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Spell Cards

The document provides a list of various spells, including their range, components, duration, and casting time. Each spell is categorized by its school of magic and includes descriptions of their effects and potential upgrades at higher levels. The spells cover a range of functionalities from damage dealing to utility effects.
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0% found this document useful (0 votes)
8 views34 pages

Spell Cards

The document provides a list of various spells, including their range, components, duration, and casting time. Each spell is categorized by its school of magic and includes descriptions of their effects and potential upgrades at higher levels. The spells cover a range of functionalities from damage dealing to utility effects.
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

Acid Splash 0 Chill Touch 0 Dancing Lights 0

RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V, S Instantaneous 1 Action Touch V, S Instantaneous 1 Action 120 ft V, S, M C ≤ 1 minute 1 Action


You create an acidic bubble at a point within range, where it Channeling the chill of the grave, make a melee spell attack You create up to four torch-size lights within range, making them
explodes in a 5-foot-radius Sphere. Each creature in that Sphere against a target within reach. On a hit, the target takes 1d10 appear as torches, lanterns, or glowing orbs that hover for the
must succeed on a Dexterity saving throw or take 1d6 Acid Necrotic damage, and it can't regain Hit Points until the end of duration. Alternatively, you combine the four lights into one
damage. your next turn. glowing Medium form that is vaguely humanlike. Whichever form
Cantrip Upgrade. The damage increases by 1d6 when you reach Cantrip Upgrade. The damage increases by 1d10 when you reach you choose, each light sheds Dim Light in a 10-foot radius.
levels 5 (2d6), 11 (3d6), and 17 (4d6). levels 5 (2d10), 11 (3d10), and 17 (4d10). As a Bonus Action, you can move the lights up to 60 feet to a
space within range. A light must be within 20 feet of another
light created by this spell, and a light vanishes if it exceeds the
spell's range.
Material: A bit of phosphorus.

Evocation Sorcerer, Wizard Necromancy Sorcerer, Warlock, Wizard Illusion Bard, Sorcerer, Wizard

Druidcraft 0 Eldritch Blast 0 Elementalism 0


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, S Instantaneous 1 Action 120 ft V, S Instantaneous 1 Action 30 ft V, S Instantaneous 1 Action


Weather Sensor. You create a Tiny, harmless sensory effect that Your hurl a beam of crackling energy. Make a ranged spell attack You exert control over the elements, creating one of the
predicts what the weather will be at your location for the next against one creature or object in range. On a hit, the target following effects within range:
24 hours. The effect might manifest as a golden orb for clear takes 1d10 Force damage. Beckon Air. You create a breeze strong enough to ripple cloth,
skies, a cloud for rain, falling snowflakes for snow, and so on. Cantrip Upgrade. The spell creates two beams at level 5, three stir dust, rustle leaves, and close open doors and shutters, all in
This effect persists for 1 round. a 5-foot Cube. Doors and shutters being held open by someone
beams at level 11, and four beams at level 17. You can direct the
or something aren't affected.
Bloom. You instantly make a flower blossom, a seed pod open, or beams at the same target or at different ones. Make a separate
a leaf bud bloom. attack roll for each beam. Beckon Earth. You create a thin shroud of dust or sand that
covers surfaces in a 5-foot-square area, or you cause a single
Sensory Effect. You create a harmless sensory effect, such as word to appear in your handwriting in a patch of dirt or sand.
falling leaves, spectral dancing fairies, a gentle breeze, the
Beckon Fire. You create a thin cloud of harmless embers and
sound of an animal, or the faint odor of skunk. The effect must
colored, scented smoke in a 5-foot Cube. You choose the color
fit in a 5-foot Cube.
and scent, and the embers can light candles, torches, or lamps in
Fire Play. You light or snuff out a candle, a torch, or a campfire. that area. The smoke's scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist that lightly
dampens creatures and objects in a 5-foot Cube. Alternatively,
you create 1 cup of clean water either in an open container or on
a surface, and the water evaporates in 1 minute.
Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water
that can fit in a 1-foot Cube to assume a crude shape (such as
that of a creature or an object) for 1 hour.

Transmutation Druid Evocation Warlock Transmutation Druid, Sorcerer, Wizard

Fire Bolt 0 Guidance 0 Light 0


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 C ≤ 1 minute 1 Action Touch V, M 1 hour 1 Action


You hurl a mote of fire at a creature or an object within range. 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
Make a ranged spell attack against the target. On a hit, the ends, the creature adds 1d4 to any ability check using the chosen carried by someone else. Until the spell ends, the object sheds
target takes 1d10 Fire damage. A flammable object hit by this skill. Bright Light in a 20-foot radius and Dim Light for an additional
spell starts burning if it isn't being worn or carried. 20 feet. The light can be colored as you like.
Cantrip Upgrade. The damage increases by 1d10 when you reach Covering the object with something opaque blocks the light. The
levels 5 (2d10), 11 (3d10), and 17 (4d10). spell ends if you cast it again.
Material: A firefly or phosphorescent moss.

Evocation Sorcerer, Wizard Divination Cleric, Druid Evocation Bard, Cleric, Sorcerer, Wizard
Mage Hand 0 Mending 0 Message 0
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, S 1 minute 1 Action Touch V, S, M Instantaneous 1 minute 120 ft S, M 1 round 1 Action


A spectral, floating hand appears at a point you choose within This spell repairs a single break or tear in an object you touch, You point toward a creature within range and whisper a message.
range. The hand lasts for the duration. The hand vanishes if it is such as a broken chain link, two halves of a broken key, a torn The target (and only the target) hears the message and can reply
ever more than 30 feet away from you or if you cast this spell cloak, or a leaking wineskin. As long as the break or tear is no in a whisper that only you can hear.
again. larger than 1 foot in any dimension, you mend it, leaving no trace You can cast this spell through solid objects if you are familiar
When you cast the spell, you can use the hand to manipulate an of the former damage. with the target and know it is beyond the barrier. Magical
object, open an unlocked door or container, stow or retrieve an This spell can physically repair a magic item, but it can't restore silence; 1 foot of stone, metal, or wood; or a thin sheet of lead
item from an open container, or pour the contents out of a vial. magic to such an object. blocks the spell.
As a Magic action on your later turns, you can control the hand Material: Two lodestones. Material: A copper wire.
thus again. As part of that action, you can move the hand up to
30 feet.
The hand can't attack, activate magic items, or carry more than
10 pounds.

Conjuration Bard, Sorcerer, Warlock, Wizard Transmutation Bard, Cleric, Druid, Sorcerer, Wizard Transmutation Bard, Druid, Sorcerer, Wizard

Minor Illusion 0 Poison Spray 0 Prestidigitation 0


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft S, M 1 minute 1 Action 30 ft V, S Instantaneous 1 Action 10 ft V, S ≤ 1 hour 1 Action


You create a sound or an image of an object within range that You spray toxic mist at a creature within range. Make a ranged You create a magical effect within range. Choose the effect from
lasts for the duration. See the descriptions below for the effects spell attack against the target. On a hit, the target takes 1d12 the options below. If you cast this spell multiple times, you can
of each. The illusion ends if you cast this spell again. Poison damage. have up to three of its non-instantaneous effects active at a
If a creature takes a Study action to examine the sound or Cantrip Upgrade. The damage increases by 1d12 when you reach time.
image, the creature can determine that it is an illusion with a
levels 5 (2d12), 11 (3d12), and 17 (4d12). Sensory Effect. You create an instantaneous, harmless sensory
successful Intelligence (Investigation) check against your spell
effect, such as a shower of sparks, a puff of wind, faint musical
save DC. If a creature discerns the illusion for what it is, the
notes, or an odd odor.
illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a Fire Play. You instantaneously light or snuff out a candle, a
whisper to a scream. It can be your voice, someone else's voice, torch, or a small campfire.
a lion's roar, a beating of drums, or any other sound you choose. Clean or Soil. You instantaneously clean or soil an object no
The sound continues unabated throughout the duration, or you larger than 1 cubic foot.
can make discrete sounds at different times before the spell
ends. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of
nonliving material for 1 hour.
Image. If you create an image of an object—such as a chair,
muddy footprints, or a small chest—it must be no larger than a 5- Magic Mark. You make a color, a small mark, or a symbol appear
foot Cube. The image can't create sound, light, smell, or any on an object or a surface for 1 hour.
other sensory effect. Physical interaction with the image reveals
Minor Creation. You create a nonmagical trinket or an illusory
it to be an illusion, since things can pass through it.
image that can fit in your hand. It lasts until the end of your next
Material: A bit of fleece. turn. A trinket can deal no damage and has no monetary worth.

Illusion Bard, Sorcerer, Warlock, Wizard Necromancy Druid, Sorcerer, Warlock, Wizard Transmutation Bard, Sorcerer, Warlock, Wizard

Produce Flame 0 Ray of Frost 0 Resistance 0


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S 10 minutes Bonus Action 60 ft V, S Instantaneous 1 Action Touch V, S C ≤ 1 minute 1 Action


A flickering flame appears in your hand and remains there for A frigid beam of blue-white light streaks toward a creature You touch a willing creature and choose a damage type: Acid,
the duration. While there, the flame emits no heat and ignites within range. Make a ranged spell attack against the target. On a Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison,
nothing, and it sheds Bright Light in a 20-foot radius and Dim hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet Radiant, Slashing, or Thunder. When the creature takes damage
Light for an additional 20 feet. The spell ends if you cast it again. until the start of your next turn. of the chosen type before the spell ends, the creature reduces
Until the spell ends, you can take a Magic action to hurl fire at a Cantrip Upgrade. The damage increases by 1d8 when you reach the total damage taken by 1d4. A creature can benefit from this
creature or an object within 60 feet of you. Make a ranged spell levels 5 (2d8), 11 (3d8), and 17 (4d8). spell only once per turn.
attack. On a hit, the target takes 1d8 Fire damage.
Cantrip Upgrade. The damage increases by 1d8 when you reach
levels 5 (2d8), 11 (3d8), and 17 (4d8).

Conjuration Druid Evocation Sorcerer, Wizard Abjuration Cleric, Druid


Sacred Flame 0 Shillelagh 0 Shocking Grasp 0
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V, S Instantaneous 1 Action Self V, S, M 1 minute Bonus Action Touch V, S Instantaneous 1 Action


Flame-like radiance descends on a creature that you can see A Club or Quarterstaff you are holding is imbued with nature's Lightning springs from you to a creature that you try to touch.
within range. The target must succeed on a Dexterity saving power. For the duration, you can use your spellcasting ability Make a melee spell attack against the target. On a hit, the target
throw or take 1d8 Radiant damage. The target gains no benefit instead of Strength for the attack and damage rolls of melee takes 1d8 Lightning damage, and it can't make Opportunity
from Half Cover or Three-Quarters Cover for this save. attacks using that weapon, and the weapon's damage die Attacks until the start of its next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach becomes a d8. If the attack deals damage, it can be Force Cantrip Upgrade. The damage increases by 1d8 when you reach
levels 5 (2d8), 11 (3d8), and 17 (4d8). damage or the weapon's normal damage type (your choice). levels 5 (2d8), 11 (3d8), and 17 (4d8).
The spell ends early if you cast it again or if you let go of the
weapon.
Cantrip Upgrade. The weapon's damage die changes when you
reach levels 5 (d10), 11 (d12), and 17 (2d6).
Material: Mistletoe.

Evocation Cleric Transmutation Druid Evocation Sorcerer, Wizard

Sorcerous Burst 0 Spare the Dying 0 Starry Wisp 0


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

120 ft V, S Instantaneous 1 Action 15 ft V, S Instantaneous 1 Action 60 ft V, S Instantaneous 1 Action


You cast sorcerous energy at one creature or object within Choose a creature within range that has 0 Hit Points and isn't You launch a mote of light at one creature or object within
range. Make a ranged attack roll against the target. On a hit, the dead. The creature becomes Stable. range. Make a ranged spell attack against the target. On a hit,
target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Cantrip Upgrade. The range doubles when you reach levels 5 the target takes 1d8 Radiant damage, and until the end of your
Lightning, Poison, Psychic, or Thunder. (30 feet), 11 (60 feet), and 17 (120 feet). next turn, it emits Dim Light in a 10-foot radius and can't benefit
If you roll an 8 on a d8 for this spell, you can roll another d8, and from the Invisible condition.
add it to the damage. When you cast this spell, the maximum Cantrip Upgrade. The damage increases by 1d8 when you reach
number of these d8s you can add to the spell's damage equals levels 5 (2d8), 11 (3d8), and 17 (4d8).
your spellcasting ability modifier.
Cantrip Upgrade. This damage increases by 1d8 when you reach
level 5 (2d8), 11 (3d8), and 17 (4d8).

Evocation Sorcerer Necromancy Cleric, Druid Evocation Bard, Druid

Thaumaturgy 0 True Strike 0 Vicious Mockery 0


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V ≤ 1 minute 1 Action Self S, M Instantaneous 1 Action 60 ft V Instantaneous 1 Action


You manifest a minor wonder within range. You create one of the Guided by a flash of magical insight, you make one attack with You unleash a string of insults laced with subtle enchantments at
effects below within range. If you cast this spell multiple times, the weapon used in the spell's casting. The attack uses your one creature you can see or hear within range. The target must
you can have up to three of its 1-minute effects active at a time. spellcasting ability for the attack and damage rolls instead of succeed on a Wisdom saving throw or take 1d6 Psychic damage
Altered Eyes. You alter the appearance of your eyes for 1 using Strength or Dexterity. If the attack deals damage, it can be and have Disadvantage on the next attack roll it makes before
minute. Radiant damage or the weapon's normal damage type (your the end of its next turn.
choice). Cantrip Upgrade. The damage increases by 1d6 when you reach
Booming Voice. Your voice booms up to three times as loud as
normal for 1 minute. For the duration, you have Advantage on Cantrip Upgrade. Whether you deal Radiant damage or the level 5 (2d6), level 11 (3d6), and level 17 (4d6).
Charisma (Intimidation) checks. weapon's normal damage type, the attack deals extra Radiant
damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Fire Play. You cause flames to flicker, brighten, dim, or change
color for 1 minute. Material: A weapon with which you have proficiency and that is
worth 1+ CP.
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 Divination Bard, Sorcerer, Warlock, Wizard Enchantment Bard


R Alarm 1 Animal Friendship 1 Bane 1
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, S, M 8 hours 1 minute 30 ft V, S, M 24 hours 1 Action 30 ft V, S, M C ≤ 1 minute 1 Action


You set an alarm against intrusion. Choose a door, a window, or Target a Beast that you can see within range. The target must Up to three creatures of your choice that you can see within
an area within range that is no larger than a 20-foot Cube. Until succeed on a Wisdom saving throw or have the Charmed range must each make a Charisma saving throw. Whenever a
the spell ends, an alarm alerts you whenever a creature touches condition for the duration. If you or one of your allies deals target that fails this save makes an attack roll or a saving throw
or enters the warded area. When you cast the spell, you can damage to the target, the spells ends. before the spell ends, the target must subtract 1d4 from the
designate creatures that won't set off the alarm. You also Using a Higher-Level Spell Slot. You can target one additional attack roll or save.
choose whether the alarm is audible or mental: Beast for each spell slot level above 1. Using a Higher-Level Spell Slot. You can target one additional
Audible Alarm. The alarm produces the sound of a handbell for Material: A morsel of food. creature for each spell slot level above 1.
10 seconds within 60 feet of the warded area. Material: A drop of blood.
Mental Alarm. You are alerted by a mental ping if you are within
1 mile of the warded area. This ping awakens you if you're asleep.
Material: A bell and silver wire.

Abjuration Ranger, Wizard Enchantment Bard, Druid, Ranger Enchantment Bard, Cleric, Warlock

Bless 1 Burning Hands 1 Charm Person 1


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, S, M C ≤ 1 minute 1 Action Self V, S Instantaneous 1 Action 30 ft V, S 1 hour 1 Action


You bless up to three creatures within range. Whenever a target A thin sheet of flames shoots forth from you. Each creature in a One Humanoid you can see within range makes a Wisdom saving
makes an attack roll or a saving throw before the spell ends, the 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire throw. It does so with Advantage if you or your allies are fighting
target adds 1d4 to the attack roll or save. damage on a failed save or half as much damage on a successful it. On a failed save, the target has the Charmed condition until
Using a Higher-Level Spell Slot. You can target one additional one. the spell ends or until you or your allies damage it. The Charmed
creature for each spell slot level above 1. Flammable objects in the Cone that aren't being worn or carried creature is Friendly to you. When the spell ends, the target
start burning. knows it was Charmed by you.
Material: A Holy Symbol, worth 5+ GP.
Using a Higher-Level Spell Slot. The damage increases by 1d6 Using a Higher-Level Spell Slot. You can target one additional
for each spell slot level above 1. creature for each spell slot level above 1.

Enchantment Cleric, Paladin Evocation Sorcerer, Wizard Enchantment Bard, Druid, Sorcerer, Warlock, Wizard

Chromatic Orb 1 Color Spray 1 Command 1


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

90 ft V, S, M Instantaneous 1 Action Self V, S, M Instantaneous 1 Action 60 ft V Instantaneous 1 Action


You hurl an orb of energy at a target within range. Choose Acid, You launch a dazzling array of flashing, colorful light. Each You speak a one-word command to a creature you can see within
Cold, Fire, Lightning, Poison, or Thunder for the type of orb you creature in a 15-foot Cone originating from you must succeed on range. The target must succeed on a Wisdom saving throw or
create, and then make a ranged spell attack against the target. a Constitution saving throw or have the Blinded condition until follow the command on its next turn. Choose the command from
On a hit, the target takes 3d8 damage of the chosen type. the end of your next turn. these options:
If you roll the same number on two or more of the d8s, the orb Material: A pinch of colorful sand. Approach. The target moves toward you by the shortest and
leaps to a different target of your choice within 30 feet of the most direct route, ending its turn if it moves within 5 ft of you.
target. Make an attack roll against the new target, and make a Drop. The target drops whatever it is holding and then ends its
new damage roll. The orb can't leap again unless you cast the turn.
spell with a level 2+ spell slot.
Flee. The target spends its turn moving away from you by the
Using a Higher-Level Spell Slot. The damage increases by 1d8 fastest available means.
for each spell slot level above 1. The orb can leap a maximum
number of times equal to the level of the slot expended, and a Grovel. The target has the Prone condition and then ends its
creature can be targeted only once by each casting of this spell. turn.

Material: A diamond worth 50+ GP. 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.

Evocation Sorcerer, Wizard Illusion Bard, Sorcerer, Wizard Enchantment Bard, Cleric, Paladin
R Comprehend Languages 1 Create or Destroy Water 1 Cure Wounds 1
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S, M 1 hour 1 Action 30 ft V, S, M Instantaneous 1 Action Touch V, S Instantaneous 1 Action


For the duration, you understand the literal meaning of any You do one of the following: A creature you touch regains a number of Hit Points equal to 2d8
language that you hear or see signed. You also understand any Create Water. You create up to 10 gallons of clean water within plus your spellcasting ability modifier.
written language that you see, but you must be touching the range in an open container. Alternatively, the water falls as rain Using a Higher-Level Spell Slot. The healing increases by 2d8
surface on which the words are written. It takes about 1 minute in a 30-foot Cube within range, extinguishing exposed flames for each spell slot level above 1.
to read one page of text. This spell doesn't decode symbols or there.
secret messages.
Destroy Water. You destroy up to 10 gallons of water in an open
Material: A pinch of soot and salt. container within range. Alternatively, you destroy fog in a 30-
foot Cube within range.
Using a Higher-Level Spell Slot. You create or destroy 10
additional gallons of water, or the size of the Cube increases by
5 feet, for each spell slot level above 1.
Material: A mix of water and sand.

Divination Bard, Sorcerer, Warlock, Wizard 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

Disguise Self 1 Dissonant Whispers 1 Divine Favor 1


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S 1 hour 1 Action 60 ft V Instantaneous 1 Action Self V, S 1 minute Bonus Action


You make yourself—including your clothing, armor, weapons, and One creature of your choice that you can see within range hears Until the spell ends, your attacks with weapons deal an extra 1d4
other belongings on your person—look different until the spell a discordant melody in its mind. The target makes a Wisdom Radiant damage on a hit.
ends. You can seem 1 foot shorter or taller and can appear saving throw. On a failed save, it takes 3d6 Psychic damage and
heavier or lighter. You must adopt a form that has the same must immediately use its Reaction, if available, to move as far
basic arrangement of limbs as you have. Otherwise, the extent of away from you as it can, using the safest route. On a successful
the illusion is up to you. save, the target takes half as much damage only.
The changes wrought by this spell fail to hold up to physical Using a Higher-Level Spell Slot. The damage increases by 1d6
inspection. For example, if you use this spell to add a hat to your for each spell slot level above 1.
outfit, objects pass through the hat, and anyone who touches it
would feel nothing.
To discern that you are disguised, a creature must take the Study
action to inspect your appearance and succeed on an
Intelligence (Investigation) check against your spell save DC.

