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Wizard Cantrip Spell Descriptions

The document describes two spells: Acid Splash and Blade Ward. Acid Splash allows the caster to hurl a bubble of acid that can damage one or two creatures if they fail a Dexterity saving throw. Blade Ward creates a ward that gives resistance against weapon damage for one round.

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0% found this document useful (0 votes)
52 views107 pages

Wizard Cantrip Spell Descriptions

The document describes two spells: Acid Splash and Blade Ward. Acid Splash allows the caster to hurl a bubble of acid that can damage one or two creatures if they fail a Dexterity saving throw. Blade Ward creates a ward that gives resistance against weapon damage for one round.

Uploaded by

omega900
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 BLADE WARD






 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Instantaneous V, S 1 round


 
 

You hurl a bubble of acid. Choose one creature You extend your hand and trace a sigil of warding


 


within range, or choose two creatures within in the air. Until the end of your next turn, you

 
range that are within 5 feet of each other. A have resistance against bludgeoning, piercing,

  

  
target must succeed on a Dexterity saving throw and slashing damage dealt by weapon attacks.



or take 1d6 acid damage.
This spells damage increases by 1d6 when you


reach 5th Level (2d6), 11th level (3d6) and 17th
level (4d6).

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  

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0 0

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


Wizard Conjuration cantrip Wizard Abjuration cantrip

 
 
BOOMING BLADE BOOMING BLADE





 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

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1 action Self (5-foot radius) 1 action 5 feet




 
COMPONENTS DURATION COMPONENTS DURATION

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S, M 1 round V, M 1 round


 
 

a melee weapon worth at least 1 sp a weapon



 


You brandish the weapon used in the spell's As part of the action used to cast this spell, you

 
  

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casting and make a melee attack with it against must make a melee attack with a weapon against



one creature within 5 feet of you. On a hit, the one creature within the spell's range, otherwise
target suffers the weapon attack's normal the spell fails. On a hit, the target suffers the
effects and then becomes sheathed in booming attack's normal effects, and it becomes sheathed


energy until the start of your next turn. If the in booming energy until the start of your next
target willingly moves 5 feet or more before turn. If the target willingly moves before then, it
then, the target takes 1d8 thunder damage, and immediately takes 1d8 thunder damage, and the
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the spell ends. spell ends.
At Higher Levels. At 5th level, the melee attack This spell's damage increases when you reach
deals an extra 1d8 thunder damage to the target higher levels. At 5th level, the melee attack deals
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on a hit, and the damage the target takes for an extra 1d8 thunder damage to the target, and
moving increases to 2d8. Both damage rolls the damage the target takes for moving
increase by 1d8 at 11th level (2d8 and 3d8) and increases to 2d8. Both damage rolls increase by
  

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again at 17th level (3d8 and 4d8). 1d8 at 11th level and 17th level.
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0 0
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Wizard (TCE) Evocation cantrip Wizard (SCAG) Evocation cantrip
 
 
CHILL TOUCH CONTROL FLAMES






 

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0 0
CASTING TIME RANGE CASTING TIME RANGE


 

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1 action 120 feet 1 action 60 feet




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COMPONENTS DURATION COMPONENTS DURATION

 
V, S 1 round S Instantaneous or 1 hour


 
(see below)

 

You create a ghostly, skeletal hand in the space


 


of a creature within range. Make a ranged spell You choose nonmagical flame that you can see
within range and that fits within a 5-foot cube.

 
attack against the creature to assail it with the

  

  
chill of the grave. On a hit, the target takes 1d8 You affect it in one of the following ways:



necrotic damage, and it can't regain hit points • You instantaneously expand the flame 5 feet in
until the start of your next turn. Until then, the one direction, provided that wood or other fuel


hand clings to the target. is present in the new location.
If you hit an undead target, it also has • You instantaneously extinguish the flames
disadvantage on attack rolls against you until the within the cube.

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end of your next turn. • You double or halve the area of bright light and

  

  
This spell's damage increases by 1d8 when you dim light cast by the flame, change its color, or
reach 5th level (2d8), 11th level (3d8), and 17th both . The change lasts for 1 hour.

  

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level (4d8). • You cause simple shapes-such as the vague

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form of a creature, an inanimate object, or a
location- to appear within the flames and

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animate as you like. The shapes last for 1 hour.

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If you cast this spell multiple times, you can have
up to three non-instantaneous effects created by

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0 0
it active at a time, and you can dismiss such an

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effect as an action.

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 



Wizard Necromancy cantrip Wizard (XGE) Transmutation cantrip

 
 
CREATE BONFIRE DANCING LIGHTS





 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, S, M Concentration, up to 1


 
minute minute
 


 


You create a bonfire on ground that you can see You create up to four torch-sized lights within
within range. Until the spells ends, the magic range, making them appear as torches, lanterns,

 
  

  
bonfire fills a 5-foot cube. Any creature in the or glowing orbs that hover in the air for the



bonfire's space when you cast the spell must duration. You can also combine the four lights
succeed on a Dexterity saving throw or take 1d8 into one glowing vaguely humanoid form of


fire damage. A creature must also make the Medium size. Whichever form you choose, each
saving throw when it enters the bonfire's space light sheds dim light in a 10-foot radius.
for the first time on a turn or ends its turn there. As a bonus action on your turn, you can move the
  

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The bonfire ignites flammable objects in its area lights up to 60 feet to a new spot within range. A
  

  
that aren't being worn or carried. light must be within 20 feet of another light
The spell's damage increases by 1d8 when you created by this spell, and a light winks out if it
  

  
reach 5th level (2d8), 11th level (3d8), and 17th exceeds the spell's range.
  

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level (4d8).
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0 0
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

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Wizard (XGE) Conjuration cantrip Wizard Evocation cantrip
 
 
FIRE BOLT FRIENDS






 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Instantaneous S, M Concentration, up to 1


 
minute

 

You hurl a mote of fire at a creature or object


 


within range. Make a ranged spell attack against For the duration, you have advantage on all
Charisma checks directed at one creature of

 
the target. On a hit, the target takes 1d10 fire

  

  
damage. A flammable object hit by this spell your choice that isn't hostile toward you. When



ignites if it isn't being worn or carried. the spell ends, the creature realizes that you
This spell's damage increases by 1d10 when you used magic to influence its mood and becomes


reach 5th level (2d10), 11th level (3d10), and hostile toward you. A creature prone to violence
17th level (4d10). might attack you. Another creature might seek
retribution in other ways (at the DM's

  

  
discretion), depending on the nature of your

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interaction with it.

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  

  
  

  
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0 0

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 



Wizard Evocation cantrip Wizard Enchantment cantrip

 
 
FROSTBITE GREEN-FLAME BLADE





 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action Self (5-foot radius)




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Instantaneous S, M Instantaneous


 
 

You cause numbing frost to form on one creature a melee weapon worth at least 1 sp

 


that you can see within range. The target must
You brandish the weapon used in the spell's

 
make a Constitution saving throw. On a failed
  

  
save, the target takes 1d6 cold damage, and it casting and make a melee attack with it against



has disadvantage on the next weapon attack roll one creature within 5 feet of you. On a hit, the
it makes before the end of its next turn. target suffers the weapon attack's normal
effects, and you can cause green fire to leap from


The spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th the target to a different creature of your choice
level (4d6). that you can see within 5 feet of it. The second
creature takes fire damage equal to your
  

  
  

  
spellcasting ability modifier.
At Higher Levels. At 5th level, the melee attack
deals an extra 1d8 fire damage to the target on a
  

  
  

  
hit, and the fire damage to the second creature
increases to 1d8 + your spellcasting ability
modifier. Both damage rolls increase by 1d8 at
  

  
  

  
11th level (2d8 and 2d8) and 17th level (3d8 and
3d8).
  

  
0 0
  

  
 

 



Wizard (XGE) Evocation cantrip Wizard (TCE) Evocation cantrip
 
 
GREEN-FLAME BLADE GUST






 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 5 feet 1 action 30 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, M 1 round V, S Instantaneous


 
 

a weapon You seize the air and compel it to create one of


 


the following effects at a point you can see
As part of the action used to cast this spell, you

 
within range:

  

  
must make a melee attack with a weapon against • One Medium or smaller creature that you



one creature within the spell's range, otherwise choose must succeed on a Strength saving throw
the spell fails. On a hit, the target suffers the or be pushed up to 5 feet away from you.
attack's normal effects, and green fire leaps from


the target to a different creature of your choice • You create a small blast of air capable of
moving one object that is neither held nor
that you can see within 5 feet of it. The second carried and that weighs no more than 5 pounds.
creature takes fire damage equal to your

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  
The object is pushed up to 10 feet away from

  

  
spellcasting ability modifier. you. It isn't pushed with enough force to cause
This spell's damage increases when you reach damage.
higher levels. At 5th level, the melee attack deals

  

  
• You create a harm less sensory effect using air,

  

  
an extra 1d8 fire damage to the target, and the such as causing leaves to rustle, wind to slam
fire damage to the second creature increases to shutters closed, or your clothing to ripple in a
1d8 + your spellcasting ability modifier. Both

  

  
breeze.

  

  
damage rolls increase by 1d8 at 11th level and
17th level.

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  
0 0

  

  
 

 



Wizard (SCAG) Evocation cantrip Wizard (XGE) Transmutation cantrip

 
 
INFESTATION LIGHT





 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous V, M 1 hour


 
 

a living flea a firefly or phosphorescent moss



 


You cause a cloud of mites, fleas, and other You touch one object that is no larger than 10

 
  

  
parasites to appear momentarily on one creature feet in any dimension. Until the spell ends, the



you can see within range. The target must object sheds bright light in a 20-foot radius and
succeed on a Constitution saving throw, or it dim light for an additional 20 feet. The light can
takes 1d6 poison damage and moves 5 feet in a be colored as you like. Completely covering the


random direction if it can move and its speed is object with something opaque blocks the light.
at least 5 feet. Roll a d4 for the direction: 1, The spell ends if you cast it again or dismiss it as
north: 2, south: 3, east: or 4, west. This an action.
  

  
  

  
movement doesn't provoke opportunity attacks, If you target an object held or worn by a hostile
and if the direction rolled is blocked, the target creature, that creature must succeed on a
doesn't move. Dexterity saving throw to avoid the spell.
  

  
  

  
The spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
  

  
  

  
  

  
0 0
  

  
 

 



Wizard (XGE) Conjuration cantrip Wizard Evocation cantrip
 
 
LIGHTNING LURE LIGHTNING LURE






 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self (15-foot radius) 1 action 15 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V Instantaneous V Instantaneous


 
 

You create a lash of lightning energy that strikes You create a lash of lightning energy that strikes


 


at one creature of your choice that you can see at one creature of your choice that you can see

 
within 15 feet of you. The target must succeed within range. The target must succeed on a

  

  
on a Strength saving throw or be pulled up to 10 Strength saving throw or be pulled up to 10 feet



feet in a straight line toward you and then take in a straight line toward you and then take 1d8
1d8 lightning damage if it is within 5 feet of you. lightning damage if it is within 5 feet of you.


At Higher Levels: This spell's damage The spell's damage increases by 1d8 when you
increases by 1d8 when you reach 5th level (2d8), reach 5th level (2d8), 11th level (3d8), and 17th
11th level (3d8), and 17th level (4d8). level (4d8).

  

  
  

  
  

  
  

  
  

  
  

  
  

  
0 0

  

  
 

 



Wizard (TCE) Evocation cantrip Wizard (SCAG) Evocation cantrip

 
 
MAGE HAND MENDING





 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 minute Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S 1 minute V, S, M Instantaneous


 
 

A spectral, floating hand appears at a point you two lodestones



 


choose within range. The hand lasts for the
This spell repairs a single break or tear in an

 
duration or until you dismiss it as an action. The
  

  
hand vanishes if it is ever more than 30 feet object you touch, such as broken chain link, two



away from you or if you cast this spell again. halves of a broken key, a torn clack, or a leaking
You can use your action to control the hand. You wineskin. As long as the break or tear is no larger
than 1 foot in any dimension, you mend it,


can use the hand to manipulate an object, open
an unlocked door or container, stow or retrieve leaving no trace of the former damage.
an item from an open container, or pour the This spell can physically repair a magic item or
construct, but the spell can't restore magic to
  

  
contents out of a vial. You can move the hand up
  

  
to 30 feet each time you use it. such an object.
The hand can't attack, activate magical items, or
  

  
carry more than 10 pounds.
  

  
  

  
  

  
  

  
0 0
  

  
 

 



Wizard Conjuration cantrip Wizard Transmutation cantrip
 
 
MESSAGE MIND SLIVER






 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 1 round V 1 round


 
 

a short piece of copper wire You drive a disorienting spike of psychic energy


 


into the mind of one creature you can see within
You point your finger toward a creature within

 
range. The target must succeed on an

  

  
range and whisper a message. The target (and Intelligence saving throw or take 1d6 psychic



only the target) hears the message and can reply damage and subtract 1d4 from the next saving
in a whisper that only you can hear. throw it makes before the end of your next turn.
You can cast this spell through solid objects if


you are familiar with the target and know it is
At Higher Levels: This spell's damage
increases by 1d6 when you reach certain levels:
beyond the barrier. Magical silence, 1 foot of 5th level (2d6), 11th level (3d6), and 17th level
stone, 1 inch of common metal, a thin sheet of

  

  
(4d6).

  

  
lead, or 3 feet of wood blocks the spell. The spell
doesn't have to follow a straight line and can
travel freely around corners or through

  

  
  

  
openings.

  

  
  

  
  

  
0 0

  

  
 

 



Wizard Transmutation cantrip Wizard (TCE) Enchantment cantrip

 
 
MINOR ILLUSION [1/2] MINOR ILLUSION [2/2]





 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action 30 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
S, M 1 minute S, M 1 minute


 
 

A bit of fleece A bit of fleece



 


You create a sound or an image of an object within illusion becomes faint to the creature.

 
  

  
range that lasts for the duration. The illusion also ends



if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a
whisper to a scream. It can be your voice, someone


else's voice, a lion's roar, a beating of drums, or any
other sound you choose. The sound continues
unabated throughout the duration, or you can make
  

  
discrete sounds at different times before the spell
  

  
ends.
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-foot cube. The image can't create
sound, light, smell, or any other sensory effect.
  

  
Physical interaction with the image reveals it to be an
  

  
illusion, because things can pass through it.
If a creature uses its action to examine the sound or
  

  
0 0
image, the creature 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
 

 



Wizard Illusion cantrip Wizard Illusion cantrip
 
 
MOLD EARTH POISON SPRAY






 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action 10 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
S Instantaneous or 1 hour V, S Instantaneous


 
(see below)

 

You extend your hand toward a creature you can


 


You choose a portion of dirt or stone that you can see see within range and project a puff of noxious
within range and that fits within a 5-foot cube. You

 
gas from your palm. The creature must succeed

  

  
manipulate it in one of the following ways: on a Constitution saving throw or take 1d12



• If you target an area of loose earth, you can poison damage.
instantaneously excavate it, move it along the ground, This spell's damage increases by 1d12 when you
and deposit it up to 5 feet away. This movement


doesn't involve enough force to cause damage. reach 5th level (2d12), 11th level (3d12), and 17
• You cause shapes, colors, or both to appear on the level (4d12).
dirt or stone, spelling out words, creating images, or

  

  
  

  
shaping patterns. The changes last for 1 hour.
• If the dirt or stone you target is on the ground, you
cause it to become difficult terrain. Alternatively, you

  

  
can cause the ground to become normal terrain if it is

  

  
already difficult terrain . This change lasts for 1 hour.
If you cast this spell multiple times, you can have no

  

  
more than two of its non-instantaneous effects active

  

  
at a time, and you can dismiss such an effect as an
action.

  

  
0 0

  

  
 

 



Wizard (XGE) Transmutation cantrip Wizard Conjuration cantrip

 
 
PRESTIDIGITATION RAY OF FROST





 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 10 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Up to 1 hour V, S Instantaneous


 
 

This spell is a minor magical trick that novice A frigid beam of blue-white light streaks toward

 


spellcasters use for practice. You create one of the a creature within range. Make a ranged spell
following magical effects within range.

 
attack against the target. On a hit, it takes 1d8
  

  
• You create an instantaneous, harmless sensory cold damage, and its speed is reduced by 10 feet



effect, such as a shower of sparks, a puff of wind, faint until the start of your next turn.
musical notes, or an odd odor. The spell's damage increases by 1d8 when you
• You instantaneously light or snuff out a candle, a


reach 5th level (2d8), 11th level (3d8), and 17th
torch, or a small campfire. level (4d8).
• You instantaneously clean or soil an object no larger
than 1 cubic foot.
  

  
  

  
• You chill, warm, or flavor up to 1 cubic foot of
nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear
  

  
  

  
on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image
that can fit in your hand and that lasts until the end of
  

  
your next turn.
  

  
If you cast this spell multiple times, you can have up to
three of its non-instantaneous effects active at a time,
  

  
0 0
and you can dismiss such an effect as an action.
  

  
 

 



Wizard Transmutation cantrip Wizard Evocation cantrip
 
 
SHAPE WATER SHOCKING GRASP






 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
S Instantaneous or 1 hour V, S Instantaneous


 
(see below)

 

Lightning springs from your hand to deliver a


 


You choose an area of water that you can see shock to a creature you try to touch. Make a
within range and that fits within a 5-foot cube.

 
melee spell attack against the target. You have

  

  
You manipulate it in one of the following ways: advantage on the attack roll if the target is



• You instantaneously move or otherwise wearing armor made of metal. On a hit, the
change the flow of the water as you direct, up to target takes 1d8 lightning damage, and it can't


5 feet in any direction. This movement doesn't take reactions until the start of its next turn.
have enough force to cause damage. The spell's damage increases by 1d8 when you
• You cause the water to form into simple shapes reach 5th level (2d8), 11th level (3d8), and 17th

  

  
and animate at your direction. This change lasts level (4d8).

  

  
for 1 hour.
• You change the water's color or opacity. The

  

  
water must be changed in the same way

  

  
throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are

  

  
no creatures in it. The water unfreezes in 1 hour.

  

  
If you cast this spell multiple times,you can have
no more than two of its non-instantaneous

  

  
0 0
effects active at a time, and you can dismiss such

  

  
an effect as an action.

 

 



Wizard (XGE) Transmutation cantrip Wizard Evocation cantrip

 
 
SWORD BURST SWORD BURST





 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self (5-foot radius) 1 action 5 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V Instantaneous V Instantaneous


 
 

You create a momentary circle of spectral blades You create a momentary circle of spectral blades

 


that sweep around you. All other creatures that sweep around you. Each creature within

 
within 5 feet of you must succeed on a Dexterity range, other than you, must succeed on a
  

  
saving throw or take 1d6 force damage. Dexterity saving throw or take 1d6 force



At Higher Levels: This spell's damage damage.
increases by 1d6 when you reach 5th level (2d6), The spell's damage increases by 1d6 when you


11th level (3d6), and 17th level (4d6). reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
  

  
  

  
  

  
  

  
  

  
  

  
  

  
0 0
  

  
 

 



Wizard (TCE) Conjuration cantrip Wizard (SCAG) Conjuration cantrip
 
 
THUNDERCLAP TOLL THE DEAD






 

 
0 0
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 5 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
S Instantaneous V, S Instantaneous


 
 

You create a burst of thunderous sound that can You point at one creature you can see within


 


be heard up to 100 feet away. Each creature range, and the sound of a dolorous bell fills the

 
within range, other than you, must make a air around it for a moment. The target must

  

  
Constitution saving throw or take 1d6 thunder succeed on a Wisdom saving throw or take ld8



damage. necrotic damage. If the target is missing any of
The spell's damage increases by 1d6 when you its hit points, it instead takes 1d12 necrotic


reach 5th level (2d6), 11th level (3d6), and 17th damage.
level (4d6). The spell's damage increases by one die when
you reach 5th level (2d8 or 2d12), 11th level

  

  
(3d8 or 3d12), and 17th level (4d8 or 4d12).

  

  
  

  
  

  
  

  
  

  
  

  
0 0

  

  
 

 



Wizard (XGE) Evocation cantrip Wizard (XGE) Necromancy cantrip

 
 
TRUE STRIKE ABSORB ELEMENTS





 

 
0 1
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 reaction, which you take Self




 
when you take acid, cold,
COMPONENTS DURATION fire, lightning, or thunder

 
S Concentration, up to 1 damage


 
round
 

COMPONENTS DURATION

 


You extend your hand and point a finger at a S 1 round
target in range. Your magic grants you a brief

 
  

  
insight into the target's defenses. On your next The spell captures some of the incoming energy,



turn, you gain advantage on your first attack roll lessening its effect on you and storing it for your
against the target, provided that this spell hasn't next melee attack. You have resistance to the


ended. triggering damage type until the start of your
next turn. Also, the first time you hit with a
melee attack on your next turn, the target takes
  

  
an extra 1d6 damage of the triggering type, and
  

  
the spell ends.
At Higher Levels: When you cast this spell
  

  
using a spell slot of 2nd level or higher, the extra
  

  
damage increases by 1d6 for each slot level
above 1st.
  

  
  

  
  

  
0 1
  

  
 

 



Wizard Divination cantrip Wizard (XGE) 1st level Abjuration
 
 
ALARM (RITUAL) BURNING HANDS






 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute 30 feet 1 action Self (15-foot cone)




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 8 hours V, S Instantaneous


 
 

a tiny bell and a piece of fine silver wire As you hold your hands with thumbs touching


 


and fingers spread, a thin sheet of flames shoots
You set an alarm against unwanted intrusion.

 
forth from your outstretched fingertips. Each

  

  
Choose a door, a window, or an area within range creature in a 15-foot cone must make a



that is no larger than a 20-foot cube. Until the Dexterity saving throw. A creature takes 3d6 fire
spell ends, an alarm alerts you whenever a tiny or damage on a failed save, or half as much damage
larger creature touches or enters the warded


on a successful one.
area. When you cast the spell, you can designate The fire ignites any flammable objects in the area
creatures that won't set off the alarm. You also that aren't being worn or carried.
choose whether the alarm is mental or audible.

  

  
At Higher Levels: When you cast this spell

  

  
A mental alarm alerts you with a ping in your using a spell slot of 2nd level or higher, the
mind if you are within 1 mile of the warded area. damage increases by 1d6 for each slot level
This ping awakens you if you are sleeping.

  

  
above 1st.

  

  
An audible alarm produces the sound of a hand
bell for 10 seconds within 60 feet.

  

  
  

  
  

  
1 1

  

  
 

 



Wizard 1st level Abjuration Wizard 1st level Evocation

 
 
CATAPULT CAUSE FEAR





 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
S Instantaneous V Concentration, up to 1


 
minute
 

Choose one object weighing 1 to 5 pounds



 


within range that isn't being worn or carried. The You awaken the sense of mortality in one
creature you can see within range. A construct

 
object flies in a straight line up to 90 feet in a
  

  
direction you choose before falling to the or an undead is immune to this effect. The target



ground, stopping early if it impacts against a must succeed on a Wisdom saving throw or
solid surface. If the object would strike a become frightened of you until the spell ends.


creature, that creature must make a Dexterity The frightened target can repeat the saving
saving throw. On a failed save, the object strikes throw at the end of each of its turns, ending the
the target and stops moving. When the object effect on itself on a success.
  

  
strikes something, the object and what it strikes At Higher Levels: When you cast this spell
  

  
each take 3d8 bludgeoning damage. using a spell slot of 2nd level or higher, you can
At Higher Levels: When you cast this spell target one additional creature for each slot level
  

  
using a spell slot of 2nd level or higher, the above 1st. The creatures must be within 30 feet
  

  
maximum weight of objects that you can target of each other when you target them.
with this spell increases by 5 pounds, and the
  

  
damage increases by 1d8, for each slot level
  

  
above 1st.
  

  
1 1
  

  
 

 



Wizard (XGE) 1st level Transmutation Wizard (XGE) 1st level Necromancy
 
 
CHARM PERSON CHROMATIC ORB






 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action 90 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S 1 hour V, S, M Instantaneous


 
 

You attempt to charm a humanoid you can see a diamond worth at least 50 gp


 


within range. It must make a Wisdom saving
You hurl a 4-inch-diameter sphere of energy at a

 
throw, and does so with advantage if you or your

  

  
companions are fighting it. If it fails the saving creature that you can see within range. You



throw, it is charmed by you until the spell ends or choose acid, cold, fire, lightning, poison, or
until you or your companions do anything thunder for the type of orb you create, and then
make a ranged spell attack against the target. If


harmful to it. The charmed creature regards you
as a friendly acquaintance. When the spell ends, the attack hits, the creature takes 3d8 damage of
the creature knows it was charmed by you. the type you chose.
At Higher Levels: When you cast this spell

  

  
At Higher Levels: When you cast this spell

  

  
using a spell slot of 2nd level or higher, you can using a spell slot of or higher, the damage
target one additional creature for each slot level increases by 1d8 for each slot level above 1st.
At Higher Levels: When you cast this spell

  

  
above 1st. The creatures must be within 30 feet

  

  
of each other when you target them. using a spell slot of 2nd level or higher, the
damage increases by 1d8 for each slot level
above 1st.

  

  
  

  
  

  
1 1

  

  
 

 



Wizard 1st level Enchantment Wizard 1st level Evocation

 
 
COLOR SPRAY COMPREHEND LANGUAGES (RITUAL)





 

 
1 1
CASTING TIME RANGE
CASTING TIME RANGE


1 action Self
 

 
1 action Self (15-foot cone)




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M 1 hour

 
V, S, M 1 round


 
  a pinch of soot and salt

a pinch of powder or sand that is colored red, yellow, and blue



 


For the duration, you understand the literal
A dazzling array of flashing, colored light springs

 
meaning of any spoken language that you hear.
  

  
from your hand. Roll 6d10, the total is how many You also understand any spoken language that



hit points of creatures this spell can effect. you hear. You also understand any written
Creatures in a 15-foot cone originating from you language that you see, but you must be touching
are affected in ascending order of their current


the surface of which the words are written. It
hit points (ignoring unconscious creatures and takes about 1 minute to read one page of text.
creatures that can't see). This spell doesn't decode secret messages in a
Starting with the creature that has the lowest
  

  
text or glyph, such as an arcane sigil, that isn't
  

  
current hit points, each creature affected by this part of a written language.
spell is blinded until the spell ends. Subtract each
creature's hit points from the total before
  

  
  

  
moving on to the creature with the next lowest
hit points. A creature's hit points must be equal
to or less than the remaining total for the
  

  
  

  
creature to be affected.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, roll an
  

  
1 1
  

  
additional 2d10 for each slot level above 1st.
 

 



Wizard 1st level Illusion Wizard 1st level Divination
 
 
DETECT MAGIC (RITUAL) DISGUISE SELF






 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 10 V, S 1 hour


 
minutes

 

You make yourself, including your clothing, armor,


 


For the duration, you sense the presence of weapons, and other belongings on your person, look
magic within 30 feet of you. If you sense magic in different until the spell ends or until you use your

 
  

  
this way, you can use your action to see a faint action to dismiss it. You can seem 1 foot shorter or



aura around any visible creature or object in the taller and can appear thin, fat, or in between. You can't
area that bears magic, and you learn its school of change your body type, so you must adopt a form that
has the same basic arrangement of limbs. Otherwise,


magic, if any.
The spell can penetrate most barriers, but is the extent of the illusion is up to you.
blocked by 1 foot of stone, 1 inch of common The changes wrought by this spell fail to hold up to
physical inspection. For example, if you use this spell

  

  
metal, a thin sheet of lead, or 3 feet of wood or

  

  
to add a hat to your outfit, objects pass through the
dirt. hat, and anyone who touches it would feel nothing or
would feel your head and hair. If you use this spell to

  

  
  

  
appear thinner than you are, the hand of someone
who reaches out to touch you would bump into you
while it was seemingly still in midair.

  

  
To discern that you are disguised, a creature can use

  

  
its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check

  

  
1 1
against your spell save DC.

  

  
 

 



Wizard 1st level Divination Wizard 1st level Illusion

 
 
EARTH TREMOR EXPEDITIOUS RETREAT





 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 10 feet 1 bonus action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Instantaneous V, S Concentration, up to 10


 
minutes
 

You cause a tremor in the ground within range.



 


Each creature other than you in that area must This spell allows you to move at an incredible
pace. When you cast this spell, and then as a

 
make a Dexterity saving throw. On a failed save,
  

  
a creature takes 1d6 bludgeoning damage and is bonus action on each of your turns until the spell



knocked prone. If the ground in that area is loose ends, you can take the Dash action.
earth or stone, it becomes difficult terrain until


cleared, with each 5-foot-diameter portion
requiring at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell
  

  
using a spell slot of 2nd level or higher, the
  

  
damage increases by 1d6 for each slot level
above 1st.
  

  
  

  
  

  
  

  
  

  
1 1
  

  
 

 



Wizard (XGE) 1st level Evocation Wizard 1st level Transmutation
 
 
FALSE LIFE FEATHER FALL






 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self 1 reaction 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 1 hour V, M 1 minute


 
 

a small amount of alcohol or distilled spirits a white feather or the heart of a hen


 


Bolstering yourself with a necromantic facsimile Reaction - When you or a creature within 60 feet

 
  

  
of life, you gain 1d4+4 temporary hit points for of you falls Choose up to five falling creatures



the duration. within range. A falling creature's rate of descent
At Higher Levels: When you cast this spell slows to 60 feet per round until the spell ends. If
using a spell slot of 2nd level or higher, you gain 5 the creature lands before the spell ends, it takes


additional temporary hit points for each slot no falling damage and can land on its feet, and
level above 1st. the spell ends for that creature.

  

  
  

  
  

  
  

  
  

  
  

  
  

  
1 1

  

  
 

 



Wizard 1st level Necromancy Wizard 1st level Transmutation

 
 
FIND FAMILIAR (RITUAL) [1/2] FIND FAMILIAR (RITUAL) [2/2]





 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


1 hour 10 feet 1 hour 10 feet
 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Instantaneous V, S, M Instantaneous

 

 
10 gp worth of charcoal, incense, and herbs that must be
  10 gp worth of charcoal, incense, and herbs that must be


 


consumed by fire in a brass brazier consumed by fire in a brass brazier
You gain the service of a familiar, a spirit that takes an are deaf and blind with regard to your own senses.

 
  

  
animal form you choose - bat, cat, crab, frog (toad), As an action, you can temporarily dismiss your



hawk, lizard, octopus, owl, poisonous snake, fish familiar. It disappears into a pocket dimension where
(quipper), rat, raven, sea horse, spider, or weasel. it awaits you summons. Alternatively, you can dismiss
Appearing in an unoccupied space within range, the it forever. As an action while it is temporarily


familiar has the statistics of the chosen form, though it dismissed, you can cause it to reappear in any
is a celestial, fey or fiend (your choice) instead of a unoccupied space within 30 feet of you.
beast. You can't have more than one familiar at a time. If you
  

  
  

  
Your familiar acts independently of you, but it always cast this spell while you already have a familiar, you
obeys your commands. In combat, it rolls its own instead cause it to adopt a new form. Choose one of
initiative and acts on its own turn. A familiar can't the forms from the above list. Your familiar transforms
  

  
  

  
attack, but it can take other actions as normal. into the chosen creature.
When the familiar drops to 0 hit points, it disappears, Finally, when you cast a spell with a range of touch,
leaving behind no physical form. It reappears after you your familiar can deliver the spell as if it had cast the
  

  
cast this spell again. spell. Your familiar must be within 100 feet of you, and
  

  
While your familiar is within 100 feet of you, you can it must use its reaction to deliver the spell when you
communicate with it telepathically. Additionally, as an cast it. If the spell requires an attack roll, you use your
  

  
1 1
action, you can see through your familiar's eyes and attack modifier for the roll.
  

  
hear what it hears until the start of your next turn,
gaining the benefits of any special senses that the
 

 
familiar has. During this time, you



Wizard 1st level Conjuration Wizard 1st level Conjuration
 
 
FOG CLOUD GREASE






 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, S, M 1 minute


 
hour

 

a bit of pork rind or butter


 


You create a 20-foot-radius sphere of fog
centered on a point within range. The sphere Slick grease covers the ground in a 10-foot

 
  

  
spreads around corners, and its area is heavily square centered on a point within range and



obscured. It lasts for the duration or until a wind turns it into difficult terrain for the duration.
of moderate or greater speed (at least 10 miles When the grease appears, each creature
standing in its area must succeed on a Dexterity


per hour) disperses it.
At Higher Levels: When you cast this spell saving throw or fall prone. A creature that enters
using a spell slot of 2nd level or higher, the radius the area or ends its turn there must also succeed
on a Dexterity saving throw or fall prone.

  

  
of the fog increases by 20 feet for each slot level

  

  
above 1st.

  

  
  

  
  

  
  

  
  

  
1 1

  

  
 

 



Wizard 1st level Conjuration Wizard 1st level Conjuration

 
 
ICE KNIFE IDENTIFY (RITUAL)





 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 minute Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
S, M Instantaneous V, S, M Instantaneous


 
 

a drop of water or piece of ice a pearl worth at least 100 gp and an owl feather

 


You create a shard of ice and fling it at one You choose one object that you must touch

 
  

  
creature within range. Make a ranged spell throughout the casting of the spell. If it is a magic



attack against the target. On a hit, the target item or some other magic-imbued object, you
takes 1d10 piercing damage. Hit or miss, the learn its properties and how to use them,
shard then explodes. The target and each whether it requires attunement to use, and how


creature within 5 feet of it must succeed on a many charges it has, if any. You learn whether
Dexterity saving throw or take 2d6 cold damage. any spells are affecting the item and what they
At Higher Levels: When you cast this spell are. If the item was created by a spell, you learn
  

  
  

  
using aspell slot of 2nd level or higher, the cold which spell created it.
damage increases by 1d6 for each slot level If you instead touch a creature throughout the
above 1st. casting, you learn what spells, if any, are
  

  
  

  
currently affecting it.
  

  
  

  
  

  
1 1
  

  
 

 



Wizard (XGE) 1st level Conjuration Wizard 1st level Divination
 
 
ILLUSORY SCRIPT (RITUAL) JUMP






 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


1 minute Touch

 

 
1 action Touch




 
COMPONENTS DURATION COMPONENTS DURATION


S, M 10 days

 
V, S, M 1 minute


 
 
a lead-based ink worth at least 10 gp, which the spell consumes


a grasshopper's hind leg


 


You write on parchment, paper, or some other
You touch a creature. The creature's jump

 
suitable writing material and imbue it with a

  

  
potent illusion that lasts for the duration. distance is tripled until the spell ends.



To you and any creatures you designate when
you cast the spell, the writing appears normal,


written in your hand, and conveys whatever
meaning you intended when you wrote the text.
To all others, the writing appears as if it were

  

  
written in an unknown or magical script that is

  

  
unintelligible. Alternatively, you can cause the
writing to appear to be an entirely different

  

  
message, written in a different hand and

  

  
language, though the language must be one you
know.

  

  
Should the spell be dispelled, the original script

  

  
and the illusion both disappear.
A creature with truesight can read the hidden

  

  
1 1
message.

  

  
 

 



Wizard 1st level Illusion Wizard 1st level Transmutation

 
 
LONGSTRIDER MAGE ARMOR





 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Touch 1 action Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 1 hour V, S, M 8 hours


 
 

a pinch of dirt a piece of cured leather



 


You touch a creature. The target's speed You touch a willing creature who isn't wearing

 
  

  
increases by 10 feet until the spell ends. armor, and a protective magical force surrounds



At Higher Levels: When you cast this spell it until the spell ends. The target's base AC
using a spell slot of 2nd level or higher, you can becomes 13 + its Dexterity modifier. The spell
target one additional creature for each slot level ends it if the target dons armor or if you dismiss


above 1st. the spell as an action.
  

  
  

  
  

  
  

  
  

  
  

  
  

  
1 1
  

  
 

 



Wizard 1st level Transmutation Wizard 1st level Abjuration
 
 
MAGIC MISSILE PROTECTION FROM EVIL AND GOOD






 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


1 action Touch

 

 
1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 10

 
V, S Instantaneous minutes


 
 

You create three glowing darts of magical force.


 


holy water or powdered silver and iron, which the spell consumes
Each dart hits a creature of your choice that you
Until the spell ends, one willing creature you

 
can see within range. A dart deals 1d4+1 force

  

  
damage to its target. The darts all strike touch is protected against certain types of



simultaneously and you can direct them to hit creatures - aberrations, celestials, elementals,
one creature or several. fey, fiends, and undead.


At Higher Levels: When you cast this spell The protection grants several benefits.
using a spell slot of 2nd level or higher, the spell Creatures of those types have disadvantage on
creates one more dart for each slot above 1st. attack rolls against the target. The target also

  

  
can't be charmed, frightened, or possessed by

  

  
them. If the target is already charmed,
frightened, or possessed by such a creature, the

  

  
target has advantage on any new saving throw

  

  
against the relevant effect.

  

  
  

  
  

  
1 1

  

  
 

 



Wizard 1st level Evocation Wizard 1st level Abjuration

 
 
RAY OF SICKNESS SHIELD





 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 reaction Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Instantaneous V, S 1 round


 
 

A ray of sickening greenish energy lashes out An invisible barrier of magical force appears and

 


toward a creature within range. Make a ranged protects you. Until the start of your next turn,

 
spell attack against the target. On a hit, the you have a +5 bonus to AC, including against the
  

  
target takes 2d8 poison damage and must make triggering attack, and you take no damage from



a Constitution saving throw. On a failed save, it is magic missile.
also poisoned until the end of your next turn.


At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
damage increases by 1d8 for each slot level
  

  
above 1st.
  

  
  

  
  

  
  

  
  

  
  

  
1 1
  

  
 

 



Wizard 1st level Necromancy Wizard 1st level Abjuration
 
 
SILENT IMAGE SLEEP






 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 90 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 10 V, S, M 1 minute


 
minute

 

a pinch of find sand, rose petals, or a cricket


 


a bit of fleece
This spell sends creatures into a magical slumber. Roll

 
You create the image of an object, a creature, or some

  

  
5d8, the total is how many hit points of creatures this



other visible phenomenon that is no larger than a 15- spell can affect. Creatures within 20 feet of a point
foot cube. The image appears at a spot within range you choose within range are affected in ascending
and lasts for the duration. The image is purely visual, it order of their current hit points (ignoring unconscious


isn't accompanied by sound, smell, or other sensory creatures).
effects. Starting with the creature that has the lowest current
You can use your action to cause the image to move to hit points, each creature affected by this spell falls

  

  
any spot within range. As the image changes location, unconscious until the spell ends, the sleeper takes

  

  
you can alter its appearance so that its movements damage, or someone uses an action to shake or slap
appear natural for the image. For example, if you the sleeper awake. Subtract each creature's hit points

  

  
create an image of a creature and move it, you can from the total before moving on to the creature with

  

  
alter the image so that it appears to be walking. the next lowest hit points. A creature's hit points must
Physical interaction with the image reveals it to be an be equal to or less than the remaining total for that

  

  
illusion, because things can pass through it. A creature creature to be affected.

