Harry Potter Spells for D&D 5e
Harry Potter Spells for D&D 5e
1
Cantrips You shoot a beam of crackling energy toward an arachnid
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 force damage. At
5th level you can cast this spell twice using one attack
Aberto action, three times at 11th level, and four times at 17th
Transmutation cantrip level.
2
You can change the color of a target that is no larger than Hot-Air Charm
10 feet in any dimension, choosing to change it in full or Evocation cantrip
in part, such as changing the color of a creature's hair. If
you target an unwilling creature or object held or worn Casting Time: 1 action
by a hostile creature, that creature must succeed on a Range: 20 feet
Dexterity saving throw to avoid the spell. Components: V, S
Duration: Up to 1 minute
Defodio You emit a stream of warm air from the tip of your wand,
Transmutation cantrip hot enough to dry clothing or melt snow, but not to cause
any damage or light anything on fire.
Casting Time: 1 action
Range: 60 feet
Components: V, S Hover Charm
Duration: Instantaneous Transmutation cantrip
Ferula pounds. You can use your action to move the object in
any direction up to 20 feet so long as it remains within
Conjuration cantrip the spell's range. When the spell ends, the object falls to
the ground.
Casting Time: 1 action
Range: 5 feet
Components: V, S Incendio
Duration: Instantaneous Evocation cantrip
You produce bandages and a splint that automatically Casting Time: 1 action
wrap around a broken limb. This spell can take the place Range: 120 feet
of one use of a healer's kit, automatically stabilizing a Components: V, S
creature at 0 hit points. Duration: Instantaneous
Transmutation cantrip You can use your action to cause an object up 10 pounds
to move as you wish. You can manipulate an object, open
Casting Time: 1 action an unlocked door or container, stow or retrieve an item
Range: 30 feet from an open container, or pour out the contents of a
Components: V, S vial. You can move an object up to 30 feet each round.
Duration: Instantaneous You cannot use manipulated objects to attack, and cannot
use this spell to activate magic items.
Make a ranged spell attack against a creature you can see This spell can lift an additional 20 pounds when you
within range. On a hit, the target sprouts flowers from its reach 5th level (30 pounds), 11th level (50 pounds), and
skin. These are harmless and can be plucked off, at which 17th level (70 pounds).
point they will begin to wilt at the rate of a normal flower.
3
range. On a hit, sardines begin falling from the target's
Lumos / Nox nose and it has disadvantage on the next attack roll it
Evocation cantrip makes before the end of its next turn.
You cause red flares to shoot from your wand, visible up Casting Time: 1 action
to 300 feet if you shoot them straight up in the air. Range: 5 feet
Components: V, S
Duration: Instantaneous
Point Me
Divination cantrip This spell is used to remove liquid or debris off of a
surface, such as spilled ink or dust. You instantly siphon
Casting Time: 1 bonus action unwanted material off of an object or surface no larger
Range: Self than 1 cubic foot.
Components: V, S
Duration: Concentration, up to 1 minute
Titillando
Your wand points due north for the duration. You can use Enchantment cantrip
a bonus action to end the spell. To point your wand
anywhere but due north, make a Strength check against Casting Time: 1 action
your spellcasting DC. On a success, the spell ends. Range: 60 feet
Components: V, S
Duration: Instantaneous
Sardine Hex
Conjuration cantrip You cause a strong tickling sensation to crawl over the
target's skin. The target must succeed on a Wisdom
Casting Time: 1 action saving throw or have disadvantage on the next attack roll
Range: 60 feet it makes before the end of its next turn.
Components: V, S
Duration: Instantaneous
4
Trip Jinx
Evocation cantrip Arresto Momentum
1st-level transmutation
Casting Time: 1 action
Range: 30 feet Casting Time: 1 reaction, which you take when you or a
Components: V, S creature within 60 feet of you falls
Duration: Instantaneous Range: 60 feet
Components: V, S
You attempt to trip a target you can see within range. The Duration: 1 minute
target must succeed on a Strength saving throw or fall
prone. Choose up to five falling creatures within range. A falling
creature's rate of descent slows to 60 feet per round until
the spell ends. If the creature lands before the spell ends,
Wingardium Leviosa it takes no falling damage and can land on its feet, and the
Transmutation cantrip spell ends for that creature.
5
When you cast this spell at 2nd level or Range: 90 feet
higher, the healing increases by 1d8 per level above 1st. Components: V, S
Duration: 1 round
Cantis You target a creature that you can see within range and
1st-level enchantment cause their feet or shoes to be stuck to the ground with an
adhesive. The target must succeed on a Strength saving
Casting Time: 1 action throw or have their speed reduced to zero until the start
Range: 30 feet of your next turn.
Components: V, S
Duration: Concentration, up to 1 minute
Densaugeo
A creature of your choice that you can see within range 1st-level transmutation
must burst into song and continue singing for the spell's
duration if this spell effects it. The target must succeed Casting Time: 1 action
on a Wisdom saving throw or be incapacitated and Range: 60 feet
unable to do anything but sing for the duration. Components: V, S
At the end of each of its turns, and each time it takes Duration: Up to 3 rounds
damage, the target can make another Wisdom saving
throw. The target has advantage on the saving throw if Target a creature you can see within range. The target
it's triggered by damage. On a success, the spell ends. must make a Dexterity saving throw, and can choose to
fail it if they wish. On a failed save, the target's front teeth
Carpe Retractum begin growing at a rate of one inch per round, stopping
only after 3 rounds or if the target is the subject of a dispel
1st-level conjuration
magic spell.
Alternatively, the caster may choose to repair broken
Casting Time: 1 action
teeth with this spell.
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute Drought Charm
1st-level transmutation
You produce a magical rope from your wand which
lashes out and wraps around a target you can see within Casting Time: 1 action
range. The target must succeed on a Strength saving Range: 30 feet
throw or be restrained by the rope until the spell ends. If Components: V, S
the creature is Large or smaller, you pull the creature up Duration: Instantaneous
to 10 feet closer to you. A creature restrained by the rope
or one that can touch the creature can use its action to You destroy up to 10 gallons of water in an open
make a Strength check against your spell save DC. On a container within range. Alternatively, you destroy fog in a
success, the target is freed. 30-foot cube within range.
When you cast this spell using a spell
6
Duration: Instantaneous Duration: 1 days
This spell forces a target you can see to fly away from You render a text that you trace with your wand during
you. The target must make a Strength saving throw or be the casting illegible, imbuing it with a potent illusion that
pushed 10 feet away from you. lasts for the duration. To you and any creatures you
designate when you cast the spell, the writing appears
normal. To all others, the writing appears as if it were
Extinguishing Spell written in an unknown or magical script that is
1st-level transmutation unintelligible.
Fumos
1st-level conjuration Incarcerous
1st-level conjuration
Casting Time: 1 action
Range: 120 feet Casting Time: 1 action
Components: V, S Range: 90 feet
Duration: Concentration, up to 1 hour Components: V, S
Duration: Concentration, up to 1 minute
You create a 20-foot radius cloud of dark grey smoke
centered on a point within range. The sphere spreads Shining magical ropes shoot from the end of your wand
around corners, and its area is heavily obscured. It lasts and attempt to grasp the target. The target must succeed
for the duration or until a wind of moderate or greater on a Strength saving throw or be restrained by the ropes
speed (at least 10 miles per hour) disperses it. until the spell ends. A creature that is restrained can use
When you cast this spell using a spell its action to make a Strength check against your spell save
slot of 2nd level or higher, the radius of the fog increases DC. On a success, it frees itself.
by 20 feet for each slot level above 1st. When the spell ends, the ropes fade away.
