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D&D Spell List: Cantrips and Effects

The document lists various cantrips available in a role-playing game, detailing their casting time, duration, components, and effects. Each cantrip belongs to a specific school of magic, such as Evocation, Transmutation, or Enchantment, and includes spells like Mind Sliver, Elementalism, and Thunderclap. The document also specifies the classes that can use each cantrip, providing a comprehensive overview of their mechanics and usage.
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© All Rights Reserved
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100% found this document useful (1 vote)
55 views118 pages

D&D Spell List: Cantrips and Effects

The document lists various cantrips available in a role-playing game, detailing their casting time, duration, components, and effects. Each cantrip belongs to a specific school of magic, such as Evocation, Transmutation, or Enchantment, and includes spells like Mind Sliver, Elementalism, and Thunderclap. The document also specifies the classes that can use each cantrip, providing a comprehensive overview of their mechanics and usage.
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

MIND SLIVER ELEMENTALISM

ACTION 60 FT 1 ROUND V ACTION 30 FT INSTANT V, S


ENCHANTMENT CANTRIP TRANSMUTATION CANTRIP

STARRY WISP SORCEROUS BURST


ACTION 60 FT INSTANT V, S ACTION 120 FT INSTANT V, S
EVOCATION CANTRIP EVOCATION CANTRIP
ELEMENTALISM MIND SLIVER
TRANSMUTATION CANTRIP ENCHANTMENT CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action 1 Round

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Somatic 30 Feet Verbal 60 Feet

You exert control over the elements, creating one of the


You drive a disorienting spike of psychic energy into
following effects within range.
Beckon Air. Create a breeze strong enough to ripple
the mind of one creature you can see within range.
cloth, stir dust, rustle leaves, and close open doors and The target must succeed on an Intelligence saving
shutters, all in a 5-foot cube. Doors and shutters being held throw or take 1d6 psychic damage and subtract 1d4
open by someone or something aren't affected. from the next saving throw it makes before the end
Beckon Earth. Create a thin shroud of dust or sand that of your next turn.
covers surfaces in a 5-foot-square area. or you cause a single At H igher Levels. This spell’s damage increases
word to appear in your handwriting in a patch of dirt or by 1d6 when you reach certain levels: 5th level (2d6),
sand.
Beckon Fire. Create a thin cloud of harmless embers and
11th level (3d6), and 17th level (4d6).
colored, scented smoke in a 5-foot cube. You choose the
color and scent, and the embers can light candles, torches, or
lamps in that area. The smoke's scent lingers for 1 minute.
Beckon Water. Create a spray of cool mist that lightly
dampens creatures and objects in a 5-foot cube.
Alternatively, you create 1 cup of clean water either in an
open container or on a surface, and the water evaporates in 1
minute.
Sculpt Element. Cause dirt, sand, fire, smoke, mist, or
water that can fit in a 1-foot cube to assume a crude shape
(such as that of a creature) for 1 hour.

DRUID, SORCERER, WIZARD SORCERER, WARLOCK, WIZARD

SORCEROUS BURST STARRY WISP


EVOCATION CANTRIP EVOCATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Somatic 120 Feet Verbal, Somatic 60 Feet

You cast sorcerous energy at one creature or object You launch a mote of light at one creature or object
within range. Make a ranged attack roll against the within range. Make a ranged spell attack against the
target. On a hit, the target takes 1d8 damage of a type target. On a hit, the target takes 1d8 Radiant damage,
you choose: Acid, Cold, Fire, Lightning, Poison, and until the end of your next turn, it emits Dim
Psychic or Thunder. Light in a 10-foot radius and can’t benefit from the
If you roll an 8 on a d8 for this spell, you can roll Invisible condition.
another d8, and add it to the damage. When you cast At Higher Levels: The damage increases by 1d8
this spell, the maximum these d8s you can add to the when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8).
spell’s damage equals your spellcasting ability
modifier.
At Higher Levels: The damage increases by 1d8
when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8).

SORCERER BARD, DRUID


LIGHTNING LURE GUST
ACTION TOUCH 1 HOUR V, S ACTION 30 FT INSTANT V, S
EVOCATION CANTRIP TRANSMUTATION CANTRIP

BOOMING BLADE GREEN FLAME BLADE


ACTION 60 FT INSTANT V, S ACTION 120 FT INSTANT V, S
EVOCATION CANTRIP EVOCATION CANTRIP
GUST LIGHTNING LURE
TRANSMUTATION CANTRIP EVOCATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Somatic 30 Feet Verbal Self
(15-foot radius)

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


You create a lash of lightning energy that strikes at
following effects at a point you can see within range:
one creature of your choice that you can see within
• One Medium or smaller creature that you choose
15 feet of you. The target must succeed on a
must succeed on a Strength saving throw or be
Strength saving throw or be pulled up to 10 feet in a
pushed up to 5 feet away from you.
straight line toward you and then take 1d8 lightning
• You create a small blast of air capable of moving
damage if it is within 5 feet of you.
one object that is neither held nor carried and
that weighs no more than 5 pounds. The object
At H igher Levels. This spell's damage increases
by 1d8 when you reach 5th level (2d8), 11th level
is pushed up to 10 feet away from you. It isn’t
(3d8), and 17th level (4d8).
pushed with enough force to cause damage.
• You create a harmless sensory affect using air,
such as causing leaves to rustle, wind to slam
shutters shut, or your clothing to ripple in a
breeze.

DRUID, SORCERER, WIZARD ARTIFICER, SORCERER, WARLOCK, WIZARD

GREEN FLAME BLADE BOOMING BLADE


EVOCATION CANTRIP EVOCATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action 1 Round

COMPONENTS RANGE COMPONENTS RANGE


Somatic, Material Self Verbal, Somatic Self
(5-foot radius) (5-foot radius)

You brandish the weapon used in the spell’s casting You brandish the weapon used in the spell’s casting
and make a melee attack with it against one creature and make a melee attack with it against one creature
within 5 feet of you. On a hit, the target suffers the within 5 feet of you. On a hit, the target suffers the
weapon attack’s normal effects, and you can cause weapon attack’s normal effects and then becomes
green fire to leap from the target to a different sheathed in booming energy until the start of your
creature of your choice that you can see within 5 feet next turn. If the target willingly moves 5 feet or more
of it. The second creature takes fire damage equal to before then, the target takes 1d8 thunder damage,
your spellcasting ability modifier. and the spell ends.
At H igher Levels. At 5th level, the melee attack At H igher Levels. At 5th level, the melee attack
deals an extra 1d8 fire damage to the target on a hit, deals an extra 1d8 thunder damage to the target on a
and the fire damage to the second creature increases hit, and the damage the target takes for moving
to 1d8 + your spellcasting ability modifier. Both increases to 2d8. Both damage rolls increase by 1d8
damage rolls increase by 1d8 at 11th level (2d8 and at 11th level (2d8 and 3d8) and again at 17th level
2d8) and 17th level (3d8 and 3d8). (3d8 and 4d8).

Components . A melee weapon worth at least 1 sp.

ARTIFICER, SORCERER, WARLOCK, WIZARD ARTIFICER, SORCERER, WARLOCK, WIZARD


SHOCKING GRASP ACID SPLASH
ACTION TOUCH C. 1 MIN V, S ACTION 60 FT INSTANT V, S
EVOCATION CANTRIP EVOCATION CANTRIP

SPARE THE DYING POISON SPRAY


ACTION 15 FT INSTANT V, S ACTION 30 FT INSTANT V, S
NECROMANCY CANTRIP CONJURATION CANTRIP
ACID SPLASH SHOCKING GRASP
EVOCATION CANTRIP EVOCATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Concentration,
up to 1 minute
COMPONENTS RANGE COMPONENTS RANGE
Verbal, Somatic 60 Feet Verbal, Somatic Touch

You create an acidic bubble at a point within range, Lightning springs from you to a creature that you try
where it explodes in a 5-foot-radius Sphere. Each to touch. Make a melee spell attack against the target.
creature in that Sphere must succeed on a Dexterity On a hit, the target takes 1d8 Lightning damage, and
saving throw or take 1d6 Acid damage. it can’t make Opportunity Attacks until the start of
At H igher Levels. The damage increases by 1d6 its next turn.
when you reach levels 5 (2d6), 11 (3d6) and 17 (4d6). At H igher Levels. The damage increases by 1d8
when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8).

ARTIFICER, SORCERER, WIZARD ARTIFICER, CLERIC, DRUID

POISON SPRAY SPARE THE DYING


CONJURATION CANTRIP NECROMANCY CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Somatic 30 Feet Verbal, Somatic 15 Feet

You spray toxic mist at a creature within range. Make


Choose a creature within range that has 0 Hit Points
a ranged spell attack against the target. On a hit, the
and isn’t dead. The creature becomes Stable.
target takes 1d12 Poison damage.
At H igher Levels. The range doubles when you
At H igher Levels . The damage increases by 1d12
reach levels 5 (30 feet), 11 (60 feet) and 17 (120 feet).
when you reach levels 5 (2d12), 11 (3d12), and 17
(4d12).

ARTIFICER, DRUID, SORCERER, WARLOCK, WIZARD ARTIFICER, CLERIC, DRUID


TRUE STRIKE THUNDERCLAP
ACTION SELF INSTANT S, M ACTION SELF INSTANT S
DIVINATION CANTRIP EVOCATION CANTRIP

THORN WHIP GUIDANCE


ACTION 30 FT INSTANT V, S, M ACTION TOUCH C. 1 MIN. V, S
TRANSMUTATION CANTRIP DIVINATION CANTRIP
THUNDERCLAP TRUE STRIKE
EVOCATION CANTRIP DIVINATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Instantaneous

COMPONENTS RANGE RANGE


COMPONENTS
Somatic Self Self
Somatic, Material

Each creature in a 5-foot Emanation originating


from you succeed on a Constitution saving throw or Guided by a flash of magical insight, you make one
take 1d6 thunder damage. The spell’s thunderous attack with the weapon used in the spell’s casting.
sound can be heard up to 100 feet away. The attack uses your spellcasting ability for the
At H igher Levels. The damage increases by 1d6 attack and damage rolls instead of using Strength or
when you reach levels 5 (2d6), 11 (3d6) and 17 (4d6). Dexterity. If the attack deals damage, it can be
Radiant damage or the weapon’s normal damage type
(your choice).
At H igher Levels . Whether you deal Radiant
damage or the weapon’s normal damage type, the
attack deals extra Radiant damage when you reach
levels 5 (1d6), 11 (2d6) and 17 (3d6).

Components . A weapon with which you have


proficiency and that is worth 1+ CP.

ARTIFICER, DRUID, SORCERER, WARLOCK, WIZARD ARTIFICER, BARD, SORCERER, WARLOCK, WIZARD

GUIDANCE THORN WHIP


DIVINATION CANTRIP TRANSMUTATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Instantaneous
up to 1 minute
COMPONENTS
COMPONENTS RANGE
RANGE Verbal, Somatic,
Verbal, Somatic 30 Feet
Touch Material

You touch a willing creature and choose a skill. Until You create a long, vine-like whip covered in thorns
the spell ends, the creature adds 1d4 to any ability that lashes out at your command toward a creature in
check using the chosen skill. range. Make a melee spell attack against the target. If
the attack hits, the creature takes 1d6 piercing
damage, and if the creature is Large or smaller, you
pull the creature up to 10 feet closer to you.
At H igher Levels. The damage increases by 1d6
when you reach levels 5 (2d6), 11 (3d6) and 17 (4d6).

Components . The stem of a plant with thorns.

ARTIFICER, CLERIC, DRUID ARTIFICER, DRUID


PRESTIDIGITATION MESSAGE
ACTION 10 FT 1 HOUR V, S ACTION 120 FT 1 ROUND S, M
TRANSMUTATION CANTRIP TRANSMUTATION CANTRIP

RAY OF FROST RESISTANCE


ACTION 60 FT INSTANT V, S ACTION TOUCH C. 1 MIN. V, S
EVOCATION CANTRIP ABJURATION CANTRIP
MESSAGE PRESTIDIGITATION
TRANSMUTATION CANTRIP TRANSMUTATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action 1 Round Action 1 Hour

COMPONENTS RANGE RANGE


COMPONENTS
Somatic, Material 120 Feet 10 Feet
Verbal, Somatic

You create a magical effect within range. Choose the


You point toward a creature within range and effect from the options below. If you cast this spell
whisper a message. The target (and only the target) multiple times, you can have up to three of its non-
hears the message and can reply in a whisper that instantaneous effects active at a time.
only you can hear. • Sensory Effect. You create an instantaneous,
You can cast this spell through solid objects if you harmless sensory effect, such as a shower of
are familiar with the target and know it is beyond the sparks, a puff of wind, faint musical notes, or an
barrier. Magical silence; 1 foot of stone, metal, or odd odor.
wood; or a thin sheet of lead blocks the spell. • Fire Play. You instantaneously light or snuff out a
candle, a torch, or a small campfire.
Components . A copper wire. • Clean or Soil. You instantaneously clean or soil an
object no larger than 1 cubic foot.
• Minor Sensation. You chill, warm, or flavor up to
1 cubic foot of nonliving material for 1 hour.
• Magic Mark. You make a color, a small mark, or
a symbol appear on an object or a surface for 1 hr.
• Minor Creation. You create a nonmagical trinket
or an illusory image that can fit in your hand. It
lasts until the end of your next turn. A trinket can
deal no damage and has no monetary worth.

ARTIFICER, BARD, DRUID, SORCERER, WIZARD ARTIFICER, BARD, SORCERER, WARLOCK, WIZARD

RESISTANCE RAY OF FROST


ABJURATION CANTRIP SOMETHING LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Instantaneous
up to 1 minute
COMPONENTS COMPONENTS RANGE
Verbal, Somatic RANGE Verbal, Somatic 60 Feet
Touch

A frigid beam of blue-white light streaks toward a


You touch a willing creature and choose a damage creature within range. Make a ranged spell attack
type: Acid, Bludgeoning, Cold, Fire, Lightning, against the target. On a hit, it takes 1d8 Cold damage,
Necrotic, Piercing, Poison, Radiant, Slashing or and its Speed is reduced by 10 feet until the start of
Thunder. your next turn.
When the creature takes damage of the chosen At H igher Levels. The damage increases by 1d8
type before the spell ends, the creature reduces the when you reach levels 5 (2d8), 11 (3d8), and 17
total damage taken by 1d4. A creature can benefit (4d8).
from this spell only once per turn.

ARTIFICER, CLERIC, DRUID ARTIFICER, SORCERER, WIZARD


FIRE BOLT DANCING LIGHTS
ACTION 120 FT INSTANT V, S ACTION 120 FT C. 1 MIN. V, S, M
EVOCATION CANTRIP ILLUSION CANTRIP

MAGE HAND LIGHT


ACTION 30 FT 1 MIN. V, S ACTION TOUCH 1 HOUR V, M
CONJURATION CANTRIP EVOCATION CANTRIP
DANCING LIGHTS FIRE BOLT
ILLUSION CANTRIP EVOCATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Instantaneous
up to 1 minute
COMPONENTS COMPONENTS RANGE
Verbal, Somatic, RANGE Verbal, Somatic 120 Feet
Material 120 Feet

You hurl a mote of fire at a creature or an object


You create up to four torch-size lights within range, within range. Make a ranged spell attack against the
making them appear as torches, lanterns, or glowing target. On a hit, the target takes 1d10 Fire damage. A
orbs that hover for the duration. Alternatively, you flammable object hit by this spell starts burning if it
combine the four lights into one glowing Medium isn’t being worn or carried.
form that is vaguely humanlike. Whichever form you At H igher Levels. The damage increases by 1d10
choose, each light sheds Dim Light in a 10-foot when you reach levels 5 (2d10), 11 (3d10), and 17
radius. (4d10).

As a Bonus Action, you can move the lights up to 60


feet to a space within range. A light must be within
20 feet of another light created by this spell, and a
light vanishes if it exceeds the spell’s range.

Components . A bit of phosphorus.

ARTIFICER, BARD, SORCERER, WIZARD ARTIFICER, SORCERER, WIZARD

LIGHT MAGE HAND


EVOCATION CANTRIP CONJURATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action 1 Hour Action 1 Minute

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Material Touch Verbal, Somatic 30 Feet

You touch one Large or smaller object that isn’t A spectral, floating hand appears at a point you
being worn or carried by someone else. Until the choose within range. The hand lasts for the duration.
spell ends, the object sheds Bright Light in a 20-foot The hand vanishes if it is ever more than 30 feet
radius and Dim Light for an additional 20 feet. The away from you or if you cast this spell again.
light can be colored as you like. When you cast the spell, you can use the hand to
Covering the object with something opaque manipulate an object, open an unlocked door or
blocks the light. The spell ends if you cast it again. container, stow or retrieve an item from an open
container, or pour the contents out of a vial.
Components . A firefly or phosphorescent moss. As a Magic action on your later turns, you can
control the hand thus again. As part of that action,
you can move the hand up to 30 feet.
The hand can’t attack, activate magic items, or
carry more than 10 pounds.

ARTIFICER, BARD, CLERIC, SORCERER, WIZARD ARTIFICER, BARD, SORCERER, WARLOCK, WIZARD
MENDING SHAPE WATER
1 MIN. TOUCH INSTANT V, S, M ACTION 30 FT INSTANT / 1 HR S
TRANSMUTATION CANTRIP TRANSMUTATION CANTRIP

DRUIDCRAFT ELDRITCH BLAST


ACTION 30 FT INSTANT V, S ACTION 120 FT INSTANT V, S
TRANSMUTATION CANTRIP EVOCATION CANTRIP
SHAPE WATER MENDING
TRANSMUTATION CANTRIP TRANSMUTATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous, 1 Minute Instantaneous
or 1 hour COMPONENTS
COMPONENTS RANGE
RANGE Verbal, Somatic,
Touch
Somatic 30 Feet Material

You choose an area of water that you can see within This spell repairs a single break or tear in an object
range and that fits within a 5-foot cube. You you touch, such as a broken chain link, two halves of
manipulate it in one of the following ways: a broken key, a torn cloak, or a leaking wineskin. As
• You instantaneously move or otherwise change long as the break or tear is no larger than 1 foot in
the flow of the water as you direct, up to 5 feet in any dimension, you mend it, leaving no trace of the
any direction. This movement doesn’t have former damage.
enough force to cause damage. This spell can physically repair a magic item, but it
• You cause the water to form into simple shapes can’t restore magic to such an object.
and animate at your direction. This change lasts
for 1 hour. Components . Two lodestones.
• 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 effects active
at a time, and you can dismiss such an effect as an
action.

DRUID, SORCERER, WIZARD ARTIFICER, BARD, CLERIC, DRUID, SORCERER, WIZARD

ELDRITCH BLAST DRUIDCRAFT


EVOCATION CANTRIP TRANSMUTATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Somatic 120 Feet Verbal, Somatic 30 Feet

You hurl a beam of crackling energy. Make a ranged Whispering to the spirits of nature, you create one of
spell attack against one creature or object in range. the following effects within range.
On a hit, the target takes 1d10 Force damage.
At Higher Levels. The spell creates two beams at Weather Sensor. You create a Tiny, harmless sensory
level 5, three beams at level 11, and four beams at effect that predicts what the weather will be at your
level 17. You can direct the beams at the same target location for the next 24 hours. The effect might
or at different ones. Make a separate attack roll for manifest as a golden orb for clear skies, a cloud for
each beam. rain, falling snowflakes for snow, and so on. This
effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed


pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect,


such as falling leaves, spectral dancing fairies, a gentle
breeze, the sound of an animal, or the faint odor of
skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or


a campfire.

