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D&D 5E - Player's Handbook

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CHAPTER 10: SPELLCASTING AGIC PERMEATES THE WORLDS OF D&D AND In every case, the number of spells a caster can have fixed in mind at any given time depends on the most often appears in the form of a spell. character's leveI. This chapter provides the rules for casting spells. Different character SPELL SLOTS classes have distinctive ways of learning and preparing their spells, and monsters Regardless of how many spells a caster knows or use spells in unique ways. Regardless of its source, prepares, he or she can cast only a limited number of a spell follows the rules here. spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is WHAT 1s A SPELL? physically and mentally taxing, and higher-Ievel spells are even more so. Thus, each spellcasting class's A spell is a discrete magical effect, a single shaping description (except that of the warlock) includes a table of the magical energies that suffuse the multiverse showing how many spell slots of each spelllevel a into a specific, limited expression. In casting a spell, character can use at each character leveI. For example, a character carefully plucks at the invisible strands of the 3rd-level wizard Umara has four 1st-levei spell slots raw magic suffusing the world, pins them in place in a and two 2nd-levei slots. particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in When a character casts a spell, he or she expends most cases, ali in the span of seconds. a slot of that spell's levei or higher, effectively \"filling\" a slot with the spell. Vou can think of a spell slot as a Spells can be versatile tools, weapons, or protective groove of a certain size-small for a 1st-levei slot,larger wards. They can deal damage or undo it, impose or for a spell of higher leveI. A 1st-levei spell fits into a slot remove conditions (see appendix A), drain life energy of any size, but a 9th-levei spell fits only in a 9th-levei away, and restore life to the dead. si01. So when Umara casts magic missile, a 1st-levei spell, she spends one of her four 1st-levei slots and has Uncounted thousands of spells have been created three remaining. over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in Finishing a long rest restores any expended spell slots crumbling spellbooks hidden in ancient ruins or trapped (see chapter 8 for the rules on resting). in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough Some characters and monsters have special abilities power and wisdom to do sO. that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four SPELL LEVEL Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can ali Every spell has a levei from O to 9. A spell's levei is a cast spells in such a way. general indicator of how powerful it is. with the lowly (but still impressive) magic missile at 1st levei and CASTlNG A SPELL AT A HIGHER LEVEL the earth-shaking wish at 9th. Cantrips-simple but When a spellcaster casts a spell using a slot that is of a powerful spells that characters can cast almost by rote- higher levei than the spell, the spell assumes the higher are levei O. The higher a spell's levei, the higher levei a levei for that casting. For instance, if Umara casts magic spellcaster must be to use that spell. missile using one of her 2nd-levei slots, that magic missile is 2nd leveI. Effectively, the spell expands to fill Spelllevel and character levei don't correspond the slot it is put into. directly. Typically, a character has to be at least 17th levei, not 9th levei, to cast a 9th-leveI spell. Some spells, sue h as magic missile and cure wounds, have more powerful effects when cast at a higher levei, KNOWN AND PREPARED SPELLS as detailed in a spell's description. Before a spellcaster can use a spell, he or she must CANTRIPS have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, A cantrip is a spell that can be cast at will, without including bards and sorcerers, have a limited list of using a spell slot and without being prepared in spells they know that are always fixed in mind. The advance. Repeated practice has fixed the spell in the same thing is true of many magic-using monsters. Other caster's mind and infused the caster with the magic spellcasters, such as clerics and wizards, undergo a needed to produce the effect over and over. A cantrip's process of preparing spells. This process varies for spelllevel is O. different classes, as detailed in their descriptions. RITUALS 4• Certain spells have a special tag: ritual. Such a spell CASTING IN ARMOR ean be cast following the normal rules for spelleasting, or the spell can be cast as a ritual. The ritual version of Because ofthe mental focus and precise gestures required a spell takes 10 minutes longer to cast than normal. for spellcasting, you must be proncient with the armor you are wearing to cast a spell. Vou are otherwise too distracted r and physically hampered by your armor for spellcasting. ~ PART 3 SPELU ...\\STI \"G 20

It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher leveI. To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does. CASTING A SPELL When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description in chapter li begins with a block of information, including the spell's name, levei,school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect. CASTING TIME Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. BONUS ACTION A spell cast with a bonus action is especially swift. Vou must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turno Vou can't cast another spell during the same turn, except for a cantrip with a casting time of I action. REACTIONS Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do sO. LONGE R CASTING TIMES Certain spells (including spells cast as rituais) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see \"Concentration\" below). ]f your concentration is broken, the spell fails, but you don't expend a spell slot. ]f you want to try casting the spell again, you must start over. RANGE The target of a spell must be within the spell's range. For a spelllike magic missile, the target is a creature. For a spelllike firebaJl, the target is the point in space where the ball of fire erupts. Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells. such as the shield spell, affect only you. These spells have a range of self. Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point af the spell's effect must be yau (see \"Areas af Effect\" later in the this chapter).