  

  
that uses its action to examine the image can Undead and creatures immune to being charmed
determine that it is an illusion with a successful aren't affected by this spell.
Intelligence (Investigation) check against your spell

  

  
1 1
At Higher Levels: When you cast this spell using a

  

  
save DC. If a creature discerns the illusion for what it spell slot of 2nd level or higher, roll an additional 2d8
is, the creature can see through the image. for each slot level above 1st.

 

 



Wizard 1st level Illusion Wizard 1st level Enchantment

 
 
SNARE [1/2] SNARE [2/2]





 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute Touch 1 minute Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
S, M 8 hours S, M 8 hours


 
 

25 feet of rope, which the spell consumes 25 feet of rope, which the spell consumes

 


As you cast this spell, you use the rope to create a creature is restrained by it.

 
  

  
circle with a 5-foot radius on the ground or the floor.



When you finish casting, the rope disappears and the
circle becomes a magic trap.
This trap is nearly invisible, requiring a successful


Intelligence (Investigation) check against your spell
save DC to be discerned.
The trap triggers when a Small, Medium, or Large
  

  
creature moves onto the ground or the floor in the
  

  
spell's radius. That creature must succeed on a
Dexterity saving throw or be magically hoisted into
  

  
the air, leaving it hanging upside down 3 feet above
  

  
the ground or the floor. The creature is restrained
there until the spell ends.
  

  
A restrained creature can make a Dexterity saving
  

  
throw at the end of each of its turns, ending the effect
on itself on a success. Alternatively, the creature or
  

  
1 1
someone else who can reach it can use an action to
  

  
make an Intelligence (Arcana) check against your spell
save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no
 

 



Wizard (XGE) 1st level Abjuration Wizard (XGE) 1st level Abjuration
 
 
TASHA'S CAUSTIC BREW TASHA'S HIDEOUS LAUGHTER






 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


1 action 30 feet

 

 
1 action Self (30-foot line)




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1

 
V, S, M Concentration, up to 1 minute


 
minute

 


 


tiny tarts and a feather that waved in the air
a bit of rotten food
A creature of your choice that you can see within

 
A stream of acid emanates from you in a line 30

  

  
range perceives everything as hilariously funny



feet long and 5 feet wide in a direction you and falls into fits of laugher if this spell affects it.
choose. Each creature in the line must succeed The target must succeed on a Wisdom saving
on a Dexterity saving throw or be covered in acid


for the spell's duration or until a creature uses its throw of fall prone, becoming incapacitated and
action to scrape or wash the acid off itself or unable to stand up for the duration. A creature
with an Intelligence score of 4 or less isn't
another creature. A creature covered in the acid

  

  
affected.

  

  
takes 2d4 acid damage at start of each of its At the end of each of its turns, and each time it
turns. takes damage, the target can make another
At Higher Levels: When you cast this spell

  

  
Wisdom saving throw. The target has advantage

  

  
using a spell slot 2nd level or higher, the damage on the saving throw if it's triggered by damage.
increases by 2d4 for each slot level above 1st. On a success, the spell ends.

  

  
  

  
  

  
1 1

  

  
 

 



Wizard (TCE) 1st-level evocation Wizard 1st level Enchantment

 
 
TENSER'S FLOATING DISK (RITUAL) THUNDERWAVE





 

 
1 1
CASTING TIME RANGE
CASTING TIME RANGE


1 action 30 feet
 

 
1 action Self (15-foot cube)




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M 1 hour

 
V, S Instantaneous


 
a drop of mercury
 

A wave of thunderous force sweeps out from



 


This spell creates a circular, horizontal plane of force, you. Each creature in a 15-foot cube originating

 
3 feet in diameter and 1 inch thick, that floats 3 feet from you must make a Constitution saving
  

  
above the ground in an unoccupied space of your throw. On a failed save, a creature takes 2d8



choice that you can see within range. The disk remains thunder damage and is pushed 10 feet away
for the duration, and can hold up to 500 pounds. If from you. On a successful save, the creature


more weight is placed on it, the spell ends, and takes half as much damage and isn't pushed.
everything on the disk falls to the ground. In addition, unsecured objects that are
The disk is immobile while you are within 20 feet of it. completely within the area of effect are
If you move more than 20 feet away from it, the disk
  

  
automatically pushed 10 feet away from you by
  

  
follows you so that it remains within 20 feet of you. It
can more across uneven terrain, up or down stairs, the spell's effect, and the spell emits a
slopes and the like, but it can't cross an elevation thunderous boom audible out to 300 feet.
  

  
At Higher Levels: When you cast this spell
  

  
change of 10 feet or more. For example, the disk can't
move across a 10-foot-deep pit, nor could it leave such using a spell slot of 2nd level or higher, the
a pit if it was created at the bottom. damage increases by 1d8 for each slot level
  

  
above 1st.
  

  
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.
  

  
1 1
  

  
 

 



Wizard 1st level Conjuration Wizard 1st level Evocation
 
 
UNSEEN SERVANT (RITUAL) WITCH BOLT






 

 
1 1
CASTING TIME RANGE CASTING TIME RANGE


1 action 60 feet

 

 
1 action 30 feet




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M 1 hour

 
V, S, M Concentration, up to 1


 
minute

 
a piece of string and a bit of wood


 


This spell creates an invisible, mindless, shapeless a twig from a tree that has been struck by lightning

 
force that performs simple tasks at your command
A beam of crackling, blue energy lances out

  

  
until the spell ends. The servant springs into existence



in an unoccupied space on the ground within range. It toward a creature within range, forming a
has AC 10, 1 hit point, and a Strength of 2, and it can't sustained arc of lightning between you and the
target. Make a ranged spell attack against that


attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can creature. On a hit, the target takes 1d12
mentally command the servant to move up to 15 feet lightning damage, and on each of your turns for
and interact with an object. The servant can perform the duration, you can use your action to deal

  

  
  

  
simple tasks that a human servant could do, such as 1d12 lightning damage to the target
fetching things, cleaning, mending, folding clothes, automatically. The spell ends if you use your
lighting fires, serving food, and pouring wine. Once action to do anything else. The spell also ends if

  

  
  

  
you give the command, the servant performs the task the target is ever outside the spell's range or if it
to the best of its ability until it completes the task, has total cover from you.
then waits for your next command. At Higher Levels: When you cast this spell

  

  
  

  
If you command the servant to perform a task that using a spell slot of 2nd level or higher, the initial
would move it more than 60 feet away from you, the damage increases by 1d12 for each slot level
spell ends. above 1st.

  

  
1 1

  

  
 

 



Wizard 1st level Conjuration Wizard 1st level Evocation

 
 
AGANAZZAR'S SCORCHER ALTER SELF [1/2]





 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous V, S Concentration, up to 1


 
hour
 

a red dragon's scale



 


You assume a different form. When you cast the spell,
A line of roaring flame 30 feet long and 5 feet choose one of the following options, the effects of

 
  

  
wide emanates from you in a direction you which last for the duration of the spell. While the spell



choose. Each creature in the line must make a lasts, you can end one option as an action to gain the
Dexterity saving throw. A creature takes 3d8 fire benefits of a different one.
damage on a failed save, or half as much damage Aquatic Adaptation: You adapt your body to an


on a successful one. aquatic environment, sprouting gills, and growing
At Higher Levels: When you cast this spell webbing between your fingers. You can breathe
using a spell slot of 3rd level or higher, the underwater and gain a swimming speed equal to your
  

  
  

  
damage increases by 1d8 for each slot level walking speed.
above 2nd. Change Appearance: You transform your
appearance. You decide what you look like, including
  

  
your height, weight, facial features, sound of your
  

  
voice, hair length, coloration, and distinguishing
characteristics, if any. You can make yourself appear as
  

  
a member of another race, though none of your
  

  
statistics change. You also don't appear as a creature
of a different size than you, and your basic shape stays
  

  
2 2
the same, if you're bipedal, you can't use this spell to
  

  
become quadrupedal, for instance. At any time for the
duration of the spell, you can use your action to
 

 
change your appearance in this way again.



Natural Weapons: You grow claws, fangs, spines,
horns, or a different natural weapon of your choice.
Y d t ik d l 1d6
Wizard (XGE) 2nd level Evocation Wizard 2nd level Transmutation
 
 
ALTER SELF [2/2] ARCANE LOCK






 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self 1 action Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, S, M Until dispelled


 
hour

 

gold dust worth at least 25 gp, which the spell consumes


 


bludgeoning, piercing, or slashing damage, as
appropriate to the natural weapon you chose, You touch a closed door, window, gate, chest, or

 
  

  
and you are proficient with you unarmed strikes. other entryway, and it becomes locked for the



Finally, the natural weapon is magic and you duration. You and the creatures you designate
have a +1 bonus to the attack and damage rolls when you cast this spell can open the object
normally. You can also set a password that, when


you make using it.
spoken within 5 feet of the object, suppresses
this spell for 1 minute. Otherwise, it is
impassable until it is broken or the spell is

  

  
  

  
dispelled or suppressed. Casting knock on the
object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more

  

  
  

  
difficult to break or force open. The DC to break
it or pick any locks on it increases by 10.

  

  
  

  
  

  
2 2

  

  
 

 



Wizard 2nd level Transmutation Wizard 2nd level Abjuration

 
 
BLINDNESS/DEAFNESS BLUR





 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V 1 minute V Concentration, up to 1


 
minute
 

You can blind or deafen a foe. Choose one



 


creature that you can see within range to make a Your body becomes blurred, shifting and
wavering to all who can see you. For the

 
Constitution saving throw. If it fails, the target is
  

  
either blinded or deafened (your choice) for the duration, any creature has disadvantage on



duration. At the end of each of its turns, the attack rolls against you. An attacker is immune
target can make a Constitution saving throw. On to this effect if it doesn't rely on sight, as with


a success, the spell ends. blindsight, or can see through illusions, as with
At Higher Levels: When you cast this spell truesight.
using a spell slot of 3rd level or higher, you can
  

  
target one additional creature for each slot level
  

  
above 2nd.
  

  
  

  
  

  
  

  
  

  
2 2
  

  
 

 



Wizard 2nd level Necromancy Wizard 2nd level Illusion
 
 
CLOUD OF DAGGERS CONTINUAL FLAME






 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Until dispelled


 
minute

 

ruby dust worth 50 gp, which the spell consumes


 


a sliver of glass
A flame, equivalent in brightness to a torch,

 
You fill the air with spinning daggers in a cube 5

  

  
springs forth from an object that you touch. The



feet on each side, centered on a point you choose effect looks like a regular flame, but it creates no
within range. A creature takes 4d4 slashing heat and doesn't use oxygen. A continual flame
damage when it enters the spell's area for the can be covered or hidden but not smothered or


first time on a turn or starts its turn there. quenched.
At Higher Levels: when you cast this spell
using a spell slot of 3rd level or higher, the

  

  
  

  
damage increases by 2d4 for each slot level
above 2nd.

  

  
  

  
  

  
  

  
  

  
2 2

  

  
 

 



Wizard 2nd level Conjuration Wizard 2nd level Evocation

 
 
CROWN OF MADNESS DARKNESS





 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, M Concentration, up to 10


 
minute minutes
 


 


One humanoid of your choice that you can see bat fur and a drop of pitch or piece of coal
within range must succeed on a Wisdom saving

 
Magical darkness spreads from a point you
  

  
throw or become charmed by you for the



duration. While the target is charmed in this way, choose within range to fill a 15-foot radius
a twisted crown of jagged iron appears on its sphere for the duration. The darkness spreads
around corners. A creature with darkvision can't


head, and a madness glows in its eyes.
The charmed target must use its action before see through this darkness, and nonmagical light
moving on each of its turns to make a melee can't illuminate it.
If the point you choose is on an object you are
  

  
attack against a creature other than itself that
  

  
you mentally choose. The target can act normally holding or one that isn't being worn or carried,
on its turn if you choose no creature or if none the darkness emanates from the object and
moves with it. Completely covering the source of
  

  
are within its reach.
  

  
On your subsequent turns, you must use your the darkness with an opaque object, such as a
action to maintain control over the target, or the bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of
  

  
spell ends. Also, the target can make a Wisdom
  

  
saving throw at the end of each of its turns. On a light created by a spell of or lower, the spell that
success, the spell ends. created the light is dispelled.
  

  
2 2
  

  
 

 



Wizard 2nd level Enchantment Wizard 2nd level Evocation
 
 
DARKVISION DETECT THOUGHTS [1/2]






 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Touch 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 8 hours V, S, M Concentration, up to 1


 
minute

 

either a pinch of dried carrot or an agate


 


a copper piece
You touch a willing creature to grant it the ability

 
For the duration, you can read the thoughts of certain

  

  
to see in the dark. For the duration, that creature



has darkvision out to a range of 60 feet. creatures. When you cast the spell and as your action
on each turn until the spell ends, you can focus your
mind on any one creature that you can see within 30


feet of you. If the creature you choose has an
Intelligence of 3 or lower or doesn't speak any
language, the creature is unaffected.

  

  
You initially learn the surface thoughts of the creature

  

  
- what is most on its mind in that moment. As an
action, you can either shift your attention to another

  

  
creature's thoughts or attempt to probe deeper into

  

  
the same creature's mind. If you probe deeper, the
target must make a Wisdom saving throw. If it fails,

  

  
you gain insight into its reasoning (if any), its

  

  
emotional state, and something that looms large in its
mind (such as something it worries over, loves, or
hates). If it succeeds, the spell ends. Either way, the

  

  
2 2

  

  
target knows that you are probing into its mind, and
unless you shift your attention to another creature's
thoughts, the creature can use its action on its turn to

 

 



Wizard 2nd level Transmutation Wizard 2nd level Divination

 
 
DETECT THOUGHTS [2/2] DRAGON'S BREATH





 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self 1 bonus action Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1


 
minute minute
 


 


a copper piece a hot pepper

 
make an Intelligence check contested by your You touch one willing creature and imbue it with
  

  



Intelligence check if it succeeds, the spell ends. the power to spew magical energy from its
Questions verbally directed at the target mouth, provided it has one. Choose acid, cold,
creature naturally shape the course of its fire, lightning, or poison. Until the spell ends, the


thoughts, so this spell is particularly effective as creature can use an action to exhale energy of
part of an interrogation. the chosen type in a 15-foot cone. Each creature
You can also use this spell to detect the presence in that area must make a Dexterity saving throw,
  

  
  

  
of thinking creatures you can't see. When you taking 3d6 damage of the chosen type on a failed
cast the spell or as your action during the save, or half as much damage on a successful
duration, you can search for thoughts within 30 one.
  

  
  

  
feet of you. The spell can penetrate barriers, but At Higher Levels: When you cast this spell us
2 feet of rock, 2 inches of any metal other than ing a spell slot of 3rd level or higher, the damage
lead, or a thin sheet of lead blocks you. You can't increases by 1d6 for each slot level above 2nd.
  

  
  

  
detect a creature with an Intelligence of 3 or
lower or one that doesn't speak any language.
Once you detect the presence of a creature in
  

  
2 2
  

  
this way, you can read its thoughts for the rest of
the duration as described above, even if you
can't see it, but it must still be within range.
 

 



Wizard 2nd level Divination Wizard (XGE) 2nd level Transmutation
 
 
DUST DEVIL EARTHBIND






 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 300 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V Concentration, up to 1


 
minute minute

 


 


a pinch of dust Choose one creature you can see within range.
Yellow strips of magical energy loop around the

 
Choose an unoccupied 5-foot cube of air that you can

  

  
creature. The target must succeed on a Strength



see within range. An elemental force that resembles a
dust devil appears in the cube and lasts for the spell's saving throw, or its flying speed (if any) is
duration. reduced to 0 feet for the spell's duration. An


Any creature that ends its turn within 5 feet of the airborne creature affected by this spell safely
dust devil must make a Strength saving throw. On a descends at 60 feet per round until it reaches the
failed save, the creature takes 1d8 bludgeoning ground or the spell ends.

  

  
damage and is pushed 10 feet away from the dust

  

  
devil. On a successful save, the creature takes half as
much damage and isn't pushed.

  

  
As a bonus action, you can move the dust devil up to

  

  
30 feet in any direction. If the dust devil moves over
sand, dust, loose dirt, or light gravel, it sucks up the

  

  
material and forms a 10-foot-radius cloud of debris

  

  
around itself that lasts until the start of your next turn.
The cloud heavily obscures its area.
At Higher Levels: When you cast this spell using a

  

  
2 2

  

  
spell slot of 3rd level or higher, the damage increases
by 1d8 for each slot level above 2nd.

 

 



Wizard (XGE) 2nd level Conjuration Wizard (XGE) 2nd level Transmutation

 
 
ENLARGE/REDUCE [1/2] ENLARGE/REDUCE [2/2]





 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action 30 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1


 
minute minute
 


 


a pinch of powdered iron a pinch of powdered iron

 
You cause a creature or an object you can see within target's size is halved in all dimensions, and its
  

  



range to grow larger or smaller for the duration. weight is reduced to one-eighth of normal. This
Choose either a creature or an object that is neither reduction decreases its size by one category -
worn nor carried. If the target is unwilling, it can make from Medium to Small, for example. Until the


a Constitution saving throw. On a success, the spell spell ends, the target also has disadvantage on
has no effect. Strength checks and Strength saving throws. The
If the target is a creature, everything it is wearing and target's weapons also shrink to match its new
  

  
carrying changes size with it. Any item dropped by an
  

  
affected creature returns to normal size at once. size. While these weapons are reduced, the
Enlarge. The target's size doubles in all dimensions, target's attacks with them deal 1d4 less damage
(this can't reduce the damage below 1).
  

  
and its weight is multiplied by eight. This growth
  

  
increases its size by one category - from Medium to
Large, for example. If there isn't enough room for the
  

  
target to double its size, the creature or object attains
  

  
the maximum possible size in the space available. Until
the spell ends, the target also has advantage on
Strength checks and Strength saving throws. The
  

  
2 2
  

  
target's weapons also grow to match its new size.
While these weapons are enlarged, the target's attack
with them deal 1d4 extra damage.
 

 



Reduce. The

Wizard 2nd level Transmutation Wizard 2nd level Transmutation


 
 
FLAMING SPHERE GENTLE REPOSE (RITUAL)






 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


1 action Touch

 

 
1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M 10 days

 
V, S, M Concentration, up to 1


 
minute

 
a pinch of salt and one copper piece placed on each of the corpse's


 


eyes, which must remain there for the duration
a bit of tallow, a pinch of brimstone, and a dusting of powdered
iron You touch a corpse or other remains. For the

 
  

  
A 5-foot-diameter sphere of fire appears in an duration, the target is protected from decay and



unoccupied space of your choice within range and can't become undead.
lasts for the duration. Any creature that ends its turn The spell also effectively extends the time limit


within 5 feet of the sphere must make a Dexterity on raising the target from the dead, since days
saving throw. The creature takes 2d6 fire damage on a spent under the influence of this spell don't
failed save, or half as much damage on a successful count against the time limit of spells such as raise

  

  
one. dead.

  

  
As a bonus action, you can move the sphere up to 30
feet. If you ram the sphere into a creature, that

  

  
creature must make the saving throw against the

  

  
sphere's damage, and the sphere stops moving this
turn.

  

  
When you move the sphere, you can direct it over

  

  
barriers up to 5 feet tall and jump it across pits up to
10 feet wide. The sphere ignites flammable objects
not being worn or carried, and it sheds bright light in a

  

  
2 2

  

  
20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases

 

 



by 1d6 for each slot level above 2nd.

Wizard 2nd level Conjuration Wizard 2nd level Necromancy

 
 
GUST OF WIND HOLD PERSON





 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self (60-foot line) 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1


 
minute minute
 


 


a legume seed a small, straight piece of iron

 
A line of strong wind 60 feet long and 10 feet Choose a humanoid that you can see within
  

  



wide blasts from you in a direction you choose range. The target must succeed on a Wisdom
for the spell's duration. Each creature that starts saving throw or be paralyzed for the duration. At
its turn in the line must succeed on a Strength the end of each of its turns, the target can make


saving throw or be pushed 15 feet away from another Wisdom saving throw. On a success, the
you in a direction following the line. spell ends on the target.
Any creature in the line must spend 2 feet of At Higher Levels: When you cast this spell
  

  
  

  
movement for every 1 foot it moves when using a spell slot of 3rd level or higher, you can
moving closer to you. target on additional humanoid for each slot level
The gust disperses gas or vapor, and it above 2nd. The humanoids must be within 30
  

  
  

  
extinguishes candles, torches, and similar feet of each other when you target them.
unprotected flames in the area. It causes
protected flames, such as those of lanterns, to
  

  
  

  
dance wildly and has a 50 percent chance to
extinguish them.
As a bonus action on each of your turns before
  

  
2 2
  

  
the spell ends, you can change the direction in
which the line blasts from you.
 

 



Wizard 2nd level Evocation Wizard 2nd level Enchantment
 
 
INVISIBILITY KNOCK






 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Touch 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V Instantaneous


 
hour

 

Choose an object that you can see within range.


 


an eyelash encased in gum arabic The object can be a door, a box, a chest, a set of

 
A creature you touch becomes invisible until the manacles, a padlock, or another object that

  

  
contains a mundane or magical means that



spell ends. Anything the target is wearing or
carrying is invisible as long as it is on the target's prevents access.
person. The spell ends for a target that attacks or A target that is held shut by a mundane lock or


casts a spell. that is stuck or barred becomes unlocked,
At Higher Levels: When you cast this spell unstuck, or unbarred. If the object has multiple
using a spell slot of 3rd level or higher, you can locks, only one of them is unlocked.

  

  
If you choose a target that is held shut with

  

  
target one additional creature for each slot level
above 2nd. arcane lock, that spell is suppressed for 10
minutes, during which time the target can be

  

  
opened and shut normally.

  

  
When you cast the spell, a loud knock, audible
from as far away as 300 feet, emanates from the

  

  
target object.

  

  
  

  
2 2

  

  
 

 



Wizard 2nd level Illusion Wizard 2nd level Transmutation

 
 
LEVITATE LOCATE OBJECT





 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10


 
minutes minutes
 


 


either a small leather loop or a piece of golden wire bent into a a forked twig
cup shape with a long shank on one end

 
Describe or name an object that is familiar to
  

  
One creature or object of your choice that you



you. You sense the direction to the object's
can see within range rises vertically, up to 20 location, as long as that object is within 1,000
feet, and remains suspended there for the feet of you. If the object is in motion, you know


duration. The spell can levitate a target that the direction of its movement.
weighs up to 500 pounds. An unwilling creature The spell can locate a specific object known to
that succeeds on a Constitution saving throw is you, as long as you have seen it up close - within
  

  
  

  
unaffected. 30 feet - at least once. Alternatively, the spell can
The target can move only by pushing or pulling locate the nearest object of a particular kind,
against a fixed object or surface within reach such as a certain kind of apparel, jewelry,
  

  
  

  
(such as a wall or a ceiling), which allows it to furniture, tool, or weapon.
move as if it were climbing. You can change the This spell can't locate an object if any thickness
target's altitude by up to 20 feet in either of lead, even a thin sheet, blocks a direct path
  

  
  

  
direction on your turn. If you are the target, you between you and the object.
can move up or down as part of your move.
Otherwise, you can use your action to move the
  

  
2 2
  

  
target, which must remain within the spell's
range.
When the spell ends, the target floats gently to
 

 



the ground if it is still aloft.

Wizard 2nd level Transmutation Wizard 2nd level Divination


 
 
MAGIC MOUTH (RITUAL) [1/2] MAGIC MOUTH (RITUAL) [2/2]






 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


1 minute 30 feet 1 minute 30 feet

 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Until dispelled V, S, M Until dispelled

 

 
 
a small bit of honeycomb and jade dust worth at least 10 gp, a small bit of honeycomb and jade dust worth at least 10 gp,


 


which the spell consumes which the spell consumes
You implant a message within an object in range, a 30 feet of the object. For example, you could

 
  

  
message that is uttered when a trigger condition is instruct the mouth to speak when any creature



met. Choose an object that you can see and that isn't moves within 30 feet of the object or when a
being worn or carried by another creature. Then silver bell rings within 30 feet of it.
speak the message, which must be 25 words or less,


though it can be delivered over as long as 10 minutes.
Finally, determine the circumstance that will trigger
the spell to deliver your message.

  

  
  

  
When that circumstance occurs, a magical mouth
appears on the object 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 looks like a
mouth (for example, the mouth of a statue), the
magical mouth appears there so that words appear to

  

  
come from the object's mouth. When you cast this

  

  
spell, you can have the spell end after it delivers its
message, or it can remain and repeats its message

  

  
2 2
whenever the trigger occurs.

  

  
The triggering circumstance can be as general or as
detailed as you like, though it must be based on visual

 

 
or audible conditions that occur within




Wizard 2nd level Illusion Wizard 2nd level Illusion

 
 
MAGIC WEAPON MAXIMILIAN'S EARTHEN GRASP





 

 
2 2
CASTING TIME RANGE
CASTING TIME RANGE


1 action 30 feet
 

 
1 bonus action Touch




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M Concentration, up to 1

 
V, S Concentration, up to 1 minute


 
hour
 


 


a miniature hand sculpted from clay
You touch a nonmagical weapon. Until the spell
ends, that weapon becomes a magic weapon You choose a 5-foot-square unoccupied space on the

 
  

  
with a +1 bonus to attack rolls and damage rolls. ground that you can see within range. A Medium hand



At Higher Levels: When you cast this spell made from compacted soil rises there and reaches for
using a spell slot of 4th level or higher, the bonus one creature you can see within 5 feet of it. The target
must make a Strength saving throw. On a failed save,


increases to +2. When you use a spell slot of 6th
level or higher, the bonus increases to +3. the target takes 2d6 bludgeoning damage and is
restrained for the spell's duration.
As an action, you can cause the hand to crush the
  

  
  

  
restrained target, which must make a Strength saving
throw. The target takes 2d6 bludgeoning damage on a
failed save, or half as much damage on a successful
  

  
  

  
one.
To break out, the restrained target can use its action
to make a Strength check against your spell save DC.
  

  
On a success, the target escapes and is no longer
  

  
restrained by the hand.
As an action, you can cause the hand to reach for a
  

  
2 2
different creature or to move to a different
  

  
unoccupied space within range. The hand releases a
restrained target if you do either.
 

 



Wizard 2nd level Transmutation Wizard (XGE) 2nd level Transmutation
 
 
MELF'S ACID ARROW MIND SPIKE






 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 90 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous S Concentration, up to 1


 
hour

 

powdered rhubarb leaf and an adder's stomach


 


You reach into the mind of one creature you can
A shimmering green arrow streaks toward a see within range. The target must make a

 
  

  
target within range and bursts in a spray of acid. Wisdom saving throw, taking 3d8 psychic



Make a ranged spell attack against the target. On damage on a failed save, or half as much damage
a hit, the target takes 4d4 acid damage on a successful one. On a failed save, you also
immediately and 2d4 acid damage at the end of


always know the target's location until the spell
its next turn. On a miss, the arrow splashes the ends, but only while the two of you are on the
target with acid for half as much of the initial same plane of existence. While you have this
damage and no damage at the end of its next

  

  
knowledge, the target can't become hidden from

  

  
turn. you, and if it's invisible, it gains no benefit from
At Higher Levels: When you cast this spell that condition against you.
using a spell slot of 3rd level or higher, the

  

  
At Higher Levels: When you cast this spell

  

  
damage (both initial and later) increases by 1d4 using a spell slot of 3rd level or higher, the
for each slot level above 2nd. damage increases by 1d6 for each slot level

  

  
above 2nd.

  

  
  

  
2 2

  

  
 

 



Wizard 2nd level Evocation Wizard (XGE) 2nd level Divination

 
 
MIRROR IMAGE MISTY STEP





 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self 1 bonus action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S 1 minute V Instantaneous


 
 

Three illusory duplicates of yourself appear in your Briefly surrounded by silvery mist, you teleport

 


space. Until the spell ends, the duplicates move with up to 30 feet to an unoccupied space that you
you and mimic your actions, shifting position so it's

 
can see.
  

  
impossible to track which image is real. You can use



your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during
the spell's duration, roll a d20 to determine whether


the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or
higher to change the attack's target to a duplicate.
  

  
  

  
With two duplicates, you must roll an 8 or higher. With
one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier.
  

  
  

  
If an attack hits a duplicate, the duplicate is destroyed.
A duplicate can be destroyed only by an attack that
hits it. It ignores all other damage and effects. The
  

  
spell ends when all three duplicates are destroyed.
  

  
A creature is unaffected by this spell if it can't see, if it
relies on senses other than sight, such as blindsight, or
  

  
2 2
if it can perceive illusions as false, as with truesight.
  

  
 

 



Wizard 2nd level Illusion Wizard 2nd level Conjuration
 
 
NYSTUL'S MAGIC AURA [1/2] NYSTUL'S MAGIC AURA [2/2]






 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


1 action Touch 1 action Touch

 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M 24 hours V, S, M 24 hours

 

 
 
a small square of silk a small square of silk


 


You place an illusion on a creature or an object you detect creature types, such as a paladin's Divine

 
touch so that divination spells reveal false information Sense or the trigger of a symbol spell. You choose

  

  
about it. The target can be a willing creature or an a creature type and other spells and magical



object that isn't being carried or worn by another effects treat the target as if it were a creature of
creature. that type or of that alignment.


When you cast the spell, choose one or both of the
following effects. The effect lasts for the duration. If
you cast this spell on the same creature or object
every day for 30 days, placing the same effect on it

  

  
  

  
each time, the illusion lasts until it is dispelled.
False Aura: You change the way the target appears
to spells and magical effects, such as detect magic,

  

  
  

  
that detect magical auras. You can make a nonmagical
object appear magical, a magical object appear
nonmagical, or change the object's magical aura so

  

  
  

  
that it appears to belong to a specific school of magic
that you choose. When you use this effect on an
object, you can make the false magic apparent to any

  

  
2 2
creature that handles the item.

  

  
Mask: You change the way the target appears to
spells and magical effects that

 

 



Wizard 2nd level Illusion Wizard 2nd level Illusion

 
 
PHANTASMAL FORCE [1/2] PHANTASMAL FORCE [2/2]





 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


1 action 60 feet 1 action 60 feet
 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1 V, S, M Concentration, up to 1

 
minute minute


 
 


 


a bit of fleece a bit of fleece
You craft an illusion that takes root in the mind of a survives the fall, it still believes that the bridge

 
  

  
creature that you can see within range. The target exists and comes up with some other explanation



must make an Intelligence saving throw. On a failed for its fall - it was pushed, it slipped, or a strong
save, you create a phantasmal object, creature, or wind might have knocked it off.
other visible phenomenon of your choice that is no


An affected target is so convinced of the
larger than a 10-foot cube and that is perceivable only phantasm's reality that it can even take damage
to the target for the duration. This spell has no effect from the illusion. A phantasm created to appear
on undead or constructs.
  

  
as a creature can attack the target. Similarly, a
  

  
The phantasm includes sound, temperature, and other
stimuli, also evident only to the creature. phantasm created to appear as fire, a pool of
The target can use its action to examine the phantasm acid, or lava can burn the target. Each round on
  

  
your turn, the phantasm can deal 1d6 psychic
  

  
with an Intelligence (Investigation) check against your
spell save DC. If the check succeeds, the target damage to the target if it is in the phantasm's
realizes that the phantasm is an illusion, and the spell area or within 5 feet of the phantasm, provided
  

  
ends. that the illusion is of a creature or hazard that
  

  
While a target is affected by the spell, the target could logically deal damage, such as by attacking.
treats the phantasm as if it were real. The target The target perceives the damage as a type
  

  
2 2
rationalizes any illogical outcomes from interacting appropriate to the illusion.
  

  
with the phantasm. For example, a target attempting
to walk across a phantasmal bridge that spans a chasm
 

 
falls once it steps onto the bridge. If the target



Wizard 2nd level Illusion Wizard 2nd level Illusion
 
 
PYROTECHNICS RAY OF ENFEEBLEMENT






 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Instantaneous V, S Concentration, up to 1


 
minute

 

Choose an area of nonmagical flame that you can


 


see and that can fit within a 5-foot cube within A black beam of enervating energy springs from
your finger toward a creature within range.

 
range. You can extinguish the fire in that area,

  

  
and you create either fireworks or smoke when Make a ranged spell attack against the target. On



you do so. a hit, the target deals only half damage with
Fireworks: The target explodes with a dazzling weapon attacks that use Strength until the spell


display of colors. Each creature within 10 feet of ends.
the target must succeed on a Constitution saving At the end of each of the target's turns, it can
throw or become blinded until the end of your make a Constitution saving throw against the

  

  
next turn. spell. On a success, the spell ends.

  

  
Smoke: Thick black smoke spreads out from the
target in a 20-foot radius, moving around

  

  
corners. The area of the smoke is heavily

  

  
obscured. The smoke persists for 1 minute or
until a strong wind disperses it.

  

  
  

  
  

  
2 2

  

  
 

 



Wizard (XGE) 2nd level Transmutation Wizard 2nd level Necromancy

 
 
ROPE TRICK SCORCHING RAY





 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Touch 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 1 hour V, S Instantaneous


 
 

powdered corn extract and a twisted loop of parchment You create three rays of fire and hurl them at

 


targets within range. You can hurl them at one
You touch a length of rope that is up to 60 feet

 
target or several.
  

  
long. One end of the rope then rises into the air Make a ranged spell attack for each ray. On a hit,



until the whole rope hangs perpendicular to the the target takes 2d6 fire damage.
ground. At the upper end of the rope, an invisible At Higher Levels: When you cast this spell
entrance opens to an extradimensional space


using a spell slot of 3rd level or higher, you create
that lasts until the spell ends. one additional ray for each slot level above 2nd.
The extradimensional space can be reached by
climbing to the top of the rope. The space can
  

  
  

  
hold as many as eight Medium or smaller
creatures. The rope can be pulled into the space,
making the rope disappear from view outside the
  

  
  

  
space.
Attacks and spells can't cross through the
entrance into or out of the extradimensional
  

  
  

  
space, but those inside can see out of it as if
through a 3-foot-by-5-foot window centered on
the rope.
  

  
2 2
  

  
Anything inside the extradimensional space
drops out when the spell ends.
 

 



Wizard 2nd level Transmutation Wizard 2nd level Evocation
 
 
SEE INVISIBILITY SHADOW BLADE






 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self 1 bonus action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 1 hour V, S Concentration, up to 1


 
minute

 

A pinch of Talc and a small sprinkling of powdered silver


 


You weave together threads of shadow to create a
For the duration, you see invisible creatures and sword of solidified gloom in your hand. This magic

 
  

  
objects as if they were visible, and you can see sword lasts until the spell ends. It counts as a simple



into the Ethereal Plane. Ethereal creatures and melee weapon with which you are proficient. It deals
objects appear ghostly and translucent. 2d8 psychic damage on a hit and has the finesse, light,
and thrown properties (range 20/60). In addition,


when you use the sword to attack a target that is in
dim light or darkness, you make the attack roll with
advantage.

  

  
  

  
If you drop the weapon or throw it, it dissipates at the
end of the turn. Thereafter, while the spell persists,
you can use a bonus action to cause the sword to

  

  
reappear in your hand.

  

  
At Higher Levels: When you cast this spell using a
3rd- or 4th-level spell slot, the damage increases to

  

  
3d8. When you cast it using a 5th- or 6th-level spell

  

  
slot, the damage increases to 4d8. When you cast it
using a spell slot of 7th level or higher, the damage

  

  
2 2
increases to 5d8.

  

  
 

 



Wizard 2nd level Divination Wizard (XGE) 2nd level Illusion

 
 
SHATTER SKYWRITE (RITUAL)





 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action Sight




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous V, S Concentration, up to 1


 
hour
 

a chip of mica

 


You cause up to ten words to form in a part of
A sudden loud ringing noise, painfully intense, the sky you can see. The words appear to be

 
  

  
erupts from a point of your choice within range. made of cloud and remain in place for the spell's



Each creature in a 10-foot-radius sphere duration. The words dissipate when the spell
centered on that point must make a Constitution ends. A strong wind can disperse the clouds and
saving throw. A creature takes 3d8 thunder


end the spell early.
damage on a failed save, or half as much damage
on a successful one. A creature made of
inorganic material such as stone, crystal, or
  

  
  

  
metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or
carried also takes the damage if it's in the spell's
  

  
  

  
area.
At Higher Levels: When you cast this spell
using a spell slot of or higher, the damage
  

  
  

  
increases by 1d8 for each slot level above 2nd.
  

  
2 2
  

  
 

 



Wizard 2nd level Evocation Wizard (XGE) 2nd level Transmutation
 
 
SNILLOC'S SNOWBALL SWARM SPIDER CLIMB






 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


1 action 90 feet

 

 
1 action Touch




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Instantaneous

 
V, S, M Concentration, up to 1


 
hour

 
a piece of ice or a small white rock chip


 


A flurry of magic snowballs erupts from a point a drop of bitumen and a spider

 
you choose within range. Each creature in a 5- Until the spell ends, one willing creature you

  

  
foot-radius sphere centered on that point must



touch gains the ability to move up, down, and
make a Dexterity saving throw. A creature takes across vertical surfaces and upside down along
3d6 cold damage on a failed save, or half as much ceilings, while leaving its hands free. The target


damage on a successful one. also gains a climbing speed equal to its walking
At Higher Levels: When you cast this spell speed.
using a spell slot of 3rd level or higher, the

  

  
damage increases by 1d6 for each slot level

  

  
above 2nd.

  

  
  

  
  

  
  

  
  

  
2 2

  

  
 

 



Wizard (XGE) 2nd level Evocation Wizard 2nd level Transmutation

 
 
SUGGESTION [1/2] SUGGESTION [2/2]





 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action 30 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, M Concentration, up to 8 V, M Concentration, up to 8


 
hours hours
 


 


a snake's tongue and either a bit of honeycomb or a drop of sweet a snake's tongue and either a bit of honeycomb or a drop of sweet
oil oil

 
  

  
You suggest a course of activity (limited to a sentence

performed.



or two) and magically influence a creature you can see If you or any of your companions damage the
within range that can hear and understand you. target, the spell ends.