Illusion Bard, Sorcerer, Wizard Enchantment Bard Transmutation Paladin


Divine Smite 1 Ensnaring Strike 1 Entangle 1
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V Instantaneous Bonus Action Self V C ≤ 1 minute Bonus Action 90 ft V, S C ≤ 1 minute 1 Action
Take this action immediately after hitting a target with a Melee Take this action immediately after hitting a target with a weapon. Grasping plants sprout from the ground in a 20-foot square
weapon or an Unarmed Strike. As you hit the target, grasping vines appear on it, and it makes a within range. For the duration, these plants turn the ground in
The target takes an extra 2d8 Radiant damage from the attack. Strength saving throw. A Large or larger creature has Advantage the area into Difficult Terrain. They disappear when the spell
The damage increases by 1d8 if the target is a Fiend or an on this save. On a failed save, the target has the Restrained ends.
Undead. condition until the spell ends. On a successful save, the vines Each creature (other than you) in the area when you cast the
Using a Higher-Level Spell Slot. The damage increases by 1d8 shrivel away, and the spell ends. spell must succeed on a Strength saving throw or have the
for each spell slot level above 1. While Restrained, the target takes 1d6 Piercing damage at the Restrained condition until the spell ends. A Restrained creature
start of each of its turns. The target or a creature within reach of can take an action to make a Strength (Athletics) check against
it can take an action to make a Strength (Athletics) check your spell save DC. On a success, it frees itself from the grasping
against your spell save DC. On a success, the spell ends. plants and is no longer Restrained by them.

Using a Higher-Level Spell Slot. The damage increases by 1d6


for each spell slot level above 1.

Evocation Paladin Conjuration Ranger Conjuration Druid, Ranger

Expeditious Retreat 1 Faerie Fire 1 False Life 1


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S C ≤ 10 minutes Bonus Action 60 ft V C ≤ 1 minute 1 Action Self V, S, M Instantaneous 1 Action


You take the Dash action, and until the spell ends, you can take Objects in a 20-foot Cube within range are outlined in blue, You gain 2d4 + 4 Temporary Hit Points.
that action again as a Bonus Action. green, or violet light (your choice). Each creature in the Cube is Using a Higher-Level Spell Slot. You gain 5 additional
also outlined if it fails a Dexterity saving throw. For the duration, Temporary Hit Points for each spell slot level above 1.
objects and affected creatures shed Dim Light in a 10-foot radius
and can't benefit from the Invisible condition. Material: A drop of alcohol.

Attack rolls against an affected creature or object have


Advantage if the attacker can see it.

Transmutation Sorcerer, Warlock, Wizard Evocation Bard, Druid Necromancy Sorcerer, Wizard

Feather Fall 1 Fog Cloud 1 Goodberry 1


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V, M 1 minute Reaction 120 ft V, S C ≤ 1 hour 1 Action Self V, S, M 24 hours 1 Action


Take this reaction when you or a creature you can see within 60 You create a 20-foot-radius Sphere of fog centered on a point Ten berries appear in your hand and are infused with magic for
feet of you falls. within range. The Sphere is Heavily Obscured. It lasts for the the duration. A creature can take a Bonus Action to eat one
Choose up to five falling creatures within range. A falling duration or until a strong wind (such as one created by Gust of berry. Eating a berry restores 1 Hit Point, and the berry provides
creature's rate of descent slows to 60 feet per round until the Wind) disperses it. enough nourishment to sustain a creature for one day.
spell ends. If a creature lands before the spell ends, the creature Using a Higher-Level Spell Slot. The fog's radius increases by Uneaten berries disappear when the spell ends.
takes no damage from the fall, and the spell ends for that 20 feet for each spell slot level above 1. Material: A sprig of mistletoe.
creature.
Material: A small feather or piece of down.

Transmutation Bard, Sorcerer, Wizard Conjuration Druid, Ranger, Sorcerer, Wizard Conjuration Druid, Ranger
R Find Familiar 1 Grease 1 Guiding Bolt 1
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

10 ft V, S, M Instantaneous 1 hour 60 ft V, S, M 1 minute 1 Action 120 ft V, S 1 round 1 Action


You gain the service of a familiar, a spirit that takes an animal Nonflammable grease covers the ground in a 10-foot square You hurl a bolt of light toward a creature within range. Make a
form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, centered on a point within range and turns it into Difficult ranged spell attack against the target. On a hit, it takes 4d6
Raven, Spider, Weasel, or another Beast that has a Challenge Terrain for the duration. Radiant damage, and the next attack roll made against it before
Rating of 0. Appearing in an unoccupied space within range, the When the grease appears, each creature standing in its area the end of your next turn has Advantage.
familiar has the statistics of the chosen form, though it is a must succeed on a Dexterity saving throw or have the Prone Using a Higher-Level Spell Slot. The damage increases by 1d6
Celestial, Fey, or Fiend (your choice) instead of a Beast. Your condition. A creature that enters the area or ends its turn there for each spell slot level above 1.
familiar acts independently of you, but it obeys your commands. must also succeed on that save or fall Prone.
**Telepathic Connection. **While your familiar is within 100 feet Material: A bit of pork rind or butter.
of you, you can communicate with it telepathically. Additionally,
as a Bonus Action, you can see through the familiar's eyes and
hear what it hears until the start of your next turn, gaining the
benefits of any special senses it has.
Finally, when you cast a spell with a range of touch, your familiar
can deliver the touch. Your familiar must be within 100 feet of
you, and it must take a Reaction to deliver the touch when you
cast the spell.
Combat. The familiar is an ally to you and your allies. It rolls its
own Initiative and acts on its own turn. A familiar can't attack,
but it can take other actions as normal.
Disappearance of the Familiar. When the familiar drops to 0 Hit
Conjuration Sorcerer, Wizard Evocation Cleric
Points, it disappears. It reappears after you cast this spell again.
As a Magic action, you can temporarily dismiss the familiar to a
pocket dimension. Alternatively, you can dismiss it forever. As a Healing Word 1 Hellish Rebuke 1
Magic action while it is temporarily dismissed, you can cause it RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
to reappear in an unoccupied space within 30 feet of you. 60 ft V Instantaneous Bonus Action 60 ft V, S Instantaneous Reaction
Whenever the familiar drops to 0 Hit Points or disappears into
the pocket dimension, it leaves behind in its space anything it A creature of your choice that you can see within range regains Take this reaction in response to taking damage from a creature
was wearing or carrying. Hit Points equal to 2d4 plus your spellcasting ability modifier. that you can see within 60 feet of yourself.
One Familiar Only. You can't have more than one familiar at a Using a Higher-Level Spell Slot. The healing increases by 2d4 The creature that damaged you is momentarily surrounded by
time. If you cast this spell while you have a familiar, you instead for each spell slot level above 1. green flames. It makes a Dexterity saving throw, taking 2d10 Fire
cause it to adopt a new eligible form. damage on a failed save or half as much damage on a successful
Material: Burning incense worth 10+ GP, which the spell consumes. one.
Using a Higher-Level Spell Slot. The damage increases by 1d10
for each spell slot level above 1.

Conjuration Wizard Abjuration Bard, Cleric, Druid Evocation Warlock

Heroism 1 Hex 1 Hunter's Mark 1


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, S C ≤ 1 minute 1 Action 90 ft V, S, M C ≤ 1 hour Bonus Action 90 ft V C ≤ 1 hour Bonus Action


A willing creature you touch is imbued with bravery. Until the You place a curse on a creature that you can see within range. You magically mark one creature you can see within range as
spell ends, the creature is immune to the Frightened condition Until the spell ends, you deal an extra 1d6 Necrotic damage to your quarry. Until the spell ends, you deal an extra 1d6 Force
and gains Temporary Hit Points equal to your spellcasting ability the target whenever you hit it with an attack roll. Also, choose damage to the target whenever you hit it with an attack roll. You
modifier at the start of each of its turns. one ability when you cast the spell. The target has Disadvantage also have Advantage on any Wisdom (Perception or Survival)
Using a Higher-Level Spell Slot. You can target one additional on ability checks made with the chosen ability. check you make to find it.
creature for each spell slot level above 1. If the target drops to 0 Hit Points before this spell ends, you can If the target drops to 0 Hit Points before this spell ends, you can
use a Bonus Action on a later turn to curse a new creature. use a Bonus Action to mark a new creature you can see within
Using a Higher-Level Spell Slot. Your Concentration can last range.
longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 Using a Higher-Level Spell Slot. Your Concentration can last
hours), or 5+ (up to 24 hours). longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to
Material: The petrified eye of a newt. 24 hours).

Enchantment Bard, Paladin Enchantment Warlock Divination Ranger


Ice Knife 1 R Identify 1 R Illusory Script 1
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft S, M Instantaneous 1 Action Touch V, S, M Instantaneous 1 minute Touch S, M 10 days 1 minute


You create a shard of ice and fling it at one creature within You touch an object throughout the spell's casting. If the object You write on parchment, paper, or another suitable material and
range. Make a ranged spell attack against the target. On a hit, is a magic item or some other magical object, you learn its imbue it with an illusion that lasts for the duration. To you and
the target takes 1d10 Piercing damage. Hit or miss, the shard properties and how to use them, whether it requires any creatures you designate when you cast the spell, the writing
then explodes. The target and each creature within 5 feet of it Attunement, and how many charges it has, if any. You learn appears normal, seems to be written in your hand, and conveys
must succeed on a Dexterity saving throw or take 2d6 Cold whether any ongoing spells are affecting the item and what they whatever meaning you intended when you wrote the text. To all
damage. are. If the item was created by a spell, you learn that spell's others, the writing appears as if it were written in an unknown or
Using a Higher-Level Spell Slot. The Cold damage increases by name. magical script that is unintelligible. Alternatively, the illusion can
1d6 for each spell slot level above 1. If you instead touch a creature throughout the casting, you learn alter the meaning, handwriting, and language of the text, though
which ongoing spells, if any, are currently affecting it. the language must be one you know.
Material: A drop of water or a piece of ice.
Material: A pearl worth 100+ GP. If the spell is dispelled, the original script and the illusion both
disappear.
A creature that has Truesight can read the hidden message.
Material: Ink worth 10+ GP, which the spell consumes.

Conjuration Druid, Sorcerer, Wizard Divination Bard, Wizard Illusion Bard, Warlock, Wizard

Inflict Wounds 1 Jump 1 Longstrider 1


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, S Instantaneous 1 Action Touch V, S, M 1 minute Bonus Action Touch V, S, M 1 hour 1 Action
A creature you touch makes a Constitution saving throw, taking You touch a willing creature. Once on each of its turns until the You touch a creature. The target's Speed increases by 10 feet
2d10 Necrotic damage on a failed save or half as much damage spell ends, that creature can jump up to 30 feet by spending 10 until the spell ends.
on a successful one. feet of movement. Using a Higher-Level Spell Slot. You can target one additional
Using a Higher-Level Spell Slot. The damage increases by 1d10 Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
for each spell slot level above 1. creature for each spell slot level above 1. Material: A pinch of dirt.
Material: A grasshopper's hind leg.

Necromancy Cleric Transmutation Druid, Ranger, Sorcerer, Wizard Transmutation Bard, Druid, Ranger, Wizard

Mage Armor 1 Magic Missile 1 Protection from Evil and Good 1


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, S, M 8 hours 1 Action 120 ft V, S Instantaneous 1 Action Touch V, S, M C ≤ 10 minutes 1 Action


You touch a willing creature who isn't wearing armor. Until the You create three glowing darts of magical force. Each dart Until the spell ends, one willing creature you touch is protected
spell ends, the target's base AC becomes 13 plus its Dexterity strikes a creature of your choice that you can see within range. against creatures that are Aberrations, Celestials, Elementals,
modifier. The spell ends early if the target dons armor. A dart deals 1d4 + 1 Force damage to its target. The darts all Fey, Fiends, or Undead. The protection grants several benefits.
Material: A piece of cured leather. strike simultaneously, and you can direct them to hit one Creatures of those types have Disadvantage on attack rolls
creature or several. against the target. The target also can't be possessed by or gain
Using a Higher-Level Spell Slot. The spell creates one more the Charmed or Frightened conditions from them. If the target is
dart for each spell slot level above 1. already possessed, Charmed, or Frightened by such a creature,
the target has Advantage on any new saving throw against the
relevant effect.
Material: A flask of Holy Water worth 25+ GP, which the spell
consumes.

Abjuration Sorcerer, Wizard Evocation Sorcerer, Wizard Abjuration Cleric, Druid, Paladin, Warlock, Wizard
R Purify Food and Drink 1 Ray of Sickness 1 Sanctuary 1
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

10 ft V, S Instantaneous 1 Action 60 ft V, S Instantaneous 1 Action 30 ft V, S, M 1 minute Bonus Action


You remove poison and rot from nonmagical food and drink in a You shoot a greenish ray at a creature within range. Make a You ward a creature within range. Until the spell ends, any
5-foot-radius Sphere centered on a point within range. ranged spell attack against the target. On a hit, the target takes creature who targets the warded creature with an attack roll or
2d8 Poison damage and has the Poisoned condition until the end a damaging spell must succeed on a Wisdom saving throw or
of your next turn. either choose a new target or lose the attack or spell. This spell
Using a Higher-Level Spell Slot. The damage increases by 1d8 doesn't protect the warded creature from areas of effect.
for each spell slot level above 1. The spell ends if the warded creature makes an attack roll, casts
a spell, or deals damage.
Material: A shard of glass from a mirror.

Transmutation Cleric, Druid, Paladin Necromancy Sorcerer, Wizard Abjuration Cleric

Searing Smite 1 Shield 1 Shield of Faith 1


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V 1 minute Bonus Action Self V, S 1 round Reaction 60 ft V, S, M C ≤ 10 minutes Bonus Action
Take this action immediately after hitting a target with a Melee Take this reaction when you are hit by an attack roll or targeted by A shimmering field surrounds a creature of your choice within
weapon or an Unarmed Strike. the Magic Missile spell. range, granting it a +2 bonus to AC for the duration.
As you hit the target, it takes an extra 1d6 Fire damage from the An imperceptible barrier of magical force protects you. Until the Material: A prayer scroll.
attack. At the start of each of its turns until the spell ends, the start of your next turn, you have a +5 bonus to AC, including
target takes 1d6 Fire damage and then makes a Constitution against the triggering attack, and you take no damage from
saving throw. On a failed save, the spell continues. On a Magic Missile.
successful save, the spell ends.
Using a Higher-Level Spell Slot. All the damage increases by
1d6 for each spell slot level above 1.

Evocation Paladin Abjuration Sorcerer, Wizard Abjuration Cleric, Paladin

Silent Image 1 Sleep 1 R Speak with Animals 1


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V, S, M C ≤ 10 minutes 1 Action 60 ft V, S, M C ≤ 1 minute 1 Action Self V, S 10 minutes 1 Action


You create the image of an object, a creature, or some other Each creature of your choice in a 5-foot-radius Sphere centered For the duration, you can comprehend and verbally communicate
visible phenomenon that is no larger than a 15-foot Cube. The on a point within range must succeed on a Wisdom saving throw with Beasts, and you can use any of the Influence action's skill
image appears at a spot within range and lasts for the duration. or have the Incapacitated condition until the end of its next turn, options with them.
The image is purely visual; it isn't accompanied by sound, smell, at which point it must repeat the save. If the target fails the Most Beasts have little to say about topics that don't pertain to
or other sensory effects. second save, the target has the Unconscious condition for the survival or companionship, but at minimum, a Beast can give you
As a Magic action, you can cause the image to move to any spot duration. The spell ends on a target if it takes damage or information about nearby locations and monsters, including
within range. As the image changes location, you can alter its someone within 5 feet of it takes an action to shake it out of the whatever it has perceived within the past day.
appearance so that its movements appear natural for the image. spell's effect.
For example, if you create an image of a creature and move it, Creatures that don't sleep, such as elves, or that have Immunity
you can alter the image so that it appears to be walking. to the Exhaustion condition automatically succeed on saves
Physical interaction with the image reveals it to be an illusion, against this spell.
since things can pass through it. A creature that takes a Study Material: A pinch of sand or rose petals.
action to examine the image can determine that it is an illusion
with a successful Intelligence (Investigation) check against your
spell save DC. If a creature discerns the illusion for what it is, the
creature can see through the image.
Material: A bit of fleece.

Illusion Bard, Sorcerer, Wizard Enchantment Bard, Sorcerer, Wizard Divination Bard, Druid, Ranger, Warlock
Tasha's Hideous Laughter 1 R Tenser's Floating Disk 1 Thunderwave 1
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, S, M C ≤ 1 minute 1 Action 30 ft V, S, M 1 hour 1 Action Self V, S Instantaneous 1 Action


One creature of your choice that you can see within range makes This spell creates a circular, horizontal plane of force, 3 feet in You unleash a wave of thunderous energy. Each creature in a 15-
a Wisdom saving throw. On a failed save, it has the Prone and diameter and 1 inch thick, that floats 3 feet above the ground in foot Cube originating from you makes a Constitution saving
Incapacitated conditions for the duration. During that time, it an unoccupied space of your choice that you can see within throw. On a failed save, a creature takes 2d8 Thunder damage
laughs uncontrollably if it’s capable of laughter, and it can’t end range. The disk remains for the duration and can hold up to 500 and is pushed 10 feet away from you. On a successful save, a
the Prone condition on itself. pounds. If more weight is placed on it, the spell ends, and creature takes half as much damage only.
At the end of each of its turns and each time it takes damage, it everything on the disk falls to the ground. In addition, unsecured objects that are entirely within the Cube
makes another Wisdom saving throw. The target has Advantage The disk is immobile while you are within 20 feet of it. If you are pushed 10 feet away from you, and a thunderous boom is
on the save if the save is triggered by damage. On a successful move more than 20 feet away from it, the disk follows you so audible within 300 feet.
save, the spell ends. that it remains within 20 feet of you. It can move across uneven Using a Higher-Level Spell Slot. The damage increases by 1d8
Using a Higher-Level Spell Slot. You can target one additional terrain, up or down stairs, slopes and the like, but it can’t cross for each spell slot level above 1.
creature for each spell slot level about 1. an elevation change of 10 feet or more. For example, the disk
can’t move across a 10-foot-deep pit, nor could it leave such a
Material: A tart and a feather. pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because
it can’t move around an obstacle to follow you), the spell ends.
Material: A drop of mercury.

Enchantment Bard, Warlock, Wizard Conjuration Wizard Evocation Bard, Druid, Sorcerer, Wizard

R Unseen Servant 1 Aid 2 Alter Self 2


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V, S, M 1 hour 1 Action 30 ft V, S, M 8 hours 1 Action Self V, S C ≤ 1 hour 1 Action


This spell creates an Invisible, mindless, shapeless, Medium force Choose up to three creatures within range. Each target's Hit You alter your physical form. Choose one of the following options.
that performs simple tasks at your command until the spell ends. Point maximum and current Hit Points increase by 5 for the Its effects last for the duration, during which you can take a
Magic action to replace the option you chose with a different one.
The servant springs into existence in an unoccupied space on the duration.
ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, Aquatic Adaptation. You sprout gills and grow webs between
Using a Higher-Level Spell Slot. Each target's Hit Points your fingers. You can breathe underwater and gain a Swim Speed
and it can't attack. If it drops to 0 Hit Points, the spell ends. increase by 5 for each spell slot level above 2. equal to your Speed.
Once on each of your turns as a Bonus Action, you can mentally Material: A strip of white cloth. Change Appearance. You alter your appearance. You decide what
command the servant to move up to 15 feet and interact with an you look like, including your height, weight, facial features, sound
object. The servant can perform simple tasks that a human could of your voice, hair length, coloration, and other distinguishing
do, such as fetching things, cleaning, mending, folding clothes, characteristics. You can make yourself appear as a member of
lighting fires, serving food, and pouring drinks. Once you give the another species, though none of your statistics change. You can't
appear as a creature of a different size, and your basic shape
command, the servant performs the task to the best of its ability
stays the same; if you're bipedal, you can't use this spell to
until it completes the task, then waits for your next command. become quadrupedal, for instance. For the duration, you can take
If you command the servant to perform a task that would move it a Magic action to change your appearance in this way again.
more than 60 feet away from you, the spell ends. Natural Weapons. You grow claws (Slashing), fangs (Piercing),
horns (Piercing), or hooves (Bludgeoning). When you use your
Material: A bit of string and of wood. Unarmed Strike to deal damage with that new growth, it deals 1d6
damage of the type in parentheses instead of dealing the normal
damage for your Unarmed Strike, and you use your spellcasting
ability modifier for the attack and damage rolls rather than using
Strength.

Conjuration Bard, Warlock, Wizard Abjuration Bard, Cleric, Druid, Paladin, Ranger Transmutation Sorcerer, Wizard

R Animal Messenger 2 Arcane Lock 2 R Augury 2


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, S, M 24 hours 1 Action Touch V, S, M Until dispelled 1 Action Self V, S, M Instantaneous 1 minute


A Tiny Beast of your choice that you can see within range must You touch a closed door, window, gate, container, or hatch and By casting gem-inlaid sticks, rolling dragon bones, laying out
succeed on a Charisma saving throw, or it attempts to deliver a magically lock it for the duration. This lock can't be unlocked by ornate cards, or employing some other divining tool, you receive
message for you (if the target's Challenge Rating isn't 0, it any nonmagical means. You and any creatures you designate an omen from an otherworldly entity about the results of a
automatically succeeds). You specify a location you have visited when you cast the spell can open and close the object despite specific course of action that you plan to take within the next 30
and a recipient who matches a general description, such as "a the lock. You can also set a password that, when spoken within 5 minutes. The DM chooses from the following possible omens:
person dressed in the uniform of the town guard" or "a red- feet of the object, unlocks it for 1 minute. Weal, for good results
haired dwarf wearing a pointed hat." You also communicate a Material: Gold dust worth 25+ GP, which the spell consumes. Woe, for bad results
message of up to twenty-five words. The Beast travels for the Weal and woe, for both good and bad
duration toward the specified location, covering about 25 miles Nothing, for results that aren't especially good or bad
per 24 hours or 50 miles if the Beast can fly.
The spell doesn't take into account any possible circumstances
When the Beast arrives, it delivers your message to the creature that might change the outcome, such as the casting of additional
that you described, mimicking your communication. If the Beast spells or the loss or gain of a companion.
doesn't reach its destination before the spell ends, the message
is lost, and the Beast returns to where you cast the spell. If you cast the spell two or more times before completing your
next long rest, there is a cumulative 25 percent chance for each
Using a Higher-Level Spell Slot. The spell's duration increases casting after the first that you get a random reading. The DM
by 48 hours for each spell slot level above 2. makes this roll in secret.
Material: A morsel of food. Material: Specially marked sticks, bones, or similar tokens worth
at least 25 gp.