Once a spell is cast, its effects aren't limited by its 4 •• range, unless the spell's description says otherwise. THE SCHOOLS OF MAGIC COMPONENTS Academies of magic group spells into eight categories called A spell's components are the physical requirements you must meet in order to cast it. Each spell's description schools of magic. Scholars, particularly wizards, apply these indicates whether it requires verbal (V), somatic (S), or material (M) components. Ifyou can't provide one categories to ali spells, believing that ali magic functions in or more of a spell's components, you are unable to cast the spell. essentially the same way, whether it derives from rigorous VERBAL (V) study ar is bestowed by a deity. Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; The schools of magic help describe spells; they have no rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic rules oftheir own, although some rules refer to the schools. in molion. Thus, a character who is gagged or in an area of silence, such as one created by the siJence spell, can't Abjuration spells are protective in nature, though some cast a spell with a verbal component. of them have aggressive uses. They create magical barriers, SOMATIC (S) Spellcasting gestures might include a forceful negate harmful effects, harm trespassers, ar banish creatures gesticulation or an intricate set of gestures. If a spell requires a somalic component, the caster must have free to other planes of existence. use of at least one hand to perform these gestures. Conjuration spells involve the transportation of objects MATERIAL (M) Casting some spells requires particular objects, and creatures from one location to another. Some spells specified in parentheses in the component entry. A character can use a component pouch or a summon creatures ar objects to the caster's side, whereas speIlcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is others allow the caster to teleport to another location. Some indicated for a component, a character must have that specific component before he or she can cast the spell. conjurations create objects or effects out of nothing. If a spell states that a material component is Divinalion spells reveal information, whether in the form of consumed by the spell, the caster must provide this component for each casting of the spell. secrets long forgoUen, glimpses of the future, the locations A spellcaster must have a hand free to access these of hidden things, the truth behind illusions, ar visions of components, but it can be the same hand that he or she uses to perform somatic components. dislanl people or places. DURATION Enchanlmenl spells affecl lhe minds of olhers, influencing A spell's duration is the length of time the spell persists. ar controlling lheir behavior. Such spells can make enemies A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last see lhe casler as a friend, force crealures lo lake a course of until the spells are dispelled or destroyed. aclion, ar even conlrol anolher crealure like a puppet. INSTANTANEOUS Many spells are instantaneous. The spell harms, Evocalion spells manipulate magical energy lo produce a heals, creates, or alters a creature or an object in a way that can't be dispelled, beca use its magic exists only desired eITect. Some call up blasts offire ar lighlning. Olhers for an instant. channel posilive energy to heal wounds. CONCENTRATION Some spells require you to maintain concentration JIIusion spells deceive lhe senses ar minds of olhers. They in order to keep their magic active. If you lose concentration, such a spell ends. cause people lo see lhings lhal are nol lhere, lo miss lhings If a spell must be maintained with concentralion, lhat are there, to hear phanlom noises, ar lo remember that fact appears in its Duration entry, and lhe spell specifics how long you can concentrate on it. Vou can lhings lhal never happened. Some illusions creale phanlom end concentration at any time (no action required). images lhal any creature can see, but lhe mosl insidious illusions planl an image direclly in lhe mind of a crealure. Necromancy spells manipulale the energies oflife and dealh. Such spells can granl an exlra reserve oflife force, drain the life energy from anolher crealure, create the undead, ar even bring the dead back to life. Creating the undead lhrough lhe use of necromancy spells such as animate dead is not a good acl, and only evil caslers use such spells frequenlly. Transmulalion spells change lhe properties of a crealure, object, ar environmenl. They mighl lum an enemy inlo a harmless creature. bolsler the slrength of an ally, make an object move aI the casler's command, ar enhance a crealure's innale healing abililies lo rapidly recover from injury. ••• •• Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration: Casting another speIl that requires concentration. Vou lose concentration on a spell if you cast another spell that requires concentration. Vou can't concen- trate on two spells at once. Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentra- tion. The DC equals 10 or half the damage you take, whichever number is higher.lfyou take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage. Being incapacilated or kilIed. Vou lose concentration on a spell if you are incapacitated or if you die. PART 3 I SrF.l LCASTI NG 203

The DM might also decide that certain environmental pasition its point of origino Typically, phenomena, such as a wave crashing over you while a point of origin is a point in space, but you're on a storm-tossed ship, require you to succeed some spells have an area whose origin is a on a DC 10 Constitution saving throw to maintain creature or an object. concentration on a spell. A spell's effect expands in straight lines fram the point TARGETS of origino If no unblocked straight line extends from the point of origin to a location within the area of effect, that A typical spell requires you to pick one or more targets location isn't included in the spell's area. To block one of to be affected by the spell's magic. A spell's description these imaginary lines, an obstruction must provi de total tells you whether the spell targets creatures, objects, or cover, as explained in chapter 9. a point of origin for an area of effect (described below). CONE Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at alI. An effect A cone extends in a direction you choose fram its point like crackling lightning is obvious, but a more subtle af origino A cone's width at a given point along its length effect, such as an attempt to read a creature's thoughts, is equal to that point's distance from the point of origino typically goes unnoticed, unless a spell says otherwise. A cone's area of effect specities its maximum length. A CLEAR PATH TO THE TARGET A cone's point of origin is not included in the cone's To target something, you must have a clear path to it, area of effect, unless you decide otherwise. so it can't be behind total cover. CUBE lf you place an area of effect at a point that you can't see and an obstruction. such as a wall, is between you Vou select a cube's point of origin, which lies anywhere and that point, the point of origin comes into being on on a face of the cubic effect. The cube's size is expressed the near side of that obstruction. as the length of each side. TARGETING YOURSELF A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise. lf a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or CYLINDER speciticallya creature other than you. lf you are in the area of effect of a spell you cast, you can target yourself. A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The AREAS OF EFFECT circle must either be on the graund or at the height of the spell effect. The energy in a cylinder expands in Spells such as burning hands and cone of cald cover an straight lines from the point of origin to the perimeter of area, allawing them to affect multiple creatures at ance. the circle, forming the base of the cylinder. The spell's effect then shoots up fram the base or down fram the A spell's description specities its area af effect, top, to a distance equal to the height of the cylinder. which typically has ane of tive different shapes: cone, cube, cylinder, line, ar sphere. Every area of effect has A cylinder's point of origin is included in the cylinder's a paint of origin, a locatian fram which the spell's area of effect. energy erupts. The roles for each shape specify how yau 204 PART 3 I SPELLCASTINO

LINE 4 •• Aline extends from its point of origin in a straight path lHE WEAVE OF MAGIC up to its length and covers an area defined by its width. lhe worlds within the D&D multiverse are magical places. A line's point of origin is not included in the line's area Ali existence is suffused with magical power, and potential of effect, unless you decide otherwise. energy lies untapped in every rock, stream, and living creature, and even in the air itself. Raw magic is the stuff of SPHERE creation, the mute and mindless will of existence, permeating Vou select a sphere's point of origin, and the sphere every bit of malter and present in every manifestation of extends outward from that point. The sphere's energy throughout the multiverse. size is expressed as a radius in feet that extends from the point. Mortais can't directly shape this raw magic. Instead, they make use of a fabric of magic, a kind of interface between A sphere's point of origin is included in the sphere's the will of a spellcaster and the stuff of raw magic. lhe area of effect. spellcasters of the Forgotten Realms call it the Weave and recagnize its essence as the goddess Mystra, but casters SAVING THROWS have varied ways of naming and visualizing this interface. Sy any name, without the Weave, raw magic is locked away and Many spells specify that a target can make a saving inaccessible;the most powerful archmage can't light a candle throw to avoid some or ali of a spell's effects. The spell with magic in an area where the Weave has been tom. Sut specifies the ability that the target uses for the save and surrounded by the Weave, a spellcaster can shape lightning what happens on a success or failure. to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself. The De to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + Ali magic depends on the Weave, though different kinds of magic access it in a variety of ways. lhe spells of wizards, any special modifiers. warlocks, sorcerers, and bards are commonly called arcane magic. lhese spells rely on an understanding-Iearned or ATTACK ROLLS intuitive-of the workings of the Weave. lhe caster plucks directly at the strands of the Weave to create the desired Some spells require the caster to make an attack roll effect. Eldritch knights and arcane tricksters also use arcane to determine whether the spell effect hits the intended magic. lhe spells of derics, druids, paladins, and rangers are target. Your attack bonus with a spell attack equals your called divine magic. lhese spellcasters' access to the Weave is mediated by divine power-gods, the divine forces of spellcasting ability modifier + your proficiency bonus. nature, or the sacred weight of a paladin's oath. Most spells that require attack rolls involve ranged Whenever a magic effect is created, the threads of the attacks. Remember that you have disadvantage on a Weave intertwine, twist, and fold to make the effect possible. ranged attack roll if you are within 5 feet of a hostile When characters use divination spells such as detect magic or creature that can see you and that isn't incapacitated identify, they glimpse the Weave. A spell such as dispel magic (see chapter 9). smooths the Weave. Spells such as antimagic field rearrange the Weave 50 that magic fiows around, rather than through, COMBINING MAGICAL EFFECTS the area affected by the spell. And in places where the Weave is damaged or tom, magic works in unpredictable ways-or The effects of different spells add together while not at alI. the durations of those spells overlap. The effects of the same spell cast multi pie times don't combine, however. lnstead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap. For example, if two clerics cast bless on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.