WARLOCK DRUID
SWORD BURST MINOR ILLUSION
ACTION SELF / 5 FT INSTANT V ACTION 30 FT 1 MIN. S, M
CONJURATION CANTRIP ILLUSION CANTRIP

TOLL THE DEAD THAUMATURGY


ACTION 60 FT INSTANT V, S ACTION 30 FT 1 MIN. V
NECROMANCY CANTRIP TRANSMUTATION CANTRIP
MINOR ILLUSION SWORD BURST
ILLUSION CANTRIP CONJURATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Material 30 ft (5 ft cube) Verbal Self (5 ft radius)

You create a sound or an image of an object within range


that lasts for the duration. See the descriptions below for the You create a momentary circle of spectral blades that
effects of each. The illusion ends if you cast this spell again. sweep around you. All other creatures within 5 feet
If a creature takes a Study action to examine the sound or of you must each succeed on a Dexterity saving
image, the creature can determine that it is an illusion with a throw or take 1d6 force damage.
successful Intelligence (Investigation) check against your At Higher Levels. This spell’s damage increases
spell save DC. If a creature discerns the illusion for what it
by 1d6 when you reach 5th level (2d6), 11th level
is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a
(3d6), and 17th level (4d6).
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.
Image. If you create an image of an object—such as a
chair, muddy footprints, or a small chest—it must be no
larger than a 5-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, since things can
pass through it.

Components . A bit of fleece.

BARD, SORCERER, WARLOCK, WIZARD ARTIFICER, SORCERER, WARLOCK, WIZARD

THAUMATURGY TOLL THE DEAD


TRANSMUTATION CANTRIP NECROMANCY CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action 1 Minute Action Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal 30 Feet Verbal, Somatic 60 Feet

You manifest a minor wonder within range. You


You point at one creature you can see within range,
create one of the effects below within range. If you
and the sound of a dolorous bell fills the air around it
cast this spell multiple times, you can have up to three
for a moment. The target must succeed on a Wisdom
of its 1-minute effects active at a time.
saving throw or take 1d8 necrotic damage. If the
Altered Eyes. You alter the appearance of your
target is missing any of its hit points, it instead takes
eyes for 1 minute.
1d12 necrotic damage.
Booming Voice. Your voice booms up to three
At H igher Levels. The spell’s damage increases
times as loud as normal for 1 minute. For the
by one die when you reach 5th level (2d8 or 2d12),
duration, you have Advantage on Charisma
11th level (3d8 or 3d12), and 17th level (4d8 or
(Intimidation) checks.
4d12).
Fire Play. You cause flames to flicker, brighten,
dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an
unlocked door or window to fly open or slam shut.
Phantom Sound. You create an instantaneous
sound that originates from a point of your choice
within range, such as a rumble of thunder, the cry of
a raven, or ominous whispers.
Tremors. You cause harmless tremors in the
ground for 1 minute.

CLERIC CLERIC, WARLOCK, WIZARD


WORD OF RADIANCE BLADE WARD
ACTION SELF / 5 FT INSTANT V, M ACTION SELF C. 1 MIN. V, S
EVOCATION CANTRIP ABJURATION CANTRIP

FRIENDS FROSTBITE
ACTION 10 FT C. 1 MIN. V, M ACTION 60 FT INSTANT V, S
ENCHANTMENT CANTRIP EVOCATION CANTRIP
BLADE WARD WORD OF RADIANCE
ABJURATION CANTRIP EVOCATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Instantaneous
up to 1 minute
COMPONENTS COMPONENTS RANGE
Verbal, Somatic RANGE Verbal, Material Self (5 ft)
Self

Whenever a creature makes an attack roll against you Burning radiance erupts from you in a 5-foot
before the spell ends, the attacker subtracts 1d4 from Emanation. Each creature of your choice that you
the attack roll. can see in it must succeed on a Constitution saving
throw or take 1d6 Radiant damage.
At Higher Levels. The damage increases by 1d6
when you reach levels 5 (2d6), 11 (3d6), and 17
(4d6).

Components . A sunburst token.

BARD, SORCERER, WARLOCK, WIZARD CLERIC

FROSTBITE FRIENDS
EVOCATION CANTRIP ENCHANTMENT CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Concentration,
up to 1 minute
COMPONENTS RANGE
COMPONENTS RANGE
Verbal, Somatic 60 Feet
Somatic, Material 10 Feet

You cause numbing frost to form on one creature


that you can see within range. The target must make You magically emanate a sense of friendship toward
a Constitution saving throw. On a failed save, the one creature you can see within range. The target
target takes 1d6 cold damage, and it has disadvantage must succeed on a Wisdom saving throw or have the
on the next weapon attack roll it makes before the Charmed condition for the duration. The target
end of its next turn. succeeds automatically if it isn’t a Humanoid, if
At H igher Levels. The spell’s damage increases you’re fighting it, or if you have cast this spell on it
by 1d6 when you reach 5th level (2d6), 11th level within the past 24 hours.
(3d6), and 17th level (4d6). The spell ends early if the target takes damage or if
you make an attack roll, deal damage, or force
anyone to make a saving throw. When the spell ends,
the target knows it was Charmed by you.

Components. Some makeup.

DRUID, SORCERER, WARLOCK, WIZARD, ARTIFICER CLERIC


MAGIC STONE INFESTATION
BONUS ACT. TOUCH 1 MIN. V, S ACTION 30 FT INSTANT V, S, M
TRANSMUTATION CANTRIP CONJURATION CANTRIP

CREATE BONFIRE CONTROL FLAMES


ACTION 60 FT C. 1 MIN. V, S ACTION 60 FT INSTANT / 1 HR S
CONJURATION CANTRIP TRANSMUTATION CANTRIP
INFESTATION MAGIC STONE
CONJURATION CANTRIP TRANSMUTATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Bonus action 1 Minute
COMPONENTS
RANGE COMPONENTS RANGE
Verbal, Somatic,
30 Feet Verbal, Somatic Touch
Material

You cause a cloud of mites, fleas, and other parasites You touch one to three pebbles and imbue them
to appear momentarily on one creature you can see with magic. You or someone else can make a ranged
within range. The target must succeed on a spell attack with one of the pebbles by throwing it or
Constitution saving throw, or it takes 1d6 poison hurling it with a sling. If thrown, it has a range of 60
damage and moves 5 feet in a random direction if it feet. If someone else attacks with the pebble, that
can move and its speed is at least 5 feet. Roll a d4 for attacker adds your spellcasting ability modifier, not
the direction: 1, north; 2, south; 3, east; or 4, west. the attacker’s, to the attack roll. On a hit, the target
This movement doesn’t provoke opportunity attacks, takes bludgeoning damage equal to 1d6 + your
and if the direction rolled is blocked, the target spellcasting ability modifier. Hit or miss, the spell
doesn't move. then ends on the stone.

At H igher Levels. The spell’s damage increases by If you cast this spell again, the spell ends early on any
1d6 when you reach 5th level (2d6), 11th level (3d6), pebbles still affected by it.
and 17th level (4d6).

Components . A living flea.

DRUID, SORCERER, WARLOCK, WIZARD ARTIFICER, DRUID, WARLOCK

CONTROL FLAMES CREATE BONFIRE


TRANSMUTATION CANTRIP CONJURATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous. Action Concentration,
or 1 hour up to 1 minute
COMPONENTS COMPONENTS
RANGE RANGE
Somatic Verbal, Somatic
60 Feet 60 Feet

You choose nonmagical flame that you can see


within range and that fits within a 5-foot cube. You You create a bonfire on ground that you can see
affect it in one of the following ways: within range. Until the spell ends, the bonfire fills a
• You instantaneously expand the flame 5 feet in 5-foot cube. Any creature in the bonfire’s space
one direction, provided that wood or other fuel is when you cast the spell must succeed on a Dexterity
present in the new location. saving throw or take 1d8 fire damage. A creature
• You instantaneously extinguish the flames within must also make the saving throw when it enters the
the cube. bonfire’s space for the first time on a turn or ends its
• You double or halve the area of bright light and turn there.
dim light cast by the flame, change its color, or
both. The change lasts for 1 hour. At H igher Levels. The spell’s damage increases by
• You cause simple shapes—such as the vague 1d8 when you reach 5th level (2d8), 11th level (3d8),
form of a creature, an inanimate object, or a and 17th level (4d8).
location—to appear within the flames and
animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up


to three of its non-instantaneous effects active at a
time, and you can dismiss such an effect as an action.

DRUID, SORCERER, WIZARD ARTIFICER, DRUID, SORCERER, WARLOCK, WIZARD


SACRED FLAME VICIOUS MOCKERY
ACTION 60 FT INSTANT V, S ACTION 60 FT INSTANT V
EVOCATION CANTRIP ENCHANTMENT CANTRIP

CHILL TOUCH PRIMAL SAVAGERY


ACTION TOUCH INSTANT V, S ACTION SELF INSTANT S
NECROMANCY CANTRIP TRANSMUTATION CANTRIP
VICIOUS MOCKERY SACRED FLAME
ENCHANTMENT CANTRIP EVOCATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal 60 Feet Verbal, Somatic 60 Feet

You unleash a string of insults laced with subtle


enchantments at one creature you can see or hear Flame-like radiance descends on a creature that you
within range. The target must succeed on a Wisdom can see within range. The target must succeed on a
saving throw or take 1d6 Psychic damage and have Dexterity saving throw or take 1d8 Radiant damage.
Disadvantage on the next attack roll it makes before The target gains no benefit from Half Cover or
the end of its next turn. Three-Quarters Cover for this save.
At Higher Levels: The damage increases by 1d6 At Higher Levels. The damage increases by 1d8
when you reach levels 5 (2d6), 11 (3d6) and 17 (4d6). when you reach levels 5 (2d8), 11 (3d8), and 17
(4d8).

BARD CLERIC

PRIMAL SAVAGERY CHILL TOUCH


TRANSMUTATION CANTRIP NECROMANCY CANTRIP

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Somatic Self Verbal, Somatic Touch

You channel primal magic to cause your teeth or Channeling the chill of the grave, make a melee spell
fingernails to sharpen, ready to deliver a corrosive attack against a target within reach. On a hit, the
attack. Make a melee spell attack against one creature target takes 1d10 Necrotic damage, and it can’t regain
within 5 feet of you. On a hit, the target takes 1d10 Hit Points until the end of your next turn.
acid damage. After you make the attack, your teeth At Higher Levels: The damage increases by 1d10
or fingernails return to normal. when you reach levels 5 (2d10), 11 (3d10) and 17
At H igher Levels. The spell’s damage increases (4d10).
by 1d10 when you reach 5th level (2d10), 11th level
(3d10), and 17th level (4d10).

DRUID SORCERER, WARLOCK, WIZARD


SHILLELAGH PRODUCE FLAME
BONUS ACT. SELF 1 MIN. V, S, M BONUS ACT. SELF 10 MIN. V, S
TRANSMUTATION CANTRIP CONJURATION CANTRIP

MOLD EARTH
ACTION 30 FT INSTANT / 1 HR S
TRANSMUTATION CANTRIP
PRODUCE FLAME SHILLELAGH
CONJURATION CANTRIP TRANSMUTATION CANTRIP

CAST TIME DURATION CAST TIME DURATION


Bonus action 10 minutes Bonus action 1 minute

RANGE COMPONENTS RANGE


COMPONENTS
Self Verbal, Somatic, Self
Verbal, Somatic
Material

A flickering flame appears in your hand and remains A Club or Quarterstaff you are holding is imbued
there for the duration. While there, the flame emits with nature’s power. For the duration, you can use
no heat and ignites nothing, and it sheds Bright light your spellcasting ability instead of Strength for the
in a 20-foot radius and Dim Light for an additional attack and damage rolls of melee attacks using that
20 feet. The spell ends if you cast it again. weapon, and the weapon’s damage die becomes a d8.
Until the spell ends you can take a Magic action to If the attack deals damage, it can be Force damage
hurl fire at a creature or an object within 60 feet of or the weapon’s normal damage type (your choice).
you. Make a ranged spell attack. On a hit, the target The spell ends early if you cast it again or if you let
takes 1d8 Fire damage. go of the weapon.
At Higher Levels: The damage increases by 1d8 At Higher Levels: The damage die changes when
when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8). you reach levels 5 (d10), 11 (d12) and 17 (2d8).

DRUID DRUID

MOLD EARTH
TRANSMUTATION CANTRIP

DURATION
CAST TIME
Action Instantaneous,
or 1 hour

COMPONENTS RANGE
Somatic 30 Feet

You choose a portion of dirt or stone that you can see


within range and that fits within a 5-foot cube. You
manipulate it in one of the following ways:
• If you target an area of loose earth, you can
instantaneously excavate it, move it along the
ground, and deposit it up to 5 feet away. This
movement doesn’t have enough force to cause
damage.
• You cause shapes, colors, or both to appear on the
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.

DRUID, SORCERER, WIZARD


CURE WOUNDS ALARM
ACTION TOUCH INSTANT V, S 1 MIN. 60 FT 8 HOURS V, S, M
ABJURATION LEVEL 1 ABJURATION LEVEL 1

DISGUISE SELF DETECT MAGIC


ACTION SELF 1 HOUR V, S ACTION 30 FT C. 1 MIN. V, S
ILLUSION LEVEL 1 DIVINATION LEVEL 1
ALARM CURE WOUNDS
ABJURATION LEVEL 1 ABJURATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


1 Minute (ritual) 8 Hours Action Instantaneous

COMPONENTS COMPONENTS RANGE


Verbal, Somatic, RANGE Verbal, Somatic Touch
Material 60 Feet

A creature you touch regains a number of Hit Points


You set an alarm against intrusion. Choose a door, a equal to 2d8 plus your spellcasting ability modifier.
window, or an area within range that is no larger than At H igher Levels. The healing increases by 2d8
a 20-foot Cube. Until the spell ends, an alarm alerts for each spell slot level above 1.
you whenever a creature touches or enters the
warded area. When you cast the spell, you can
designate creatures that won’t set off the alarm. You
also choose whether the alarm is audible or mental:
Audible Alarm. The alarm produces the sound of
a handbell for 10 seconds within 60 feet of the
warded area.
Mental Alarm. You are alerted by a mental ping if
you are within 1 mile of the warded area. This ping
awakens you if you’re asleep.

Components . A bell and a silver wire.

ARTIFICER, RANGER, WIZARD ARTIFICER, BARD, CLERIC, PALADIN, RANGER

DETECT MAGIC DISGUISE SELF


DIVINATION LEVEL 1 ILLUSION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action 1 Hour
up to 1 minute
COMPONENTS RANGE COMPONENTS RANGE
Verbal, Somatic Self (30 feet) Verbal, Somatic Self

For the duration, you sense the presence of You make yourself—including your clothing, armor,
magical effects within 30 feet of yourself. If you weapons, and other belongings on your person—
sense such effects, you can take the Magic action look different until the spell ends. You can seem 1
to see a faint aura around any visible creature or foot shorter or taller and can appear heavier or
object in the area that bears the magic, and if an lighter. You must adopt a form that has the same
effect was created by a spell, you learn the spell’s basic arrangement of limbs as you have. Otherwise,
school of magic. the extent of the illusion is up to you.
The spell is blocked by 1 foot of stone, dirt, or The changes wrought by this spell fail to hold up
wood; 1 inch of metal; or a thin sheet of lead. to physical inspection. For example, if you use this
spell to add a hat to your outfit, objects pass through
the hat, and anyone who touches it would feel
nothing.
To discern that you are disguised, a creature must
take the Study action to inspect your appearance and
succeed on an Intelligence (Investigation) check
against your spell save DC.

ARTIFICER, BARD, CLERIC, DRUID, PALADIN, RANGER,


SORCERER, WARLOCK, WIZARD ARTIFICER, BARD, SORCERER, WIZARD
FAERIE FIRE EXPEDITIOUS RETREAT
ACTION 60 FT C. 1 MIN. V BONUS ACT. SELF C. 10 MIN. V, S
EVOCATION LEVEL 1 TRANSMUTATION LEVEL 1

FEATHER FALL FALSE LIFE


REACTION 60 FT 1 MIN. M ACTION SELF INSTANT V, S, M
TRANSMUTATION LEVEL 1 NECROMANCY LEVEL 1
EXPEDITIOUS RETREAT FAERIE FIRE
TRANSMUTATION LEVEL 1 EVOCATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Bonus action Concentration, Action Concentration,
up to 10 minutes up to 1 minute
COMPONENTS
RANGE COMPONENTS RANGE
Verbal, Somatic
Self Verbal 60 ft (20 ft cube)

You take the Dash action, and until the spell ends, Objects in a 20-foot Cube within range are outlined
you can take that action again as a Bonus Action. in blue, green, or violet light (your choice). Each
creature in the Cube is also outlined if it fails a
Dexterity saving throw. For the duration, objects and
affected creatures shed Dim Light in a 10-foot radius
and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object
have Advantage if the attacker can see it.

ARTIFICER, SORCERER, WARLOCK, WIZARD ARTIFICER, BARD, DRUID

FALSE LIFE FEATHER FALL


NECROMANCY LEVEL 1 TRANSMUTATION LEVEL 1

CAST TIME CAST TIME


DURATION DURATION
Action Reaction *
Instantaneous 1 minute
COMPONENTS COMPONENTS RANGE
Verbal, Somatic, RANGE Verbal, Material 60 Feet
Material Self

Choose up to five falling creatures within range. A


You gain 2d4 + 4 Temporary Hit Points. falling creature’s rate of descent slows to 60 feet per
At Higher Levels. You gain 5 additional round until the spell ends. If a creature lands before
Temporary Hit Points for each spell slot level the spell ends, the creature takes no damage from the
above 1. fall, and the spell ends for that creature.

Components . A drop of alcohol. * A reaction which you take when you or a creature
you can see within 60 feet of you falls.

Components . A small feather or piece of down.

ARTIFICER, SORCERER, WIZARD ARTIFICER, BARD, SORCERER, WIZARD


IDENTIFY GREASE
1 MIN. TOUCH INSTANT V, S, M ACTION 60 FT 1 MIN. V, S, M
DIVINATION LEVEL 1 CONJURATION LEVEL 1

LONGSTRIDER JUMP
ACTION TOUCH 1 HOUR V, S, M BONUS ACT. TOUCH 1 MIN. V, S, M
TRANSMUTATION LEVEL 1 TRANSMUTATION LEVEL 1
GREASE IDENTIFY
CONJURATION LEVEL 1 DIVINATION LEVEL 1

CAST TIME DURATION CAST TIME


Action 1 minute 1 Minute (ritual) DURATION
Instantaneous
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE Verbal, Somatic, RANGE
Material 60 ft (10 ft square) Material Touch

Nonflammable grease covers the ground in a 10-foot You touch an object throughout the spell’s casting. If
square centered on a point within range and turns it the object is a magic item or some other magical
into Difficult Terrain for the duration. object, you learn its properties and how to use them,
When the grease appears, each creature standing in whether it requires Attunement, and how many
its area must succeed on a Dexterity saving throw or charges it has, if any. You learn whether any ongoing
have the Prone condition. A creature that enters the spells are affecting the item and what they are. If the
area or ends its turn there must also succeed on that item was created by a spell, you learn that spell’s
save or fall Prone. name.
If you instead touch a creature throughout the
Components . A bit of pork rind or butter. casting, you learn which ongoing spells, if any, are
currently affecting it.

Components . Aa pearl worth 100+ GP.

ARTIFICER, SORCERER, WIZARD ARTIFICER, BARD, WIZARD

JUMP LONGSTRIDER
TRANSMUTATION LEVEL 1 TRANSMUTATION LEVEL 1

CAST TIME DURATION CAST TIME


DURATION
Bonus action 1 minute Action
1 hour
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE RANGE
Verbal, Somatic,
Material Touch Touch
Material

You touch a willing creature. Once on each of its You touch a creature. The target’s Speed increases by
turns until the spell ends, that creature can jump up 10 feet until the spell ends.
to 30 feet by spending 10 feet of movement. At Higher Levels. You can target one additional
At Higher Levels. You can target one additional creature for each spell slot level above 1.
creature for each spell slot level above 1.
Components . A pinch of dirt.
Components . A grasshopper’s hind leg.