Enchantment Bard, Druid, Ranger Abjuration Wizard Divination Cleric, Druid, Wizard
Barkskin 2 Blindness/Deafness 2 Blur 2
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, S, M 1 hour 1 Action 120 ft V 1 minute 1 Action Self V C ≤ 1 minute 1 Action


You touch a willing creature. Until the spell ends, the target's One creature that you can see within range must succeed on a Your body becomes blurred. For the duration, any creature has
skin assumes a bark-like appearance, and the target has an Constitution saving throw, or it has the Blinded or Deafened Disadvantage on attack rolls against you. An attacker is immune
Armor Class of 17 if its AC is lower than that. condition (your choice) for the duration. At the end of each of its to this effect if it perceives you with Blindsight or Truesight.
Material: A handful of bark. turns, the target repeats the save, ending the spell on itself on a
success.
Using a Higher-Level Spell Slot. You can target one additional
creature for each spell slot level above 2.

Transmutation Druid, Ranger Transmutation Bard, Cleric, Sorcerer, Wizard Illusion Sorcerer, Wizard

Calm Emotions 2 Continual Flame 2 Darkness 2


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V, S C ≤ 1 minute 1 Action Touch V, S, M Until dispelled 1 Action 60 ft V, M C ≤ 10 minutes 1 Action


Each Humanoid in a 20-foot-radius Sphere centered on a point A flame springs from an object that you touch. The effect casts For the duration, magical Darkness spreads from a point within
you choose within range must succeed on a Charisma saving Bright Light in a 20-foot radius and Dim Light for an additional range and fills a 15-foot-radius Sphere. Darkvision can't see
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 through it, and nonmagical light can't illuminate it.
each creature): consumes no fuel. The flame can be covered or hidden but not Alternatively, you cast the spell on an object that isn't being
The creature has Immunity to the Charmed and Frightened smothered or quenched. worn or carried, causing the Darkness to fill a 15-foot Emanation
conditions until the spell ends. If the creature was already Material: Ruby dust worth 50+ GP, which the spell consumes. originating from that object. Covering that object with
Charmed or Frightened, those conditions are suppressed for something opaque, such as a bowl or helm, blocks the Darkness.
the duration. If any of this spell's area overlaps with an area of Bright Light or
The creature becomes Indifferent about creatures of your Dim Light created by a spell of level 2 or lower, that other spell
choice that it's Hostile toward. This indifference ends if the is dispelled.
target takes damage or witnesses its allies taking damage.
Material: Bat fur and a piece of coal.
When the spell ends, the creature's attitude returns to normal.

Enchantment Bard, Cleric Evocation Cleric, Druid, Wizard Evocation Sorcerer, Warlock, Wizard

Darkvision 2 Detect Thoughts 2 Dragon's Breath 2


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, S, M 8 hours 1 Action Self V, S, M C ≤ 1 minute 1 Action Touch V, S, M C ≤ 1 minute Bonus Action
For the duration, a willing creature you touch has Darkvision with You activate one of the effects below. Until the spell ends, you can You touch one willing creature, and choose Acid, Cold, Fire,
activate either effect as a Magic action on your later turns.
a range of 150 feet. Lightning, or Poison. Until the spell ends, the target can take a
Sense Thoughts. You sense the presence of thoughts within 30
Material: A dried carrot. feet of yourself that belong to creatures that know languages or Magic action to exhale a 15-foot Cone. Each creature in that area
are telepathic. You don't read the thoughts, but you know that a makes a Dexterity saving throw, taking 3d6 damage of the
thinking creature is present. chosen type on a failed save or half as much damage on a
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; successful one.
or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of
Using a Higher-Level Spell Slot. The damage increases by 1d6
yourself or one creature within 30 feet of yourself that you for each spell slot level above 2.
detected with the Sense Thoughts option. You learn what is most on
Material: A hot pepper.
the target's mind right now. If the target doesn't know any
languages and isn't telepathic, you learn nothing.
As a Magic action on your next turn, you can try to probe deeper
into the target's mind. If you probe deeper, the target makes a
Wisdom saving throw. On a failed save, you discern the target's
reasoning, emotions, and something that looms large in its mind
(such as a worry, love, or hate). On a successful save, the spell
ends. Either way, the target knows that you are probing into its
mind, and until you shift your attention away from the target's
mind, the target can take an action on its turn to make an
Intelligence (Arcana) check against your spell save DC, ending the
spell on a success.
Material: A copper piece.

Transmutation Druid, Ranger, Sorcerer, Wizard Divination Bard, Sorcerer, Wizard Transmutation Sorcerer, Wizard
Enhance Ability 2 Enlarge/Reduce 2 Enthrall 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 30 ft V, S, M C ≤ 1 minute 1 Action 60 ft V, S C ≤ 1 minute 1 Action


You touch a creature and choose Strength, Dexterity, For the duration, the spell enlarges or reduces a creature or an You weave a distracting string of words, causing creatures of
Intelligence, Wisdom, or Charisma. For the duration, the target object you can see within range (see the chosen effect below). A your choice that you can see within range to make a Wisdom
has Advantage on ability checks using the chosen ability. targeted object must be neither worn nor carried. If the target is saving throw. Any creature you or your companions are fighting
Using a Higher-Level Spell Slot. You can target one additional an unwilling creature, it can make a Constitution saving throw. automatically succeeds on this save. On a failed save, a target
creature for each spell slot level above 2. You can choose a On a successful save, the spell has no effect. has a −10 penalty to Wisdom (Perception) checks and Passive
different ability for each target. Everything that a targeted creature is wearing and carrying Perception until the spell ends.

Material: Fur or a feather. changes size with it. Any item it drops returns to normal size at
once. A thrown weapon or piece of ammunition returns to normal
size immediately after it hits or misses a target.
Enlarge. The target's size increases by one category. The target
also has Advantage on Strength checks and Strength saving
throws. The target's attacks with its enlarged weapons or
Unarmed Strikes deal an extra 1d4 damage on a hit.
Reduce. The target's size decreases by one category. The target
also has Disadvantage on Strength checks and Strength saving
throws. The target's attacks with its reduced weapons or
Unarmed Strikes deal 1d4 less damage on a hit (minimum 1).
Material: A pinch of powdered iron.

Transmutation Bard, Cleric, Druid, Ranger, Sorcerer, Wizard Transmutation Bard, Druid, Sorcerer, Wizard Enchantment Bard, Warlock

Find Steed 2 Find Traps 2 Flame Blade 2


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, S Instantaneous 1 Action 120 ft V, S Instantaneous 1 Action Self V, S, M C ≤ 10 minutes Bonus Action


You summon an otherworldly being that appears as a loyal steed You sense any trap within range that is within line of sight. A You evoke a fiery blade in your free hand. The blade is similar in
in an unoccupied space of your choice within range. This creature trap, for the purpose of this spell, includes any object or size and shape to a scimitar, and it lasts for the duration. If you
uses the Otherworldly Steed stat block. If you already have a
mechanism that was created to cause damage or other danger. let go of the blade, it disappears, but you can evoke it again as a
steed from this spell, the steed is replaced by the new one.
Thus, the spell would sense the Alarm or Glyph of Warding spell Bonus Action.
The steed resembles a Large, rideable animal of your choice, such
or a mechanical pit trap, but it wouldn't reveal a natural As a Magic action, you can make a melee spell attack with the
as a horse, a camel, a dire wolf, or an elk. Whenever you cast the
spell, choose the steed's creature type-Celestial, Fey, or Fiend weakness in the floor, an unstable ceiling, or a hidden sinkhole. fiery blade. On a hit, the target takes Fire damage equal to 3d6
which determines certain traits in the stat block. This spell reveals that a trap is present but not its location. You plus your spellcasting ability modifier.
Combat. The steed is an ally to you and your allies. In combat, it do learn the general nature of the danger posed by a trap you The flaming blade sheds Bright Light in a 10-foot radius and Dim
shares your Initiative count, and it functions as a controlled sense.
mount while you ride it (as defined in the rules on mounted Light for an additional 10 feet.
combat). If you have the Incapacitated condition, the steed takes Using a Higher-Level Spell Slot. The damage increases by 1d6
its turn immediately after yours and acts independently, focusing for each spell slot level above 2.
on protecting you.
Disappearance of the Steed. The steed disappears if it drops to Material: A sumac leaf.
0 Hit Points or if you die. When it disappears, it leaves behind
anything it was wearing or carrying. If you cast this spell again,
you decide whether you summon the steed that disappeared or a
different one.
Using a Higher-Level Spell Slot. Use the spell slot's level for the
spell's level in the stat block.

Conjuration Paladin Divination Cleric, Druid, Ranger Evocation Druid, Sorcerer

Flaming Sphere 2 R Gentle Repose 2 Gust of Wind 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, M 10 days 1 Action Self V, S, M C ≤ 1 minute 1 Action


You create a 5-foot-diameter sphere of fire in an unoccupied You touch a corpse or other remains. For the duration, the target A Line of strong wind 60 feet long and 10 feet wide blasts from
space on the ground within range. It lasts for the duration. Any is protected from decay and can't become Undead. you in a direction you choose for the duration. Each creature in
creature that ends its turn within 5 feet of the sphere makes a The spell also effectively extends the time limit on raising the the Line must succeed on a Strength saving throw or be pushed
Dexterity saving throw, taking 2d6 Fire damage on a failed save target from the dead, since days spent under the influence of 15 feet away from you in a direction following the Line. A
or half as much damage on a successful one. this spell don't count against the time limit of spells such as creature that ends its turn in the Line must make the same save.
As a Bonus Action, you can move the sphere up to 30 feet, rolling Raise Dead. Any creature in the Line must spend 2 feet of movement for
it along the ground. If you move the sphere into a creature's Material: 2 copper pieces, which the spell consume. every 1 foot it moves when moving closer to you.
space, that creature makes the save against the sphere, and the The gust disperses gas or vapor, and it extinguishes candles and
sphere stops moving for the turn. similar unprotected flames in the area. It causes protected
When you move the sphere, you can direct it over barriers up to flames, such as those of lanterns, to dance wildly and has a 50
5 feet tall and jump it across pits up to 10 feet wide. Flammable percent chance to extinguish them.
objects that aren't being worn or carried start burning if touched As a Bonus Action on your later turns, you can change the
by the sphere, and it sheds Bright Light in a 20-foot radius and direction in which the Line blasts from you.
Dim Light for an additional 20 feet.
Material: A legume seed.
Using a Higher-Level Spell Slot. The damage increases by 1d6
for each spell slot level above 2.
Material: A ball of wax.

Conjuration Druid, Sorcerer, Wizard Necromancy Cleric, Paladin, Wizard Evocation Druid, Ranger, Sorcerer, Wizard
Heat Metal 2 Hold Person 2 Invisibility 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 60 ft V, S, M C ≤ 1 minute 1 Action Touch V, S, M C ≤ 1 hour 1 Action


Choose a manufactured metal object, such as a metal weapon or Choose a Humanoid that you can see within range. The target A creature you touch has the Invisible condition until the spell
a suit of Heavy or Medium metal armor, that you can see within must succeed on a Wisdom saving throw or have the Paralyzed ends. The spell ends early immediately after the target makes an
range. You cause the object to glow red-hot. Any creature in condition for the duration. At the end of each of its turns, the attack roll, deals damage, or casts a spell.
physical contact with the object takes 2d8 Fire damage when target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional
you cast the spell. Until the spell ends, you can take a Bonus Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Action on each of your later turns to deal this damage again if Humanoid for each spell slot level above 2.
the object is within range. Material: An eyelash in gum arabic.
Material: A straight piece of iron.
If a creature is holding or wearing the object and takes the
damage from it, the creature must succeed on a Constitution
saving throw or drop the object if it can. If it doesn't drop the
object, it has Disadvantage on attack rolls and ability checks
until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8
for each spell slot level above 2.
Material: A piece of iron and a flame.

Transmutation Bard, Druid Enchantment Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Illusion Bard, Sorcerer, Warlock, Wizard

Knock 2 Lesser Restoration 2 Levitate 2


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V Instantaneous 1 Action Touch V, S Instantaneous Bonus Action 60 ft V, S, M C ≤ 10 minutes 1 Action


Choose an object that you can see within range. The object can You touch a creature and end one condition on it: Blinded, One creature or loose object of your choice that you can see
be a door, a box, a chest, a set of manacles, a padlock, or Deafened, Paralyzed, or Poisoned. within range rises vertically up to 20 feet and remains
another object that contains a mundane or magical means that suspended there for the duration. The spell can levitate an
prevents access. object that weighs up to 500 pounds. An unwilling creature that
A target that is held shut by a mundane lock or that is stuck or succeeds on a Constitution saving throw is unaffected.
barred becomes unlocked, unstuck, or unbarred. If the object The target can move only by pushing or pulling against a fixed
has multiple locks, only one of them is unlocked. object or surface within reach (such as a wall or a ceiling), which
If the target is held shut by Arcane Lock, that spell is suppressed allows it to move as if it were climbing. You can change the
for 10 minutes, during which time the target can be opened and target's altitude by up to 20 feet in either direction on your turn.
closed. If you are the target, you can move up or down as part of your
move. Otherwise, you can take a Magic action to move the
When you cast the spell, a loud knock, audible up to 300 feet target, which must remain within the spell's range.
away, emanates from the target.
When the spell ends, the target floats gently to the ground if it is
still aloft.
Material: A metal spring.

Transmutation Bard, Sorcerer, Wizard Abjuration Bard, Cleric, Druid, Paladin, Ranger Transmutation Sorcerer, Wizard

R Locate Animals or Plants 2 Locate Object 2 R Magic Mouth 2


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S, M Instantaneous 1 Action Self V, S, M C ≤ 10 minutes 1 Action 30 ft V, S, M Until dispelled 1 minute


Describe or name a specific kind of Beast, Plant creature, or Describe or name an object that is familiar to you. You sense the You implant a message within an object in range—a message that
nonmagical plant. You learn the direction and distance to the direction to the object's location if that object is within 1,000 is uttered when a trigger condition is met. Choose an object that
you can see and that isn't being worn or carried by another
closest creature or plant of that kind within 5 miles, if any are feet of you. If the object is in motion, you know the direction of
creature. Then speak the message, which must be 25 words or
present. its movement. fewer, though it can be delivered over as long as 10 minutes.
Material: Fur from a bloodhound. The spell can locate a specific object known to you if you have Finally, determine the circumstance that will trigger the spell to
seen it up close—within 30 feet—at least once. Alternatively, the deliver your message.
spell can locate the nearest object of a particular kind, such as a When that trigger occurs, a magical mouth appears on the object
certain kind of apparel, jewelry, furniture, tool, or weapon. and recites the message in your voice and at the same volume
you spoke. If the object you chose has a mouth or something that
This spell can't locate an object if any thickness of lead blocks a looks like a mouth (for example, the mouth of a statue), the
direct path between you and the object. magical mouth appears there, so the words appear to come from
the object's mouth. When you cast this spell, you can have the
Material: A forked twig. spell end after it delivers its message, or it can remain and repeat
its message whenever the trigger occurs.
The trigger can be as general or as detailed as you like, though it
must be based on visual or audible conditions that occur within
30 feet of the object. For example, you could instruct the mouth
to speak when any creature moves within 30 feet of the object or
when a silver bell rings within 30 feet of it.
Material: Jade dust worth 10+ GP, which the spell consumes.

Divination Bard, Druid, Ranger Divination Bard, Cleric, Druid, Paladin, Ranger, Wizard Illusion Bard, Wizard
Magic Weapon 2 Melf's Acid Arrow 2 Mind Spike 2
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, S 1 hour Bonus Action 90 ft V, S, M Instantaneous 1 Action 120 ft S C ≤ 1 hour 1 Action


You touch a nonmagical weapon. Until the spell ends, that A shimmering green arrow streaks toward a target within range You drive a spike of psionic energy into the mind of one creature
weapon becomes a magic weapon with a +1 bonus to attack rolls and bursts in a spray of acid. Make a ranged spell attack against you can see within range. The target makes a Wisdom saving
and damage rolls. The spell ends early if you cast it again. the target. On a hit, the target takes 4d4 Acid damage and 2d4 throw, taking 3d8 Psychic damage on a failed save or half as
Using a Higher-Level Spell Slot. The bonus increases to +2 with Acid damage at the end of its next turn. On a miss, the arrow much damage on a successful one. On a failed save, you also
a level 3–5 spell slot. The bonus increases to +3 with a level 6+ splashes the target with acid for half as much of the initial always know the target’s location until the spell ends, but only
spell slot. damage only. while the two of you are on the same plane of existence. While
Using a Higher-Level Spell Slot. The damage (both initial and you have this knowledge, the target can’t become hidden from
later) increases by 1d4 for each spell slot level above 2. you, and if it has the Invisible condition, it gains no benefit from
that condition against you.
Material: Powdered rhubarb leaf.
Using a Higher-Level Spell Slot. The damage increases by 1d8
for each spell slot level above 2.

Transmutation Paladin, Ranger, Sorcerer, Wizard Evocation Wizard Divination Sorcerer, Warlock, Wizard

Mirror Image 2 Misty Step 2 Moonbeam 2


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S 1 minute 1 Action Self V Instantaneous Bonus Action 120 ft V, S, M C ≤ 1 minute 1 Action
Three illusory duplicates of yourself appear in your space. Until Briefly surrounded by silvery mist, you teleport up to 30 feet to A silvery beam of pale light shines down in a 5-foot-radius, 40-
the spell ends, the duplicates move with you and mimic your an unoccupied space you can see. foot-high Cylinder centered on a point within range. Until the
actions, shifting position so it's impossible to track which image spell ends, Dim Light fills the Cylinder, and you can take a Magic
is real. action on later turns to move the Cylinder up to 60 feet. When
Each time a creature hits you with an attack roll during the the Cylinder appears, each creature in it makes a Constitution
spell's duration, roll a d6 for each of your remaining duplicates. saving throw. On a failed save, a creature takes 2d10 Radiant
If any of the d6s rolls a 3 or higher, one of the duplicates is hit damage, and if the creature is shape-shifted (as a result of the
instead of you, and the duplicate is destroyed. The duplicates Polymorph spell, for example), it reverts to its true form and
otherwise ignore all other damage and effects. The spell ends can't shape-shift until it leaves the Cylinder. On a successful
when all three duplicates are destroyed. save, a creature takes half as much damage only. A creature also
makes this save when the spell's area moves into its space and
A creature is unaffected by this spell if it has the Blinded when it enters the spell's area or ends its turn there. A creature
condition, Blindsight, or Truesight. makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10
for each spell slot level above 2.
Material: A moonseed leaf.

Illusion Bard, Sorcerer, Warlock, Wizard Conjuration Sorcerer, Warlock, Wizard Evocation Druid

Nystul's Magic Aura 2 Pass without Trace 2 Phantasmal Force 2


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, S, M 24 hours 1 Action Self V, S, M C ≤ 1 hour 1 Action 60 ft V, S, M C ≤ 1 minute 1 Action


With a touch, you place an illusion on a willing creature or an You radiate a concealing aura in a 30-foot Emanation for the You attempt to craft an illusion in the mind of a creature you can
object that isn’t being worn or carried. A creature gains the duration. While in the aura, you and each creature you choose see within range. The target makes an Intelligence saving throw.
On a failed save, you create a phantasmal object, creature, or
Mask effect below, and an object gains the False Aura effect have a +10 bonus to Dexterity (Stealth) checks and leave no
other phenomenon that is no larger than a 10-foot Cube and that
below. The effect lasts for the duration. If you cast the spell on tracks. is perceivable only to the target for the duration. The phantasm
the same target every day for 30 days, the illusion lasts until Material: Ashes from a burned mistletoe. includes sound, temperature, and other stimuli.
dispelled. The target can take a Study action to examine the phantasm with
Mask (Creature). Choose a creature type other than the target’s an Intelligence (Investigation) check against your spell save DC. If
actual type. Spells and other magical effects treat the target as the check succeeds, the target realizes that the phantasm is an
illusion, and the spell ends.
if it were a creature of the chosen type.
While affected by the spell, the target treats the phantasm as if it
False Aura (Object). You change the way the target appears to were real and rationalizes any illogical outcomes from interacting
spells and magical effects that detect magical auras, such as with it. For example, if the target steps through a phantasmal
Detect Magic. You can make a nonmagical object appear magical, bridge and survives the fall, it believes the bridge exists and
make a magic item appear nonmagical, or change the object’s something else caused it to fall.
aura so that it appears to belong to a school of magic you An affected target can even take damage from the illusion if the
choose. phantasm represents a dangerous creature or hazard. On each of
your turns, such a phantasm can deal 2d8 Psychic damage to the
Material: A small square of silk. target if it is in the phantasm's area or within 5 feet of the
phantasm. The target perceives the damage as a type appropriate
to the illusion.
Material: A bit of fleece.