CHAPTER 11: SPELLS ~ HIS CHAPTER DESCRIBES THE MOST COMMON Hold Monster 1ST LEVEL Legend Lore speIls in the worlds of DUNGEONS & Mass Cure Wounds Bane DRAGONs. The chapter begins with the Mislead Bless speIl Iists of the speIlcasting classes. The Modify Memory Command remainder contains speIl descriptions, Planar Binding Create or Destroy Water presented in alphabetical order by the Raise Dead Cure Wounds name of the spell. Scrying Detect Evil and Good Seeming Detect Magic BARD SPELLS Hold Person Teleportation Ci rcle Detect Poison and Disease Invisibility Guiding Bolt CANTRIPS (O LEVEL) Knock 6TH LEVEL Healing Word Lesser Restoration Inflict Wounds Blade Ward Locate Animais or Plants Eyebite Protection from Dancing Lights Locate Object Find the Path Friends Magic Mouth Guards and Wards Evil and Good Light Phantasmal Force Mass Suggestion Purify Food and Drink Mage Hand See Invisibility Olto's Irresistible Dance Sanctuary Mending Shalter Programmed IlIusion Shield of Faith Message Silence True Seeing Minor IlIusion Suggestion 2ND LEVEL Prestidigitation Zone ofTruth 7TH LEVEL True Strike Aid Vicious Mockery 3RD LEVEL Etherealness Augury Forcecage Blindness/Deafness 1ST LEVEL Bestow Curse Mirage Arcane Calm Emotions Clairvoyance Mordenkainen's Continuai Flame Animal Friendship Dispel Magic Enhance Ability Bane Fear Magnificent Mansion Find Traps Charm Person Feign Death Mordenkainen's Sword Gentle Repose Comprehend Languages Glyph ofWarding Project Image Hold Person Cure Wounds Hypnotic Pattem Regenerate Lesser Restoration Detect Magic Leomund's Tiny Hut Resurrection Locate Object Disguise Self Major Image Symbol Prayer of Healing Dissonant Whispers Nondetection Teleport Protection from Poison Faerie Fire Plant Growth Silence Feather Fali Sending 8TH LEVEL Spiritual Weapon Healing Word Speak with Dead Warding Bond Heroism Speak with Plants Dominate Monster Zone ofTruth Identify Stinking Cloud Feeblemind IlIusory Script Tongues Glibness 3RD LEVEL Longstrider Mind Blank Silent Image 4TH LEVEL Power Word Stun Animate Dead Sleep Beacon of Hope Speak with Animais Compulsion 9TH LEVEL Bestow Curse Tasha's Hideous Laughter Confusion Clairvoyance Thunderwave Dimension ODor Foresight Create Food and Water Unseen Servant Freedom of Movement Power Word Heal Daylight Greater Invisibility Power Word Kill Dispel Magic 2ND LEVEL Hallucinatory Terrain True Polymorph Feign Death Locate Creature Glyph ofWarding Animal Messenger Polymorph CLERIC SPELLS Magic Circle Blindness/Deafness Mass Healing Word Calm Emotions 5TH LEVEL CANTRIPS (o LEVEL) Meld into Stone Cloud of Daggers Guidance Protection from Energy Crown of Madness Animate Objects Light Remove Curse Detect Thoughts Awaken Mending Revivify Enhance Ability Dominate Person Resistance Sending Enthrall Dream Sacred Flame Speak with Dead Heat Metal Geas Spare the Dying Greater Restoration Thaumaturgy PART 3 SPfLlS ,\"

Spirit Guardians Gate Dispel Magic Mirage Arcane Tongues Mass Heal Feign Death Plane Shift Water Walk True Resurrection Meld into Stone Regenerate Plant Growth Reverse Gravity 4TH LEVEL DRUID SPELLS Protection from Energy Sleet Storm 8TH LEVEL Banishment CANTRIPS (o LEVEL) Speak with Plants Control Water Druidcraft Water Breathing Animal Shapes Death Ward Guidance Water Walk AntipathyjSympathy Divination Mending Wind Wall Control Weather Freedom of Movement Poison Spray Earthquake Guardian of Faith Produce Flame 4TH LEVEL Feeblemind Locate Creature Sunburst Stone Shape Resistance Blight Tsunami Shillelagh Confusion 5TH LEVEL Thorn Whip Conjure Minor Elementals 9TH LEVEL Commune Conjure Woodland Beings 1ST LEVEL Control Water Foresight Contagion Dominate Beast Shapechange Dispel Evil and Good Animal Friendship Freedom of Movement Storm ofVengeance Flame Strike Charm Person Giant Insect True Resurrection Geas Create or Destroy Water Grasping Vine Greater Restoration Cure Wounds Hallucinatory Terrain PALADIN SPELLS Hallow Detect Magic Ice Storm Insect Plague Detect Poison and Disease Locate Creature 1ST LEVEL Legend Lore Entangle Polymorph Mass Cure Wounds Faerie Fire Stone Shape Bless Planar Binding Fog Cloud Stoneskin Command Raise Dead Goodberry Wall of Fire Compelled Duel Scrying Healing Word Cure Wounds jump 5TH LEVEL Detect Evil and Good 6TH LEVEL Longstrider Detect Magic Purify Food and Drink Antilife Shell Detect Poison and Disease Blade Barrier Speak with Animais Awaken Divine Favor Create Undead Thunderwave Commune with Nature Heroism Find the Path Conjure Elemental Protection from Forbiddance 2ND LEVEL Contagion Harm Geas Evil and Good Heal Animal Messenger Greater Restoration Purify Food and Drink Heroes' Feast Barkskin Insect Plague Searing Smite Planar Ally Beast Sense Mass Cure Wounds Shield of Faith True Seeing Darkvision Planar Binding Thunderous Smite Word of Recall Enhance Ability Reincarnate Wrathful Smite Find Traps Scrying 7TH LEVEL Flame Blade Tree Stride 2ND LEVEL Flaming Sphere Wall ofStone Conjure Celestial Gust ofWind Aid Divine Word Heat Metal 6TH LEVEL Branding Smite Etherealness Hold Person Find Steed Fire Storm Lesser Restoration Conjure Fey Lesser Restoration Plane Shift Locate Animais or Plants Find the Path Locate Object Regenerate Locate Object Heal Magic Weapon Resurrection Moonbeam Heroes' Feast Protection from Poison Symbol Pass without Trace Move Earth Zone ofTruth Protection from Poison Sunbeam 8TH LEVEL Spike Growth Transport via Plants 3RD LEVEL Wall ofThorns Antimagic Field 3RD LEVEL Wind Walk Aura ofVitality Control Weather Blinding Smite Earthquake Call Lightning 7TH LEVEL Create Food and Water Holy Aura Conjure Animais Crusader's Mantle Daylight Fire Storm Daylight 9TH LEVEL Dispel Magic Elemental Weapon Astral Projection 208 PART 3 I SPFLLS