Creatures that can't be charmed are immune to this
effect. The suggestion must be worded in such a
manner as to make the course of action sound
  

  
reasonable. Asking the creature to stab itself, throw
  

  
itself onto a spear, immolate itself, or do some other
obviously harmful act ends the spell.
  

  
The target must make a Wisdom saving throw. On a
  

  
failed save, it pursues the course of action you
described to the best of its ability. The suggested
  

  
course of action can continue for the entire duration.
  

  
If the suggested activity can be completed in a shorter
time, the spell ends when the subject finishes what it
was asked to do.
  

  
2 2
  

  
You can also specify conditions that will trigger a
special activity during the duration. For example, you
might suggest that a knight give her warhorse to the
 

 



first beggar she meets. If the condition isn't met
before the spell expires, the activity isn't

Wizard 2nd level Enchantment Wizard 2nd level Enchantment


 
 
TASHA'S MIND WHIP WARDING WIND






 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 90 feet 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V 1 round V Concentration, up to 10


 
minutes

 

You psychically lash out at one creature you can


 


see within range. The target must make an A strong wind (20 miles per hour) blows around
you in a 10-foot radius and moves with you,

 
Intelligence saving throw. On a failed save, the

  

  
target takes 3d6 psychic damage, and it can't remaining centered on you. The wind lasts for



take a reaction until the end of its next turn. the spell's duration.
Moreover, on its next turn, it must choose The wind has the following effects:


whether it gets a move, an action, or a bonus • It deafens you and other creatures in its area.
action • It extinguishes unprotected flames in its area
that are torch-sized or smaller.

  

  
• It hedges out vapor, gas, and fog that can be

  

  
dispersed by strong wind.
• The area is difficult terrain for creatures other

  

  
than you.

  

  
• The attack rolls of ranged weapon attacks have
disadvantage if the attacks pass in or out of the

  

  
wind.

  

  
  

  
2 2

  

  
 

 



Wizard 2nd-level enchantment Wizard (XGE) 2nd level Evocation

 
 
WEB AUGURY (RITUAL)





 

 
2 2
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 minute Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Instantaneous


 
hour
 

specially marked sticks, bones, or similar tokens worth at least 25



 


a bit of spider web gp

 
You conjure a mass of thick, sticky webbing at a point By casting gem-inlaid sticks, rolling dragon bones,
  

  



of your choice within range. The webs fill a 20-foot laying out ornate cards, or employing some other
cube from that point for the duration. The webs are divining tool, you receive an omen from an
difficult terrain and lightly obscure their area. otherworldly entity about the results of a specific


If the webs aren't anchored between two solid masses course of action that you plan to take within the next
(such as walls or trees) or layered across a floor, wall, 30 minutes. The DM chooses from the following
or ceiling, the conjured web collapses on itself, and the possible omens.
  

  
spell ends at the start of your next turn. Webs layered • Weal, for good results
  

  
over a flat surface have a depth of 5 feet. • Woe, for bad results
Each creature that starts its turn in the webs or that • Weal and woe, for both good and bad results
  

  
enters them during its turn must make a Dexterity • Nothing, for results that aren't especially good or
  

  
saving throw. On a failed save, the creature is bad
restrained as long as it remains in the webs or until it The spell doesn't take into account any possible
  

  
breaks free.
  

  
A creature restrained by the webs can use its actions circumstances that might change the outcome, such as
the casting of additional spells or the loss or gain of a
to make a Strength check against your spell save DC. If companion.
it succeeds, it is no longer restrained.
  

  
2 2
If you cast the spell two or more times before
  

  
The webs are flammable. Any 5-foot cube of webs completing your next long rest, there is a cumulative
exposed to fire burns away in 1 round, dealing 2d4 fire 25 percent chance for each casting after the first that
damage to any creature that starts its turn in the fire.
 

 
you get a random reading. The DM makes this roll in



secret.

Wizard 2nd level Conjuration Wizard (TCE) 2nd level Divination


 
 
ENHANCE ABILITY ANIMATE DEAD [1/2]






 

 
2 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Touch 1 minute 10 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Instantaneous


 
hour

 

a drop of blood, a piece of flesh, and a pinch of bone dust


 


fur or a feather from a beast
This spell creates an undead servant. Choose a pile of

 
You touch a creature and bestow upon it a magical

  

  
bones or a corpse of a Medium or Small humanoid



enhancement. Choose one of the following effects - within range. Your spell imbues the target with a foul
the target gains the effect until the spell ends. mimicry of life, raising it as an undead creature. The
Bear's Endurance: The target has advantage on target becomes a skeleton if you chose bones or a


Constitution checks. It also gains 2d6 temporary hit zombie if you chose a corpse (the DM has the
points, which are lost when the spell ends. creature's game statistics).
Bull's Strength: The target has advantage on On each of your turns, you can use a bonus action to

  

  
Strength checks, and his or her carrying capacity mentally command any creature you made with this

  

  
doubles. spell if the creature is within 60 feet of you (if you
Cat's Grace: The target has advantage on Dexterity control multiple creatures, you can command any or

  

  
checks. It also doesn't take damage from falling 20 all of them at the same time, issuing the same

  

  
feet or less if it isn't incapacitated. command to each one). You decide what action the
Eagle's Splendor: The target has advantage on creature will take and where it will move during its

  

  
Charisma checks. next turn, or you can issue a general command, such as

  

  
Fox's Cunning: The target has advantage on to guard a particular chamber or corridor. If you issue
Intelligence checks. no commands, the creature only defends itself against
Owl's Wisdom: The target has advantage on

  

  
2 3
hostile creatures. Once given an order, the creature

  

  
Wisdom checks. continues to follow it until its task is complete.
At Higher Levels: When you cast this spell using a The creature is under your control for 24 hours, after
spell slot of 3rd level or higher, you can target one which it stops obeying

 

 



additional creature for each slot level above 2nd.

Wizard (TCE) 2nd level Transmutation Wizard 3rd level Necromancy

 
 
ANIMATE DEAD [2/2] BESTOW CURSE [1/2]





 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute 10 feet 1 action Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous V, S Concentration, up to 1


 
minute
 

a drop of blood, a piece of flesh, and a pinch of bone dust



 


You touch a creature, and that creature must succeed
any command you've given it. To maintain the on a Wisdom saving throw or become cursed for the

 
  

  
control of the creature for another 24 hours, you duration of the spell. When you cast this spell, choose



must cast this spell on the creature again before the nature of the curse from the following options.
the current 24-hour period ends. This use of the • Choose one ability score. While cursed, the target
spell reasserts your control over up to four has disadvantage on ability checks and saving throws


creatures you have animated with this spell, made with that ability score.
rather than animating a new one. • While cursed, the target has disadvantage on attack
At Higher Levels: When you cast this spell rolls against you.
  

  
  

  
using a spell slot of 4th level or higher, you • While cursed, the target must make a Wisdom
animate or reassert control over two additional saving throw at the start of each of its turns. If it fails,
undead creatures for each slot above 3rd. Each it wastes its action that turn doing nothing.
  

  
• While the target is cursed, your attacks and spells
  

  
of the creatures must come from a different
corpse or pile of bones. deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's
  

  
  

  
option, you may choose an alternative curse effect,
but it should be no more powerful than those
described above. The DM has final say on such a
  

  
3 3
curse's effect.
  

  
At Higher Levels: If you cast this spell using a spell
slot of 4th level or higher, the duration is
 

 
concentration, up to 10 minutes. If you use a spell slot



of 5th level or higher, the duration is 8 hours. If you
use a spell slot of 7th level or higher, the duration is 24
h If 9th
Wizard 3rd level Necromancy Wizard 3rd level Necromancy
 
 
BESTOW CURSE [2/2] BLINK






 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Touch 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, S 1 minute


 
minute

 

Roll a d20 at the end of each of your turns for the


 


level spell slot, the spell lasts until it is dispelled. duration of the spell. On a roll of 11 or higher, you
Using a spell slot of 5th level or higher grants a vanish from your current plane of existence and

 
  

  
duration that doesn't require concentration. appear in the Ethereal Plane (the spell fails and the



casting is wasted if you were already on that plane). At
the start of you next turn, and when the spell ends if
you are on the Ethereal Plane, you return to an


unoccupied space of your choice that you can see
within 10 feet of the space you vanished from. If no
unoccupied space is available within that range, you

  

  
  

  
appear in the nearest unoccupied space (chosen at
random if more than one space is equally near). You
can dismiss this spell as an action.

  

  
  

  
While on the Ethereal Plane, you can see and hear the
plane you originated from, which is cast in shades of
gray, and you can't see anything more than 60 feet

  

  
away. You can only affect and be affected by other

  

  
creatures on the Ethereal Plane. Creature that aren't
there can't perceive you or interact with you, unless

  

  
3 3
they have the ability to do so.

  

  
 

 



Wizard 3rd level Necromancy Wizard 3rd level Transmutation

 
 
CATNAP CLAIRVOYANCE [1/2]





 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 10 minutes 1 mile




 
COMPONENTS DURATION COMPONENTS DURATION

 
S, M 10 minutes V, S, M Concentration, up to 10


 
minutes
 

a pinch of sand

 


a focus worth at least 100 gp, either a jeweled horn for hearing or
You make a calming gesture, and up to three a glass eye for scrying

 
  

  
willing creatures of your choice that you can see
You create an invisible sensor within range in a



within range fall unconscious for the spell's
duration. The spell ends on a target early if it location familiar to you (a place you have visited or
takes damage or someone uses an action to seen before) or in an obvious location that is


shake or slap it awake. If a target remains unfamiliar to you (such as behind a door, around a
corner, or in a grove of trees). The sensor remains in
unconscious for the full duration, that target place for the duration, and it can't be attacked or
gains the benefit of a short rest, and it can't be
  

  
otherwise interacted with. When you cast the spell,
  

  
affected by this spell again until it finishes a long you choose seeing or hearing. You can use the chosen
rest. sense through the sensor as if you were in its space. As
At Higher Levels: When you cast this spell
  

  
your action, you can switch between seeing and
  

  
using a spell slot of 4th level or higher, you can hearing. A creature that can see the sensor (such as a
target one additional willing creature for each creature benefitting from see invisibility or truesight)
slot level above 3rd.
  

  
sees a luminous, intangible orb about the size of your
  

  
fist.
When you cast the spell, you choose seeing or hearing.
You can use the chosen sense through the sensor as if
  

  
3 3
  

  
you were in its space. As your action, you can switch
between seeing and hearing. A creature that can see
the sensor (such as a creature benefitting from see
 

 



invisibility or truesight) sees a luminous, intangible
orb about the size of your

Wizard (XGE) 3rd level Enchantment Wizard 3rd level Divination


 
 
CLAIRVOYANCE [2/2] COUNTERSPELL






 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
10 minutes 1 mile 1 reaction 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 10 S Instantaneous


 
minutes

 

You attempt to interrupt a creature in the


 


a focus worth at least 100 gp, either a jeweled horn for hearing or process of casting a spell. If the creature is
a glass eye for scrying

 
casting a spell of 3rd level or lower, its spell fails

  

  
fist. and has no effect. If it is casting a spell of 4th



A creature that can see the sensor (such as a level or higher, make an ability check using your
creature benefitting from see invisibility or spellcasting ability. The DC equals 10 + the


truesight) sees a luminous, intangible orb about spell's level. On a success, the creature's spell
the size of your fist. fails and has no effect.
At Higher Levels: When you cast this spell

  

  
using a spell slot of 4th level or higher, the

  

  
interrupted spell has no effect if its level is less
than or equal to the level of the spell slot you

  

  
used.

  

  
  

  
  

  
  

  
3 3

  

  
 

 



Wizard 3rd level Divination Wizard 3rd level Abjuration

 
 
DISPEL MAGIC ENEMIES ABOUND





 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Instantaneous V, S Concentration, up to 1


 
minute
 

Choose any creature, object, or magical effect



 


within range. Any spell of 3rd level or lower on You reach into the mind of one creature you can
see and force it to make an Intelligence saving

 
the target ends. For each spell of 4th level or
  

  
higher on the target, make an ability check using throw. A creature automatically succeeds if it is



your spellcasting ability. The DC equals 10 + the immune to being frightened. On a failed save, the
spell's level. On a successful check, the spell target loses the ability to distinguish friend from


ends. foe, regarding all creatures it can see as enemies
At Higher Levels: When you cast this spell until the spell ends. Each time the target takes
using a spell slot of 4th level or higher, you damage, it can repeat the saving throw, ending
  

  
automatically end the effects of a spell on the the effect on itself on a success.
  

  
target if the spell's level is equal to or less than Whenever the affected creature chooses
the level of the spell slot you used. another creature as a target, it must choose the
  

  
target at random from among the creatures it
  

  
can see within range of the attack, spell, or other
ability it's using. lf an enemy provokes an
  

  
opportunity attack from the affected creature,
  

  
the creature must make that attack if it is able to.
  

  
3 3
  

  
 

 



Wizard 3rd level Abjuration Wizard (XGE) 3rd level Enchantment
 
 
ERUPTING EARTH FEAR






 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action Self (30-foot cone)




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous V, S, M Concentration, up to 1


 
minute

 

a piece of obsidian


 


a white feather or the heart of a hen
Choose a point you can see on the ground within

 
You project a phantasmal image of a creature's

  

  
range. A fountain of churned earth and stone



erupts in a 20-foot cube centered on that point. worst fears. Each creature in a 30-foot cone
Each creature in that area must make a must succeed on a Wisdom saving throw or drop
Dexterity saving throw. A creature takes 3d12 whatever it is holding and become frightened for


bludgeoning damage on a failed save, or half as the duration.
much damage on a successful one. Additionally, While frightened by this spell, a creature must
the ground in that area becomes difficult terrain take the Dash action and move away from you by

  

  
  

  
until cleared. Each 5-foot-square portion of the the safest available route on each of its turns,
area requires at least 1 minute to clear by hand. unless there is nowhere to move. If the creature
At Higher Levels: When you cast this spell ends its turn in a location where it doesn't have

  

  
  

  
using a spell slot of 4th level or higher, the line of sight to you, the creature can make a
damage increases by 1d12 for each slot level Wisdom saving throw. On a successful save, the
above 3rd. spell ends for that creature.

  

  
  

  
  

  
3 3

  

  
 

 



Wizard (XGE) 3rd level Transmutation Wizard 3rd level Illusion

 
 
FEIGN DEATH (RITUAL) FIREBALL





 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Touch 1 action 150 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 1 hour V, S, M Instantaneous


 
 

a pinch of graveyard dirt a tiny ball of bat guano and sulfur



 


You touch a willing creature and put it into a A bright streak flashes from your pointing finger

 
  

  
cataleptic state that is indistinguishable from to a point you choose within range then



death. blossoms with a low roar into an explosion of
For the spell's duration, or until you use an action flame. Each creature in a 20-foot radius must
to touch the target and dismiss the spell, the make a Dexterity saving throw. A target takes


target appears dead to all outward inspection 8d6 fire damage on a failed save, or half as much
and to spells used to determine the target's damage on a successful one.
status. The target is blinded and incapacitated, The fire spreads around corners. It ignites
  

  
  

  
and its speed drops to 0. The target has flammable objects in the area that aren't being
resistance to all damage except psychic damage. worn or carried.
If the target is diseased or poisoned when you At Higher Levels: When you cast this spell
  

  
  

  
cast the spell, or becomes diseased or poisoned using a spell slot of 4th level or higher, the
while under the spell's effect, the disease and damage increases by 1d6 for each slot level
poison have no effect until the spell ends. above 3rd.
  

  
  

  
  

  
3 3
  

  
 

 



Wizard 3rd level Necromancy Wizard 3rd level Evocation
 
 
FLAME ARROWS FLY






 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Touch 1 action Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, S, M Concentration, up to 10


 
hour minutes

 


 


You touch a quiver containing arrows or bolts. a wing feather from any bird
When a target is hit by a ranged weapon attack

 
You touch a willing creature. The target gains a

  

  
using a piece of ammunition drawn from the



quiver, the target takes an extra 1d6 fire damage. flying speed of 60 feet for the duration. When
The spell's magic ends on the piece of the spell ends, the target falls if it is still aloft,
unless it can stop the fall.


ammunition when it hits or misses, and the spell
ends when twelve pieces of ammunition have At Higher Levels: When you cast this spell
been drawn from the quiver. using a spell slot of 4th level or higher, you can
target one additional creature for each slot level

  

  
At Higher Levels: When you cast this spell

  

  
using a spell slot of 4th level or higher, the above 3rd.
number of pieces of ammunition you can affect

  

  
with this spell increases by two for each slot

  

  
level above 3rd.

  

  
  

  
  

  
3 3

  

  
 

 



Wizard (XGE) 3rd level Transmutation Wizard 3rd level Transmutation

 
 
GASEOUS FORM GLYPH OF WARDING [1/3]





 

 
3 3
CASTING TIME RANGE
CASTING TIME RANGE


1 hour Touch
 

 
1 action Touch




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M Until dispelled or

 
V, S, M Concentration, up to 1 triggered


 
hour
 


 


incense and powdered diamond worth at least 200 gp, which the
a bit of gauze and a wisp of smoke spell consumes

 
You transform a willing creature you touch, along with
  

  
When you cast this spell, you inscribe a glyph that



everything it's wearing and carrying, into a misty cloud harms other creatures, either upon a surface (such as
for the duration. The spell ends if the creature drops a table or a section of floor or wall) or within an object
to 0 hit points. An incorporeal creature isn't affected. that can be closed (such as a book, a scroll, or a


While in this form, the target's only method of treasure chest) to conceal the glyph. If you choose a
movement is a flying speed of 10 feet. The target can surface, the glyph can cover an area of the surface no
enter and occupy the space of another creature. The larger than 10 feet in diameter. If you choose an
  

  
target has resistance to nonmagical damage, and it has
  

  
object, that object must remain in its place, if the
advantage on Strength, Dexterity, and Constitution object is moved more than 10 feet from where you
saving throws. The target can pass through small cast this spell, the glyph is broken and the spell ends
  

  
holes, narrow openings, and even mere cracks, though without being triggered.
  

  
it treats liquids as though they were solid surfaces. The glyph is nearly invisible and requires a successful
The target can't fall and remains hovering in the air Intelligence (Investigation) check against your spell
  

  
even when stunned or otherwise incapacitated. save DC to be found.
  

  
While in the form of a misty cloud, the target can't talk You decide what triggers the glyph when you cast the
or manipulate objects, and any objects it was carrying spell. For glyphs inscribed on a surface, the most
or holding can't be dropped, used, or otherwise
  

  
3 3
typical triggers include touching or standing on the
  

  
interacted with. The target can't attack or cast spells. glyph, removing another object covering the glyph,
approaching within a certain distance of the glyph, or
 

 
manipulating the object on which the glyph is



inscribed. For glyphs inscribed within an

Wizard 3rd level Transmutation Wizard 3rd level Abjuration


 
 
GLYPH OF WARDING [2/3] GLYPH OF WARDING [3/3]






 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


1 hour Touch 1 hour Touch

 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Until dispelled or V, S, M Until dispelled or

 
triggered triggered


 
 


 


incense and powdered diamond worth at least 200 gp, which the incense and powdered diamond worth at least 200 gp, which the
spell consumes spell consumes

 
  

  
object, the most common triggers include opening Spell Glyph: You can store a prepared spell of or



that object, approaching within a certain distance of lower in the glyph by casting it as part of creating the
the object, or seeing or reading the glyph. Once a glyph. The spell must target a single creature or an
glyph is triggered, this spell ends. area. The spell being stored has no immediate effect


You can further refine the trigger so the spell activates when cast in this way. When the glyph is triggered, the
only under certain circumstances or according to stored spell is cast. If the spell has a target, it targets
physical characteristics (such as height or weight), the creature that triggered the glyph. If the spell

  

  
  

  
creature kind (for example, the ward could be set to affects an area, the area is centered on that creature.
affect aberrations or drow), or alignment. You can also If the spell summons hostile creatures or creates
set conditions for creatures that don't trigger the harmful objects or traps, they appear as close as

  

  
glyph, such as those who say a certain password. possible to the intruder and attack it. If the spell

  

  
When you inscribe the glyph, choose explosive runes requires concentration, it lasts until the end of its full
or a spell glyph. duration.

  

  
Explosive Runes: When triggered, the glyph erupts At Higher Levels: When you cast this spell using a

  

  
with magical energy in a 20-foot-radius sphere spell slot of 4th level or higher, the damage of an
centered on the glyph. The sphere spreads around explosive runes glyph increases by 1d8 for each slot

  

  
3 3
corners. Each creature in the aura must make a level above 3rd. If you create a spell glyph, you can

  

  
Dexterity saving throw. A creature takes 5d8 acid, store any spell of up to the same level as the slot you
cold, fire, lightning, or thunder damage on a failed use for the glyph of warding.

 

 
saving throw (your choice when you create the glyph),




or half as much damage on a successful one.

Wizard 3rd level Abjuration Wizard 3rd level Abjuration

 
 
HASTE HYPNOTIC PATTERN





 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 S, M Concentration, up to 1


 
minute minute
 


 


a shaving of licorice root a glowing stick of incense or a crystal vial filled with
phosphorescent material

 
Choose a willing creature that you can see within
  

  

You create a twisting pattern of colors that



range. Until the spell ends, the target's speed is
doubled, it gains a +2 bonus to AC, it has weaves through the air inside a 30-foot cube
advantage on Dexterity saving throws, and it within range. The pattern appears for a moment


gains an additional action on each of its turns. and vanishes. Each creature in the area who sees
That action can be used only to take the Attack the pattern must make a Wisdom saving throw.
(one weapon attack only), Dash, Disengage, On a failed save, the creature becomes charmed
  

  
  

  
Hide, or Use an Object action. for the duration. While charmed by this spell, the
When the spell ends, the target can't move or creature is incapacitated and has a speed of 0.
take actions until after its next turn, as a wave of The spell ends for an affected creature if it takes
  

  
  

  
lethargy sweeps over it. any damage or if someone else uses an action to
shake the creature out of its stupor.
  

  
  

  
  

  
3 3
  

  
 

 



Wizard 3rd level Transmutation Wizard 3rd level Illusion
 
 
INTELLECT FORTRESS LEOMUND'S TINY HUT (RITUAL)






 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


1 minute Self (10-foot-radius

 

 
1 action 30 feet hemisphere)




 
COMPONENTS DURATION COMPONENTS DURATION

 
V Concentration, up to 1 V, S, M 8 hours


 
hour

 


 


a small crystal bead
For the duration, you or one willing creature you
can see within range has resistance to psychic A 10-foot-radius immobile dome of force springs

 
  

  
damage, as well as advantage on Intelligence, into existence around and above you and



Wisdom, and Charisma saving throws. remains stationary for the duration. The spell
At Higher Levels: When you cast this spell ends if you leave its area.


using a spell slot of 4th level or higher, you can Nine creatures of Medium size or smaller can fit
target one additional creature for each slot level inside the dome with you. The spell fails if its
above 3rd. The creatures must be within 30 feet area includes a larger creature or more than nine

  

  
of each other when you target them. creatures. Creatures and objects within the

  

  
dome when you cast this spell can move through
it freely. All other creatures and objects are

  

  
barred from passing through it. Spells and other

  

  
magical effects can't extend through the dome or
be cast through it. The atmosphere inside the

  

  
space is comfortable and dry, regardless of the

  

  
weather outside.
Until the spell ends, you can command the

  

  
3 3
interior to become dimly lit or dark. The dome is

  

  
opaque from the outside, of any color you
choose, but it is transparent from the inside.

 

 



Wizard (TCE) 3rd-level abjuration Wizard 3rd level Evocation

 
 
LIFE TRANSFERENCE LIGHTNING BOLT





 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action Self (100-foot line)




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Instantaneous V, S, M Instantaneous


 
 

You sacrifice some of your health to mend a bit of fur and a rod of amber, crystal, or glass

 


another creature's injuries. You take 4d8
A stroke of lightning forming a line of 100 feet

 
necrotic damage, and one creature of your
  

  
choice that you can see within range regains a long and 5 feet wide blasts out from you in a



number of hit points equal to twice the necrotic direction you choose. Each creature in the line
damage you take. AtHigher Levels. When you must make a Dexterity saving throw. A creature
takes 8d6 lightning damage on a failed save, or


cast this spell using a spell slot of 4th level or
higher, the damage increases by 1d8 for each half as much damage on a successful one.
slot level above 3rd. The lightning ignites flammable objects in the
area that aren't being worn or carried.
  

  
  

  
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the
damage increases by 1d6 for each slot above
  

  
  

  
3rd.
  

  
  

  
  

  
3 3
  

  
 

 



Wizard (XGE) 3rd level Necromancy Wizard 3rd level Evocation
 
 
MAGIC CIRCLE [1/2] MAGIC CIRCLE [2/2]






 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute 10 feet 1 minute 10 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 1 hour V, S, M 1 hour


 
 

holy water or powdered silver and iron worth at least 100 gp, holy water or powdered silver and iron worth at least 100 gp,


 


which the spell consumes which the spell consumes

 
You create a 10-foot-radius, 20-foot-tall cylinder of using a spell slot of 4th level or higher, the

  

  



magical energy centered on a point on the ground that duration increases by 1 hour for each slot level
you can see within range. Glowing runes appear above 3rd.
wherever the cylinder intersects with the floor or


other surface.
Choose one or more of the following types of
creatures - celestials, elementals, fey, fiends, or

  

  
undead. The circle affects a creature of the chosen

  

  
type in the following ways.
• The creature can't willingly enter the cylinder by

  

  
nonmagical means. If the creature tries to use

  

  
teleportation or interplanar travel to do so, it must
first succeed on a Charisma saving throw.

  

  
• The creature has disadvantage on attack rolls

  

  
against targets within the cylinder.
• Targets within the cylinder can't be charmed,
frightened, or possessed by the creature. When you

  

  
3 3

  

  
cast this spell, you can elect to cause its magic to
operate in the reverse direction, preventing a creature
of the specified type from leaving the cylinder and

 

 



protecting targets outside it.
At Higher Levels: When you cast this spell

Wizard 3rd level Abjuration Wizard 3rd level Abjuration

 
 
MAJOR IMAGE [1/2] MAJOR IMAGE [2/2]





 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10


 
minutes minutes
 


 


a bit of fleece a bit of fleece

 
You create the image of an object, a creature, or some reveals it to be an illusion, because things can
  

  



other visible phenomenon that is no larger than a 20- pass through it. A creature that uses its action to
foot cube. The image appears at a spot that you can examine the image can determine that it is an
see within range and lasts for the duration. It seems illusion with a successful Intelligence


completely real, including sounds, smells, and (Investigation) check against your spell save DC.
temperature appropriate to the thing depicted. You If a creature discerns the illusion for what it is,
can't create sufficient heat or cold to cause damage, a the creature can see through the image, and its
  

  
sound loud enough to deal thunder damage or deafen
  

  
a creature, or a smell that might sicken a creature (like other sensory qualities become faint to the
a troglodyte's stench). creature.
At Higher Levels: When you cast this spell
  

  
As long as you are within range of the illusion, you can
  

  
use your action to cause the image to move to any using a spell slot of 6th level or higher, the spell
other spot within range. As the image changes lasts until dispelled, without requiring your
concentration.
  

  
location, you can alter its appearance so that its
  

  
movements appear natural for the image. For
example, if you create an image of a creature and
move it, you can alter the image so that it appears to
  

  
3 3
  

  
be walking. Similarly, you can cause the illusion to
make different sounds at different times, even making
it carry on a conversation, for example.
 

 



Physical interaction with the image

Wizard 3rd level Illusion Wizard 3rd level Illusion


 
 
MELF'S MINUTE METEORS NONDETECTION






 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self 1 action Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 10 V, S, M 8 hours


 
minutes

 

a pinch of diamond dust worth 25 gp sprinkled over the target,


 


niter, sulfur, and pine tar formed into a bead which the spell consumes

 
You create six tiny meteors in your space. They For the duration, you hide a target that you

  

  



float in the air and orbit you for the spell's touch from divination magic. The target can be a
duration. When you cast the spell-and as a bonus willing creature or a place or an object no larger
action on each of your turns thereafter-you can than 10 feet in any dimension. The target can't


expend one or two of the meteors, sending them be targeted by any divination magic or perceived
streaking toward a point or points you choose through magical scrying sensors.
within 120 feet of you. Once a meteor reaches

  

  
  

  
its destination or impacts against a solid surface,
the meteor explodes. Each creature within 5 feet
of the point where the meteor explodes must

  

  
  

  
make a Dexterity saving throw. A creature takes
2d6 fire damage on a failed save, or half as much
damage on a successful one.

  

  
  

  
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the
number of meteors created increases by two for

  

  
3 3

  

  
each slot level above 3rd.

 

 



Wizard (XGE) 3rd level Evocation Wizard 3rd level Abjuration

 
 
PHANTOM STEED (RITUAL) PROTECTION FROM ENERGY





 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


1 minute 30 feet 1 action Touch
 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S 1 hour V, S Concentration, up to 1

 
hour


 
A Large quasi-real, horse-like creature appears
 

For the duration, the willing creature you touch



 


on the ground in an unoccupied space of your
choice within range. You decide the creature's has resistance to one damage type of your

 
appearance, but it is equipped with a saddle, bit, choice: acid, cold, fire, lightning, or thunder.
  

  



and 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 steed.


For the duration, you or a creature you choose
can ride the steed. The creature uses the
statistics for a riding horse, except it has a speed
  

  
  

  
of 100 feet and can travel 10 miles in an hour, or
13 miles at a fast pace. When the spell ends, the
steed gradually fades, giving the rider 1 minute
  

  
  

  
to dismount. The spell ends if you use an action
to dismiss it or if the steed takes any damage.
  

  
  

  
  

  
3 3
  

  
 

 



Wizard 3rd level Illusion Wizard 3rd level Abjuration
 
 
REMOVE CURSE SENDING






 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Touch 1 action Unlimited




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Instantaneous V, S, M 1 round


 
 

At your touch, all curses affecting one creature A short piece of fine copper wire


 


or object end. If the object is a cursed magic item,
You send a short message of twenty-five words

 
its curse remains, but the spell breaks its owner's

  

  
attunement to the object so it can be removed or or less to a creature with you are familiar. The



discarded. creature hears the message in its mind,
recognizes you as the sender if it knows you, and
can answer in a like manner immediately. The


spell enables creatures with Intelligence scores
of at least 1 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.

  

  
  

  
  

  
3 3

  

  
 

 



Wizard 3rd level Abjuration Wizard 3rd level Evocation

 
 
SLEET STORM SLOW





 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 150 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1


 
minute minute
 


 


a pinch of dust and a few drops of water a drop of molasses

 
Until the spell ends, freezing rain and sleet fall in You alter time around up to six creatures of your
  

  



a 20-foot-tall cylinder with a 40-foot radius choice in a 40-foot cube within range. Each target
centered on a point you choose within range. must succeed on a Wisdom saving throw or be
The area is heavily obscured, and exposed flames affected by this spell for the duration.


in the area are doused. An affected target's speed is halved, it takes a -2
The ground in the area is covered with slick ice, penalty to AC and Dexterity saving throws, and it can't
making it difficult terrain. When a creature use reactions. On its turn, it can use either an action or
  

  
a bonus action, not both. Regardless of the creature's
  

  
enters the spell's area for the first time on a turn abilities or magic items, it can't make more than one
or starts its turn there, it must make a Dexterity melee or ranged attack during its turn.
saving throw. On a failed save, it falls prone.
  

  
If the creature attempts to cast a spell with a casting
  

  
If a creature is concentrating in the spell's area, time of 1 action, roll a d20. On an 11 or higher, the
the creature must make a successful spell doesn't take effect until the creature's next turn,
Constitution saving throw against your spell
  

  
and the creature must use its action on that turn to
  

  
save DC or lose concentration. complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another
Wisdom saving throw at the end of its turn. On a
  

  
3 3
  

  
successful save, the effect ends for it.
 

 



Wizard 3rd level Conjuration Wizard 3rd level Transmutation
 
 
SPIRIT SHROUD STINKING CLOUD






 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 bonus action Self 1 action 90 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, S, M Concentration, up to 1


 
minute minute

 


 


You call forth spirits of the dead, which lit around a rotten egg or several skunk cabbage leaves
you for the spell's duration. The spirits are

 
You create a 20-foot-radius sphere of yellow,

  

  
intangible and invulnerable.



Until the spell ends, any attack you make deals nauseating gas centered on a point within range.
1d8 extra damage when you hit a creature within The cloud spreads around corners, and its area is
heavily obscured. The cloud lingers in the air for


10 feet of you. This damage is radiant, necrotic,
or cold (your choice when you cast the spell). Any the duration.
creature that takes this damage can't regain hit Each creature that is completely within the cloud
at the start of its turn must make a Constitution

  

  
points until the start of your next turn.

  

  
In addition, any creature of your choice that you saving throw against poison. On a failed save, the
can see that starts its turn within 10 feet of you creature spends its action that turn retching and
reeling. Creatures that don't need to breathe or

  

  
has its speed reduced by 10 feet until the start of

  

  
your next turn. are immune to poison automatically succeed on
At Higher Levels: When you cast this spell this saving throw.
A moderate wind (at least 10 miles per hour)

  

  
using a spell slot of 4th level or higher, the

  

  
damage increases by 1d8 for every two slot disperses the cloud after 4 rounds. A strong wind
levels above 3rd. (at least 20 miles per hour) disperses it after 1
round.

  

  
3 3

  

  
 

 



Wizard (TCE) 3rd-level necromancy Wizard 3rd level Conjuration

 
 
SUMMON FEY SUMMON LESSER DEMONS [1/2]





 

 
3 3
CASTING TIME RANGE
CASTING TIME RANGE


1 action 60 feet
 

 
1 action 90 feet




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M Concentration, up to 1

 
V, S, M Concentration, up to 1 hour


 
hour
 


 


a vial of blood from a humanoid killed within the past 24 hours
a gilded flower worth at least 300 gp
You utter foul words, summoning demons from the

 
You call forth a fey spirit. It manifests in an
  

  
chaos of the Abyss. Roll a d6 to determine what



unoccupied space that you can see within range. appears. 1-2: Two demons of challenge rating 1 or
This corporeal form uses the Fey Spirit stat lower. 3-4: Four demons of challenge rating 1/2 or
block. When you cast the spell, choose a mood. lower. 5-6: Eight demons ofchallenge rating 1/4 or


Fuming, Mirthful, or Tricksy. The creature lower.
resembles a fey creature of your choice marked The DM chooses the demons, such as manes or
by the chosen mood, which determines one of dretches, and you choose the unoccupied spaces you
  

  
  

  
the traits in its stat block. The creature can see within range where they appear. A summoned
disappears when it drops to 0 hit points or when demon disappears when it drops to 0 hit points or
the spell ends. when the spell ends.
  

  
  

  
The creature is an ally to you and your The demons are hostile to all creatures, including you.
companions. In combat, the creature shares your Roll initiative for the summoned demons as a group,
initiative count, but it takes its turn immediately which has its own turns. The demons pursue and
  

  
attack the nearest non-demons to the best of their
  

  
after yours. It obeys your verbal commands (no
action required by you). If you don't issue any, it ability.
As part of casting the spell, you can form a circle on
takes the Dodge action and uses its move to
  

  
3 3
the ground with the blood used as a material
  

  
avoid danger. component. The circle is large enough to encompass
At Higher Levels: When you cast this spell your space. While the spell lasts, the summoned
using a spell slot of 4th level or higher, use the
 

 
demons can't cross the circle or harm it, and they can't



higher level wherever the spell's level appears in target anyone within it. Using the material component
the stat block. in this manner consumes it when the
Wizard (TCE) 3rd-level conjuration Wizard (XGE) 3rd level Conjuration
 
 
SUMMON LESSER DEMONS [2/2] SUMMON SHADOWSPAWN






 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


1 action 60 feet

 

 
1 action 90 feet




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1

 
hour V, S, M Concentration, up to 1


 
hour

 


 


a vial of blood from a humanoid killed within the past 24 hours
tears inside a crystal vial worth at least 300 gp
spell ends.

 
You call forth a shadowy spirit. It manifests in an

  

  
At Higher Levels: When you cast this spell



using a spell slot of 6th or 7th level, you summon unoccupied space that you can see within range.
twice as many demons. If you cast it using a spell This corporeal form uses the Shadow Spirit stat
block. When you cast the spell, choose an


slot of 8th or 9th level, you summon three times
as many demons. emotion: Fury, Despair, or Fear. The creature
resembles a misshapen biped marked by the
chosen emotion, which determines certain traits

  

  
  

  
in its stat block. The creature determines when it
drop to 0 hit points or when the spell ends.
The creature is an ally to you and your

  

  
  

  
companions. In combat, the creature shares your
initiative count, but it takes its turn immediately
after your. It obeys your verbal commands (no

  

  
  

  
action required by you). If you don't issue any, it
takes the Dodge action and it uses its move to
avoid danger.

  

  
3 3

  

  
At Higher Levels: When you cast the spell
using a spell slot of 4th level or higher, use the
higher level wherever the spell's level appears on

 

 



the stat block.

Wizard (XGE) 3rd level Conjuration Wizard (TCE) 3rd-level conjuration

 
 
SUMMON UNDEAD THUNDER STEP





 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 90 feet 1 action 90 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V Instantaneous


 
hour
 

You teleport yourself to an unoccupied space you can



 


a gilded skull worth at least 300 gp see within range. Immediately after you disappear, a
thunderous boom sounds, and each creature within

 
You call forth an undead spirit. It manifests in an
  

  
10 feet of the space you left must make a Constitution



unoccupied space that you can see within range. saving throw, taking 3d10 thunder damage on a failed
This corporeal form uses the Undead Spirit stat save, or half as much damage on a successful one. The
block. When you cast the spell, choose the thunder can be heard from up to 300 feet away.


creature's form: Ghostly, Putrid, or Skeletal. The You can bring along objects as long as their weight
spirit resembles an undead creature with the doesn't exceed what you can carry. You can also
chosen form, which determines certain traits in teleport one willing creature of your size or smaller
  

  
  

  
its stat block. The creature disappears when it who is carrying gear up to its carrying capacity. The
drops to 0 hit points or when the spell ends. creature must be within 5 feet of you when you cast
The creature is an ally to you and your this spell, and there must be an unoccupied space
  

  
  

  
companions. In combat, the creature shares your within 5 feet of your destination space for the
initiative count, but it takes its turn immediately creature to appear in. Otherwise, the creature is left
after yours. It obeys your verbal commands (no behind.
  