Illusion Wizard Abjuration Druid, Ranger Illusion Bard, Sorcerer, Wizard


Prayer of Healing 2 Protection from Poison 2 Ray of Enfeeblement 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 60 ft V, S C ≤ 1 minute 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 A beam of enervating energy shoots from you toward a creature
the spell's entire casting gain the benefits of a Short Rest and the duration, the target has Advantage on saving throws to avoid within range. The target must make a Constitution saving throw.
also regain 2d8 Hit Points. A creature can't be affected by this or end the Poisoned condition, and it has Resistance to Poison On a successful save, the target has Disadvantage on the next
spell again until that creature finishes a Long Rest. damage. attack roll it makes until the start of your next turn.
Using a Higher-Level Spell Slot. The healing increases by 1d8 On a failed save, the target has Disadvantage on Strength-based
for each spell slot level above 2. D20 Tests for the duration. During that time, it also subtracts 1d8
from all its damage rolls. The target repeats the save at the end
of each of its turns, ending the spell on a success.

Abjuration Cleric, Paladin Abjuration Cleric, Druid, Paladin, Ranger Necromancy Warlock, Wizard

Rope Trick 2 Scorching Ray 2 See Invisibility 2


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, S, M 1 hour 1 Action 120 ft V, S Instantaneous 1 Action Self V, S, M 1 hour 1 Action


You touch a rope. One end of it hovers upward until the rope You hurl three fiery rays. You can hurl them at one target within For the duration, you see creatures and objects that have the
hangs perpendicular to the ground or the rope reaches a ceiling. range or at several. Make a ranged spell attack for each ray. On a Invisible condition as if they were visible, and you can see into
At the rope's upper end, an Invisible 3-foot-by-5-foot portal hit, the target takes 2d6 Fire damage. the Ethereal Plane. Creatures and objects there appear ghostly.
opens to an extradimensional space that lasts until the spell Using a Higher-Level Spell Slot. You create one additional ray Material: A pinch of talc.
ends. That space can be reached by climbing the rope, which can for each spell slot level above 2.
be pulled into or dropped out of it.
The space can hold up to eight Medium or smaller creatures.
Attacks, spells, and other effects can't pass into or out of the
space, but creatures inside it can see through the portal.
Anything inside the space drops out when the spell ends.
Material: A segment of rope.

Transmutation Wizard Evocation Sorcerer, Wizard Divination Bard, Sorcerer, Wizard

Shatter 2 Shining Smite 2 R Silence 2


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V, S, M Instantaneous 1 Action Self V C ≤ 1 minute Bonus Action 120 ft V, S C ≤ 10 minutes 1 Action


A loud noise erupts from a point of your choice within range. Take this action immediately after hitting a creature with a Melee For the duration, no sound can be created within or pass through
Each creature in a 10-foot-radius Sphere centered there makes a weapon or an Unarmed Strike. a 20-foot-radius Sphere centered on a point you choose within
Constitution saving throw, taking 3d8 Thunder damage on a The target hit by the strike takes an extra 2d6 Radiant damage range. Any creature or object entirely inside the Sphere has
failed save or half as much damage on a successful one. A from the attack. Until the spell ends, the target sheds Bright Immunity to Thunder damage, and creatures have the Deafened
Construct has Disadvantage on the save. Light in a 5-foot radius, attack rolls against it have Advantage, condition while entirely inside it. Casting a spell that includes a
A nonmagical object that isn't being worn or carried also takes and it can't benefit from the Invisible condition. Verbal component is impossible there.
the damage if it's in the spell's area. Using a Higher-Level Spell Slot. The damage increases by 1d6
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
for each spell slot level above 2.
Material: A chip of mica.

Evocation Bard, Sorcerer, Wizard Transmutation Paladin Illusion Bard, Cleric, Ranger
Spider Climb 2 Spike Growth 2 Spiritual Weapon 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 150 ft V, S, M C ≤ 10 minutes 1 Action 60 ft V, S C ≤ 1 minute Bonus Action


Until the spell ends, one willing creature you touch gains the The ground in a 20-foot-radius Sphere centered on a point within You create a floating, spectral force that resembles a weapon of
ability to move up, down, and across vertical surfaces and along range sprouts hard spikes and thorns. The area becomes Difficult your choice and lasts for the duration.
ceilings, while leaving its hands free. The target also gains a Terrain for the duration. When a creature moves into or within The force appears within range in a space of your choice, and
Climb Speed equal to its Speed. the area, it takes 2d4 Piercing damage for every 5 feet it travels. you can immediately make one melee spell attack against one
Using a Higher-Level Spell Slot. You can target one additional The transformation of the ground is camouflaged to look natural. creature within 5 feet of the force. On a hit, the target takes
creature for each spell slot level about 2. Any creature that can't see the area when the spell is cast must Force damage equal to 1d8 plus your spellcasting ability modifier.
Material: A drop of bitumen and a spider. take a Search action and succeed on a Wisdom (Perception or As a Bonus Action on your later turns, you can move the force up
Survival) check against your spell save DC to recognize the to 20 feet and repeat the attack against a creature within 5 feet
terrain as hazardous before entering it. of it.
Material: Seven thorns. Using a Higher-Level Spell Slot. The damage increases by 1d8
for every slot level above 2.

Transmutation Sorcerer, Warlock, Wizard Transmutation Druid, Ranger Evocation Cleric

Suggestion 2 Warding Bond 2 Web 2


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, M C ≤ 8 hours 1 Action Touch V, S, M 1 hour 1 Action 60 ft V, S, M C ≤ 1 hour 1 Action


You suggest a course of activity—described in no more than 25 You touch another creature that is willing and create a mystic You conjure a mass of sticky webbing at a point within range. The
words—to one creature you can see within range that can hear connection between you and the target until the spell ends. webs fill a 20-foot Cube there for the duration. The webs are
and understand you. The suggestion must sound achievable and While the target is within 60 feet of you, it gains a +1 bonus to AC Difficult Terrain, and the area within them is Lightly Obscured.
not involve anything that would obviously deal damage to the and saving throws, and it has Resistance to all damage. Also, If the webs aren't anchored between two solid masses (such as
target or its allies. For example, you could say, “Fetch the key to each time it takes damage, you take the same amount of walls or trees) or layered across a floor, wall, or ceiling, the web
the cult's treasure vault, and give the key to me.” Or you could damage. collapses on itself, and the spell ends at the start of your next
say, “Stop fighting, leave this library peacefully, and don't The spell ends if you drop to 0 Hit Points or if you and the target turn. Webs layered over a flat surface have a depth of 5 feet.
return.” become separated by more than 60 feet. It also ends if the spell The first time a creature enters the webs on a turn or starts its
The target must succeed on a Wisdom saving throw or have the is cast again on either of the connected creatures. turn there, it must succeed on a Dexterity saving throw or have
Charmed condition for the duration or until you or your allies Material: A pair of platinum rings worth 50+ GP each, which you the Restrained condition while in the webs or until it breaks free.
deal damage to the target. The Charmed target pursues the and the target must wear for the duration.
suggestion to the best of its ability. The suggested activity can A creature Restrained by the webs can take an action to make a
continue for the entire duration, but if the suggested activity Strength (Athletics) check against your spell save DC. If it
can be completed in a shorter time, the spell ends for the target succeeds, it is no longer Restrained.
upon completing it. The webs are flammable. Any 5-foot Cube of webs exposed to
Material: A drop of honey. fire burns away in 1 round, dealing 2d4 Fire damage to any
creature that starts its turn in the fire.
Material: A bit of spiderweb.

Enchantment Bard, Sorcerer, Warlock, Wizard Abjuration Cleric, Paladin Conjuration Sorcerer, Wizard

Zone of Truth 2 Animate Dead 3 Beacon of Hope 3


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V, S 10 minutes 1 Action 10 ft V, S, M Instantaneous 1 minute 30 ft V, S C ≤ 1 minute 1 Action


You create a magical zone that guards against deception in a 15- Choose a pile of bones or a corpse of a Medium or Small Humanoid Choose any number of creatures within range. For the duration,
within range. The target becomes an Undead creature: a Skeleton
foot-radius Sphere centered on a point within range. Until the each target has Advantage on Wisdom saving throws and Death
if you chose bones or a Zombie if you chose a corpse.
spell ends, a creature that enters the spell's area for the first Saving Throws and regains the maximum number of Hit Points
On each of your turns, you can take a Bonus Action to mentally
time on a turn or starts its turn there makes a Charisma saving command any creature you made with this spell if the creature is possible from any healing.
throw. On a failed save, a creature can't speak a deliberate lie within 60 feet of you (if you control multiple creatures, you can
while in the radius. You know whether a creature succeeds or command any of them at the same time, issuing the same
fails on this save. command to each one). You decide what action the creature will
take and where it will move on its next turn, or you can issue a
An affected creature is aware of the spell and can avoid general command, such as to guard a chamber or corridor. If you
answering questions to which it would normally respond with a issue no commands, the creature takes the Dodge action and
moves only to avoid harm. Once given an order, the creature
lie. Such a creature can be evasive yet must be truthful.
continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it
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
creature again before the current 24-hour period 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 creature.
Using a Higher-Level Spell Slot. You animate or reassert control
over two additional Undead creatures for each spell slot level
above 3. Each of the creatures must come from a different corpse
or pile of bones.
Material: A drop of blood, a piece of flesh, and a pinch of bone dust.

Enchantment Bard, Cleric, Paladin Necromancy Cleric, Wizard Abjuration Cleric


Bestow Curse 3 Blink 3 Call Lightning 3
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, S C ≤ 1 minute 1 Action Self V, S 1 minute 1 Action 120 ft V, S C ≤ 10 minutes 1 Action


You touch a creature, which must succeed on a Wisdom saving Roll 1d6 at the end of each of your turns for the duration. On a A storm cloud appears at a point within range that you can see
throw or become cursed for the duration. Until the curse ends, roll of 4–6, you vanish from your current plane of existence and above yourself. It takes the shape of a Cylinder that is 10 feet tall
the target suffers one of the following effects of your choice: appear in the Ethereal Plane (the spell ends instantly if you are with a 60-foot radius.
Choose one ability. The target has Disadvantage on ability already on that plane). While on the Ethereal Plane, you can When you cast the spell, choose a point you can see under the
checks and saving throws made with that ability. perceive the plane you left, which is cast in shades of gray, but cloud. A lightning bolt shoots from the cloud to that point. Each
you can't see anything there more than 60 feet away. You can creature within 5 feet of that point makes a Dexterity saving
The target has Disadvantage on attack rolls against you. affect and be affected only by other creatures on the Ethereal throw, taking 3d10 Lightning damage on a failed save or half as
In combat, the target must succeed on a Wisdom saving throw Plane, and creatures on the other plane can't perceive you much damage on a successful one.
at the start of each of its turns or be forced to take the Dodge unless they have a special ability that lets them perceive things
action on that turn. on the Ethereal Plane. Until the spell ends, you can take a Magic action to call down
If you deal damage to the target with an attack roll or a spell, lightning in that way again, targeting the same point or a
You return to the other plane at the start of your next turn and different one.
the target takes an extra 1d8 Necrotic damage. when the spell ends if you are on the Ethereal Plane. You return
Using a Higher-Level Spell Slot. If you cast this spell using a to an unoccupied space of your choice that you can see within 10 If you're outdoors in a storm when you cast this spell, the spell
level 4 spell slot, you can maintain Concentration on it for up to feet of the space you left. If no unoccupied space is available gives you control over that storm instead of creating a new one.
10 minutes. If you use a level 5+ spell slot, the spell doesn't within that range, you appear in the nearest unoccupied space. Under such conditions, the spell's damage increases by 1d10.
require Concentration, and the duration becomes 8 hours (level Using a Higher-Level Spell Slot. The damage increases by 1d10
5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell for each spell slot level above 3.
slot, the spell lasts until dispelled.

Necromancy Bard, Cleric, Wizard Transmutation Sorcerer, Wizard Conjuration Druid

Clairvoyance 3 Conjure Animals 3 Counterspell 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 60 ft V, S C ≤ 10 minutes 1 Action 60 ft S Instantaneous Reaction


You create an Invisible sensor within range in a location familiar You conjure nature spirits that appear as a Large pack of Take this reaction when you see a creature within 60 feet of
to you (a place you have visited or seen before) or in an obvious spectral, intangible animals in an unoccupied space you can see yourself casting a spell with Verbal, Somatic, or Material
location that is unfamiliar to you (such as behind a door, around within range. The pack lasts for the duration, and you choose the components.
a corner, or in a grove of trees). The intangible, invulnerable spirits' animal form, such as wolves, serpents, or birds. You attempt to interrupt a creature in the process of casting a
sensor remains in place for the duration. You have Advantage on Strength saving throws while you're spell. The creature must make a Constitution saving throw. On a
When you cast the spell, choose seeing or hearing. You can use within 5 feet of the pack, and when you move on your turn, you failed save, the spell dissipates with no effect, and the action,
the chosen sense through the sensor as if you were in its space. can also move the pack up to 30 feet to an unoccupied space you Bonus Action, or Reaction used to cast it is wasted. If that spell
As a Bonus Action, you can switch between seeing and hearing. can see. was cast with a spell slot, the slot isn't expended.
A creature that sees the sensor (such as a creature benefiting Whenever the pack moves within 10 feet of a creature you can
from See Invisibility or Truesight) sees a luminous orb about the see and whenever a creature you can see enters a space within
size of your fist. 10 feet of the pack or ends its turn there, you can force that
Material: A focus worth 100+ GP, either a jeweled horn for hearing creature to make a Dexterity saving throw. On a failed save, the
or a glass eye for seeing. creature takes 3d10 Slashing damage. A creature makes this save
only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10
for each spell slot level above 3.

Divination Bard, Cleric, Sorcerer, Wizard Conjuration Druid, Ranger Abjuration Sorcerer, Warlock, Wizard

Create Food and Water 3 Daylight 3 Dispel Magic 3


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, S Instantaneous 1 Action 60 ft V, S 1 hour 1 Action 120 ft V, S Instantaneous 1 Action


You create 45 pounds of food and 30 gallons of fresh water on For the duration, sunlight spreads from a point within range and Choose one creature, object, or magical effect within range. Any
the ground or in containers within range—both useful in fending fills a 60-foot-radius Sphere. The sunlight's area is Bright Light ongoing spell of level 3 or lower on the target ends. For each
off the hazards of malnutrition and dehydration. The food is and sheds Dim Light for an additional 60 feet. ongoing spell of level 4 or higher on the target, make an ability
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 check using your spellcasting ability (DC 10 plus that spell's
water is clean. The food spoils after 24 hours if uneaten. worn or carried, causing the sunlight to fill a 60-foot Emanation level). On a successful check, the spell ends.
originating from that object. Covering that object with Using a Higher-Level Spell Slot. You automatically end a spell
something opaque, such as a bowl or helm, blocks the sunlight. on the target if the spell's level is equal to or less than the level
If any of this spell's area overlaps with an area of Darkness of the spell slot you use.
created by a spell of level 3 or lower, that other spell is
dispelled.

Conjuration Cleric, Paladin Evocation Cleric, Druid, Paladin, Ranger, Sorcerer Abjuration All Spellcasters
Fear 3 Fireball 3 Fly 3
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S, M C ≤ 1 minute 1 Action 150 ft V, S, M Instantaneous 1 Action Touch V, S, M C ≤ 10 minutes 1 Action


Each creature in a 30-foot Cone must succeed on a Wisdom A bright streak flashes from you to a point you choose within You touch a willing creature. For the duration, the target gains a
saving throw or drop whatever it is holding and have the range and then blossoms with a low roar into a fiery explosion. Fly Speed of 60 feet and can hover. When the spell ends, the
Frightened condition for the duration. Each creature in a 20-foot-radius Sphere centered on that point target falls if it is still aloft unless it can stop the fall.
A Frightened creature takes the Dash action and moves away makes a Dexterity saving throw, taking 8d6 Fire damage on a Using a Higher-Level Spell Slot. You can target one additional
from you by the safest route on each of its turns unless there is failed save or half as much damage on a successful one. creature for each spell slot level above 3.
nowhere to move. If the creature ends its turn in a space where Flammable objects in the area that aren't being worn or carried Material: A feather.
it doesn't have line of sight to you, the creature makes a Wisdom start burning.
saving throw. On a successful save, the spell ends on that Using a Higher-Level Spell Slot. The damage increases by 1d6
creature. for each spell slot level above 3.
Material: A white feather. Material: A ball of bat guano and sulfur.

Illusion Bard, Sorcerer, Warlock, Wizard Evocation Sorcerer, Wizard Transmutation Sorcerer, Warlock, Wizard

Gaseous Form 3 Glyph of Warding 3 Haste 3


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, S, M C ≤ 1 hour 1 Action Touch V, S, M Until triggered 1 hour 30 ft V, S, M C ≤ 1 minute 1 Action


A willing creature you touch shape-shifts, along with everything You inscribe a glyph that later unleashes a magical effect. You Choose a willing creature that you can see within range. Until
it's wearing and carrying, into a misty cloud for the duration. The inscribe it either on a surface (such as a table or a section of the spell ends, the target's Speed is doubled, it gains a +2 bonus
spell ends on the target if it drops to 0 Hit Points or if it takes a floor) or within an object that can be closed (such as a book or to Armor Class, it has Advantage on Dexterity saving throws, and
Magic action to end the spell on itself. chest) to conceal the glyph. The glyph can cover an area no it gains an additional action on each of its turns. That action can
larger than 10 feet in diameter. If the surface or object is moved be used to take only the Attack (one attack only), Dash,
While in this form, the target's only method of movement is a Fly more than 10 feet from where you cast this spell, the glyph is
Speed of 10 feet, and it can hover. The target can enter and Disengage, Hide, or Utilize action.
broken, and the spell ends without being triggered. The glyph
occupy the space of another creature. The target has Resistance may also be dispelled by the caster at will. When the spell ends, the target is Incapacitated and has a Speed
to Bludgeoning, Piercing, and Slashing damage; it has Immunity The glyph is nearly imperceptible and requires a successful of 0 until the end of its next turn, as a wave of lethargy washes
to the Prone condition; and it has Advantage on Strength, Wisdom (Perception) check against your spell save DC to notice. over it.
Dexterity, and Constitution saving throws. The target can pass Material: A shaving of licorice root.
When you inscribe the glyph, you set its trigger and choose
through narrow openings, but it treats liquids as though they
whether it's an explosive rune or a spell glyph, as explained
were solid surfaces.
below.
The target can't talk or manipulate objects, and any objects it Set the Trigger. You decide what triggers the glyph when you
was carrying or holding can't be dropped, used, or otherwise cast the spell. For glyphs inscribed on a surface, common
interacted with. Finally, the target can't attack or cast spells. triggers include touching or stepping on the glyph, removing
Using a Higher-Level Spell Slot. You can target one additional another object covering it, or approaching within a certain
creature for each spell slot level above 3. distance of it. For glyphs inscribed within an object, common
triggers include opening that object or seeing the glyph. Once a
Material: A bit of gauze. glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types
Transmutation Sorcerer, Warlock, Wizard activate it (for example, the glyph could be set to affect Transmutation Sorcerer, Wizard
Aberrations). You can also set conditions for creatures that don't
trigger the glyph, such as those who say a certain password.
Hypnotic Pattern 3 Explosive Rune. When triggered, the glyph erupts with magical
R Leomund's Tiny Hut 3
RANGE COMPONENTS DURATION CASTING TIME energy in a 20-foot-radius Sphere centered on the glyph. Each RANGE COMPONENTS DURATION CASTING TIME

120 ft S, M C ≤ 1 minute 1 Action creature in the area makes a Dexterity saving throw. A creature Self V, S, M 8 hours 1 minute
takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your
You create a twisting pattern of colors in a 30-foot Cube within choice when you create the glyph) on a failed save or half as A 10-foot Emanation springs into existence around you and
range. The pattern appears for a moment and vanishes. Each much damage on a successful one. remains stationary for the duration. The spell fails when you cast
creature in the area who can see the pattern must succeed on a it if the Emanation isn’t big enough to fully encapsulate all
Spell Glyph. You can store a prepared spell of level 3 or lower in
Wisdom saving throw or have the Charmed condition for the the glyph by casting it as part of creating the glyph. The spell creatures in its area.
duration. While Charmed, the creature has the Incapacitated must target a single creature or an area. The spell being stored Creatures and objects within the Emanation when you cast the
condition and a Speed of 0. has no immediate effect when cast in this way. spell can move through it freely. All other creatures and objects
The spell ends for an affected creature if it takes any damage or When the glyph is triggered, the stored spell takes effect. If the are barred from passing through it. Spells of level 3 or lower
if someone else uses an action to shake the creature out of its spell has a target, it targets the creature that triggered the can’t be cast through it, and the effects of such spells can’t
stupor. glyph. If the spell affects an area, the area is centered on that extend into it.
creature. If the spell summons Hostile creatures or creates
Material: A pinch of confetti. The atmosphere inside the Emanation is comfortable and dry,
harmful objects or traps, they appear as close as possible to the
regardless of the weather outside. Until the spell ends, you can
intruder and attack it. If the spell requires Concentration, it lasts
until the end of its full duration. command the interior to have Dim Light or Darkness (no action
required). The Emanation is opaque from the outside and of any
Using a Higher-Level Spell Slot. The damage of an explosive
color you choose, but it’s transparent from the inside.
rune increases by 1d8 for each spell slot level above 3. If you
create a spell glyph, you can store any spell of up to the same The spell ends early if you leave the Emanation or if you cast it
level as the spell slot you use for the Glyph of Warding. again.
Material: Powdered diamond worth 200+ GP, which the spell Material: A crystal bead.
consumes.