Magic Circle Plant Growth Sleep Greater Invisibility Remove Curse Protection from Energy Thunderwave Ice Storm Revivify Speak with Plants Witch Bolt Polymorph Water Breathing Stoneskin 4TH LEVEL Water Walk 2ND LEVEL Wall of Fire Wind Wall Aura of Life Alter Self 5TH LEVEL Aura of Purity 4TH LEVEL BlindnessjDeafness Banishment Blur Animate Objects Death Ward Conjure Woodland Beings Cloud of Daggers Cloudkill Locate Creature Freedom of Movement Crown of Madness Cone ofCold Staggering Smite Grasping Vine Darkness ereation Locate Creature Darkvision Dominate Person 5TH LEVEL Stoneskin Detect Thoughts Hold Monster Enhance Ability Insect Plague Banishing Smite 5TH LEVEL EnlargejReduce Seeming Cirele of Power Gust ofWind Telekinesis Destructive Smite Commune with Nature Hold Person Teleportation Cirele Dispel Evil and Good Conjure Volley Invisibility Wall of Stone Geas Swift Quiver Knock Raise Dead Tree Stride Levitate 6TH LEVEL Mirror Image RANGER SPELLS SORCERER SPELLS Misty Step Arcane Gate Phantasmal Force Chain Lightning 1ST LEVEL CANTRIPS (O LEVEL) Scorching Ray Cirele of Death See Invisibility Disintegrate Alarm Acid Splash Shatter Eyebite Animal Friendship Blade Ward Spider Climb Globe of Invulnerability Cure Wounds Chill Touch Suggestion Mass Suggestion Detect Magic Dancing Lights Web Move Earth Detect Poison and Disease Fire Bolt Sunbeam Ensnaring Strike Friends 3RD LEVEL True Seeing Fog Cloud Light Goodberry Mage Hand Blink 7TH LEVEL Hail ofThorns Mending Clairvoyance Hunter's Mark Message Counterspell Delayed Blast Fireball )ump Minor IlIusion Daylight Etherealness Longstrider Poison Spray Dispel Magic Finger of Death Speak with Animais Prestidigitation Fear Fire Storm Ray of Frost Fireball Plane Shift 2ND LEVEL Shocking Grasp Fly Prismatic Spray True Strike Gaseous Form Reverse Gravity Animal Messenger Haste Teleport Barkskin 1ST LEVEL Hypnotic Pattern Beast Sense Lightning Bolt 8TH LEVEL Cordon of Arrows Burning Hands Major Image Darkvision Charm Person Protection from Energy Dominate Monster Find Traps Chromatic Orb Sleet Storm Earthquake Lesser Restoration Color Spray Slow Incendiary Cloud Locate Animais or Plants Comprehend Languages Stinking Cloud Power Word Stun Locate Object Detect Magic Tongues Sunburst Pass without Trace Disguise Sei f Water Breathing Protection from Poison Expeditious Retreat Water Walk 9TH LEVEL Silence False Life Spike Growth Feather Fali 4TH LEVEL Gate Fog Cloud Meteor Swarm 3RD lEVEL jump Banishment Power Word Kill Mage Armor Blight Time Stop Conjure Animais Magic Missile Confusion Wish Conjure Barrage Ray of Sickness Dimension Door Daylight Shield Dominate Beast Lightning Arrow Silent Image Nondetection PART 3 I SPELLS 2°9

WARLOCK SPELLS Dimension Door 1ST LEVEL Misty Step Hallucinatory Terrain Nystul's Magic Aura CANTRIPS (o LEVEL) Alarm Phantasmal Force 5TH LEVEL Burning Hands Ray of Enfeeblement Blade Ward Contact Other Plane Charm Person Rope Trick Chill Touch Dream Chromatic Orb Scorching Ray Eldritch Blast Hold Monster Color Spray See Invisibility Friends Scrying Comprehend Languages Shatter Mage Hand Detect Magic Spider Climb Minor IlIusion 6TH LEVEL Disguise Self Suggestion Poison Spray Arcane Gate Expeditious Retreat Web Prestidigitation Cirele of Death False Life True Strike Conjure Fey Feather Fali 3RD LEVEL Create Undead Find Familiar 1ST LEVEL Eyebite Fog Cloud Animate Dead Armor of Agathys Flesh to Stone Grease Bestow Curse Arms of Hadar Mass Suggestion Identify Blink Charm Person True Seeing IlIusory Script Clairvoyance Comprehend Languages jump Counterspell Expeditious Retreat 7TH LEVEL Longstrider Dispel Magic Hellish Rebuke Etherealness Mage Armor Fear Hex Finger of Death Magic Missile Feign Death IlIusory Script Forcecage Protection from Fireball Protection from Plane Shift Fly Evil and Good Gaseous Form Evil and Good 8TH LEVEL Ray of Sickness Glyph ofWarding Unseen Servant Demiplane Shield Haste Witch Bolt Dominate Monster Silent Image Hypnotic Pattern Feeblemind Sleep Leomund's Tiny Hut 2ND LEVEL Glibness Tasha's Hideous Laughter Lightning Bolt Cloud of Daggers Power Word Stun Tenser's Floating Disk Magic Cirele Crown of Madness Thunderwave Major Image Darkness 9TH LEVEL Unseen Servant Nondetection Enthrall Astral Projection Witch Bolt Phantom Steed Hold Person Foresight Protection from Energy Invisibility Imprisonment 2ND LEVEL Remove Curse Mirror Image Power Word Kill Sending Misty Step True Polymorph Alter Self Sleet Storm Ray of Enfeeblement Arcane Lock Slow Shatter WIZARD SPELLS Blindness/Deafness Stinking Cloud Spider Climb Blur Tongues Suggestion CANTRIPS (o LEVEL) Cloud of Daggers Vampiric Touch Continuai Flame Water Breathing 3RD LEVEL Acid Splash Crown of Madness Counterspell Blade Ward Darkness 4TH LEVEL Dispel Magic Chill Touch Darkvision Fear Dancing Lights Detect Thoughts Arcane Eye Fly Fire Bolt Enlarge/Reduce Banishment Gaseous Form Friends Flaming Sphere Blight Hunger of Hadar Light Gentle Repose Confusion Hypnotic Pattern Mage Hand Gust ofWind Conjure Minor Elementals Magic Cirele Mending Hold Person Control Water Major Image Message Invisibility Dimension ODor Remove Curse Minor IlIusion Knock Evard's Black Tentades Tongues Poison Spray Levitate Fabricate Vampiric Touch Prestidigitation Locate Object Fire Shield Ray of Frost Magic Mouth Greater Invisibility 4TH LEVEL Shocking Grasp Magic Weapon Hallucinatory Terrain Banishment True Strike Melf's Acid Arrow Ice Storm Blight Mirror Image Leomund's Secret Chest PART 3 I SPELLS 210