  
At Higher Levels: When you cast this spell using a
  

  
action required by you). If you don't issue any, it
takes the Dodge action and uses its move to spell slot of 4th level or higher, the damage increases
by 1d10 for each slot level above 3rd.
avoid danger.
  

  
3 3
  

  
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, use the
higher level wherever the spell's level appears in
 

 



the stat block.

Wizard (TCE) 3rd-level necromancy Wizard (XGE) 3rd level Conjuration


 
 
TIDAL WAVE TINY SERVANT [1/2]






 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 minute Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous V, S 8 hours


 
 

a drop of water You touch one Tiny, nonmagical object that isn't


 


attached to another object or a surface and isn't being
You conjure up a wave of water that crashes carried by another creature. The target animates and

 
  

  
down on an area within range. The area can be sprouts little arms and legs, becoming a creature



up to 30 feet long, up to 10 feet wide, and up to under your control until the spell ends or the creature
10 feet tall. Each creature in that area must drops to 0 hit points. See the stat block (XGE p169) for
make a Dexterity saving throw. On a failed save, its statistics.


a creature takes 4d8 bludgeoning damage and is As a bonus action, you can mentally command the
knocked prone. On a successful save, a creature creature if it is within 120 feet of you. (If you control
takes half as much damage and isn't knocked multiple creatures with this spell, you can command

  

  
  

  
prone. The water then spreads out across the any or all of them at the same time, issuing the same
ground in all directions, extinguishing command to each one.) You decide what action the
unprotected flames in its area and within 30 feet creature will take and where it will move during its

  

  
  

  
of it, and then it vanishes. next turn, or you can issue a simple, general command,
such as to fetch a key, stand watch, or stack some
books. If you issue no commands, the servant does

  

  
nothing other than defend itself against hostile

  

  
creatures. Once given an order, the servant continues
to follow that order until its task is complete.

  

  
3 3
When the creature drops to 0 hit points, it reverts to

  

  
its original form, and any remaining damage carries
over to that form.

 

 
At Higher Levels: When you cast this spell using a




spell slot of 4th level or higher, you can animate two
additional objects for
Wizard (XGE) 3rd level Conjuration Wizard (XGE) 3rd level Transmutation

 
 
TINY SERVANT [2/2] TONGUES





 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute Touch 1 action Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S 8 hours V, M 1 hour


 
 

each slot level above 3rd. a small clay model of a ziggurat



 


This spell grants the creature you touch the

 
  

  
ability to understand any spoken language it



hears. Moreover, when the target speaks, any
creature that knows at least one language and
can hear the target understands what it says.


  

  
  

  
  

  
  

  
  

  
  

  
  

  
3 3
  

  
 

 



Wizard (XGE) 3rd level Transmutation Wizard 3rd level Divination
 
 
VAMPIRIC TOUCH WALL OF SAND






 

 
3 3
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self 1 action 90 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, S, M Concentration, up to 10


 
minute minutes

 


 


The touch of your shadow-wreathed hand can a handful of sand
siphon force from others to heal your wounds.

 
You create a wall of swirling sand on the ground

  

  
Make a melee spell attack against a creature



within your reach. On a hit, the target takes 3d6 at a point you can see within range. You can
necrotic damage, and you regain hit points equal make the wall up to 30 feet long, 10 feet high,
and 10 feet thick, and it vanishes when the spell


to half the amount of necrotic damage dealt.
Until the spell ends, you can make the attack ends. It blocks line of sight but not movement. A
again on each of your turns as an action. creature is blinded while in the wall's space and
must spend 3 feet of movement for every 1 foot

  

  
At Higher Levels: When you cast this spell

  

  
using a spell slot of 4th level or higher, the it moves there.
damage increases by 1d6 for each slot level

  

  
above 3rd.

  

  
  

  
  

  
  

  
3 3

  

  
 

 



Wizard 3rd level Necromancy Wizard (XGE) 3rd level Evocation

 
 
WALL OF WATER WATER BREATHING (RITUAL)





 

 
3 3
CASTING TIME RANGE
CASTING TIME RANGE


1 action 30 feet
 

 
1 action 60 feet




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M 24 hours

 
V, S, M Concentration, up to 10


 
minutes
  a short reed or piece of straw


 


a drop of water This spell grants up to ten willing creatures you

 
You create a wall of water on the ground at a can see within range the ability to breathe
  

  
underwater until the spell ends. Affected



point you can see within range. You can make the
wall up to 30 feet long, 10 feet high, and 1 foot creatures also retain their normal mode of
thick, or you can make a ringed wall up to 20 feet respiration.


in diameter, 20 feet high, and 1 foot thick. The
wall vanishes when the spell ends. The wall's
space is difficult terrain.
  

  
  

  
Any ranged weapon attack that enters the wall's
space has disadvantage on the attack roll, and
fire damage is halved if the fire effect passes
  

  
  

  
through the wall to reach its target. Spells that
deal cold damage that pass through the wall
cause the area of the wall they pass through to
  

  
  

  
freeze solid (at least a 5-foot-square section is
frozen). Each 5-foot-square frozen section has
AC 5 and 15 hit points. Reducing a frozen section
  

  
3 3
  

  
to 0 hit points destroys it. When a section is
destroyed, the wall's water doesn't fill it.
 

 



Wizard (XGE) 3rd level Evocation Wizard 3rd level Transmutation
 
 
SPEAK WITH DEAD ARCANE EYE






 

 
3 4
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 10 feet 1 action 30 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 10 minutes V, S, M Concentration, up to 1


 
hour

 

Burning incense


 


a bit of bat fur
You grant the semblance of life and intelligence

 
You create an invisible, magical eye within range

  

  
to a corpse of your choice within range, allowing



it to answer the questions you pose. The corpse that hovers in the air for the duration.
must still have a mouth and can't be undead. The You mentally receive visual information from the
spell fails if the corpse was the target of this spell eye, which has normal vision and darkvision out


within the last 10 days. to 30 feet. The eye can look in every direction.
Until the spell ends, you can ask the corpse up to As an action, you can move the eye up to 30 feet
5 questions. The corpse knows only what it knew in any direction. There is no limit to how far away

  

  
  

  
in life, including the languages it knew. Answers from you the eye can move, but it can't enter
are usually brief, cryptic, or repetitive, and the another plane of existence. A solid barrier blocks
corpse is under no compulsion to offer a truthful the eye's movement, but the eye can pass

  

  
  

  
answer if you are hostile to it or it recognizes you through an opening as small as 1 inch in
as an enemy. This spell doesn't return the diameter.
creature's soul to its body, only its animating

  

  
  

  
spirit. Thus, the corpse can't learn new
information, doesn't comprehend anything that
has happened since it died, and can't speculate

  

  
3 4

  

  
about future events.

 

 



Wizard (TCE) 3rd level Necromancy Wizard 4th level Divination

 
 
BANISHMENT BLIGHT





 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 30 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S Instantaneous


 
minute
 

Necromantic energy washes over a creature of



 


an item distasteful to the target your choice that you can see within range,

 
You attempt to send one creature that you can see draining moisture and vitality from it. The target
  

  
must make a Constitution saving throw. The



within range to another plane of existence. The target
must succeed on a Charisma saving throw or be target takes 8d8 necrotic damage on a failed
banished. save, or half as much damage on a successful


If the target is native to the plane of existence you're one. This spell has no effect on undead or
on, you banish the target to a harmless demiplane. constructs.
While there, the target is incapacitated. The target If you target a plant creature or a magical plant,
  

  
remains there until the spell ends, at which point the it makes the saving throw with disadvantage,
  

  
target reappears in the space it left or in the nearest and the spell deals maximum damage to it.
unoccupied space if that space is occupied. If you target a nonmagical plant that isn't a
  

  
If the target is native to a different plane of existence creature, such as a tree or shrub, it doesn't make
  

  
than the one you're on, the target is banished with a a saving throw, it simply withers and dies.
faint popping noise, returning to its home plane. If the At Higher Levels: When you cast this spell
  

  
spell ends before 1 minute has passed, the target using a spell slot of 5th level or higher, the
  

  
reappears in the space it left or in the nearest damage increases by 1d8 for each slot level
unoccupied space if that space is occupied. Otherwise, above 4th.
the target doesn't return.
  

  
4 4
  

  
At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th.
 

 



Wizard 4th level Abjuration Wizard 4th level Necromancy
 
 
CHARM MONSTER CONFUSION [1/2]






 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action 90 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S 1 hour V, S, M Concentration, up to 1


 
minute

 

You attempt to charm a creature you can see


 


within range. It must make a Wisdom saving three nut shells

 
throw, and it does so with advantage if you or This spell assaults and twists creatures' minds,

  

  
your companions are fighting it. If it fails the



spawning delusions and provoking uncontrolled
saving throw, it is charmed by you until the spell actions. Each creature in a 10-foot-radius sphere
ends or until you or your companions do centered on a point you choose within range must


anything harmful to it. The charmed creature is succeed on a Wisdom saving throw when you cast this
friendly to you. When the spell ends, the spell or be affected by it.
creature knows it was charmed by you. An affected target can't take reactions and must roll a

  

  
At Higher Levels: When you cast this spell d10 at the start of each of its turns to determine its

  

  
using a spell slot of 5th level or higher, you can behavior for that turn.
target one additional creature for each slot level 1: The creature uses all its movement to move in a

  

  
above 4th. The creatures must be within 30 feet random direction. To determine the direction, roll a d8

  

  
of each other when you target them. and assign a direction to each die face. The creature
doesn't take an action this turn.

  

  
2-6: The creature doesn't move or take actions this

  

  
turn.
7-8: The creature uses its action to make a melee
attack against a randomly determined creature within

  

  
4 4

  

  
its reach. If there is no creature within its reach, the
creature does nothing this turn.
9-10: The creature can act and move normally. At the

 

 



end of its turns, an affected target can make a Wisdom
saving throw. If it succeeds, this effect ends for that

Wizard (XGE) 4th level Enchantment Wizard 4th level Enchantment

 
 
CONFUSION [2/2] CONJURE MINOR ELEMENTALS





 

 
4 4
CASTING TIME RANGE
CASTING TIME RANGE


1 minute 90 feet
 

 
1 action 90 feet




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S Concentration, up to 1

 
V, S, M Concentration, up to 1 hour


 
minute
 

You summon elementals that appear in unoccupied



 


three nut shells
spaces that you can see within range. You choose one

 
target. the following options for what appears.
  

  
• One elemental of challenge rating 2 or lower



At Higher Levels: When you cast this spell • Two elementals of challenge rating 1 or lower
using a spell slot of 5th level or higher, the radius
of the sphere increases by 5 feet for each slot • Four elementals of challenge rating 1/2 or lower


• Eight elementals of challenge rating 1/4 or lower.
above 4th. An elemental summoned by this spell disappears
when it drops to 0 hit points or when the spell ends.
  

  
The summoned creatures are friendly to you and your
  

  
companions. Roll initiative for the summoned
creatures as a group, which has its own turns. They
  

  
obey any verbal commands that you issue to them (no
  

  
action required by you). If you don't issue any
commands to them, they defend themselves from
hostile creatures, but otherwise take no actions.
  

  
  

  
The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using
certain higher-level spell slots, you choose one of the
  

  
4 4
  

  
summoning options above, and more creatures appear
- twice as many with a 6th-level slot and three times as
many with an 8th-level slot .
 

 



Wizard 4th level Enchantment Wizard 4th level Conjuration
 
 
CONTROL WATER [1/3] CONTROL WATER [2/3]






 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 300 feet 1 action 300 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10


 
minutes minutes

 


 


a drop of water and a pinch of dust a drop of water and a pinch of dust

 
Until the spell ends, you control any freestanding water in the area to move apart and create a trench.

  

  



water inside an area you choose that is a cube up to The trench extends across the spell's area, and the
100 feet on a side. You can choose from any of the separated water forms a wall to either side. The
following effects when you cast this spell. As an action trench remains until the spell ends or you choose a


on your turn, you can repeat the same effect or choose different effect. The water then slowly fills in the
a different one. trench over the course of the next round until the
Flood: You cause the water level of all standing water normal water level is restored.

  

  
in the area to rise by as much as 20 feet. If the area Redirect Flow: You cause flowing water in the area

  

  
includes a shore, the flooding water spills over onto to move in a direction you choose, even if the water
dry land. has to flow over obstacles, up walls, or in other

  

  
If you choose an area in a large body of water, you unlikely directions. The water in the area moves as

  

  
instead create a 20-foot tall wave that travels from you direct it, but once it moves beyond the spell's area,
one side of the area to the other and then crashes it resumes its flow based on the terrain conditions.

  

  
down. Any Huge or smaller vehicles in the wave's path The water continues to move in the direction you

  

  
are carried with it to the other side. Any Huge or chose until the spell ends or you choose a different
smaller vehicles struck by the wave have a 25 percent effect.
chance of capsizing. Whirlpool: This effect requires a body of water at

  

  
4 4

  

  
The water level remains elevated until the spell ends least 50 feet square and 25 feet deep. You cause a
or you choose a different effect. If this effect produced whirlpool to form in the center of the area. The
a wave, the wave repeats on the start of your next turn whirlpool forms a vortex that is 5 feet wide at the

 

 



while the flood effect lasts. base, up to 50 feet wide at the top, and 25 feet tall.
Part Water: You cause

Wizard 4th level Transmutation Wizard 4th level Transmutation

 
 
CONTROL WATER [3/3] DIMENSION DOOR





 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 300 feet 1 action 500 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 10 V Instantaneous


 
minutes
 

You teleport yourself from your current location



 


a drop of water and a pinch of dust to any other spot within range. You arrive at

 
Any creature or object in the water and within exactly the spot desired. It can be a place you can
  

  
see, one you can visualize, or one you can



25 feet of the vortex is pulled 10 feet toward it.
A creature can swim away from the vortex by describe by stating distance and direction, such
making a Strength (Athletics) check against your as 200 feet straight downward or upward to the


spell save DC. northwest at a 45-degree angle, 300 feet.
When a creature enters the vortex for the first You can bring along objects as long as their
time on a turn or starts its turn there, it must weight doesn't exceed what you can carry. You
  

  
can also bring one willing creature of your size or
  

  
make a Strength saving throw. On a failed save,
the creature takes 2d8 bludgeoning damage and smaller who is carrying gear up to its carrying
is caught in the vortex until the spell ends. On a capacity. The creature must be within 5 feet of
  

  
you when you cast this spell.
  

  
successful save, the creature takes half damage,
and isn't caught in the vortex. A creature caught If you would arrive in a place already occupied by
in the vortex can use its action to try to swim an object or a creature, you and any creature
  

  
traveling with you each take 4d6 force damage,
  

  
away from the vortex as described above, but
has disadvantage on the Strength (Athletics) and the spell fails to teleport you.
check to do so.
  

  
4 4
  

  
The first time each turn that an object enters the
vortex, the object takes 2d8 bludgeoning
damage, this damage occurs each round it
 

 



remains in the vortex.

Wizard 4th level Transmutation Wizard 4th level Conjuration


 
 
ELEMENTAL BANE EVARD'S BLACK TENTACLES






 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


1 action 90 feet

 

 
1 action 90 feet




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1

 
V, S Concentration, up to 1 minute


 
minute

 


 


a piece of tentacle from a giant octopus or a giant squid
Choose one creature you can see within range,
and choose one of the following damage types - Squirming, ebony tentacles fill a 20-foot square

 
  

  
acid, cold, fire, lightning, or thunder. The target on ground that you can see within range. For the



must succeed on a Constitution saving throw or duration, these tentacles turn the ground in the
be affected by the spell for its duration. The first area into difficult terrain.


time each turn the affected target takes damage When a creature enters the affected area for the
of the chosen type, the target takes an extra 2d6 first time on a turn or starts its turn there, the
damage of that type. Moreover, the target loses creature must succeed on a Dexterity saving

  

  
any resistance to that damage type until the spell throw or take 3d6 bludgeoning damage and be

  

  
ends. restrained by the tentacles until the spell ends. A
At Higher Levels: When you cast this spell creature that starts its turn in the area and is

  

  
using a spell slot of 5th level or higher, you can already restrained by the tentacles takes 3d6

  

  
target one additional creature for each slot level bludgeoning damage.
above 4th. The creatures must be within 30 feet A creature restrained by the tentacles can use its

  

  
of each other when you target them. action to make a Strength or Dexterity check (its

  

  
choice) against your spell save DC. On a success,
it frees itself.

  

  
4 4

  

  
 

 



Wizard (XGE) 4th level Transmutation Wizard 4th level Conjuration

 
 
FABRICATE FIRE SHIELD





 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


 

 
10 minutes 120 feet 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Instantaneous V, S, M 10 minutes


 
 

You convert raw materials into products of the same a bit of phosphorous or a firefly

 


material. For example, you can fabricate a wooden
bridge from a clump of trees, a rope from a patch of Thin and wispy flames wreathe your body for the

 
  

  
hemp, and clothes from flax or wool. duration, shedding bright light in a 10-foot



Choose raw materials that you can see within range. radius and dim light for an additional 10 feet. You
You can fabricate a Large or smaller object (contained can end the spell early by using an action to
within a 10-foot cube, or eight connected 5-foot dismiss it.


cubes), given a sufficient quantity of raw material. If The flames provide you with a warm shield or a
you are working with metal, stone, or another mineral chill shield, as you choose. The warm shield
substance, however, the fabricated object can be no grants you resistance to cold damage, and the
  

  
  

  
larger than Medium (contained within a single 5-foot chill shield grants you resistance to fire damage.
cube). The quality of objects made by the spell is In addition, whenever a creature within 5 feet of
commensurate with the quality of the raw materials. you hits you with a melee attack, the shield
  

  
  

  
Creatures or magic items can't be created or erupts with flame. The attacker takes 2d8 fire
transmuted by this spell. You also can't use it to create damage from a warm shield, or 2d8 cold damage
items that ordinarily require a high degree of from a cold shield.
  

  
craftsmanship, such as jewelry, weapons, glass, or
  

  
armor, unless you have proficiency with the type of
artisan's tools used to craft such objects.
  

  
4 4
  

  
 

 



Wizard 4th level Evocation Wizard 4th level Evocation
 
 
GREATER INVISIBILITY HALLUCINATORY TERRAIN






 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Touch 10 minutes 300 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, S, M 24 hours


 
minute

 

a stone, a twig, and a bit of green plant


 


You or a creature you touch becomes invisible
until the spell ends. Anything the target is You make natural terrain in a 150-foot cube in

 
  

  
wearing or carrying is invisible as long as it is on range look, sound, and smell like some other sort



the target's person. of natural terrain. Thus, open fields or a road can
be made to resemble a swamp, hill, crevasse, or
some other difficult or impassable terrain. A


pond can be made to seem like a grassy meadow,
a precipice like a gentle slope, or a rock-strewn
gully like a wide and smooth road. Manufactured

  

  
  

  
structures, equipment, and creatures within the
area aren't changed in appearance.
The tactile characteristics of the terrain are

  

  
  

  
unchanged, so creatures entering the area are
likely to see through the illusion. If the difference
isn't obvious by touch, a creature carefully

  

  
  

  
examining the illusion can attempt an
Intelligence (Investigation) check against your
spell save DC to disbelieve it. A creature who

  

  
4 4

  

  
discerns the illusion for what it is, sees it as a
vague image superimposed on the terrain.

 

 



Wizard 4th level Illusion Wizard 4th level Illusion

 
 
ICE STORM LEOMUND'S SECRET CHEST





 

 
4 4
CASTING TIME RANGE
CASTING TIME RANGE


1 action Touch
 

 
1 action 300 feet




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M Instantaneous

 
V, S, M Instantaneous


 
  an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from

a pinch of dust and a few drops of water



 


rare materials worth at least 5,000 gp, and a Tiny replica made
from the same materials worth at least 50 gp
A hail of rock-hard ice pounds to the ground in a

 
  

  
20-foot-radius, 40-foot-high cylinder centered You hide a chest, and all its contents, on the



on a point within range. Each creature in the Ethereal Plane. You must touch the chest and the
cylinder must make a Dexterity saving throw. A miniature replica that serves as a material
creature takes 2d8 bludgeoning damage and 4d6


component for the spell. The chest can contain
cold damage on a failed save, or half as much up to 12 cubic feet of nonliving material (3 feet
damage on a successful one. by 2 feet by 2 feet).
Hailstones turn the storm's area of effect into
  

  
While the chest remains on the Ethereal Plane,
  

  
difficult terrain until the end of your next turn. you can use an action and touch the replica to
At Higher Levels: When you cast this spell recall the chest. It appears in an unoccupied
using a spell slot of 5th level or higher, the
  

  
space on the ground within 5 feet of you. You can
  

  
bludgeoning damage increases by 1d8 for each send the chest back to the Ethereal Plane by
slot level above 4th. using an action and touching both the chest and
  

  
the replica.
  

  
After 60 days, there is a cumulative 5 percent
chance per day that the spell's effect ends. This
  

  
4 4
effect ends if you cast this spell again, if the
  

  
smaller replica chest is destroyed, or if you
choose to end the spell as an action. If the spell
 

 
ends and the larger chest is on the Ethereal



Plane, it is irretrievably lost.

Wizard 4th level Evocation Wizard 4th level Conjuration


 
 
LOCATE CREATURE MORDENKAINEN'S FAITHFUL HOUND






 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


1 action 30 feet

 

 
1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M 8 hours

 
V, S, M Concentration, up to 1


 
hour

 
a tiny silver whistle, a piece of bone, and a thread


 


a bit of fur from a bloodhound You conjure a phantom watchdog in an

 
Describe or name a creature that is familiar to unoccupied space that you can see within range,

  

  
where it remains for the duration, until you



you. You sense the direction to the creature's
location, as long as that creature is within 1,000 dismiss it as an action, or until you move more
feet of you. If the creature is moving, you know than 100 feet away from it.


the direction of its movement. The hound is invisible to all creatures except you
The spell can locate a specific creature known to and can't be harmed. When a Small or larger
you, or the nearest creature of a specific kind creature comes within 30 feet of it without first

  

  
speaking the password that you specify when

  

  
(such as a human or a unicorn), so long as you
have seen such a creature up close - within 30 you cast this spell, the hound starts barking
feet - at least once. If the creature you described loudly. The hound sees invisible creatures and

  

  
can see into the Ethereal Plane. It ignores

  

  
or named is in a different form, such as being
under the effects of a polymorph spell, this spell illusions.
doesn't locate the creature. At the start of each of your turns, the hound

  

  
attempts to bite one creature within 5 feet of it

  

  
This spell can't locate a creature if running water
at least 10 feet wide blocks a direct path that is hostile to you. The hound's attack bonus is
between you and the creature. equal to your spellcasting ability modifier + your

  

  
4 4
proficiency bonus. On a hit, it deals 4d8 piercing

  

  
damage.

 

 



Wizard 4th level Divination Wizard 4th level Conjuration

 
 
MORDENKAINEN'S PRIVATE SANCTUM [1/2] MORDENKAINEN'S PRIVATE SANCTUM [2/2]





 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


10 minutes 120 feet 10 minutes 120 feet
 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M 24 hours V, S, M 24 hours

 

 
a thin sheet of lead, a piece of opaque glass, a wad of cotton or
  a thin sheet of lead, a piece of opaque glass, a wad of cotton or


 


cloth, and powdered chrysolite cloth, and powdered chrysolite
You make an area within range magically secure. The increase the size of the cube by 100 feet for each

 
  

  
area is a cube that can be as small as 5 feet to as large slot level beyond 4th. Thus you could protect a



as 100 feet on each side. The spell lasts for the cube that can be up to 200 feet on one side by
duration or until you use an action to dismiss it. using a spell slot of 5th level.
When you cast the spell, you decide what sort of


security the spell provides, choosing any or all of the
following properties.
• Sound can't pass through the barrier at the edge of
  

  
  

  
the warded area.
• The barrier of the warded area appears dark and
foggy, preventing vision (including darkvision) through
  

  
  

  
it.
• Sensors created by divination spells can't appear
inside the protected area or pass through the barrier
  

  
at its perimeter.
  

  
• Creatures in the area can't be targeted by divination
spells.
  

  
4 4
• Nothing can teleport into or out of the warded area.
  

  
• Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a
 

 
year makes this effect permanent.



At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, you can
Wizard 4th level Abjuration Wizard 4th level Abjuration
 
 
OTILUKE'S RESILIENT SPHERE PHANTASMAL KILLER






 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


1 action 30 feet

 

 
1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1

 
minute V, S Concentration, up to 1


 
minute

 


 


a hemispherical piece of clear crystal and a matching
hemispherical piece of gum arabic You tap into the nightmares of a creature you
can see within range and create an illusory

 
  

  
A sphere of shimmering force encloses a creature or manifestation of its deepest fears, visible only to



object of Large size or smaller within range. An that creature. The target must make a Wisdom
unwilling creature must make a Dexterity saving saving throw. On a failed save, the target
throw. On a failed save, the creature is enclosed for


becomes frightened for the duration. At the end
the duration. of each of the target's turns before the spell
Nothing, not physical objects, energy, or other spell ends, the target must succeed on a Wisdom
effects, can pass through the barrier, in or out, though

  

  
saving throw or take 4d10 psychic damage. On a

  

  
a creature in the sphere can breathe there. The sphere
is immune to all damage, and a creature or object successful save, the spell ends.
inside can't be damaged by attacks or effects At Higher Levels: When you cast this spell

  

  
originating from outside, nor can a creature inside the using a spell slot of 5th level or higher, the

  

  
sphere damage anything outside it. damage increases by 1d10 for each slot level
The sphere is weightless and just large enough to above 4th.

  

  
contain the creature or object inside. An enclosed

  

  
creature can use its action to push against the sphere's
walls and thus roll the sphere at up to half the

  

  
4 4
creature's speed. Similarly, the globe can be picked up

  

  
and moved by other creatures. A disintegrate spell
targeting the globe destroys it without harming

 

 
anything inside it.




Wizard 4th level Evocation Wizard 4th level Illusion

 
 
POLYMORPH [1/2] POLYMORPH [2/2]





 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1


 
hour hour
 


 


a caterpillar cocoon a caterpillar cocoon

 
This spell transforms a creature with at least 1 hit The creature is limited in the actions it can
  

  



point that you can see within range into a new form. perform by the nature of its new form, and it
An unwilling creature must make a Wisdom saving can't speak, cast spells, or take any other action
throw to avoid the effect. A shapechanger that requires hands or speech.


automatically succeeds on this saving throw. The target's gear melds into the new form. The
The transformation lasts for the duration, or until the creature can't activate, use, wield, or otherwise
target drops to 0 hit points or dies. The new form can benefit from any of its equipment.
  

  
be any beast whose challenge rating is equal to or less
  

  
than the target's (or the target's level, if it doesn't have
a challenge rating). The target's game statistics,
  

  
including mental ability scores, are replaced by the
  

  
statistics of the chosen beast. It retains its alignment
and personality.
  

  
The target assumes the hit points of its new form.
  

  
When it reverts to its normal form, the creature
returns to the number of hit points it had before it
transformed. If it reverts as a result of dropping to 0
  

  
4 4
  

  
hit points, any excess damage carries over to its
normal form. As long as the excess damage doesn't
reduce the creature's normal form to 0 hit points, it
 

 



isn't knocked unconscious.

Wizard 4th level Transmutation Wizard 4th level Transmutation


 
 
SICKENING RADIANCE STONE SHAPE






 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 10 V, S, M Instantaneous


 
minutes

 

soft clay, which must be worked into roughly the desired shape of


 


Dim, greenish light spreads within a 30-foot- the stone object
radius sphere centered on a point you choose

 
You touch a stone object of Medium size or

  

  
within range. The light spreads around corners,



and it lasts until the spell ends. smaller or a section of stone no more than 5 feet
When a creature moves into the spell's area for in any dimension and form it into any shape that
suits your purpose. So, for example, you could


the first time on a turn or starts its turn there,
that creature must succeed on a Constitution shape a large rock into a weapon, idol, or coffer,
saving throw or take 4d10 radiant damage, and it or make a small passage through a wall, as long
as the wall is less than 5 feet thick. You could also

  

  
suffers one level of exhaustion and emits a dim,

  

  
greenish light in a 5-foot radius. This light makes shape a stone door or its frame to seal the door
it impossible for the creature to benefit from shut. The object you create can have up to two
hinges and a latch, but finer mechanical detail

  

  
being invisible. The light and any levels of

  

  
exhaustion caused by this spell go away when isn't possible.
the spell ends.

  

  
  

  
  

  
4 4

  

  
 

 



Wizard (XGE) 4th level Evocation Wizard 4th level Transmutation

 
 
STONESKIN STORM SPHERE





 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Touch 1 action 150 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S Concentration, up to 1


 
hour minute
 


 


diamond dust worth 100 gp, which the spell consumes A 20-foot-radius sphere of whirling air springs into
existence centered on a point you choose within

 
This spell turns the flesh of a willing creature you
  

  
range. The sphere remains for the spell's duration.



touch as hard as stone. Until the spell ends, the Each creature in the sphere when it appears or that
target has resistance to nonmagical bludgeoning, ends its turn there must succeed on a Strength saving
piercing, and slashing damage. throw or take 2d6 bludgeoning damage. The sphere's


space is difficult terrain.
Until the spell ends, you can use a bonus action on
each ofyour turns to cause a bolt of lightning to leap
  

  
  

  
from the center of the sphere toward one creature
you choose within 60 feet of the center. Make a
ranged spell attack. You have advantage on the attack
  

  
roll if the target is in the sphere. On a hit, the target
  

  
takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have
  

  
disadvantage on Wisdom (Perception) checks made to
  

  
listen.
At Higher Levels: When you cast this spell using a
  

  
4 4
spell slot of 5th level or higher, the damage for each of
  

  
its effects increases by 1d6 for each slot level above
4th.
 

 



Wizard 4th level Abjuration Wizard (XGE) 4th level Evocation
 
 
SUMMON ABERRATION SUMMON CONSTRUCT






 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 90 feet 1 action 90 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1


 
hour hour

 


 


a pickled tentacle and an eyeball in a platinum inlaid vial worth at an ornate stone and metal lockbox worth at least 400 gp
least 400 gp

 
You call forth the spirit of a construct. It manifests in

  

  
You call forth an aberrant spirit. It manifests in



an unoccupied space that you can see within range.
an unoccupied space that you can see within This corporeal form uses the Construct Spirit stat
range. This corporeal form uses the Aberrant block. When you cast the spell, choose a material:


Spirit stat block. When you cast the spell, choose Clay, Metal, or Stone. The creature resembles a golem
Beholderkin, Slaad, or Star Spawn. The creature or a modron (your choice) made of the chosen
resembles an aberration of that kind, which material, which determines certain traits in its stat

  

  
block. The creature disappears when it drops to 0 hit

  

  
determines certain traits in its stat block. The
creature disappears when it drops to 0 hit points points or when the spell ends.
or when the spell ends. The creature is an ally to you and your companions. In

  

  
combat, the creature shares your initiative count, but

  

  
The creature is an ally to you and your it takes its turn immediately after yours. It obeys your
companions. In combat, the creature shares your verbal commands (no action required by you). If you
initiative count, but it takes its turn immediately

  

  
don't issue any, it takes the Dodge action and uses its

  

  
after yours. It obeys your verbal commands (no move to avoid danger.
action required by you). If you don't issue any, it At Higher Levels: When you cast this spell using a
take the Dodge action and uses its move to avoid spell slot of 4th level or higher, use the higher level

  

  
4 4

  

  
danger. wherever the spell's level appears in the stat block.
At Higher Levels: When you cast this spell
using a spell slot of 5th level or higher, use the

 

 



higher level wherever the spell's level appears on
the stat block.
Wizard (TCE) 4th-level conjuration Wizard (TCE) 4th-level conjuration

 
 
SUMMON ELEMENTAL SUMMON GREATER DEMON [1/2]





 

 
4 4
CASTING TIME RANGE
CASTING TIME RANGE


1 action 60 feet
 

 
1 action 90 feet




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M Concentration, up to 1

 
V, S, M Concentration, up to 1 hour


 
hour
 


 


a vial of blood from a humanoid killed within the past 24 hours
air, a pebble, ash, and water inside a crystal vial worth at least
400 gp You utter foul words, summoning one demon from the

 
  

  
You call forth an elemental spirit. It manifests in an chaos of the Abyss. You choose the demon's type,



which must be one of challenge rating 5 or lower, such
unoccupied space that you can see within range. This as a shadow demon or a barlgura. The demon appears
corporeal form uses the Elemental Spirit stat block. in an unoccupied space you can see within range, and


When you cast the spell, choose an element: Air, the demon disappears when it drops to 0 hit points or
Earth, Fire, or Water. The creature resembles a when the spell ends.
bipedal form wreathed in the chosen element, which Roll initiative for the demon, which has its own turns.
  

  
determines certain traits in its stat block. The creature
  

  
When you summon it and on each of your turns
disappears when it drops to 0 hit points or when the thereafter, you can issue a verbal command to it
spell ends. (requfring no action on your part), telling it what it
  

  
The creature is an ally to you and your companions. In
  

  
combat, the creature shares your initiative count, but must do on its next turn. If you issue no command, it
spends its turn attacking any creature within reach
it takes its turn immediately after yours. It obeys your that has attacked it.
  

  
verbal commands (no action required by you). If you At the end of each of the demon's turns, it makes a
  

  
don't issue any, it takes the Dodge action and uses its Charisma saving throw. The demon has disadvantage
move to avoid danger. on this saving throw if you say its true name. On a
At Higher Levels: When you cast this spell using a
  

  
4 4
failed save, the demon continues to obey you. On a
  

  
spell slot of 5th level or higher, use the higher level successful save, your control of the demon ends for
wherever the spell's level appears in the stat block. the rest of the duration, and the demon spends its
 

 
turns pursuing and attacking the nearest non-demons



to the best

Wizard (TCE) 4th-level conjuration Wizard (XGE) 4th level Conjuration


 
 
SUMMON GREATER DEMON [2/2] VITRIOLIC SPHERE






 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


1 action 60 feet

 

 
1 action 150 feet




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1

 
hour V, S, M Instantaneous


 
 

a drop of giant slug bile


 


a vial of blood from a humanoid killed within the past 24 hours
of its ability. If you stop concentrating on the You point at a location within range, and a

 
  

  
spell before it reaches its full duration, an glowing 1-foot ball of emerald acid streaks there



uncontrolled demon doesn't disappear for 1d6 and explodes in a 20-foot radius sphere. Each
rounds if it still has hit points. creature in that area must make a Dexterity
saving throw. On a failed save, a creature takes


As part of casting the spell, you can form a circle
on the ground with the blood used as a material 10d4 acid damage and 5d4 acid damage at the
component. The circle is large enough to end of its next turn. On a successful save, a
creature takes half the initial damage and no

  

  
encompass your space. While the spell lasts, the

  

  
summoned demon can't cross the circle or harm damage at the end of its next turn.
it, and it can't target anyone within it. Using the At Higher Levels. When you cast this spell
using a spell slot of 5th level or higher, the initial

  

  
material component in this manner consumes it

  

  
when the spell ends. damage increases by 2d4 for each slot level
At Higher Levels: When you cast this spell above 4th.

  

  
using a spell slot of 5th level or higher, the

  

  
challenge rating increases by 1 for each slot level
above 4th.

  

  
4 4

  

  
 

 



Wizard (XGE) 4th level Conjuration Wizard (XGE) 4th level Evocation

 
 
WALL OF FIRE WATERY SPHERE [1/2]





 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 90 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1


 
minute minute
 


 


a small piece of phosphorus a droplet of water

 
You create a wall of fire on a solid surface within You conjure up a sphere of water with a 5-foot radius
  

  



range. You can make the wall up to 60 feet long, 20 on a point you can see within range. The sphere can
feet high, and 1 foot think, or a ringed wall up to 20 hover but no more than 10 feet off the ground. The
feet in diameter, 20 feet high, and 1 foot think. The sphere remains for the spell's duration.


wall is opaque and lasts for the duration. Any creature in the sphere's space must make a
When the wall appears, each creature within its area Strength saving throw. On a successful save, a
must make a Dexterity saving throw. On a failed save, creature is ejected from that space to the nearest
  

  
a creature takes 5d8 fire damage, or half as much unoccupied space of the creature's choice outside the
  

  
damage on a successful save. sphere. A Huge or larger creature succeeds on the
One side of the wall, selected by you when you cast saving throw automatically, and a Large or smaller
  

  
this spell, deals 5d8 fire damage to each creature that creature can choose to fail it. On a failed save, a
  

  
ends its turn within 10 feet of that side or inside the creature is restrained by the sphere and is engulfed by
wall. A creature takes the same damage when it enters the water. At the end of each of its turns, a restrained
  

  
the wall for the first time on a turn or ends its turn target can repeat the saving throw, ending the effect
  

  
there. The other side of the wall deals no damage. on itself on a success.
At Higher Levels: When you cast this spell using a The sphere can restrain as many as four Medium or
spell slot of 5th level or higher, the damage increases smaller creatures or one Large creature. If the sphere
  

  
4 4
  

  
by 1d8 for each slot level above 4th. restrains a creature that causes it to exceed this
capacity, a random creature that was already
restrained by the sphere falls out of it and lands prone
 

 



in a space within 5 feet of it.
As an

Wizard 4th level Evocation Wizard (XGE) 4th level Conjuration


 
 
WATERY SPHERE [2/2] DIVINATION (RITUAL)






 

 
4 4
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 90 feet 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Instantaneous


 
minute

 

incense and a sacrificial offering appropriate to your religion,


 


a droplet of water together worth at least 25 gp, which the spell consumes

 
action, you can move the sphere up to 30 feet in Your magic and an offering put you in contact

  

  



a straight line. If it moves over a pit, a cliff, or with a god or a god's servants. You ask a single
other drop-off, it safely descends until it is question concerning a specific goal, event, or
hovering 10 feel above the ground. Any creature activity to occur within 7 days. The DM offers a


restrained by the sphere moves with it. You can truthful reply. The reply might be a short phrase,
ram the sphere into creatures, forcing them to a cryptic rhyme, or an omen.
make the saving throw. The spell doesn't take into account any possible

  

  
  

  
When the spell ends, the sphere falls to the circumstances that might change the outcome,
ground and extinguishes all normal flames within such as the casting of additional spells or the loss
30 feet of it. Any creature restrained by the or gain of a companion.