Illusion Bard, Sorcerer, Warlock, Wizard Abjuration Bard, Cleric, Wizard Evocation Bard, Wizard
Lightning Bolt 3 Magic Circle 3 Major Image 3
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S, M Instantaneous 1 Action 10 ft V, S, M 1 hour 1 minute 120 ft V, S, M C ≤ 10 minutes 1 Action


A stroke of lightning forming a 100-foot-long, 5-foot-wide Line You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy You create the image of an object, a creature, or some other
centered on a point on the ground that you can see within range. visible phenomenon that is no larger than a 20-foot Cube. The
blasts out from you in a direction you choose. Each creature in
Glowing runes appear wherever the Cylinder intersects with the image appears at a spot that you can see within range and lasts
the Line makes a Dexterity saving throw, taking 8d6 Lightning floor or other surface. for the duration. It seems real, including sounds, smells, and
damage on a failed save or half as much damage on a successful Choose one or more of the following types of creatures: Celestials, temperature appropriate to the thing depicted, but it can't deal
one. Elementals, Fey, Fiends, or Undead. The circle affects a creature of damage or cause conditions.
the chosen type in the following ways: If you are within range of the illusion, you can take a Magic action
Using a Higher-Level Spell Slot. The damage increases by 1d6 to cause the image to move to any other spot within range. As the
The creature can't willingly enter the Cylinder by nonmagical
for each spell slot level above 3. image changes location, you can alter its appearance so that its
means. If the creature tries to use teleportation or interplanar
travel to do so, it must first succeed on a Charisma saving movements appear natural for the image. For example, if you
Material: A bit of fur and a crystal rod.
throw. create an image of a creature and move it, you can alter the image
so that it appears to be walking. Similarly, you can cause the
The creature has Disadvantage on attack rolls against targets
illusion to make different sounds at different times, even making it
within the Cylinder.
carry on a conversation, for example.
Targets within the Cylinder can't be possessed by or gain the
Physical interaction with the image reveals it to be an illusion, for
Charmed or Frightened condition from the creature.
things can pass through it. A creature that takes a Study action to
Each time you cast this spell, you can cause its magic to operate in examine the image can determine that it is an illusion with a
the reverse direction, preventing a creature of the specified type successful Intelligence (Investigation) check against your spell
from leaving the Cylinder and protecting targets outside it. save DC. If a creature discerns the illusion for what it is, the
Using a Higher-Level Spell Slot. The duration increases by 1 hour creature can see through the image, and its other sensory
for each spell slot level above 3. qualities become faint to the creature.
Material: Salt and powdered silver worth 100+ GP, which the spell Using a Higher-Level Spell Slot. The spell lasts until dispelled,
consumes. without requiring Concentration, if cast with a level 4+ spell slot.
Material: A bit of fleece.

Evocation Sorcerer, Wizard Abjuration Cleric, Paladin, Warlock, Wizard Illusion Bard, Sorcerer, Warlock, Wizard

Mass Healing Word 3 R Meld into Stone 3 Nondetection 3


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V Instantaneous Bonus Action Touch V, S 8 hours 1 Action Touch V, S, M 8 hours 1 Action


Up to six creatures of your choice that you can see within range You step into a stone object or surface large enough to fully For the duration, you hide a target that you touch from
regain Hit Points equal to 2d4 plus your spellcasting ability contain your body, merging yourself and your equipment with Divination spells. The target can be a willing creature, or it can
modifier. the stone for the duration. You must touch the stone to do so. be a place or an object no larger than 10 feet in any dimension.
Nothing of your presence remains visible or otherwise The target can't be targeted by any Divination spell or perceived
Using a Higher-Level Spell Slot. The healing increases by 1d4 detectable by nonmagical senses.
for each spell slot level above 3. through magical scrying sensors.
While merged with the stone, you can't see what occurs outside
Material: A pinch of diamond dust worth 25+ GP, which the spell
it, and any Wisdom (Perception) checks you make to hear sounds
consumes.
outside it are made with Disadvantage. You remain aware of the
passage of time and can cast spells on yourself while merged in
the 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.
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 longer fit within it) expels you and deals 6d6 Force
damage to you. The stone's complete destruction (or
transmutation into a different substance) expels you and deals
50 Force damage to you. If expelled, you move into an
unoccupied space closest to where you first entered and have
the Prone condition.

Abjuration Bard, Cleric Transmutation Cleric, Druid, Ranger Abjuration Bard, Ranger, Wizard

R Phantom Steed 3 Plant Growth 3 Protection from Energy 3


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, S 1 hour 1 minute 150 ft V, S Instantaneous Variable Touch V, S C ≤ 1 hour 1 Action


A Large, quasi-real, horselike creature appears on the ground in This spell channels vitality into plants. For the duration, the willing creature you touch has Resistance
an unoccupied space of your choice within range. You decide the The casting time you use determines whether the spell has the to one damage type of your choice: Acid, Cold, Fire, Lightning, or
creature's appearance, and it is equipped with a saddle, bit, and Overgrowth or the Enrichment effect below. Thunder.
bridle. Any of the equipment created by the spell vanishes in a
puff of smoke if it is carried more than 10 feet away from the Overgrowth. Casting Time: 1 Action. Choose a point within range.
steed. All normal plants in a 100-foot-radius Sphere centered on that
point become thick and overgrown. A creature moving through
For the duration, you or a creature you choose can ride the that area must spend 4 feet of movement for every 1 foot it
steed. The steed uses the Riding Horse stat block, except it has a moves. You can exclude one or more areas of any size within the
Speed of 100 feet and can travel 13 miles in an hour. When the spell's area from being affected.
spell ends, the steed gradually fades, giving the rider 1 minute to
dismount. The spell ends early if the steed takes any damage. Enrichment. Casting Time: 8 Hours. 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.

Illusion Wizard Transmutation Bard, Druid, Ranger Abjuration Cleric, Druid, Ranger, Sorcerer, Wizard
Remove Curse 3 Revivify 3 Sending 3
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, S Instantaneous 1 Action Touch V, S, M Instantaneous 1 Action Unlimited V, S, M Instantaneous 1 Action


At your touch, all curses affecting one creature or object end. If You touch a creature that has died within the last minute. That You send a short message of 25 words or fewer to a creature you
the object is a cursed magic item, its curse remains, but the creature revives with 1 Hit Point. This spell can't revive a have met or a creature described to you by someone who has
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 met it. The target hears the message in its mind, recognizes you
removed or discarded. body parts. as the sender if it knows you, and can answer in a like manner
Material: Diamonds worth 300+ GP, which the spell consumes. immediately. The spell enables targets to understand the
meaning of your message.
You can send the message across any distance and even to other
planes of existence, but if the target is on a different plane than
you, there is a 5 percent chance that the message doesn't
arrive. You know if the delivery fails.
Upon receiving your message, a creature can block your ability
to reach it again with this spell for 8 hours. If you try to send
another message during that time, you learn that you are
blocked, and the spell fails.
Material: A copper wire.

Abjuration Cleric, Paladin, Warlock, Wizard Necromancy Cleric, Druid, Paladin, Ranger Divination Bard, Cleric, Wizard

Sleet Storm 3 Slow 3 Speak with Dead 3


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

150 ft V, S, M C ≤ 1 minute 1 Action 120 ft V, S, M C ≤ 1 minute 1 Action 10 ft V, S, M 10 minutes 1 Action


Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius You alter time around up to six creatures of your choice in a 40- You grant the semblance of life to a corpse of your choice within
Cylinder centered on a point you choose within range. The area foot Cube within range. Each target must succeed on a Wisdom range, allowing it to answer questions you pose. The corpse must
is Heavily Obscured, and exposed flames in the area are doused. saving throw or be affected by this spell for the duration. have a mouth, and this spell fails if the deceased creature was
Ground in the Cylinder is Difficult Terrain. When a creature enters An affected target's Speed is halved, it takes a −2 penalty to AC Undead when it died. The spell also fails if the corpse was the
the Cylinder for the first time on a turn or starts its turn there, it and Dexterity saving throws, and it can't take Reactions. On its target of this spell within the past 10 days.
must succeed on a Dexterity saving throw or have the Prone turns, it can take either an action or a Bonus Action, not both, Until the spell ends, you can ask the corpse up to five questions.
condition and lose Concentration. and it can make only one attack if it takes the Attack action. If it The corpse knows only what it knew in life, including the
Material: A miniature umbrella. casts a spell with a Somatic component, there is a 25 percent languages it knew. Answers are usually brief, cryptic, or
chance the spell fails as a result of the target making the spell's repetitive, and the corpse is under no compulsion to offer a
gestures too slowly. truthful answer if you are antagonistic toward it or it recognizes
An affected target repeats the save at the end of each of its you as an enemy. This spell doesn't return the creature's soul to
turns, ending the spell on itself on a success. its body, only its animating spirit. Thus, the corpse can't learn
new information, doesn't comprehend anything that has
Material: A drop of molasses. happened since it died, and can't speculate about future events.
Material: Burning incense.

Conjuration Druid, Sorcerer, Wizard Transmutation Bard, Sorcerer, Wizard Necromancy Bard, Cleric, Wizard

Speak with Plants 3 Spirit Guardians 3 Stinking Cloud 3


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S 10 minutes 1 Action Self V, S, M C ≤ 10 minutes 1 Action 90 ft V, S, M C ≤ 1 minute 1 Action


You imbue plants in an immobile 30-foot Emanation with limited Protective spirits flit around you in a 15-foot Emanation for the You create a 20-foot-radius Sphere of yellow, nauseating gas
sentience and animation, giving them the ability to communicate duration. If you are good or neutral, their spectral form appears centered on a point within range. The cloud is Heavily Obscured.
with you and follow your simple commands. You can question angelic or fey (your choice). If you are evil, they appear fiendish. The cloud lingers in the air for the duration or until a strong wind
plants about events in the spell's area within the past day, When you cast this spell, you can designate creatures to be (such as the one created by Gust of Wind) disperses it.
gaining information about creatures that have passed, weather, unaffected by it. Any other creature's Speed is halved in the Each creature that starts its turn in the Sphere must succeed on
and other circumstances. Emanation, and whenever the Emanation enters a creature's a Constitution saving throw or have the Poisoned condition until
You can also turn Difficult Terrain caused by plant growth (such space and whenever a creature enters the Emanation or ends its the end of the current turn. While Poisoned in this way, the
as thickets and undergrowth) into ordinary terrain that lasts for turn there, the creature must make a Wisdom saving throw. On a creature can't take an action or a Bonus Action.
the duration. Or you can turn ordinary terrain where plants are failed save, the creature takes 3d8 Radiant damage (if you are Material: A rotten egg.
present into Difficult Terrain that lasts for the duration. good or neutral) or 3d8 Necrotic damage (if you are evil). On a
The spell doesn't enable plants to uproot themselves and move successful save, the creature takes half as much damage. A
about, but they can move their branches, tendrils, and stalks for creature makes this save only once per turn.
you. Using a Higher-Level Spell Slot. The damage increases by 1d8
If a Plant creature is in the area, you can communicate with it as for each spell slot level above 3.
if you shared a common language. Material: A prayer scroll.

Transmutation Bard, Druid, Ranger Conjuration Cleric Conjuration Bard, Sorcerer, Wizard
Tongues 3 Vampiric Touch 3 R Water Breathing 3
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, M 1 hour 1 Action Self V, S C ≤ 1 minute 1 Action 30 ft V, S, M 24 hours 1 Action


This spell grants the creature you touch the ability to understand The touch of your shadow-wreathed hand can siphon life force This spell grants up to ten willing creatures of your choice within
any spoken or signed language that it hears or sees. Moreover, from others to heal your wounds. Make a melee spell attack range the ability to breathe underwater until the spell ends.
when the target communicates by speaking or signing, any against one creature within reach. On a hit, the target takes 3d6 Affected creatures also retain their normal mode of respiration.
creature that knows at least one language can understand it if Necrotic damage, and you regain Hit Points equal to half the Material: A short reed.
that creature can hear the speech or see the signing. amount of Necrotic damage dealt.
Material: A miniature ziggurat. Until the spell ends, you can make the attack again on each of
your turns as a Magic action, targeting the same creature or a
different one.
Using a Higher-Level Spell Slot. The damage increases by 1d6
for each spell slot level above 3.

Divination Bard, Cleric, Sorcerer, Warlock, Wizard Necromancy Sorcerer, Warlock, Wizard Transmutation Druid, Ranger, Sorcerer, Wizard

R Water Walk 3 Wind Wall 3 Arcane Eye 4


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, S, M 1 hour 1 Action 120 ft V, S, M C ≤ 1 minute 1 Action 30 ft V, S, M C ≤ 1 hour 1 Action


This spell grants the ability to move across any liquid surface— A wall of strong wind rises from the ground at a point you choose You create an Invisible, invulnerable eye within range that hovers
such as water, acid, mud, snow, quicksand, or lava—as if it were within range. You can make the wall up to 50 feet long, 15 feet for the duration. You mentally receive visual information from
harmless solid ground (creatures crossing molten lava can still high, and 1 foot thick. You can shape the wall in any way you the eye, which can see in every direction. It also has Darkvision
take damage from the heat). Up to ten willing creatures of your choose so long as it makes one continuous path along the with a range of 30 feet.
choice within range gain this ability for the duration. ground. The wall lasts for the duration. As a Bonus Action, you can move the eye up to 30 feet in any
An affected target must take a Bonus Action to pass from the When the wall appears, each creature in its area makes a direction. A solid barrier blocks the eye's movement, but the eye
liquid's surface into the liquid itself and vice versa, but if the Strength saving throw, taking 4d8 Bludgeoning damage on a can pass through an opening as small as 1 inch in diameter.
target falls into the liquid, the target passes through the surface failed save or half as much damage on a successful one. Material: A bit of bat fur.
into the liquid below. The strong wind keeps fog, smoke, and other gases at bay. Small
Material: A piece of cork. or smaller flying creatures or objects can't pass through the
wall. Loose, lightweight materials brought into the wall fly
upward. Arrows, bolts, and other ordinary projectiles launched at
targets behind the wall are deflected upward and miss
automatically. Boulders hurled by Giants or siege engines, and
similar projectiles, are unaffected. Creatures in gaseous form
can't pass through it.
Material: A fan and a feather.

Transmutation Cleric, Druid, Ranger, Sorcerer Evocation Druid, Ranger Divination Wizard

Aura of Life 4 Banishment 4 Blight 4


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V C ≤ 10 minutes 1 Action 30 ft V, S, M C ≤ 1 minute 1 Action 30 ft V, S Instantaneous 1 Action


An aura radiates from you in a 30-foot Emanation for the One creature that you can see within range must succeed on a A creature that you can see within range makes a Constitution
duration. While in the aura, you and your allies have Resistance Charisma saving throw or be transported to a harmless saving throw, taking 8d8 Necrotic damage on a failed save or
to Necrotic damage, and your Hit Point maximums can't be demiplane for the duration. While there, the target has the half as much damage on a successful one. A Plant creature
reduced. If an ally with 0 Hit Points starts its turn in the aura, Incapacitated condition. When the spell ends, the target automatically fails the save.
that ally regains 1 Hit Point. reappears in the space it left or in the nearest unoccupied space Alternatively, target a nonmagical plant that isn't a creature,
if that space is occupied. such as a tree or shrub. It doesn't make a save; it simply withers
If the target is an Aberration, a Celestial, an Elemental, a Fey, or and dies.
a Fiend, the target doesn't return if the spell lasts for 1 minute. Using a Higher-Level Spell Slot. The damage increases by 1d8
The target is instead transported to a random location on a plane for each spell slot level above 4.
(DM's choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional
creature for each spell slot level above 4.
Material: A pentacle.

Abjuration Cleric, Paladin Abjuration Cleric, Paladin, Sorcerer, Warlock, Wizard Necromancy Druid, Sorcerer, Warlock, Wizard
Charm Monster 4 Compulsion 4 Confusion 4
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, S 1 hour 1 Action 30 ft V, S C ≤ 1 minute 1 Action 90 ft V, S, M C ≤ 1 minute 1 Action


One creature you can see within range makes a Wisdom saving Each creature of your choice that you can see within range must Each creature in a 10-foot-radius Sphere centered on a point you
throw. It does so with Advantage if you or your allies are fighting succeed on a Wisdom saving throw or have the Charmed choose within range must succeed on a Wisdom saving throw, or
that target can't take Bonus Actions or Reactions and must roll
it. On a failed save, the target has the Charmed condition until condition until the spell ends.
1d10 at the start of each of its turns to determine its behavior for
the spell ends or until you or your allies damage it. The Charmed For the duration, you can take a Bonus Action to designate a that turn, consulting the table below.
creature is Friendly to you. When the spell ends, the target direction that is horizontal to you. Each Charmed target must
knows it was Charmed by you. use as much of its movement as possible to move in that 1d10 Behavior for the Turn
Using a Higher-Level Spell Slot. You can target one additional direction on its next turn, taking the safest route. After moving The target doesn't take an action, and it uses all its
creature for each spell slot level above 4. in this way, a target repeats the save, ending the spell on itself 1 movement to move. Roll 1d4 for the direction: 1, north; 2,
east; 3, south; or 4, west.
on a success.
2–6 The target doesn't move or take actions.
The target doesn't move, and it takes the Attack action to
7–8 make one melee attack against a random creature within
reach. If none are within reach, the target takes no action.
9–10 The target chooses its behavior.

At the end of each of its turns, an affected target repeats the


save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The Sphere's radius increases
by 5 feet for each spell slot level above 4.
Material: Three nut shells.

Enchantment Bard, Druid, Sorcerer, Warlock, Wizard Enchantment Bard Enchantment Bard, Druid, Sorcerer, Wizard

Conjure Minor Elementals 4 Conjure Woodland Beings 4 Control Water 4


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 300 ft V, S, M C ≤ 10 minutes 1 Action


You conjure spirits from the Elemental Planes that flit around You conjure nature spirits that flit around you in a 10-foot Until the spell ends, you control any water inside an area you
you in a 15-foot Emanation for the duration. Until the spell ends, Emanation for the duration. Whenever the Emanation enters the choose that is a Cube up to 100 feet on a side, using one of the
any attack you make deals an extra 2d8 damage when you hit a space of a creature you can see and whenever a creature you following effects. As a Magic action on your later turns, you can
creature in the Emanation. This damage is Acid, Cold, Fire, or can see enters the Emanation or ends its turn there, you can repeat the same effect or choose a different one.
Lightning (your choice when you make the attack). In addition, force that creature to make a Wisdom saving throw. The creature Flood. You cause the water level of all standing water in the area
the ground in the Emanation is Difficult Terrain for your enemies. takes 5d8 Force damage on a failed save or half as much damage to rise by as much as 20 feet. If you choose an area in a large
Using a Higher-Level Spell Slot. The damage increases by 2d8 on a successful one. A creature makes this save only once per body of water, you instead create a 20-foot tall wave that travels
for each spell slot level above 4. turn. from one side of the area to the other and then crashes. Any
In addition, you can take the Disengage action as a Bonus Action Huge or smaller vehicles in the wave's path are carried with it to
for the spell's duration. the other side. Any Huge or smaller vehicles struck by the wave
Using a Higher-Level Spell Slot. The damage increases by 1d8 have a 25 percent chance of capsizing.
for each spell slot level above 5. The water level remains elevated until the spell ends or you
choose a different effect. If this effect produced a wave, the
wave repeats on the start of your next turn while the flood
effect lasts.
Part Water. You part water in the area and create a trench. The
trench extends across the spell's area, and the separated water
forms a wall to either side. The trench remains until the spell
ends or you choose a different effect. The water then slowly fills
in the trench over the course of the next round until the normal
Conjuration Druid, Wizard Conjuration Druid, Ranger water level is restored.
Redirect Flow. You cause flowing water in the area to move in a
Death Ward 4 Dimension Door 4 direction you choose, even if the water has to flow over
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME obstacles, up walls, or in other unlikely directions. The water in
Touch V, S 8 hours 1 Action 500 ft V Instantaneous 1 Action the area moves as you direct it, but once it moves beyond the
spell's area, it resumes its flow based on the terrain. The water
You touch a creature and grant it a measure of protection from You teleport to a location within range. You arrive at exactly the continues to move in the direction you chose until the spell ends
death. The first time the target would drop to 0 Hit Points before spot desired. It can be a place you can see, one you can or you choose a different effect.
the spell ends, the target instead drops to 1 Hit Point, and the visualize, or one you can describe by stating distance and Whirlpool. You cause a whirlpool to form in the center of the
spell ends. direction, such as "200 feet straight downward" or "300 feet area, which must be at least 50 feet square and 25 feet deep.
If the spell is still in effect when the target is subjected to an upward to the northwest at a 45-degree angle." The whirlpool lasts until you choose a different effect or the
effect that would kill it instantly without dealing damage, that You can also teleport one willing creature. The creature must be spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet
effect is negated against the target, and the spell ends. within 5 feet of you when you teleport, and it teleports to a wide at the top, and 25 feet tall. Any creature in the water and
space within 5 feet of your destination space. within 25 feet of the whirlpool is pulled 10 feet toward it. When a
If you, the other creature, or both would arrive in a space creature enters the whirlpool for the first time on a turn or ends
occupied by a creature or completely filled by one or more its turn there, it makes a Strength saving throw. On a failed save,
objects, you and any creature traveling with you each take 4d6 the creature takes 2d8 Bludgeoning damage. On a successful
Force damage, and the teleportation fails. save, the creature takes half as much damage. A creature can
swim away from the whirlpool only if it first takes an action to
pull away and succeeds on a Strength (Athletics) check against
your spell save DC.
Material: A mixture of water and dust.