Loeale Crealure Sunbeam SPELL DESCRIPTIONS Mordenkainen's True Seeing Wall oflee The spells are presented in alphabetical order. Failhful Hound Mordenkainen's 7TH LEVEL ACID SPLASH Conjuration calltrip Privale Sanelum Delayed BiasI Fireball Oliluke's Resilienl Sphere Elherealness Casting Time: I action Phanlasmal Killer Finger of Dealh Range: 60 feel Polymorph Foreeeage Components: V, S Slone Shape Mirage Areane Duration: Instantaneous Sloneskin Mordenkainen's Wall ofFire Vou hurl a bubble of acid. Choose one creature within Magnifieenl Mansion range, or choose two crealures within range thal are 5TH LEVEL Mordenkainen's Sword wilhin 5 feet of each other. A target must succeed on a Plane Shifl Dexterity saving throw or lake Id6 acid damage. Animale Objeels Prismalie Spray Bigby's Hand Projeel Image This spell's damage increases by Id6 when you reach Cloudkill Reverse Gravily 5th leveI (2d6), 11th leveI (3d6), and 17lh leveI (4d6). Cone ofCold Sequesler Conjure Elemenlal Simulaerum AID Conlael Olher Plane Symbol 2nd-leveI abjuration Crealion Teleporl Dominale Person Casting Time: I action Dream 8TH LEVEL Range: 30 feet Geas Components: V, S, M (a tiny strip of while clOlh) Hold Monsler Anlimagie Field Duration: 8 hours Legend Lore Anlipalhy/Sympalhy Mislead Clone Your spell bolsters your allies with toughness and Modify Memory Conlrol Wealher resolve. Choose up to three crealures within range. Passwall Demiplane Each target's hit poinl maximum and current hit points Planar Binding Dominale Monsler increase by 5 for the duration. Rary's Telepalhie Bond Feeblemind Serying Ineendiary Cloud At Higher LeveIs. When you cast this spell using Seeming Maze a spell slot of 3rd leveI or higher, a largel's hit points Telekinesis Mind Blank increase by an additional 5 for each slot leveI above 2nd. Teleporlalion Cirele Power Word Slun Wall of Force Sunbursl ALARM Wall of Slone Telepalhy 1st-leveI abjuration (ritual) Trap lhe Soul 6TH LEVEL Casting Time: I minule 9TH LEVEL Range: 30 feet Areane Gale Components: V. S, M (a tiny bell and a piece of Chain Lighlning Aslral Projeelion Cirele of Dealh Foresighl fine silver wire) Conlingeney Gale Duration: 8 hours Creale Undead Imprisonmenl Disinlegrale Meleor Swarm Vou seI an alarm against unwanted inlrusion. Choose Drawmij's Inslanl Power Word Kill a door. a window, or an area wilhin range that is no Prismalie Wall larger lhan a 20-foot cube. Until lhe spell ends. an alarm Summons Shapeehange alerts you whenever a Tiny or larger creature louches Eyebile Time Slop or enters lhe warded area. When you cast the spell, you Flesh lo Slone True Polymorph can designale crealures lhat won't set off the alarmo Vou Globe of Invulnerabilily Weird also choose whether the alarm is mental or audible. Guards and Wards Wish Magie Jar A mental alarm alerts you with a ping in your mind Mass Suggeslion if you are within I mile of the warded area. This ping Move Earlh awakens you if you are sleeping. Oliluke's Freezing Sphere 0110'5 Irresislible Dance An audible alarm produces lhe sound of a hand bell Programmed Illusion for 10 seconds within 60 feel. ALTER SELF 2nd-leveI transmutation Casting Time: I action up to I hour Range: SeI f Components: V, S Duration: Concenlralion. Vou assume a different formo When you cast lhe spell. choose one of the following options, the effects of which last for the duralion of the spell. While lhe spelllasts, PART 3 SPELLS 2Il