  

  
  

  
sphere is knocked prone in the space where it If you cast this spell two or more times before
falls. The water then vanishes. finishing your next long rest, there is a
cumulative 25 percent chance for each casting

  

  
  

  
after the first that you get a random reading. The
DM makes this roll in secret.

  

  
4 4

  

  
 

 



Wizard (XGE) 4th level Conjuration Wizard (TCE) 4th level Divination

 
 
ANIMATE OBJECTS [1/2] ANIMATE OBJECTS [2/2]





 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, S Concentration, up to 1


 
minute minute
 


 


Objects come to life at your command. Choose up to objects lack legs or other appendages it can use for
ten nonmagical objects within range that are not being locomotion, it instead has a flying speed of 30 feet and

 
  

  
worn or carried. Medium targets count as two objects, can hover. If the object is securely attached to a



Large targets count as four objects, Huge targets surface or larger object, such as a chain bolted to a
count as eight objects. You can't animate any object wall, its speed is 0. It has blindsight with a radius of 30
larger than Huge. Each target animates and becomes a feet and is blind beyond that distance. When the


creature under your control until the spell ends or animated object drops to 0 hit points, it reverts to its
until reduced to 0 hit points. original object form, and any remaining damage
As a bonus action, you can mentally command any carries over to its original object form.
  

  
  

  
creature you made with this spell if the creature is If you command an object to attack, it can make a
within 500 feet of you (if you control multiple single melee attack against a creature within 5 feet of
creatures, you can command any or all of them at the it. It makes a slam attack with an attack bonus and
  

  
same time, issuing the same command to each one). bludgeoning damage determine by its size. The DM
  

  
You decide what action the creature will take and might rule that a specific object inflicts slashing or
where it will move during its next turn, or you can piercing damage based on its form.
  

  
issue a general command, such as to guard a particular Animated Object Statistics
  

  
chamber or corridor. If you issue no commands, the Size. . , HP, AC, Hit, Damage,Str,Dex
creature only defends itself against hostile creatures. Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18
  

  
5 5
Once given an order, the creature continues to follow Small , 25, 16, +6 , 1d8 + 2. , 6 , 14
  

  
it until its task is complete. Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12
An animated object is a construct with AC, hit points, Large , 50, 10, +6 , 2d10 +2,14, 10
 

 
attacks, Strength, and Dexterity determine by its size. Huge. , 80, 10, +8 , 2d12 +4,18 , 6



Its Constitution is 10 and its Intelligence and Wisdom At Higher Levels: If you cast this spell using a spell
are 3, and its Charisma is 1. Its speed is 30 feet, if the slot of 6th level or higher, you can animate two
dditi l bj t f h l tl l b 5th
Wizard 5th level Transmutation Wizard 5th level Transmutation
 
 
BIGBY'S HAND [1/3] BIGBY'S HAND [2/3]






 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1


 
minute minute

 


 


an eggshell and a snakeskin glove an eggshell and a snakeskin glove

 
You create a Large hand of shimmering, translucent smaller, you have advantage on the check. If you

  

  



force in an unoccupied space that you can see within succeed, the hand pushes the target up to 5 feet plus a
range. The hand lasts for the spell's duration, and it number of feet equal to five times your spellcasting
moves at your command, mimicking the movements of ability modifier. The hand moves with the target to


your own hand. remain within 5 feet of it.
The hand is an object that has AC 20 and hit points Grasping Hand. The hand attempts to grapple a
equal to your hit point maximum. If it drops to 0 hit Huge or smaller creature within 5 feet of it. You use

  

  
points, the spell ends. It has a Strength of 26 (+8) and a the hand's Strength score to resolve the grapple. If the

  

  
Dexterity of 10 (+0). The hand doesn't fill its space. target is Medium or smaller, you have advantage on
When you cast the spell and as a bonus action on your the check. While the hand is grappling the target, you

  

  
subsequent turns, you can move the hand up to 60 can use a bonus action to have the hand crush it.

  

  
feet and then cause one of the following effects with When you do so, the target takes bludgeoning damage
it. equal to 2d6 + your spellcasting ability modifier.

  

  
Clenched Fist. The hand strikes one creature or Interposing Hand. The hand interposes itself

  

  
object within 5 feet of it. Make a melee spell attack for between you and a creature you choose until you give
the hand using your game statistics. On a hit, the the hand a different command. The hand moves to
target takes 4d8 force damage. stay between you and the target, providing you with

  

  
5 5

  

  
Forceful Hand. The hand attempts to push a half cover against the target. The target can't move
creature within 5 feet of it in a direction you choose. through the hand's space if its Strength score is less
Make a check with the hand's Strength contested by than or equal to the hand's Strength score. If its

 

 



the Strength (Athletics) check of the target. If the Strength score
target is Medium or

Wizard 5th level Evocation Wizard 5th level Evocation

 
 
BIGBY'S HAND [3/3] CLOUDKILL





 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S Concentration, up to 10


 
minute minutes
 


 


an eggshell and a snakeskin glove You create a 20-foot-radius sphere of poisonous,
yellow-green fog centered on a point you choose

 
is higher than the hand's Strength score, the
  

  
within range. The fog spreads around corners. It lasts



target can move toward you through the hand's for the duration or until strong wind disperses the fog,
space, but that space is difficult terrain for the ending the spell. Its area is heavily obscured.
target. When a creature enters the spell's area for the first


At Higher Levels: When you cast this spell time on a turn or starts its turn there, that creature
using a spell slot of 6th level or higher, the must make a Constitution saving throw. The creature
damage from the clenched fist option increases takes 5d8 poison damage on a failed save, or half as
  

  
  

  
by 2d8 and the damage from the grasping hand much damage on a successful one. Creatures are
increases by 2d6 for each slot level above 5th. affected even if they hold their breath or don't need to
breathe.
  

  
The fog moves 10 feet away from you at the start of
  

  
each of your turns, rolling along the surface of the
ground. The vapors, being heavier than air, sink to the
  

  
lowest level of the land, even pouring down openings.
  

  
At Higher Levels: When you cast this spell using a
spell slot of 6th level or higher, the damage increases
  

  
5 5
by 1d8 for each slot level above 5th.
  

  
 

 



Wizard 5th level Evocation Wizard 5th level Conjuration
 
 
CONE OF COLD CONJURE ELEMENTAL [1/2]






 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


1 minute 90 feet

 

 
1 action Self (60-foot cone)




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1

 
V, S, M Instantaneous hour


 
 

a small crystal or glass cone


 


burning incense for air, soft clay for earth, sulfur and phosphorus
A blast of cold air erupts from your hands. Each for fire, or water and sand for water

 
  

  
creature in a 60-foot cone must make a You call forth an elemental servant. Choose an area of



Constitution saving throw. A creature takes 8d8 air, earth, fire, or water that fills a 10-foot cube within
cold damage on a failed save, or half as much range. An elemental of challenge rating 5 or lower
damage on a successful one. appropriate to the area you chose appears in an


A creature killed by this spell becomes a frozen unoccupied space within 10 feet of it. For example, a
statue until it thaws. fire elemental emerges from a bonfire, and an earth
At Higher Levels: When you cast this spell elemental rises up from the ground. The elemental

  

  
  

  
using a spell slot of 6th level or higher, the disappears when it drops to 0 hit points or when the
damage increases by 1d8 for each slot level spell ends.
above 5th. The elemental is friendly to you and your companions

  

  
for the duration. Roll initiative for the elemental,

  

  
which has its own turns. It obeys any verbal
commands that you issue to it (no action required by

  

  
you). If you don't issue any commands to the

  

  
elemental, it defends itself from hostile creatures but
otherwise takes no actions.

  

  
5 5
If your concentration is broken, the elemental doesn't

  

  
disappear. Instead, you lose control of the elemental, it
becomes hostile toward you and your companions,

 

 
and it might attack. An uncontrolled elemental can't




be dismissed by you, and it disappears 1 hour after you

Wizard 5th level Evocation Wizard 5th level Conjuration

 
 
CONJURE ELEMENTAL [2/2] CONTACT OTHER PLANE (RITUAL)





 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


1 minute 90 feet 1 minute Self
 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1 V 1 minute

 
hour


 
You mentally contact a demigod, the spirit of a
 


 


burning incense for air, soft clay for earth, sulfur and phosphorus long-dead sage, or some other mysterious entity
for fire, or water and sand for water from another plane. Contacting this extraplanar

 
intelligence can strain or even break your mind.
  

  
summoned it.



The DM has the elemental's statistics. When you cast this spell, make a DC 15
At Higher Levels: When you cast this spell Intelligence saving throw. On a failure, you take
6d6 psychic damage and are insane until you


using a spell slot of 6th level or higher, the
challenge rating increases by 1 for each slot level finish a long rest. While insane, you can't take
above 5th. actions, can't understand what other creatures
say, can't read, and speak only in gibberish. A
  

  
  

  
greater restoration spell cast on you ends this
effect.
On a successful save, you can ask the entity up to
  

  
  

  
five questions. You must ask your questions
before the spell ends. The DM answers each
question with one word, such as yes, no, maybe,
  

  
  

  
never, irrelevant, unclear (if the entity doesn't
know the answer to the question). If a one-word
answer would be misleading, the DM might
  

  
5 5
  

  
instead offer a short phrase as an answer.
 

 



Wizard 5th level Conjuration Wizard 5th level Divination
 
 
CONTROL WINDS [1/2] CONTROL WINDS [2/2]






 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 300 feet 1 action 300 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, S Concentration, up to 1


 
hour hour

 


 


You take control of the air in a 100-foot cube that you Updraft: You cause a sustained updraft within
can see within range. Choose one of the following the cube, rising upward from the cube's bottom

 
  

  
effects when you cast the spell. The effect lasts for the side. Creatures that end a fall within the cube



spell's duration, unless you use your action on a later take only half damage from the fall. When a
turn to switch to a different effect. You can also use creature in the cube makes a vertical jump, the
your action to temporarily halt the effect or to restart


creature can jump up to 10 feet higher than
one you've halted. normal.
Gusts: A wind picks up within the cube, continually
blowing in a horizontal direction you designate. You

  

  
  

  
choose the intensity of the wind: calm, moderate, or
strong. If the wind is moderate or strong, ranged
weapon attacks that enter or leave the cube or pass

  

  
through it have disadvantage on their attack rolls. If

  

  
the wind is strong, any creature moving against the
wind must spend 1 extra foot of movement for each

  

  
foot moved.

  

  
Downdraft: You cause a sustained blast of strong
wind to blow downward from the top of the cube.

  

  
5 5
Ranged weapon attacks that pass through the cube or

  

  
that are made against targets within it have
disadvantage on their attack rolls . A creature must

 

 
make a Strength saving throw if it flies into the cube




for the first time on a turn or starts its turn there
flying. On a failed save, the creature is knocked prone.
Wizard (XGE) 5th level Transmutation Wizard (XGE) 5th level Transmutation

 
 
CREATION DANSE MACABRE [1/2]





 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute 30 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Special V, S Concentration, up to 1


 
hour
 

a tiny piece of matter of the same type of the item you plan to

 


create Threads of dark power leap from your fingers to
pierce up to five Small or Medium corpses you can see

 
You pull wisps of shadow material from the
  

  
within range. Each corpse immediately stands up and



Shadowfell to create a nonliving object of vegetable becomes undead. You decide whether it is a zombie or
matter within range - soft goods, rope, wood, or a skeleton (the statistics for zombies and skeletons are
something similar. You can also use this spell to create in the Monster Manual), and it gains a bonus to its


mineral objects such as stone, crystal, or metal. The attack and damage rolls equal to your spellcasting
object created must be no larger than a 5-foot cube, ability modifier.
and the object must be of a form and material that you You can use a bonus action to mentally command the
  

  
have seen before.
  

  
The duration depends on the object's material. If the creatures you make with this spell , issuing the same
command to all of them. To receive the command, a
object is composed of multiple materials, use the creature must be within 60 feet of you. You decide
  

  
shortest duration.
  

  
what action the creatures will take and where they
Duration: Vegetable matter - 1 day. Stone/crystal - 12 will move during their next turn, or you can issue a
hours. Precious metals - 1 hour. Gems - 10 minutes. general command, such as to guard a chamber or
  

  
Adamantine/Mithral - 1 minute.
  

  
Using any material created by this spell as another passageway against your foes. If you issue no
commands, the creatures do nothing except defend
spell's material component causes that spell to fail. themselves against hostile creatures. Once given an
At Higher Levels: When you cast this spell using a
  

  
5 5
order, the creatures continue to follow it until their
  

  
spell slot of 6th level or higher, the cube increases by 5 task is complete.
feet for each slot level above 5th. The creatures are under your control until the spell
 

 
ends, after which they become inanimate once more.



At Higher Levels: When you cast this spell using a
spell slot of 6th level or higher, you animate up to two
dditi l f h l t
Wizard 5th level Illusion Wizard (XGE) 5th level Necromancy
 
 
DANSE MACABRE [2/2] DAWN






 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, S, M Concentration, up to 1


 
hour minute

 


 


level above 5th. a sunburst pendant worth at least 100gp

 
The Light of dawn shines down on a location you

  

  



specify within range. Until the spell ends, a 30-
foot-radius, 40-foot-high cylinder of bright light
glimmers there. This light is sunlight.


When the cylinder appears, each creature in it
must make a Constitution saving throw, taking
4d10 radiant damage on a failed save, or half as

  

  
  

  
much damage on a successful one. A creature
must also make this saving throw whenever it
ends its turn in the cylinder.

  

  
  

  
If you're within 60 feet of the cylinder, you can
move it up to 60 feet as a bonus action on your
turn.

  

  
  

  
  

  
5 5

  

  
 

 



Wizard (XGE) 5th level Necromancy Wizard (XGE) 5th level Evocation

 
 
DOMINATE PERSON [1/2] DOMINATE PERSON [2/2]





 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, S Concentration, up to 1


 
minute minute
 


 


You attempt to beguile a humanoid that you can see throw succeeds, the spell ends.
within range. It must succeed on a Wisdom saving At Higher Levels: When you cast this spell

 
  

  
throw or be charmed by you for the duration. If you or using a 6th-level spell slot, the duration is



creatures that are friendly to you are fighting it, it has concentration, up to 10 minutes. When you use a
advantage on the saving throw. 7th-level spell slot, the duration is concentration,
While the target is charmed, you have a telepathic link


up to 1 hour. When you use a spell slot of 8th
with it as long as the two of you are on the same plane level or higher, the duration is concentration, up
of existence. You can use this telepathic link to issue to 8 hours.
commands to the creature while you are conscious (no
  

  
  

  
action required), which it does its best to obey. You
can specify a simple and general course of action, such
as Attack that creature, Run over there, or Fetch that
  

  
object. If the creature completes the order and
  

  
doesn't receive further direction from you, it defends
and preserves itself to the best of its ability.
  

  
You can use your action to take total and precise
  

  
control of the target. Until the end of your next turn,
the creature takes only the actions you choose, and
  

  
5 5
doesn't do anything that you don't allow it to do.
  

  
During this time you can also cause the creature to
use a reaction, but this requires you to use your own
 

 
reaction as well.



Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving
Wizard 5th level Enchantment Wizard 5th level Enchantment
 
 
DREAM [1/2] DREAM [2/2]






 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute Special 1 minute Special




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 8 hours V, S, M 8 hours


 
 

a handful of sand, a dab of ink, and a writing quill plucked from a a handful of sand, a dab of ink, and a writing quill plucked from a


 


sleeping bird sleeping bird

 
This spell shapes a creature's dreams. Choose a target's dreams.

  

  



creature known to you as the target of this spell. The You can make the messenger appear monstrous
target must be on the same plane of existence as you. and terrifying to the target. If you do, the
Creatures that don't sleep, such as elves, can't be messenger can deliver a message of no more


contacted by this spell. You, or a willing creature you than ten words and then the target must make a
touch, enters a trance state, acting as a messenger. Wisdom saving throw. On a failed save, echoes of
While in the trance, the messenger is aware of his or the phantasmal monstrosity spawn a nightmare

  

  
her surroundings, but can't take actions or move.

  

  
If the target is asleep, the messenger appears in the that lasts the duration of the target's sleep and
target's dreams and can converse with the target as prevents the target from gaining any benefit
from that rest. In addition, when the target

  

  
long as it remains asleep, through the duration of the

  

  
spell. The messenger can also shape the environment wakes up, it takes 3d6 psychic damage.
of the dream, creating landscapes, objects, and other If you have a body part, lock of hair, clipping from
a nail, or similar portion of the target's body, the

  

  
images. The messenger can emerge from the trance at

  

  
any time, ending the effect of the spell early. The target makes its saving throw with disadvantage.
target recalls the dream perfectly upon waking. If the
target is awake when you cast the spell, the

  

  
5 5

  

  
messenger knows it, and can either end the trance
(and the spell) or wait for the target to fall asleep, at
which point the messenger appears in the

 

 



Wizard 5th level Illusion Wizard 5th level Illusion

 
 
ENERVATION FAR STEP





 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 bonus action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V Concentration, up to 1


 
minute minute
 


 


A tendril of inky darkness reaches out from you, You teleport up to 60 feet to an unoccupied
touching a creature you can see within range to space you can see. On each of your turns before

 
  

  
drain life from it. The target must make a the spell ends, you can use a bonus action to



Dexterity saving throw. On a successful save, the teleport in this way again.
target takes 2d8 necrotic damage, and the spell


ends . On a failed save, the target takes 4d8
necrotic damage, and until the spell ends, you
can use your action on each of your turns to
  

  
automatically deal 4d8 necrotic damage to the
  

  
target. The spell ends if you use your action to do
anything else, if the target is ever outside the
  

  
spell's range, or if the target has total cover from
  

  
you.
Whenever the spell deals damage to a target,
  

  
you regain hit points equal to half the amount of
  

  
necrotic damage the target takes.
At Higher Levels: When you cast this spell
  

  
5 5
using a spell slot of 6th level or higher, the
  

  
damage increases by 1d8 for each slot level
above 5th.
 

 



Wizard (XGE) 5th level Necromancy Wizard (XGE) 5th level Conjuration
 
 
GEAS HOLD MONSTER






 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute 60 feet 1 action 90 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V 30 days V, S, M Concentration, up to 1


 
minute

 

You place a magical command on a creature that you


 


can see within range, forcing it to carry out some a small, straight piece of iron
service or refrain from some action or course of

 
Choose a creature that you can see within range.

  

  
activity as you decide. If the creature can understand



you, it must succeed on a Wisdom saving throw or The target must succeed on a Wisdom saving
become charmed by you for the duration. While the throw or be paralyzed for the duration. This spell
creature is charmed by you, it takes 5d10 psychic has no effect on undead. At the end of each of its


damage each time it acts in a manner directly counter turns, the target can make another Wisdom
to your instructions, but no more than once each day. saving throw. On a success, the spell ends on the
A creature that can't understand you is unaffected by target.

  

  
  

  
the spell. At Higher Levels: When you cast this spell
You can issue any command you choose, short of an using a spell slot of 6th level or higher, you can
activity that would result in certain death. Should you target on additional creature for each slot level

  

  
  

  
issue a suicidal command, the spell ends. above 5th. The creatures must be within 30 feet
You can end the spell early by using an action to of each other when you target them.
dismiss it. A remove curse, greater restoration, or

  

  
  

  
wish spell also ends it.
At Higher Levels: When you cast this spell using a
spell slot of 7th or 8th level, the duration is 1 year.

  

  
5 5

  

  
When you cast this spell using a spell slot of the spell
lasts until it is ended by one of the spells mentioned
above.

 

 



Wizard 5th level Enchantment Wizard 5th level Enchantment

 
 
IMMOLATION INFERNAL CALLING [1/3]





 

 
5 5
CASTING TIME RANGE
CASTING TIME RANGE


1 minute 90 feet
 

 
1 action 90 feet




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M Concentration, up to 1

 
V Concentration, up to 1 hour


 
minute
 


 


a ruby worth at least 999 gp
Flames wreathe one creature you can see within
range. The target must make a Dexterity saving Uttering a dark incantation, you summon a devil from

 
  

  
throw. It takes 8d6 fire damage on a failed save, the Nine Hells. You choose the devil's type, which



or half as much damage on a successful one. On a must be one of challenge rating 6 or lower, such as a
failed save, the target also burns for the spell's barbed devil or a bearded devil. The devil appears in
an unoccupied space that you can see within range.


duration. The burning target sheds bright light in
a 30-foot radius and dim light for an additional The devil disappears when it drops to 0 hit points or
30 feet. At the end of each of its turns, the target when the spell ends.
The devil is unfriendly toward you and your
  

  
repeats the saving throw. It takes 4d6 fire
  

  
companions. Roll initiative for the devil, which has its
damage on a failed save, and the spell ends on a own turns. It is under the Dungeon Master's control
successful one. These magical flames can't be and acts according to its nature on each of its turns,
  

  
extinguished by nonmagical means.
  

  
which might result in its attacking you if it thinks it can
If damage from this spell kills a target, the target prevail, or trying to tempt you to undertake an evil act
is turned to ash. in exchange for limited service. The DM has the
  

  
creature's statistics.
  

  
On each of your turns, you can try to issue a verbal
command to the devil (no action required by you). It
  

  
5 5
obeys the command if the likely outcome is in
  

  
accordance with its desires, especially if the result
would draw you toward evil. Otherwise, you must
 

 
make a Charisma (Deception, Intimidation, or



Wizard (XGE) 5th level Evocation Wizard (XGE) 5th level Conjuration
 
 
INFERNAL CALLING [2/3] INFERNAL CALLING [3/3]






 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


1 minute 90 feet 1 minute 90 feet

 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1 V, S, M Concentration, up to 1

 
hour hour


 
 


 


a ruby worth at least 999 gp a ruby worth at least 999 gp
Persuasion) check contested by its Wisdom (Insight) or higher, the challenge rating increases by 1 for

 
  

  
check. You make the check with advantage if you say each slot level above 5th.



the devil's true name. Ifyour check fails, the devil
becomes immune to your verbal commands for the
duration of the spell , though it can still carry out your


commands if it chooses. If your check succeeds, the
devil carries out your command- such as attack my
enemies, explore the room ahead, or bear this

  

  
  

  
message to the queen- until it completes the activity,
at which point it returns to you to report having done
so.

  

  
  

  
If your concentration ends before the spell reaches its
full duration, the devil doesn't disappear if it has
become immune to your verbal commands. Instead, it

  

  
acts in whatever manner it chooses for 3d6 minutes,

  

  
and then it disappears.
If you possess an individual devil's talisman, you can

  

  
5 5
summon that devil if it is of the appropriate challenge

  

  
rating plus 1, and it obeys all your commands, with no
Charisma checks required.

 

 
At Higher Levels: When you cast this spell using a




spell slot of 6th level

Wizard (XGE) 5th level Conjuration Wizard (XGE) 5th level Conjuration

 
 
LEGEND LORE MISLEAD





 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
10 minutes Self 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous S Concentration, up to 1


 
hour
 

incense worth at least 250 gp, which the spell consumes, and four

 


ivory strips worth at least 50 gp each You become invisible at the same time that an
illusory double of you appears where you are

 
Name or describe a person, place, or object. The
  

  
standing. The double lasts for the duration, but



spell brings to your mind a brief summary of the the invisibility ends if you attack or cast a spell.
significant lore about the thing you named. The You can use your action to move your illusory
lore might consist of current tales, forgotten


double up to twice your speed and make it
stories, or even secret lore that has never been gesture, speak, and behave in whatever way you
widely known. If the thing you named isn't of choose.
legendary importance, you gain no information.
  

  
You can see through its eyes and hear through its
  

  
The more information you already have about ears as if you were located where it is. On each of
the thing, the more precise and detailed the your turns as a bonus action, you can switch
information you receive is.
  

  
from using its senses to using your own, or back
  

  
The information you learn is accurate but might again. While you are using its senses, you are
be couched in figurative language. For example, blinded and deafened in regard to your own
if you have a mysterious magic axe on hand, the
  

  
surroundings.
  

  
spell might yield this information - Woe to the
evildoer whose hand touches the axe, for even
the haft slices the hand of the evil ones. Only a
  

  
5 5
  

  
true Child of Stone, lover and beloved of
Moradin, may awaken the true powers of the
axe, and only with the sacred word Rudnogg on
 

 



the lips.

Wizard 5th level Divination Wizard 5th level Illusion


 
 
MODIFY MEMORY [1/2] MODIFY MEMORY [2/2]






 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action 30 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, S Concentration, up to 1


 
minute minute

 


 


You attempt to reshape another creature's memories. take hold when the spell ends.
One creature that you can see must make a Wisdom A modified memory doesn't necessarily affect

 
  

  
saving throw. If you are fighting the creature, it has how a creature behaves, particularly if the



advantage on the saving throw. On a failed save, the memory contradicts the creature's natural
target becomes charmed by you for the duration. The inclinations, alignment, or beliefs. An illogical
charmed target is incapacitated and unaware of its


modified memory, such as implanting a memory
surroundings, though it can still hear you. If it takes of how much the creature enjoyed dousing itself
any damage or is targeted by another spell, this spell in acid, is dismissed, perhaps as a bad dream. The
ends, and none of the target's memories are modified.

  

  
DM might deem a modified memory too

  

  
While this charm lasts, you can affect the target's
memory of an event that it experienced within the last nonsensical to affect a creature in a significant
24 hours and that lasted no more than 10 minutes. manner.

  

  
You can permanently eliminate all memory of the A remove curse or greater restoration spell cast on

  

  
event, allow the target to recall the event with perfect the target restores the creature's true memory.
clarity and exacting detail, change its memory of the At Higher Levels: If you cast this spell using a

  

  
details of the event, or create a memory of some other spell slot of 6th level or higher, you can alter the

  

  
event. target's memories of an event that took place up
You must speak to the target to describe how its to 7 days ago (6th level), 30 days ago (7th level),

  

  
5 5
memories are affected, and it must be able to 1 year ago (8th level), or any time in the

  

  
understand your language for the modified memories creature's past (9th level).
to take root. Its mind fills in any gaps in the details of

 

 
your description. If the spell ends before you have




finished describing the modified memories, the
creature's memory isn't altered. Otherwise, the
difi d i
Wizard 5th level Enchantment Wizard 5th level Enchantment

 
 
NEGATIVE ENERGY FLOOD PASSWALL





 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 30 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, M Instantaneous V, S, M 1 hour


 
 

a broken bone and a square of black silk a pinch of sesame seeds



 


You send ribbons of negative energy at one A passage appears at a point of your choice that

 
  

  
creature you can see within range. Unless the you can see on a wooden, plaster, or stone



target is undead, it mus t make a Constitution surface (such as a wall, a ceiling, or a floor) within
saving throw, taking 5d12 necrotic damage on a range, and lasts for the duration. You choose the
failed save, or half as much damage on a opening's dimensions - up to 5 feet wide, 8 feet


successful one. A target killed by this damage tall, and 20 feet deep. The passage creates no
rises up as a zombie at the start of your next instability in a structure surrounding it.
turn. The zombie pursues whatever creature it When the opening disappears, any creatures or
  

  
  

  
can see that is closest to it. Statistics for the objects still in the passage created by the spell
zombie are in the Monster Manual. are safely ejected to an unoccupied space
If you target an undead with this spell, the target nearest to the surface on which you cast the
  

  
  

  
doesn't make a saving throw. Instead, roll 5d12. spell.
The target gains half the total as temporary hit
points.
  

  
  

  
  

  
5 5
  

  
 

 



Wizard (XGE) 5th level Necromancy Wizard 5th level Transmutation
 
 
PLANAR BINDING [1/2] PLANAR BINDING [2/2]






 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 hour 60 feet 1 hour 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 24 hours V, S, M 24 hours


 
 

a jewel worth at least 1,000 gp, which the spell consumes a jewel worth at least 1,000 gp, which the spell consumes


 


With this spell, you attempt to bind a celestial, an fact if you are on the same plane of existence. If

 
  

  
elemental, a fey, or a fiend to your service. The you are on a different plane of existence, it



creature must be within range for the entire casting of returns to the place where you bound it and
the spell. (Typically, the creature is first summoned remains there until the spell ends.
into the center of an inverted magic circle in order to At Higher Levels: When you cast this spell


keep it trapped while this spell is cast.) At the using a spell slot of a higher level, the duration
completion of the casting, the target must make a increases to 10 days with a 6th-level slot, to 30
Charisma saving throw. On a failed save, it is bound to days with a 7th-level slot, to 180 days with an

  

  
serve you for the duration. If the creature was

  

  
8th-level slot, and to a year and a day with a 9th-
summoned or created by another spell, that spell's level spell slot.
duration is extended to match the duration of this

  

  
spell.

  

  
A bound creature must follow your instructions to the
best of its ability. You might command the creature to

  

  
accompany you on an adventure, to guard a location,

  

  
or to deliver a message. The creature obeys the letter
of your instructions, but if the creature is hostile to

  

  
5 5
you, it strives to twist your words to achieve its own

  

  
objectives. If the creature carries out your
instructions completely before the spell ends, it

 

 
travels to you to report this




Wizard 5th level Abjuration Wizard 5th level Abjuration

 
 
RARY'S TELEPATHIC BOND (RITUAL) SCRYING [1/2]





 

 
5 5
CASTING TIME RANGE
CASTING TIME RANGE


1 action 30 feet
 

 
10 minutes Self




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M 1 hour

 
V, S, M Concentration, up to 10


 
minutes
pieces of eggshell from two different kinds of creatures
 


 


You forge a telepathic link among up to eight a focus worth at least 1,000 gp, such as a crystal ball, a silver
mirror, or a font filled with holy water

 
willing creatures of your choice within range,
  

  
psychically linking each creature to all the others You can see and hear a particular creature you choose



for the duration. Creatures with Intelligence that is on the same plane of existence as you. The
scores of 2 or less aren't affected by this spell. target must make a Wisdom saving throw, which is


Until the spell ends, the targets can modified by how well you know the target and the sort
communicate telepathically through the bond of physical connection you have to it. If a target knows
whether or not they have a common language. you're casting this spell, it can fail the saving throw
  

  
The communication is possible over any voluntarily if it wants to be observed.
  

  
distance, though it can't extend to other planes Knowledge - Secondhand (you have heard of the
of existence. target) +5. Firsthand (you have met the target) +0.
  

  
Familiar (you know the target well) -5.
  

  
Connection Likeness or picture -2. Possession or
garment -4. Body part, lock of hair, bit of nail, or the
  

  
like -10.
  

  
On a successful save, the target isn't affected, and you
can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor
  

  
5 5
  

  
within 10 feet of the target. You can see and hear
through the sensor as if you were there. The sensor
moves with the target, remaining within 10 feet of it
 

 



for the duration. A creature that can see invisible
objects sees the sensor as a

Wizard 5th level Divination Wizard 5th level Divination


 
 
SCRYING [2/2] SEEMING [1/2]






 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
10 minutes Self 1 action 30 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 10 V, S 8 hours


 
minutes

 

This spell allows you to change the appearance of any


 


a focus worth at least 1,000 gp, such as a crystal ball, a silver number of creatures that you can see within range.
mirror, or a font filled with holy water You give each target you choose a new, illusory

 
  

  
appearance. An unwilling target can make a Charisma
luminous orb about the size of your fist.



saving throw, and if it succeeds, it is unaffected by this
Instead of targeting a creature, you can choose a spell.
location you have seen before as the target of The spell disguises physical appearances as well as


this spell. When you do, the sensor appears at clothing, armor, weapons, and equipment. You can
that location and doesn't move. make each creature seem 1 foot shorter or taller and
appear thin, fat, or in-between. You can't change a

  

  
  

  
target's body type, so you must choose a form that has
the same basic arrangement of limbs. Otherwise, the
extent of the illusion is up to you. The spell lasts for

  

  
  

  
the duration, unless you use your action to dismiss it
sooner.
The changes wrought by this spell fail to hold up to

  

  
physical inspections. For example, if you use this spell

  

  
to add a hat to a creature's outfit objects pass through
the hat, and anyone who touches it would feel nothing

  

  
5 5
or would feel the creature's head and hair. If you use

  

  
this spell to appear thinner then you are, the hand of
someone who reaches out to touch you would bump

 

 
into you while it was seemingly still in midair.




A creature can use its action to inspect a target and
make an Intelligence
Wizard 5th level Divination Wizard 5th level Illusion

 
 
SEEMING [2/2] SKILL EMPOWERMENT





 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S 8 hours V, S Concentration, up to 1


 
hour
 

(Investigation) check against your spell save DC.



 


If it succeeds, it becomes aware that the target is Your magic deepens a creature's understanding
of its own talent. You touch one willing creature

 
disguised.
  

  
and give it expertise in one skill of your choice.



Until the spell ends, the creature doubles its
proficiency bonus for ability checks it makes that


use the chosen skill.
You must choose a skill in which the target is
proficient and that isn't already benefiting from
  

  
an effect, such as Expertise, that doubles its
  

  
proficiency bonus.
  

  
  

  
  

  
  

  
  

  
5 5
  

  
 

 



Wizard 5th level Illusion Wizard (XGE) 5th level Transmutation
 
 
STEEL WIND STRIKE SYNAPTIC STATIC






 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
S, M Instantaneous V, S Instantaneous


 
 

a melee weapon worth at least 1 sp You choose a point within range and cause


 


psychic energy to explode there. Each creature
You flourish the weapon used in the casting and

 
in a 20-foot-radius sphere centered on that point

  

  
then vanish to strike like the wind. Choose up to must make an Intelligence saving throw. A



five creatures you can see within range. Make a creature with an Intelligence score of 2 or lower
melee spell attack against each target. On a hit, a can't be affected by this spell. A target takes 8d6
target takes 6d10 force damage.


psychic damage on a failed save, or half as much
You can then teleport to an unoccupied space damage on a successful one.
you can see within 5 feet of one of the targets After a failed save, a target has muddled
you hit or missed.

  

  
thoughts for 1 minute. During that time, it rolls a

  

  
d6 and subtracts the number rolled from all its
attack rolls and ability checks, as well as its

  

  
Constitution saving throws to maintain

  

  
concentration. The target can make an
Intelligence saving throw at the end of each of its

  

  
turns, ending the effect on itself on a success.

  

  
  

  
5 5

  

  
 

 



Wizard (XGE) 5th level Conjuration Wizard (XGE) 5th level Enchantment

 
 
TELEKINESIS [1/2] TELEKINESIS [2/2]





 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 10 V, S Concentration, up to 10


 
minutes minutes
 


 


You gain the ability to move or manipulate creatures object is worn or carried by a creature, you must
or objects by thought. When you cast the spell, and as make an ability check with your spellcasting

 
  

  
your action each round for the duration, you can exert ability contested by that creature's Strength



your will on one creature or object that you can see check. If you succeed, you pull the object away
within range, causing the appropriate effect below. from that creature and can move it up to 30 feet
You can affect the same target round after round, or


in any direction but not beyond the range of this
choose a new one at any time. If you switch targets, spell.
the prior target is no longer affected by the spell. You can exert fine control on objects with your
Creature: You can try to move a Huge or smaller
  

  
telekinetic grip, such as manipulating a simple
  

  
creature. Make an ability check with your spellcasting
ability contested by the creature's Strength check. If tool, opening a door or a container, stowing or
you win the contest, you move the creature up to 30 retrieving an item from an open container, or
  

  
feet in any direction, including upward but not beyond pouring the contents from a vial.
  

  
the range of this spell. Until the end of your next turn,
the creature is restrained in your telekinetic grip. A
  

  
creature lifted upward is suspended in mid-air.
  

  
On subsequent rounds, you can use your action to
attempt to maintain your telekinetic grip on the
  

  
5 5
creature by repeating the contest.
  

  
Object: You can try to move an object that weighs up
to 1,000 pounds. If the object isn't being worn or
 

 
carried, you automatically move it up to 30 feet in any



direction, but not beyond the range of this spell.
If the
Wizard 5th level Transmutation Wizard 5th level Transmutation
 
 
TELEPORTATION CIRCLE [1/2] TELEPORTATION CIRCLE [2/2]






 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


1 minute 10 feet 1 minute 10 feet

 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, M 1 round V, M 1 round

 

 
 
rare chalks and inks infused with precious gems with 50 gp, which rare chalks and inks infused with precious gems with 50 gp, which


 


the spell consumes the spell consumes
As you cast the spell, you draw a 10-foot-diameter minute.

 
  

  
circle on the ground inscribed with sigils that link your You can create a permanent teleportation circle



location to a permanent teleportation circle of your by casting this spell in the same location every
choice whose sigil sequence you know and that is on day for one year. You need not use the circle to
the same plane of existence as you. A shimmering


teleport when you cast the spell in this way.
portal opens within the circle you drew and remains
open until the end of your next turn. Any creature that
enters the portal instantly appears within 5 feet of the

  

  
  

  
destination circle or in the nearest unoccupied space if
that space is occupied.
Many major temples, guilds, and other important

  

  
  

  
places have permanent teleportation circles inscribed
somewhere within their confines. Each such circle
includes a unique sigil sequence - a string of magical

  

  
runes arranged in a particular pattern. When you first

  

  
gain the ability to cast this spell, you learn the sigil
sequences for two destinations on the Material Plane,

  

  
5 5
determined by the DM. You can learn additional sigil

  

  
sequences during your adventures. You can commit a
new sigil sequence to memory after studying it for 1

 

 



Wizard 5th level Conjuration Wizard 5th level Conjuration

 
 
TRANSMUTE ROCK [1/2] TRANSMUTE ROCK [2/2]





 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Until dispelled V, S, M Until dispelled


 
 

clay and water clay and water



 


You choose an area of stone or mud that you can see or half as much damage on a successful one.