Abjuration Cleric, Paladin Conjuration Bard, Sorcerer, Warlock, Wizard Transmutation Cleric, Druid, Wizard
R Divination 4 Dominate Beast 4 Evard's Black Tentacles 4
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S, M Instantaneous 1 Action 60 ft V, S C ≤ 1 minute 1 Action 90 ft V, S, M C ≤ 1 minute 1 Action


This spell puts you in contact with a god or a god's servants. You One Beast you can see within range must succeed on a Wisdom Squirming, ebony tentacles fill a 20-foot square on ground that
ask one question about a specific goal, event, or activity to saving throw or have the Charmed condition for the duration. you can see within range. For the duration, these tentacles turn
occur within 7 days. The DM offers a truthful reply, which might The target has Advantage on the save if you or your allies are the ground in that area into Difficult Terrain.
be a short phrase or cryptic rhyme. The spell doesn't account for fighting it. Whenever the target takes damage, it repeats the Each creature in that area makes a Strength saving throw. On a
circumstances that might change the answer, such as the casting save, ending the spell on itself on a success. failed save, it takes 3d6 Bludgeoning damage, and it has the
of other spells. You have a telepathic link with the Charmed target while the two Restrained condition until the spell ends. A creature also makes
If you cast the spell more than once before finishing a Long Rest, of you are on the same plane of existence. On your turn, you can that save if it enters the area or ends it turn there. A creature
there is a cumulative 25 percent chance for each casting after use this link to issue commands to the target (no action makes that save only once per turn.
the first that you get no answer. required), such as "Attack that creature," "Move over there," or A Restrained creature can take an action to make a Strength
Material: Incense worth 25+ GP, which the spell consumes. "Fetch that object." The target does its best to obey on its turn. (Athletics) check against your spell save DC, ending the
If it completes an order and doesn't receive further direction condition on itself on a success.
from you, it acts and moves as it likes, focusing on protecting
itself. Material: A tentacle.

You can command the target to take a Reaction but must take
your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last
longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1
hour), or 7+ (up to 8 hours).

Divination Cleric, Druid, Wizard Enchantment Druid, Ranger, Sorcerer Conjuration Wizard

Fabricate 4 Fire Shield 4 Freedom of Movement 4


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

120 ft V, S Instantaneous 10 minutes Self V, S, M 10 minutes 1 Action Touch V, S, M 1 hour 1 Action


You convert raw materials into products of the same material. Wispy flames wreathe your body for the duration, shedding You touch a willing creature. For the duration, the target's
For example, you can fabricate a wooden bridge from a clump of Bright Light in a 10-foot radius and Dim Light for an additional 10 movement is unaffected by Difficult Terrain, and spells and other
trees, a rope from a patch of hemp, or clothes from flax or wool. feet. magical effects can neither reduce the target's Speed nor cause
Choose raw materials that you can see within range. You can The flames provide you with a warm shield or a chill shield, as the target to have the Paralyzed or Restrained conditions. The
fabricate a Large or smaller object (contained within a 10-foot you choose. The warm shield grants you Resistance to Cold target also has a Swim Speed equal to its Speed.
Cube or eight connected 5-foot Cubes) given a sufficient damage, and the chill shield grants you Resistance to Fire In addition, the target can spend 5 feet of movement to
quantity of material. If you're working with metal, stone, or damage. automatically escape from nonmagical restraints, such as
another mineral substance, however, the fabricated object can In addition, whenever a creature within 5 feet of you hits you manacles or a creature imposing the Grappled condition on it.
be no larger than Medium (contained within a 5-foot Cube). The with a melee attack roll, the shield erupts with flame. The Using a Higher-Level Spell Slot. You can target one additional
quality of any fabricated objects is based on the quality of the attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold creature for each spell slot level above 4.
raw materials. damage from a chill shield. Material: A leather strap.
Creatures and magic items can't be created by this spell. You Material: A bit of phosphorus or a firefly.
also can't use it to create items that require a high degree of
skill—such as weapons and armor—unless you have proficiency
with the type of Artisan's Tools used to craft such objects.

Transmutation Wizard Evocation Druid, Sorcerer, Wizard Abjuration Bard, Cleric, Druid, Ranger

Giant Insect 4 Greater Invisiblity 4 Guardian of Faith 4


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V, S C ≤ 10 minutes 1 Action Touch V, S C ≤ 1 minute 1 Action 30 ft V 8 hours 1 Action


You summon a giant centipede, spider, or wasp (chosen when A creature you touch has the Invisible condition until the spell A Large spectral guardian appears and hovers for the duration in
you cast the spell). It manifests in an unoccupied space you can ends. an unoccupied space that you can see within range. The guardian
see within range and uses the Giant Insect stat block. The form occupies that space and is invulnerable, and it appears in a form
you choose determines certain details in its stat block. The appropriate for your deity or pantheon.
creature disappears when it drops to 0 Hit Points or when the Any enemy that moves to a space within 10 feet of the guardian
spell ends. for the first time on a turn or starts its turn there makes a
The creature is an ally to you and your allies. In combat, the Dexterity saving throw, taking 20 Radiant damage on a failed
creature shares your Initiative count, but it takes its turn save or half as much damage on a successful one. The guardian
immediately after yours. It obeys your verbal commands (no vanishes when it has dealt a total of 60 damage.
action required by you). If you don't issue any, it takes the Dodge
action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for
the spell's level in the stat block.

Conjuration Druid Illusion Bard, Sorcerer, Wizard Conjuration Cleric


Hallucinatory Terrain 4 Ice Storm 4 Leomund's Secret Chest 4
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

300 ft V, S, M 24 hours 10 minutes 300 ft V, S, M Instantaneous 1 Action Touch V, S, M Instantaneous 1 Action


You make natural terrain in a 150-foot Cube in range look, sound, Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a You hide a chest and all its contents on the Ethereal Plane. You
and smell like another sort of natural terrain. Thus, open fields point within range. Each creature in the Cylinder makes a must touch the chest and the miniature replica that serve as
or a road can be made to resemble a swamp, hill, crevasse, or Dexterity saving throw. A creature takes 2d10 Bludgeoning Material components for the spell. The chest can contain up to 12
some other difficult or impassable terrain. A pond can be made damage and 4d6 Cold damage on a failed save or half as much cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
to seem like a grassy meadow, a precipice like a gentle slope, or damage on a successful one. While the chest remains on the Ethereal Plane, you can take a
a rock-strewn gully like a wide and smooth road. Manufactured Hailstones turn ground in the Cylinder into Difficult Terrain until Magic action and touch the replica to recall the chest. It appears
structures, equipment, and creatures within the area aren't the end of your next turn. in an unoccupied space on the ground within 5 feet of you. You
changed. can send the chest back to the Ethereal Plane by taking a Magic
Using a Higher-Level Spell Slot. The Bludgeoning damage
The tactile characteristics of the terrain are unchanged, so increases by 1d10 for each spell slot level above 4. action to touch the chest and the replica.
creatures entering the area are likely to notice the illusion. If the After 60 days, there is a cumulative 5 percent chance at the end
difference isn't obvious by touch, a creature examining the Material: A mitten.
of each day that the spell ends. The spell also ends if you cast
illusion can take the Study action to make an Intelligence this spell again or if the Tiny replica chest is destroyed. If the
(Investigation) check against your spell save DC to disbelieve it. spell ends and the larger chest is on the Ethereal Plane, the
If a creature discerns that the terrain is illusory, the creature chest remains there for you or someone else to find.
sees a vague image superimposed on the real terrain.
Material: A chest, 3 feet by 2 feet by 2 feet, constructed from rare
Material: A mushroom. materials worth 5,000+ GP, and a Tiny replica of the chest made
from the same materials worth 50+ GP.

Illusion Bard, Druid, Warlock, Wizard Evocation Druid, Sorcerer, Wizard Conjuration Wizard

Locate Creature 4 Mordenkainen's Faithful Hound 4 Mordenkainen's Private Sanctum 4


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S, M C ≤ 1 hour 1 Action 30 ft V, S, M 8 hours 1 Action 120 ft V, S, M 24 hours 10 minutes


Describe or name a creature that is familiar to you. You sense You conjure a phantom watchdog in an unoccupied space that You make an area within range magically secure. The area is a
the direction to the creature's location if that creature is within you can see within range. The hound remains for the duration or Cube that can be as small as 5 feet to as large as 100 feet on
1,000 feet of you. If the creature is moving, you know the until the two of you are more than 300 feet apart from each each side. The spell lasts for the duration.
direction of its movement. other. When you cast the spell, you decide what sort of security the
spell provides, choosing any of the following:
The spell can locate a specific creature known to you or the No one but you can see the hound, and it is intangible and
nearest creature of a specific kind (such as a human or a invulnerable. When a Small or larger creature comes within 30 Sound can’t pass through the barrier at the edge of the
unicorn) if you have seen such a creature up close—within 30 feet of it without first speaking the password that you specify warded area.
feet—at least once. If the creature you described or named is in a when you cast this spell, the hound starts barking loudly. The The barrier of the warded area appears dark and foggy,
different form, such as under the effects of a Flesh to Stone or hound has Truesight with a range of 30 feet. preventing vision (including Darkvision) through
Sensors created by Divination spells can’t appear inside the
Polymorph spell, this spell doesn't locate the creature. At the start of each of your turns, the hound attempts to bite protected area or pass through the barrier at its perimeter.
This spell can't locate a creature if any thickness of lead blocks a one enemy within 5 feet of it. That enemy must succeed on a Creatures in the area can’t be targeted by Divination spells.
direct path between you and the creature. Dexterity saving throw or take 4d8 Force damage. Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Material: Fur from a bloodhound. On your later turns, you can take a Magic action to move the
hound up to 30 feet. Casting this spell on the same spot every day for 365 days
makes the spell last until dispelled.
Material: A silver whistle.
Using a Higher-Level Spell Slot. You can increase the size of
the Cube by 100 feet for each spell slot level above 4.
Material: A thin sheet of lead.

Divination Bard, Cleric, Druid, Paladin, Ranger, Wizard Conjuration Wizard Abjuration Wizard

Otiluke's Resilient Sphere 4 Phantasmal Killer 4 Polymorph 4


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, S, M C ≤ 1 minute 1 Action 120 ft V, S C ≤ 1 minute 1 Action 60 ft V, S, M C ≤ 1 hour 1 Action


A shimmering sphere encloses a Large or smaller creature or You tap into the nightmares of a creature you can see within You attempt to transform a creature that you can see within
object within range. An unwilling creature must succeed on a range and create an illusion of its deepest fears, visible only to range into a Beast. The target must succeed on a Wisdom saving
Dexterity saving throw or be enclosed for the duration. that creature. The target makes a Wisdom saving throw. On a throw or shape-shift into Beast form for the duration. That form
Nothing-not physical objects, energy, or other spell effects can failed save, the target takes 4d10 Psychic damage and has can be any Beast you choose that has a Challenge Rating equal
pass through the barrier, in or out, though a creature in the Disadvantage on ability checks and attack rolls for the duration. to or less than the target's (or the target's level if it doesn't
sphere can breathe there. The sphere is immune to all damage, On a successful save, the target takes half as much damage, and have a Challenge Rating). The target's game statistics are
and a creature or object inside can't be damaged by attacks or the spell ends. replaced by the stat block of the chosen Beast, but the target
effects originating from outside, nor can a creature inside the For the duration, the target makes a Wisdom saving throw at the retains its alignment, personality, creature type, Hit Points, and
sphere damage anything outside it. end of each of its turns. On a failed save, it takes the Psychic Hit Point Dice.

The sphere is weightless and just large enough to contain the damage again. On a successful save, the spell ends. The target gains a number of Temporary Hit Points equal to the
creature or object inside. An enclosed creature can take an Using a Higher-Level Spell Slot. The damage increases by 1d10 Hit Points of the Beast form. The spell ends early on the target if
action to push against the sphere's walls and thus roll the sphere for each spell slot level above 4. it has no Temporary Hit Points left.
at up to half the creature's Speed. Similarly, the globe can be The target is limited in the actions it can perform by the
picked up and moved by other creatures. anatomy of its new form, and it can't speak or cast spells.
A Disintegrate spell targeting the globe destroys it without The target's gear melds into the new form. The creature can't
harming anything inside. use or otherwise benefit from any of that equipment.
Material: A glass sphere. Material: A caterpillar cocoon.

Evocation Wizard Illusion Bard, Wizard Transmutation Bard, Druid, Sorcerer, Wizard
Stone Shape 4 Stoneskin 4 Wall of Fire 4
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, S, M Instantaneous 1 Action Touch V, S, M C ≤ 1 hour 1 Action 120 ft V, S, M C ≤ 1 minute 1 Action


You touch a stone object of Medium size or smaller or a section Until the spell ends, one willing creature you touch has You create a wall of fire on a solid surface within range. You can
of stone no more than 5 feet in any dimension and form it into Resistance to Bludgeoning, Piercing, and Slashing damage. make the wall up to 60 feet long, 20 feet high, and 1 foot thick,
any shape you like. For example, you could shape a large rock Material: Diamond dust worth 100+ GP, which the spell consumes. or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot
into a weapon, statue, or coffer, or you could make a small thick. The wall is opaque and lasts for the duration.
passage through a wall that is 5 feet thick. You could also shape When the wall appears, each creature in its area makes a
a stone door or its frame to seal the door shut. The object you Dexterity saving throw, taking 5d8 Fire damage on a failed save
create can have up to two hinges and a latch, but finer or half as much damage on a successful one.
mechanical detail isn't possible.
One side of the wall, selected by you when you cast this spell,
Material: Soft clay. deals 5d8 Fire damage to each creature that ends its turn within
10 feet of that side or inside the wall. A creature takes the same
damage when it enters the wall for the first time on a turn or
ends its turn there. The other side of the wall deals no damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8
for each spell slot level above 4.
Material: A piece of charcoal.

Transmutation Cleric, Druid, Wizard Transmutation Druid, Ranger, Sorcerer, Wizard Evocation Druid, Sorcerer, Wizard

Animate Objects 5 Antilife Shell 5 Awaken 5


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

120 ft V, S C ≤ 1 minute 1 Action Self V, S C ≤ 1 hour 1 Action Touch V, S, M Instantaneous 8 hours


Objects animate at your command. Choose a number of An aura extends from you in a 10-foot Emanation for the You spend the casting time tracing magical pathways within a
nonmagical objects within range that aren't being worn or carried,
duration. The aura prevents creatures other than Constructs and precious gemstone, and then touch the target. The target must
aren't fixed to a surface, and aren't Gargantuan. The maximum
number of objects is equal to your spellcasting ability modifier; for Undead from passing or reaching through it. An affected be either a Beast or Plant creature with an Intelligence of 3 or
this number, a Medium or smaller target counts as one object, a creature can cast spells or make attacks with Ranged or Reach less or a natural plant that isn't a creature. The target gains an
Large target counts as two, and a Huge target counts as three. weapons through the barrier. Intelligence of 10 and the ability to speak one language you
Each target animates, sprouts legs, and becomes a Construct that know. If the target is a natural plant, it becomes a Plant creature
uses the Animated Object stat block; this creature is under your If you move so that an affected creature is forced to pass
through the barrier, the spell ends. and gains the ability to move its limbs, roots, vines, creepers,
control until the spell ends or until it is reduced to 0 Hit Points.
Each creature you make with this spell is an ally to you and your and so forth, and it gains senses similar to a human's. The DM
allies. In combat, it shares your Initiative count and takes its turn chooses statistics appropriate for the awakened Plant, such as
immediately after yours. the statistics for the Awakened Shrub or Awakened Tree in the
Until the spell ends, you can take a Bonus Action to mentally Monster Manual.
command any creature you made with this spell if the creature is
within 500 feet of you (if you control multiple creatures, you can The awakened target has the Charmed condition for 30 days or
command any of them at the same time, issuing the same until you or your allies deal damage to it. When that condition
command to each one). If you issue no commands, the creature ends, the awakened creature chooses its attitude toward you.
takes the Dodge action and moves only to avoid harm. When the
creature drops to 0 Hit Points, it reverts to its object form, and Material: An agate worth 1,000+ GP, which the spell consumes.
any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature's Slam damage
increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge)
for each spell slot level above 5.

Transmutation Bard, Sorcerer, Wizard Abjuration Druid Transmutation Bard, Druid

Cloudkill 5 R Commune 5 R Commune with Nature 5


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

120 ft V, S C ≤ 10 minutes 1 Action Self V, S, M 1 minute 1 minute Self V, S Instantaneous 1 minute


You create a 20-foot-radius Sphere of yellow-green fog centered You contact a deity or a divine proxy and ask up to three You commune with nature spirits and gain knowledge of the
on a point within range. The fog lasts for the duration or until questions that can be answered with yes or no. You must ask surrounding area. In the outdoors, the spell gives you knowledge
strong wind (such as the one created by Gust of Wind) disperses your questions before the spell ends. You receive a correct of the area within 3 miles of you. In caves and other natural
it, ending the spell. Its area is Heavily Obscured. answer for each question. underground settings, the radius is limited to 300 feet. The spell
Each creature in the Sphere makes a Constitution saving throw, Divine beings aren't necessarily omniscient, so you might doesn't function where nature has been replaced by
taking 5d8 Poison damage on a failed save or half as much receive "unclear" as an answer if a question pertains to construction, such as in castles and settlements.
damage on a successful one. A creature must also make this information that lies beyond the deity's knowledge. In a case Choose three of the following facts; you learn those facts as
save when the Sphere moves into its space and when it enters where a one-word answer could be misleading or contrary to the they pertain to the spell's area:
the Sphere or ends its turn there. A creature makes this save deity's interests, the DM might offer a short phrase as an answer Locations of settlements
only once per turn. instead.
Locations of portals to other planes of existence
The Sphere moves 10 feet away from you at the start of each of If you cast the spell more than once before finishing a Long Rest,
Location of one Challenge Rating 10+ creature (DM's choice)
your turns. there is a cumulative 25 percent chance for each casting after
that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
Using a Higher-Level Spell Slot. The damage increases by 1d8 the first that you get no answer.
The most prevalent kind of plant, mineral, or Beast (you
for each spell slot level above 5. Material: Incense. choose which to learn)
Locations of bodies of water
For example, you could determine the location of a powerful
monster in the area, the locations of bodies of water, and the
locations of any towns.

Conjuration Sorcerer, Wizard Divination Cleric Divination Druid, Ranger


Cone of Cold 5 Conjure Elemental 5 R Contact Other Plane 5
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S, M Instantaneous 1 Action 60 ft V, S C ≤ 10 minutes 1 Action Self V 1 minute 1 minute


You unleash a blast of cold air. Each creature in a 60-foot Cone You conjure a Large, intangible spirit from the Elemental Planes You mentally contact a demigod, the spirit of a long-dead sage,
originating from you makes a Constitution saving throw, taking that appears in an unoccupied space within range. Choose the or some other knowledgeable entity from another plane.
8d8 Cold damage on a failed save or half as much damage on a spirit's element, which determines its damage type: air Contacting this otherworldly intelligence can break your mind.
successful one. A creature killed by this spell becomes a frozen (Lightning), earth (Thunder), fire (Fire), or water (Cold). The When you cast this spell, make a DC 15 Intelligence saving throw.
statue until it thaws. spirit lasts for the duration. On a successful save, you can ask the entity up to five questions.
Using a Higher-Level Spell Slot. The damage increases by 1d8 Whenever a creature you can see enters the spirit's space or You must ask your questions before the spell ends. The DM
for each spell slot level above 5. starts its turn within 5 feet of the spirit, you can force that answers each question with one word, such as "yes," "no,"
creature to make a Dexterity saving throw if the spirit has no "maybe," "never," "irrelevant," or "unclear" (if the entity
Material: A small crystal or glass cone. doesn't know the answer to the question). If a one-word answer
creature Restrained. On failed save, the target takes 8d8
damage of the spirit's type, and the target has the Restrained would be misleading, the DM might instead offer a short phrase
condition until the spell ends. At the start of each of its turns, as an answer.
the Restrained target repeats the save. On a failed save, the On a failed save, you take 6d6 Psychic damage and have the
target takes 4d8 damage of the spirit's type. On a successful Incapacitated condition until you finish a Long Rest. A Greater
save, the target isn't Restrained by the spirit. Restoration spell cast on you ends this effect.
Using a Higher-Level Spell Slot. The damage increases by 2d8
for each spell slot level above 5.

Evocation Druid, Sorcerer, Wizard Conjuration Druid, Wizard Divination Warlock, Wizard

Contagion 5 Creation 5 Dispel Evil and Good 5


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, S 7 days 1 Action 30 ft V, S, M Special 1 minute Self V, S, M C ≤ 1 minute 1 Action


Your touch inflicts a magical contagion. The target must succeed You pull wisps of shadow material from the Shadowfell to create an For the duration, Celestials, Elementals, Fey, Fiends, and Undead
object within range. It is either an object of vegetable matter (soft
on a Constitution saving throw or take 11d8 Necrotic damage and goods, rope, wood, and the like) or mineral matter (stone, crystal, have Disadvantage on attack rolls against you. You can end the
have the Poisoned condition. Also, choose one ability when you metal, and the like). The object must be no larger than a 5-foot spell early by using either of the following special functions.
cast the spell. While Poisoned, the target has Disadvantage on Cube, and the object must be of a form and material that you have
seen.
Break Enchantment. As a Magic action, you touch a creature
saving throws made with the chosen ability. that is possessed by or has the Charmed or Frightened condition
The spell's duration depends on the object's material, as shown in
The target must repeat the saving throw at the end of each of its the Materials table. If the object is composed of multiple materials, from one or more creatures of the types above. The target is no
turns until it gets three successes or failures. If the target use the shortest duration. Using any object created by this spell as longer possessed, Charmed, or Frightened by such creatures.
succeeds on three of these saves, the spell ends on the target. If another spell's Material component causes the other spell to fail.
Dismissal. As a Magic action, you target one creature you can
the target fails three of the saves, the spell lasts for 7 days on it. Material Duration see within 5 feet of you that has one of the creature types
Whenever the Poisoned target receives an effect that would end Vegetable matter 24 hours above. The target must succeed on a Charisma saving throw or
the Poisoned condition, the target must succeed on a Stone or crystal 12 hours be sent back to its home plane if it isn't there already. If they
Constitution saving throw, or the Poisoned condition doesn't end Precious metals 1 hour aren't on their home plane, Undead are sent to the Shadowfell,
on it. and Fey are sent to the Feywild.
Gems 10 minutes
Adamantine or mithral 1 minute Material: Powdered silver and iron.