7
Duration: Concentration, up to 1 minute
Reparo
You cause a target's legs to become weak and wobbly. The 1st-level transmutation
target must succeed on a Wisdom saving throw or fall
prone and have its speed reduced to 0 until the spell Casting Time: 1 action
ends. The target can repeat the saving throw at the end of Range: 30 feet
each of its turns. On a success, the spell ends. Components: V, S
Duration: Instantaneous
Protego Scourgify
1st-level abjuration 1st-level transmutation
Casting Time: 1 reaction, which you take when you are Casting Time: 1 action
hit by an attack Range: 120 feet
Range: Self Components: V, S
Components: V, S Duration: Instantaneous
Duration: 1 round
You instantaneously clean an object no larger than 1 cubic
An invisible barrier of magical force appears and protects foot, or create up to 1 gallon of soap bubbles or soapy
you. Until the start of your next turn, you have a +5 bonus water in an open container within range. If used to target
to AC, including against the triggering attack. a creature's open mouth, you must make a ranged spell
attack against the target. On a hit, it cannot speak until
8
the end of its next turn as it spits out soap bubbles and
soapy water, and it must make a Constitution saving Stupefy
throw. On a failed save, it has disadvantage on attack rolls 1st-level enchantment
and ability checks until the end of your next turn.
Casting Time: 1 action
Range: 90 feet
Serpensortia Components: V, S
1st-level conjuration Duration: 1 minute
Casting Time: 1 action This spell stuns a creature and, if used forcefully, puts it
Range: 30 feet into an unconscious state. Target a creature you can see
Components: V, S within range and roll 8d8. If the target has hit points
Duration: Concentration, up to 1 minute equal to or less than the number rolled, it is stunned until
the end of your next turn. If it has hit points equal to or
You produce a snake from the end of your wand that you less than half the number you rolled, it falls unconscious
can use to attack. As part of the same action, you can until the spell ends, it take damage, or someone uses an
command the snake to strike a target within range. The action to cast rennervate on it or shake it awake. Undead
snake makes an attack using your spellcasting ability. On and creatures who are immune to being charmed aren't
a hit, the target takes 1d12 poison damage and latches affected by this spell.
onto the target, and on each of your turns for the When you cast this spell at 2nd level or
duration, you can use your action to command the snake higher, roll an additional 2d8 for each level above 1st.
to deal an additional 1d12 poison damage to the target
automatically. The snake disappears if you use your
action to do anything else. The spell also ends if the Tarantallegra
target is ever outside the spell's range or if it has total 1st-level enchantment
cover from you.
When you cast this spell at 2nd level or Casting Time: 1 action
higher, the initial damage increases by 1d12 for each level Range: 30 feet
above 1st. Components: V, S
Duration: Concentration, up to 1 minute
Slugulus Eructo Choose one creature you can see within range. The target
1st-level conjuration must succeed on a Wisdom saving throw or begin a
comic dance in place: shuffling, tapping its feet, and
Casting Time: 1 action capering for the duration. Creatures that can't be
Range: 60 feet charmed are immune to this spell.
Components: V, S A dancing creature must succeed use all its movement
Duration: Up to 10 minutes to dance without leaving its space and has disadvantage
on Dexterity saving throws and attack rolls. While the
A ray of green energy lashes out toward a creature within target is affected by this spell, other creatures have
range. Make a ranged spell attack against the target. On a advantage on attack rolls against it. At the end of its turn,
hit, the target begins vomiting slugs and has disadvantage and each time it takes damage, the dancing creature can
on their next saving throw or attack roll. It must make a make another Wisdom saving throw to regain control of
Constitution saving throw. On a failed save, it is poisoned. itself. The target has advantage on the saving throw if it's
The target can repeat this saving throw at the end of each triggered by damage. On a successful save, the spell ends.
of its turns. On a success, the spell ends.
Verdimillious
Specialis Revelio 1st-level evocation
1st-level divination
Casting Time: 1 action
Casting Time: 1 minute Range: Self (15-foot cone)
Range: 5 feet Components: V, S
Components: V, S Duration: I round
Duration: Instantaneous
You produce green sparks from the end of your wand.,
You choose one object over which you must wave your dazzling creatures in a 15-foot cone originating from you.
wand throughout the casting of the spell. If it is a magic Roll 6d10; the total is how many hit points of creatures
item or some other magic-imbued object, you learn its this spell can effect. Creatures in a 15-foot cone
properties and how to use them, whether it requires originating from you are affected in ascending order of
attunement to use, and how many charges it has, if any. their current hit points (ignoring unconscious creatures
You learn whether any spells are affecting the item and and creatures that can't see).
what they are. If the item was created by a spell, you learn Starting with the creature that has the lowest current hit
which spell created it. points, each creature affected by this spell is blinded until
If you instead touch a creature throughout the casting, the spell ends. Subtract each creature's hit points from
you learn what spells, if any, are currently affecting it. the total before moving on to the creature with the next
lowest hit points. A creature's hit points must be equal to
9
or less than the remaining total for that creature to be
affected. Bombarda
2nd-level evocation
10
each spell slot used above 2nd, the DC to break it or pick
any locks on it increases by an additional 2. Disillusionment Charm
2nd-level illusion
Diminuendo Episkey
2nd-level transmutation 2nd-level evocation
You cause a creature or an object you can see within You wave your wand to heal one relatively minor wound.
range to grow smaller for the duration. Choose either a If the target has more than half their hit points left, they
creature or an object that is neither worn nor carried. If regain a number of hit points equal to two times your
the target is unwilling, it can make a Constitution saving level.
throw. On a success, the spell has no effect. If the target is
a creature, everything it is wearing and carrying changes
size with it. Any item dropped by an affected creature
Expelliarmus
returns to normal size at once. 2nd-level transmutation
The target's size is halved in all dimensions, and its
weight is reduced to one-eighth of normal. This Casting Time: 1 action
reduction decreases its size by one category. Until the Range: 30 feet
spell ends, the target also has disadvantage on Strength Components: V, S
checks and Strength saving throws. The target's weapons Duration: Instantaneous
also shrink to match its new size. While these weapons
are reduced, the target's attacks with them deal 1d4 less You cause one item the target is holding to fly away. Make
damage (this can't reduce the damage below 1). an ability check with your spellcasting ability modifier
contested by the target's Strength check. If you succeed,
you pull the object away from that creature and cause it
Dissendium to fly up to 30 feet in any direction.
2nd-level transmutation When you cast this spell at 3rd level or
higher, add an additional +1 to your spell save DC for
Casting Time: 1 action each level above 2nd.
Range: Touch
Components: V, S
Duration: Instantaneous Expulso
2nd-level evocation
You tap on a locked object with your wand to unlock it.
The object can be a door, a box, a chest, a set of manacles, Casting Time: 1 action
a padlock, or another object that contains a mundane or Range: 60 feet
magical means that prevents access. A target that is held Components: V, S
shut by a mundane lock or that is stuck or barred Duration: Instantaneous
becomes unlocked, unstuck, or unbarred. If the object
has multiple locks, only one of them is unlocked. If you A beam of energy streaks toward a point within range.
choose a target that is locked using a spell of 2nd level or Each creature in a 10-foot-radius sphere centered on that
lower, that spell is suppressed for 10 minutes, during point must make a Dexterity saving throw. A creature
which time the target can be opened and shut normally. takes 3d8 force damage on a failed save, or half as much
When you cast this spell using a spell damage on a successful one. A nonmagical object that
slot of 3rd level or higher, you can suppress the effects of isn't being worn or carried also takes the damage if it's in
a locking spell on the target if the spell's level is equal to the spell's area.
or less than the level of the spell slot you used. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8
for each slot level above 2nd.