ARTIFICER, DRUID, RANGER, SORCERER, WIZARD ARTIFICER, BARD, DRUID, RANGER, WIZARD
SANCTUARY PURIFY FOOD AND DRINK
BONUS ACT. 30 FT 1 MIN. V, S, M ACTION 10 FT INSTANT V, S
ABJURATION LEVEL 1 TRANSMUTATION LEVEL 1

HEALING WORD RAY OF SICKNESS


BONUS ACT. 60 FT INSTANT V ACTION 60 FT INSTANT V, S
ABJURATION LEVEL 1 NECROMANCY LEVEL 1
PURIFY FOOD AND DRINK SANCTUARY
TRANSMUTATION LEVEL 1 ABJURATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Bonus action Concentration,
up to 1 minute
COMPONENTS RANGE COMPONENTS
Verbal, Somatic 10 ft (5 ft sphere) Verbal, Somatic, RANGE
Material 30 Feet

You remove poison and rot from nonmagical food You ward a creature within range. Until the spell
and drink in a 5-foot-radius Sphere centered on a ends, any creature who targets the warded creature
point within range. with an attack roll or a damaging spell must succeed
on a Wisdom saving throw or either choose a new
target or lose the attack or spell. This spell doesn’t
protect the warded creature from areas of effect.
The spell ends if the warded creature makes an
attack roll, casts a spell, or deals damage.

Components . A shard of glass from a mirror.

ARTIFICER, CLERIC, DRUID, PALADIN ARTIFICER, CLERIC

RAY OF SICKNESS HEALING WORD


NECROMANCY LEVEL 1 ABJURATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Bonus action Instantaneous
COMPONENTS RANGE COMPONENTS RANGE
Verbal, Somatic 60 Feet Verbal 60 Feet

You shoot a greenish ray at a creature within range. A creature of your choice that you can see within
Make a ranged spell attack against the target. On a range regains Hit Points equal to 2d4 plus your
hit, the target takes 2d8 Poison damage and has the spellcasting ability modifier.
Poisoned condition until the end of your next turn. At H igher Levels. The healing increases by 2d4
Using a H igher-Level Spell Slot. The damage for each spell slot level above 1.
increases by 1d8 for each spell slot level above 1.

SORCERER, WIZARD BARD, CLERIC, DRUID


THUNDERWAVE SHIELD
ACTION 15 FT CUBE INSTANT V, S REACTION SELF 1 ROUND V, S
EVOCATION LEVEL 1 ABJURATION LEVEL 1

MAGIC MISSILE HEROISM


ACTION 120 FT INSTANT V, S ACTION TOUCH C. 1 MIN. V, S
EVOCATION LEVEL 1 ENCHANTMENT LEVEL 1
SHIELD THUNDERWAVE
ABJURATION LEVEL 1 EVOCATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Reaction * 1 Round Action Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Somatic Self Verbal, Somatic Self (15 ft cube)

An imperceptible barrier of magical force protects You unleash a wave of thunderous energy. Each
you. Until the start of your next turn, you have a +5 creature in a 15-foot Cube originating from you
bonus to AC, including against the triggering attack, makes a Constitution saving throw. On a failed save,
and you take no damage from Magic Missile. a creature takes 2d8 Thunder damage and is pushed
10 feet away from you. On a successful save, a
* Take when you are hit by an attack roll or targeted creature takes half as much damage only.
by the Magic Missile spell. In addition, unsecured objects that are entirely
within the Cube are pushed 10 feet away from you,
and a thunderous boom is audible within 300 feet.
At Higher Levels. The damage increases by 1d8
for each spell slot level above 1.

SORCERER, WIZARD BARD, DRUID, SORCERER, WIZARD

HEROISM MAGIC MISSILE


ENCHANTMENT LEVEL 1 EVOCATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Instantaneous
up to 1 minute
COMPONENTS RANGE
COMPONENTS RANGE Verbal, Somatic 120 Feet
Verbal, Somatic Touch

A willing creature you touch is imbued with bravery. You create three glowing darts of magical force.
Until the spell ends, the creature is immune to the Each dart strikes a creature of your choice that you
Frightened condition and gains Temporary Hit can see within range. A dart deals 1d4 + 1 Force
Points equal to your spellcasting ability modifier at damage to its target. The darts all strike
the start of each of its turns. simultaneously, and you can direct them to hit one
At Higher Levels. You can target one additional creature or several.
creature for each spell slot level above 1. At Higher Levels. The spell creates one more
dart for each spell slot level above 1.

BARD, PALADIN SORCERER, WIZARD


CEREMONY UNSEEN SERVANT
1 HR. TOUCH INSTANT V, S, M ACTION 60 FT INSTANT V, S
EVOCATION LEVEL 1 CONJURATION LEVEL 1

THUNDEROUS SMITE DISSONANT WHISPERS


BONUS ACT. SELF INSTANT V ACTION 60 FT INSTANT V
EVOCATION LEVEL 1 ENCHANTMENT LEVEL 1
UNSEEN SERVANT CEREMONY
CONJURATION LEVEL 1 EVOCATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous 1 Hour Instantaneous
COMPONENTS
COMPONENTS RANGE RANGE
Verbal, Somatic,
Verbal, Somatic 60 Feet Touch
Material

This spell creates an Invisible, mindless, shapeless,


You perform one of several religious ceremonies. When you cast
Medium force that performs simple tasks at your the spell, choose one of the following, the target of which must be
command until the spell ends. The servant springs into within 10 feet of you throughout the casting.
existence in an unoccupied space on the ground within • Atonement. You touch one willing creature whose alignment
range. It has AC 10, 1 Hit Point, and a Strength of 2, and has changed, and you make a DC 20 Wisdom (Insight) check.
it can’t attack. If it drops to 0 Hit Points, the spell ends. On a success, you restore the target to its original alignment.
• Bless Water. You touch one vial of water and cause it to
Once on each of your turns as a Bonus Action, you
become holy water.
can mentally command the servant to move up to 15 • Coming of Age. You touch one humanoid who is a young
feet and interact with an object. The servant can perform adult. For the next 24 hours, whenever the target makes an
simple tasks that a human could do, such as fetching ability check, it can roll a d4 and add the number rolled to the
things, cleaning, mending, folding clothes, lighting fires, ability check. A creature can benefit only once.
serving food, and pouring drinks. Once you give the • Dedication. You touch one humanoid who wishes to be
dedicated to your god’s service. For the next 24 hours,
command, the servant performs the task to the best of whenever the target makes a saving throw, it can roll a d4 and
its ability until it completes the task, then waits for your add the number rolled to the save. A creature can benefit from
next command. this rite only once.
If you command the servant to perform a task that • Funeral Rite. You touch one corpse, and for the next week,
would move it more than 60 feet away from you, the the target can’t become undead.
• Wedding. You touch adult humanoids willing to be bonded
spell ends.
together in marriage. For the next 7 days, each target gains a
+2 bonus to AC while they are within 30 feet of each other. A
Components . A bit of string and wood. creature can benefit from this rite again only if widowed.
Components . 25 gp of powdered silver (consumed on casting).

BARD, WARLOCK, WIZARD CLERIC, PALADIN

DISSONANT WHISPERS THUNDEROUS SMITE


ENCHANTMENT LEVEL 1 EVOCATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Bonus action* Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal 60 Feet Verbal Self

One creature of your choice that you can see within Your strike rings with thunder that is audible within
range hears a discordant melody in its mind. The 300 feet of you, and the target takes an extra 2d6
target makes a Wisdom saving throw. On a failed Thunder damage from the attack. Additionally, if the
save, it takes 3d6 Psychic damage and must target is a creature, it must succeed on a Strength
immediately use its Reaction, if available, to move as saving throw or be pushed 10 feet away from you
far away from you as it can, using the safest route. and have the Prone condition.
On a successful save, the target takes half as much Using a H igher-Level Spell Slot. The damage
damage only. increases by 1d6 for each spell slot level above 1.
Using a Higher-Level Spell Slot. The damage
increases by 1d6 for each spell slot level above 1. * Take immediately after hitting a creature with a
Melee weapon or an Unarmed Strike.

BARD PALADIN
ARMOR OF AGATHYS WITCH BOLT
BONUS ACT. SELF 1 HR. V, S, M ACTION 60 FT C. 1 MIN. V, S, M
ABJURATION LEVEL 1 EVOCATION LEVEL 1

SLEEP ARMS OF HADAR


ACTION 60 FT C. 1 MIN. V, S, M ACTION SELF INSTANT V, S
ENCHANTMENT LEVEL 1 CONJURATION LEVEL 1
WITCH BOLT ARMOR OF AGATHYS
EVOCATION LEVEL 1 ABJURATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Bonus Action 1 Hour
up to 1 minute
COMPONENTS COMPONENTS RANGE
Verbal, Somatic, RANGE Verbal, Somatic, Self
Material 60 Feet Material

A beam of crackling energy lances toward a creature Protective magical frost surrounds you. You gain 5
within range, forming a sustained arc of lightning Temporary Hit Points. If a creature hits you with a
between you and the target. Make a ranged spell melee attack roll before the spell ends, the creature
attack against it. On a hit, the target takes 2d12 takes 5 Cold damage. The spell ends early if you have
Lightning damage. no Temporary Hit Points.
On each of your subsequent turns, you can take a Using a H igher-Level Spell Slot. The
Bonus Action to deal 1d12 Lightning damage to the Temporary Hit Points and the Cold damage both
target automatically, even if the first attack missed. increase by 5 for each spell slot level above 1.
The spell ends if the target is ever outside the
spell’s range or if it has Total Cover from you. Components. A shard of blue glass.
Using a Higher-Level Spell Slot. The initial
damage increases by 1d12 for each spell slot level
above 1.

Components . A twig struck by lightning.

SORCERER, WARLOCK, WIZARD WARLOCK

ARMS OF HADAR SLEEP


CONJURATION LEVEL 1 ENCHANTMENT LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Concentration,
up to 1 minute
COMPONENTS RANGE COMPONENTS
Verbal, Somatic Self RANGE
Verbal, Somatic,
60 Feet
Material

Invoking Hadar, you cause tendrils to erupt from Each creature of your choice in a 5-foot-radius
yourself. Each creature in a 10-foot Emanation Sphere centered on a point within range must
originating from you makes a Strength saving throw. succeed on a Wisdom saving throw or have the
On a failed save, a target takes 2d6 Necrotic damage Incapacitated condition until the end of its next turn,
and can’t take Reactions until the start of its next at which point it must repeat the save. If the target
turn. On a successful save, a target takes half as much fails the second save, the target has the Unconscious
damage only. condition for the duration. The spell ends on a target
Using a Higher-Level Spell Slot. The damage if it takes damage or someone within 5 feet of it takes
increases by 1d6 for each spell slot level above 1. an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that
have Immunity to the Exhaustion condition
automatically succeed on saves against this spell.

Components . A pinch of sand or rose petals.

WARLOCK BARD, SORCERER, WIZARD


COLOR SPRAY WRATHFUL SMITE
ACTION SELF 1 MIN. V, S, M BONUS ACT. SELF INSTANT V
ILLUSION LEVEL 1 NECROMANCY LEVEL 1

GOODBERRY COMMAND
ACTION SELF 24 HR. V, S, M ACTION 60 FT INSTANT V
CONJURATION LEVEL 1 ENCHANTMENT LEVEL 1
WRATHFUL SMITE COLOR SPRAY
NECROMANCY LEVEL 1 ILLUSION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Bonus action* 1 Minute Action Instantaneous
COMPONENTS
COMPONENTS RANGE RANGE
Verbal, Somatic,
Verbal Self Self
Material

The target takes an extra 1d6 Necrotic damage from


You launch a dazzling array of flashing, colorful light.
the attack, and it must succeed on a Wisdom saving
Each creature in a 15-foot Cone originating from you
throw or have the Frightened condition until the
must succeed on a Constitution saving throw or have
spell ends. At the end of each of its turns, the
the Blinded condition until the end of your next turn.
Frightened target repeats the save, ending the spell
on itself on a success.
Components . A pinch of colorful sand.
Using a Higher-Level Spell Slot. The damage
increases by 1d6 for each spell slot level above 1.

* Take immediately after hitting a creature with a


Melee weapon or an Unarmed Strike.

PALADIN BARD, SORCERER, WIZARD

COMMAND GOODBERRY
ENCHANTMENT LEVEL 1 CONJURATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action 24 Hours
COMPONENTS
COMPONENTS RANGE RANGE
Verbal, Somatic,
Verbal 60 Feet Self
Material

You speak a one-word command to a creature you


Ten berries appear in your hand and are infused with
can see within range. The target must succeed on a
magic for the duration. A creature can take a Bonus
Wisdom saving throw or follow the command on its
Action to eat one berry. Eating a berry restores 1 Hit
next turn. Choose the command from these options:
Point, and the berry provides enough nourishment to
• Approach. The target moves toward you by the
sustain a creature for one day.
shortest and most direct route, ending its turn if
Uneaten berries disappear when the spell ends.
it moves within 5 feet of you.
• Drop. The target drops whatever it is holding
and then ends its turn.
Components . A sprig of mistletoe.
• Flee. The target spends its turn moving away
from you by the fastest available means.
• Grovel. The target has the Prone condition and
then ends its turn.
• Halt. On its turn, the target doesn’t move and
takes no action or Bonus Action.

At Higher Levels: You can affect one additional


creature for each spell slot level above 1.

BARD, CLERIC, PALADIN DRUID, RANGER


CHROMATIC ORB COMPELLED DUEL
ACTION 90 FT C. 1 MIN. V, S, M BONUS ACT. 30 FT INSTANT V
EVOCATION LEVEL 1 ENCHANTMENT LEVEL 1

ICE KNIFE CHAOS BOLT


ACTION 60 FT INSTANT S, M ACTION 120 FT C. 1 MIN. S, M
CONJURATION LEVEL 1 EVOCATION LEVEL 1
COMPELLED DUEL CHROMATIC ORB
ENCHANTMENT LEVEL 1 EVOCATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Bonus action Concentration, Action Instantaneous
up to 1 minute
COMPONENTS COMPONENTS RANGE
Verbal RANGE Verbal, Somatic, 90 Feet
30 Feet
Material

You try to compel a creature into a duel. One You hurl an orb of energy at a target within range.
creature that you can see within range makes a Choose Acid, Cold, Fire, Lightning, Poison, or
Wisdom saving throw. On a failed save, the target Thunder for the type of orb you create, and then
has Disadvantage on attack rolls against creatures make a ranged spell attack against the target. On a
other than you, and it can’t willingly move to a space hit, the target takes 3d8 damage of the chosen type.
that is more than 30 feet away from you. If you roll the same number on two or more of
the d8s, the orb leaps to a different target of your
The spell ends if you make an attack roll against a choice within 30 feet of the target. Make an attack
creature other than the target, if you cast a spell on roll against the new target, and make a new damage
an enemy other than the target, if an ally of yours roll. The orb can’t leap again unless you cast the spell
damages the target, or if you end your turn more with a level 2+ spell slot.
than 30 feet away from the target. Using a Higher-Level Spell Slot. The damage
increases by 1d8 for each spell slot level above 1. The
orb can leap a maximum number of times equal to
the level of the slot expended, and a creature can be
targeted only once by each casting of this spell.

Components . A diamond worth 50+ gp.

PALADIN SORCERER, WIZARD

CHAOS BOLT ICE KNIFE


EVOCATION LEVEL 1 CONJURATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Somatic 120 Feet Somatic, Material 60 Feet

You hurl an undulating, warbling mass of chaotic energy at one


creature in range. Make a ranged spell attack against the target. You create a shard of ice and fling it at one creature
On a hit, the target takes 2d8 + 1d6 damage. Choose one of the within range. Make a ranged spell attack against the
d8s. The number rolled on that die determines the attack's target. On a hit, the target takes 1d10 Piercing
damage type, as shown below. damage. Hit or miss, the shard then explodes. The
d8 Type D8 Type target and each creature within 5 feet of it must
succeed on a Dexterity saving throw or take 2d6
1 Acid 5 Lightning Cold damage.
2 Cold 6 Poison
Components . A drop of water or a piece of ice.
3 Fire 7 Psychic

4 Force 8 Thunder

If you roll the same number on both d8s, the chaotic energy
leaps from the target to a different creature of your choice
within 30 feet of it. Make a new attack roll against the new
target, and make a new damage roll, which could cause the
chaotic energy to leap again. A creature can be targeted only
once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, each target takes 1d6 extra damage of the
type rolled for each slot level above 1st.

SORCERER DRUID, SORCERER, WIZARD


HEX SILVERY BARBS
BONUS ACT. 90 FT C. 1 HR. V, S, M REACTION 60 FT INSTANT V
ENCHANTMENT LEVEL 1 ENCHANTMENT LEVEL 1

ENSNARING STRIKE SNARE


ACTION 120 FT INSTANT V, S 1 MIN. TOUCH SPECIAL V, S, M
CONJURATION LEVEL 1 ABJURATION LEVEL 1
SILVERY BARBS HEX
ENCHANTMENT LEVEL 1 ENCHANTMENT LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Reaction* Instantaneous Bonus action Concentration,
up to 1 hour
COMPONENTS RANGE COMPONENTS
Verbal, Somatic, RANGE
Verbal 60 Feet
Material 90 Feet

You magically distract the triggering creature and


You place a curse on a creature that you can see
turn its momentary uncertainty into encouragement
within range. Until the spell ends, you deal an extra
for another creature. The triggering creature must
1d6 Necrotic damage to the target whenever you hit
reroll the d20 and use the lower roll.
it with an attack roll. Also, choose one ability when
You can then choose a different creature you can
you cast the spell. The target has Disadvantage on
see within range (you can choose yourself). The
ability checks made with the chosen ability.
chosen creature has advantage on the next attack roll,
If the target drops to 0 Hit Points before this spell
ability check, or saving throw it makes within 1
ends, you can take a Bonus Action on a later turn to
minute. A creature can be empowered by only one
curse a new creature.
use of this spell at a time.
Using a Higher-Level Spell Slot. Your
Concentration can last longer with a spell slot of level
* reaction, which you take when a creature you can
2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24
see within 60 feet of yourself succeeds on an attack
hours).
roll, an ability check, or a saving throw
Components . The petrified eye of a newt.

BARD, SORCERER, WIZARD WARLOCK

SNARE ENSNARING STRIKE


ABJURATION LEVEL 1 CONJURATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


1 Minute Until dispelled Bonus action* Concentration,
or triggered up to 1 minute
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE RANGE
Verbal
Material Touch Self

While you cast this spell, you use the cord or rope to
As you hit the target, grasping vines appear on it, and
create a circle with a 5-foot radius on a flat surface within
your reach. When you finish casting, the cord or rope
it makes a Strength saving throw. A Large or larger
disappears to become a magical trap. creature has Advantage on this save. On a failed save,
The trap is nearly invisible and requires a successful the target has the Restrained condition until the spell
Intelligence (Investigation) check against your spell save ends. On a successful save, the vines shrivel away,
DC to be found. and the spell ends.
The trap triggers when a Small creature or larger moves While Restrained, the target takes 1d6 Piercing
into the area protected by the spell. The triggering damage at the start of each of its turns. The target or
creature must succeed on a Dexterity saving throw or fall
a creature within reach of it can take an action to
prone and be hoisted into the air until it hangs upside
down 3 feet above the protected surface, where it is
make a Strength (Athletics) check against your spell
restrained. save DC. On a success, the spell ends.
The restrained creature can make a Dexterity saving At H igher Levels. If you cast this spell using a
throw with disadvantage at the end of each of its turns spell slot of 2nd level or higher, the damage increases
and ends the restrained effect on a success. Alternatively, by 1d6 for each slot level above 1st.
another creature that can reach the restrained creature can
use an action to make an Intelligence (Arcana) check * Take immediately after hitting a creature with a
against your spell save DC. On a success, the restrained
weapon.
effect also ends.
Components . 30 feet of cord or rope, which is
consumed by the spell.