Using a Higher-Level Spell Slot. The Cube increases by 5 feet for


each spell slot level above 5.
Material: A paintbrush.

Necromancy Cleric, Druid Illusion Sorcerer, Wizard Abjuration Cleric, Paladin

Dominate Person 5 Dream 5 Flame Strike 5


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V, S C ≤ 1 minute 1 Action Special V, S, M 8 hours 1 minute 60 ft V, S, M Instantaneous 1 Action


One Humanoid you can see within range must succeed on a You target a creature you know on the same plane of existence. A vertical column of brilliant fire roars down from above. Each
Wisdom saving throw or have the Charmed condition for the You or a willing creature you touch enters a trance state to act as creature in a 10-foot-radius, 40-foot-high Cylinder centered on a
a dream messenger. While in the trance, the messenger is
duration. The target has Advantage on the save if you or your point within range makes a Dexterity saving throw, taking 5d6
Incapacitated and has a Speed of 0.
allies are fighting it. Whenever the target takes damage, it Fire damage and 5d6 Radiant damage on a failed save or half as
If the target is asleep, the messenger appears in the target's
repeats the save, ending the spell on itself on a success. much damage on a successful one.
dreams and can converse with the target as long as it remains
You have a telepathic link with the Charmed target while the two asleep, through the spell's duration. The messenger can also Using a Higher-Level Spell Slot. The Fire damage and the
of you are on the same plane of existence. On your turn, you can shape the dream's environment, creating landscapes, objects, and Radiant damage increase by 1d6 for each spell slot level above 5.
use this link to issue commands to the target (no action other images. The messenger can emerge from the trance at any
time, ending the spell. The target recalls the dream perfectly Material: A pinch of sulfur.
required), such as "Attack that creature," "Move over there," or
upon waking.
"Fetch that object." The target does its best to obey on its turn.
If the target is awake when you cast the spell, the messenger
If it completes an order and doesn't receive further direction
knows it and can either end the trance (and the spell) or wait for
from you, it acts and moves as it likes, focusing on protecting the target to sleep, at which point the messenger enters its
itself. dreams.
You can command the target to take a Reaction but must take You can make the messenger terrifying to the target. If you do so,
your own Reaction to do so. the messenger can deliver a message of no more than ten words,
and then the target makes a Wisdom saving throw. On a failed
Using a Higher-Level Spell Slot. Your Concentration can last save, the target gains no benefit from its rest, and it takes 3d6
longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 Psychic damage when it wakes up.
hour), or 8+ (up to 8 hours). Material: A handful of sand.

Enchantment Bard, Sorcerer, Wizard Illusion Bard, Warlock, Wizard Evocation Cleric
Geas 5 Greater Restoration 5 Hallow 5
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V 30 days 1 minute Touch V, S, M Instantaneous 1 Action Touch V, S, M Until dispelled 24 hours


You give a verbal command to a creature that you can see within You touch a creature and magically remove one of the following You touch a point and infuse an area around it with holy or
range, ordering it to carry out some service or refrain from an effects from it: unholy power. The area can have a radius up to 60 feet, and the
action or a course of activity as you decide. The target must 1 Exhaustion level spell fails if the radius includes an area already under the effect
succeed on a Wisdom saving throw or have the Charmed of Hallow. The affected area has the following effects.
condition for the duration. The target automatically succeeds if The Charmed or Petrified condition
Hallowed Ward. Choose any of these creature types: Aberration,
it can't understand your command. A curse, including the target's Attunement to a cursed magic
Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the
item
While Charmed, the creature takes 5d10 Psychic damage if it acts chosen types can't willingly enter the area, and any creature
in a manner directly counter to your command. It takes this Any reduction to one of the target's ability scores that is possessed by or that has the Charmed or Frightened
damage no more than once each day. Any reduction to the target's Hit Point maximum condition from such creatures isn't possessed, Charmed, or
You can issue any command you choose, short of an activity that Material: Diamond dust worth 100+ GP, which the spell consumes. Frightened by them while in the area.
would result in certain death. Should you issue a suicidal Extra Effect. You bind an extra effect to the area from the list
command, the spell ends. below:
A Remove Curse, Greater Restoration, or Wish spell ends this Courage. Creatures of any types you choose can't gain the
spell. Frightened condition while in the area.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell Darkness. Darkness fills the area. Normal light, as well as
slot, the duration is 365 days. If you use a level 9 spell slot, the magical light created by spells of a level lower than this spell,
spell lasts until it is ended by one of the spells mentioned above. can't illuminate the area.
Daylight. Bright light fills the area. Magical Darkness created by
spells of a level lower than this spell can't extinguish the light.
Enchantment Bard, Cleric, Druid, Paladin, Wizard Abjuration Bard, Cleric, Druid, Paladin, Ranger Peaceful Rest. Dead bodies interred in the area can't be turned
into Undead.
Hold Monster 5 Insect Plague 5 Extradimensional Interference. Creatures of any types you
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME choose can't enter or exit the area using teleportation or
90 ft V, S, M C ≤ 1 minute 1 Action 300 ft V, S, M C ≤ 10 minutes 1 Action interplanar travel.
Fear. Creatures of any types you choose have the Frightened
Choose a creature that you can see within range. The target Swarming locusts fill a 20-foot-radius Sphere centered on a point
condition while in the area.
must succeed on a Wisdom saving throw or have the Paralyzed you choose within range. The Sphere remains for the duration,
condition for the duration. At the end of each of its turns, the and its area is Lightly Obscured and Difficult Terrain. Resistance. Creatures of any types you choose have Resistance
target repeats the save, ending the spell on itself on a success. to one damage type of your choice while in the area.
When the swarm appears, each creature in it makes a
Using a Higher-Level Spell Slot. You can target one additional Constitution saving throw, taking 4d10 Piercing damage on a Silence. No sound can emanate from within the area, and no
creature for each spell slot level above 5. failed save or half as much damage on a successful one. A sound can reach into it.
Material: A straight piece of iron. creature also makes this save when it enters the spell's area for Tongues. Creatures of any types you choose can communicate
the first time on a turn or ends its turn there. A creature makes with any other creature in the area even if they don't share a
this save only once per turn. common language.
Using a Higher-Level Spell Slot. The damage increases by 1d10 Vulnerability. Creatures of any types you choose have
for each spell slot level above 5. Vulnerability to one damage type of your choice while in the
Material: A locust. area.
Material: Incense worth 1,000+ GP, which the spell consumes.

Enchantment Bard, Sorcerer, Warlock, Wizard Conjuration Cleric, Druid, Sorcerer Abjuration Cleric

Legend Lore 5 Mass Cure Wounds 5 Mislead 5


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S, M Instantaneous 10 minutes 60 ft V, S Instantaneous 1 Action Self S C ≤ 1 hour 1 Action


Name or describe a famous person, place, or object. The spell A wave of healing energy washes out from a point you can see You gain the Invisible condition at the same time that an illusory
brings to your mind a brief summary of the significant lore about within range. Choose up to six creatures in a 30-foot-radius double of you appears where you are standing. The double lasts
that famous thing, as described by the DM. Sphere centered on that point. Each target regains Hit Points for the duration, but the invisibility ends immediately after you
The lore might consist of important details, amusing revelations, equal to 5d8 plus your spellcasting ability modifier. make an attack roll, deal damage, or cast a spell.
or even secret lore that has never been widely known. The more Using a Higher-Level Spell Slot. The healing increases by 1d8 As a Magic action, you can move the illusory double up to twice
information you already know about the thing, the more precise for each spell slot level above 5. your Speed and make it gesture, speak, and behave in whatever
and detailed the information you receive is. That information is way you choose. It is intangible and invulnerable.
accurate but might be couched in figurative language or poetry, You can see through its eyes and hear through its ears as if you
as determined by the DM. were located where it is.
If the famous thing you chose isn't actually famous, you hear sad
musical notes played on a trombone, and the spell fails.
Material: Incense worth 250+ GP, which the spell consumes, and
four ivory strips worth 50+ GP each.

Divination Bard, Cleric, Wizard Abjuration Bard, Cleric, Druid Illusion Bard, Warlock, Wizard
Modify Memory 5 Passwall 5 Raise Dead 5
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, S C ≤ 1 minute 1 Action 30 ft V, S, M 1 hour 1 Action Touch V, S, M Instantaneous 1 hour


You attempt to reshape another creature's memories. One A passage appears at a point that you can see on a wooden, With a touch, you revive a dead creature if it has been dead no
creature that you can see within range makes a Wisdom saving plaster, or stone surface (such as a wall, ceiling, or floor) within longer than 10 days and it wasn't Undead when it died.
throw. If you are fighting the creature, it has Advantage on the range and lasts for the duration. You choose the opening's The creature returns to life with 1 Hit Point. This spell also
save. On a failed save, the target has the Charmed condition for dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The neutralizes any poisons that affected the creature at the time of
the duration. While Charmed in this way, the target also has the passage creates no instability in a structure surrounding it. death.
Incapacitated condition and is unaware of its surroundings, When the opening disappears, any creatures or objects still in
though it can hear you. If it takes any damage or is targeted by This spell closes all mortal wounds, but it doesn't restore missing
the passage created by the spell are safely ejected to an body parts. If the creature is lacking body parts or organs
another spell, this spell ends, and no memories are modified. unoccupied space nearest to the surface on which you cast the integral for its survival—its head, for instance—the spell
While this charm lasts, you can affect the target's memory of an spell. automatically fails.
event that it experienced within the last 24 hours and that lasted Material: A pinch of sesame seads.
no more than 10 minutes. You can permanently eliminate all Coming back from the dead is an ordeal. The target takes a −4
memory of the event, allow the target to recall the event with penalty to D20 Tests. Every time the target finishes a Long Rest,
perfect clarity, change its memory of the event's details, or the penalty is reduced by 1 until it becomes 0.
create a memory of some other event. Material: A diamond worth 500+ GP, which the spell consumes.
You must speak to the target to describe how its memories are
affected, and it must be able to understand your language for
the modified memories to take root. Its mind fills in any gaps in
the details of your description. If the spell ends before you finish
describing the modified memories, the creature's memory isn't
altered. Otherwise, the modified memories take hold when the
spell ends. Transmutation Wizard Necromancy Bard, Cleric, Paladin
A modified memory doesn't necessarily affect how a creature
behaves, particularly if the memory contradicts the creature's
natural inclinations, alignment, or beliefs. An illogical modified
Reincarnate 5 Scrying 5
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
memory, such as a false memory of how much the creature
enjoyed swimming in acid, is dismissed as a bad dream. The DM
Touch V, S, M Instantaneous 1 hour Self V, S, M C ≤ 10 minutes 10 minutes
might deem a modified memory too nonsensical to affect a You touch a dead Humanoid or a piece of one. If the creature has You can see and hear a creature you choose that is on the same
creature. been dead no longer than 10 days, the spell forms a new body for plane of existence as you. The target makes a Wisdom saving
A Remove Curse or Greater Restoration spell cast on the target it and calls the soul to enter that body. Roll 1d10 and consult the throw, which is modified (see the tables below) by how well you
restores the creature's true memory. table below to determine the body’s species, or the DM chooses know the target and the sort of physical connection you have to
Using a Higher-Level Spell Slot. You can alter the target's another playable species. it. The target doesn’t know what it is making the save against,
memories of an event that took place up to 7 days ago (level 6 only that it feels uneasy.
1d10 Species
spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8
1 Aasimar Your Knowledge of the Target Is... Save Modifier
spell slot), or any time in the creature's past (level 9 spell slot).
Secondhand (heard of the target) +5
2 Dragonborn
Firsthand (met the target) +0
3 Dwarf
Extensive (know the target well) −5
4 Elf
5 Gnome You Have the Target’s... Save Modifier
6 Goliath Picture or other likeness −2
7 Halfling Garment or other possession −4
8 Human Body part, lock of hair, or bit of nail −10
9 Orc
On a successful save, the target isn’t affected, and you can’t use
10 Tiefling this spell on it again for 24 hours.
Enchantment Bard, Wizard The reincarnated creature makes any choices that a species’ On a failed save, the spell creates an Invisible, intangible sensor
description offers, and the creature recalls its former life. It within 10 feet of the target. You can see and hear through the
Seeming 5 retains the capabilities it had in its original form, except it loses sensor as if you were there. The sensor moves with the target,
remaining within 10 feet of it for the duration. If something can
RANGE COMPONENTS DURATION CASTING TIME the traits of its previous species and gains the traits of its new
one. see the sensor, it appears as a luminous orb about the size of
30 ft V, S 8 hours 1 Action your fist.
Material: Rare oils worth 1,000+ GP, which the spell consumes.
You give an illusory appearance to each creature of your choice Instead of targeting a creature, you can target a location you
that you can see within range. An unwilling target can make a have seen. When you do so, the sensor appears at that location
Charisma saving throw, and if it succeeds, it is unaffected by this and doesn’t move.
spell.
Material: A focus worth 1,000+ GP, such as a crystal ball, mirror, or
You can give the same appearance or different ones to the water-filled font.
targets. The spell can change the appearance of the targets'
bodies and equipment. You can make each creature seem 1 foot
shorter or taller and appear heavier or lighter. A target's new
appearance must have the same basic arrangement of limbs as
the target, but the extent of the illusion is otherwise up to you.
The spell lasts for the duration.
The changes wrought by this spell fail to hold up to physical
inspection. For example, if you use this spell to add a hat to a
creature's outfit, objects pass through the hat.
A creature that takes the Study action to examine a target can
make an Intelligence (Investigation) check against your spell
save DC. If it succeeds, it becomes aware that the target is
disguised.

Illusion Bard, Sorcerer, Wizard Necromancy Druid Divination Bard, Cleric, Druid, Warlock, Wizard
Telekinesis 5 Teleportation Circle 5 Tree Stride 5
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V, S C ≤ 10 minutes 1 Action 10 ft V, M 1 round 1 minute Self V, S C ≤ 1 minute 1 Action


You gain the ability to move or manipulate creatures or objects by As you cast the spell, you draw a 5-foot-radius circle on the You gain the ability to enter a tree and move from inside it to
thought. When you cast the spell and as a Magic action on your ground inscribed with sigils that link your location to a inside another tree of the same kind within 500 feet. Both trees
later turns before the spell ends, you can exert your will on one
permanent teleportation circle of your choice whose sigil must be living and at least the same size as you. You must use 5
creature or object that you can see within range, causing the
appropriate effect below. You can affect the same target round sequence you know and that is on the same plane of existence feet of movement to enter a tree. You instantly know the
after round or choose a new one at any time. If you switch targets, as you. A shimmering portal opens within the circle you drew and location of all other trees of the same kind within 500 feet and,
the prior target is no longer affected by the spell. remains open until the end of your next turn. Any creature that
as part of the move used to enter the tree, can either pass into
Creature. You can try to move a Huge or smaller creature. The enters the portal instantly appears within 5 feet of the
one of those trees or step out of the tree you're in. You appear
target must succeed on a Strength saving throw, or you move it up destination circle or in the nearest unoccupied space if that
to 30 feet in any direction within the spell's range. Until the end of in a spot of your choice within 5 feet of the destination tree,
space is occupied.
your next turn, the creature has the Restrained condition, and if using another 5 feet of movement. If you have no movement left,
you lift it into the air, it is suspended there. It falls at the end of Many major temples, guildhalls, and other important places have you appear within 5 feet of the tree you entered.
your next turn unless you use this option on it again and it fails the permanent teleportation circles. Each circle includes a unique
save. sigil sequence—a string of runes arranged in a particular pattern. You can use this transportation ability only once on each of your
Object. You can try to move a Huge or smaller object. If the object turns. You must end each turn outside a tree.
When you first gain the ability to cast this spell, you learn the
isn't being worn or carried, you automatically move it up to 30 sigil sequences for two destinations on the Material Plane,
feet in any direction within the spell's range.
determined by the DM. You might learn additional sigil
If the object is worn or carried by a creature, that creature must sequences during your adventures. You can commit a new sigil
succeed on a Strength saving throw, or you pull the object away
sequence to memory after studying it for 1 minute.
and move it up to 30 feet in any direction within the spell's range.
You can exert fine control on objects with your telekinetic grip, You can create a permanent teleportation circle by casting this
such as manipulating a simple tool, opening a door or a container, spell in the same location every day for 365 days.
stowing or retrieving an item from an open container, or pouring Material: Rare inks worth 50+ GP, which the spell consumes.
the contents from a vial.

Transmutation Sorcerer, Wizard Conjuration Bard, Sorcerer, Warlock, Wizard Conjuration Druid, Ranger

Wall of Force 5 Wall of Stone 5 Blade Barrier 6


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

120 ft V, S, M C ≤ 10 minutes 1 Action 120 ft V, S, M C ≤ 10 minutes 1 Action 90 ft V, S C ≤ 10 minutes 1 Action


An Invisible wall of force springs into existence at a point you A nonmagical wall of solid stone springs into existence at a point You create a wall of whirling blades made of magical energy. The
choose within range. The wall appears in any orientation you you choose within range. The wall is 6 inches thick and is wall appears within range and lasts for the duration. You make a
choose, as a horizontal or vertical barrier or at an angle. It can composed of ten 10-foot-by-10-foot panels. Each panel must be straight wall up to 100 feet long, 20 feet high, and 5 feet thick,
be free floating or resting on a solid surface. You can form it into contiguous with another panel. Alternatively, you can create 10- or a ringed wall up to 60 feet in diameter, 20 feet high, and 5
a hemispherical dome or a globe with a radius of up to 10 feet, or foot-by-20-foot panels that are only 3 inches thick. feet thick. The wall provides Three-Quarters Cover, and its space
you can shape a flat surface made up of ten 10-foot-by-10-foot If the wall cuts through a creature's space when it appears, the is Difficult Terrain.
panels. Each panel must be contiguous with another panel. In creature is pushed to one side of the wall (you choose which Any creature in the wall's space makes a Dexterity saving throw,
any form, the wall is 1/4 inch thick and lasts for the duration. If side). If a creature would be surrounded on all sides by the wall taking 6d10 Force damage on a failed save or half as much
the wall cuts through a creature's space when it appears, the (or the wall and another solid surface), that creature can make a damage on a successful one. A creature also makes that save if it
creature is pushed to one side of the wall (you choose which Dexterity saving throw. On a success, it can use its Reaction to enters the wall's space or ends it turn there. A creature makes
side). move up to its Speed so that it is no longer enclosed by the wall. that save only once per turn.
Nothing can physically pass through the wall. It is immune to all The wall can have any shape you desire, though it can't occupy
damage and can't be dispelled by Dispel Magic. A Disintegrate the same space as a creature or object. The wall doesn't need to
spell destroys the wall instantly, however. The wall also extends be vertical or rest on a firm foundation. It must, however, merge
into the Ethereal Plane and blocks ethereal travel through the with and be solidly supported by existing stone. Thus, you can
wall. use this spell to bridge a chasm or create a ramp.
Material: A sharp of glass. If you create a span greater than 20 feet in length, you must
halve the size of each panel to create supports. You can crudely
shape the wall to create battlements and the like.
The wall is an object made of stone that can be damaged and
Evocation Wizard Evocation Cleric
thus breached. Each panel has AC 15 and 30 Hit Points per inch
of thickness, and it has Immunity to Poison and Psychic damage.
Chain Lightning 6 Reducing a panel to 0 Hit Points destroys it and might cause Circle of Death 6
RANGE COMPONENTS DURATION CASTING TIME connected panels to collapse at the DM's discretion. RANGE COMPONENTS DURATION CASTING TIME

150 ft V, S, M Instantaneous 1 Action If you maintain your Concentration on this spell for its full 150 ft V, S, M Instantaneous 1 Action
duration, the wall becomes permanent and can't be dispelled.
You launch a lightning bolt toward a target you can see within Otherwise, the wall disappears when the spell ends. Negative energy ripples out in a 60-foot-radius Sphere from a
range. Three bolts then leap from that target to as many as point you choose within range. Each creature in that area makes
three other targets of your choice, each of which must be within Material: A cube of granite. a Constitution saving throw, taking 8d8 Necrotic damage on a
30 feet of the first target. A target can be a creature or an failed save or half as much damage on a successful one.
object and can be targeted by only one of the bolts. Using a Higher-Level Spell Slot. The damage increases by 2d8
Each target makes a Dexterity saving throw, taking 10d8 for each spell slot level above 6.
Lightning damage on a failed save or half as much damage on a Material: The powder of a crushed black pearl worth 500+ GP.
successful one.
Using a Higher-Level Spell Slot. One additional bolt leaps from
the first target to another for each spell slot level above 6.
Material: Three silver pins.