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Components: V, S
Duration: 1 minute
Feather-Light Charm
2nd-level transmutation Make a ranged spell attack against a humanoid you can
see within range. On a hit, the target's legs are locked into
Casting Time: 1 action place, slowing them to a speed of 5 feet for the duration.
Range: Touch At the end of each of its turns, the target can make a
Components: V, S Strength saving throw. On a success, the spells ends on
Duration: Up to 1 hour the target.
Casting Time: 1 action You create the shape of a colossal skull high in the sky,
Range: 30 feet comprised of what looks like emerald stars blazing in a
Components: V, S haze of green smoke, with a serpent protruding from its
Duration: Instantaneous mouth like a tongue. The image appears at a spot that
you can see within range and lasts for the for the
You cause a plant to instantly become enriched, doubling duration.
in size up to its maximum size and yielding twice the
normal amount of food when harvested.
Muffliato
2rd-level transmutation
Homenum Revelio
2nd-level divination Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action Components: V, S
Range: Self (30 feet) Duration: 1 minute
Components: V, S
Duration: Concentration, up to 1 minute You can target a creature that you can see within range or
an area within range. If you target a creature, that
For the duration, you can detect the presence of thinking creature must make a Constitution saving throw. If it fails,
creatures within 30 feet of you. The spell can penetrate the creature's ears are filled with an unidentifiable
barriers, but 2 feet of rock, 2 inches of any metal other buzzing that gives them disadvantage on Wisdom
than lead, or a thin sheet of lead blocks you. You can't (Perception) checks to hear nearby conversations. If
detect a creature with an Intelligence of 3 or lower or one targeting an area, no sound pass through a 20-foot radius
that doesn't speak any language. sphere centered on a point you choose within range.
Creatures and objects are immune to thunder damage
created on the other side of the barrier, and creatures
Langlock inside the sphere are muffled to any noise made outside
2nd-level transmutation the sphere, and vice versa. Wisdom (Perception) checks
made to perceive sound past this barrier are made with
Casting Time: 1 action disadvantage.
Range: 60 feet When you cast this spell at 3rd level or
Components: V, S higher, you increase the duration of the spell, 10 minutes
Duration: Concentration, up to 1 minute at 3rd level, 1 hour at 4th level, 8 hours at 5th level, and 24
hours at 6th level or higher.
You cause the target's tongue to stick to the top of its
mouth. The target must succeed on a Wisdom saving
throw or be unable to speak for the duration. A target Obscuro
affected by the spell cannot cast spells that include a 2nd-level conjuration
verbal component. At the end of each of its turns, the
target can repeat the saving throw. On a success, the spell Casting Time: 1 action
ends. Range: 30 feet
Components: V, S
Duration: 1 minute
Locomotor Mortis
2nd-level transmutation Make a ranged spell attack against a target you can see
within range. On a hit, a blindfold wraps around the
Casting Time: 1 action target's eyes, blinding them for the duration. At the end
Range: 60 feet of each of its turns, the target can make a Strength saving
12
throw to remove the blindfold. On a success, the spell
ends and the blindfold disappears.
Relashio
2nd-level transmutation
Partis Temporus
2nd-level abjuration Casting Time: 1 action
Range: 30 feet
Casting Time: 1 bonus action Components: V, S
Range: 30 feet Duration: 1 round
Components: V, S
Duration: 1 round Target a creature you can see within range. The target can
spend 5 feet of movement to automatically escape from
You create a temporary gap through a magical barrier nonmagical restraints, such as manacles or a creature that
created by a spell of 2nd level or lower, such as a wall of has it grappled.
fire. This gap prevents all damage from the magical
barrier in a 20-foot radius centered on a point you
choose within range. Rennervate
If you cast this spell at 3rd level or 2nd-level abjuration
higher, you can create a gap through a magical barrier
created by a spell if the spell's level is equal to or less than Casting Time: 1 action
the level of the spell you used. Range: Touch
Components: V, S
Duration: Instantaneous
Petrificus Totalus
2nd-level transmutation You wave your wand over a creature and can end either
one disease or one condition afflicting it. The condition
Casting Time: 1 minute can be blinded, deafened, paralyzed, or poisoned.
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute Revelio
2nd-level abjuration
Choose a humanoid you can see within range. The target
must succeed on a Wisdom saving throw or stiffen as if at Casting Time: 1 action
attention and be paralyzed for the duration. This may Range: Self (15-foot cone)
cause the target to fall over. At the end of each of its Components: V, S
turns, the target can make another Wisdom saving throw. Duration: Instantaneous
On a success, the spell ends on the target.
If you cast this spell at 5th level or This spell reveals hidden objects or a target's true
higher, you can target a creature you can see within appearance. For a brief moment when you cast this spell,
range. concealed objects, hidden passageways, invisible things,
and the true appearance of a transfigured object or
creature is visible to you as a ghostly image. You are only
Reducio able to see hidden objects or a target's true appearance if
2nd-level transmutation the spell used to hide or transfigure the target is 2nd level
or lower.
Casting Time: 1 action When you cast this spell at 3rd level or
Range: 30 feet higher, it reveals targets hidden or transfigured by a spell
Components: V, S equal to or lower than the level of the spell you use.
Duration: Concentration, up to 1 minute
13
hit, the target takes 4d4 force damage. On a miss, the
target takes half as much damage from the force wave.
Sectumsempra When you cast this spell at 3rd level or
2nd-level evocation higher, the damage increases by 2d4 for each level above
1st.
Casting Time: 1 action
Range: 120 feet
Components: S Supersensory Charm
Duration: Instantaneous 2nd-level transmutation
You make three slashing motions with your wand, slicing Casting Time: 1 action
open your targets as if with a sword. You can attack one Range: 5 feet
target or several. Make a ranged spell attack for each Components: V, S
attack. On hit, the target takes 1d10 slashing damage. Duration: Concentration, up to 1 hour
When you cast this spell at 3rd level or
higher, you can attack one additional time for each level You give a creature enhanced senses for the duration. The
above 2nd. target gains advantage on Wisdom (Perception) checks
until the spell ends.
Silencio
2nd-level illusion Unbreakable Charm
2nd-level transmutation
Casting Time: 1 action
Range: 120 feet Casting Time: 1 action
Components: V, S Range: 5 feet
Duration: Concentration, up to 10 minutes Components: V, S
Duration: 24 hours
For the duration, no sound can be created within or pass
through a 20-foot radius sphere centered on a point you You charm a single object or a portion of an object no
choose within range. Any creature or object entirely larger than 1 cubic foot to be unbreakable, except in an
inside the sphere is immune to thunder damage, and antimagic field.
creatures are deafened while entirely inside it. Casting a When you cast this spell at 3rd level or
spell that includes a verbal component is impossible higher, the size of an object you can charm increases by
there. an additional cubic foot per level above 2nd (2 cubic feet
at 3rd level, three cubic feet at 4th level, etc).