ARTIFICER, DRUID, RANGER, WIZARD RANGERR


TASHA’S CAUSTIC BREW ZEPHYR STRIKE
ACT. 15 FT LINE C. 1 MIN. V, S, M BONUS ACT. SELF C. 1 MIN. V
EVOCATION LEVEL 1 TRANSMUTATION LEVEL 1

ANIMAL FRIENDSHIP BANE


ACTION 30 FT 24 HR. V, S, M ACTION 30 FT C. 1 MIN. V, S, M
ENCHANTMENT LEVEL 1 ENCHANTMENT LEVEL 1
ZEPHYR STRIKE TASHA’S CAUSTIC BREW
TRANSMUTATION LEVEL 1 EVOCATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Bonus action Concentration, Action Concentration,
up to 1 minute up to 1 minute
COMPONENTS COMPONENTS
Verbal RANGE Verbal, Somatic, RANGE
Self Material Self (30ft line)

You move like the wind. For the duration, your A stream of acid emanates from you in a line 30 feet
movement doesn’t provoke opportunity attacks. long and 5 feet wide in a direction you choose. Each
Once before the spell ends, you can give yourself creature in the line must succeed on a Dexterity
advantage on one weapon attack roll on your turn. saving throw or be covered in acid for the spell’s
That attack deals an extra 1d8 force damage on a hit. duration or until a creature uses its action to scrape
Whether you hit or miss, your walking speed or wash the acid off itself or another creature. A
increases by 30 feet until the end of that turn. creature covered in the acid takes 2d4 acid damage at
start of each of its turns.

At Higher Levels. When you cast this spell using a


spell slot 2nd level or higher, the damage increases by
2d4 for each slot level above 1st.

Components . A bit of rotten food.

RANGER ARTIFICER, SORCERER, WIZARD

BANE ANIMAL FRIENDSHIP


ENCHANTMENT LEVEL 1 ENCHANTMENT LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action 24 Hours
up to 1 minute
COMPONENTS COMPONENTS
RANGE
Verbal, Somatic, RANGE Verbal, Somatic,
30 Feet
Material 30 Feet Material

Up to three creatures of your choice that you can Target a Beast that you can see within range. The
see within range must each make a Charisma saving target must succeed on a Wisdom saving throw or
throw. Whenever a target that fails this save makes have the Charmed condition for the duration. If you
an attack roll or a saving throw before the spell or one of your allies deals damage to the target, the
ends, the target must subtract 1d4 from the attack spells ends.
roll or save. At Higher Levels. You can target one additional
At Higher Levels. You can target one additional Beast for each spell slot level above 1.
creature for each spell slot level above 1.
Components. A morsel of food.
Components . A Drop of blood.

BARD, CLERIC, WARLOCK BARD, DRUID, RANGER


BLESS BURNING HANDS
ACTION 30 FT C. 1 MIN. V, S, M ACTION SELF INSTANT V, S
ENCHANTMENT LEVEL 1 EVOCATION LEVEL 1

COMPREHEND LANGUAGES CHARM PERSON


ACTION SELF 1 HR. V, S, M ACTION 30 FT 1 HR. V, S
ENCHANTMENT LEVEL 1 ENCHANTMENT LEVEL 1
BURNING HANDS BLESS
EVOCATION LEVEL 1 ENCHANTMENT LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Concentration,
up to 1 minute
COMPONENTS RANGE COMPONENTS
Verbal, Somatic Self Verbal, Somatic, RANGE
Material 30 Feet

A thin sheet of flames shoots forth from you. Each


You bless up to three creatures within range.
creature in a 15-foot Cone makes a Dexterity saving
Whenever a target makes an attack roll or a saving
throw, taking 3d6 Fire damage on a failed save or
throw before the spell ends, the target adds 1d4 to
half as much damage on a successful one.
the attack roll or save.
Flammable objects in the Cone that aren’t being
At H igher Levels. You can target one additional
worn or carried start burning.
creature for each spell slot level above 1.
At H igher Levels. The damage increases by 1d6
for each spell slot level above 1.
Components . A Holy Symbol worth 5+ GP.

SORCERER, WIZARD CLERIC, PALADIN

CHARM PERSON COMPREHEND LANGUAGES


ENCHANTMENT LEVEL 1 DIVINATION LEVEL 1

CAST TIME DURATION CAST TIME


DURATION
Action 1 Hour Action or Ritual
1 Hour
COMPONENTS RANGE COMPONENTS
Verbal, Somatic 30 Feet RANGE
Verbal, Somatic,
Self
Material

One Humanoid you can see within range makes a For the duration, you understand the literal meaning
Wisdom saving throw. It does so with Advantage if of any language that you hear or see signed. You also
you or your allies are fighting it. On a failed save, understand any written language that you see, but
the target has the Charmed condition until the spell you must be touching the surface on which the
ends or until you or your allies damage it. The words are written. It takes about 1 minute to read
Charmed creature is Friendly to you. When the spell one page of text. This spell doesn’t decode symbols
ends, the target knows it was Charmed by you. or secret messages.
At H igher Levels. You can target one additional
creature for each spell slot level above 1. Components . A pinch of soot and salt.

BARD, DRUID, SORCERER, WARLOCK, WIZARD BARD, SORCERER, WARLOCK, WIZARD


CREATE OR DESTROY WATER DETECT EVIL AND GOOD
ACTION 30 FT INSTANT V, S, M ACTION SELF C. 10 MIN. V, S
TRANSMUTATION LEVEL 1 DIVINATION LEVEL 1

DIVINE FAVOR DETECT POISON AND DISEASE


BONUS ACT. SELF 1 MIN. V, S ACTION* SELF C. 10 MIN. V, S, M
TRANSMUTATION LEVEL 1 DIVINATION LEVEL 1
DETECT EVIL AND GOOD CREATE OR DESTROY WATER
DIVINATION LEVEL 1 TRANSMUTATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Instantaneous
up to 10 minutes COMPONENTS
COMPONENTS RANGE
RANGE Verbal, Somatic,
Verbal, Somatic 30 Feet
Self Material

For the duration, you sense the location of any You do one of the following:
Aberration, Celestial, Elemental, Fey, Fiend, or • Create Water. You create up to 10 gallons of
Undead within 30 feet of yourself. You also sense clean water within range in an open container.
whether the Hallow spell is active there and, if so, Alternatively, the water falls as rain in a 30-foot
where. Cube within range, extinguishing exposed flames
there.
The spell is blocked by 1 foot of stone, dirt, or wood; • Destroy Water. You destroy up to 10 gallons of
1 inch of metal; or a thin sheet of lead. water in an open container within range.
Alternatively, you destroy fog in a 30-foot Cube
within range.

At Higher Levels. You create or destroy 10


additional gallons of water, or the size of the Cube
increases by 5 feet, for each spell slot level above 1.

Components . A mix of water and sand.

CLERIC, PALADIN CLERIC, DRUID

DETECT POISON AND DISEASE DIVINE FAVOR


DIVINATION LEVEL 1 TRANSMUTATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action or Ritual Concentration, Bonus action 1 Minute
up to 10 minutes
COMPONENTS COMPONENTS RANGE
Verbal, Somatic, RANGE Verbal, Somatic Self
Material Self

Until the spell ends, your attacks with weapons deal


For the duration, you sense the location of poisons, an extra 1d4 Radiant damage on a hit.
poisonous or venomous creatures, and magical
contagions within 30 feet of yourself. You sense the
kind of poison, creature, or contagion in each case.

The spell is blocked by 1 foot of stone, dirt, or


wood; 1 inch of metal; or a thin sheet of lead.

Components . A yew leaf.

CLERIC, DRUID, PALADIN, RANGER PALADIN


ENTANGLE FIND FAMILIAR
ACTION 90 FT C. 1 MIN. V, S 1 HOUR* 10 FT INSTANT V, S, M
CONJURATION LEVEL 1 CONJURATION LEVEL 1

FOG CLOUD FIND FAMILIAR


ACTION 120 FT C. 1 HOUR V, S 1 HOUR* 10 FT INSTANT V, S, M
CONJURATION LEVEL 1 CONJURATION LEVEL 1
FIND FAMILIAR ENTANGLE
CONJURATION LEVEL 1 CONJURATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


1 Hour or Ritual Instantaneous Action Concentration,
up to 1 minute
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE Verbal, Somatic RANGE
Material 10 Feet 90 Feet

You gain the service of a familiar, a spirit that takes Grasping plants sprout from the ground in a 20-foot
an animal form you choose: Bat, Cat, Frog, Hawk, square within range. For the duration, these plants
Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or turn the ground in the area into Difficult Terrain.
another Beast that has a Challenge Rating of 0. They disappear when the spell ends.
Appearing in an unoccupied space within range, the Each creature (other than you) in the area when
familiar has the statistics of the chosen form (see you cast the spell must succeed on a Strength saving
appendix B), though it is a Celestial, Fey, or Fiend throw or have the Restrained condition until the spell
(your choice) instead of a Beast. Your familiar acts ends. A Restrained creature can take an action to
independently of you, but it obeys your commands. make a Strength (Athletics) check against your spell
One Familiar Only. You can’t have more than save DC. On a success, it frees itself from the
one familiar at a time. If you cast this spell while you grasping plants and is no longer Restrained by them.
have a familiar, you instead cause it to adopt a new
eligible form.
Combat. The familiar is an ally to you and your
allies. It rolls its own Initiative and acts on its own
turn. A familiar can’t attack, but it can take other
actions as normal.

WIZARD DRUID, RANGER

FIND FAMILIAR FOG CLOUD


CONJURATION LEVEL 1 CONJURATION LEVEL 1

CAST TIME DURATION


Telepathic Connection. While your familiar is Action Concentration,
within 100 feet of you, you can communicate with it up to 1 hour
telepathically. Additionally, as a Bonus Action, you COMPONENTS
Verbal, Somatic RANGE
can see through the familiar’s eyes and hear what it 120 Feet
hears until the start of your next turn, gaining the
benefits of any special senses it has.
Finally, when you cast a spell with a range of You create a 20-foot-radius Sphere of fog centered
touch, your familiar can deliver the touch. Your on a point within range. The Sphere is Heavily
familiar must be within 100 feet of you, and it must Obscured. It lasts for the duration or until a strong
take a Reaction to deliver the touch when you cast wind (such as one created by Gust of Wind)
the spell. disperses it.
Disappearance of the Familiar. When the At Higher Levels. The fog’s radius increases by
familiar drops to 0 Hit Points, it disappears. It 20 feet for each spell slot level above 1.
reappears after you cast this spell again. As a Magic
action, you can temporarily dismiss the familiar to a
pocket dimension. Alternatively, you can dismiss it
forever. As a Magic action while it is temporarily
dismissed, you can cause it to reappear in an
unoccupied space within 30 feet of you. Whenever
the familiar drops to 0 Hit Points or disappears into
the pocket dimension, it leaves behind in its space
anything it was wearing or carrying.

WIZARD DRUID, RANGER, SORCERER, WIZARD


HAIL OF THORNS HELLISH REBUKE
BONUS ACT. SELF INSTANT V REACTION 60 FT INSTANT V, S
CONJURATION LEVEL 1 EVOCATION LEVEL 1

HUNTER’S MARK ILLUSORY SCRIPT


BONUS ACT. 90 FT C. 1 HOUR V 1 MIN. TOUCH 10 DAYS S, M
DIVINATION LEVEL 1 ILLUSION LEVEL 1
HELLISH REBUKE HAIL OF THORNS
EVOCATION LEVEL 1 CONJURATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Reaction * Instantaneous Bonus action * Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Somatic 60 Feet Verbal Self

The creature that damaged you is momentarily As you hit the creature, this spell creates a rain of
surrounded by green flames. It makes a Dexterity thorns that sprouts from your Ranged weapon or
saving throw, taking 2d10 Fire damage on a failed ammunition. The target of the attack and each
save or half as much damage on a successful one. creature within 5 feet of it make a Dexterity saving
At Higher Levels. The damage increases by 1d10 throw, taking 1d10 Piercing damage on a failed save
for each spell slot level above 1. or half as much damage on a successful one.
At Higher Levels. The damage increases by 1d10
* Reaction, which you take in response to taking for each spell slot level above 1.
damage from a creature that you can see within 60
feet of yourself. * Bonus action which you take immediately after
hitting a creature with a Ranged weapon.

WARLOCK RANGER

ILLUSORY SCRIPT HUNTER’S MARK


SOMETHING LEVEL 1 DIVINATION LEVEL 1

CAST TIME
DURATION CAST TIME DURATION
1 Minute or Concentration,
10 Days Bonus action
ritual up to 1 hour
COMPONENTS RANGE COMPONENTS RANGE
Somatic, Material Touch Verbal 90 Feet

You write on parchment, paper, or another suitable


You magically mark one creature you can see within
material and imbue it with an illusion that lasts for
range as your quarry. Until the spell ends, you deal an
the duration. To you and any creatures you
extra 1d6 Force damage to the target whenever you
designate when you cast the spell, the writing
hit it with an attack roll. You also have Advantage on
appears normal, seems to be written in your hand,
any Wisdom (Perception or Survival) check you
and conveys whatever meaning you intended when
make to find it.
you wrote the text. To all others, the writing
If the target drops to 0 Hit Points before this spell
appears as if it were written in an unknown or
ends, you can take a Bonus Action to move the mark
magical script that is unintelligible. Alternatively, the
to a new creature you can see within range.
illusion can alter the meaning, handwriting, and
At Higher Levels. Your Concentration can last
language of the text, though the language must be
longer with a spell slot of level 3–4 (up to 8 hours) or
one you know.
5+ (up to 24 hours).
If the spell is dispelled, the original script and the
illusion both disappear.
A creature that has Truesight can read the hidden
message.

Components . Ink worth 10+ GP, which the spell


consumes.

BARD, WARLOCK, WIZARD RANGER


INFLICT WOUNDS MAGE ARMOR
ACTION TOUCH INSTANT V, S ACTION TOUCH 8 HOURS V, S, M
NECROMANCY LEVEL 1 ABJURATION LEVEL 1

PROTECTION FROM EVIL AND GOOD SHIELD OF FAITH


ACTION TOUCH C. 10 MIN. V, S, M BONUS ACT. 60 FT C. 10 MIN. V, S, M
ABJURATION LEVEL 1 ABJURATION LEVEL 1
MAGE ARMOR INFLICT WOUNDS
ABJURATION LEVEL 1 NECROMANCY LEVEL 1

CAST TIME CAST TIME DURATION


Action DURATION Action Instantaneous
8 Hours
COMPONENTS COMPONENTS RANGE
Verbal, Somatic, RANGE Verbal, Somatic Touch
Material Touch

A creature you touch makes a Constitution saving


You touch a willing creature who isn’t wearing throw, taking 2d10 Necrotic damage on a failed save
armor. Until the spell ends, the target’s base AC or half as much damage on a successful one.
becomes 13 plus its Dexterity modifier. The spell At Higher Levels. The damage increases by 1d10
ends early if the target dons armor. for each spell slot level above 1.

Components. A piece of cured leather.

SORCERER, WIZARD CLERIC

SHIELD OF FAITH PROTECTION FROM EVIL AND GOOD


ABJURATION LEVEL 1 ABJURATION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Bonus action Concentration, Action Concentration,
up to 10 minutes up to 10 minutes
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE RANGE
Verbal, Somatic,
Material 60 Feet 60 Feet
Material

A shimmering field surrounds a creature of your Until the spell ends, one willing creature you touch is
choice within range, granting it a +2 bonus to AC protected against creatures that are Aberrations,
for the duration. Celestials, Elementals, Fey, Fiends, or Undead. The
protection grants several benefits. Creatures of those
types have Disadvantage on attack rolls against the
target. The target also can’t be possessed by or gain
the Charmed or Frightened conditions from them. If
the target is already possessed, Charmed, or
Frightened by such a creature, the target has
Advantage on any new saving throw against the
relevant effect.

Components. A flask of Holy Water worth 25+


GP, which the spell consumes.

CLERIC, PALADIN CLERIC, DRUID, PALADIN, WARLOCK, WIZARD


SILENT IMAGE SPEAK WITH ANIMALS
ACTION 60 FT C. 10 MIN. V, S, M ACTION SELF 10 MIN. V, S
ILLUSION LEVEL 1 DIVINATION LEVEL 1

TASHA’S HIDEOUS LAUGHTER TENSER’S FLOATING DISK


ACTION SELF INSTANT V, S, M ACTION 30 FT 1 HOUR V, S, M
ENCHANTMENT LEVEL 1 CONJURATION LEVEL 1
SPEAK WITH ANIMALS SILENT IMAGE
DIVINATION LEVEL 1 ILLUSION LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action or ritual 10 Minutes Action Concentration,
up to 10 minutes
COMPONENTS RANGE COMPONENTS
Verbal, Somatic Self Verbal, Somatic, RANGE
Material 60 Feet

For the duration, you can comprehend and verbally You create the image of an object, a creature, or some
communicate with Beasts, and you can use any of the other visible phenomenon that is no larger than a 15-
Influence action’s skill options with them. foot Cube. The image appears at a spot within range
Most Beasts have little to say about topics that and lasts for the duration. The image is purely visual; it
don’t pertain to survival or companionship, but at isn’t accompanied by sound, smell, or other sensory
minimum, a Beast can give you information about effects.
nearby locations and monsters, including whatever it As a Magic action, you can cause the image to move
has perceived within the past day. to any spot within range. As the image changes 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 be walking.
Physical interaction with the image reveals it to be an
illusion, since things can pass through it. A creature that
takes a Study action to examine the image can determine
that it is an illusion with a successful Intelligence
(Investigation) check against your spell save DC. If a
creature discerns the illusion for what it is, the creature
can see through the image.
Components . A bit of fleece.

BARD, DRUID, RANGER, WARLOCK BARD, SORCERER, WIZARD

TENSER’S FLOATING DISK TASHA’S HIDEOUS LAUGHTER


CONJURATION LEVEL 1 ENCHANTMENT LEVEL 1

CAST TIME DURATION CAST TIME DURATION


Action or ritual 1 Hour Action Concentration,
up to 1 minute
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE RANGE
Verbal, Somatic,
Material 30 Feet 60 Feet
Material

This spell creates a circular, horizontal plane of force, One creature of your choice that you can see within
3 feet in diameter and 1 inch thick, that floats 3 feet range makes a Wisdom saving throw. On a failed
above the ground in an unoccupied space of your save, it has the Prone and Incapacitated conditions
choice that you can see within range. The disk
for the duration. During that time, it laughs
remains for the duration and can hold up to 500
uncontrollably if it’s capable of laughter, and it can’t
pounds. If more weight is placed on it, the spell ends,
end the Prone condition on itself.
and everything on the disk falls to the ground.
At the end of each of its turns and each time it
The disk is immobile while you are within 20 feet
takes damage, it makes another Wisdom saving
of it. If you move more than 20 feet away from it, the
disk follows you so that it remains within 20 feet of throw. The target has Advantage on the save if the
you. It can move across uneven terrain, up or down save is triggered by damage. On a successful save, the
stairs, slopes and the like, but it can’t cross an spell ends.
elevation change of 10 feet or more. For example, the At Higher Levels. You can target one additional
disk can’t move across a 10-foot-deep pit, nor could creature for each spell slot level above 1.
it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk
(typically because it can’t move around an obstacle to
follow you), the spell ends.
Components . A drop of mercury.

WIZARD BARD, WARLOCK, WIZARD


GUIDING BOLT
ACTION 120 FT 1 ROUND V, S
EVOCATION LEVEL 1
GUIDING BOLT
EVOCATION LEVEL 1

CAST TIME DURATION


Action 1 Round

COMPONENTS RANGE
Verbal, Somatic 120 Feet

You hurl a bolt of light toward a creature within


range. Make a ranged spell attack against the target.
On a hit, it takes 4d6 Radiant damage, and the next
attack roll made against it before the end of your
next turn has Advantage.
At Higher Levels. The damage increases by 1d6
for each spell slot level above 1.