 
  

  
that fits within a 40-foot cube and that is within range, Transmute Mud to Rock: Nonmagical mud or



and choose one of the following effects. quicksand in the area no more than 10 feet deep
Transmute Rock to Mud: Nonmagical rock of any transforms into soft stone for the spell's
sort in the area becomes an equal volume of thick, duration. Any creature in the mud when it


flowing mud that remains for the spell's duration. transforms must make a Dexterity saving throw.
The ground in the spell's area becomes muddy enough On a successful save, a creature is shunted safely
that creatures can sink into it. Each foot that a to the surface in an unoccupied space. On a
  

  
creature moves through the mud costs 4 feet of
  

  
movement, and any creature on the ground when you failed save, a creature becomes restrained by the
cast the spell must make a Strength saving throw. A rock. A restrained creature, or a nother creature
within reach, can use an action to try to break
  

  
creature must also make the saving throw when it
  

  
moves into the area for the first time on a turn or ends the rock by succeeding on a DC 20 Strength
its turn there. On a failed save, a creature sinks into check or by dealing damage to it. The rock has
AC 15 and 25 hit points, and it is immune to
  

  
the mud and is restrained, though it can use an action
  

  
to end the restrained condition on itself by pulling poison and psychic damage.
itself free of the mud.
  

  
5 5
If you cast the spell on a ceiling, the mud falls. Any
  

  
creature under the mud when it falls must make a
Dexterity saving throw. A creature takes 4d8
bludgeoning damage on a failed save,
 

 



Wizard (XGE) 5th level Transmutation Wizard (XGE) 5th level Transmutation
 
 
WALL OF FORCE WALL OF LIGHT [1/2]






 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10


 
minutes minutes

 


 


a pinch of powder made by crushing a clear gemstone a hand mirror

 
An invisible wall of force springs into existence at a A shimmering wall of bright light appears at a point

  

  



point you choose within range. The wall appears in any you choose within range. The wall appears in any
orientation you choose, as a horizontal or vertical orientation you choose: horizontally, vertically, or
barrier or at an angle. It can be free floating or resting diagonally. It can be free floating, or it can rest on a


on a solid surface. You can form it into a hemispherical solid surface. The wall can be up to 60 feet long, 10
dome or a sphere with a radius of up to 10 feet, or you feet high, and 5 feet thick. The wall blocks line of sight,
can shape a flat surface made up of ten 10-foot-by-10- but creatures and objects can pass through it. It emits

  

  
foot panels. Each panel must be contiguous with bright light out to 120 feet and dim light for an

  

  
another panel. In any form, the wall is 1/4 inch thick. It additional 120 feet.
lasts for the duration. If the wall cuts through a When the wall appears, each creature in its area must

  

  
creature's space when it appears, the creature is make a Constitution saving throw. On a failed save, a

  

  
pushed to one side of the wall (your choice which creature takes 4d8 radiant damage, and it is blinded
side). for 1 minute. On a successful save, it takes half as

  

  
Nothing can physically pass through the wall. It is much damage and isn't blinded. A blinded creature can

  

  
immune to all damage and can't be dispelled by dispel make a Constitution saving throw at the end of each of
magic. A disintegrate spell destroys the wall instantly, its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall's area takes

  

  
5 5
however. The wall also extends into the Ethereal

  

  
Plane, blocking ethereal travel through the wall. 4d8 radiant damage.
Until the spell ends, you can use an action to launch a
beam of radiance from the wall at one creature you

 

 



can see within 60 feet of

Wizard 5th level Evocation Wizard (XGE) 5th level Evocation

 
 
WALL OF LIGHT [2/2] WALL OF STONE [1/2]





 

 
5 5
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10


 
minutes minutes
 


 


a hand mirror a small block of granite

 
it. Make a ranged spell attack. On a hit, the target A nonmagical wall of solid stone springs into existence
  

  



takes 4d8 radiant damage. Whether you hit or at a point you choose within range. The wall is 6 inches
miss, reduce the length of the wall by 10 feet. If thick and is composed of ten 10-foot-by-10-foot
the wall's length drops to 0 feet, the spell ends. panels. Each panel must be contiguous with at least on


At Higher Levels: When you cast this spell other panel. Alternatively, you can create 10-foot-by-
using a spell slot of 6th level or higher, the 20-foot panels that are only 3 inches thick.
damage increases by 1d8 for each slot level If the wall cuts through a creature's space when it
  

  
appears, the creature is pushed to one side of the wall
  

  
above 5th. (your choice). If a creature would be surrounded on all
sides by the wall (or the wall and another solid
  

  
surface), that creature can make a Dexterity saving
  

  
throw. On a success, it can use its reaction to move up
to its speed so that it is no longer enclosed by the wall.
  

  
The wall can have any shape you desire, though it can't
  

  
occupy the same space as a creature or object. The
wall doesn't need to be vertical or resting on any firm
foundation. It must, however, merge with and be
  

  
5 5
  

  
solidly supported by existing stone. Thus you can use
this spell to bridge a chasm or create a ramp.
If you create a span greater
 

 



Wizard (XGE) 5th level Evocation Wizard 5th level Evocation
 
 
WALL OF STONE [2/2] ARCANE GATE






 

 
5 6
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 500 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 10 V, S Concentration, up to 10


 
minutes minutes

 


 


a small block of granite You create linked teleportation portals that remain
open for the duration. Choose two points on the

 
than 20 feet in length, you must halve the size of

  

  
ground that you can see, one point within 10 feet of



each panel to create supports. You can crudely you and one point within 500 feet of you. A circular
shape the wall to create crenellations, portal, 10 feet in diameter, opens over each point. If
battlements, and so on. the portal would open in the space occupied by a


The wall is an object made of stone that can be creature, the spell fails, and the casting is lost.
damaged and thus breached. Each panel has AC The portals are two-dimensional glowing rings filled
15 and 30 hit points per inch of thickness. with mist, hovering inches from the ground and

  

  
  

  
Reducing a panel to 0 hit points destroys it and perpendicular to it at the points you choose. A ring is
might cause connected panels to collapse at the visible only from one side (your choice), which is the
DM's discretion. side that functions as a portal.

  

  
Any creature or object entering the portal exits from

  

  
If you maintain your concentration on this spell
for its whole duration, the wall becomes the other portal as if the two were adjacent to each
permanent and can't be dispelled. Otherwise, other, passing through a portal from the non-portal

  

  
side has no effect. The mist that fills each portal is

  

  
the wall disappears when the spell ends. opaque and blocks vision through it. On your turn, you
can rotate the rings as a bonus action so that the

  

  
5 6
active side faces in a different direction.

  

  
 

 



Wizard 5th level Evocation Wizard 6th level Conjuration

 
 
CHAIN LIGHTNING CIRCLE OF DEATH





 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 150 feet 1 action 150 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous V, S, M Instantaneous


 
 

a bit of fur, a piece of amber, glass, or crystal rod, and three silver the powder of a crushed black pearl worth at least 500 gp

 


pins
A sphere of negative energy ripples out in a 60-

 
You create a bolt of lightning that arcs toward a
  

  
foot-radius sphere from a point within range.



target of your choice that you can see within Each creature in that area must make a
range. Three bolts then leap from that target to Constitution saving throw. A target takes 8d6
as many as three other targets, each of which necrotic damage on a failed save, or half as much


must be within 30 feet of the first target. A damage on a successful one.
target can be a creature or an object and can be At Higher Levels: When you cast this spell
targeted by only one of the bolts. using a spell slot of 7th level or higher, the
  

  
  

  
A target must make a Dexterity saving throw. damage increases by 2d6 for each slot level
The target takes 10d8 lightning damage on a above 6th.
failed save, or half as much on a successful one.
  

  
  

  
At Higher Levels: When you cast this spell
using a spell slot of 7th level or higher, one
additional bolt leaps from the first target to
  

  
  

  
another target for each slot level above 6th.
  

  
6 6
  

  
 

 



Wizard 6th level Evocation Wizard 6th level Necromancy
 
 
CONTINGENCY [1/2] CONTINGENCY [2/2]






 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


 

 
10 minutes Self 10 minutes Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 10 days V, S, M 10 days


 
 

a statuette of yourself carved from ivory and decorated with gems a statuette of yourself carved from ivory and decorated with gems


 


worth at least 1,500 gp worth at least 1,500 gp

 
Choose a spell of 5th level or lower that you can cast, component is ever not on your person.

  

  



that has a casting time of 1 action, and that can target
you. You cast that spell, called the contingent spell, as
part of casting contingency, expending spell slots for


both, but the contingent spell doesn't come into
effect. Instead, it takes effect when a certain
circumstance occurs. You describe that circumstance

  

  
when you cast the two spells. For example, a

  

  
contingency cast with water breathing might
stipulate that water breathing comes into effect when

  

  
you are engulfed in water or a similar liquid.

  

  
The contingent spell takes effect immediately after
the circumstance is met for the first time, whether or

  

  
not you want it to, and then contingency ends.

  

  
The contingent spell takes effect only on you, even if it
can normally target others. You can use only one

  

  
6 6
contingency spell at a time. If you cast this spell again,

  

  
the effect of another contingency spell on you ends.
Also, contingency ends on you if its material

 

 



Wizard 6th level Evocation Wizard 6th level Evocation

 
 
CREATE HOMUNCULUS [1/2] CREATE HOMUNCULUS [2/2]





 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


1 hour Touch 1 hour Touch
 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Instantaneous V, S, M Instantaneous

 

 
clay, ash, and mandrake root, all of which the spell consumes, and
  clay, ash, and mandrake root, all of which the spell consumes, and


 


a jewel-encrusted dagger worth at least 1,000 gp a jewel-encrusted dagger worth at least 1,000 gp
While speaking an intricate incantation, you cut one homunculus at a time. If you cast this spell

 
  

  
yourself with a jewel-encrusted dagger, taking 2d4 while your homunculus lives, the spell fails .



piercing damage that can't be reduced in any way. You
then drip your blood on the spell's other components
and touch them, transforming them into a special


construct called a homunculus.
T he statistics of the homunculus are in the Monster
Manual. It is your faithful companion, and it dies if you
  

  
  

  
die. Whenever you finish a long rest, you can spend up
to half your Hit Dice if the homunculus is on the same
plane of existence as you. When you do so, roll each
  

  
  

  
die and add your Constitution modifier to it. Your hit
point maximum is reduced by the total, and the
homunculus's hit point maximum and current hit
  

  
  

  
points are both increased by it. This process can
reduce you to no lower than 1 hit point, and the
change to your and the homunculus's hit points ends
  

  
6 6
  

  
when you finish your next long rest. The reduction to
your hit point maximum can't be removed by any
means before then, except by the homuoculus's death.
 

 
You can have only



Wizard (XGE) 6th level Transmutation Wizard (XGE) 6th level Transmutation
 
 
CREATE UNDEAD [1/2] CREATE UNDEAD [2/2]






 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute 10 feet 1 minute 10 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous V, S, M Instantaneous


 
 

one clay pot filled with grave dirt, one clay pot filled with brackish one clay pot filled with grave dirt, one clay pot filled with brackish


 


water, and one 150 gp black onyx stone for each corpse. water, and one 150 gp black onyx stone for each corpse.

 
You can cast this spell only at night. Choose up to creature before the current 24-hour period

  

  



three corpses of Medium or Small humanoids within ends. This use of the spell reasserts your control
range. Each corpse becomes a ghoul under your over up to three creatures you have animated
control. (The DM has game statistics for these with this spell, rather than animating new ones.


creatures.) At Higher Levels: When you cast this spell
As a bonus action on each of your turns, you can using a 7th-level spell slot, you can animate or
mentally command any creature you animated with reassert control over four ghouls. When you cast

  

  
this spell if the creature is within 120 feet of you (if

  

  
you control multiple creatures, you can command any this spell using an 8th-level spell slot, you can
or all of them at the same time, issuing the same animate or reassert control over five ghouls or
two ghasts or wights. When you cast this spell

  

  
command to each one). You decide what action the

  

  
creature will take and where it will move during its using a 9th-level spell slot, you can animate or
next turn, or you can issue a general command, such as reassert control over six ghouls, three ghasts or
wights, or two mummies

  

  
to guard a particular chamber or corridor. If you issue

  

  
no commands, the creature only defends itself against
hostile creatures. Once given an order, the creature
continues to follow it until its task is complete.

  

  
6 6

  

  
The creature is under your control for 24 hours, after
which it stops obeying any command you have given it.
To maintain control of the creature for another 24

 

 



hours, you must cast this spell on the

Wizard 6th level Necromancy Wizard 6th level Necromancy

 
 
DISINTEGRATE [1/2] DISINTEGRATE [2/2]





 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous V, S, M Instantaneous


 
 

a lodestone and a pinch of dust a lodestone and a pinch of dust



 


A thin green ray springs from your pointing finger to a for each slot level above 6th.

 
  

  
target that you can see within range. The target can be



a creature, an object, or a creation of magical force,
such as the wall created by Wall of Force.
A creature targeted by this spell must make a


Dexterity saving throw. On a failed save, the target
takes 10d6+40 force damage. If this damage reduces
the target to 0 hit points, it is disintegrated.
  

  
A disintegrated creature and everything it is wearing
  

  
and carrying, except magic items, are reduced to a pile
of fine gray dust. The creature can be restored to life
  

  
only by means of a true resurrection or a wish spell.
  

  
This spell automatically disintegrates a Large or
smaller nonmagical object or a creation of magical
  

  
force. If the target is a Huge or larger object or
  

  
creation of force, this spell disintegrates a 10-foot-
cube portion of it. A magic item is unaffected by this
  

  
6 6
spell.
  

  
At Higher Levels: When you cast this spell using a
spell slot of 7th level or higher, the damage increases
 

 
by 3d6



Wizard 6th level Transmutation Wizard 6th level Transmutation
 
 
DRAWMIJ'S INSTANT SUMMON (RITUAL) EYEBITE






 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


1 minute Touch

 

 
1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Until dispelled

 
V, S Concentration, up to 1


 
minute

 
a sapphire worth 1,000 gp


 


You touch an object weighing 10 pounds or less For the spell's duration, your eyes become an inky void
imbued with dread power. One creature of your

 
whose longest dimension is 6 feet or less. The

  

  
spell leaves an invisible mark on its surface and choice within 60 feet of you that you can see must



invisibly inscribes the name of the item on the succeed on a Wisdom saving throw or be affected by
sapphire you use as the material component. one of the following effects of your choice for the
duration. On each of your turns until the spell ends,


Each time you cast this spell, you must use a you can use your action to target another creature but
different sapphire. can't target a creature again if it has succeeded on a
At any time thereafter, you can use your action saving throw against this casting of eyebite.

  

  
to speak the item's name and crush the sapphire.

  

  
Asleep: The target falls unconscious. It wakes up if it
The item instantly appears in your hand takes any damage or if another creature uses its
regardless of physical or planar distances, and action to shake the sleeper awake.

  

  
the spell ends.

  

  
Panicked: The target is frightened of you. On each of
If another creature is holding or carrying the its turns, the frightened creature must take the Dash
item, crushing the sapphire doesn't transport the action and move away from you by the safest and

  

  
item to you, but instead you learn who the

  

  
shortest available route, unless there is nowhere to
creature possessing the object is and roughly move. If the target moves to a place at least 60 feet
where that creature is located at that moment. away from you where it can no longer see you, this

  

  
6 6
Dispel magic or a similar effect successfully effect ends.

  

  
applied to the sapphire ends this spell's effect. Sickened: The target has disadvantage on attack
rolls and ability checks. At the end of each of its turns,

 

 
it can make another Wisdom saving throw. If it




succeeds, the effect ends.

Wizard 6th level Conjuration Wizard 6th level Necromancy

 
 
FLESH TO STONE GLOBE OF INVULNERABILITY





 

 
6 6
CASTING TIME RANGE
CASTING TIME RANGE


1 action Self (10-foot radius)
 

 
1 action 60 feet




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M Concentration, up to 1

 
V, S, M Concentration, up to 1 minute


 
minute
 


 


a glass or crystal bead that shatters when the spell ends
a pinch of lime, water, and earth
An immobile, faintly shimmering barrier springs

 
You attempt to turn one creature that you can see
  

  
into existence in a 10-foot radius around you and



within range into stone. If the targets body is made of
flesh, the creature must make a Constitution saving remains for the duration.
throw. On a failed save, it is restrained as its flesh Any spell of 5th level or lower cast from outside


begins to harden. On a successful save, the creature the barrier can't affect creatures or objects
isn't affected. within it, even if the spell is cast using a higher
A creature restrained by this spell must make another level spell slot. Such a spell can target creatures
  

  
Constitution saving throw at the end of each of its and objects within the barrier, but the spell has
  

  
turns. If it successfully saves against this spell three no effect on them. Similarly, the area within the
times, the spell ends. If it fails saves three times, it is barrier is excluded from the areas affected by
  

  
turned to stone and subjected to the petrified such spells.
  

  
condition for the duration. The successes and failures At Higher Levels: When you cast this spell
don't need to be consecutive, keep track of both until using a spell slot of 7th level or higher, the
  

  
the target collects three of a kind. barrier blocks spells of one level higher for each
  

  
If the creature is physically broken while petrified, it slot level above 6th.
suffers from similar deformities if it reverts to its
original state.
  

  
6 6
  

  
If you maintain your concentration on this spell for the
entire possible duration, the creature is turned to
stone until the effect is removed.
 

 



Wizard 6th level Transmutation Wizard 6th level Abjuration
 
 
GUARDS AND WARDS [1/3] GUARDS AND WARDS [2/3]






 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


10 minutes Touch 10 minutes Touch

 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M 24 hours V, S, M 24 hours

 

 
 
burning incense, a small measure of brimstone and oil, a knotted burning incense, a small measure of brimstone and oil, a knotted


 


string, a small amount of umber hulk blood, and a small silver rod string, a small amount of umber hulk blood, and a small silver rod
worth at least 10 gp worth at least 10 gp

 
  

  
You create a ward that protects up to 2,500 square area are magically locked, as if sealed by an arcane



feet of floor space (an area 50 feet square, or one lock spell. In addition, you can cover up to ten doors
hundred 5-foot squares or twenty-five 10-foot with an illusion (equivalent to the illusory object
squares). The warded area can be up to 20 feet tall,


function of the minor illusion spell) to make them
and shaped as you desire. You can ward several stories appear as plain sections of wall.
of a stronghold by dividing the area among them, as Stairs: Webs fill all stairs in the warded area from top
long as you can walk into each contiguous area while to bottom, as the web spell. These strands regrow in

  

  
  

  
you are casting the spell. 10 minutes if they are burned or torn away while
When you cast this spell, you can specify individuals guards and wards lasts.
that are unaffected by any or all of the effects that you

  

  
choose. You can also specify a password that, when Other Spell Effect: You can place your choice of one

  

  
of the following magical effects within the warded
spoken aloud, makes the speaker immune to these area of the stronghold.
effects.
• Place dancing lights in four corridors. You can

  

  
Guards and wards creates the following effects

  

  
within the warded area. designate a simple program that the lights repeat as
Corridors: Fog fills all the warded corridors, making long as guards and wards lasts.

  

  
6 6
them heavily obscured. In addition, at each • Place magic mouth in two locations.

  

  
intersection or branching passage offering a choice of • Place stinking cloud in two locations. The vapors
direction, there is a 50 percent chance that a creature appear in the places you designate they return within

 

 
other than you will believe it is going in the opposite 10 minutes if dispersed by wind while guards and




direction from the one it chooses. wards lasts.
Doors: All doors in the warded • Place a constant gust of wind in
Wizard 6th level Abjuration Wizard 6th level Abjuration

 
 
GUARDS AND WARDS [3/3] INVESTITURE OF FLAME





 

 
6 6
CASTING TIME RANGE
CASTING TIME RANGE


10 minutes Touch
 

 
1 action Self




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M 24 hours

 
V, S Concentration, up to 10


 
minutes
burning incense, a small measure of brimstone and oil, a knotted
 


 


string, a small amount of umber hulk blood, and a small silver rod
worth at least 10 gp Flames race across your body, shedding bright
light in a 30-foot radius and dim light for an

 
  

  
one corridor or room. additional 30 feet for the spell's duration. The



• Place a suggestion in one location. You select an flames don't harm you. Until the spell ends, you
area of up to 5 feet square, and any creature that gain the following benefits:


enters or passes through the area receives the • You are immune to fire damage and have
suggestion mentally. resistance to cold damage.
The whole warded area radiates magic. A dispel • Any creature that moves within 5 feet of you
  

  
magic cast on a specific effect, if successful, for the first time on a turn or ends its turn there
  

  
removes only that effect. takes 1d10 fire damage.
You can create a permanently guarded and • You can use your action to create a line of fire
  

  
warded structure by casting this spell there 15 feet long and 5 feet wide extending from you
  

  
every day for one year. in a direction you choose. Each creature in the
line must make a Dexterity saving throw. A
  

  
creature takes 4d8 fire damage on a failed save,
  

  
or half as much damage on a successful one.
  

  
6 6
  

  
 

 



Wizard 6th level Abjuration Wizard (XGE) 6th level Transmutation
 
 
INVESTITURE OF ICE INVESTITURE OF STONE



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6 6
CASTING TIME RANGE CASTING TIME RANGE


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1 action Self 1 action Self


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COMPONENTS DURATION COMPONENTS DURATION

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V, S Concentration, up to 10 V, S Concentration, up to 10


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minutes minutes

 


 


Until the spell ends, ice rimes your body, and you Until the spell ends, bits of rock spread across
gain the following benefits: your body, and you gain the following benefits:

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• You are immune to cold damage and have • You have resistance to bludgeoning, piercing,



resistance to fire damage. and slashing damage from nonmagical attacks.
• You can move across difficult terrain created • You can use your action to create a small


by ice or snow without spending extra earthquake on the ground in a 15-foot radius
movement. centered on you. Other creatures on that ground
• The ground in a 10-foot radius around you is must succeed on a Dexterity saving throw or be

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icy and is difficult terra in for creatures other knocked prone.

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than you. The radius moves with you. • You can move across difficult terrain made of
• You can use your action to create a 15-foot earth or stone without spending extra

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cone of freezing wind extending from your movement. You can move through solid earth or

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outstretched hand in a direction you choose. stone as if it was air and without destabilizing it,
Each creature in the cone must make a but you can't end your movement there. If you

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Constitution saving throw. A creature takes 4d6 do so, you are ejected to the nearest unoccupied

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cold damage on a failed save, or half as much da space, this spell ends, and you are stunned until
mage on a successful one. A creature that fails its the end of your next turn.

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6 6
save against this effect has its speed halved until

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the start of your next turn.

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

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Wizard (XGE) 6th level Transmutation Wizard (XGE) 6th level Transmutation

 
 
INVESTITURE OF WIND MAGIC JAR [1/3]
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 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self 1 minute Self




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COMPONENTS DURATION COMPONENTS DURATION

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V, S Concentration, up to 10 V, S, M Until dispelled


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minutes
 

a gem, crystal, reliquary, or some other ornamental container



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Until the spell ends, wind whirls around you, and worth at least 500 gp
you gain the following benefits:

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Your body falls into a catatonic state as your soul
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• Ranged weapon attacks made against you have



leaves it and enters the container you used for the
disadvantage on the attack roll. spell's material component. While your soul inhabits
• You gain a flying speed of 60 feet. If you are the container, you are aware of your surroundings as if


still flying when the spell ends, you fall, unless you were in the container's space. You can't move or
you can somehow prevent it. use reactions. The only action you can take is to
• You can use your action to create a 15-foot project your soul up to 100 feet out of the container,
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cube of swirling wind centered on a point you either returning to your living body (and ending the
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can see within 60 feet ofyou. Each creature in spell) or attempting to possess a humanoids body.
that area must make a Constitution saving You can attempt to possess any humanoid within 100
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  
throw. A creature takes 2d10 bludgeoning feet of you that you can see (creatures warded by a
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damage on a failed save, or half as much damage protection from evil and good or magic circle spells
on a successful one. If a Large or smaller creature can't be possessed). The target must make a Charisma
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fails the save, that creature is also pushed up to saving throw. On a failure, your soul moves into the
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10 feet away from the center of the cube. target's body, and the target's soul becomes trapped
in the container. On a success, the target resists your
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6 6
efforts to possess it, and you can't attempt to possess
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it again for 24 hours.
Once you possess a creature's body, you control it.
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Your game statistics are replaced by the
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Wizard (XGE) 6th level Transmutation Wizard 6th level Necromancy
 
 
MAGIC JAR [2/3] MAGIC JAR [3/3]

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


 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute Self 1 minute Self




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COMPONENTS DURATION COMPONENTS DURATION

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V, S, M Until dispelled V, S, M Until dispelled


 
 

a gem, crystal, reliquary, or some other ornamental container a gem, crystal, reliquary, or some other ornamental container


 


worth at least 500 gp worth at least 500 gp

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statistics of the creature though you retain your container when it is destroyed, the creature's

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  



alignment and your Intelligence, Wisdom, and soul returns to its body if the body is alive and
Charisma scores. You retain the benefit of your own within 100 feet. Otherwise, that creature dies.
class feature. If the target has any class levels, you When the spell ends, the container is destroyed.


can't use any of its class features.
Meanwhile, the possessed creature's soul can
perceive from the container using its own senses, but

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it can't move or take actions at all.

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While possessing a body, you can use your action to
return from the host body to the container if it is

  

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within 100 feet of you, returning the host creature's

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soul to its body. If the host body dies while you're in it,
the creature dies, and you must make a Charisma

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  
saving throw against your own spellcasting DC. On a

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success, you return to the container if it is within 100
feet of you. Otherwise, you die.
If the container is destroyed or the spell ends, your

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6 6

  

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soul immediately returns to your body. If your body is
more than 100 feet away from you, or if your body is
dead when you attempt to return to it, you die. If

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 


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another creature's soul is in the

Wizard 6th level Necromancy Wizard 6th level Necromancy

 
 
MASS SUGGESTION [1/2] MASS SUGGESTION [2/2]
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 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, M 24 hours V, M 24 hours


 
 

a snake's tongue and either a bit of honeycomb or a drop of sweet a snake's tongue and either a bit of honeycomb or a drop of sweet

 


oil oil

 
You suggest a course of activity (limited to a sentence they meet. If the condition isn't met before the
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  



or two) and magically influence up to twelve creatures spell ends, the activity isn't performed.
of your choice that you can see within range and that If you or any of your companions damage a
can hear and understand you. Creatures that can't be creature affected by this spell, the spell ends for


charmed are immune to this effect. The suggestion that creature.
must be worded in such a manner as to make the At Higher Levels: When you cast this spell
course of action sound reasonable. Asking the using a 7th-level spell slot, the duration is 10
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creature to stab itself, throw itself onto a spear,
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immolate itself, or do some other obviously harmful days. When you use an 8th-level spell slot, the
act automatically negates the effect of the spell. duration is 30 days. When you use a 9th-level
spell slot, the duration is a year and a day.
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Each target must make a Wisdom saving throw. On a
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failed save, it pursues the course of action you
described to the best of its ability. The suggested
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course of action can continue for the entire duration.
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  
If the suggested activity can be completed in a shorter
time, the spell ends when the subject finishes what it
was asked to do.
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6 6
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You can also specify conditions that will trigger a
special activity during the duration. For example, you
might suggest that a group of soldiers give all their
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

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money to the first beggar

Wizard 6th level Enchantment Wizard 6th level Enchantment


 
 
MENTAL PRISON MOVE EARTH [1/2]

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 
6 6
CASTING TIME RANGE CASTING TIME RANGE


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 
1 action 60 feet 1 action 120 feet




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COMPONENTS DURATION COMPONENTS DURATION

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S Concentration, up to 1 V, S, M Concentration, up to 2


 
minute hours

 


 


You attempt to bind a creature within an illusory an iron blade and a small bag containing a mixture of soils - clay,
cell that only it perceives. One creature you can loam, and sand

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see within range must make an Intelligence Choose an area of terrain no larger than 40 feet on a



saving throw. The target succeeds automatically side within range. You can reshape dirt, sand, or clay in
if it is immune to being charmed. On a successful the area in any manner you choose for the duration.


save, the target takes 5d10 psychic damage, and You can raise or lower the area's elevation, create or
the spell ends. On a failed save, the target takes fill in a trench, erect or flatten a wall, or form a pillar.
5d10 psychic damage, and you make the area The extent of any such changes can't exceed half the

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  
immediately around the target's space appear area's largest dimension. So, if you affect a 40-foot

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dangerous to it in some way. You might cause the square, you can create a pillar up to 20 feet high, raise
target to perceive itself as being surrounded by or lower the square's elevation by up to 20 feet, dig a

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  
fire, floating razors, or hideous maws filled with trench up to 20 feet deep, and so on. It takes 10

  

  
dripping teeth. Whatever form the illusion takes, minutes for these changes to complete.
the target can't see or hear anything beyond it At the end of every 10 minutes you spend

  

  
and is restrained for the spell's duration. If the concentrating on the spell, you can choose a new area

  

  
target is moved out of the illusion, makes a melee of terrain to affect.
attack through it, or reaches any part of its body Because the terrain's transformation occurs slowly,
creatures in the area can't usually be trapped or

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6 6
through it, the target takes 10d10 psychic

  

  
injured by the ground's movement.
damage, and the spell ends. This spell can't manipulate natural stone or stone
construction. Rocks and structures shift to

 

 



accommodate the new terrain. If the way you shape
the terrain would make a structure unstable, it

Wizard (XGE) 6th level Illusion Wizard 6th level Transmutation

 
 
MOVE EARTH [2/2] OTILUKE'S FREEZING SPHERE [1/2]





 

 
6 6
CASTING TIME RANGE
CASTING TIME RANGE


1 action 300 feet
 

 
1 action 120 feet




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M Instantaneous

 
V, S, M Concentration, up to 2


 
hours
  a small crystal sphere


 


an iron blade and a small bag containing a mixture of soils - clay, A frigid globe of cold energy streaks from your
loam, and sand

 
fingertips to a point of your choice within range,
  

  
where it explodes in a 60-foot-radius sphere. Each
might collapse.



creature within the area must make a Constitution
Similarly, this spell doesn't directly affect plant saving throw. On a failed save, a creature takes 10d6
growth. The moved earth carries any plants


cold damage. On successful save, it takes half as much
along with it. damage.
If the globe strikes a body of water or a liquid that is
principally water (not including water-based
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  
  

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creatures), it freezes the liquid to a depth of 6 inches
over an area 30 feet square. This ice lasts for 1 minute.
Creatures that were swimming on the surface of
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  
  

  
frozen water are trapped in the ice. A trapped
creature can use an action to make a Strength check
against your spell save DC to break free.
  

  
  

  
You can refrain from firing the globe after completing
the spell, if you wish. A small globe about the size of a
sling stone, cool to the touch, appears in your hand. At
  

  
6 6
any time, you or a creature you give the globe to can
  

  
throw the globe (to a range of 40 feet) or hurl it with a
sling (to the sling's normal range).
 

 



Wizard 6th level Transmutation Wizard 6th level Evocation
 
 
OTILUKE'S FREEZING SPHERE [2/2] OTTO'S IRRESISTIBLE DANCE






 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


1 action 300 feet 1 action 30 feet

 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Instantaneous V Concentration, up to 1

 
minute


 
 
a small crystal sphere


Choose one creature that you can see within


 


It shatters on impact, with the same effect as the range. The target begins a comic dance in place -

 
normal casting of the spell. You can also set the shuffling, tapping its feet, and capering for the

  

  
globe down without shattering it. After 1 minute,


duration. Creatures that can't be charmed are



if the globe hasn't already shattered, it explodes. immune to this spell.
At Higher Levels: When you cast this spell A dancing creature must use all its movement to


using a spell slot of 7th level or higher, the dance without leaving its space and has
damage increases by 1d6 for each slot level disadvantage on Dexterity saving throws and
above 6th attack rolls. While the target is affected by this

  

  
  

  
spell, other creatures have advantage on attack
rolls against it. As an action, a dancing creature
makes a Wisdom saving throw to regain control

  

  
  

  
of itself. On a successful save, the spell ends.

  

  
  

  
  

  
6 6

  

  
 

 



Wizard 6th level Evocation Wizard 6th level Enchantment

 
 
PROGRAMMED ILLUSION [1/2] PROGRAMMED ILLUSION [2/2]





 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


1 action 120 feet 1 action 120 feet
 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Until dispelled V, S, M Until dispelled

 

 
You create an illusion of an object, a creature, or some Intelligence (Investigation) check against your
 


 


other visible phenomenon within range that activates spell save DC. If a creature discerns the illusion
when a specific condition occurs. The illusion is for what it is, the creature can see through the

 
imperceptible until then. It must be no larger than a image, and any noise it makes sounds hollow to
  

  
30-foot cube, and you decide when you cast the spell



the creature.
how the illusion behaves and what sounds it makes.
This scripted performance can last up to 5 minutes.


When the condition you specify occurs, the illusion
springs into existence and performs in the manner you
described. Once the illusion finishes performing, it
  

  
disappears and remains dormant for 10 minutes. After
  

  
this time, the illusion can be activated again.
The triggering condition 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
area. For example, you could create an illusion of
yourself to appear and warn off others who attempt to
  

  
  

  
open a trapped door, or you could set the illusion to
trigger only when a creature says the correct word or
phrase.
  

  
6 6
  

  
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature
that uses its action to examine the image can
 

 



determine that it is an illusion with a successful

Wizard 6th level Illusion Wizard 6th level Illusion


 
 
SCATTER SOUL CAGE [1/2]






 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 reaction, which you take 60 feet




 
when a humanoid you can
COMPONENTS DURATION see within 60 feet of you

 
V Instantaneous dies


 
 

The air quivers around up to five creatures of COMPONENTS DURATION


 


your choice that you can see within range. An V, S, M 8 hours

 
unwilling creature must succeed on a Wisdom

  

  
saving throw to resist this spell. You teleport a tiny silver cage worth 100 gp



each affected target to an unoccupied space that This spell snatches the soul of a humanoid as it dies
you can see within 120 feet of you. That space and traps it inside the tiny cage you use for the


must be on the ground or on a floor. material component. A stolen soul remains inside the
cage until the spell ends or until you destroy the cage,
which ends the spell. While you have a soul inside the

  

  
cage, you can exploit it in any of the ways described

  

  
below. You can use a trapped soul up to six times.
Once you exploit a soul for the sixth time, it is

  

  
released, and the spell ends. While a soul is trapped,

  

  
the dead humanoid it came from can't be revived.
Steal Life: You can use a bonus action to drain vigor

  

  
from the soul and regain 2d8 hit points.

  

  
Query Soul: You ask the soul a question (no action
required) and receive a brief telepathic answer, which

  

  
6 6
you can understand regardless of the language used.

  

  
The soul knows only what it knew in life, but it must
answer you truthfully and to the best of its ability. The

 

 
answer is no more than a sentence or two and might




be cryptic.
Borrow Experience: You can use a bonus action to
bolster
Wizard (XGE) 6th level Conjuration Wizard (XGE) 6th level Necromancy

 
 
SOUL CAGE [2/2] SUMMON FIEND





 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 reaction, which you take 60 feet 1 action 90 feet




 
when a humanoid you can
see within 60 feet of you COMPONENTS DURATION

 
dies V, S, M Concentration, up to 1


 
hour
 

COMPONENTS DURATION

 


V, S, M 8 hours humanoid blood inside a ruby vial worth at least 600 gp

 
You call forth a fiendish spirit. It manifests in an
  

  
a tiny silver cage worth 100 gp



unoccupied space that you can see within range.
yourself with the soul's life experience, making This corporeal form uses the Fiendish Spirit stat
your next attack roll, ability check, or saving block. When you cast the spell, choose Demon,


throw with advantage. If you don't use this Devil, or Yugoloth. The creature resembles a
benefit before the start of your next turn, it is fiend of the chosen type, which determines
lost. certain traits in its stat block. The creature
  

  
  

  
Eyes of the Dead: You can use an action to disappears when it drops to 0 hit points or when
name a place the humanoid saw in life, which the spell ends.
creates an invisible sensor somewhere in that The creature is an ally to you and your
  

  
  

  
place if it is on the plane of existence you're companions. In combat, the creature shares your
currently on. The sensor remains for as long as initiative count, but it takes its turn immediately
you concentrate, up to 10 minutes (as if you after yours. It obeys your verbal commands (no
  

  
  

  
were concentrating on a spell). You receive visual action required by you). If you don't issue any, it
and auditory information from the sensor as if takes the Dodge action and uses its move to
you were in its space using your senses. avoid danger.
  

  
6 6
  

  
A creature that can see the sensor (such as one At Higher Levels: When you cast this spell
using see invisibility or truesight) sees a using a spell slot of 7th level or higher, use the
translucent image of the tormented humanoid higher level wherever the spell's level appears in
 

 



whose soul you caged. the stat block.

Wizard (XGE) 6th level Necromancy Wizard (TCE) 6th-level conjuration


 
 
SUNBEAM TASHA'S OTHERWORLDLY GUISE






 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


1 bonus action Self

 

 
1 action Self (60-foot line)




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1

 
V, S, M Concentration, up to 1 minute


 
minute

 


 


an object engraved with a symbol of the Outer Planes, worth at
a magnifying glass least 500 gp

 
A beam of brilliant light flashes out from your

  

  
Uttering an incantation, you draw on the magic of the



hand in a 5-foot-wide, 60-foot-line. Each Lower Planes or Upper Planes (your choice) to
creature in the line must make a Constitution transform yourself. You gain the following benefits
saving throw. On a failed save, a creature takes until the spell ends:


6d8 radiant damage and is blinded until your -You are immune to fire and poison damage (Lower
next turn. On a successful save, it takes half as Planes) or radiant and necrotic damage (Upper
much damage and isn't blinded by this spell. Planes).

  

  
  

  
Undead and oozes have disadvantage on this -You are immune to the poisoned condition (Lower
saving throw. Planes) or the charmed condition (Upper Planes).
You can create a new line of radiance as your -Spectral wings appear on your back, giving you a

  

  
flying speed of 40 feet.

  

  
action on any turn until the spell ends.
For the duration, a mote of brilliant radiance -You have a +2 bonus to AC.
shines in your hand. It sheds bright light in a 30- -All your weapon attacks are magical, and when you

  

  
make a weapon attack, you can use your spell casting

  

  
foot radius and dim light for an additional 30 ability modifier instead of Strength or Dexterity for
feet. The light is sunlight. the attack and damage rolls.

  

  
6 6
-You can attack twice, instead of once, when you take

  

  
the Attack action on your turn. You ignore this benefit
if you already have a feature, like Extra Attack, that

 

 
lets you attack more than once when you take the




Attack action on your turn.

