft V, S C ≤ 1 minute 1 Action Touch V, S, M Until dispelled 1 Action
One creature that you can see within range must succeed on a Each Humanoid in a 20-foot-radius Sphere centered on a point A flame springs from an object that you touch. The effect casts
Constitution saving throw, or it has the Blinded or Deafened you choose within range must succeed on a Charisma saving Bright Light in a 20-foot radius and Dim Light for an additional
condition (your choice) for the duration. At the end of each of its throw or be affected by one of the following effects (choose for 20 feet. It looks like a regular flame, but it creates no heat and
turns, the target repeats the save, ending the spell on itself on a each creature): consumes no fuel. The flame can be covered or hidden but not
success. The creature has Immunity to the Charmed and Frightened smothered or quenched.
Using a Higher-Level Spell Slot. You can target one additional conditions until the spell ends. If the creature was already Material: Ruby dust worth 50+ GP, which the spell consumes.
creature for each spell slot level above 2. Charmed or Frightened, those conditions are suppressed for
the duration.
The creature becomes Indifferent about creatures of your
choice that it's Hostile toward. This indifference ends if the
target takes damage or witnesses its allies taking damage.
When the spell ends, the creature's attitude returns to normal.
Transmutation Bard, Cleric, Sorcerer, Wizard Enchantment Bard, Cleric Evocation Cleric, Druid, Wizard
Enhance Ability 2 Find Traps 2 R Gentle Repose 2
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
Touch V, S, M C ≤ 1 hour 1 Action 120 ft V, S Instantaneous 1 Action Touch V, S, M 10 days 1 Action
You touch a creature and choose Strength, Dexterity, You sense any trap within range that is within line of sight. A You touch a corpse or other remains. For the duration, the target
Intelligence, Wisdom, or Charisma. For the duration, the target trap, for the purpose of this spell, includes any object or is protected from decay and can't become Undead.
has Advantage on ability checks using the chosen ability. mechanism that was created to cause damage or other danger. The spell also effectively extends the time limit on raising the
Using a Higher-Level Spell Slot. You can target one additional Thus, the spell would sense the Alarm or Glyph of Warding spell target from the dead, since days spent under the influence of
creature for each spell slot level above 2. You can choose a or a mechanical pit trap, but it wouldn't reveal a natural this spell don't count against the time limit of spells such as
different ability for each target. weakness in the floor, an unstable ceiling, or a hidden sinkhole. Raise Dead.
Material: Fur or a feather. This spell reveals that a trap is present but not its location. You Material: 2 copper pieces, which the spell consume.
do learn the general nature of the danger posed by a trap you
sense.
Transmutation Bard, Cleric, Druid, Ranger, Sorcerer, Wizard Divination Cleric, Druid, Ranger Necromancy Cleric, Paladin, Wizard
Hold Person 2 Lesser Restoration 2 Locate Object 2
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
60 ft V, S, M C ≤ 1 minute 1 Action Touch V, S Instantaneous Bonus Action Self V, S, M C ≤ 10 minutes 1 Action
Choose a Humanoid that you can see within range. The target You touch a creature and end one condition on it: Blinded, Describe or name an object that is familiar to you. You sense the
must succeed on a Wisdom saving throw or have the Paralyzed Deafened, Paralyzed, or Poisoned. direction to the object's location if that object is within 1,000
condition for the duration. At the end of each of its turns, the feet of you. If the object is in motion, you know the direction of
target repeats the save, ending the spell on itself on a success. its movement.
Using a Higher-Level Spell Slot. You can target one additional The spell can locate a specific object known to you if you have
Humanoid for each spell slot level above 2. seen it up close—within 30 feet—at least once. Alternatively, the
Material: A straight piece of iron. 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.
Material: A forked twig.