Spongify
2nd-level transmutation Ventus
2nd-level evocation
Casting Time: 1 action
Range: 30 feet Casting Time: 1 minute
Components: V, S Range: Self (60-foot line)
Duration: Concentration, up to 1 minute Components: V, S
Duration: Concentration, up to 1 minute
You cause an object you can see within range to become
soft and spongy. If you target an object that is being worn A line of strong wind 60 feet long and 10 feet wide blasts
or carried, you must make a ranged spell attack against from you wand in a direction you point. Each creature
the creature carrying it. On a hit, the object becomes soft that starts its turn in the line must succeed on a Strength
and spongy. Weapons affected by this spell deal 1d4 less saving throw or be pushed 15 feet away from you in a
damage (this can't reduce the damage below 1). direction following the line.
Casting this spell on a portion on ground beneath a Any creature in the line must spend 2 feet of movement
falling target causes them to take no falling damage when for every 1 foot it moves when moving closer to you.
they land. Additionally, anyone jumping from a space The gust disperses gas or vapor, and it extinguishes
that has been spongified has their jump distance tripled. candles, torches, and similar unprotected flames in the
area. It causes protected flames, such as those of lanterns,
to dance wildly and has a 50 percent chance to extinguish
Stinging Hex them.
2nd-level transmutation As a bonus action on each of your turns before the spell
ends, you can change the direction in which you are
Casting Time: 1 action pointing the wind.
Range: 90 feet
Components: V, S
Duration: Instantaneous Vera Verto
2nd-level transmutation
You cause a target within range to break out in puffy red
welts. Make a ranged spell attack against the target. On a Casting Time: 1 action
Range: 5 feet
14
Components: V, S When you cast this spell using certain
Duration: Concentration, up to 10 minutes higher-level spell slots, you choose one of the
summoning options above, and more creatures appear:
You can temporarily alter the physical properties of one twice as many with a 5th-level slot, three times as many
nonmagical object, changing it from one substance and with a 7th-level slot, and hour times as many with a
shape into another. You can change one object no larger 9th-level slot.
than 1 cubic foot composed entirely of wood, stone (but
not gemstone), iron, copper, or silver into a different one
of those materials. After 10 minutes, or when you lose Bubble-Head Charm
your concentration, the material reverts to its original 3rd-level conjuration
substance.
Alternatively, you can turn one creature with a CR of 0 Casting Time: 1 action
into an object of similar size composed entirely of wood, Range: 30 feet
stone (but not gemstone), iron, copper, or silver. The Components: V, S
creature has no memory of time spent in this form after Duration: 1 hour
the spell ends and it reverts to its normal form.
You create a transparent bubble around the head of one
target that allows them to breathe underwater or in any
Third Level Spells other environment lacking air, though it does not protect
the target from any other hazards. The target
automatically succeeds on any saving throws against
poison gas or fog.
Aqua Eructo
3rd-level conjuration
Confringo
Casting Time: 1 action 3rd-level evocation
Range: 150 feet
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 150 feet
Components: V, S
Until the spell ends, water erupts from the end of your Duration: Instantaneous
wand, dousing exposed flames in a 40-foot radius area
centered on a point you choose within range. If you aim You shoot a bolt of flame at a point you choose within
the water at a creature you can see within 30 feet of you, range, which explodes in a ball of fire. Each creature in a
the target must succeed on a Strength saving throw or fall 20-foot-radius sphere centered on that point must make
prone. If a creature is concentrating when they get hit by a Dexterity saving throw. A target takes 8d6 fire damage
the water, the creature must make a successful on a failed save, or half as much damage on a successful
Constitution saving throw against your spell save DC or one. The fire spreads around corners. It ignites
lose concentration. flammable objects in the area that aren’t being worn or
carried.
When you cast this spell using a spell
Avis slot of 4th level or higher, the damage increases by 1d6
3rd-level conjuration for each slot level above 3rd.
● One bird of challenge rating 2 or lower Make a ranged spell attack against a target you can see
● Two birds of challenge rating 1 or lower within range. On a hit, the target is stunned, becoming
● Four birds of challenge rating 1/2 or lower confused and befuddled. The spell ends for an affected
● Eight birds of challenge rating 1/4 or lower creature if it takes any damage or if someone else uses an
action to shake the creature out of its stupor.
Each bird disappears when it drops to 0 hit points or
when the spell ends.
The summoned creatures are friendly to you and your
Duro
3rd-level transmutation
companions. Roll initiative for the summoned creatures
as a group, which has its own turns. They obey any
Casting Time: 1 action
verbal commands that you issue to them (no action
Range: 60 feet
required by you). If you don't issue any commands to
Components: V, S
them, they defend themselves from hostile creatures, but
Duration: Instantaneous
otherwise take no actions.
15
effects of a spell on the target if the spell's level is equal to
You cause an object to turn into solid stone. If the object or less than the level of the spell slot you used.
is larger than 10 feet in any dimension, you cause up to a
10-foot cube to turn to stone. If you target an object that
is being worn or carried, the target must succeed on a Flagrante Curse
Dexterity saving throw to avoid the spell. A stone object 3rd-level transmutation
that is at least an inch thick has an AC of 15 and 30 hit
points per inch of thickness. Casting Time: 1 action
Range: 60 feet
Components: V, S
Engorgio Duration: Concentration, up to 1 minute
3rd-level transmutation
Choose a manufactured metal object, such as a metal
Casting Time: 1 action weapon or a suit of heavy or medium metal armor, that
Range: Touch you can see within range. You cause the object to become
Components: V, S burning hot to the touch. Any creature in physical contact
Duration: Concentration, up to 1 minute with the object takes 3d8 fire damage when you cast the
spell. Until the spell ends, you can use a bonus action on
You cause a target to swell in physical size. An unwilling each of your subsequent turns to cause this damage
creature must make a Wisdom saving throw to avoid the again.
effect. On a failed save, they have disadvantage on attack If a creature is holding or wearing the object and takes
rolls for the duration. If you target an object that is not the damage from it, the creature must succeed on a
being worn or carried and maintain your concentration Constitution saving throw or drop the object if it can. If it
on this spell for the entire possible duration, the object is doesn't drop the object, it has disadvantage on attack rolls
enlarged until the effect is removed. and ability checks until the start of your next turn.
If you target an object no larger than 10 feet in diameter
Expecto Patronum that is not being worn or carried and maintain your
concentration for the entire possible duration, the object
3rd-level conjuration becomes a cursed magical object and the spell is triggered
when the object is touched. The creature must make a
Casting Time: 1 action Dexterity saving throw, and takes half damage on a save.
Range: 10 feet The spell does an additional 2d8 fire damage when
Components: V, S triggered in this way.