you can end one oplion as an aclion lo gain lhe benefils localion, covering aboul 50 miles per 24 hours for a of a differenl one. flying messenger, or 25 miles for olher animaIs. AquaticAdaptation. Vou adapl your body lo an When lhe messenger arrives, il delivers your message aqualic environmenl, sprouting gills and growing lo lhe crealure lhal you described, replicating lhe sound webbing belween your fingers. Vou can brealhe of your voice. The messenger speaks only lo a crealure underwaler and gain a swimming speed equal lo your malching lhe descriplion you gave. If lhe messenger walking speed. doesn'l reach its deslinalion before lhe spell ends, lhe message is losl, and lhe beasl makes ils way back to Change Appearance. Vou lransform your appearance. where you casl lhis spell. Vou decide whal you look like, including your heighl, weighl, facial fealures, sound of your voice, hair lenglh, At Higher LeveIs. If you casl lhis spell using a spell coloralion, and dislinguishing characlerislics, if any, slot of 3nd levei or higher, lhe duralion of lhe spell Vou can make yourself appear as a member of anolher increases by 48 hours for each slol levei above 2nd. race, lhough none of your slalislics change. Vou also can'l appear as a crealure of a differenl size lhan you, ANIMAL SHAPES and your basic shape slays lhe same; ifyou're bipedal, 8th./evel transmutatioIl you can'l use lhis spell lo become quadrupedal, for inslance. AI any lime for lhe duralion of lhe spell, you Casting Time: 1 aclion can use your action lOchange your appearance in Range: 30 feel lhis way again. Components: V,S Duration: Concenlralion, up to 24 hours Natural Weapons. Vou grow claws, fangs, spines, horns, or a differenl nalural weapon of your choice. Your Your magic lurns others into beasts. Choose any unarmed slrikes deal ld6 bludgeoning, piercing, or number of willing crealures lhal you can see within slashing damage, as appropriale lo lhe nalural weapon range. Vou transform each targel into the form of a you chose, and you are proficienl wilh your unarmed Large or smaller beasl wilh a challenge rating of 4 or slrikes. Finally, lhe natural weapon is magic and you lower. On subsequent turns, you can use your action to have a +1 bonus lo lhe atlack and damage rolls you transform affected creatures inlo new forms. make using it. The transformation lasls for lhe duration for each ANIMAL FRIENDSHIP largel, or until the target drops to O hit points or dies. lst.level enchantment Vou can choose a different form for each larget. A largel's game stalistics are replaced by the stalislics of Casting Time: 1 aclion lhe chosen beast, though the largel relains ils alignmenl Range: 30 feel and Inlelligence, Wisdom, and Charisma scores. The Components: V,S, M (a morsel of food) largel assumes lhe hil poinls of ils new form, and when Duration: 24 hours it reverls lo ils normal form, il relurns to the number of hil points it had before il lransformed. If il reverls as This spelllels you convince a beasl lhal you mean il no a result of dropping to O hit poinls, any excess damage harm. Choose a beasl lhal you can see wilhin range. carries over lo ils normal formoAs long as the excess damage doesn'l reduce lhe crealure's normal form lo O It musl see and hear you. Ir lhe beast's Inlelligence is hil poinls, it isn'l knocked unconscious. The creature is limiled in lhe aclions il can perform by lhe nalure of its 4 or higher, lhe spell fails. Olherwise, lhe beasl musl new form, and it can'l speak or casl spells. succeed on a Wisdom saving lhrow or be charmed by you for lhe spell's duralion. If you or one of your The largel's gear melds into lhe new formoThe largel companions harms lhe largel, lhe spells ends. can't aclivate, wield, or olherwise benefil from any of ils equipment. At Higher LeveIs. When you casl lhis spell using a spell sI01 of 2nd leveI or higher, you can affecl one ANIMATE DEAD addilional beasl for each slol leveI above 1st. 3rd./evel necromancy ANIMAL MESSENGER Casting Time: 1 minule 2nd.level enchantment (ritual) Range: 10 feel Components: V, S, M (a drop of blood, a piece of flesh, Casting Time: 1 aclion Range: 30 feel and a pinch of bone dust) Components: V,S, M (a morsel of food) Duration: Inslanlaneous Duration: 24 hours This spell creates an undead servant. Choose a pile By means of lhis spell, you use an animal to deliver a of bones or a corpse of a Medium or Small humanoid message. Choose a Tiny beasl you can see wilhin range, within range. Your spell imbues lhe targel wilh a foul such as a squirrel, a blue jay, or a bat. Vou specify a mimicry of life, raising il as an undead crealure. The localion, which you musl have visiled, and a recipienl largel becomes a skeleton if you chose bones or a who malches a general descriplion, such as \"a man or zombie if you chose a corpse (lhe DM has lhe crealure's woman dressed in lhe uniform of lhe town guard\" or \"a game slalislics). red.haired dwarf wearing a poinled hat.\" Vou also speak a message of up lOlwenly-five words. The largel beasl On each of your lurns, you can use a bonus aclion lravels for lhe duralion of lhe spell loward lhe specified lOmentally command any crealure you made with lhis spell if lhe creature is within 60 feel of you (if you PART 3 I SPELLS 212

control multi pie creatures, you can command any or all are 3, and its Charisma is 1. Its speed is 30 feet; if the of them at the same time, issuing the same command to object lacks legs or other appendages it can use for each one). Vou decide what action the creature will take locomotion, it instead has a f1yingspeed of 30 feet and and where it will move during its next turn, or you can can hover. lf the object is securely attached to a surface issue a general command, such as to guard a particular or a larger object, sue h as a chain bolted to a wall, its chamber or corridor. lf you issue no commands, the speed is O. It has blindsight with a radius of 30 feet and creature only defends itself against hostile creatures. is b\\ind beyond that distance. When the animated object Once given an order, the creature continues to follow it drops to O hit points, it reverts to its original object until its task is complete. form, and any remaining damage carries over to its original object formo The creature is under your control for 24 hours, after which it stops obeying any command you've given lf you command an object to attack, it can make a it. To maintain control of the creature for another single melee attack against a creature within 5 feet 24 hours, you must cast this spell on the creature of it. [t makes a slam attack with an attack bonus and again before the current 24-hour period ends. This bludgeoning damage determined by its size. The DM use of the spell reasserts your control over up to four might rule that a specific object inflicts slashing or creatures you have animated with this spell, rather than piercing damage based on its formo animating a new one. At Higher Leve/s. Ifyou cast this spell using a At Higher Leve/s. When you cast this spell using a spell slot of 6th leveI or higher, you can animate two spell slot of 4th leveI or higher, you animate or reassert additional objects for each slot leveI above 5th. contraI over two additional undead creatures for each slot levei above 3rd. Each of the creatures must come ANTILIFE SHELL from a different corpse or pile of bones. 5th-leveI abjuration ANIMATE OBJECTS Casting Time: I action 5th-leveI transmutation Range: Self (I O-foot radius) Components: V, S Casting Time: I action up to I minute Duration: Concentration, up to 1 hour Range: 120 feet Components: V, S A shimmering barrier extends out from you in a IO-foot Duration: Concentration, radius and moves with you, remaining centered on you and hedging out creatures other than undead and Objects come to \\ife at your command. Choose up to constrllcts. The barrier lasts for the duration. ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, The barrier prevents an affected creature from Large targets count as four objects, Huge targets passing or reaching through. An affected creature count as eight objects. Vou can't animate any object can cast spells or make attacks with ranged or reach larger than Huge. Each target animates and becomes a weapons through the barrier. creature under your contrai until the spell ends or until reduced to O hit points. If you move so that an affected creatllre is forced to pass through the barrier, the spell ends. As a bonus action, you can mentally command any creature you made with this spell if the creature is ANTIMAGIC FIELD within 500 feet of you (if you contrai multiple creatures, 8th-leveI abjuration you can command any or all of them at the same time, issuing the same command to each one). Vou decide Casting Time: 1 action what action the creature will take and where it will Range: Self (IO-foot-radius sphere) move during its next turn, or you can issue a general Components: V, S, M (a pinch of powdered iron or command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only iron filings) defends itself against hostile creatures. Once given Duration: Concentration, up to I hour an order, the creature continues to follow it until its task is complete. A 10-foot-radius invisible sphere of antimagic surraunds you. This area is divorced fram the magical energy that ANIMATED OB/ECT STATISTICS suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic Size H P AC Attack Str Dex items become mundane. Unti! the spell ends, the sphere 4 18 moves with you, centered on you. Tiny 20 18 +8 to hit, 1d4 + 4 damage 6 14 10 12 Spells and other magical effects, except those created 5mall 25 16 +6 to hit, ld8 + 2 damage 14 10 by an artifact or a deity, are suppressed in the sphere 18 6 and can't protrude into it. A slot expended to cast Medium 40 13 +5 to hit. 2d6 + 1 damage a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends Large 50 10 +6 to hit. 2dlO + 2 damage suppressed counts against its duration. Huge 80 10 +8 to hit. 2d12 + 4 damage Targeted Effects. Spells and other magical effects, such as ma(jic missi/e and charm person, that target An animated object is a construct with AC, hit points, a creature or an object in the sphere have no effect attacks, Strength, and Dexterity determined by its size. on that target. Its Constitution is 10 and its Intelligence and Wisdom PART 3 SPELLS 213