Enchantment Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Abjuration Bard, Cleric, Druid, Paladin, Ranger Divination Bard, Cleric, Druid, Paladin, Ranger, Wizard
Prayer of Healing 2 Protection from Poison 2 R Silence 2
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
30 ft V Instantaneous 10 minutes Touch V, S 1 hour 1 Action 120 ft V, S C ≤ 10 minutes 1 Action
Up to five creatures of your choice who remain within range for You touch a creature and end the Poisoned condition on it. For For the duration, no sound can be created within or pass through
the spell's entire casting gain the benefits of a Short Rest and the duration, the target has Advantage on saving throws to avoid a 20-foot-radius Sphere centered on a point you choose within
also regain 2d8 Hit Points. A creature can't be affected by this or end the Poisoned condition, and it has Resistance to Poison range. Any creature or object entirely inside the Sphere has
spell again until that creature finishes a Long Rest. damage. Immunity to Thunder damage, and creatures have the Deafened
Using a Higher-Level Spell Slot. The healing increases by 1d8 condition while entirely inside it. Casting a spell that includes a
for each spell slot level above 2. Verbal component is impossible there.
Abjuration Cleric, Paladin Abjuration Cleric, Druid, Paladin, Ranger Illusion Bard, Cleric, Ranger
Spiritual Weapon 2 Warding Bond 2 Zone of Truth 2
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
60 ft V, S C ≤ 1 minute Bonus Action Touch V, S, M 1 hour 1 Action 60 ft V, S 10 minutes 1 Action
You create a floating, spectral force that resembles a weapon of You touch another creature that is willing and create a mystic You create a magical zone that guards against deception in a 15-
your choice and lasts for the duration. connection between you and the target until the spell ends. foot-radius Sphere centered on a point within range. Until the
The force appears within range in a space of your choice, and While the target is within 60 feet of you, it gains a +1 bonus to AC spell ends, a creature that enters the spell's area for the first
you can immediately make one melee spell attack against one and saving throws, and it has Resistance to all damage. Also, time on a turn or starts its turn there makes a Charisma saving
creature within 5 feet of the force. On a hit, the target takes each time it takes damage, you take the same amount of throw. On a failed save, a creature can't speak a deliberate lie
Force damage equal to 1d8 plus your spellcasting ability modifier. damage. while in the radius. You know whether a creature succeeds or
The spell ends if you drop to 0 Hit Points or if you and the target fails on this save.
As a Bonus Action on your later turns, you can move the force up
to 20 feet and repeat the attack against a creature within 5 feet become separated by more than 60 feet. It also ends if the spell An affected creature is aware of the spell and can avoid
of it. is cast again on either of the connected creatures. answering questions to which it would normally respond with a
Material: A pair of platinum rings worth 50+ GP each, which you lie. Such a creature can be evasive yet must be truthful.
Using a Higher-Level Spell Slot. The damage increases by 1d8
for every slot level above 2. and the target must wear for the duration.
Evocation Cleric Abjuration Cleric, Paladin Enchantment Bard, Cleric, Paladin
Animate Dead 3 Beacon of Hope 3 Bestow Curse 3
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
10 ft V, S, M Instantaneous 1 minute 30 ft V, S C ≤ 1 minute 1 Action Touch V, S C ≤ 1 minute 1 Action
Choose a pile of bones or a corpse of a Medium or Small Humanoid Choose any number of creatures within range. For the duration, You touch a creature, which must succeed on a Wisdom saving
within range. The target becomes an Undead creature: a Skeleton
each target has Advantage on Wisdom saving throws and Death throw or become cursed for the duration. Until the curse ends,
if you chose bones or a Zombie if you chose a corpse.
Saving Throws and regains the maximum number of Hit Points the target suffers one of the following effects of your choice:
On each of your turns, you can take a Bonus Action to mentally
command any creature you made with this spell if the creature is possible from any healing. Choose one ability. The target has Disadvantage on ability
within 60 feet of you (if you control multiple creatures, you can checks and saving throws made with that ability.
command any of them at the same time, issuing the same
command to each one). You decide what action the creature will The target has Disadvantage on attack rolls against you.
take and where it will move on its next turn, or you can issue a In combat, the target must succeed on a Wisdom saving throw
general command, such as to guard a chamber or corridor. If you
issue no commands, the creature takes the Dodge action and at the start of each of its turns or be forced to take the Dodge
moves only to avoid harm. Once given an order, the creature action on that turn.