CLERIC
MAGIC WEAPON LESSER RESTORATION
BONUS ACT. TOUCH 1 HOUR V, S BONUS ACT. TOUCH INSTANT V, S
TRANSMUTATION LEVEL 2 ABJURATION LEVEL 2

DARKVISION DRAGON’S BREATH


ACTION TOUCH 8 HOURS V, S, M BONUS ACT. TOUCH C. 1 MIN. V, S, M
TRANSMUTATION LEVEL 2 TRANSMUTATION LEVEL 2
LESSER RESTORATION MAGIC WEAPON
ABJURATION LEVEL 2 TRANSMUTATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Bonus action Instantaneous Bonus action 1 Hour
COMPONENTS RANGE COMPONENTS RANGE
Verbal, Somatic Touch Verbal, Somatic Touch

You touch a creature and end one condition on it: You touch a nonmagical weapon. Until the spell
Blinded, Deafened, Paralyzed, or Poisoned. ends, that weapon becomes a magic weapon with a
+1 bonus to attack rolls and damage rolls. The spell
ends early if you cast it again.
At Higher Levels: The bonus increases to +2
with a level 3–5 spell slot. The bonus increases to +3
with a level 6+ spell slot.

ARTIFICER, BARD, CLERIC, DRUID, PALADIN, RANGER ARTIFICER, PALADIN, RANGER, SORCERER, WIZARD

DRAGON’S BREATH DARKVISION


TRANSMUTATION LEVEL 2 TRANSMUTATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Bonus action Concentration, Action 8 Hours
up to 1 minute
COMPONENTS
COMPONENTS RANGE
Verbal, Somatic, RANGE Verbal, Somatic,
Touch
Material Touch Material

You touch one willing creature, and choose Acid, For the duration, all willing creatures you touch at
Cold, Fire, Lightning, or Poison. Until the spell ends, the time of casting have Darkvision with a range of
the target can take a Magic action to exhale a 15-foot 150 feet.
Cone. Each creature in that area makes a Dexterity
saving throw, taking 3d6 damage of the chosen type Components. A dried carrot.
on a failed save or half as much damage on a
successful one.
Using a Higher-Level Spell Slot. The damage
increases by 1d6 for each spell slot level above 2.

Components . A hot pepper.

ARTIFICER, SORCERER, WIZARD ARTIFICER, DRUID, RANGER, SORCERER, WIZARD


HEAT METAL ARCANE LOCK
ACTION 60 FT C. 1 MIN. V, S, M ACTION TOUCH SPECIAL V, S, M
TRANSMUTATION LEVEL 2 ABJURATION LEVEL 2

PYROTECHNICS AID
ACTION 60 FT INSTANT V, S ACTION 30 FT 8 HOURS V, S, M
TRANSMUTATION LEVEL 2 ABJURATION LEVEL 2
ARCANE LOCK HEAT METAL
ABJURATION LEVEL 2 TRANSMUTATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Until Dispelled Action Concentration,
COMPONENTS up to 1 minute
RANGE COMPONENTS
Verbal, Somatic, RANGE
Touch Verbal, Somatic,
Material 60 Feet
Material

You touch a closed door, window, gate, container, or Choose a manufactured metal object, such as a metal
hatch and magically lock it for the duration. This lock weapon or a suit of Heavy or Medium metal armor,
can’t be unlocked by any nonmagical means. You that you can see within range. You cause the object
and any creatures you designate when you cast the to glow red-hot. Any creature in physical contact
spell can open and close the object despite the lock. with the object takes 2d8 Fire damage when you cast
You can also set a password that, when spoken the spell. Until the spell ends, you can take a Bonus
within 5 feet of the object, unlocks it for 1 minute. Action on each of your later turns to deal this
damage again if the object is within range.
Components . Gold dust worth 25+ GP, which the If a creature is holding or wearing the object and
spell consumes. takes the damage from it, the creature must succeed
on a Constitution saving throw or drop the object if
it can. If it doesn’t drop the object, it has
Disadvantage on attack rolls and ability checks until
the start of your next turn.
At Higher Levels: The damage increases by 1d8
for each spell slot level above 2.

Components . A piece of iron and a flame.

ARTIFICER, WIZARD ARTIFICER, BARD, DRUID

AID PYROTECHNICS
ABJURATION LEVEL 2 TRANSMUTATION LEVEL 2

CAST TIME CAST TIME DURATION


DURATION
Action Action Instantaneous
8 Hours
COMPONENTS RANGE
RANGE COMPONENTS
Verbal, Somatic, 60 Feet
30 Feet Verbal, Somatic
Material

Choose up to three creatures within range. Each Choose an area of flame that you can see and that
target’s Hit Point maximum and current Hit Points can fit within a 5-foot cube within range. You can
increase by 5 for the duration. extinguish the fire in that area, and you create either
Using a H igher-Level Spell Slot. Each target’s fireworks or smoke.
Hit Points increase by 5 for each spell slot level • Fireworks. The target explodes with a dazzling
above 2. display of colors. Each creature within 10 feet of
the target must succeed on a Constitution saving
Components. A strip of white cloth. throw or become blinded until the end of your
next turn.
• 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.

ARTIFICER, BARD, CLERIC, DRUID, PALADIN, RANGER ARTIFICER, BARD, SORCERER, WIZARD
BLUR ALTER SELF
ACTION SELF C. 1 MIN. V ACTION SELF C. 1 HOUR V, S
ILLUSION LEVEL 2 TRANSMUTATION LEVEL 2

ENHANCE ABILITY ALTER SELF (CONT)


ACTION TOUCH C. 1 HOUR V, S, M ACTION SELF C. 1 HOUR V, S
TRANSMUTATION LEVEL 2 TRANSMUTATION LEVEL 2
ALTER SELF BLUR
TRANSMUTATION LEVEL 2 ILLUSION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 1 hour up to 1 minute
COMPONENTS RANGE COMPONENTS RANGE
Verbal, Somatic Self Verbal Self

You alter your physical form. Choose one of the Your body becomes blurred. For the duration, any
following options. Its effects last for the duration, creature has Disadvantage on attack rolls against you.
during which you can take a Magic action to replace An attacker is immune to this effect if it perceives
the option you chose with a different one. you with Blindsight or Truesight.

Aquatic Adaptation. You sprout gills and grow


webs between your fingers. You can breathe
underwater and gain a Swim Speed equal to your
Speed.

Natural Weapons. You grow claws (Slashing), fangs


(Piercing), horns (Piercing), or hooves (Bludgeoning).
When you use your Unarmed Strike to deal damage
with that new growth, it deals 1d6 damage of the
type in parentheses instead of dealing the normal
damage for your Unarmed Strike, and you use your
spellcasting ability modifier for the attack and
damage rolls rather than using Strength.

ARTIFICER, SORCERER, WIZARD ARTIFICER, SORCERER, WIZARD

ALTER SELF CONTINUED ENHANCE ABILITY


TRANSMUTATION LEVEL 2 TRANSMUTATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 1 hour up to 1 hour
COMPONENTS
COMPONENTS RANGE RANGE
Verbal, Somatic,
Verbal, Somatic Self Touch
Material

Change Appearance. You alter your appearance. You touch a creature and choose Strength, Dexterity,
You decide what you look like, including your height, Intelligence, Wisdom, or Charisma. For the duration,
weight, facial features, sound of your voice, hair the target has Advantage on ability checks using the
length, coloration, and other distinguishing chosen ability.
characteristics. You can make yourself appear as a
member of another species, though none of your At Higher Levels. You can target one additional
statistics change. You can’t appear as a creature of a creature for each spell slot level above 2. You can
different size, and your basic shape stays the same; if choose a different ability for each target.
you’re bipedal, you can’t use this spell to become
quadrupedal, for instance. For the duration, you can Components . Fur or a feather
take a Magic action to change your appearance in this
way again.

ARTIFICER, BARD, CLERIC, DRUID,


ARTIFICER, SORCERER, WIZARD RANGER, SORCERER, WIZARD
INVISIBILITY ENLARGE/REDUCE
ACTION TOUCH C. 1 HOUR V, S, M ACTION 30 FT C. 1 MIN. V, S, M
ILLUSION LEVEL 2 TRANSMUTATION LEVEL 2

MAGIC MOUTH LEVITATE


1 MIN. 30 FT SPECIAL V, S, M ACTION 60 FT C. 10 MIN. V, S, M
EVOCATION LEVEL 2 TRANSMUTATION LEVEL 2
ENLARGE/REDUCE INVISIBILITY
TRANSMUTATION LEVEL 2 ILLUSION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 1 minute up to 1 hour
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE Verbal, Somatic, RANGE
Material 30 Feet Material Touch

For the duration, the spell enlarges or reduces a creature or an A creature you touch has the Invisible condition until
object you can see within range (see the chosen effect below). A the spell ends. The spell ends early immediately after
targeted object must be neither worn nor carried. If the target is
the target makes an attack roll, deals damage, or casts
an unwilling creature, it can make a Constitution saving throw.
On a successful save, the spell has no effect. a spell.
Everything that a targeted creature is wearing and carrying
changes size with it. Any item it drops returns to normal size at At Higher Levels: You can target one additional
once. A thrown weapon or piece of ammunition returns to creature for each spell slot level above 2.
normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category—from
Medium to Large, for example. The target also has Advantage Components . An eyelash in gum arabic.
on Strength checks and Strength saving throws. The target’s
attacks with its enlarged weapons or Unarmed Strikes deal an
extra 1d4 damage on a hit.
Reduce. The target’s size decreases by one category—from
Medium to Small, for example. The target also has
Disadvantage on Strength checks and Strength saving throws.
The target’s attacks with its reduced weapons or Unarmed
Strikes deal 1d4 less damage on a hit (this can’t reduce the
damage below 1).

Components . A pinch of powdered iron.

ARTIFICER, BARD, DRUID, SORCERER, WIZARD ARTIFICER, BARD, SORCERER, WARLOCK, WIZARD

LEVITATE MAGIC MOUTH


TRANSMUTATION LEVEL 2 ILLUSION LEVEL 2

CAST TIME DURATION CAST TIME


1 Minute or DURATION
Action Concentration,
Ritual Until Dispelled
up to 10 minutes
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE RANGE
60 Feet Verbal, Somatic, 30 Feet
Material Material

One creature or loose object of your choice that you You implant a message within an object in range—a message
that is uttered when a trigger condition is met. Choose an
can see within range rises vertically up to 20 feet and
object that you can see and that isn’t being worn or carried
remains suspended there for the duration. The spell by another creature. Then speak the message, which must be
can levitate an object that weighs up to 500 pounds. 25 words or fewer, though it can be delivered over as long as
An unwilling creature that succeeds on a Constitution 10 minutes. Finally, determine the circumstance that will
saving throw is unaffected. trigger the spell to deliver your message.
The target can move only by pushing or pulling When that trigger occurs, a magical mouth appears on the
against a fixed object or surface within reach (such as object and recites the message in your voice and at the same
a wall or a ceiling), which allows it to move as if it volume you spoke. If the object you chose has a mouth or
something that looks like a mouth (for example, the mouth
were climbing. You can change the target’s altitude by
of a statue), the magical mouth appears there, so the words
up to 20 feet in either direction on your turn. If you appear to come from the object’s mouth. When you cast this
are the target, you can move up or down as part of spell, you can have the spell end after it delivers its message,
your move. Otherwise, you can take a Magic action to or it can remain and repeat its message whenever the trigger
move the target, which must remain within the spell’s occurs.
range. The trigger can be as general or as detailed as you like,
When the spell ends, the target floats gently to the though it must be based on visual or audible conditions that
occur within 30 feet of the object. For example, you could
ground if it is still aloft.
instruct the mouth to speak when any creature moves within
30 feet of the object or when a silver bell rings within 30 feet.
Components . A metal spring. Components . Jade dust worth 10+ GP, consumed.

ARTIFICER, SORCERER, WIZARD ARTIFICER, BARD, WIZARD


ROPE TRICK PROTECTION FROM POISON
ACTION TOUCH 1 HOUR V, S, M ACTION TOUCH 1 HOUR V, S
TRANSMUTATION LEVEL 2 ABJURATION LEVEL 2

SPIDER CLIMB SEE INVISIBILITY


ACTION TOUCH C. 1 HOUR V, S, M ACTION SELF 1 HOUR V, S, M
TRANSMUTATION LEVEL 2 DIVINATION LEVEL 2
PROTECTION FROM POISON ROPE TRICK
ABJURATION LEVEL 2 TRANSMUTATION LEVEL 2

CAST TIME DURATION CAST TIME


Action 1 Hour Action DURATION
1 Hour
COMPONENTS RANGE COMPONENTS
Verbal, Somatic Touch Verbal, Somatic, RANGE
Material Touch

You touch a creature and end the Poisoned


condition on it. For the duration, the target has You touch a rope. One end of it hovers upward until
Advantage on saving throws to avoid or end the the rope hangs perpendicular to the ground or the
Poisoned condition, and it has Resistance to Poison rope reaches a ceiling. At the rope’s upper end, an
damage. Invisible 3-foot-by-5-foot portal opens to an
extradimensional space that lasts until the spell ends.
That space can be reached by climbing the rope,
which can be pulled into or dropped out of it.

The space can hold up to eight Medium or smaller


creatures. Attacks, spells, and other effects can’t pass
into or out of the space, but creatures inside it can
see through the portal. Anything inside the space
drops out when the spell ends.

Components . A segment of rope.

ARTIFICER, CLERIC, DRUID, PALADIN, RANGER ARTIFICER, WIZARD

SEE INVISIBILITY SPIDER CLIMB


DIVINATION LEVEL 2 TRANSMUTATION LEVEL 2

CAST TIME CAST TIME DURATION


DURATION
Action Action Concentration,
1 Hour
up to 1 hour
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE RANGE
Verbal, Somatic,
Material Self Touch
Material

For the duration, you see creatures and objects that Until the spell ends, one willing creature you touch
have the Invisible condition as if they were visible, gains the ability to move up, down, and across
and you can see into the Ethereal Plane. Creatures vertical surfaces and along ceilings, while leaving its
and objects there appear ghostly. hands free. The target also gains a Climb Speed equal
to its Speed.
Components . A pinch of talc.
At Higher Levels: You can target one additional
creature for each spell slot level above 2.

ARTIFICER, BARD, SORCERER, WIZARD ARTIFICER, SORCERER, WARLOCK, WIZARD


LOCATE OBJECT WEB
ACTION SELF C. 10 MIN. V, S, M ACTION 60 FT C. 1 HOUR V, S, M
DIVINATION LEVEL 2 CONJURATION LEVEL 2

MIND SPIKE CONTINUAL FLAME


ACTION 120 FT C. 1 HOUR S ACTION TOUCH SPECIAL V, S, M
DIVINATION LEVEL 2 EVOCATION LEVEL 2
WEB LOCATE OBJECT
CONJURATION LEVEL 2 DIVINATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 1 hour up to 10 minutes
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE Verbal, Somatic, RANGE
Material 60 Feet Material Self

Describe or name an object that is familiar to you.


You conjure a mass of sticky webbing at a point within
range. The webs fill a 20-foot Cube there for the duration. You sense the direction to the object’s location if
The webs are Difficult Terrain, and the area within them is that object is within 1,000 feet of you. If the object is
Lightly Obscured. in motion, you know the direction of its movement.
If the webs aren’t anchored between two solid masses
(such as walls or trees) or layered across a floor, wall, or The spell can locate a specific object known to you if
ceiling, the web collapses on itself, and the spell ends at the you have seen it up close—within 30 feet—at least
start of your next turn. Webs layered over a flat surface once. Alternatively, the spell can locate the nearest
have a depth of 5 feet.
object of a particular kind, such as a certain kind of
The first time a creature enters the webs on a turn or
starts its turn there, it must succeed on a Dexterity saving apparel, jewelry, furniture, tool, or weapon.
throw or have the Restrained condition while in the webs
or until it breaks free. This spell can’t locate an object if any thickness of
A creature Restrained by the webs can take an action to lead blocks a direct path between you and the object.
make a Strength (Athletics) check against your spell save
DC. If it succeeds, it is no longer Restrained. Components . A forked twig.
The webs are flammable. Any 5-foot Cube of webs
exposed to fire burns away in 1 round, dealing 2d4 Fire
damage to any creature that starts its turn in the fire.

Components . A bit of spider web.

ARTIFICER, SORCERER, WIZARD BARD, CLERIC, DRUID, PALADIN, RANGER, WIZARD

CONTINUAL FLAME MIND SPIKE


EVOCATION LEVEL 2 DIVINATION LEVEL 2

CAST TIME CAST TIME DURATION


DURATION
Action Action Concentration,
Until Dispelled
up to 1 hour
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE Somatic RANGE
Touch 120 Feet
Material

A flame springs from an object that you touch. The You drive a spike of psionic energy into the mind of
effect casts Bright Light in a 20-foot radius and Dim one creature you can see within range. The target
Light for an additional 20 feet. It looks like a regular makes a Wisdom saving throw, taking 3d8 Psychic
flame, but it creates no heat and consumes no fuel. damage on a failed save or half as much damage on a
The flame can be covered or hidden but not successful one. On a failed save, you also always
smothered or quenched. know the target’s location until the spell ends, but
only while the two of you are on the same plane of
Components . A ruby dust worth 50+ GP, which existence. While you have this knowledge, the target
the spell consumes. can’t become hidden from you, and if it has the
Invisible condition, it gains no benefit from that
condition against you.

At H igher Levels: The damage increases by 1d8 for


each spell slot level above 2.

ARTIFICER, CLERIC, DRUID, WIZARD SORCERER, WARLOCK, WIZARD


FLAMING SPHERE MELF’S ACID ARROW
ACTION 60 FT C. 1 MIN. V, S, M ACTION 90 FT INSTANT V, S, M
CONJURATION LEVEL 2 EVOCATION LEVEL 2

SHATTER MIRROR IMAGE


ACTION 60 FT INSTANT V, S, M ACTION 120 FT C. 10 MIN. V, S, M
EVOCATION LEVEL 2 ILLUSION LEVEL 2
MELF’S ACID ARROW FLAMING SPHERE
EVOCATION LEVEL 2 CONJURATION LEVEL 2

CAST TIME CAST TIME DURATION


Action DURATION Action Concentration,
Instantaneous
up to 1 minute
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE Verbal, Somatic, RANGE
Material 90 Feet Material 60 Feet

You create a 5-foot-diameter sphere of fire in an


A shimmering green arrow streaks toward a target
unoccupied space on the ground within range. It lasts
within range and bursts in a spray of acid. Make a
for the duration. Any creature that ends its turn within 5
ranged spell attack against the target. On a hit, the feet of the sphere makes a Dexterity saving throw,
target takes 4d4 Acid damage and 2d4 Acid damage taking 2d6 Fire damage on a failed save or half as much
at the end of its next turn. On a miss, the arrow damage on a successful one.
splashes the target with acid for half as much of the As a Bonus Action, you can move the sphere up to
initial damage only. 30 feet, rolling it along the ground. If you move the
sphere into a creature’s space, that creature makes the
At Higher Levels: Damage (both initial and later) save against the sphere, and the sphere stops moving
increases by 1d4 for each spell slot level above 2. for the turn.
When you move the sphere, you can direct it over
Components. A powdered rhubarb leaf. barriers up to 5 feet tall and jump it across pits up to 10
feet wide. Flammable objects that aren’t being worn or
carried start burning if touched by the sphere, and it
sheds Bright Light in a 20-foot radius and Dim Light
for an additional 20 feet.
At Higher Levels: The damage increases by 1d6 for
each spell slot level above 2.
Components . A ball of wax.