Duration: Concentration, up to 10 minutes When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d8
You conjure the silvery ethereal form of an animal that is for each slot level above 3rd.
the representation of your inner self. It appears in an
unoccupied space within range and acts independently of
you, though it always obeys your commands. This spell Glisseo
ends if you cast it again or if you dismiss it as an action. 3rd-level transmutation
Any creature within 10 feet of a patronus is protected
against dementors, lethifolds, undead, and other dark Casting Time: 1 action
creatures. Those types of creatures have disadvantage on Range: 60 feet
attack rolls against the protected creature, and the Components: V, S
protected creature can't be charmed, frightened, or Duration: Up to 1 minute
possessed by them. If the protected creature is already
charmed, frightened, or possessed by such a creature, You cause the steps on a staircase to flatten into a slide up
they have advantage on any new saving throw against the to 60 feet in diameter. It turns into difficult terrain for the
relevant effect. duration and each creature standing on the slide must
succeed on a Dexterity saving throw or fall prone and
16
You cause a broom to malfunction and attempt to buck
off anyone that is riding it. A creature riding the broom Knee-Reversal Hex
must make a Strength or Dexterity saving throw or be 3rd-level transmutation
knocked prone. A creature who is knocked prone can
attempt to make a Dexterity saving throw as a reaction to Casting Time: 1 action
grab onto the broom, otherwise they begin to fall. A Range: 60 feet
creature hanging from a broom that is under the effects Components: V, S
of this spell makes its saving throws with disadvantage. Duration: Concentration, up to 1 minute
You must use an action on each of your turns to
maintain this spell, otherwise it ends. You cause the target's knees to appear on the opposite
side of its legs. The target must succeed on a Dexterity
saving throw or suffer the effects for the duration. An
Immobulus affected creature has its speed reduced by half and has
3rd-level enchantment disadvantage on Dexterity ability checks and saving
throws.
Casting Time: 1 action
Range: 60 feet
Components: V, S Lumos Maxima
Duration: Concentration, up to 1 minute 3rd-level evocation
Choose a creature that you can see within range. The Casting Time: 1 action
target must succeed on a Wisdom saving throw or be Range: 60 feet
paralyzed for the duration. This spell has no effect on Components: V, S
undead or creatures with a challenge rating greater than Duration: 1 hour
the spell slot used to cast this spell. At the end of each of
its turns, the target can make another Wisdom saving A 60-foot radius sphere of light spreads out from a point
throw. On a success, the spell ends on the target. you choose within range. The sphere is bright light and
If a nonmagical alarm is targeted by this spell, it is sheds dim light for an additional 60 feet.
disabled. If you choose a point on an object you are holding or
one that isn't being worn or carried, such as the tip of
your wand, the light shines from the object and is carried
Jelly-Brain Jinx with it. Completely covering the affected object with an
3rd-level enchantment opaque object, such as a bowl, blocks the light.
If any of this spell's area overlaps with an area of
Casting Time: 1 action darkness created by a spell of 3rd level or lower, the spell
Range: 90 feet that created the darkness is dispelled.
Components: V, S When you cast this spell as a 4th level
Duration: Concentration, up to 1 minute spell or higher, the lit area increases by 10 feet per spell
level, and the level of darkness it can dispel is also equal
This spell effects the target's mental processes. A target to that level or lower.
you can see within range must make a Wisdom saving
throw. On a failed save, the target can't take reactions and
must roll a d10 at the start of each of its turns to Meteolojinx Recanto
determine its behavior for that turn. 3rd-level transmutation
17
Components: V, S object is being worn or carried by a creature, you must
Duration: Concentration, up to 1 minute make an ability check with your spellcasting ability
contested by that creature's Strength check. If you
You command a creature or swarm you can see within succeed, you pull the object away from that creature and
range to attack. It must succeed on a Wisdom saving can apparate with it.
throw or obey you for the duration. At the end of each of The destination you choose must be known to you, and
its turns, the creature can make a new Wisdom saving it must be on the same plane of existence as you. Your
throw. If the saving throw succeeds, the spell ends. spellcasting ability and your familiarity with the
When you cast this spell at 4th level or destination determines whether you arrive there
higher, you can target one extra creature for every spell successfully. The DM rolls a d20 and adds your
level above 3rd. spellcasting ability modifier and consults the table. The
DM may decide that rolling a 1 on a d20 always results in
a mishap.
Prior Incantato "Very familiar" is a place you have been
3rd-level conjuration very often, a place you have carefully studied, or a place
you can see when you cast the spell. "Seen casually" is
Casting Time: 1 action someplace you have seen more than once but with which
Range: Touch you aren't very familiar. "Viewed once" is a place you
Components: V, S have seen once, possibly using magic. "Description" is a
Duration: Instantaneous place whose location and appearance you know through
someone else's description, perhaps from a map.
Casting this spell on another creature's wand causes an "False destination" is a place that doesn't exist. Perhaps
echo or image of the last spell cast from that wand to you tried to scry an enemy's sanctum but instead viewed
emanate from it, such as the image of a conjured object an illusion, or you are attempting to apparate to a
or a scream made from a crucio. familiar location that no longer exists.
This spell is cumulative. Each time you cast this spell on You and your group appear where you want
the same wand, it displays an image of the last spell cast to.
previous to spells already displayed. You and your group appear a random
distance away from the destination in a random
direction. Distance off target is 1d10 x 1d10 percent of the
Fourth Level Spells distance that was to be traveled.
You and your group wind up in a different
area that's visually or thematically similar to the target
area. Generally, you appear in the closest similar place,
Anti-Apparition Charm but since the spell has no range limit, you could
4th-level abjuration conceivably wind up anywhere in the world.
The spell's unpredictable magic results in a
Casting Time: 10 minutes difficult journey. Each teleporting creature must make a
Range: 120 feet Constitution saving throw or spend its action
Components: V, S immediately after apparating retching and reeling. If the
Duration: 24 hours save fails by more than 5, the creature takes 3d10 force
damage. The DM then rerolls on the table to see where
You make an area within range magically secure. The you wind up (multiple mishaps may occur, potentially
area is a cube that can be as small as 5 feet to as large as dealing damage each time).
100 feet on each side. The spell lasts for the duration or
until you use an action to dismiss it. For the duration, Familiarity Mishap Similar Area Off Target On Target
nothing can teleport into or out of the warded area. Very familiar --- --- --- 1-20
Casting this spell on the same spot every day for a year
Seen casually 1 2-3 4-5 6-20
Viewed once 1-6 7-8 9-10 11-20
makes this effect permanent.
Description 1-8 9-10 11-15 16-20
When you cast this spell at 5th level or
False destination 1-10 11-20 --- ---
higher, you can increase the size of the cube by 100 feet
for each spell level above 4th.
Avifors
Apparate 4th-level transmutation
4th-level conjuration
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: Touch Components: V, S
Components: V, S Duration: Concentration, up to 1 hour
Duration: Instantaneous
This spell transforms a creature that you can see within
This spell instantly transports you and up to two willing range into the form of a bird. An unwilling creature must
creatures of your choice that you touch, or one unwilling make a Wisdom saving throw to avoid the effect. The
creature that you are grappling, to a destination you spell has no effect on a metamorphmagus or a creature
select. If you attempt to transport an object with you, it with 0 hit points.
must be able to fit entirely inside a 10-foot cube. If the
18
The transformation lasts for the duration, or until the
target drops to 0 hit point or dies. The new form can be For the duration, you can read the thoughts of a creature
any bird whose challenge rating is equal to or less than that you have eye contact with. If the creature has an
the target's (or the target's level, if it doesn't have a Intelligence of 3 or lower or doesn't speak any language,
challenge rating). The target's game statistics, including the creature is unaffected.
mental ability scores, are replaced by the statistics of the You initially learn the surface thoughts of the creature,
chosen bird. It retains its alignment and personality. what is most on its mind in that moment, and gain
The target assumes the hit points of its new form. insight into its reasoning (if any) and its emotional state.