Wizard 6th level Evocation Wizard (TCE) 6th-level transmutation

 
 
TENSER'S TRANSFORMATION TRUE SEEING





 

 
6 6
CASTING TIME RANGE
CASTING TIME RANGE


1 action Self
 

 
1 action Touch




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M Concentration, up to 10

 
minutes V, S, M 1 hour


 
 

an ointment for the eyes that costs 25 gp, is made from



 


a few hairs from a bull
mushroom powder, saffron, and fat, and is consumed by the spell
You endow yourself with endurance and martial

 
This spell gives the willing creature you touch
  

  
prowess fueled by magic. Until the spell ends , you



can't cast spells, and you gain the following benefits: the ability to see things as they actually are. For
• You gain 50 temporary hit points. If any of these the duration, the creature has truesight, notices
remain when the spell ends, they are lost. secret doors hidden by magic, and can see into


• You have advantage on attack rolls that you make the Ethereal Plane, all out to a range of 120 feet.
with simple and martial weapons.
• When you hit a target with a weapon attack, that
  

  
  

  
target takes an extra 2d12 force damage.
• You have proficiency with all armor, shields, simple
weapons, and martial weapons.
  

  
  

  
• You have proficiency in Strength and Constitution
saving throws.
• You can attack twice, instead of once, when you take
  

  
the Attack action on your turn. You ignore this benefit
  

  
if you already have a feature, like Extra Attack, that
gives you extra attacks.
  

  
6 6
Immediately after the spell ends, you must succeed on
  

  
a DC 15 Constitution saving throw or suffer one level
of exhaustion.
 

 



Wizard (XGE) 6th level Transmutation Wizard 6th level Divination
 
 
WALL OF ICE [1/2] WALL OF ICE [2/2]






 

 
6 6
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10


 
minutes minutes

 


 


a small piece of quartz a small piece of quartz

 
You create a wall of ice on a solid surface within range. failed save, or half as much damage on a

  

  



You can form it into a hemispherical dome or a sphere successful one.
with radium of up to 10 feet, or you can shape a flat At Higher Levels: When you cast this spell
surface made up of ten 10-foot-square panels. Each using a spell slot of 7th level or higher, the


panel must be contiguous with another panel. In any damage the wall deals when it appears increases
form, the wall is 1 foot thick and lasts for the duration. by 2d6, and the damage from passing through
If the wall cuts through a creature's space when it the sheet of frigid air increases by 1d6 for each

  

  
appears, the creature within its area is pushed to one

  

  
side of the wall and must make a Dexterity saving slot level above 6th.
throw. On a failed save, the creature takes 10d6 cold

  

  
damage, or half as much damage on a successful save.

  

  
The wall is an object that can be damaged and thus
breached. It has AC 12 and 30 hit points per 10-foot

  

  
section, and it is vulnerable to fire damage. Reducing a

  

  
10-foot section of wall to 0 hit points destroys it and
leaves behind a sheet of frigid air in the space the wall
occupied. A creature moving through the sheet of

  

  
6 6

  

  
frigid air for the first time on a turn must make a
Constitution saving throw. The creature takes 5d6
cold damage on a

 

 



Wizard 6th level Evocation Wizard 6th level Evocation

 
 
CROWN OF STARS DELAYED BLAST FIREBALL [1/2]





 

 
7 7
CASTING TIME RANGE
CASTING TIME RANGE


1 action 150 feet
 

 
1 action Self




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M Concentration, up to 1

 
V, S 1 hour minute


 
 

Seven star-like motes of light appear and orbit



 


a tine ball of bat guano and sulfur
your head until the spell ends. You can use a
A beam of yellow light flashes from your pointing

 
bonus action to send one of the motes streaking
  

  
toward one creature or object within 120 feet of finger, then condenses to linger at a chosen point



you. When you do so, make a ranged spell attack. within range as a glowing bead for the duration. When
On a hit, the target takes 4d12 radiant damage. the spell ends, either because your concentration is
broken or because you decide to end it, the bead


Whether you hit or miss, the mote is expended.
The spell ends early if you expend the last mote. blossoms with a low roar into an explosion of flame
that spreads around corners. Each creature in a 20-
If you have four or more motes remaining, they foot-radius sphere centered on that point must make
  

  
shed bright light in a 30-foot radius and dim light
  

  
a Dexterity saving throw. A creature takes fire damage
for an additional 30 feet. If you have one to three equal to the total accumulated damage on a failed
motes remaining, they shed dim light in a 30-foot save, or half as much damage on a successful one.
  

  
radius.
  

  
The spell's base damage is 12d6. If at the end of your
At Higher Levels: When you cast this spell turn the bead has not yet detonated, the damage
using a spell slot of 8th level or higher, the increases by 1d6.
  

  
number of motes created increases by two for If the glowing bead is touched before the interval has
  

  
each slot level above 7th. expired, the creature touching it must make a
Dexterity saving throw. On a failed save, the spell ends
  

  
7 7
immediately, causing the bead to erupt in flame. On a
  

  
successful save, the creature can throw the bead up to
40 feet. When it strikes a creature or a solid object,
 

 
the spell ends, and the bead



Wizard (XGE) 7th level Evocation Wizard 7th level Evocation
 
 
DELAYED BLAST FIREBALL [2/2] DREAM OF THE BLUE VEIL [1/2]






 

 
7 7
CASTING TIME RANGE CASTING TIME RANGE


1 action 150 feet 10 minutes 20 feet

 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1 V, S, M 6 hours

 
minute


 
 
a magic item or a willing creature from the destination world


 


a tine ball of bat guano and sulfur
You and up to eight willing creatures within range fall
explodes.

 
unconscious for the spells' duration and experience

  

  
The fire damages objects in the area and ignites visions of another world on the Material Plane, such



flammable objects that aren't being worn or as Oerth, Toril, Krynn, or Eberron. If the spell reaches
carried. its full duration, the visions conclude with each of you


At Higher Levels: When you cast this spell encountering and pulling back a mysterious blue
using a spell slot of 8th level or higher, the base curtain. The spell then ends with you mentally and
damage increases by 1d6 for each slot level physically transported to the world that was in the
visions.

  

  
above 7th.

  

  
To cast this spell, you must have a magic item that
originated on the world you wish to reach, and you
must be aware of the world's existence, even if you

  

  
  

  
don't know the world's name. Your destination in the
other world is a safe location within 1 mile of where
the magic item was created. Alternatively, you can

  

  
  

  
cast the spell if one of the affected creatures was born
on the other world, which causes your destination to
be a safe location within 1 mile of where that creature

  

  
7 7
was born.

  

  
The spell ends early on a creature if that creature
takes any damage, and the creature isn't transported.

 

 
If you take




Wizard 7th level Evocation Wizard (TCE) 7th-level conjuration

 
 
DREAM OF THE BLUE VEIL [2/2] ETHEREALNESS [1/2]





 

 
7 7
CASTING TIME RANGE
CASTING TIME RANGE


10 minutes 20 feet
 

 
1 action Self




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M 6 hours

 
V, S Up to 8 hours


 
a magic item or a willing creature from the destination world
 

You step into the border regions of the Ethereal Plane,



 


any damage, the spell ends for you and all other in the area where it overlaps with your current plane.
You remain in the Border Ethereal for the duration or

 
creatures, with none of you being transported.
  

  
until you use your action to dismiss the spell. During



this time, you can move in any direction. If you move
up or down, every foot of movement costs an extra
foot. You can see and hear the plane you originated


from, but everything there looks gray, and you can't
see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and
  

  
  

  
be affected by other creatures on that plane.
Creatures that aren't on the Ethereal Plane can't
perceive you and can't interact with you, unless a
  

  
  

  
special ability or magic has given them the ability to do
so.
You ignore all objects and effects that aren't on the
  

  
Ethereal Plane, allowing you to move through objects
  

  
you perceive on the plaen you originated from.
When the spell ends, you immediately return to the
  

  
7 7
plane you originated from in the spot you currently
  

  
occupy. If you occupy the same spot as a solid object
or creature when this happens, you are immediately
 

 
shunted to the nearest unoccupied space that you can



occupy and take force damage equal to twice the
number of feet you are
Wizard (TCE) 7th-level conjuration Wizard 7th level Transmutation
 
 
ETHEREALNESS [2/2] FINGER OF DEATH






 

 
7 7
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Up to 8 hours V, S Instantaneous


 
 

moved. You send negative energy coursing through a


 


This spell has no effect if you cast it while you are creature that you can see within range, causing it

 
on the Ethereal Plane or a plane that doesn't searing pain. The target must make a

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  
border it, such as one of the Outer Planes. Constitution saving throw. It takes 7d8+30



At Higher Levels: When you cast this spell necrotic damage on a failed save, or half as much
using a spell slot of 8th level or higher, you can damage on a successful one.


target up to three willing creatures (including A humanoid killed by this spell rises at the start
you) for each slot level above 7th. The creatures of your next turn as a zombie that is permanently
must be within 10 feet of you when you cast the under your command, following your verbal

  

  
spell. orders to the best of its ability.

  

  
  

  
  

  
  

  
  

  
  

  
7 7

  

  
 

 



Wizard 7th level Transmutation Wizard 7th level Necromancy

 
 
FORCECAGE [1/2] FORCECAGE [2/2]





 

 
7 7
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 100 feet 1 action 100 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 1 hour V, S, M 1 hour


 
 

ruby dust worth 1,500 gp ruby dust worth 1,500 gp



 


An immobile, invisible, cube-shaped prison composed failure, the creature can't exit the cage and

 
  

  
of magical force springs into existence around an area wastes the use of the spell or effect. The cage



you choose within range. The prison can be a cage or a also extends into the Ethereal Plane, blocking
solid box as you choose. ethereal travel.
A prison in the shape of a cage can be up to 20 feet on This spell can't be dispelled by dispel magic.


a side and is made from 1/2-inch diameter bars spaced
1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a
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side, creating a solid barrier that prevents any matter
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from passing through it and blocking any spells cast
into or out of the area.
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  
When you cast the spell, any creature that is
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  
completely inside the cage's area is trapped.
Creatures only partially within the area, or those too
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large to fit inside the area, are pushed away from the
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  
center of the area until they are completely outside
the area.
  

  
7 7
A creature inside the cage can't leave it by nonmagical
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  
means. If the creature tries to use teleportation or
interplanar travel to leave the cage, it must first make
a Charisma saving throw. On a success, the creature
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 



can use that magic to exit the cage. On a

Wizard 7th level Evocation Wizard 7th level Evocation


 
 
MIRAGE ARCANE MORDENKAINEN'S MAGNIFICENT MANSION






[1/2]

 

 
7 7
CASTING TIME RANGE


CASTING TIME RANGE

 

 
10 minutes Sight




 
1 minute 300 feet
COMPONENTS DURATION


COMPONENTS DURATION

 
V, S 10 days


 
V, S, M 24 hours

 

You make terrain in an area up to 1 mile square look,


 


sound, smell, and even feel like some other sort of a miniature portal carved from ivory, a small piece of polished
terrain. The terrain's general shape remains the same, marble, and a tiny silver spoon, each item worth at least 5 gp

 
  

  
however. Open fields or a road could be made to You conjure an extradimensional dwelling in range



resemble a swamp, hill, crevasse, or some other that lasts for the duration. You choose where its one
difficult or impassable terrain. A pond can be made to entrance is located. The entrance shimmers faintly
seem like a grassy meadow, a precipice like a gentle


and is 5 feet wide and 10 feet tall. You and any
slope, or a rock-strewn gully like a wide and smooth creature you designate when you cast the spell can
road. enter the extradimensional dwelling as long as the
Similarly, you can alter the appearance of structures,

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  
portal remains open. You can open or close the portal

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or add them where none are present. The spell doesn't if you are within 30 feet of it. While closed, the portal
disguise, conceal, or add creatures. is invisible.
The illusion includes audible, visual, tactile, and

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Beyond the portal is a magnificent foyer with

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olfactory elements, so it can turn clear ground into numerous chambers beyond. The atmosphere is clean,
difficult terrain (or vice versa) or otherwise impede fresh, and warm.
movement through the area. Any piece of the illusory You can create any floor plan you like, but the space

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terrain (such as a rock or stick) that is removed from

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can't exceed 50 cubes, each cube being 10 feet on
the spell's area disappears immediately. each side. The place is furnished and decorated as you
Creatures with truesight can see through the illusion choose. It contains sufficient food to serve a nine

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  
7 7
to the terrain's true form, however, all other elements

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  
course banquet for up to 100 people. A staff of 100
of the illusion remain, so while the creature is aware of near-transparent servants attends all who enter. You
the illusion's presence, the creature can still physically decide the visual appearance of these servants and

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 
interact with the illusion.




their attire. They are completely obedient to your
orders. Each servant can perform any task a normal
human servant could
Wizard 7th level Illusion Wizard 7th level Conjuration

 
 
MORDENKAINEN'S MAGNIFICENT MANSION MORDENKAINEN'S SWORD





[2/2]
 

 
7 7
CASTING TIME RANGE


CASTING TIME RANGE
 

 
1 action 60 feet




 
1 minute 300 feet
COMPONENTS DURATION


COMPONENTS DURATION

 
V, S, M Concentration, up to 1


 
V, S, M 24 hours minute
 


 


a miniature portal carved from ivory, a small piece of polished a miniature platinum sword with a grip and pommel of copper
marble, and a tiny silver spoon, each item worth at least 5 gp and zinc, worth 250 gp

 
  

  
perform, but they can't attack or take any action

You create a sword-shaped plane of force that



that would directly harm another creature. Thus hovers within range. It lasts for the duration.
the servants can fetch things, clean, mend, fold When the sword appears, you make a melee spell


clothes, light fires, serve food, pour wine, and so attack against a target of your choice within 5
on. The servants can go anywhere in the mansion feet of the sword. On a hit. the target takes 3d10
but can't leave it. Furnishings and other objects force damage. Until the spell ends, you can use a
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created by this spell dissipate into smoke if
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bonus action on each of your turns to move the
removed from the mansion. When the spell ends, sword up to 20 feet to a spot you can see and
any creatures inside the extradimensional space repeat this attack against the same target or a
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  
are expelled into the open spaces nearest to the
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  
different one.
entrance.
  

  
  

  
  

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7 7
  

  
 

 



Wizard 7th level Conjuration Wizard 7th level Evocation
 
 
PLANE SHIFT [1/2] PLANE SHIFT [2/2]






 

 
7 7
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Touch 1 action Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous V, S, M Instantaneous


 
 

a forked, metal rod worth at least 250 gp, attuned to a particular a forked, metal rod worth at least 250 gp, attuned to a particular


 


plane of existence plane of existence

 
You and up to eight willing creatures who link hands in If the creature fails the save, it is transported to a

  

  



a circle are transported to a different plane of random location on the plane of existence you
existence. You can specify a target destination in specify. A creature so transported must find its
general terms, such as the City of Brass on the own way back to your current plane of existence.


Elemental Plane of Fire or the palace of Dispater on
the second level of the Nine Hells, and you appear in
or near that destination. If you are trying to reach the

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  
City of Brass, for example, you might arrive in its

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  
Street of Steel, before its Gate of Ashes, or looking at
the city from across the Sea of Fire, at the DM's

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  
discretion.

  

  
Alternatively, if you know the sigil sequence of a
teleportation circle on another plane of existence, this

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  
spell can take you to that circle. If the teleportation

  

  
circle is too small to hold all the creatures you
transported, they appear in the closest unoccupied
spaces next to the circle.

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  
7 7

  

  
You can use this spell to banish an unwilling creature
to another plane. Choose a creature within your reach
and make a melee spell attack against it. On a hit, the

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


creature must make a Charisma saving throw.

Wizard 7th level Conjuration Wizard 7th level Conjuration

 
 
POWER WORD PAIN PRISMATIC SPRAY [1/2]





 

 
7 7
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action Self (60 foot cone)




 
COMPONENTS DURATION COMPONENTS DURATION

 
V Instantaneous V, S Instantaneous


 
 

You speak a word of power that causes waves of Eight multicolored rays of light flash from your hand.

 


intense pain to assail one creature you can see Each ray is a different color and has a different power
and purpose. Each creature in a 60-foot cone must

 
within range. If the target has 100 hit points or
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  
fewer, it is subject to crippling pain. Otherwise, make a Dexterity saving throw. For each target, roll a



the spell has no effect on it. A target is also d8 to determine which color ray affects it.
unaffected if it is immune to being charmed. 1-Red: The target takes 10d6 fire damage on a failed
save, or half as much damage on a successful one.


While the target is affected by crippling pain, any
speed it has can be no higher than 10 feet. The 2-Orange: The target takes 10d6 acid damage on a
failed save, or half as much damage on a successful
target also has disadvantage on attack rolls, one.
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  
ability checks, and saving throws, other than
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  
3-Yellow: The target takes 10d6 lightning damage on
Constitution saving throws. Finally, if the target a failed save, or half as much damage on a successful
tries to cast a spell, it must first succeed on a one.
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  
Constitution saving throw, or the casting fails
  

  
4-Green: The target takes 10d6 poison damage on a
and the spell is wasted. failed save, or half as much damage on a successful
A target suffering this pain can make a one.
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  
Constitution saving throw at the end ofeach of 5-Blue: The target takes 10d6 cold damage on a failed
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  
its turns. On a successful save, the pain ends. save, or half as much damage on a successful one.
6-Indigo: On a failed save, the target is restrained. It
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7 7
must then make a Constitution saving throw at the
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end of each of its turns. If it successfully saves three
times, the spell ends. If it fails its save three times, it
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 
permanently turns to stone and is subjected to the



petrified condition. The successes and failures don't
need to be consecutive, keep track of both
Wizard (XGE) 7th level Enchantment Wizard 7th level Evocation
 
 
PRISMATIC SPRAY [2/2] PROJECT IMAGE [1/2]






 

 
7 7
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self (60 foot cone) 1 action 500 miles




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Instantaneous V, S, M Concentration, up to 1


 
day

 

until the target collects three of a kind.


 


7-Violet: On a failed save, the target is blinded. a small replica of you made from materials worth at least 5 gp

 
It must then make a Wisdom saving throw at the You create an illusory copy of yourself that lasts for

  

  
start of your next turn. A successful save ends



the duration. The copy can appear at any location
the blindness. If it fails that save, the creature is within range that you have seen before, regardless of
transported to another plane of existence of the intervening obstacles. The illusion looks and sounds


DM's choosing and is no longer blinded. like you but is intangible. If the illusion takes any
(Typically, a creature that is on a plane that isn't damage, it disappears, and the spell ends.
its home plane is banished home, while other You can use your action to move this illusion up to

  

  
creatures are usually cast into the Astral or twice your speed, and make it gesture, speak, and

  

  
Ethereal planes.) behave in whatever way you choose. It mimics your
8-Special: The target is struck by two rays. Roll mannerisms perfectly.

  

  
twice more, rerolling any 8. You can see through its eyes and hear through its ears

  

  
as if you were in its space. On your turn as a bonus
action, you can switch from using its senses to using

  

  
your own, or back again. While you are using its

  

  
senses, you are blinded and deafened in regard to your
own surroundings.
Physical interaction with the image reveals it to be an

  

  
7 7

  

  
illusion, because things can pass through it. A creature
that uses its action to examine the image can
determine that it is an illusion with a successful

 

 



Intelligence (Investigation) check against your spell
save

Wizard 7th level Evocation Wizard 7th level Illusion

 
 
PROJECT IMAGE [2/2] REVERSE GRAVITY





 

 
7 7
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 500 miles 1 action 100 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1


 
day minute
 


 


a small replica of you made from materials worth at least 5 gp a lodestone and iron filings

 
DC. If a creature discerns the illusion for what it This spell reverses gravity in a 50-foot-radius,
  

  



is, the creature can see through the image, and 100-foot high cylinder centered on a point
any noise it makes sounds hollow to the within range. All creatures and objects that
creature. aren't somehow anchored to the ground in the


area fall upward and reach the top of the area
when you cast this spell. A creature can make a
Dexterity saving throw to grab onto a fixed
  

  
  

  
object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is
encountered in this fall, falling objects and
  

  
  

  
creatures strike it just as they would during a
normal downward fall. If an object or creature
reaches the top of the area without striking
  

  
  

  
anything, it remains there, oscillating slightly, for
the duration.
At the end of the duration, affected objects and
  

  
7 7
  

  
creatures fall back down.
 

 



Wizard 7th level Illusion Wizard 7th level Transmutation
 
 
SEQUESTER SIMULACRUM [1/2]






 

 
7 7
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Touch 12 hours Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Until dispelled V, S, M Until dispelled


 
 

a powder composed of diamond, emerald, ruby, and sapphire dust snow or ice in quantities sufficient to made a life-size copy of the


 


worth at least 5,000 gp, which the spell consumes duplicated creature some hair, fingernail clippings, or other piece
of that creature's body placed inside the snow or ice and

 
By means of this spell, a willing creature or an

  

  
powdered ruby worth 1,500 gp, sprinkled over the duplicate and



object can be hidden away, safe from detection consumed by the spell
for the duration. When you cast the spell and
touch the target, it becomes invisible and can't You shape an illusory duplicate of one beast or


be targeted by divination spells or perceived humanoid that is within range for the entire casting
time of the spell. The duplicate is a creature, partially
through scrying sensors created by the real and formed from ice or snow, and it can take
divination of spells.

  

  
actions and otherwise be affected as a normal

  

  
If the target is a creature, it falls into a state of creature. It appears to be the same as the original, but
suspended animation. Time ceases to flow for it, it has half the creature's hit point maximum and is
and it doesn't grow older.

  

  
formed without any equipment. Otherwise, the

  

  
You can set a condition for the spell to end early. illusion uses all the statistics of the creature it
The condition can be anything you choose, but it duplicates.
must occur or be visible within 1 mile of the The simulacrum is friendly to you and creatures you

  

  
  

  
target. Examples include after 1,000 years or designate. It obeys your spoken commands, moving
when the tarrasque awakes. This spells also ends and acting in accordance with your wishes and acting
if the target takes any damage. on your turn in combat. The simulacrum lacks the

  

  
7 7

  

  
ability to learn or become more powerful, so it never
increases its level or other abilities, nor can it regain
expended spell slots.

 

 



If the simulacrum is damaged, you can repair it in an
alchemical laboratory, using rare herbs and minerals
worth 100 gp per hit point it regains. The simulacrum
Wizard 7th level Transmutation Wizard 7th level Illusion

 
 
SIMULACRUM [2/2] SYMBOL [1/4]





 

 
7 7
CASTING TIME RANGE CASTING TIME RANGE


 

 
12 hours Touch 1 minute Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Until dispelled V, S, M Until dispelled or


 
triggered
 

snow or ice in quantities sufficient to made a life-size copy of the



 


duplicated creature some hair, fingernail clippings, or other piece mercury, phosphorus, and powdered diamond and opal with a
of that creature's body placed inside the snow or ice and total value of at least 1,000 gp, which the spell consumes

 
  

  
powdered ruby worth 1,500 gp, sprinkled over the duplicate and
When you cast this spell, you inscribe a harmful glyph



consumed by the spell
either on a surface (such as a section of floor, a wall, or
snow and melts instantly. a table) or within an object that can be closed to


If you cast this spell again, any currently active conceal the glyph (such as a book, a scroll, or a
duplicates you created with this spell are treasure chest). If you choose a surface, the glyph can
instantly destroyed. cover an area of the surface no larger than 10 feet in
  

  
diameter. If you choose an object, that object must
  

  
remain in its place, if the object is moved more than 10
feet from where you cast this spell, the glyph is
  

  
broken, and the spell ends without being triggered.
  

  
The glyph is nearly invisible, requiring an Intelligence
(Investigation) check against your spell save DC to find
  

  
it.
  

  
You decide what triggers the glyph when you cast the
spell. For glyphs inscribed on a surface, the most
typical triggers include touching or stepping on the
  

  
7 7
  

  
glyph, removing another object covering it,
approaching within a certain distance of it, or
manipulating the object that holds it. For glyphs
 

 



inscribed within an object, the most common triggers
are opening the object,

Wizard 7th level Illusion Wizard 7th level Abjuration


 
 
SYMBOL [2/4] SYMBOL [3/4]






 

 
7 7
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute Touch 1 minute Touch




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Until dispelled or V, S, M Until dispelled or


 
triggered triggered

 


 


mercury, phosphorus, and powdered diamond and opal with a mercury, phosphorus, and powdered diamond and opal with a
total value of at least 1,000 gp, which the spell consumes total value of at least 1,000 gp, which the spell consumes

 
  

  
approaching within a certain distance of it, or seeing saving throw. On a failed save, a target bickers and



or reading the glyph. argues with other creatures for 1 minute. During this
You can further refine the trigger so the spell is time, it is incapable of meaningful communication and


activated only under certain circumstances or has disadvantage on attack rolls and ability checks.
according to a creature's physical characteristics (such Fear: Each target must make a Wisdom saving throw
as height or weight), or physical kind (for example, the and becomes frightened for 1 minute on a failed save.

  

  
ward could be set to affect hags or shapechangers). While frightened, the target drops whatever it is

  

  
You can also specify creatures that don't trigger the holding and must move at least 30 feet away from the
glyph, such as those who say a certain password. glyph on each of its turns, if able.

  

  
When you inscribe the glyph, choose one of the Hopelessness: Each target must make a Charisma

  

  
options below for its effect. Once triggered, the glyph saving throw. On a failed save, the target is
glows, filling a 60-foot-radius sphere with dim light for overwhelmed with despair for 1 minute. During this

  

  
10 minutes, after which time the spell ends. Each time, it can't attack or target any creature with

  

  
creature in the sphere when the glyph activates is harmful abilities, spells, or other magical effects.
targeted by its effect, as is a creature that enters the Insanity: Each target must make an Intelligence
sphere for the first time on a turn or ends its turn saving throw. On a failed save, the target is driven

  

  
7 7

  

  
there. insane for 1 minute. An insane creature can't take
Death: Each target must make a Constitution saving actions, can't understand what other creatures say,
throw, taking 10d10 necrotic damage on a failed save, can't read, and speaks only in gibberish. The DM

 

 



or half as much damage on a successful save. controls its movement, which is erratic.
Discord: Each target must make a Constitution Pain:

Wizard 7th level Abjuration Wizard 7th level Abjuration

 
 
SYMBOL [4/4] TELEPORT [1/3]





 

 
7 7
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute Touch 1 action 10 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Until dispelled or V Instantaneous


 
triggered
 

This spell instantly transports you and up to eight



 


mercury, phosphorus, and powdered diamond and opal with a willing creatures of your choice that you can see
total value of at least 1,000 gp, which the spell consumes within range, or a single object that you can see within

 
  

  
range, to a destination you select. If you target an
Each target must make a Constitution saving



object, it must be able to fit entirely inside a 10-foot
throw and becomes incapacitated with cube, and it can't be held or carried by an unwilling
excruciating pain for 1 minute on a failed save. creature. The destination you choose must be known


Sleep: Each target must make a Wisdom saving to you, and it must be on the same plane of existence
throw and falls unconscious for 10 minutes on a as you. Your familiarity with the destination
failed save. A creature awakens if it takes determines whether you arrive there successfully. The
  

  
  

  
damage or if someone uses an action to shake or DM rolls d100 and consults the table.
slap it awake. Familiarity-Mishap-Similar Area-Off Target-On Target
Stunning: Each target must make a Wisdom Perm. Circle - xxxx - xxxxxxxxxx - xxxxxxxx - 01-100
  

  
  

  
saving throw and becomes stunned for 1 minute Assoc. Object - xxxx - xxxxxxxxx - xxxxxxxx - 01-100
on a failed save. Very Familiar - 01-05 - 06-13. - - - 14-24. - - - 25-100
Seen Casually- 01-33 - 34-43. - - - 44-53. - - - 54-100
  

  
Viewed Once - 01-43 - 44-53. - - - 54-73. - - - 74-100
  

  
Description. - - 01-43 - 44-53. - - - 54-73. - - - 74-100
False Dest. - - - 01-50 - 51-100. - - xxxxxxxx - xxxxxx
  

  
7 7
Familiarity: Permanent Circle means a permanent
  

  
teleportation circle whose sigil sequence you know.
Associated Object means that you possess an object
 

 
taken from the desired



Wizard 7th level Abjuration Wizard 7th level Conjuration
 
 
TELEPORT [2/3] TELEPORT [3/3]






 

 
7 7
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 10 feet 1 action 10 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V Instantaneous V Instantaneous


 
 

destination within the last six months, such as a book target by 15 percent, or 18 miles. The DM determines


 


from a wizard's library, bed linen from a royal suite, or the direction off target randomly by rolling a d8 and
a chunk of marble from a Lich's secret tomb. designating 1 as north, 2 as north-east, 3 as east, and

 
  

  
Very Familiar is a place you have been very often, a so on around the points of the compass. If you were



place you have carefully studied, or a place you can teleporting to a coastal city and wound up 18 miles
see when you cast the spell. Seen Casually is some out at sea, you could be in trouble.
place you have seen more than once but with which Similar Area: You and your group (or the target


you aren't very familiar. Viewed Once is a place you object) wind up in a different area that's visually or
have seen once, possibly using magic. Description is a thematically similar to the target area. If you are
place whose location and appearance you know heading for your home laboratory, for example, you

  

  
  

  
through someone else's description, perhaps from a might wind up in another wizard's laboratory or in an
map. alchemical supply shop that has many of the same
False Destination is a place that doesn't exist. Perhaps tools and implements as your laboratory. Generally,

  

  
  

  
you tried to scry an enemy's sanctum but instead you appear in the closest similar place, but since the
viewed an illusion, or you are attempting to teleport to spell has no range limit, you could conceivably wind up
a familiar location that no longer exists. anywhere on the plane.

  

  
On Target: You and your group (or the target object) Mishap: The spell's unpredictable magic results in a

  

  
appear where you want to go. difficult journey. Each teleporting creature (or the
Off Target: You and your group (or the target object) target object) takes 3d10 force damage and the DM

  

  
7 7
appear a random distance away from the destination rerolls on the table to see where you wind up (multiple

  

  
in a random direction. Distance off target is 1d10 x mishaps can occur, dealing damage each time).
1d10 percent of the distance that was to be travelled.

 

 
For example, if you tried to travel 120 miles, landed off




target, and rolled a 5 and 3 on the two d10s, then you
would be off
Wizard 7th level Conjuration Wizard 7th level Conjuration

 
 
WHIRLWIND [1/2] WHIRLWIND [2/2]





 

 
7 7
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 300 feet 1 action 300 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, M Concentration, up to 1 V, M Concentration, up to 1


 
minute minute
 


 


a piece of straw a piece of straw

 
A whirlwind howls down to a point that you can see on and falls when the spell ends, unless the creature
  

  



the ground within range. The whirlwind is a 10-foot- has some means to stay aloft.
radius, 30-foot-high cylinder centered on that point. A restrained creature can use an action to make
Until the spell ends, you can use your action to move a Strength or Dexterity check against your spell


the whirlwind up to 30 feet in any direction along the save DC. If successful, the creature is no longer
ground. The whirlwind sucks up any Medium or restrained by the whirlwind and is hurled 3d6 x
smaller objects that aren't secured to anything and 10 feet away from it in a random direction.
  

  
that aren't worn or carried by anyone.
  

  
A creature must make a Dexterity saving throw the
first time on a turn that it enters the whirlwind or that
  

  
the whirlwind enters its space, including when the
  

  
whirlwind first appears. A creature takes 10d6
bludgeoning damage on a failed save, or half as much
  

  
damage on a successful one. In addition, a Large or
  

  
smaller creature that fails the save must succeed on a
Strength saving throw or become restrained in the
whirlwind until the spell ends. When a creature starts
  

  
7 7
  

  
its turn restrained by the whirlwind, the creature is
pulled 5 feet higher inside it, unless the creature is at
the top. A restrained creature moves with the
 

 



whirlwind

Wizard (XGE) 7th level Evocation Wizard (XGE) 7th level Evocation
 
 
ABI-DALZIM'S HORRID WILTING ANTIMAGIC FIELD [1/3]






 

 
8 8
CASTING TIME RANGE CASTING TIME RANGE


1 action 150 feet

 

 
1 action Self (10-foot-radius




 
COMPONENTS DURATION sphere)


V, S, M Instantaneous COMPONENTS DURATION

 

 
V, S M Concentration, up to 1

 
a bit of sponge


hour


 


You draw the moisture from every creature in a
a pinch of powdered iron or iron filings

 
30-foot cube centered on a point you choose

  

  
within range. Each creature in that area must A 10-foot-radius invisible sphere of antimagic



make a Constitution saving throw. Constructs surrounds you. This area is divorced from the magical
and undead aren't affected, and plants and water energy that suffuses the multiverse. Within the


elementals make this saving throw with sphere, spells can't be cast, summoned creatures
disadvantage. A creature takes 12d8 necrotic disappear, and even magic items become mundane.
damage on a failed save, or half as much damage Until the spell ends, the sphere moves with you,

  

  
on a successful one. centered on you.

  

  
Nonmagical plants in the area that aren't Spells and other magical effects, except those created
creatures, such as trees and shrubs, wither and by an artifact or a deity, are suppressed in the sphere

  

  
die instantly. and can't protrude into it. A slot expended to cast a

  

  
suppressed spell is consumed. While an effect is
suppressed, it doesn't function, but the time it spends

  

  
suppressed counts against its duration.

  

  
Targeted Effects: Spells and other magical effects,
such as magic missile and charm person, that target a

  

  
8 8
creature or an object in the sphere have no effect on

  

  
that target.
Areas of Magic: The area of another spell or magical
effect, such as fireball, can't extend into the sphere. If

 

 



the sphere overlaps an area of magic, the part of the
area that is covered by the sphere is

Wizard (XGE) 8th level Necromancy Wizard 8th level Abjuration

 
 
ANTIMAGIC FIELD [2/3] ANTIMAGIC FIELD [3/3]





 

 
8 8
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self (10-foot-radius 1 action Self (10-foot-radius




 
sphere) sphere)


COMPONENTS DURATION COMPONENTS DURATION

 

 
V, S M Concentration, up to 1 V, S M Concentration, up to 1
 

hour hour

 


a pinch of powdered iron or iron filings a pinch of powdered iron or iron filings

 
  

  
suppressed. For example, the flames created by a wall

portal to another location, world, or plane of



of fire are suppressed within the sphere, creating a existence, as well as an opening to an
gap in the wall if the overlap is large enough. extradimensional space such as that created by


Spells: Any active spell or other magical effect on a the rope trick spells, temporarily closes while in
creature or an object in the sphere is suppressed while the sphere.
the creature or object is in it. Creatures and Objects: A creature or object
  

  
Magic Items: The properties and powers of magic
  

  
summoned or created by magic temporarily
items are suppressed in the sphere. For example, a +1 winks out of existence in the sphere. Such a
long sword in the sphere functions as a nonmagical creature instantly reappears once the space the
  

  
  

  
long sword. A magic weapon's properties and powers creature occupied is no longer within the sphere.
are suppressed if it is used against a target in the Dispel Magic: Spells and magical effects such
sphere or wielded by an attacker in the sphere. If a as dispel magic have no effect on the sphere.
  

  
magic weapon or piece of magic ammunition fully
  

  
Likewise, the spheres created by different
leaves the sphere (For example, if you fire a magic antimagic field spells don't nullify each other.
arrow or throw a magic spear at a target outside the
  

  
8 8
sphere), the magic of the item ceases to be suppressed
  

  
as soon as it exits.
Magical Travel: Teleportation and planar travel fail
 

 
to work in the sphere, whether the sphere is the



destination or the departure point for such magical
travel. A
Wizard 8th level Abjuration Wizard 8th level Abjuration
 
 
ANTIPATHY/SYMPATHY [1/3] ANTIPATHY/SYMPATHY [2/3]






 

 
8 8
CASTING TIME RANGE CASTING TIME RANGE


1 hour 60 feet 1 hour 60 feet

 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M 10 days V, S, M 10 days

 

 
 
either a lump of alum soaked in vinegar for the antipathy effect or either a lump of alum soaked in vinegar for the antipathy effect or


 


a drop of honey for the sympathy effect a drop of honey for the sympathy effect
This spell attracts or repels creatures of your choice. frightened, but the creature becomes frightened again

 
  

  
You target something within range, either a Huge or if it regains sight of the target or moves within 60 feet



smaller object or creature or an area that is no larger of it.
than a 200-foot cube. Then specify a kind of intelligent Sympathy: The enchantment causes the specified
creature, such as red dragons, goblins, or vampires. creatures to feel an intense urge to approach the


You invest the target with an aura that either attracts target while within 60 feet of it or able to see it. When
or repels the specified creatures for the duration. such a creature can see the target or comes within 60
Choose antipathy or sympathy as the aura's effect. feet of it, the creature must succeed on a Wisdom

  

  
  

  
Antipathy: The enchantment causes creatures of the saving throw or use its movement on each of its turns
kind you designated to feel an intense urge to leave to enter the area or move within reach of the target.
the area and avoid the target. When such a creature When the creature has done so, it can't willingly move

  

  
  

  
can see the target or comes within 60 feet of it, the away from the target. If the target damages or
creature must succeed on a Wisdom saving throw or otherwise harms an affected creature, the affected
become frightened. The creature remains frightened creature can make a Wisdom saving throw to end the

  

  
while it can see the target or is within 60 feet of it. effect, as described below.

  

  
While frightened by the target, the creature must use Ending the Effect: If an affected creature ends its
its movement to move to the nearest safe spot from turn while not within 60 feet of the target or able to

  

  
8 8
which it can't see the target. If the creature moves see it, the creature makes a Wisdom saving throw. ON

  

  
more than 60 feet from the target and can't see it, the a successful save, the creature is no longer affected by
creature is no longer the target and recognizes the feeling of repugnance or

 

 
attraction as magical. In addition,




Wizard 8th level Enchantment Wizard 8th level Enchantment

 
 
ANTIPATHY/SYMPATHY [3/3] CLONE





 

 
8 8
CASTING TIME RANGE
CASTING TIME RANGE


1 hour 60 feet
 

 
1 hour Touch




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S, M 10 days

 
V, S, M Instantaneous


 
either a lump of alum soaked in vinegar for the antipathy effect or
 

a diamond worth at least 1,000 gp and at least 1 cubic inch of



 


a drop of honey for the sympathy effect
flesh of the creature that is to be cloned, which the spell
a creature affected by the spells is allowed consumes, and a vessel worth at least 2,000 gp that has a

 
  

  
another Wisdom saving throw every 24 hours sealable lid and is large enough to hold a Medium creature, such



while the spell persists. A creature that as a huge urn, coffin, mud-filled cyst in the ground, or crystal
container filled with salt water
successfully saves against this effect is immune


to it for 1 minute, after which time it can be This spell grows an inert duplicate of a living
affected again. creature as a safeguard against death. This clone
forms inside as a sealed vessel and grows to full
  

  
size and maturity after 120 days you can also
  

  
choose to have the clone be a younger version of
the same creature. It remains inert and endures
  

  
indefinitely, as long as its vessel remains
  

  
undisturbed.
At any time after the clone matures, if the
  

  
original creature dies, its soul transfers to the
  

  
clone, provided that the soul is free and willing to
return. The clone is physically identical to the
  

  
8 8
original and has the same personality, memories,
  

  
and abilities, but none of the original's
equipment. The original creature's physical
 

 
remains, if they still exist, become inert and can't



thereafter be restored to life, since the
creature's soul is elsewhere.
Wizard 8th level Enchantment Wizard 8th level Necromancy
 
 
CONTROL WEATHER [1/2] CONTROL WEATHER [2/2]






 

 
8 8
CASTING TIME RANGE CASTING TIME RANGE


 

 
10 minutes Self (5-mile radius) 10 minutes Self (5-mile radius)




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 8 V, S, M Concentration, up to 8


 
hours hours

 


 


burning incense and bits of earth and wood mixed in water burning incense and bits of earth and wood mixed in water

 
You take control of the weather within 5 miles of you Stage 6 - Arctic cold

  

  



for the duration. You must be outdoors to cast this Wind: Stage 1 - Calm Stage 2 - Moderate wind
spell. Moving to a place where you don't have a clear Stage 3 - Strong wind Stage 4 - Gale Stage 5 -
path to the sky ends the spell early. Storm


When you cast the spell, you change the current
weather conditions, which are determined by the DM
based on the climate and season.