Evocation Sorcerer, Wizard Evocation Druid, Sorcerer, Wizard Necromancy Sorcerer, Warlock, Wizard
Conjure Fey 6 Contingency 6 Create Undead 6
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V, S C ≤ 10 minutes 1 Action Self V, S, M 10 days 10 minutes 10 ft V, S, M Instantaneous 1 minute


You conjure a Medium spirit from the Feywild in an unoccupied Choose a spell of level 5 or lower that you can cast, that has a You can cast this spell only at night. Choose up to three corpses
space you can see within range. The spirit lasts for the duration, casting time of an action, and that can target you. You cast that of Medium or Small Humanoids within range. Each one becomes a
and it looks like a Fey creature of your choice. When the spirit spell—called the contingent spell—as part of casting Contingency, Ghoul under your control (see the Monster Manual for its stat
appears, you can make one melee spell attack against a creature expending spell slots for both, but the contingent spell doesn't block).
within 5 feet of it. On a hit, the target takes Psychic damage come into effect. Instead, it takes effect when a certain trigger As a Bonus Action on each of your turns, you can mentally
equal to 3d12 plus your spellcasting ability modifier, and the occurs. You describe that trigger when you cast the two spells. command any creature you animated with this spell if the
target has the Frightened condition until the start of your next For example, a Contingency cast with Water Breathing might creature is within 120 feet of you (if you control multiple
turn, with both you and the spirit as the source of the fear. stipulate that Water Breathing comes into effect when you are creatures, you can command any of them at the same time,
As a Bonus Action on your later turns, you can teleport the spirit engulfed in water or a similar liquid. issuing the same command to them). You decide what action the
to an unoccupied space you can see within 30 feet of the space The contingent spell takes effect immediately after the trigger creature will take and where it will move on its next turn, or you
it left and make the attack against a creature within 5 feet of it. occurs for the first time, whether or not you want it to, and then can issue a general command, such as to guard a particular
Using a Higher-Level Spell Slot. The damage increases by 2d12 Contingency ends. place. If you issue no commands, the creature takes the Dodge
for each spell slot level above 6. The contingent spell takes effect only on you, even if it can action and moves only to avoid harm. Once given an order, the
normally target others. You can use only one Contingency spell creature continues to follow the order until its task is complete.
at a time. If you cast this spell again, the effect of another The creature is under your control for 24 hours, after which it
Contingency spell on you ends. Also, Contingency ends on you if stops obeying any command you've given it. To maintain control
its material component is ever not on your person. of the creature for another 24 hours, you must cast this spell on
Material: A gem-encrusted statuette of yourself worth 1,500+ GP. the creature before the current 24-hour period ends. This use of
the spell reasserts your control over up to three creatures you
have animated with this spell rather than animating new ones.
Conjuration Druid Abjuration Wizard Using a Higher-Level Spell Slot. If you use a level 7 spell slot,
you can animate or reassert control over four Ghouls. If you use
Disintegrate 6 Eyebite 6 a level 8 spell slot, you can animate or reassert control over five
Ghouls or two Ghasts or Wights. If you use a level 9 spell slot,
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME
you can animate or reassert control over six Ghouls, three
60 ft V, S, M Instantaneous 1 Action Self V, S C ≤ 1 minute 1 Action Ghasts or Wights, or two Mummies. See the Monster Manual for
You launch a green ray at a target you can see within range. The For the duration, your eyes become an inky void. One creature of these stat blocks.
target can be a creature, a nonmagical object, or a creation of your choice within 60 feet of you that you can see must succeed Material: One 150+ GP black onyx stone for each corpse.
magical force, such as the wall created by Wall of Force. on a Wisdom saving throw or be affected by one of the following
A creature targeted by this spell makes a Dexterity saving throw. effects of your choice for the duration.
On a failed save, the target takes 10d6 + 40 Force damage. If this On each of your turns until the spell ends, you can take a Magic
damage reduces it to 0 Hit Points, it and everything nonmagical action to target another creature but can't target a creature
it is wearing and carrying are disintegrated into gray dust. The again if it has succeeded on a save against this casting of the
target can be revived only by a True Resurrection or a Wish spell. spell.
This spell automatically disintegrates a Large or smaller Asleep. The target has the Unconscious condition. It wakes up if
nonmagical object or a creation of magical force. If such a target it takes any damage or if another creature takes an action to
is Huge or larger, this spell disintegrates a 10-foot-Cube portion shake it awake.
of it. Panicked. The target has the Frightened condition. On each of its
Using a Higher-Level Spell Slot. The damage increases by 3d6 turns, the Frightened target must take the Dash action and move
for each spell slot level above 6. away from you by the safest and shortest route available. If the
Material: A lodestone and dust. target moves to a space at least 60 feet away from you where it
can't see you, this effect ends.
Sickened. The target has the Poisoned condition.

Transmutation Sorcerer, Wizard Necromancy Bard, Sorcerer, Warlock, Wizard Necromancy Cleric, Warlock, Wizard

Find the Path 6 Flesh to Stone 6 R Forbiddance 6


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S, M C ≤ 1 day 1 minute 60 ft V, S, M C ≤ 1 minute 1 Action Touch V, S, M 1 day 10 minutes


You magically sense the most direct physical route to a location You attempt to turn one creature that you can see within range You create a ward against magical travel that protects up to
40,000 square feet of floor space to a height of 30 feet above the
you name. You must be familiar with the location, and the spell into stone. The target makes a Constitution saving throw. On a
floor. For the duration, creatures can't teleport into the area or
fails if you name a destination on another plane of existence, a failed save, it has the Restrained condition for the duration. On a use portals, such as those created by the Gate spell, to enter the
moving destination (such as a mobile fortress), or an unspecific successful save, its Speed is 0 until the start of your next turn. area. The spell proofs the area against planar travel, and therefore
destination (such as “a green dragon's lair”). Constructs automatically succeed on the save. prevents creatures from accessing the area by way of the Astral
Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane
For the duration, as long as you are on the same plane of A Restrained target makes another Constitution saving throw at Shift spell.
existence as the destination, you know how far it is and in what the end of each of its turns. If it successfully saves against this In addition, the spell damages types of creatures that you choose
direction it lies. Whenever you face a choice of paths along the spell three times, the spell ends. If it fails its saves three times, when you cast it. Choose one or more of the following:
way there, you know which path is the most direct. it is turned to stone and has the Petrified condition for the Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When
a creature of a chosen type enters the spell's area for the first
Material: A set of divination tools-such as cards or runes-worth duration. The successes and failures needn't be consecutive;
time on a turn or ends its turn there, the creature takes 5d10
100+ GP. keep track of both until the target collects three of a kind. Radiant or Necrotic damage (your choice when you cast this spell).
If you maintain your Concentration on this spell for the entire You can designate a password when you cast the spell. A creature
possible duration, the target is Petrified until the condition is that speaks the password as it enters the area takes no damage
from the spell.
ended by Greater Restoration or similar magic.
The spell's area can't overlap with the area of another Forbiddance
Material: A cockatrice feather. spell. If you cast Forbiddance every day for 30 days in the same
location, the spell lasts until it is dispelled, and the Material
components are consumed on the last casting.
Material: Ruby dust worth 1,000+ GP.

Divination Bard, Cleric, Druid Transmutation Druid, Sorcerer, Wizard Abjuration Cleric
Globe of Invulnerability 6 Guards and Wards 6 Harm 6
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S, M C ≤ 1 minute 1 Action Touch V, S, M 24 hours 1 hour 60 ft V, S Instantaneous 1 Action


An immobile, shimmering barrier appears in a 10-foot Emanation You create a ward that protects up to 2,500 square feet of floor You unleash virulent magic on a creature you can see within
around you and remains for the duration. space. The warded area can be up to 20 feet tall, and you shape range. The target makes a Constitution saving throw. On a failed
Any spell of level 5 or lower cast from outside the barrier can't it as one 50-foot square, one hundred 5-foot squares that are save, it takes 14d6 Necrotic damage, and its Hit Point maximum
affect anything within it. Such a spell can target creatures and contiguous, or twenty-five 10-foot squares that are contiguous. is reduced by an amount equal to the Necrotic damage it took.
objects within the barrier, but the spell has no effect on them. When you cast this spell, you can specify individuals that are On a successful save, it takes half as much damage only. This
Similarly, the area within the barrier is excluded from areas of unaffected by the spell's effects. You can also specify a spell can't reduce a target's Hit Point maximum below 1.
effect created by such spells. password that, when spoken aloud within 5 feet of the warded
Using a Higher-Level Spell Slot. The barrier blocks spells of 1 area, makes the speaker immune to its effects.
level higher for each spell slot level above 6. The spell creates the effects below within the warded area.
Material: A glass bead. Dispel Magic has no effect on Guards and Wards itself, but each
of the following effects can be dispelled. If all four are dispelled,
Guards and Wards ends. If you cast the spell every day for 365
days on the same area, the spell thereafter lasts until all its
effects are dispelled.
Corridors. Fog fills all the warded corridors, making them
Heavily Obscured. In addition, at each intersection or branching
passage offering a choice of direction, there is a 50 percent
chance that a creature other than you believes it is going in the
opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if
Abjuration Sorcerer, Wizard Necromancy Cleric
sealed by the Arcane Lock spell. In addition, you can cover up to
ten doors with an illusion to make them appear as plain sections
Heal 6 of wall. Heroes' Feast 6
RANGE COMPONENTS DURATION CASTING TIME Stairs. Webs fill all stairs in the warded area from top to bottom, RANGE COMPONENTS DURATION CASTING TIME

60 ft V, S Instantaneous 1 Action as in the Web spell. These strands regrow in 10 minutes if they Self V, S, M Instantaneous 10 minutes
are destroyed while Guards and Wards lasts.
Choose a creature that you can see within range. Positive energy You conjure a feast that appears on a surface in an unoccupied
washes through the target, restoring 70 Hit Points. This spell Other Spell Effect. Place one of the following magical effects 10-foot Cube next to you. The feast takes 1 hour to consume and
also ends the Blinded, Deafened, and Poisoned conditions on the within the warded area: disappears at the end of that time, and the beneficial effects
target. Dancing Lights in four corridors, with a simple program that don't set in until this hour is over. Up to twelve creatures can
Using a Higher-Level Spell Slot. The healing increases by 10 for the lights repeat as long as Guards and Wards lasts partake of the feast.
each spell slot level above 6. Magic Mouth in two locations A creature that partakes gains several benefits, which last for 24
Stinking Cloud in two locations (the vapors return within 10 hours. The creature has Resistance to Poison damage, and it has
minutes if dispersed while Guards and Wards lasts) Immunity to the Frightened and Poisoned conditions. Its Hit Point
maximum also increases by 2d10, and it gains the same number
Gust of Wind in one corridor or room (the wind blows
of Hit Points.
continuously while the spell lasts)
Suggestion in one 5-foot square; any creature that enters that Material: A gem-encrusted bowl worth 1,000+ GP, which the spell
square receives the suggestion mentally consumes.

Material: A silver rod worth 10+ GP.

Abjuration Cleric, Druid Abjuration Bard, Wizard Conjuration Bard, Cleric, Druid

Mass Suggestion 6 Move Earth 6 Programmed Illusion 6


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

60 ft V, M 24 hours 1 Action 120 ft V, S, M C ≤ 2 hours 1 Action 120 ft V, S, M Until dispelled 1 Action


You suggest a course of activity—described in no more than 25 Choose an area of terrain no larger than 40 feet on a side within You create an illusion of an object, a creature, or some other
range. You can reshape dirt, sand, or clay in the area in any visible phenomenon within range that activates when a specific
words—to twelve or fewer creatures you can see within range
manner you choose for the duration. You can raise or lower the trigger occurs. The illusion is imperceptible until then. It must be
that can hear and understand you. The suggestion must sound no larger than a 30-foot Cube, and you decide when you cast the
area's elevation, create or fill in a trench, erect or flatten a wall,
achievable and not involve anything that would obviously deal or form a pillar. The extent of any such changes can't exceed half spell how the illusion behaves and what sounds it makes. This
damage to any of the targets or their allies. For example, you the area's largest dimension. For example, if you affect a 40-foot scripted performance can last up to 5 minutes.
could say, “Walk to the village down that road, and help the square, you can create a pillar up to 20 feet high, raise or lower When the trigger you specify occurs, the illusion springs into
villagers there harvest crops until sunset.” Or you could say, the square's elevation by up to 20 feet, dig a trench up to 20 feet existence and performs in the manner you described. Once the
deep, and so on. It takes 10 minutes for these changes to illusion finishes performing, it disappears and remains dormant for
“Now is not the time for violence. Drop your weapons, and 10 minutes, after which the illusion can be activated again.
dance! Stop in an hour.” complete. Because the terrain's transformation occurs slowly,
creatures in the area can't usually be trapped or injured by the The trigger can be as general or as detailed as you like, though it
Each target must succeed on a Wisdom saving throw or have the ground's movement. must be based on visual or audible phenomena that occur within
Charmed condition for the duration or until you or your allies 30 feet of the area. For example, you could create an illusion of
At the end of every 10 minutes you spend concentrating on the yourself to appear and warn off others who attempt to open a
deal damage to the target. Each Charmed target pursues the spell, you can choose a new area of terrain to affect within range. trapped door.
suggestion to the best of its ability. The suggested activity can This spell can't manipulate natural stone or stone construction. Physical interaction with the image reveals it to be illusory, since
continue for the entire duration, but if the suggested activity Rocks and structures shift to accommodate the new terrain. If the things can pass through it. A creature that takes the Study action
can be completed in a shorter time, the spell ends for a target way you shape the terrain would make a structure unstable, it to examine the image can determine that it is an illusion with a
upon completing it. might collapse. successful Intelligence (Investigation) check against your spell
Similarly, this spell doesn't directly affect plant growth. The save DC. If a creature discerns the illusion for what it is, the
Using a Higher-Level Spell Slot. The duration is longer with a creature can see through the image, and any noise it makes
moved earth carries any plants along with it.
spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days). sounds hollow to the creature.
Material: An miniature shovel. Material: Jade dust worth 25+ GP.
Material: A snake's tongue.

Enchantment Bard, Sorcerer, Wizard Transmutation Druid, Sorcerer, Wizard Illusion Bard, Wizard
Magic Jar 6 Planar Ally 6 Sunbeam 6
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Self V, S, M Until dispelled 1 minute 60 ft V, S Instantaneous 10 minutes Self V, S, M C ≤ 1 minute 1 Action


Your body falls into a catatonic state as your soul leaves it and You beseech an otherworldly entity for aid. The being must be You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each
enters the container you used for the spell's Material known to you: a god, a demon prince, or some other being of creature in the Line makes a Constitution saving throw. On a
component. While your soul inhabits the container, you are aware cosmic power. That entity sends a Celestial, an Elemental, or a failed save, a creature takes 6d8 Radiant damage and has the
of your surroundings as if you were in the container's space. You Fiend loyal to it to aid you, making the creature appear in an Blinded condition until the start of your next turn. On a
can't move or take Reactions. The only action you can take is to unoccupied space within range. If you know a specific creature's successful save, it takes half as much damage only.
project your soul up to 100 feet out of the container, either name, you can speak that name when you cast this spell to Until the spell ends, you can take a Magic action to create a new
returning to your living body (and ending the spell) or request that creature, though you might get a different creature Line of radiance.
attempting to possess a Humanoid's body. anyway (DM's choice).
For the duration, a mote of brilliant radiance shines above you. It
You can attempt to possess any Humanoid within 100 feet of you When the creature appears, it is under no compulsion to behave sheds Bright Light in a 30-foot radius and Dim Light for an
that you can see (creatures warded by a Protection from Evil and a particular way. You can ask it to perform a service in exchange additional 30 feet. This light is sunlight.
Good or Magic Circle spell can't be possessed). The target makes for payment, but it isn't obliged to do so. The requested task
a Charisma saving throw. On a failed save, your soul enters the could range from simple (fly us across the chasm, or help us Material: A magnifying glass.
target's body, and the target's soul becomes trapped in the fight a battle) to complex (spy on our enemies, or protect us
container. On a successful save, the target resists your efforts to during our foray into the dungeon). You must be able to
possess it, and you can't attempt to possess it again for 24 communicate with the creature to bargain for its services.
hours. Payment can take a variety of forms. A Celestial might require a
Once you possess a creature's body, you control it. Your Hit sizable donation of gold or magic items to an allied temple, while
Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, a Fiend might demand a living sacrifice or a gift of treasure.
and senses are replaced by the creature's. You otherwise keep Some creatures might exchange their service for a quest
your game statistics. undertaken by you.
Meanwhile, the possessed creature's soul can perceive from the A task that can be measured in minutes requires a payment Evocation Cleric, Druid, Sorcerer, Wizard
container using its own senses, but it can't move and it is worth 100 GP per minute. A task measured in hours requires
Incapacitated. 1,000 GP per hour. And a task measured in days (up to 10 days)
requires 10,000 GP per day. The DM can adjust these payments
Transport via Plants 6
While possessing a body, you can take a Magic action to return RANGE COMPONENTS DURATION CASTING TIME
from the host body to the container if it is within 100 feet of you, based on the circumstances under which you cast the spell. If
the task is aligned with the creature's ethos, the payment might
10 ft V, S 1 minute 1 Action
returning the host creature's soul to its body. If the host body
dies while you're in it, the creature dies, and you make a be halved or even waived. Nonhazardous tasks typically require This spell creates a magical link between a Large or larger
Charisma saving throw against your own spellcasting DC. On a only half the suggested payment, while especially dangerous inanimate plant within range and another plant, at any distance,
success, you return to the container if it is within 100 feet of tasks might require a greater gift. Creatures rarely accept tasks on the same plane of existence. You must have seen or touched
you. Otherwise, you die. that seem suicidal. the destination plant at least once before. For the duration, any
If the container is destroyed or the spell ends, your soul returns After the creature completes the task, or when the agreed-upon creature can step into the target plant and exit from the
to your body. If your body is more than 100 feet away from you duration of service expires, the creature returns to its home destination plant by using 5 feet of movement.
or if your body is dead, you die. If another creature's soul is in plane after reporting back to you if possible. If you are unable to
the container when it is destroyed, the creature's soul returns to agree on a price for the creature's service, the creature
its body if the body is alive and within 100 feet. Otherwise, that immediately returns to its home plane.
creature dies.
When the spell ends, the container is destroyed.
Material: A gem, crystal, or reliquary worth 500+ GP.

Necromancy Wizard Conjuration Cleric Conjuration Druid

True Seeing 6 Wall of Ice 6 Wall of Thorns 6


RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

Touch V, S, M 1 hour 1 Action 120 ft V, S, M C ≤ 10 minutes 1 Action 120 ft V, S, M C ≤ 10 minutes 1 Action


For the duration, the willing creature you touch has Truesight You create a wall of ice on a solid surface within range. You can You create a wall of tangled brush bristling with needle-sharp
form it into a hemispherical dome or a globe with a radius of up to thorns. The wall appears within range on a solid surface and
with a range of 120 feet. 10 feet, or you can shape a flat surface made up of ten 10-foot-
square panels. Each panel must be contiguous with another panel. lasts for the duration. You choose to make the wall up to 60 feet
Material: Mushroom powder worth 25+ GP, which the spell long, 10 feet high, and 5 feet thick or a circle that has a 20-foot
In any form, the wall is 1 foot thick and lasts for the duration.
consumees. diameter and is up to 20 feet high and 5 feet thick. The wall
If the wall cuts through a creature's space when it appears, the
creature is pushed to one side of the wall (you choose which side) blocks line of sight.
and makes a Dexterity saving throw, taking 10d6 Cold damage on a When the wall appears, each creature in its area makes a
failed save or half as much damage on a successful one.
Dexterity saving throw, taking 7d8 Piercing damage on a failed
The wall is an object that can be damaged and thus breached. It has save or half as much damage on a successful one.
AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to
Cold, Poison, and Psychic damage and Vulnerability to Fire damage. A creature can move through the wall, albeit slowly and painfully.
Reducing a 10-foot section of wall to 0 Hit Points destroys it and For every 1 foot a creature moves through the wall, it must spend
leaves behind a sheet of frigid air in the space the wall occupied. 4 feet of movement. Furthermore, the first time a creature
A creature moving through the sheet of frigid air for the first time enters a space in the wall on a turn or ends its turn there, the
on a turn makes a Constitution saving throw, taking 5d6 Cold creature makes a Dexterity saving throw, taking 7d8 Slashing
damage on a failed save or half as much damage on a successful
damage on a failed save or half as much damage on a successful
one.
one. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage the wall deals when
it appears increases by 2d6 and the damage from passing through Using a Higher-Level Spell Slot. Both types of damage increase
the sheet of frigid air increases by 1d6 for each spell slot level by 1d8 for each spell slot level above 6.
above 6.
Material: A handful of thorns.
Material: A piece of quartz.

Divination Bard, Cleric, Sorcerer, Warlock, Wizard Evocation Wizard Conjuration Druid
Wind Walk 6 Word of Recall 6
RANGE COMPONENTS DURATION CASTING TIME RANGE COMPONENTS DURATION CASTING TIME

30 ft V, S, M 8 hours 1 minute 5 ft V Instantaneous 1 Action


You and up to ten willing creatures of your choice within range You and up to five willing creatures within 5 feet of you instantly
assume gaseous forms for the duration, appearing as wisps of teleport to a previously designated sanctuary. You and any
cloud. While in this cloud form, a target has a Fly Speed of 300 creatures that teleport with you appear in the nearest
feet and can hover; it has Immunity to the Prone condition; and unoccupied space to the spot you designated when you prepared
it has Resistance to Bludgeoning, Piercing, and Slashing damage. your sanctuary (see below). If you cast this spell without first
The only actions a target can take in this form are the Dash preparing a sanctuary, the spell has no effect.
action or a Magic action to begin reverting to its normal form. You must designate a location, such as a temple, as a sanctuary
Reverting takes 1 minute, during which the target has the by casting this spell there.
Stunned condition. Until the spell ends, the target can revert to
cloud form, which also requires a Magic action followed by a 1-
minute transformation.
If a target is in cloud form and flying when the effect ends, the
target descends 60 feet per round for 1 minute until it lands,
which it does safely. If it can't land after 1 minute, it falls the
remaining distance.
Material: A candle.

Transmutation Druid Conjuration Cleric

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