When it reverts to its normal form, the creature returns If you probe deeper, the target must make a Wisdom
to the number of hit points it had before it transformed. saving throw. If it fails, you can probe into the target's
If it reverts as a result of dropping to 0 hit points, any mind and view a memory no longer than 10 minutes of
excess damage carries over to its normal form. As long as an event that it experienced within the last 24 hours or an
the excess damage doesn't reduce the creature's normal event that made a big impact on its life. If it succeeds, the
form to 0 hit points, it isn't knocked unconscious. spell ends. Either way, the target knows that you are
The creature is limited in the actions it can perform by probing into its mind, and unless you end the spell, the
the nature of its new form, and it can't cast spells or take creature can use its action on its turn to make an
any other action that requires hands, and can't speak, cast Intelligence saving throw. If it succeeds, the spell ends.
spells, or take any other action that requires hands or If you cast this spell using a spell slot of
speech. A bird that can speak can't speak clearly enough 5th level or higher, you can view the memory of an event
to cast spells, but may be able to communicate. that took place up to 7 days ago (5th level), 30 days ago
The target's gear melds into the new form. The (6th level), 1 year ago (7th level), 10 years ago (8th level), or
creature can't activate, use, wield, or otherwise benefit any time in the creature's past (9th level).
from any of its equipment.
Packing Charm
Entomorphis 4th-level transmutation
4th-level transmutation
Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: 60 feet Components: V, S
Components: V, S Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 hour
Objects begin to pack themselves into an open trunk or
This spell transforms a creature that you can see within other container at your command. You can choose up to
range into an insect. An unwilling creature must make a ten nonmagical objects within range that are not being
Wisdom saving throw to avoid the effect. The spell has no worn or carried. Medium targets count as two objects.
effect on a metamorphmagus, a shapechanger, or a Large targets count as hour objects. Huge targets count as
creature with 0 hit points. eight objects. You can't move any object larger than Huge.
The transformation lasts for the duration, or until the Each target animates and packs itself, gaining a flying
target drops to 0 hit points or dies. The new form can be speed of 30 feet and the ability to hover if it does not
any insect whose challenge rating is equal to or less than have legs or other appendages it can use for locomotion.
the target's (or the target's level, if it doesn't have a If the object is securely attached to a surface or a larger
challenge rating). The target's game statistics, including object, such as a chain bolted to a wall, its speed is 0.
mental ability scores, are replaced by the statistics of the Once an object is packed, you may target another object
chosen insect. It retains its alignment and personality. so long as the spell is still only targeting a maximum of
The target assumes the hit points of its new form. ten objects and the spell has not yet ended.
When it reverts to its normal form, the creature returns If you cast this spell at 4th level or
to the number of hit points it had before it transformed. higher, you can target an additional two objects for each
If it reverts as a result of dropping to 0 hit points, any level higher than 4th.
excess damage carries over to its normal form. As long as
the excess damage doesn't reduce the creature's normal
form to 0 hit points, it isn't knocked unconscious. Protean Charm
The creature is limited in the actions it can perform by 4th-level transmutation
the nature of its new form, and it can't speak, cast spells,
or take any other action that requires hands or speech. Casting Time: 10 minutes or 1 action
The target's gear melds into the new form. The creature Range: Touch
can't activate, use, wield, or otherwise benefit from any of Components: V, S
its equipment. Duration: Until dispelled or instantaneous
Legilimens You can use this spell to link two identical nonmagical
objects together, or to cause minor changes to all linked
4th-level divination objects. Linking two items together requires a casting
time of 10 minutes, during which you must be touching
Casting Time: 1 action both objects. When you use this spell to alter one object
Range: 30 feet you are touching, all linked objects alter to reflect that
Components: V, S change. You can cause no more than 25 numbers, letters,
Duration: Concentration, up to 1 minute or simple glyphs to appear, or an image no larger than 1
19
foot in diameter or the area of largest surface on the This spell repels muggles by causing them to remember
object, whichever is smaller. important meetings they missed or forget what they were
doing. Target an area within range that is no larger than a
200-foot cube. The enchantment causes muggles to feel
Protego Totalum an intense urge to leave the area. When a muggle comes
4th-level abjuration within 60 feet of the area, it must succeed on a Wisdom
saving throw or become convinced that it needs to be
Casting Time: 10 minutes somewhere else, and attempts to leave the area to the best
Range: 120 feet of its ability. A muggle that successfully saves against this
Components: V, S effect must repeat the saving throw each time it starts its
Duration: 24 hours turn within 60 feet of the area.
A beam of energy streaks from your wand to a target you Casting Time: 1 minute
can see within range. The target can be a creature, an Range: 30 feet
object, or a creation of magical force, such as a wall Components: V, S
created by protego maxima. Duration: Instantaneous
A creature targeted by the spell must make a Dexterity
saving throw. On a failed save, the target takes 8d6 force You cause an enclosed space to enlarge by creating an
damage. extradimensional space that does not affect its outside
This spell automatically disintegrates a Large or smaller dimensions. You can create an area of extradimensional
nonmagical object or creation of magical force, reducing space that is a cube as small as 2 feet to as large as 10 feet
it to a pile of fine gray dust. If the target is a Huge or on each side. If the extradimensional space created by
larger object or creation of force, this spell disintegrates a this spell touches or intersects any other
10-foot-cube portion of it. A magic item is unaffected by extradimensional space, the spell fails.
this spell. After 60 days, there is a cumulative 5 percent chance
When you cast this spell at 5th level or per day that the spell's effect ends. If the spell ends, all
higher, the damage increases by 3d6 for each level above objects and creatures within the extradimensional space
4th. is shunted to the nearest unoccupied space and takes
force damage equal to twice the number of feet it moved.
Casting this spell on the same spot every day for a year
Repello Muggletum makes this effect permanent.
4th-level enchantment When you cast this spell at 5th level or
higher, you can create a larger extradimensional space,
Casting Time: 1 hour up to 20 feet on each side at 5th level, up to 40 feet on
Range: 60 feet each side at 6th level, up to 80 feet on each side at 7th
Components: V, S level, up to 160 feet on each side at 8th level, and up to
Duration: 24 hours 320 feet on each side at 9th level.
20
Washing Up Spell Imperio
4th-level transmutation 5th-level enchantment
This spell causes dirty pots, pans, and other objects to You attempt to take control of a humanoid that you can
wash themselves at your command. You can choose up to see within range. It must succeed on a Wisdom saving
ten nonmagical objects within range that are not being throw or be charmed by you for the duration. If you or
worn or carried. Medium targets count as two objects. creatures that are friendly to you are fighting it, it has
Large targets count as hour objects. Huge targets count as advantage on the saving throw.
eight objects. You can't target any object larger than Huge. While the target is under your control, you have a
Each target animates and begins washing itself, gaining a telepathic link with it as long as the two of you are on the
flying speed of 30 feet and the ability to hover if it does same plane of existence. You can use this telepathic link
not have legs or other appendages it can use for to issue commands to the creature while you are
locomotion. If the object is securely attached to a surface conscious (no action required), which it does its best to
or a larger object, such as a chain bolted to a wall, its obey. You can specify a simple and general course of
speed is 0. Once an object is washed and no longer action, such as "Attack that creature," "Run over there," or
hovering or in motion, you may target another object so "Fetch that object." If the creature completes the order
long as the spell is still only targeting a maximum of ten and doesn't receive further direction from you, it behaves
objects and the spell has not yet ended. as normally. Until the spell ends, it will not reveal that it is
If you cast this spell at 4th level or being controlled unless you command it to.
higher, you can target an additional two objects for each You can use your action to take total and precise control
level higher than 4th. of the target. Until the end of your next turn, the creature
takes only the actions you choose, and doesn't do
anything that you don't allow it to do. During this time
Fifth Level Spells you can also cause the creature to use a reaction, but this
requires you to use your own reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving
Alarte Ascendare throw succeeds, the spell ends.