continues to follow it until its task is complete. If you deal damage to the target with an attack roll or a spell,
The creature is under your control for 24 hours, after which it the target takes an extra 1d8 Necrotic damage.
stops obeying any command you've given it. To maintain control of
the creature for another 24 hours, you must cast this spell on the Using a Higher-Level Spell Slot. If you cast this spell using a
creature again before the current 24-hour period ends. This use of level 4 spell slot, you can maintain Concentration on it for up to
the spell reasserts your control over up to four creatures you have
10 minutes. If you use a level 5+ spell slot, the spell doesn't
animated with this spell rather than animating a new creature.
require Concentration, and the duration becomes 8 hours (level
Using a Higher-Level Spell Slot. You animate or reassert control
over two additional Undead creatures for each spell slot level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell
above 3. Each of the creatures must come from a different corpse slot, the spell lasts until dispelled.
or pile of bones.
Material: A drop of blood, a piece of flesh, and a pinch of bone dust.
Necromancy Cleric, Wizard Abjuration Cleric Necromancy Bard, Cleric, Wizard
Clairvoyance 3 Create Food and Water 3 Daylight 3
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
1 mile V, S, M C ≤ 10 minutes 10 minutes 30 ft V, S Instantaneous 1 Action 60 ft V, S 1 hour 1 Action
You create an Invisible sensor within range in a location familiar You create 45 pounds of food and 30 gallons of fresh water on For the duration, sunlight spreads from a point within range and
to you (a place you have visited or seen before) or in an obvious the ground or in containers within range—both useful in fending fills a 60-foot-radius Sphere. The sunlight's area is Bright Light
location that is unfamiliar to you (such as behind a door, around off the hazards of malnutrition and dehydration. The food is and sheds Dim Light for an additional 60 feet.
a corner, or in a grove of trees). The intangible, invulnerable bland but nourishing and looks like a food of your choice, and the Alternatively, you cast the spell on an object that isn't being
sensor remains in place for the duration. water is clean. The food spoils after 24 hours if uneaten. worn or carried, causing the sunlight to fill a 60-foot Emanation
When you cast the spell, choose seeing or hearing. You can use originating from that object. Covering that object with
the chosen sense through the sensor as if you were in its space. something opaque, such as a bowl or helm, blocks the sunlight.
As a Bonus Action, you can switch between seeing and hearing. If any of this spell's area overlaps with an area of Darkness
A creature that sees the sensor (such as a creature benefiting created by a spell of level 3 or lower, that other spell is
from See Invisibility or Truesight) sees a luminous orb about the dispelled.
size of your fist.
Material: A focus worth 100+ GP, either a jeweled horn for hearing
or a glass eye for seeing.
Divination Bard, Cleric, Sorcerer, Wizard Conjuration Cleric, Paladin Evocation Cleric, Druid, Paladin, Ranger, Sorcerer
Dispel Magic 3 Glyph of Warding 3 Magic Circle 3
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
120 ft V, S Instantaneous 1 Action Touch V, S, M Until triggered 1 hour 10 ft V, S, M 1 hour 1 minute
Choose one creature, object, or magical effect within range. Any You inscribe a glyph that later unleashes a magical effect. You You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy
inscribe it either on a surface (such as a table or a section of centered on a point on the ground that you can see within range.
ongoing spell of level 3 or lower on the target ends. For each
Glowing runes appear wherever the Cylinder intersects with the
ongoing spell of level 4 or higher on the target, make an ability floor) or within an object that can be closed (such as a book or
floor or other surface.
check using your spellcasting ability (DC 10 plus that spell's chest) to conceal the glyph. The glyph can cover an area no
Choose one or more of the following types of creatures: Celestials,
level). On a successful check, the spell ends. larger than 10 feet in diameter. If the surface or object is moved
Elementals, Fey, Fiends, or Undead. The circle affects a creature of
more than 10 feet from where you cast this spell, the glyph is the chosen type in the following ways:
Using a Higher-Level Spell Slot. You automatically end a spell broken, and the spell ends without being triggered. The glyph
The creature can't willingly enter the Cylinder by nonmagical
on the target if the spell's level is equal to or less than the level may also be dispelled by the caster at will. means. If the creature tries to use teleportation or interplanar
of the spell slot you use. The glyph is nearly imperceptible and requires a successful travel to do so, it must first succeed on a Charisma saving
Wisdom (Perception) check against your spell save DC to notice. throw.