ARTIFICER, WIZARD ARTIFICER, DRUID, SORCERER, WIZARD

MIRROR IMAGE SHATTER


ILLUSION LEVEL 2 EVOCATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Instantaneous
up to 10 minutes
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE RANGE
Verbal, Somatic,
Material 120 Feet 60 Feet
Material

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


visible phenomenon that is no larger than a 20-foot Cube. The A loud noise erupts from a point of your choice
image appears at a spot that you can see within range and lasts within range. Each creature in a 10-foot-radius
for the duration. It seems real, including sounds, smells, and Sphere centered there makes a Constitution saving
temperature appropriate to the thing depicted, but it can’t deal
damage or cause conditions. throw, taking 3d8 Thunder damage on a failed save
If you are within range of the illusion, you can take a Magic or half as much damage on a successful one. A
action to cause the image to move to any other spot within Construct has Disadvantage on the save.
range. As the image changes location, you can alter its A nonmagical object that isn’t being worn or
appearance so that its movements appear natural for the image.
carried also takes the damage if it’s in the spell’s area.
For example, if you create an image of a creature and move it,
you can alter the image so that it appears to be walking.
Similarly, you can cause the illusion to make different sounds at At Higher Levels: The damage increases by 1d8 for
different times, even making it carry on a conversation, for each spell slot level above 2.
example.
Physical interaction with the image reveals it to be an illusion,
for things can pass through it. A creature that takes a Study
Components . A chip of mica.
action to examine the image can determine that it is an illusion
with a successful Intelligence (Investigation) check against your
spell save DC. If a creature discerns the illusion for what it is,
the creature can see through the image, and its other sensory
qualities become faint to the creature.
At Higher Levels: The spell lasts until dispelled, without
requiring Concentration, if cast with a level 4+ spell slot.

ARTIFICER, BARD, SORCERER, WARLOCK, WIZARD ARTIFICER, BARD, SORCERER, WIZARD


SCORCHING RAY SHINING SMITE
ACTION 120 FT INSTANT V, S BONUS ACT. SELF C. 1 MIN. V
EVOCATION LEVEL 2 TRANSMUTATION LEVEL 2

WARDING BOND ANIMAL MESSENGER


ACTION TOUCH 1 HOUR V, S, M ACTION 30 FT 24 HOURS V, S, M
ABJURATION LEVEL 2 ENCHANTMENT LEVEL 2
SHINING SMITE SCORCHING RAY
TRANSMUTATION LEVEL 2 EVOCATION LEVEL 2

CAST TIME DURATION CAST TIME


Bonus Action* Action DURATION
Concentration,
Instantaneous
up to 1 minute
COMPONENTS
RANGE COMPONENTS RANGE
Verbal
Self Verbal, Somatic 120 Feet

The target hit by the strike takes an extra 2d6 Radiant You hurl three fiery rays. You can hurl them at one
damage from the attack. Until the spell ends, the target within range or at several. Make a ranged spell
target sheds Bright Light in a 5-foot radius, attack attack for each ray. On a hit, the target takes 2d6 Fire
rolls against it have Advantage, and it can’t benefit damage.
from the Invisible condition.
At Higher Levels: You create one additional ray for
At Higher Levels: The damage increases by 1d6 for each spell slot level above 2.
each spell slot level above 2.

* Bonus Action, which you take immediately after


hitting a creature with a Melee weapon or an
Unarmed Strike.

PALADIN SORCERER, WIZARD

ANIMAL MESSENGER WARDING BOND


ENCHANTMENT LEVEL 2 ABJURATION LEVEL 2

CAST TIME CAST TIME


DURATION DURATION
Action or Ritual Action
24 Hours 1 Hour
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE RANGE
Verbal, Somatic,
Material 30 Feet Touch
Material

A Tiny Beast of your choice that you can see within You touch another creature that is willing and create
range must succeed on a Charisma saving throw, or it a mystic connection between you and the target until
attempts to deliver a message for you (if the target’s the spell ends. While the target is within 60 feet of
Challenge Rating isn’t 0, it automatically succeeds). You you, it gains a +1 bonus to AC and saving throws,
specify a location you have visited and a recipient who and it has Resistance to all damage. Also, each time it
matches a general description, such as “a person dressed takes damage, you take the same amount of damage.
in the uniform of the town guard” or “a red-haired
dwarf wearing a pointed hat.” You also communicate a
The spell ends if you drop to 0 Hit Points or if you
message of up to twenty-five words. The Beast travels
for the duration toward the specified location, covering
and the target become separated by more than 60
about 25 miles per 24 hours or 50 miles if the Beast can feet. It also ends if the spell is cast again on either of
fly. the connected creatures.
When the Beast arrives, it delivers your message to
the creature that you described, mimicking your Components . A pair of platinum rings worth 50+
communication. If the Beast doesn’t reach its GP each, which you and the target must wear for the
destination before the spell ends, the message is lost, duration.
and the Beast returns to where you cast the spell.
At Higher Levels: The spell’s duration increases by
48 hours for each spell slot level above 2.
Components . A morsel of food.

BARD, DRUID, RANGER CLERIC, PALADIN


BARKSKIN BLINDNESS/DEAFNESS
BONUS ACT. TOUCH 1 HR. V, S, M ACTION 120 FT 1 MIN. V
TRANSMUTATION LEVEL 2 TRANSMUTATION LEVEL 2

SNILLOC’S SNOWBALL SWARM SUGGESTION


ACTION 90 FT INSTANT V, S, M ACTION 30 FT C. 8 HR. V, M
EVOCATION LEVEL 2 ENCHANTMENT LEVEL 2
BLINDNESS/DEAFNESS BARKSKIN
TRANSMUTATION LEVEL 2 TRANSMUTATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action 1 Minute Bonus action 1 Hour
COMPONENTS
COMPONENTS RANGE RANGE
Verbal, Somatic,
Verbal 120 Feet Touch
Material

One creature that you can see within range must


succeed on a Constitution saving throw, or it has the You touch a willing creature. Until the spell ends, the
Blinded or Deafened condition (your choice) for the target’s skin assumes a bark-like appearance, and the
duration. At the end of each of its turns, the target target has an Armor Class of 17 if its AC is lower
repeats the save, ending the spell on itself on a than that.
success.
At Higher Levels: You can target one additional Components. A handful of bark.
creature for each spell slot level above 2.

BARD, CLERIC, SORCERER, WIZARD DRUID, RANGER

SUGGESTION SNILLOC’S SNOWBALL SWARM


ENCHANTMENT LEVEL 2 EVOCATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Instantaneous
up to 8 hours COMPONENTS
COMPONENTS RANGE
Verbal, Material RANGE Verbal, Somatic,
90 Feet
30 Feet Material

You suggest a course of activity—described in no A flurry of magic snowballs erupts from a point you
more than 25 words—to one creature you can see choose within range. Each creature in a 5-foot-radius
within range that can hear and understand you. The sphere centered on that point must make a Dexterity
suggestion must sound achievable and not involve saving throw. A creature takes 3d6 cold damage on a
anything that would obviously deal damage to the failed save, or half as much damage on a successful
target or its allies. For example, you could say, “Fetch one.
the key to the cult’s treasure vault, and give the key At H igher Levels. When you cast this spell using
to me.” Or you could say, “Stop fighting, leave this a spell slot of 3rd level or higher, the damage
library peacefully, and don’t return.” increases by 1d6 for each slot level above 2nd.
The target must succeed on a Wisdom saving
throw or have the Charmed condition for the Components. A piece of ice or a small white rock
duration or until you or your allies deal damage to chip.
the target. The Charmed target pursues the
suggestion to the best of its ability. The suggested
activity can continue for the entire duration, but if
the suggested activity can be completed in a shorter
time, the spell ends for the target upon completing it.

BARD, SORCERER, WARLOCK, WIZARD SORCERER, WIZARD


CALM EMOTIONS TASHA’S MIND WHIP
ACTION 60 FT C. 1 MIN. V, S ACTION 90 FT 1 ROUND V
ENCHANTMENT LEVEL 2 ENCHANTMENT LEVEL 2

CROWN OF MADNESS DETECT THOUGHTS


ACTION 120 FT C. 1 MIN. V, S ACTION 120 FT C. 1 MIN. V, S, M
ENCHANTMENT LEVEL 2 DIVINATION LEVEL 2
TASHA’S MIND WHIP CALM EMOTIONS
ENCHANTMENT LEVEL 2 ENCHANTMENT LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action 1 Round Action Concentration,
up to 1 minute
COMPONENTS RANGE COMPONENTS
Verbal 90 Feet Verbal, Somatic RANGE
60 Feet

You psychically lash out at one creature you can see


within range. The target must make an Intelligence Each Humanoid in a 20-foot-radius Sphere centered
saving throw. On a failed save, the target takes 3d6 on a point you choose within range must succeed on
psychic damage, and it can’t take a reaction until the a Charisma saving throw or be affected by one of the
end of its next turn. Moreover, on its next turn, it following effects (choose for each creature):
must choose whether it gets a move, an action, or a
bonus action; it gets only one of the three. On a • The creature has Immunity to the Charmed and
successful save, the target takes half as much damage Frightened conditions until the spell ends. If the
and suffers none of the spell’s other effects. creature was already Charmed or Frightened,
those conditions are suppressed for the duration.
At H igher Levels. When you cast this spell using a • The creature becomes Indifferent about creatures
spell slot of 3rd level or higher, you can target one of your choice that it's Hostile toward. This
additional creature for each slot level above 2nd. The indifference ends if the target takes damage or
creatures must be within 30 feet of each other when witnesses its allies taking damage. When the spell
you target them. ends, the creature's attitude returns to normal.

SORCERER, WIZARD BARD, CLERIC

DETECT THOUGHTS CROWN OF MADNESS


DIVINATION LEVEL 2 ENCHANTMENT LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
COMPONENTS up to 1 minute up to 1 minute
COMPONENTS
Verbal, Somatic, RANGE RANGE
Verbal, Somatic
Material 120 Feet 120 Feet

You activate one of the effects below. Until the spell ends, you
One creature that you can see within range must
can activate either effect as a Magic action on your later turns. succeed on a Wisdom saving throw or have the
Sense Thoughts. You sense the presence of thoughts within Charmed condition for the duration. The creature
30 feet of yourself that belong to creatures that know languages succeeds automatically if it isn’t Humanoid.
or are telepathic. You don't read the thoughts, but you know
A spectral crown appears on the Charmed target's
that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of head, and it must use its action before moving on
metal; or a thin sheet of lead. each of its turns to make a melee attack against a
Read Thoughts. Target one creature you can see within 30 creature other than itself that you mentally choose.
feet of yourself or one creature within 30 feet of yourself that The target can act normally on its turn if you choose
you detected with the Sense Thoughts option. You learn what is
most on the target's mind right now. If the target doesn't know no creature or if no creature is within its reach. The
any languages and isn't telepathic, you learn nothing. target repeats the save at the end of each of its turns,
As a Magic action on your next turn, you can try to probe ending the spell on itself on a success.
deeper into the target's mind. If you probe deeper, the target On your later turns, you must take the Magic
makes a Wisdom saving throw. On a failed save, you discern the
target's reasoning, emotions, and something that looms large in
action to maintain control of the target, or the spell
its mind (such as a worry, love, or hate). On a successful save, ends.
the spell ends. Either way, the target knows that you are probing
into its mind, and until you shift your attention away from the
target's mind, the target can take an action on its turn to make
an Intelligence (Arcana) check against your spell save DC,
ending the spell on a success.

BARD, SORCERER, WIZARD BARD, SORCERER, WARLOCK, WIZARD


ARCANIST’S MAGIC AURA PRAYER OF HEALING
ACTION TOUCH 24 HR. V, S, M 10 MIN. 30 FT INSTANT V
ILLUSION LEVEL 2 ABJURATION LEVEL 2

BEAST SENSE FIND TRAPS


ACTION SELF INSTANT V, S, M ACTION 30 FT INSTANT V, S
DIVINATION LEVEL 2 ENCHANTMENT LEVEL 1
PRAYER OF HEALING ARCANIST’S MAGIC AURA
ABJURATION LEVEL 2 ILLUSION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


10 Minutes Instantaneous Action 24 Hours
COMPONENTS
COMPONENTS RANGE RANGE
Verbal, Somatic,
Verbal 30 Feet Touch
Material

Up to five creatures of your choice who remain With a touch, you place an illusion on a willing
within range for the spell’s entire casting gain the creature or an object that isn’t being worn or carried.
benefits of a Short Rest and also regain 2d8 Hit A creature gains the Mask effect below, and an object
Points. A creature can’t be affected by this spell again gains the False Aura effect below. The effect lasts for
until that creature finishes a Long Rest. the duration. If you cast the spell on the same target
At Higher Levels: The healing increases by 1d8 every day for 30 days, the illusion lasts until dispelled.
for each spell slot level above 2. Mask (Creature). Choose a creature type other
than the target’s actual type. Spells and other magical
effects treat the target as if it were a creature of the
chosen type.
False Aura (Object). You change the way the
target appears to spells and magical effects that detect
magical auras, such as Detect Magic. You can make a
nonmagical object appear magical, make a magic item
appear nonmagical, or change the object’s aura so
that it appears to belong to a school of magic you
choose.

Components. A Small square of silk.

CLERIC, PALADIN WIZARD

FIND TRAPS BEAST SENSE


DIVINATION LEVEL 2 DIVINATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action or Ritual Concentration,
up to 10 minutes up to 1 hour
COMPONENTS COMPONENTS
Verbal, Somatic RANGE RANGE
Somatic
120 Feet Touch

You sense any trap within range that is within line of You touch a willing Beast. For the duration, you can
sight. A trap, for the purpose of this spell, includes perceive through the Beast’s senses as well as your
any object or mechanism that was created to cause own. When perceiving through the Beast’s senses,
damage or other danger. Thus, the spell would sense you benefit from any special senses it has.
the Alarm or Glyph of Warding spell or a mechanical
pit trap, but it wouldn’t reveal a natural weakness in
the floor, an unstable ceiling, or a hidden sinkhole.

This spell reveals that a trap is present but not its


specific location. You do learn the general nature of
the danger posed by a trap you sense.

ARTIFICER, CLERIC, DRUID, RANGER DRUID, RANGER


PHANTASMAL FORCE CLOUD OF DAGGERS
ACTION 60 FT C. 1 MIN. V, S, M ACTION 60 FT C. 1 MIN. V, S, M
ILLUSION LEVEL 2 CONJURATION LEVEL 2

SPIRITUAL WEAPON CORDON OF ARROWS


BONUS ACT. 60 FT C. 1 MIN. V, S ACTION TOUCH 8 HOURS V, S, M
EVOCATION LEVEL 2 TRANSMUTATION LEVEL 1
CLOUD OF DAGGERS PHANTASMAL FORCE
CONJURATION LEVEL 2 ILLUSION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 1 minute up to 1 minute
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE Verbal, Somatic, RANGE
Material 60 Feet Material 60 Feet

You attempt to craft an illusion in the mind of a creature you


You conjure spinning daggers in a 5-foot Cube can see within range. The target makes an Intelligence saving
centered on a point within range. Each creature in throw. On a failed save, you create a phantasmal object,
that area takes 4d4 Slashing damage. A creature also creature, or other phenomenon that is no larger than a 10-
takes this damage if it enters the Cube or ends its foot Cube and that is perceivable only to the target for the
duration. The phantasm includes sound, temperature, and
turn there or if the Cube moves into its space. A
other stimuli.
creature takes this damage only once per turn. The target can take a Study action to examine the
On your later turns, you can take a Magic action to phantasm with an Intelligence (Investigation) check against
teleport the Cube up to 30 feet. your spell save DC. If the check succeeds, the target realizes
Using a Higher-Level Spell Slot. The damage that the phantasm is an illusion, and the spell ends.
increases by 2d4 for each spell slot level above 2. While affected by the spell, the target treats the phantasm
as if it were real and rationalizes any illogical outcomes from
interacting with it. For example, if the target steps through a
Components . A sliver of glass.
phantasmal bridge and survives the fall, it believes the bridge
exists and something else caused it to fall.
An affected target can even take damage from the illusion
if the phantasm represents a dangerous creature or hazard.
On each of your turns, such a phantasm can deal 2d8
Psychic damage to the target if it is in the phantasm’s area or
within 5 feet of the phantasm. The target perceives the
damage as a type appropriate to the illusion.

BARD, SORCERER, WARLOCK, WIZARD BARD, SORCERER, WIZARD

CORDON OF ARROWS SPIRITUAL WEAPON


TRANSMUTATION LEVEL 2 EVOCATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action 8 Hours Bonus action Concentration,
up to 1 minute
COMPONENTS RANGE COMPONENTS
Verbal, Somatic, Touch Verbal, Somatic RANGE
Material 60 Feet

You touch up to four nonmagical Arrows or Bolts


and plant them in the ground in your space. Until the You create a floating, spectral force that resembles a
spell ends, the ammunition can’t be physically weapon of your choice and lasts for the duration.
uprooted, and whenever a creature other than you The force appears within range in a space of your
enters a space within 30 feet of the ammunition for choice, and you can immediately make one melee
the first time on a turn or ends its turn there, one spell attack against one creature within 5 feet of the
piece of ammunition flies up to strike it. The creature force. On a hit, the target takes Force damage equal
must succeed on a Dexterity saving throw or take to 1d8 plus your spellcasting ability modifier.
2d4 Piercing damage. The piece of ammunition is As a Bonus Action on your later turns, you can
then destroyed. The spell ends when none of the move the force up to 20 feet and repeat the attack
ammunition remains planted in the ground. against a creature within 5 feet of it.
When you cast this spell, you can designate any At H igher Levels: The damage increases by 1d8
creatures you choose, and the spell ignores them. for every slot level above 2.
Using a Higher-Level Spell Slot. The amount
of ammunition that can be affected increases by two
for each spell slot level above 2.

Components . An ornamental braid.

RANGER CLERIC
ENTHRALL GENTLE REPOSE
ACTION 60 FT 1 MIN. V, S ACTION TOUCH 10 DAYS V, S, M
ENCHANTMENT LEVEL 2 NECROMANCY LEVEL 2

1 MINUTE SELF INSTANT V, S, M ACTION SELF 1 MIN. V, S, M


DIVINATION LEVEL 2 EVOCATION LEVEL 2
GENTLE REPOSE ENTHRALL
NECROMANCY LEVEL 2 ENCHANTMENT LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action 10 Days Action 1 Minute

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Somatic, Touch Verbal, Somatic 60 Feet
Material

You weave a distracting string of words, causing


You touch a corpse or other remains. For the creatures of your choice that you can see within
duration, the target is protected from decay and can’t range to make a Wisdom saving throw. Any creature
become Undead. you or your companions are fighting automatically
The spell also effectively extends the time limit on succeeds on this save. On a failed save, a target has a
raising the target from the dead, since days spent −10 penalty to Wisdom (Perception) checks and
under the influence of this spell don’t count against Passive Perception until the spell ends.
the time limit of spells such as Raise Dead.

Components. 2 Copper Pieces, which the spell


consumes.

CLERIC, PALADIN, WIZARD BARD, WARLOCK

GUST OF WIND AUGURY


EVOCATION LEVEL 2 DIVINATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action 1 Minute 1 Minute Instantaneous
COMPONENTS COMPONENTS
RANGE RANGE
Verbal, Somatic, Verbal, Somatic,
Self Self
Material Material

A Line of strong wind 60 feet long and 10 feet wide


You receive an omen from an otherworldly entity about the
blasts from you in a direction you choose for the results of a course of action that you plan to take within the
duration. Each creature in the Line must succeed on a next 30 minutes. The DM chooses the omen from the
Strength saving throw or be pushed 15 feet away from Omens table.
you in a direction following the Line. A creature that
ends its turn in the Line must make the same save. Omen The results will be…
Any creature in the Line must spend 2 feet of Weal Good
movement for every 1 foot it moves when moving
closer to you. Woe Bad
The gust disperses gas or vapor, and it extinguishes Weal and woe Good and bad
candles and similar unprotected flames in the area. It
causes protected flames, such as those of lanterns, to Indifference Neither good nor bad
dance wildly and has a 50 percent chance to extinguish
them. The spell doesn’t account for circumstances, such as
other spells, that might change the results.
As a Bonus Action on your later turns, you can
If you cast the spell more than once before finishing a
change the direction in which the Line blasts from Long Rest, there is a cumulative 25 percent chance for
you. each casting after the first that you get no answer.