5th-level transmutation When you cast this spell using a
6th-level spell slot, the duration is concentration, up to 10
Casting Time: 1 action minutes. When you use a 7th-level spell slot, the duration
Range: 60 feet is concentration, up to 1 hour. When you use an 8th-level
Components: V, S spell slot, the duration is concentration, up to 8 hours.
Duration: Concentration, up to 10 minutes Alternatively, you can cast this spell at 8th level to target
any creature, and the spell has a duration of
You target a Huge or smaller creature within range that concentration, up to 1 hour. If you cast this spell using a
you can see. Make an ability check with your spellcasting 9th-level spell slot, you can target any creature with a
ability contested by the creature's strength check. If you duration of concentration, up to 8 hours.
win the contest, you move the creature upward up to 30
feet. Until the end of your next turn, the creature is
restrained and suspended in mid-air. On subsequent
Levicorpus / Liberacorpus
rounds, you can use your action to attempt to maintain 5th-level transmutation
your magical grip on the creature by repeating the
contest. Casting Time: 1 action
Range: 30 feet
Components: S
Geminio Duration: Concentration, up to 1 minute
5th-level conjuration
You can try to lift a Huge or smaller creature into the air.
Casting Time: 1 minute Make an ability check with your spellcasting modifier
Range: Touch contested by that creature's Strength check. If you win the
Components: V, S contest, you lift the creature up to 30 feet into the air, but
Duration: Instantaneous not beyond the range of this spell. Until the end of your
next turn, the creature is restrained and is suspended in
You create an identical, nonmagical copy of a single mid-air. On subsequent rounds, you can use your action
nonliving object no larger than a 5-foot cube. The copy is to attempt to maintain the spell by repeating the contest.
worth no more than 100 galleons. Alternatively, you may use this spell to use your action
to automatically free someone who has been targeted by
it.
21
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12
Obliviate Large 50 10 +6 to hit, 2d10 + 2 damage 14 10
5th-level enchantment Huge 60 10 +8 to hit, 2d12 + 4 damage 18 6
Casting Time: 1 action An animated object is a construct with AC, hit points,
Range: 30 feet attacks, Strength, and Dexterity determined by its size. Its
Components: V, S Constitution is 10 and its Intelligence and Wisdom are 3,
Duration: Concentration, up to 1 minute and its Charisma is 1. Its speed is 30 feet; if the object
lacks legs or other appendages it can use for locomotion,
You attempt to erase another creature's memories. One it instead has a flying speed of 30 feet and can hover. If
creature that you can see must make a Wisdom saving the object is securely attached to a surface or a larger
throw. If you are fighting the creature, it has advantage on object, such as a chain bolted to a wall, its speed is 0. It
the saving throw. On a failed save, the target becomes has blindsight with a radius of 30 feet and is blind beyond
charmed by you for the duration. The charmed target is that distance. When the animated object drops to 0 hit
incapacitated and unaware of its surroundings, though it points, it reverts back to its original object form, and any
can still hear you. If it takes any damage or is targeted by remaining damage carries over to its original object form.
another spell, this spell ends, and none of the target's If you command an object to attack, it can make a single
memories are erased. melee attack against a creature within 5 feet of it. It makes
While this charm lasts, you can erase the target's a slam attack with an attack bonus and bludgeoning
memory of an event that it experienced within the last 24 damage determined by its size. The DM might rule that a
hours and that lasted no more than 10 minutes. You can specific object inflicts slashing or piercing damage based
permanently eliminate all memory of the event, erase on its form.
specific details of the event, or change its memory of the If you cast this spell at 6th level or
details of the event. Its mind fills in any gaps of the higher, you can animate two additional objects for each
affected memories. If you lose concentration on the spell level above 5th.
before 1 minute, the creature's memory isn't altered or
erased. Otherwise, the effect takes hold when the spell
ends.
Protego Maxima
If you cast this spell at 6th level of 5th-level evocation
higher, you can alter the target's memories of an event
that took place up to 7 days ago (6th level), 30 days ago Casting Time: 1 action
(7th level), 1 year ago (8th level), or any time in the Range: 200 feet
creature's past (9th level). Components: V, S
Duration: Concentration, up to 10 minutes
22
You create a ward that protects up to 2,500 square feet of to the number of hit points it had before it transformed.
floor space (an area 50 feet square, or one hundred 5-foot If it reverts as a result of dropping to 0 hit points, any
squares or twenty-five 10-foot squares). The warded area excess damage carries over to its normal form. As long as
can be up to 20 feet tall, and shaped as you desire. You the excess damage doesn't reduce the creature's normal
can ward several stories of a stronghold by dividing the form to 0 hit points, it isn't knocked unconscious.
area among them, as long as you can walk into each The creature is limited in the actions it can perform by
contiguous area while you are casting the spell. the nature of its new form, and it can't speak, cast spells,
Until the spell ends, an alarm alerts you whenever a or take any other action that requires hands or speech.
Tiny or larger creature touches or enters the warded area. The target's gear melds into the new form. The creature
When you cast the spell, you can specify creatures and can't activate, use, wield, or otherwise benefit from any of
individuals that won't set off the alarm. You also choose its equipment.
whether the alarm is mental or audible. A mental alarm
alerts you with a ping in your mind if you are within 1
mile of the warded area, waking you if you are sleeping. Evanesco
An audible alarm produces a wailing noise for 10 seconds 6th-level transmutation
audible from as far away as 300 feet from the warded
area. Casting Time: 1 action
Range: 30 feet
Components: V, S
Deletrius Duration: Concentration, up to 1 minute
6th-level transmutation
An object that is not being worn or carried, a willing
Casting Time: 1 action target, or a target that fails a Wisdom saving throw
Range: 60 feet vanishes, along with everything it's wearing and carrying.
Components: V, S While vanished, the target can move in any direction,
Duration: Instantaneous though moving up or down costs an extra foot of
movement for every foot of movement. You can only
Target a creature you can see within range. The target can affect and be affected by other vanished creatures or
be a creature, an object, or a creation of magical force. objects. Creatures that aren't vanished can't perceive you
A creature targeted by this spell must make a Dexterity and can't interact with you, unless a special ability or
saving throw. On a failed save, the target takes 10d6 + 40 magic has given them the ability to do so. You ignore all
force damage. If this damage reduces the target to 0 hit objects and effects that originate from a vanished creature
points, it is disintegrated. A disintegrated creature and or object, allowing you to move through unvanished
everything it is wearing and carrying, except magic items, creatures and objects.
are reduced to a pile of fine gray dust. When the spell ends, you immediately return to the
This spell automatically disintegrates a Large or smaller plane you originated from in the spot you currently
nonmagical object or a creation of magical force. If the occupy. If you occupy the same spot as a solid object or
target is a Huge or larger object or creation of force, this creature when this happens, you are immediately
spell disintegrates a 10-foot-cube portion of it. A magic shunted to the nearest unoccupied space that you can
item is unaffected by this spell. occupy and take force damage equal to twice the number
When you cast this spell using a spell of feet you are moved.
slot of 7th level or higher, the damage increases by 3d6 If you cast this spell on an object and maintain your
for each spell slot above 6th. concentration for the entire possible duration, the object
stays vanished.