The creature has Disadvantage on attack rolls against targets
When you inscribe the glyph, you set its trigger and choose within the Cylinder.
whether it's an explosive rune or a spell glyph, as explained Targets within the Cylinder can't be possessed by or gain the
below. Charmed or Frightened condition from the creature.
Set the Trigger. You decide what triggers the glyph when you Each time you cast this spell, you can cause its magic to operate in
cast the spell. For glyphs inscribed on a surface, common the reverse direction, preventing a creature of the specified type
triggers include touching or stepping on the glyph, removing from leaving the Cylinder and protecting targets outside it.
another object covering it, or approaching within a certain Using a Higher-Level Spell Slot. The duration increases by 1 hour
distance of it. For glyphs inscribed within an object, common for each spell slot level above 3.
triggers include opening that object or seeing the glyph. Once a Material: Salt and powdered silver worth 100+ GP, which the spell
glyph is triggered, this spell ends. consumes.
You can refine the trigger so that only creatures of certain types
Abjuration All Spellcasters activate it (for example, the glyph could be set to affect Abjuration Cleric, Paladin, Warlock, Wizard
Aberrations). You can also set conditions for creatures that don't
trigger the glyph, such as those who say a certain password.
Mass Healing Word 3 Explosive Rune. When triggered, the glyph erupts with magical
R Meld into Stone 3
RANGE COMPONENTS DURATION CASTING TIME energy in a 20-foot-radius Sphere centered on the glyph. Each RANGE COMPONENTS DURATION CASTING TIME
60 ft V Instantaneous Bonus Action creature in the area makes a Dexterity saving throw. A creature Touch V, S 8 hours 1 Action
takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your
Up to six creatures of your choice that you can see within range choice when you create the glyph) on a failed save or half as You step into a stone object or surface large enough to fully
regain Hit Points equal to 2d4 plus your spellcasting ability much damage on a successful one. contain your body, merging yourself and your equipment with
modifier. the stone for the duration. You must touch the stone to do so.
Spell Glyph. You can store a prepared spell of level 3 or lower in Nothing of your presence remains visible or otherwise
Using a Higher-Level Spell Slot. The healing increases by 1d4 the glyph by casting it as part of creating the glyph. The spell detectable by nonmagical senses.
for each spell slot level above 3. must target a single creature or an area. The spell being stored
has no immediate effect when cast in this way. While merged with the stone, you can't see what occurs outside
it, and any Wisdom (Perception) checks you make to hear sounds
When the glyph is triggered, the stored spell takes effect. If the outside it are made with Disadvantage. You remain aware of the
spell has a target, it targets the creature that triggered the passage of time and can cast spells on yourself while merged in
glyph. If the spell affects an area, the area is centered on that the stone. You can use 5 feet of movement to leave the stone
creature. If the spell summons Hostile creatures or creates where you entered it, which ends the spell. You otherwise can't
harmful objects or traps, they appear as close as possible to the move.
intruder and attack it. If the spell requires Concentration, it lasts
until the end of its full duration. Minor physical damage to the stone doesn't harm you, but its
partial destruction or a change in its shape (to the extent that
Using a Higher-Level Spell Slot. The damage of an explosive you no longer fit within it) expels you and deals 6d6 Force
rune increases by 1d8 for each spell slot level above 3. If you damage to you. The stone's complete destruction (or
create a spell glyph, you can store any spell of up to the same transmutation into a different substance) expels you and deals
level as the spell slot you use for the Glyph of Warding. 50 Force damage to you. If expelled, you move into an
Material: Powdered diamond worth 200+ GP, which the spell unoccupied space closest to where you first entered and have
consumes. the Prone condition.