Areas ofMagie. The area of another spell or magical move to the nearest safe spot from which it can't see effect, such as fireball, can't extend into the sphere. the targe!. If the creature moves more than 60 feet from If the sphere overlaps an area of magic, the part of the target and can't see it, the creature is no longer the area that is covered by the sphere is suppressed. frightened, but the creature becomes frightened again if For example, the liames created by a wall of fire are it regains sight of the target or moves within 60 feet of i!. suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target Spells. Any active spell or other magical effect on a while within 60 feet of it or able to see it. When such a creature or an object in the sphere is suppressed while creature can see the target or comes within 60 feet of it, the creature or object is in i!. the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area Magie ltems. The properties and powers of or move within reach of the targe!. When the creature magic items are suppressed in the sphere. For has done so, it can't willingly move away fram the targe!. example, a +llongsword in the sphere functions as a nonmagicallongsword. If the target damages or otherwise harms an affected creature, the affected crealure can make a Wisdom A magic weapon's properties and powers are saving throw to end the effect, as described below. suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon Ending the Elfeet. If an affected creature ends its or a piece of magic ammunition fully leaves the sphere turn while not within 60 feet of the target or able to see (for example, if you fire a magic arrow or throw a magic it, the creature makes a Wisdom saving thraw. On a spear at a target outside the sphere), the magic of the successful save, the creature is no longer affected by item ceases to be suppressed as soon as it exits. the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by Magieal TraveI. Teleportation and planar travei the spell is allowed another Wisdom saving throw every fail to work in the sphere, whether the sphere is the 24 hours while the spell persists. destination or the departure point for such magical traveI. A portal to another location, world, or plane of A creature that successfully saves against this effect existence, as well as an opening to an extradimensional is immune to it for 1 minute, after which time it can be space such as that created by the rope trick spell, affected again. temporarily doses while in the sphere. ARCANE EYE Creatures and Objeets. A creature or object 4th.level divination summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly Casting Time: 1 action reappears once the space the creature occupied is no Range: 30 feet longer within the sphere. Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour Dispel Magie. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the Vou create an invisible, magical eye within range that spheres created by different antimagic field spells don't hovers in the air for the duration. nullify each other. Vou mentally receive visual information fram the eye, ANTIPATHy/SYMPATHY which has normal vision and darkvision out to 30 fee!. The eye can look in every direction. 8th~evelenchantment As an action, you can move the eye up to 30 feet in Casting Time: 1 hour any direction. There is no limit to how far away from Range: 60 feet you the eye can move, but it can't enter another plane Components: V,S, M (either a lump of alum soaked in of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 vinegar for the antipathy effect or a drop of honey for inch in diameter. the sympathy effect) Duration: 10 days ARCANE GATE 6th.level conjuration This spell attracts or repels creatures of your choice. Vou target something within range, either a Huge or Casting Time: 1 action smaller object or creature or an area that is no larger Range: 500 feet than a 200.foot cube. Then specify a kind of intelligent Components: V,S creature, such as red dragons, goblins, or vampires. Duration: Concentration, up to 10 minutes Vou invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose Vou create linked teleportation portais that remain open antipathy or sympathy as the aura's effec!. for the duration. Choose two points on the graund that you can see, one point within 10 feet ofyou and one Antipathy. Thc cnchantmcnt causes creatures of the point within 500 feet of you. A circular portal, 10 feet kind you designated to feel an intense urge to leave the in diameter, opens over each poin!. If the portal would area and avoid the targe!. When such a creature can open in the space occupied by a creature, the spell fails, see the target or comes within 60 feet of it, the creature and the casting is los!. must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can The portais are two.dimensional glowing rings see the target or is within 60 feet of i!. While frightened filled with mist, hovering inches fram lhe ground and by the target, the creature must use its movement to 211 PART 3 I SPELLS