  

  
You can change precipitation, temperature, and wind.

  

  
It takes 1d4 x 10 minutes for the new conditions to
take effect. Once they do so, you can change the

  

  
conditions again. When the spell ends, the weather

  

  
gradually returns to normal. When you change the
weather conditions, find a current condition on the

  

  
following tables and change its stage by one, up or

  

  
down. When changing the wind, you can change its
direction.
Precipitation: Stage 1 - Clear Stage 2 - Light clouds

  

  
8 8

  

  
Stage 3 - Overcast or ground fog Stage 4 - Rain, hail or
snow Stage 5 - Torrential rain, driving hail or blizzard
Temperature: Stage 1 - Unbearable heat Stage 2 -

 

 



Hot Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold

Wizard 8th level Transmutation Wizard 8th level Transmutation

 
 
DEMIPLANE DOMINATE MONSTER [1/2]





 

 
8 8
CASTING TIME RANGE
CASTING TIME RANGE


1 action 60 feet
 

 
1 action 60 feet




 
COMPONENTS DURATION
COMPONENTS DURATION


V, S Concentration, up to 1

 
S 1 hour hour


 
 

You create a shadowy door on a flat solid surface You attempt to beguile a creature that you can see

 


that you can see within range. The door is large within range. It must succeed on a Wisdom saving

 
enough to allow Medium creatures to pass throw or be charmed by you for the duration. If you or
  

  
through unhindered. When opened, the door creatures that are friendly to you are fighting it, it has



leads to a demiplane that appears to be an empty advantage on the saving throw.
room 30 feet in each dimension, made of wood While the creature is charmed, you have a telepathic


or stone. When the spell ends, the door link with it as long as the two of you are on the same
disappears, and any creatures or objects inside plane of existence. You can use this telepathic link to
the demiplane remain trapped there, as the door issue commands to the creature while you are
  

  
also disappears from the other side. conscious (no action required), which it does its best
  

  
Each time you cast this spell, you can create a to obey. You can specify a simple and general course of
new demiplane, or have the shadowy door action, such as Attack that creature, Run over there,
  

  
connect to a demiplane you created with a or Fetch that object. If the creature completes the
  

  
previous casting of this spell. Additionally, if you order and doesn't receive further direction from you,
it defends and preserves itself to the best of its ability.
know the nature and contents of a demiplane You can use your action to take total and precise
  

  
created by a casting of this spell by another
  

  
control of the target. Until the end of your next turn,
creature, you can have the shadowy door the creature takes only the actions you choose, and
connect to its demiplane instead. doesn't do anything that you don't allow it to do.
  

  
8 8
  

  
During this time, you can also cause the creature to
use a reaction, but this requires you to use your own
reaction as well.
 

 
Each time the target takes damage, it makes a new



Wisdom saving throw against the spell. If the saving

Wizard 8th level Conjuration Wizard 8th level Enchantment


 
 
DOMINATE MONSTER [2/2] FEEBLEMIND






 

 
8 8
CASTING TIME RANGE CASTING TIME RANGE


1 action 60 feet

 

 
1 action 150 feet




 
COMPONENTS DURATION COMPONENTS DURATION


V, S Concentration, up to 1

 
hour V, S, M Instantaneous


 
 

throw succeeds, the spell ends. a handful of clay, crystal, glass, or mineral spheres


 


At Higher Levels: When you cast this spell You blast the mind of a creature that you can see

 
with a 9th-level spell slot, the duration is

  

  
within range, attempting to shatter its intellect
concentration, up to 8 hours.



and personality. The target takes 4d6 psychic
damage and must make an Intelligence saving
throw.


On a failed save, the creature's Intelligence and
Charisma scores become 1. The creature can't
cast spells, activate magic items, understand

  

  
  

  
language, or communicate in any intelligible way.
The creature can, however, identify its friends,
follow them, and even protect them.

  

  
  

  
At the end of every 30 days, the creature can
repeat its saving throw against this spell. If it
succeeds on its saving throw, the spell ends.

  

  
  

  
The spell can also be ended by greater restoration,
heal or wish.

  

  
8 8

  

  
 

 



Wizard 8th level Enchantment Wizard 8th level Enchantment

 
 
ILLUSORY DRAGON [1/2] ILLUSORY DRAGON [2/2]





 

 
8 8
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
S Concentration, up to 1 S Concentration, up to 1


 
minute minute
 


 


By gathering threads of shadow material from the A creature that uses an action to examine the
Shadowfell, you create a Huge shadowy dragon in an dragon can determine that it is an illusion by

 
  

  
unoccupied space that you can see within range. The succeeding on an Intelligence (Investigation)



illusion lasts for the spell's duration and occupies its check against your spell save DC. If a creature
space, as if it were a creature. discerns the illusion for what it is, the creature
When the illusion appears, any of your enemies that


can see through it and has advantage on saving
can see it must succeed on a Wisdom saving throw or throws against its breath.
become frightened of it for 1 minute. If a frightened
creature ends its turn in a location where it doesn't
  

  
  

  
have line of sight to the illusion, it can repeat the
saving throw, ending the effect on itself on a success.
As a bonus action on your turn, you can move the
  

  
illusion up to 60 feet. At any point during its
  

  
movement, you can cause it to exhale a blast of energy
in a 60-foot cone originating from its space. When you
  

  
create the dragon, choose a damage type: acid, cold,
  

  
fire, lightning, necrotic, or poison. Each creature in the
cone must make an Intelligence saving throw, taking
  

  
8 8
7d6 damage of the chosen damage type on a failed
  

  
save, or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff
 

 
used to create it, but attacks miss it automatically, it



succeeds on all saving throws, and it is immune to all
damage and conditions.
Wizard (XGE) 8th level Illusion Wizard (XGE) 8th level Illusion
 
 
INCENDIARY CLOUD MADDENING DARKNESS






 

 
8 8
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 150 feet 1 action 150 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 1 V, M Concentration, up to 10


 
minute minutes

 


 


A swirling cloud of smoke shot through with a drop of pitch mixed with a drop of mercury
white-hot embers appears in a 20-foot-radius

 
Magical darkness spreads from a point you

  

  
sphere centered on a point within range. The



cloud spreads around corners and is heavily choose with in range to fill a 60-foot-radius
obscured. It lasts for the duration or until a wind sphere until the spell ends. The darkness spreads
around corners. A creature with darkvision can't


of moderate or greater speed (at least 10 miles
per hour) disperses it. see through this darkness. Nonmagical light, as
When the cloud appears, each creature in it must well as light c reated by spells of 8th level or
lower, can't illuminate the area.

  

  
make a Dexterity saving throw. A creature takes

  

  
10d8 fire damage on a failed save, or half as Shrieks, gibbering, and mad laughter can be
much damage on a successful one. A creature heard within the sphere. Whenever a creature
starts its turn in the sphere, it must make a

  

  
must also make this saving throw when it enters

  

  
the spell's area for the first time on a turn or Wisdom saving throw, taking 8d8 psychic
ends its turn there. damage on a failed save, or half as much damage
on a successful one.

  

  
The cloud moves 10 feet directly away from you

  

  
in a direction that you choose at the start of each
of your turns.

  

  
8 8

  

  
 

 



Wizard 8th level Conjuration Wizard (XGE) 8th level Evocation

 
 
MAZE MIGHTY FORTRESS [1/3]





 

 
8 8
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 minute 1 mile




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S Concentration, up to 10 V, S, M Instantaneous


 
minutes
 

a diamond worth at least 500 gp, which the spell consumes



 


You banish a creature that you can see within A fortress of stone erupts from a square area of
range into a labyrinthine demiplane. The target

 
  

  
remains there for the duration or until it escapes ground of your choice that you can see within range.



The area is 120 feet on each side, and it must not have
the maze. any buildings or other structures on it. Any creatures
The target can use its action to attempt to in the area are harmlessly lifted up as the fortress


escape. When it does so, it makes a DC 20 rises.
Intelligence check. If it succeeds, it escapes, and The fortress has four turrets with square bases, each
the spell ends (a minotaur or goristro demon one 20 feet on a side and 30 feet tall, with one turret
  

  
automatically succeeds). on each corner. The turrets are connected to each
  

  
When the spell ends, the target reappears in the other by stone walls that are each 80 feet long,
space it left or, if that space is occupied, in the creating an enclosed area. Each wall is 1 foot thick and
  

  
nearest unoccupied space. is composed of panels that are 10 feet wide and 20
  

  
feet tall. Each panel is contiguous with two other
panels or one other panel and a turret. You can place
  

  
up to four stone doors in the fortress's outer wall.
  

  
A small keep stands inside the enclosed area. The keep
has a square base that is 50 feet on each side, and it
  

  
8 8
has three floors with 10-foot-high ceilings. Each of the
  

  
floors can be divided into as many rooms as you like,
provided each room is at least 5 feet on each side. The
floors of the
 

 



Wizard 8th level Conjuration Wizard (XGE) 8th level Conjuration
 
 
MIGHTY FORTRESS [2/3] MIGHTY FORTRESS [3/3]






 

 
8 8
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute 1 mile 1 minute 1 mile




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous V, S, M Instantaneous


 
 

a diamond worth at least 500 gp, which the spell consumes a diamond worth at least 500 gp, which the spell consumes


 


keep are connected by stone staircases, its walls are 6 sinks back into the ground, leaving any creatures

 
  

  
inches thick, and interior rooms can have stone doors that were inside it safely on the ground.



or open archways as you choose. The keep is furnished Casting this spell on the same spot once every 7
and decorated however you like, and it contains days for a year makes the fortress permanent.
sufficient food to serve a nine-course banquet for up


to 100 people each day. Furnishings, food, and other
objects created by this spell crumble to dust if
removed from the fortress.

  

  
A staff of one hundred invisible servants obeys any

  

  
command given to them by creatures you designate
when you cast the spell. Each servant functions as if

  

  
created by the unseen servant spell.

  

  
The walls, turrets, and keep are all made of stone that
can be damaged. Each 10-foot-by-10-foot section of

  

  
stone has AC 15 and 30 hit points per inch of

  

  
thickness. It is immune to poison and psychic damage.
Reducing a section of stone to 0 hit points destroys it

  

  
8 8
and might cause connected sections to buckle and

  

  
collapse at the DM's discretion.
After 7 days or when you cast this spell somewhere

 

 
else, the fortress harmlessly crumbles and




Wizard (XGE) 8th level Conjuration Wizard (XGE) 8th level Conjuration

 
 
MIND BLANK POWER WORD STUN





 

 
8 8
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Touch 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S 24 hours V Instantaneous


 
 

Until the spell ends, one willing creature you You speak a word of power that can overwhelm

 


touch is immune to psychic damage, any effect the mind of one creature you can see within

 
that would sense its emotions or read its range, leaving it dumbfounded. If the target has
  

  
thoughts, divination spells, and the charmed 150 hit points or fewer, it is stunned. Otherwise,



condition. The spell even foils wish spells and the spell has no effect.
spells or effects of similar power used to affect The stunned target must make a Constitution


the target's mind or to gain information about saving throw at the end of each of its turns. On a
the target. successful save, this stunning effect ends.
  

  
  

  
  

  
  

  
  

  
  

  
  

  
8 8
  

  
 

 



Wizard 8th level Abjuration Wizard 8th level Enchantment
 
 
SUNBURST TELEPATHY






 

 
8 8
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 150 feet 1 action Unlimited




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous V, S, M 24 hours


 
 

fire and a piece of sunstone a pair of linked silver rings


 


Brilliant sunlight flashes in a 60-foot radius You create a telepathic link between yourself

 
  

  
centered on a point you choose within range. and a willing creature with which you are



Each creature in that light must make a familiar. The creature can be anywhere on the
Constitution saving throw. On a failed save, a same plane of existence as you. The spell ends if
creature takes 12d6 radiant damage and is you or the target are no longer on the same


blinded for 1 minute. On a successful save, it plane.
takes half as much damage and isn't blinded by Until the spell ends, you and the target can
this spell. Undead and oozes have disadvantage instantaneously share words, images, sounds,

  

  
  

  
on this saving throw. and other sensory messages with one another
A creature blinded by this spell makes another through the link, and the target recognizes you
Constitution saving throw at the end of each of as the creature it is communicating with. The

  

  
  

  
its turns. On a successful save, it is no longer spell enables a creature with an Intelligence
blinded. score of at least 1 to understand the meaning of
This spell dispels any darkness in its area that your words and take in the scope of any sensory

  

  
  

  
was created by a spell. messages you send to it.

  

  
8 8

  

  
 

 



Wizard 8th level Evocation Wizard 8th level Evocation

 
 
ASTRAL PROJECTION [1/3] ASTRAL PROJECTION [2/3]





 

 
9 9
CASTING TIME RANGE CASTING TIME RANGE


1 hour 10 feet 1 hour 10 feet
 

 




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Special V, S, M Special

 

 
for each creature you affect with this spell, you must provide one
  for each creature you affect with this spell, you must provide one


 


jacinth worth at least 1,000 gp and one ornately carved bar of jacinth worth at least 1,000 gp and one ornately carved bar of
silver worth at least 100 gp, all of which the spell consumes silver worth at least 100 gp, all of which the spell consumes

 
  

  
You and up to eight willing creatures within range were on when casting this spell, your body and



project your astral bodies into the Astral Plane (the possessions are transported along the silver cord,
spell fails and the casting is wasted if you are already allowing you to re-enter your body as you enter the
on that plane). The material body you leave behind is new plane. Your astral form is a separate incarnation.


unconscious and in a state of suspended animation, it Any damage or other effects that apply to it have no
doesn't need food or air and doesn't age. effect on your physical body, nor do they persist when
Your astral body resembles your mortal form in almost you return to it.
  

  
  

  
every way, replicating your game statistics and The spell ends for you and your companions when you
possessions. The principal difference is the addition of use your action to dismiss it. When the spell ends, the
a silvery cord that extends from between your affected creature returns to its physical body, and it
  

  
shoulder blades and trails behind you, fading to awakens. The spell might also end early for you or one
  

  
invisibility after 1 foot. This cord is your tether to your of your companions. A successful dispel magic spell
material body. As long as the tether remains intact, used against an astral or physical body ends the spell
  

  
you can find your way home. If the cord is cut-
  

  
for that creature. If a creature's original body or its
something that can happen only when an effect astral form drops to 0 hit points, the spell ends for that
specifically states that it does-your soul and body are creature. If the spell ends and the silver cord is intact,
  

  
9 9
separated, killing you instantly. the cord pulls the creature's astral form back to its
  

  
Your astral form can freely travel through the Astral body, ending its state of suspended animation.
Plane and can pass through portals there leading to If you are returned to your body prematurely, your
 

 
any other plane. If you enter a new plane or return to companions remain in their astral forms and must



the plane you

Wizard 9th level Necromancy Wizard 9th level Necromancy


 
 
ASTRAL PROJECTION [3/3] BLADE OF DISASTER






 

 
9 9
CASTING TIME RANGE CASTING TIME RANGE


1 hour 10 feet

 

 
1 bonus action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION


V, S, M Special

 
V, S Concentration, up to 1


 
minute

 
for each creature you affect with this spell, you must provide one


 


jacinth worth at least 1,000 gp and one ornately carved bar of
silver worth at least 100 gp, all of which the spell consumes You create a blade-shaped planar rift about 3
feet long in an unoccupied space you can see

 
  

  
find their own way back to their bodies, usually within range. The blade lasts for the duration.



by dropping to 0 hit points. When you cast this spell, you can make up to two
melee spell attacks with the blade, each one


against a creature, loose object, or structure
within 5 feet of the blade. On a hit, the target
takes 4d12 force damage. This attack scores a

  

  
critical hit if the number on the d20 is 18 or

  

  
higher. On a critical hit, the blade deals an extra
8d12 force damage (for a total of 12d12 force

  

  
damage).

  

  
As a bonus action on your turn, you can move the
blade up to 30 feet to an unoccupied space you

  

  
can see and then make up to two melee spell

  

  
attacks with it again.
The blade can harmlessly pass through any

  

  
9 9
barrier, including a Wall of Force.

  

  
 

 



Wizard 9th level Necromancy Wizard (TCE) 9th-level conjuration

 
 
FORESIGHT GATE [1/2]





 

 
9 9
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute Touch 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M 8 hours V, S, M Concentration, up to 1


 
minute
 

a hummingbird feather

 


a diamond worth at least 5,000 gp
You touch a willing creature and bestow a

 
You conjure a portal linking an unoccupied space you
  

  
limited ability to see into the immediate future.



For the duration, the target can't be surprised can see within range to a precise location on a
and has advantage on attack rolls, ability checks, different plane of existence. The portal is a circular
and saving throws. Additionally, other creatures opening, which you can make 5 to 20 feet in diameter.


have disadvantage on attack rolls against the You can orient the portal in any direction you choose.
target for the duration. The portal lasts for the duration.
The portal has a front and a back on each plane where
This spell immediately ends if you cast it again
  

  
it appears. Travel through the portal is possible only by
  

  
before its duration ends. moving through its front. Anything that does so is
instantly transported to the other plane, appearing in
  

  
the unoccupied space nearest to the portal.
  

  
Deities and other planar rulers can prevent portals
created by this spell from opening in their presence or
  

  
anywhere within their domains.
  

  
When you cast this spell, you can speak the name of a
specific creature (a pseudonym, title, or nickname
doesn't work). If that creature is on a plane other than
  

  
9 9
  

  
the one you are on, the portal opens in the named
creature's immediate vicinity and draws the creature
through it to the nearest unoccupied space on your
 

 



side of the portal.

Wizard 9th level Divination Wizard 9th level Conjuration


 
 
GATE [2/2] IMPRISONMENT [1/3]






 

 
9 9
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 minute 30 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Until dispelled


 
minute

 

a vellum depiction or a carved statuette in the likeness of the


 


a diamond worth at least 5,000 gp target, and a special component that varies according to the
version of the spell you choose, worth at least 500 gp per Hit Die

 
You gain no special power over the creature, and

  

  
of the target



it is free to act as the DM deems appropriate. It
might leave, attack you, or help you. You create a magical restraint to hold a creature that
you can see within range. The target must succeed on


a Wisdom saving throw or be bound by the spell, if it
succeeds, it is immune to this spell if you cast it again.
While affected by this spell, the creature doesn't need

  

  
to breathe, eat, or drink, and it doesn't age. Divination

  

  
spells can't locate or perceive the target.
When you cast the spell, you choose one of the

  

  
following forms of imprisonment.

  

  
Burial: The target is entombed far beneath the earth
in a sphere of magical force that is just large enough to

  

  
contain the target. Nothing can pass through the

  

  
sphere, nor can any creature teleport or use planar
travel to get into or out of it.
The special component for this version of the spell is a

  

  
9 9

  

  
small mithral orb.
Chaining: Heavy chains, firmly rooted in the ground,
hold the target in place. The target is restrained until

 

 



the spell ends, and it can't move or be moved by any
means until then.
The special component for this version of the spell
Wizard 9th level Conjuration Wizard 9th level Abjuration

 
 
IMPRISONMENT [2/3] IMPRISONMENT [3/3]





 

 
9 9
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 minute 30 feet 1 minute 30 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Until dispelled V, S, M Until dispelled


 
 

a vellum depiction or a carved statuette in the likeness of the a vellum depiction or a carved statuette in the likeness of the

 


target, and a special component that varies according to the target, and a special component that varies according to the
version of the spell you choose, worth at least 500 gp per Hit Die version of the spell you choose, worth at least 500 gp per Hit Die

 
  

  
of the target of the target



is a fine chain of precious metal. rare soporific herbs.
Hedged Prison: The spell transports the target into Ending the Spell: During the casting of the spell, in


a tiny demiplane that is warded against teleportation any of its versions, you can specify a condition that will
and planar travel. The demiplane can be a labyrinth, a cause the spell to end and release the target. The
cage, a tower, or any similar confined structure or area condition can be as specific or as elaborate as you
  

  
of your choice. choose, but the DM must agree that the condition is
  

  
The special component for this version of the spell is a reasonable and has a likelihood of coming to pass. The
miniature representation of the prison made from conditions can be based on a creature's name, identity,
  

  
jade. or deity but otherwise must be based on observable
  

  
Minimus Containment: The target shrinks to a actions or qualities and not based on intangibles such
height of 1 inch and is imprisoned inside a gemstone as level, class, or hit points.
  

  
or similar object. Light can pass through the gemstone A dispel magic spell can end the spell only if it is cast
  

  
normally (allowing the target to see out and other as a 9th-level spell, targeting either the prison or the
creatures to see in), but nothing else can pass through, special component used to create it.
even by means of teleportation or planar travel. The You can use a particular special component to create
  

  
9 9
  

  
gemstone can't be cut or broken while the spell only one prison at a time. If you cast the spell again
remains in effect. using the same component, the target of the first
The special component for this version of the spell is a casting is immediately freed from its binding.
 

 



large, transparent gemstone, such as a corundum,
diamond, or ruby.
Slumber: The target falls asleep and can't be awoken.
Wizard 9th level Abjuration Wizard 9th level Abjuration
 
 
INVULNERABILITY MASS POLYMORPH [1/2]






 

 
9 9
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 10 V, S, M Concentration, up to 1


 
minutes hour

 


 


a small piece of adamantine worth at least 500 gp, which the a caterpillar cocoon
spell consumes

 
You transform up to ten creatures of your choice that

  

  
You are immune to all damage until the spell



you can see within range. An unwilling target must
ends. succeed on a Wisdom saving throw to resist the
transformation. An unwilling shapechanger


automatically succeeds on the save.
Each target assumes a beast form of your choice, and
you can choose the same form or different ones for

  

  
each target. The new form can be any beast you have

  

  
seen whose challenge rating is equal to or less than
the target's (or half the target's level, if the target

  

  
doesn't have a challenge rating). The target's game

  

  
statistics, including mental ability scores, are replaced
by the statistics of the chosen beast, but the target

  

  
retains its hit points, alignment, and personality.

  

  
Each target gains a number of temporary hit points
equal to the hit points of its new form. These
temporary hit points can't be replaced by temporary

  

  
9 9

  

  
hit points from another source. A target reverts to its
normal form when it bas no more temporary hit points
or it dies. If the spell ends before then, the creature

 

 



loses all its

Wizard (XGE) 9th level Abjuration Wizard (XGE) 9th level Transmutation

 
 
MASS POLYMORPH [2/2] METEOR SWARM





 

 
9 9
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 120 feet 1 action 1 mile




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S Instantaneous


 
hour
 

Blazing orbs of fire plummet to the ground at



 


a caterpillar cocoon four different points you can see within range.

 
temporary hit points and reverts to its normal Each creature in a 40-foot-radius sphere
  

  
centered on each point you choose must make a



form.
The creature is limited in the actions it can Dexterity saving throw. The sphere spreads
perform by the nature of its new form. It can't around corners. A creature takes 20d6 fire


speak, cast spells, or do anything else that damage and 20d6 bludgeoning damage on a
requires hands or speech. failed save, or half as much damage on a
The target's gear melds into the new form. The successful one. A creature in the area of more
  

  
than one fiery burst is affected only once.
  

  
target can't activate, use, wield, or otherwise
benefit from any of its equipment. The spell damages objects in the area and ignites
flammable objects that aren't being worn or
  

  
carried.
  

  
  

  
  

  
  

  
9 9
  

  
 

 



Wizard (XGE) 9th level Transmutation Wizard 9th level Evocation
 
 
POWER WORD KILL PRISMATIC WALL [1/4]






 

 
9 9
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V Instantaneous V, S 10 minutes


 
 

You utter a word of power that can compel one A shimmering, multicolored plane of light forms a


 


creature you can see within range to die vertical opaque wall - up to 90 feet long, 30 feet high,
and 1 inch thick - entered on a point you can see

 
instantly. If the creature you chose has 100 hit

  

  
points or fewer, it dies. Otherwise, the spell has within range. Alternatively, you can shape the wall



no effect. into a sphere up to 30 feet in diameter centered on a
point you choose within range. The wall remains in
place for the duration. If you position the wall so that


it passes through a space occupied by a creature, the
spell fails, and your action and the spell slot are
wasted.

  

  
  

  
The wall sheds bright light out to a range of 100 feet
and dim light for an additional 100 feet. You and
creatures you designate at the time you cast the spell

  

  
  

  
can pass through and remain near the wall without
harm. If another creature that can see the wall moves
to within 20 feet of it or starts its turn there, the

  

  
creature must succeed on a Constitution saving throw

  

  
or become blinded for 1 minute.
The wall consists of seven layers, each with a different

  

  
9 9
color. When a creature attempts to reach into or pass

  

  
through the wall, it does so one layer at a time through
all the wall's layers. As it passes or reaches through

 

 
each layer, the creature must make a Dexterity saving




throw or be affected by that layer's properties as
described
Wizard 9th level Enchantment Wizard 9th level Abjuration

 
 
PRISMATIC WALL [2/4] PRISMATIC WALL [3/4]





 

 
9 9
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 60 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S 10 minutes V, S 10 minutes


 
 

below. surface, destroys this layer.



 


The wall can be destroyed, also one layer at a time, in Blue: The creature takes 10d6 cold damage on a
order from red to violet, by means specific to each failed save, or half as much damage on a successful

 
  

  
layer. Once a layer is destroyed, it remains so for the one. This layer can be destroyed by dealing at least 25



duration of the spell. A rod of cancellation destroys a fire damage to it.
prismatic wall, but an antimagic field has no effect on Indigo: On a failed save, the creature is restrained. It
must then make a Constitution saving throw at the


it.
Red: The creature takes 10d6 fire damage on a failed end of each of its turns. If it successfully saves three
save, or half as much damage on a successful one. times, the spell ends. If it fails its save three times, it
permanently turns to stone and is subjected to the
  

  
While this layer is in place, nonmagical ranged attacks
  

  
can't pass through the wall. The layer can be petrified condition. The successes and failures don't
destroyed by dealing at least 25 cold damage to it. need to be consecutive, keep track of both until the
Orange: The creature takes 10d6 acid damage on a creature collects three of a kind.
  

  
  

  
failed save, or half as much damage on a successful While this layer is in place, spells can't be cast through
one. While this layer is in place, magical ranged the wall. The layer is destroyed by bright light shed by
attacks can't pass through the wall. The layer is a daylight spell or a similar spell of equal or higher
  

  
  

  
destroyed by a strong wind. level.
Yellow: The creature takes 10d6 lightning damage on Violet: On a failed save, the creature is blinded. It
a failed save, or half as much damage on a successful must then make a Wisdom saving throw at the start of
  

  
9 9
your next turn. A successful save ends the blindness. If
  

  
one. This layer can be destroyed by dealing at least 60
force damage to it. it fails that save, the creature is transported to
Green: The creature takes 10d6 poison damage on a another plane of the DM's choosing and is no longer
 

 
failed save, or half as much damage on a successful blinded. (Typically, a creature that is on a plane that



one. A passwall spell, or another spell of equal or isn't its home plane is banished home, while other
greater level that can open a portal on a solid creatures are
Wizard 9th level Abjuration Wizard 9th level Abjuration
 
 
PRISMATIC WALL [4/4] PSYCHIC SCREAM






 

 
9 9
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 60 feet 1 action 90 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S 10 minutes S Instantaneous


 
 

usually cast into the Astral or Ethereal planes.) You unleash the power of your mind to blast the


 


This layer is destroyed by a dispel magic spell or a intellect of up to ten creatures of your choice

 
similar spell of equal or higher level that can end that you can see within range. Creatures that

  

  
spells and magical effects. have an Intelligence score of 2 or lower are



unaffected.
Each target must mak e an Intelligence saving


throw. On a failed save, a target takes 14d6
psychic damage and is stunned. On a successful
save, a target takes half as much damage and

  

  
isn't stunned. If a target is killed by this damage,

  

  
its head explodes, assuming it has one.
A stunned target can make an Intelligence saving

  

  
throw at the end ofeach of its turns. On a

  

  
successful save, the stunning effect ends.

  

  
  

  
  

  
9 9

  

  
 

 



Wizard 9th level Abjuration Wizard (XGE) 9th level Enchantment

 
 
SHAPECHANGE [1/3] SHAPECHANGE [2/3]





 

 
9 9
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1


 
hour hour
 


 


a jade circlet worth at least 1,500 gp, which you must place on a jade circlet worth at least 1,500 gp, which you must place on
your head before you cast the spell your head before you cast the spell

 
  

  
You assume the form of a different creature for the result of dropping to 0 hit points, any excess damage



duration. The new form can be any creature with a carries over to your normal form. As long as the excess
challenge rating equal to your level or lower. The damage doesn't reduce your normal form to 0 hit


creature can't be a construct or an undead, and you points, you aren't knocked unconscious.
must have seen the sort of creature at least once. You You retain the benefit of any features from your class,
transform into an average example of that creature, race, or other source and can use them, provided that
  

  
one without any class levels or the Spellcasting trait. your new form is physically capable of doing so. You
  

  
Your game statistics are replaced by the statistics of can't use any special senses you have (for example,
the chosen creature, though you retain your darkvision) unless your new form also has that sense.
  

  
alignment and Intelligence, Wisdom, and Charisma You can only speak if the creature can normally speak.
  

  
scores You also retain all of your skill and saving throw When you transform, you choose whether your
proficiencies, in addition to gaining those of the equipment falls to the ground, merges into the new
  

  
creature, If the creature has the same proficiency as form, or is worn by it. Worn equipment functions as
  

  
you, and the bonus listed in its statistics is higher than normal. The DM determines whether it is practical for
yours, use the creature's bonus in place of yours. You the new form to wear a piece of equipment, based on
can't use any legendary actions or lair actions of the the creature's shape and size. Your equipment doesn't
  

  
9 9
  

  
new form. change shape or size to match the new form, and any
You assume the hit points and Hit Dice of the new equipment that the new form can't wear must either
form. When you revert to your normal, you return to fall to the ground or merge into your new form.
 

 



the number of hit points you had before you Equipment that merges has no effect in that state.
transformed. If you revert as a

Wizard 9th level Transmutation Wizard 9th level Transmutation


 
 
SHAPECHANGE [3/3] TIME STOP






 

 
9 9
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V Instantaneous


 
hour

 

You briefly stop the flow of time for everyone


 


a jade circlet worth at least 1,500 gp, which you must place on but yourself. No time passes for other creatures,
your head before you cast the spell

 
while you take 1d4+1 turns in a row, during

  

  
During this spell's duration, you can use your which you can use actions and move as normal.



action to assume a different form following the This spell ends if one of the actions you use
same restrictions and rules for the original form, during this period, or any effects that you create


with one exception - if your new form has more during this period, affects a creature other than
hit pints than your current one, your hit points you or an object being worn or carried by
remain at their current value. someone other than you. In addition, the spell

  

  
ends if you move to a place more than 1,000 feet

  

  
from the location where you cast it.

  

  
  

  
  

  
  

  
  

  
9 9

  

  
 

 



Wizard 9th level Transmutation Wizard 9th level Transmutation

 
 
TRUE POLYMORPH [1/3] TRUE POLYMORPH [2/3]





 

 
9 9
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action 30 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1


 
hour hour
 


 


a drop of mercury, a dollop of gum arabic, and a wisp of smoke a drop of mercury, a dollop of gum arabic, and a wisp of smoke

 
Choose one creature with at least 1 hit point or assumes the hit points of its new form, and when it
  

  



nonmagical object that you can see within range. You reverts to its normal form, the creature returns to the
transform the creature into a different creature, the number of hit points it had before it transformed. If it
creature into an object, or the object into a creature reverts as a result of dropping to 0 hit points, any


(the object must be neither worn nor carried by excess damage carries over to its normal form. As long
another creature). The transformation lasts for the as the excess damage doesn't reduce the creature's
duration, or until the target drops to 0 hit points or normal form to 0 hit points, it isn't knocked
  

  
dies. If you concentrate on this spell for the full unconscious.
  

  
duration, the transformation becomes permanent. The creature is limited in the actions it can perform by
Shapechangers aren't affected by this spell. An the nature of its new form, and it can't speak, cast
  

  
unwilling creature can make a Wisdom saving throw, spells, or take any other action that requires hands or
  

  
and if it succeeds, it isn't affected by this spell. speech unless its new form is capable of such actions.
Creature into Creature: If you turn a creature into The target's gear melds into the new form. The
  

  
another kind of creature, the new form can be any creature can't activate, use, wield, or otherwise
  

  
kind you choose whose challenge rating is equal to or benefit from any of its equipment.
less than the target's (or its level, if the target doesn't Object into Creature: You can turn an object into
have a challenge rating). The target's game statistics, any kind of creature, as long as the creature's size is no
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9 9
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including mental ability scores, are replaced by the larger than the object's size and the creature's
statistics of the new form. It retains its alignment and challenge rating is 9 or lower. The creature is friendly
personality. to you and your companions. It acts on each of your
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


The target turns. You decide what

Wizard 9th level Transmutation Wizard 9th level Transmutation


 
 
TRUE POLYMORPH [3/3] WEIRD






 

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9 9
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action 30 feet 1 action 120 feet




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Concentration, up to 1 V, S Concentration, up to 1


 
hour minute

 


 


a drop of mercury, a dollop of gum arabic, and a wisp of smoke Drawing on the deepest fears of a group of
creatures, you create illusory creatures in their

 
action it takes and how it moves. The DM has the

  

  
minds, visible only to them. Each creature in a



creature's statistics and resolves all of its actions 30-foot-radius sphere centered on a point of
and movement. your choice within range must make a Wisdom
If the spell becomes permanent, you no longer


saving throw. On a failed save, a creature
control the creature. It might remain friendly to becomes frightened for the duration. The illusion
you, depending on how you have treated it. calls on the creature's deepest fears, manifesting
Creature into Object: If you turn a creature

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its worst nightmares as an implacable threat. At

  

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into an object, it transforms along with whatever the end of each of the frightened creature's
it is wearing and carrying into that form. The turns, it must succeed on a Wisdom saving throw
creature's statistics become those of the object,

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  
or take 4d10 psychic damage. On a successful

  

  
and the creature has no memory of time spent in save, the spell ends for that creature.
this form, after the spell ends and it returns to its
normal form.

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9 9

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
Wizard 9th level Transmutation Wizard 9th level Illusion

 
 
WISH [1/3] WISH [2/3]





 

 
9 9
CASTING TIME RANGE CASTING TIME RANGE


 

 
1 action Self 1 action Self




 
COMPONENTS DURATION COMPONENTS DURATION

 
V, S, M Instantaneous V, S, M Instantaneous


 
 

Wish is the mightiest spell a mortal creature can cast. last turn). Reality reshapes itself to accommodate the

 


By simply speaking aloud, you can alter the very new result. For example, a wish spell could undo an
foundations of reality in accord with your desires.

 
opponent's successful save, a foe's critical hit, or a
  

  
The basic use of this spell is to duplicate any other friend's failed save. You can force the reroll to be



spell of 8th level or lower. You don't need to meet any made with advantage or disadvantage, and you can
requirements in that spell, including costly choose whether to use the reroll or the original roll.
components. The spell simply takes effect.


You might be able to achieve something beyond the
Alternatively, you can create one of the following scope of the above examples. State your wish to the
effects of your choice. DM as precisely as possible. The DM has great
• You create one object of up to 25,000 gp in value latitude in ruling what occurs in such an instance, the
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that isn't a magic item. The object can be no more than greater the wish, the greater the likelihood that
300 feet in any dimension, and it appears in an something goes wrong. This spell might simply fail, the
unoccupied space you can see on the ground. effect you desire might only be partly achieved, or you
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  
  

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• You allow up to twenty creatures that you can see to might suffer some unforeseen consequence as a result
regain all hit points, and you end all effects on them of how you worded the wish. For example, wishing
described in the greater restoration spell. that a villain were dead might propel you forward in
  

  
  

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• You grant up to ten creatures that you can see time to a period when that villain is no longer alive,
resistance to a damage type you choose. effectively removing you from the game. Similarly,
• You grant up to ten creatures you can see immunity wishing for a legendary magic item or artifact might
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  
9 9
to a single spell or other magical effect for 8 hours. For instantly transport you to the presence of the item's
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instance, you could make yourself and all your current owner.
companions immune to a lich's life drain attack. The stress of casting this spell to produce any effect
 

 
• You undo a single recent event by forcing a reroll of other than duplicating another spell weakens you.



any roll made within the last round (including your After enduring that stress, each time you

Wizard 9th level Conjuration Wizard 9th level Conjuration




WISH [3/3]



 
9
CASTING TIME RANGE

 
1 action Self



COMPONENTS DURATION


V, S, M Instantaneous

 

cast a spell until you finish a long rest, you take


 
1d10 necrotic damage per level of that spell. This
damage can't be reduced or prevented in any

  
way. In addition, your Strength drops to 3, if it



isn't 3 or lower already, for 2d4 days. For each of
those days that you spend resting and doing


nothing more than light activity, your remaining
recovery time decreases by 2 days. Finally, there
is a 33 percent chance that you are unable to

  
cast wish ever again if you suffer this stress.

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  

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  

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9

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Wizard 9th level Conjuration

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