Components . A legume seed. Components . Specially marked sticks, bones, cards,


or other divinatory tokens worth 25+ GP

DRUID, RANGER, SORCERER, WIZARD CLERIC, DRUID, WIZARD


DARKNESS ZONE OF TRUTH
ACTION 60 FT C. 10 MIN. V, M ACTION 60 FT 10 MIN. V, S
EVOCATION LEVEL 2 ENCHANTMENT LEVEL 2

SPIKE GROWTH SILENCE


ACTION 150 FT C. 10 MIN. V, S, M ACTION 120 FT 10 MIN. V, S
TRANSMUTATION LEVEL 2 ILLUSION LEVEL 2
ZONE OF TRUTH DARKNESS
ENCHANTMENT LEVEL 2 EVOCATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action 10 minutes Action Concentration,
up to 10 minutes
COMPONENTS RANGE
COMPONENTS RANGE
Verbal, Somatic 60 Feet
Verbal, Material 60 Feet

You create a magical zone that guards against


For the duration, magical Darkness spreads from a
deception in a 15-foot-radius Sphere centered on a
point within range and fills a 15-foot-radius Sphere.
point within range. Until the spell ends, a creature
Darkvision can’t see through it, and nonmagical light
that enters the spell’s area for the first time on a turn
can’t illuminate it.
or starts its turn there makes a Charisma saving
throw. On a failed save, a creature can’t speak a
Alternatively, you cast the spell on an object that isn’t
deliberate lie while in the radius. You know whether
being worn or carried, causing the Darkness to fill a
a creature succeeds or fails on this save.
15-foot Emanation originating from that object.
Covering that object with something opaque, such as
An affected creature is aware of the spell and can
a bowl or helm, blocks the Darkness.
avoid answering questions to which it would
normally respond with a lie. Such a creature can be
If any of this spell’s area overlaps with an area of
evasive yet must be truthful.
Bright Light or Dim Light created by a spell of level
2 or lower, that other spell is dispelled.

Components . Bat fur and a piece of coal.

BARD, CLERIC, PALADIN SORCERER, WARLOCK, WIZARD

SILENCE SPIKE GROWTH


ILLUSION LEVEL 2 TRANSMUTATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 10 minutes up to 10 minutes
COMPONENTS COMPONENTS
Verbal, Somatic RANGE RANGE
Verbal, Somatic,
120 Feet 150 Feet
Material

For the duration, no sound can be created within or The ground in a 20-foot-radius Sphere centered on a
pass through a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns.
point you choose within range. Any creature or The area becomes Difficult Terrain for the duration.
object entirely inside the Sphere has Immunity to When a creature moves into or within the area, it
Thunder damage, and creatures have the Deafened takes 2d4 Piercing damage for every 5 feet it travels.
condition while entirely inside it. Casting a spell that
includes a Verbal component is impossible there. The transformation of the ground is camouflaged to
look natural. Any creature that can’t see the area
when the spell is cast must take a Search action and
succeed on a Wisdom (Perception or Survival) check
against your spell save DC to recognize the terrain as
hazardous before entering it.

Components . Seven thorns.

BARD, CLERIC, RANGER DRUID, RANGER


RAY OF ENFEEBLEMENT PASS WITHOUT TRACE
ACTION 60 FT C. 1 MIN. V, S ACTION SELF C. 1 HR. V, S, M
NECROMANCY LEVEL 2 ABJURATION LEVEL 2

MOONBEAM MISTY STEP


ACTION 120 FT C. 1 MIN. V, S, M BONUS ACT. SELF INSTANT V
EVOCATION LEVEL 2 CONJURATION LEVEL 2
PASS WITHOUT TRACE RAY OF ENFEEBLEMENT
ABJURATION LEVEL 2 NECROMANCY LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 1 hour up to 1 minute
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE Verbal, Somatic RANGE
Material Self (30 ft) 60 Feet

You radiate a concealing aura in a 30-foot Emanation A beam of enervating energy shoots from you
for the duration. While in the aura, you and each toward a creature within range. The target must make
creature you choose have a +10 bonus to Dexterity a Constitution saving throw. On a successful save,
(Stealth) checks and leave no tracks. the target has Disadvantage on the next attack roll it
makes until the start of your next turn.
Components . Ashes from burned mistletoe.
On a failed save, the target has Disadvantage on
Strength-based D20 Tests for the duration. During
that time, it also subtracts 1d8 from all its damage
rolls. The target repeats the save at the end of each
of its turns, ending the spell on a success.

DRUID, RANGER WARLOCK, WIZARD

MISTY STEP MOONBEAM


CONJURATION LEVEL 2 EVOCATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Bonus action Instantaneous Action Concentration,
up to 1 minute
COMPONENTS RANGE COMPONENTS
Verbal Self RANGE
Verbal, Somatic,
120 ft. (5 ft)
Material

Briefly surrounded by silvery mist, you teleport up to A silvery beam of pale light shines down in a 5-foot-
30 feet to an unoccupied space you can see. radius, 40-foot-high Cylinder centered on a point within
range. Until the spell ends, Dim Light fills the Cylinder,
and you can take a Magic action on later turns to move
the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a
Constitution saving throw. On a failed save, a creature
takes 2d10 Radiant damage, and if the creature is shape-
shifted (as a result of the Polymorph spell, for example),
it reverts to its true form and can’t shape-shift until it
leaves the Cylinder. On a successful save, a creature
takes half as much damage only. A creature also makes
this save when the spell’s area moves into its space and
when it enters the spell’s area or ends its turn there. A
creature makes this save only once per turn.

At Higher Levels. The damage increases by 1d10 for


each spell slot level above 2.

Components . A moonseed leaf.

SORCERER, WARLOCK, WIZARD DRUID


LOCATE ANIMALS OR PLANTS KNOCK
ACTION 30 FT INSTANT V, S, M ACTION 60 FT INSTANT V
ILLUSION LEVEL 2 TRANSMUTATION LEVEL 2

HOLD PERSON
ACTION 60 FT C. 1 MIN. V, S, M
ENCHANTMENT LEVEL 1
KNOCK LOCATE ANIMALS OR PLANTS
TRANSMUTATION LEVEL 2 DIVINATION LEVEL 2

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action Instantaneous
COMPONENTS RANGE COMPONENTS
Verbal 60 Feet Verbal, Somatic, RANGE
Material Self

Choose an object that you can see within range. The Describe or name a specific kind of beast or plant.
object can be a door, a box, a chest, a set of Concentrating on the voice of nature in your
manacles, a padlock, or another object that contains surroundings, you learn the direction and distance to
a mundane or magical means that prevents access. the closest creature or plant of that kind within 5
miles, if any are present.
A target that is held shut by a mundane lock or that
is stuck or barred becomes unlocked, unstuck, or Components . A bit of fur from a bloodhound.
unbarred. If the object has multiple locks, only one
of them is unlocked.

If the target is held shut by Arcane Lock, that spell is


suppressed for 10 minutes, during which time the
target can be opened and closed.

When you cast the spell, a loud knock, audible up to


300 feet away, emanates from the target.

BARD, SORCERER, WIZARD BARD, DRUID, RANGER

HOLD PERSON
ENCHANTMENT LEVEL 2

CAST TIME DURATION


Action Concentration,
up to 1 minute
COMPONENTS
RANGE
Verbal, Somatic,
60 Feet
Material

Choose a Humanoid that you can see within range.


The target must succeed on a Wisdom saving throw
or have the Paralyzed condition for the duration. At
the end of each of its turns, the target repeats the
save, ending the spell on itself on a success.

At Higher Levels. You can target one additional


Humanoid for each spell slot level above 2.

Components . A straight piece of iron.

BARD, DRUID, CLERIC, SORCERER, WARLOCK, WIZARD


BLINK ELEMENTAL WEAPON
ACTION SELF 1 MIN V, S ACTION TOUCH C. 1 HR V, S
TRANSMUTATION LEVEL 3 TRANSMUTATION LEVEL 3

DISPELL MAGIC CREATE FOOD AND WATER


ACTION 120 FT INSTANT V, S ACTION 30 FT INSTANT V, S
ABJURATION LEVEL 3 CONJURATIONLEVEL 3
ELEMENTAL WEAPON BLINK
TRANSMUTATION LEVEL 3 TRANSMUTATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


1 action concentration, 1 action concentration,
up to 1 hour up to 1 hour
Components
RANGE Components RANGE
Verbal, Somatic,
120 Feet Verbal, Somatic 120 Feet
Material

A nonmagical weapon you touch becomes a magic At the end of each of your turns, roll 1d6; on a 4–6
weapon. Choose one of the following damage types: you vanish to the Ethereal Plane. While there you
Acid, Cold, Fire, Lightning, or Thunder. For the can see and hear the plane you left to 60 feet. You
duration, the weapon has a +1 bonus to attack rolls return to an unoccupied space within 10 feet of
and deals an extra 1d4 damage of the chosen type where you left at the start of your next turn.
when it hits.
Using a Higher-Level Spell Slot. If you use a
level 5–6 spell slot, the bonus to attack rolls increases
to +2, and the extra damage increases to 2d4. If you
use a level 7+ spell slot, the bonus increases to +3,
and the extra damage increases to 3d4.

Components . A non-magical weapon.

CLERIC, PALADIN CLERIC, PALADIN

CREATE FOOD AND WATER DISPELL MAGIC


CONJURATION LEVEL 3 ABJURATION LEVEL 3

CAST TIME CAST TIME


DURATION DURATION
1 action 1 action
Instantaneous Instantaneous

Components RANGE Components RANGE


Verbal, Somatic Self Verbal, Somatic Self

You create 45 pounds of food and 30 gallons of Choose one creature, object, or magical effect within
fresh water on the ground or in containers within range. Any spell of 3rd level or lower on the target
range—both useful in fending off the hazards of ends. For a spell of 4th level or higher, make a
malnutrition and dehydration. The food is bland but spellcasting ability check (DC 10 + the spell’s level);
nourishing and looks like a food of your choice, and on a success, the spell ends. Using a higher-level slot:
the water is clean. The food spoils after 24 hours if You automatically end a spell if its level is ≤ the slot
uneaten. level.

SORCERER, WIZARD SORCERER, WIZARD


GLYPH OF WARDING HASTE
1 HR TOUCH SPECIAL V, S, M ACTION 30 FT C. 1 MIN V, S, M
ABJURATION LEVEL 3 TRANSMUATION LEVEL 3

FLY PROTECTION FROM ENERGY


ACTION TOUCH C. 10 MIN V, S, M ACTION TOUCH C. 1 HR V, S
TRANSMUTATION LEVEL 3 ABJURATION LEVEL 3
HASTE GLYPH OF WARDING
TRANSMUTATION LEVEL 3 ABJURATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


1 action concentration, 1 hour Until dispelled or
up to 1 minute triggered
Components Components
Verbal, Somatic, RANGE Verbal, Somatic,
30 Feet RANGE
Material Material Touch

Choose a willing creature. Its Speed doubles; it gains You inscribe a glyph on a surface or within a closable
+2 AC, Advantage on Dexterity saves, and one object and set a trigger. Choose Explosive Rune
additional action each turn (Attack [one attack only], (20-ft-radius sphere; Dex save; 5d8 acid, cold, fire,
Dash, Disengage, Hide, or Use an Object). When the lightning, or thunder, half on a success) or Spell
spell ends, the target can’t move or take actions until Glyph (store a prepared spell of 3rd level or lower to
after its next turn. trigger). Higher slots: +1d8 damage per slot or store
a higher-level spell.
Components. a shaving of licorice root
Components. powdered diamond worth at least 200 gp,
consumed

CLERIC, DRUID, RANGER, SORCERER, WIZARD SORCERER, WARLOCK, WIZARD

PROTECTION FROM ENERGY FLY


ABJURATION LEVEL 3 TRANSMUTATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


1 action concentration, 1 action concentration,
up to 1 hour up to 10 minutes
Components
Components RANGE RANGE
Verbal, Somatic,
Verbal, Somatic Touch Touch
Material

A willing creature you touch has Resistance to acid, A willing creature you touch gains a Fly Speed of 60
cold, fire, lightning, or thunder damage for the feet and can hover. Higher slots: target one
duration. additional creature per slot level above 3rd.

Components. a feather

CLERIC, DRUID, RANGER, SORCERER, WIZARD SORCERER, WARLOCK, WIZARD


CLAIRVOYANCE WATER WALK
10 MIN 1 MI C. 10 MIN V, S, M ACTION 30 FT 1 HR V, S, M
DIVINATION LEVEL 3 TRANSMUTATION LEVEL 3

WATER BREATHING REVIVIFY


ACTION 30 FT 24 HR V, S, M ACTION TOUCH INSTANT V, S, M
TRANSMUTATION LEVEL 3 NECROMANCY LEVEL 3
WATER WALK CLAIRVOYANCE
TRANSMUTATION LEVEL 3 DIVINATION LEVEL 3

CAST TIME CAST TIME DURATION


1 action or ritual DURATION 10 minutes concentration,
1 hour
up to 10 minutes
Components Components
Verbal, Somatic, RANGE Verbal, Somatic, RANGE
Material 30 Feet Material 1 Mile

Up to ten willing creatures you can see can move You create an Invisible sensor at a familiar place or
across any liquid as if it were solid ground. This spell obvious location. Choose seeing or hearing; you can
doesn’t protect against damage from hazardous use the chosen sense through the sensor and switch
liquids. As a Bonus Action, a creature can move as a Bonus Action. Creatures with See Invisibility or
down up to 10 feet into the liquid. Truesight can perceive the sensor.

Components. a piece of cork Components. a jeweled horn for hearing or a glass eye
worth at least 100 gp

CLERIC, DRUID, PALADIN, RANGER DRUID, RANGER, SORCERER, WIZARD

REVIVIFY WATER BREATHING


NECROMANCY LEVEL 3 TRANSMUTATION LEVEL 3

CAST TIME
CAST TIME
DURATION 1 action or DURATION
1 action
Instantaneous ritual 24 hours
Components Components
Verbal, Somatic, RANGE RANGE
Verbal, Somatic,
Material Touch 30 Feet
Material

You touch a creature that has died within the last Up to ten willing creatures within range gain the
minute. The creature returns to life with 1 hit point. ability to breathe underwater for the duration and
This spell can’t revive a creature that died of old age retain their normal respiration.
and doesn’t restore missing body parts.
Components. a short reed
Components. a diamond worth at least 300 gp,
consumed

CLERIC, DRUID, PALADIN, RANGER DRUID, RANGER, SORCERER, WIZARD


LIGHTNING BOLT GASEOUS FORM
ACTION 100 FT LINE INSTANT V, S, M ACTION TOUCH C. 1 HR V, S, M
EVOCATION LEVEL 3 TRANSMUTATION LEVEL 3

HYPNOTIC PATTERN MASS HEALING WORD


ACTION 120 FT C. 1 MIN S, M BONUS ACT. 60 FT INSTANT V
ILLUSION LEVEL 3 EVOCATION LEVEL 3
GASEOUS FORM LIGHTNING BOLT
TRANSMUTATION LEVEL 3 EVOCATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


1 action concentration, 1 action Instantaneous
up to 1 hour
Components Components RANGE
Verbal, Somatic, RANGE Verbal, Somatic, Self
Material Touch Material (100-Foot Line)

A willing creature becomes a gaseous cloud. It has a A 100-foot long, 5-foot wide line of lightning blasts
Fly Speed of 10 feet, resistance to nonmagical from you. Creatures in the line make a Dexterity
damage, can move through small openings, and can’t save, taking 8d6 lightning damage on a failure, or half
fall; it can’t pass through solid surfaces. on a success. Ignites flammable objects not worn or
carried.
Components . a bit of gauze and a whiff of smoke
Components . a bit of fur and a rod of amber,
crystal, or glass

CLERIC BARD, SORCERER, WARLOCK, WIZARD

MASS HEALING WORD HYPNOTIC PATTERN


EVOCATION LEVEL 3 ILLUSION LEVEL 3

CAST TIME
CAST TIME DURATION
1 bonus DURATION
1 action concentration,
action Instantaneous
up to 1 minute
Components RANGE Components RANGE
Verbal 60 Feet Somatic, Material 120 Feet

Up to six creatures of your choice you can see regain A twisting pattern of colors appears in a 30-foot
hit points equal to 1d4 + your spellcasting ability cube. Each creature who sees it must make a
modifier. Higher slots: +1d4 per slot above 3rd. No Wisdom save or become Charmed, Incapacitated,
effect on undead or constructs. and Speed 0 until the spell ends. The effect ends for
a creature if it takes damage or an ally shakes it from
its stupor.

Components . a glowing stick of incense or


phosphorescent vial

CLERIC BARD, SORCERER, WARLOCK, WIZARD


WIND WALL CONJURE BARRAGE
ACTION 120 FT C. 1 MIN V, S, M ACTION 60 FT CONE INSTANT V, S, M
EVOCATION LEVEL 3 CONJURATION LEVEL 3

FIREBALL ANIMATE DEAD


ACTION 150 FT INSTANT V, S, M 1 MINUTE 10 FT INSTANT V, S, M
EVOCATION LEVEL 3 NECROMANCY LEVEL 3
CONJURE BARRAGE WIND WALL
CONJURATION LEVEL 3 EVOCATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


1 action Instantaneous 1 action concentration,
RANGE up to 1 minute
Components Components
Verbal, Somatic, Self Verbal, Somatic, RANGE
Material (60-Foot Cone) Material 120 Feet

You create a cone of identical weapons that shower A wall of strong wind 50 feet long, 15 feet high, and
down. Each creature in a 60-foot cone makes a 1 foot thick appears. Each creature in its area makes
Dexterity save, taking 3d8 damage of the weapon’s a Strength save, taking 3d8 bludgeoning damage on a
type on a failure, or half as much on a success. failure, or half on a success. The wall deflects arrows,
bolts, and keeps out gases and fog.
Components. one piece of ammunition or a thrown
weapon Components. a tiny fan and a feather of exotic origin

CLERIC, WARLOCK, WIZARD SORCERER, WIZARD

ANIMATE DEAD FIREBALL


NECROMANCY LEVEL 3 EVOCATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


1 minute Instantaneous 1 action Instantaneous

Components Components
Verbal, Somatic, RANGE RANGE
Verbal, Somatic,
Material 10 Feet 150 Feet
Material

You animate a skeleton from bones or a zombie A bright streak flashes to a point you choose within
from a corpse, which obeys your commands for 24 range and blossoms into a 20-foot-radius sphere of
hours. Higher slots: animate or reassert control over flame. Creatures in the area make a Dexterity save,
additional undead. taking 8d6 fire damage on a fail, or half as much on a
success. The fire spreads around corners and ignites
Components. a drop of blood, a piece of flesh, and a flammable objects not worn or carried.
pinch of bone dust
Components. a tiny ball of bat guano and sulfur

CLERIC, WARLOCK, WIZARD SORCERER, WIZARD


HUNGER OF HADAR LIGHTNING ARROW
ACTION 150 FT C. 1 MIN. V, S, M BONUS ACT. SELF INSTANT V, S
CONJURATION LEVEL 3 TRANSMUTATION LEVEL 3

ENEMIES ABOUND LEOMUND’S TINY HUT


ACTION 120 FT C. 1 MIN V, S 1 MIN* SELF 8 HRS V, S, M
ENCHANTMENT LEVEL 3 EVOCATION LEVEL 3
LIGHTNING ARROW HUNGER OF HADAR
TRANSMUTATION LEVEL 3 CONJURATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


Bonus action* Instantaneous Action Concentration,
COMPONENTS up to 1 minute
COMPONENTS RANGE Verbal, Somatic, RANGE
Verbal, Somatic Self Material 150 Feet

As your attack hits or misses the target, the weapon


You open a gateway to the Far Realm, a region
or ammunition you’re using transforms into a
infested with unspeakable horrors. A 20-foot-radius
lightning bolt. Instead of taking any damage or other
Sphere of Darkness appears, centered on a point
effects from the attack, the target takes 4d8
with range and lasting for the duration. The Sphere is
Lightning damage on a hit or half as much damage
Difficult Terrain, and it is filled with strange whispers
on a miss. Each creature within 10 feet of the target
and slurping noises, which can be heard up to 30 feet
then makes a Dexterity saving throw, taking 2d8
away. No light, magical or otherwise, can illuminate
Lightning damage on a failed save or half as much
the area, and creatures fully within it have the
damage on a successful one.
Blinded condition.
The weapon or ammunition then returns to its
Any creature that starts its turn in the area takes
normal form.
2d6 Cold damage. Any creature that ends its turn
At Higher Levels: The damage for both effects
there must succeed on a Dexterity saving throw or
of the spell increases by 1d8 for each spell slot level
take 2d6 Acid damage from otherworldly tentacles.
above 3.
At Higher Levels: The Cold or Acid damage
(your choice) increases by 1d6 for each spell slot level
* Immediately after hitting or missing a target with a
above 3.
ranged attack using a weapon.
Components . A pickled tentacle.