Draconifors
6th-level transmutation Fiendfyre
6th-level conjuration
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Components: V, S Range: 90 feet
Duration: Concentration, up to 1 hour Components: V, S
Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see within
range into a dragon. An unwilling creature must make a You conjure a fire elemental of challenge rating 6 or
Wisdom saving throw to avoid the effect. The spell has no lower. This elemental is able to destroy anything in its
effect on a metamorphmagus, a shapechanger, or a path, including magical objects. It appears in an
creature with 0 hit points. unoccupied space that you can see within range and
The transformation lasts for the duration, or until the disappears when it drops to 0 hit points or when the spell
target drops to 0 hit points or dies. The new form can be ends.
any dragon whose challenge rating is equal to or less than You can control the elemental so long as you maintain
the target's (or the target's level, if it doesn't have a concentration on the spell. Roll initiative for the
challenge rating). The target's game statistics, including elemental, which has its own turns. It obeys any verbal
mental ability scores, are replaced by the statistics of the commands that you issue to it, and if you don't issue any
chosen dragon. It retains its alignment and personality. commands, it defends itself from hostile creatures but
The target assumes the hit points of its new form. otherwise takes no actions.
When it reverts to its normal form, the creature returns
23
At the end of each of your turns, you must make a DC
15 check using your spellcasting modifier to maintain Casting Time: 1 action
concentration on the spell. If your concentration is Range: 60 feet
broken, you lose control of the elemental and it becomes Components: V, S
hostile toward you and your companions. An Duration: Instantaneous
uncontrolled elemental can't be dismissed by you, and it
disappears 1 hour after you summoned it. This spell reverts a transformed animagus,
When you cast this spell using a spell metamorphmagus, or other shapechanger that you can
slot of 7th level or higher, the challenge rating increases see within range back into its normal form. An unwilling
by 1 for each slot level above 6th. creature must make a Wisdom saving throw to avoid the
effect.
Glacius
6th-level transmutation Portus
6th-level transmutation
Casting Time: 1 action
Range: 60 feet Casting Time: 1 hour
Components: V, S Range: Touch
Duration: Concentration, up to 1 minute Components: V, S
Duration: Until dispelled or triggered
You attempt to turn one creature that you can see within
range into ice. If the target's body is made of flesh, the When you cast this spell, you imbue an object with a spell
creature must make a Constitution saving throw. On a that later produces a magical effect. This object is known
failed save, it is restrained as its flesh begins to freeze. On as a portkey. You decide what triggers the spell when you
a successful save, the creature isn't affected. cast it, such as speaking a magic word or a specific time
A creature restrained by this spell must make another and date, and choose a destination that is on the same
Constitution saving throw at the end of each of its turns. plane of existence as you.
If it successfully saves against this spell three times, the When triggered, up to eight creatures touching the
spell ends. If it fails its saves three times, it is turned to ice portkey are instantly transported to the predetermined
and subjected to the petrified condition for the duration. location, appearing within 5 feet of each other or in the
The successes and failures don't need to be consecutive; nearest unoccupied space.
keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it
suffers from similar deformities if it reverts to its original
state.
Seventh Level Spells
If you maintain your concentration on this spell for the
entire possible duration, the creature is turned to ice until
the effect is removed. Unbreakable Vow
7th-level enchantment
Harmonia Nectere Passus
Casting Time: 1 minute
6th-level transmutation
Range: 5 feet
Components: V, S
Casting Time: 1 action
Duration: Until the spell ends or is dispelled
Range: 10 feet
Components: V, S
A target takes a vow that it must complete or die. The
Duration: 1 hour
person casting the spell determines the details of the vow
during the casting, and a willing target must agree to the
You create a passageway, the secret entrance to which
terms for the spell to be completed. You must describe
appears at a point of your choice that you can see within
the circumstances under which the vow will be
range on a wooden, plaster, or stone surface (such as a
considered fulfilled, and the circumstances under which
wall, a ceiling, or a floor). The entrance opens to an
the vow will be considered broken. If the vow is
extradimensional space that has the appearance of a real
completed, the spell ends. If the vow is broken and the
passageway made of a material similar to that of the
target has 100 hit points or fewer, they die.
entrance. The passageway appears aged, as though it has
always been there. It may turn in improbable directions
or lead through areas where no passageway could exist.
You do not decide where the passageway will end. The
other entrance will be in a place determined by the DM
up to 500 feet from the entrance in any direction. If you
cast this spell again on the same place as either entrance,
you will find the same passageway and its shape and
entrances will not be changed.
Homorphus Charm
6th-level transmutation
24
Eighth Level Spells You target a creature you can see within range. Make a
ranged spell attack. On a hit, it dies instantly.
Meteolojinx Crucio
9th-level enchantment
8th-level transmutation
Long-Term Madness
Ninth Level Spells d100 Effect (lasts 1d10 x 10 hours)
01-10 The character feels compelled to repeat a specific
activity over and over, such as washing hands, touching
things, praying, or counting coins.
11-20 The character experiences vivid hallucinations and has
Avada Kedavra disadvantage on ability checks.
9th-level enchantment 21-30 The character suffers extreme paranoia. The character
has disadvantage on Wisdom and Charisma checks.
Casting Time: 1 action 31-40 The character regards something (usually the source of
Range: 60 feet madness) with intense revulsion, as if affected by the
Components: V, S
antipathy effect of the antipathy/sympathy spell.
41-45 The character experiences a powerful delusion.
Duration: Instantaneous
25
Choose a potion. The character imagines that he or
she is under its effects.
46-55 The character becomes attached to a "lucky charm,"
such as a person or an object, and has disadvantage on
attack rolls, ability checks, and saving throws while
more than 30 feet from it.
56-65 The character is blinded (25%) or deafened (75%).
66-75 The character experiences uncontrollable tremors or
tics, which impose disadvantage on attack rolls, ability
checks, and saving throws that involve Strength or
Dexterity.
76-85 The character suffers from partial amnesia. The
character knows who he or she is and retains racial
traits and class features, but doesn't recognize other
people or remember anything that happened before
the madness took effect.
86-90 Whenever the character takes damage, he or she must
succeed on a DC 15 Wisdom saving throw or be
affected as though he or she failed a saving throw
against the confusion spell. The confusion effect lasts
for 1 minute.
91-95 The character loses the ability to speak.
96-00 The character falls unconscious. No amount of jostling
or damage can wake the character.
Indefinite Madness
d100 Flaw (lasts until cured)
01-15 "Being drunk keeps me sane."
16-25 "I keep whatever I find."
26-30 "I try to become more like someone else I know ---
adopting his or her style of dress, mannerisms, and
name."
31-35 "I must bend the truth, exaggerate, or outright lie to be
interesting to other people."
36-45 "Achieving my goal is the only thing of interest to me,
and I'll ignore everything else to pursue it."
46-50 "I find it hard to care about anything that goes on
around me."
51-55 "I don't like the way people judge me all the time."
56-70 "I am the smartest, wisest, strongest, fastest, and most
beautiful person I know."
71-80 "I am convinced that powerful enemies are hunting
me, and their agents are everywhere I go. I am sure
they're watching me all the time."
81-85 "There's only one person I can trust. And only I can see
this special friend."
86-95 "I can't take anything seriously. The more serious the
situation, the funnier I find it."
96-00 "I've discovered that I really like killing people."
Geminio Curse
9th-level conjuration
26