Abjuration Bard, Cleric Abjuration Bard, Cleric, Wizard Transmutation Cleric, Druid, Ranger
Protection from Energy 3 Remove Curse 3 Revivify 3
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
Touch V, S C ≤ 1 hour 1 Action Touch V, S Instantaneous 1 Action Touch V, S, M Instantaneous 1 Action
For the duration, the willing creature you touch has Resistance At your touch, all curses affecting one creature or object end. If You touch a creature that has died within the last minute. That
to one damage type of your choice: Acid, Cold, Fire, Lightning, or the object is a cursed magic item, its curse remains, but the creature revives with 1 Hit Point. This spell can't revive a
Thunder. spell breaks its owner's Attunement to the object so it can be creature that has died of old age, nor does it restore any missing
removed or discarded. body parts.
Material: Diamonds worth 300+ GP, which the spell consumes.
Abjuration Cleric, Druid, Ranger, Sorcerer, Wizard Abjuration Cleric, Paladin, Warlock, Wizard Necromancy Cleric, Druid, Paladin, Ranger
Sending 3 Speak with Dead 3 Spirit Guardians 3
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
Unlimited V, S, M Instantaneous 1 Action 10 ft V, S, M 10 minutes 1 Action Self V, S, M C ≤ 10 minutes 1 Action
You send a short message of 25 words or fewer to a creature you You grant the semblance of life to a corpse of your choice within Protective spirits flit around you in a 15-foot Emanation for the
have met or a creature described to you by someone who has range, allowing it to answer questions you pose. The corpse must duration. If you are good or neutral, their spectral form appears
met it. The target hears the message in its mind, recognizes you have a mouth, and this spell fails if the deceased creature was angelic or fey (your choice). If you are evil, they appear fiendish.
as the sender if it knows you, and can answer in a like manner Undead when it died. The spell also fails if the corpse was the When you cast this spell, you can designate creatures to be
immediately. The spell enables targets to understand the target of this spell within the past 10 days. unaffected by it. Any other creature's Speed is halved in the
meaning of your message. Until the spell ends, you can ask the corpse up to five questions. Emanation, and whenever the Emanation enters a creature's
You can send the message across any distance and even to other The corpse knows only what it knew in life, including the space and whenever a creature enters the Emanation or ends its
planes of existence, but if the target is on a different plane than languages it knew. Answers are usually brief, cryptic, or turn there, the creature must make a Wisdom saving throw. On a
you, there is a 5 percent chance that the message doesn't repetitive, and the corpse is under no compulsion to offer a failed save, the creature takes 3d8 Radiant damage (if you are
arrive. You know if the delivery fails. truthful answer if you are antagonistic toward it or it recognizes good or neutral) or 3d8 Necrotic damage (if you are evil). On a
Upon receiving your message, a creature can block your ability you as an enemy. This spell doesn't return the creature's soul to successful save, the creature takes half as much damage. A
to reach it again with this spell for 8 hours. If you try to send its body, only its animating spirit. Thus, the corpse can't learn creature makes this save only once per turn.
another message during that time, you learn that you are new information, doesn't comprehend anything that has Using a Higher-Level Spell Slot. The damage increases by 1d8
blocked, and the spell fails. happened since it died, and can't speculate about future events. for each spell slot level above 3.
Material: A copper wire. Material: Burning incense. Material: A prayer scroll.
Divination Bard, Cleric, Wizard Necromancy Bard, Cleric, Wizard Conjuration Cleric
Tongues 3 R Water Walk 3
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
Touch V, M 1 hour 1 Action 30 ft V, S, M 1 hour 1 Action
This spell grants the creature you touch the ability to understand This spell grants the ability to move across any liquid surface—
any spoken or signed language that it hears or sees. Moreover, such as water, acid, mud, snow, quicksand, or lava—as if it were
when the target communicates by speaking or signing, any harmless solid ground (creatures crossing molten lava can still
creature that knows at least one language can understand it if take damage from the heat). Up to ten willing creatures of your
that creature can hear the speech or see the signing. choice within range gain this ability for the duration.
Material: A miniature ziggurat. 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.
Material: A piece of cork.
Divination Bard, Cleric, Sorcerer, Warlock, Wizard Transmutation Cleric, Druid, Ranger, Sorcerer