RANGER WARLOCK

LEOMUND’S TINY HUT ENEMIES ABOUND


EVOCATION LEVEL 3 ENCHANTMENT LEVEL 3

CAST TIME DURATION CAST TIME DURATION


1 Minute or Ritual 8 Hours Action Concentration,
COMPONENTS up to 1 minute
RANGE
Verbal, Somatic, COMPONENTS RANGE
Self
Material Verbal, Somatic 120 Feet

A 10-foot Emanation springs into existence around


You reach into the mind of one creature you can see
you and remains stationary for the duration. The
and force it to make an Intelligence saving throw. A
spell fails when you cast it if the Emanation isn’t big
creature automatically succeeds if it is immune to
enough to fully encapsulate all creatures in its area.
being frightened. On a failed save, the target loses the
Creatures and objects within the Emanation when
ability to distinguish friend from foe, regarding all
you cast the spell can move through it freely. All
creatures it can see as enemies until the spell ends.
other creatures and objects are barred from passing
Each time the target takes damage, it can repeat the
through it. Spells of level 3 or lower can’t be cast
saving throw, ending the effect on itself on a success.
through it, and the effects of such spells can’t extend
Whenever the affected creature chooses another
into it.
creature as a target, it must choose the target at
The atmosphere inside the Emanation is
random from among the creatures it can see within
comfortable and dry, regardless of the weather
range of the attack, spell, or other ability it’s using. If
outside. Until the spell ends, you can command the
an enemy provokes an opportunity attack from the
interior to have Dim Light or Darkness (no action
affected creature, the creature must make that attack
required). The Emanation is opaque from the outside
if it is able to.
and of any color you choose, but it’s transparent
from the inside.
The spell ends early if you leave the Emanation or
if you cast it again.

BARD, WIZARD BARD, SORCERER, WARLOCK, WIZARD


FEIGN DEATH LIFE TRANSFERENCE
ACTION* 60 FT 1 HR V, S, M ACTION 30 FT INSTANT V, S
NECROMANCY LEVEL 3 NECROMANCY LEVEL 3

COUNTERSPELL DAYLIGHT
REACTION 60 FT INSTANT S ACTION 60 FT 1 HR V, S
ABJURATION LEVEL 3 EVOCATION LEVEL 3
LIFE TRANSFERENCE FEIGN DEATH
NECROMANCY LEVEL 3 NECROMANCY LEVEL 3

CAST TIME DURATION CAST TIME DURATION


Action Instantaneous Action or Ritual 1 Hour
COMPONENTS
COMPONENTS RANGE RANGE
Verbal, Somatic,
Verbal, Somatic 30 Feet 60 Feet
Material

You sacrifice some of your health to mend another


You touch a willing creature and put it into a
creature’s injuries. You take 4d8 necrotic damage,
cataleptic state that is indistinguishable from death.
which can’t be reduced in any way, and one creature
For the duration, the target appears dead to
of your choice that you can see within range regains a
outward inspection and to spells used to determine
number of hit points equal to twice the necrotic
the target’s status. The target has the Blinded and
damage you take.
Incapacitated conditions, and its Speed is 0.
At H igher Levels: When you cast this spell using
The target also has Resistance to all damage except
a spell slot of 4th level or higher, the damage
Psychic damage, and it has Immunity to the
increases by 1d8 for each slot level above 3rd.
Poisoned condition.

Components . A pinch of graveyard dirt.

CLERIC, WIZARD BARD, CLERIC, DRUID, WIZARD

DAYLIGHT COUNTERSPELL
EVOCATION LEVEL 3 ABJURATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


Action 1 Hour Reaction* Instantaneous

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Somatic 60 Feet Somatic 60 Feet

For the duration, sunlight spreads from a point You attempt to interrupt a creature in the process of
within range and fills a 60-foot-radius Sphere. The casting a spell. The creature makes a Constitution
sunlight’s area is Bright Light and sheds Dim Light saving throw. On a failed save, the spell dissipates
for an additional 60 feet. with no effect, and the action, Bonus Action, or
Alternatively, you cast the spell on an object that Reaction used to cast it is wasted. If that spell was
isn’t being worn or carried, causing the sunlight to fill cast with a spell slot, the slot isn’t expended.
a 60-foot Emanation originating from that object.
Covering that object with something opaque, such as *Take when you see a creature within 50 feet of
a bowl or helm, blocks the sunlight. yourself casting a spell with Verbal, Somatic or
If any of this spell’s area overlaps with an area of Material components.
Darkness created by a spell of level 3 or lower, that
other spell is dispelled.

CLERIC, DRUID, PALADIN, RANGER, SORCERER SORCERER, WARLOCK, WIZARD


SLEET STORM SPIRIT GUARDIANS
ACTION 150 FT C. 1 MIN V, S, M ACTION SELF 10 MIN V, S, M
CONJURATION LEVEL 3 CONJURATION LEVEL 3

CRUSADER’S MANTLE BLINDING SMITE


ACTION SELF C. 1 MIN V BONUS ACT SELF 1 MIN V
EVOCATION LEVEL 3 EVOCATION LEVEL 3
SPIRIT GUARDIANS SLEET STORM
CONJURATION LEVEL 3 CONJURATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 10 minutes up to 1 minute
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE Verbal, Somatic, RANGE
Material Self 150 Feet
Material

Protective spirits flit around you in a 15-foot Until the spell ends, sleet falls in a 40-foot-tall, 20-
Emanation for the duration. If you are good or foot-radius Cylinder centered on a point you choose
neutral, their spectral form appears angelic or fey within range. The area is Heavily Obscured, and
(your choice). If you are evil, they appear fiendish. exposed flames in the area are doused.
When you cast this spell, you can designate Ground in the Cylinder is Difficult Terrain. When
creatures to be unaffected by it. Any other creature’s a creature enters the Cylinder for the first time on a
Speed is halved in the Emanation, and whenever the turn or starts its turn there, it must succeed on a
Emanation enters a creature’s space and whenever a Dexterity saving throw or have the Prone condition
creature enters the Emanation or ends its turn there, and lose Concentration.
the creature must make a Wisdom saving throw. On a
failed save, the creature takes 3d8 Radiant damage (if Components . A miniature umbrella.
you are good or neutral) or 3d8 Necrotic damage (if
you are evil). On a successful save, the creature takes
half as much damage. A creature makes this save only
once per turn.
At Higher Levels: The damage increases by 1d8
for each spell slot level above 3.

Components. A prayer scroll.

CLERIC DRUID, SORCERER, WIZARD

BLINDING SMITE CRUSADER’S MANTLE


EVOCATION LEVEL 3 EVOCATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


Bonus action* 1 Minute Action Concentration,
up to 1 minute
COMPONENTS RANGE COMPONENTS
Verbal Self Verbal RANGE
Self

The target hit by the strike takes an extra 3d8 Radiant You radiate a magical aura in a 30-foot Emanation.
damage from the attack, and the target has the While in the aura, you and your allies each deal an
Blinded condition until the spell ends. At the end of extra 1d4 Radiant damage when hitting with a
each of its turns, the Blinded target makes a weapon or an Unarmed Strike.
Constitution saving throw, ending the spell on itself
on a success.
Using a H igher-Level Spell Slot. The extra
damage increases by 1d8 for each spell slot level
above 3.

* Take immediately after hitting a creature with a


Melee weapon or an Unarmed Strike.

PALADIN PALADIN
CONJURE ANIMALS AURA OF VITALITY
ACTION 60 FT C. 10 MIN V, S ACTION SELF C. 1 MIN V
CONJURATION LEVEL 3 ABJURATION LEVEL 3

BEACON OF HOPE BESTOW CURSE


ACTION 30 FT C. 1 MIN V, S ACTION TOUCH C. 1 MIN V, S
ABJURATION LEVEL 3 NECROMANCY LEVEL 3
AURA OF VITALITY CONJURE ANIMALS
ABJURATION LEVEL 3 CONJURATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 1 minute up to 10 minutes
COMPONENTS COMPONENTS
Verbal RANGE RANGE
Verbal, Somatic
Self 60 Feet

An aura radiates from you in a 30-foot Emanation You conjure nature spirits that appear as a Large pack
of spectral, intangible animals in an unoccupied space
for the duration. When you create the aura and at the
you can see within range. The pack lasts for the
start of each of your turns while it persists, you can
duration, and you choose the spirits’ animal form, such
restore 2d6 Hit Points to one creature in it. as wolves, serpents, or birds.
You have Advantage on Strength saving throws while
you’re within 5 feet of the pack, and when you move on
your turn, you can also move the pack up to 30 feet to
an unoccupied space you can see.
Whenever the pack moves within 10 feet of a creature
you can see and whenever a creature you can see enters
a space within 10 feet of the pack or ends its turn there,
you can force that creature to make a Dexterity saving
throw. On a failed save, the creature takes 3d10 Slashing
damage. A creature makes this save only once per turn.
At Higher Levels: The damage increases by 1d10 for
each spell slot level above 3.

CLERIC, DRUID, PALADIN DRUID, RANGER

BESTOW CURSE BEACON OF HOPE


NECROMANCY LEVEL 3 ABJURATION LEVEL 3

CAST TIME DURATION CAST TIME DURATION


Action Concentration, Action Concentration,
up to 1 minute up to 1 minute
COMPONENTS
Verbal, Somatic RANGE COMPONENTS RANGE
Touch Verbal, Somatic 30 feet

You touch a creature, which must succeed on a Wisdom Choose any number of creatures within range. For
saving throw or become cursed for the duration. Until the duration, each target has Advantage on Wisdom
the curse ends, the target suffers one of the following saving throws and Death Saving Throws and regains
effects of your choice: the maximum number of Hit Points possible from
• Choose one ability. The target has Disadvantage on any healing.
ability checks and saving throws made with that ability.
• The target has Disadvantage on attack rolls against
you.
• In combat, the target must succeed on a Wisdom
saving throw at the start of each of its turns or be forced
to take the Dodge action on that turn.
• If you deal damage to the target with an attack roll or a
spell, the target takes an extra 1d8 Necrotic damage.

At H igher Levels. If you cast this spell using a level 4


spell slot, you can maintain Concentration on it for up to
10 minutes. If you use a level 5+ spell slot, the spell
doesn’t require Concentration, and the duration becomes
8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If
you use a level 9 spell slot, the spell lasts until dispelled.

BARD, CLERIC, WIZARD CLERIC


FEAR MAGIC CIRCLE
ACTION 30-FT CONE C. 1 MIN V, S, 1 MINUTE 10 FT 1 HR V, S, M
M
ILLUSION LEVEL 3 ABJURATION LEVEL 3

MAJOR IMAGE MELD INTO STONE


ACTION 120 FT C. 10 MIN V, S, M ACTION TOUCH 8 HR V, S, M
ILLUSION LEVEL 3 TRANSMUTATION LEVEL 3
MAGIC CIRCLE FEAR
CAST TIME CAST TIME DURATION
Action DURATION Action Concentration,
1 hour up to 1 minute
COMPONENTS COMPONENTS RANGE
Verbal, Somatic, RANGE Verbal, Somatic,
10 Feet Self
Material Material (30-foot Cone)

You create a 10-foot-radius, 20-foot-tall cylinder of You project a phantasmal image of a creature’s worst
magical energy centered on a point on the ground fears. Each creature in a 30-foot cone must succeed
you can see within range. Choose celestials, on a Wisdom saving throw or drop what it is holding
elementals, fey, fiends, or undead; the circle affects and become Frightened for the duration. While
them with disadvantages and restrictions while within frightened, a creature must take the Dash action and
its area. move away from you by the safest available route on
each of its turns, unless there is nowhere to move.
Components. Powdered silver worth at least 100
gp. Components. A white feather or heart of a hen.

CLERIC, DRUID BARD, SORCERER, WARLOCK, WIZARD

MELD INTO STONE MAJOR IMAGE

CAST TIME CAST TIME DURATION


DURATION
Action Action Concentration,
8 hours
up to 10 minutes
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE RANGE
Verbal, Somatic,
Material Touch 120 Feet
Material

You step into a stone object or surface you can touch You create a realistic image and sounds no larger
that is large enough to fully contain your body, than a 20-foot cube within range. The image appears
melding yourself and your equipment into the stone at a spot you can see and lasts for the duration. You
for the duration. While merged, you can’t see or hear can move it and change its sounds on your turn.
outside and have limited interaction with the world; Physical interaction reveals it to be an illusion, as
leaving ends the spell. objects pass through it.

Components. A piece of stone. Components. A bit of fleece.

CLERIC, DRUID BARD, SORCERER, WARLOCK, WIZARD


NONDETECTION PHANTOM STEED
ACTION TOUCH 8 HR V, S, M 1 MINUTE 30 FT 1 HR V, S
ABJURATION LEVEL 3 ILLUSION LEVEL 3

PLANT GROWTH REMOVE CURSE


ACTION 150 FT INSTANT V, S ACTION TOUCH INSTANT V, S
TRANSMUTATION LEVEL 3 ABJURATION LEVEL 3
PHANTOM STEED NONDETECTION
CAST TIME DURATION CAST TIME DURATION
1 Minute 1 hour Action 8 hours
COMPONENTS
COMPONENTS RANGE RANGE
Verbal, Somatic,
Verbal, Somatic 30 Feet Touch
Material

You summon a Large, quasi-real, horselike creature For the duration, you hide a target that you touch
that appears in an unoccupied space within range. from divination magic. The target can be a willing
The steed has a Speed of 100 feet, can travel over creature, a place, or an object no larger than 10 feet
difficult terrain without slowing, and fades when in any dimension. The target can’t be targeted by
reduced to 0 hit points or when the spell ends. divination magic or perceived through magical
scrying sensors.

Components. A pinch of diamond dust worth 25


gp, consumed.

CLERIC, PALADIN, WARLOCK, WIZARD BARD, DRUID, RANGER

REMOVE CURSE PLANT GROWTH


CAST TIME
CAST TIME DURATION
DURATION 1 Action or
Action Instantaneous
Instantaneous 8 Hours

COMPONENTS RANGE COMPONENTS RANGE


Verbal, Somatic Touch Verbal, Somatic 150 Feet

At your touch, all curses affecting one creature or You channel vitality into plants. Choose a point
object end. If the object is a cursed magic item, its within range; all normal plants in a 100-foot radius
curse remains, but the spell breaks its attunement to centered on that point become thick and overgrown.
the creature so it can be removed or discarded. Alternatively, casting over 8 hours enriches the land,
increasing its yield for 1 year.

CLERIC, PALADIN, WARLOCK, WIZARD BARD, DRUID, RANGER


SENDING SLOW
ACTION UNLIMITED INSTANT V, S, M ACTION 120 FT C. 1 MIN V, S, M
EVOCATION LEVEL 3 TRANSMUTATION LEVEL 3

SPEAK WITH DEAD SPEAK WITH PLANTS


ACTION 10 FT C. 10 MIN V, S, M ACTION 30-FT RADIUS C. 10 MIN V, S
NECROMANCY LEVEL 3 TRANSMUTATION LEVEL 3
SLOW SENDING
CAST TIME DURATION CAST TIME DURATION
Action Concentration, Action Instantaneous
up to 1 minute
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE Verbal, Somatic, RANGE
Material 120 Feet Material Unlimited

Up to six creatures of your choice in a 40-foot cube You send a short message of twenty-five words or
within range must succeed on a Wisdom saving fewer to a creature with which you are familiar. The
throw or be affected by the spell. An affected target hears the message in its mind and can reply in
creature’s Speed is halved, it takes a ?2 penalty to AC a like manner immediately. If the target is on another
and Dexterity saves, and it can’t use reactions; it can plane, there is a 5 percent chance the message
take either an action or a bonus action on its turn, doesn’t arrive.
not both.
Components. A short piece of fine copper wire.
Components. A drop of molasses.

BARD, DRUID, RANGER BARD, CLERIC

SPEAK WITH PLANTS SPEAK WITH DEAD

CAST TIME CAST TIME


DURATION DURATION
Action Action
10 minutes 10 minutes
COMPONENTS RANGE COMPONENTS
Verbal, Somatic RANGE
Self Verbal, Somatic,
10 Feet
(30-foot Radius) Material

You imbue plants within 30 feet of you with limited You grant the semblance of life and intelligence to a
sentience and animation, giving them the ability to corpse within range, allowing it to answer five
communicate with you and follow your simple questions you pose. The corpse must still have a
commands. You can turn difficult terrain caused by mouth and can’t be undead. The spirit’s knowledge is
plants into ordinary terrain and influence plant limited by its intelligence and memories.
growth and form.
Components. Burning incense.

BARD, DRUID, RANGER BARD, CLERIC


STINKING CLOUD TONGUES
ACTION 90 FT C. 1 MIN V, S, M ACTION TOUCH 1 HR V, M
CONJURATION LEVEL 3 DIVINATION LEVEL 3

VAMPIRIC TOUCH
ACTION SELF C. 1 MIN V, S
NECROMANCY LEVEL 3
TONGUES STINKING CLOUD
CAST TIME CAST TIME DURATION
Action DURATION Action Concentration,
1 hour
up to 1 minute
COMPONENTS COMPONENTS
Verbal, Somatic, RANGE Verbal, Somatic, RANGE
Material Touch Material 90 Feet

This spell grants a willing creature you touch the You create a 20-foot-radius sphere of yellow,
ability to understand any spoken language it hears. nauseating gas centered on a point within range. The
Moreover, when the target speaks, any creature that cloud spreads around corners and its area is heavily
knows at least one language can understand what it obscured. Each creature that starts its turn in the area
says. must succeed on a Constitution saving throw or
spend its action retching and reeling.
Components. A small clay model of a ziggurat.
Components. A rotten egg or several skunk cabbage
leaves.

WARLOCK, WIZARD WARLOCK, WIZARD

VAMPIRIC TOUCH

CAST TIME DURATION


Action Concentration,
up to 1 minute
COMPONENTS
Verbal, Somatic, RANGE
Self

The touch of your shadow-wreathed hand can


siphon life force. Make a melee spell attack against a
creature within your reach. On a hit, the target takes
3d6 necrotic damage, and you regain hit points equal
to half the amount of necrotic damage dealt.

WARLOCK, WIZARD

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