perpendicular to it at the points you choose. A ring is At Higher Leve/s. When you cast this spell using a visible only from one side (your choice), which is the side spell slot of 2nd leveI or higher, the damage increases by that functions as a portal. Id6 for each slot leveI above 1st. Any creature or object entering the portal exits from ASTRAL PROJECTION the other portal as if the two were adjacent to each 9th-leveI necromancy other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque Casting Time: 1 hour and blocks vision through it. On your turn, you can Range: 10 feet rotate the rings as a bonus action so that the active side Components: V, S, M (for each creature you affect with faces in a different direction. this spell, you must provide one jacinth worth at least ARCANE LOCK 1,000 gp and one ornately carved bar of silver worth 2nd-leveI abjuration at least 100 gp, ali of which the spell consumes) Duration: Special Casting Time: 1 action Range: Touch Vou and up to eight willing creatures within range Components: V, S, M (gold dust worth at least 25 gp, project your astral bodies into the Astral Plane (the spell fails and the casting is wasted ifyou are already which the spell consumes) on that plane). The material body you leave behind is Duration: Until dispelled unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Vou touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. Vou Your astral body resembles your mortal form in and the creatures you designate when you cast this almost every way, replicating your game statistics and spell can open the object normally. Vou can also set a possessions. The principal difference is the addition of password that, when spoken within 5 feet of the object, a silvery cord that extends from between your shoulder suppresses this spell for 1 minute. Otherwise, it is blades and trails behind you, fading to invisibility after impassable until it is broken or the spell is dispelled or 1 fool. This cord is your tether to your material body. As suppressed. Casting knock on the object suppresses long as the tether remains intact, you can find your way arcane lock for 10 minutes. home. If the cord is cut-something that can happen only when an effect specifically states that it does-your While affected by this spell, the object is more difficult soul and body are separated, killing you instantly. to break or force open; the DC to break it or pick any locks on it increases by 10. Your astral form can freely travei through the Astral Plane and can pass through portais there leading to any ARMOR OF AGATHYS other plane. Ifyou enter a new plane or return to the 1st-leveI abjuration plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing Casting Time: 1 action you to re-enter your body as you ente r the new plane. Range: Self Your astral form is a separate incarnation. Any damage Components: V, S, M (a cup of water) or other effects that apply to it have no effect on your Duration: 1 hour physical body, nor do they persist when you return to it. A protective magical force surrounds you, manifesting The spell ends for you and your companions when as a spectral frost that covers you and your gear. you use your action to dismiss il. When the spell ends, Vou gain 5 temporary hit points for the duration. If a the affected creature returns to its physical body, creature hits you with a melee attack while you have and it awakens. these hit points, the creature takes 5 cold damage. The spell might also end early for you or one of your At Higher Leve/s. When you cast this spell using a companions. A successful dispel magic spell used spell slot of 2nd levei or higher, both the temporary hit against an astral or physical body ends the spell for that points and the cold damage increase by 5 for each slot creature. If a creature's original body or its astral form leveI above 1st. drops to O hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls AR MS OF HADAR the creature's astral form back to its body, ending its 1st-leveI conjuration state of suspended animation. Casting Time: 1 action If you are returned to your body prematurely, your Range: Self (lO-foot radius) companions remain in their astral forms and must find Components: V, S their own way back to their bodies, usually by dropping Duration: Instantaneous to O hit points. Vou invoke the power of Hadar, the Dark Hunger. AUGURY Tendrils of dark energy erupt from you and batter ali 2nd-levei divination (ritual) creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed Casting Time: 1 minute save, a target takes 2d6 necrotic damage and can't take Range: Sei f reactions until its next turno On a successful save, the Components: V, S, M (specially marked sticks, bones, creature takes half damage, but suffers no other effect. or similar tokens worth at least 25 gp) Duration: Instantaneous 215 PART 3 SPELLS

By casting gem-inlaid sticks, rolling dragon bones, AWAKEN J laying out ornate cards, or employing some other 5th-leveI transmutation divining tool, you receive an omen from an otherworldly I entity about the results of a specific course of action that Casting Time: 8 hours you plan to take within the next 30 minutes, The DM Range: Touch chooses from the following possible omens: Components: V, S, M (an agate worth at least 1,000 gp, Weal, for good results which the spell consumes) Woe, for bad results Duration: Instantaneous Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge The spell doesn't take into account any possible or smaller beast or plant. The target must have either circumstances that might change the outcome, such no Intelligence score or an Intelligence of 3 or less. The as the casting of additional spells or the loss or gain target gains an Intelligence of 10. The target also gains of a companion. the ability to speak one language you know. ]f the target is a plant, it gains the ability to move its Iimbs, roots, If you cast the spell two or more times before vines, creepers, and so forth, and it gains senses similar completing your next long rest, there is a cumulative 25 to a human's. Your DM chooses statistics appropriate percent chance for each casting after the first that you for the awakened plant, such as the statistics for the get a random reading. The DM makes this roll in secret. awakened shrub or the awakened tree. AURA OF LIFE The awakened beast or plant is charmed by you for 4th-leveI abjuration 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, Casting Time: I action the awakened creature chooses whether to remain Range: Self (30-foot radius) friendly to you, based on how you treated it while Components: V it was charmed. Duration: Concentration, up to 10 minutes BANE Life-preserving energy radiates from you in an aura with 1st-leveI enchantment a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature Casting Time: 1 action in the aura (including you) has resistance to necrotic Range: 30 feet damage, and its hit point maximum can't be reduced. In Components: V, S, M (a drop of blood) addition, a nonhostile, living creature regains I hit point Duration: Concentration, up to 1 minute when it starts its turn in the aura with O hit points. Up to three creatures of your choice that you can see AURA OF PURITY within range must make Charisma saving throws. 4th-leveI abjuration Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, Casting Time: I action the target must roll a d4 and subtract the number rolled Range: Sei f (30-foot radius) from the attack roll or saving throw. Components: V Duration: Concentration, up to 10 minutes At Higher LeveIs. When you cast this spell using a spell slot of 2nd levei or higher, you can target one Purifying energy radiates from you in an aura with a additional creature for each slot leveI above 1st. 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature BANISHING SMITE in the aura (including you) can't become diseased, 5th-leveI abjuration has resistance to poison damage, and has advantage on saving throws against effects that cause any of the Casting Time: 1 bonus action following conditions: blinded, charmed, deafened, Range: Self frightened, paralyzed, poisoned, and stunned. Components: V Duration: Concentration, up to I minute AURA OF VITALITY 3rd-level evocation The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, Casting Time: I action and the attack deals an extra 5dlO force damage to the Range: Self (30-foot radius) target. Additionally, if this attack reduces the target Components: V to 50 hit points or fewer, you banish it. If the target is Duration: Concentration, up to I minute native to a different plane of existence than the one you're on, the target disappears, returning to its home Healing energy radiates from you in an aura with a plane. ]f the target is native to the plane you're on, the 30-foot radius. Until the spell ends, the aura moves with creature vanishes into a harmless demiplane. While you, centered on you. Vou can use a bonus action to there, the target is incapacitated. It remains there until cause one creature in the aura (including you) to regain the spell ends, at which point the target reappears in the 2d6 hit points. space it left or in the nearest unoccupied space if that space is occupied. 216 PART 3 I SPEI.LS

BANISHMENT 4th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, 5, M (an item distastefuI to the target) Duration: Concentration, up to 1 minute Vou attempt to send one creature that you can see , within range to another plane of existence. The target must succeed on a Charisma saving throw ar be banished. 1f the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spel1 ends, at which point the target reappears in the space it left ar in the nearest unoccupied space if that space is occupied. 1fthe target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. ]f the spel1 ends before 1 minute has passed, the target reappears in the space it left ar in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't returno At Higher Levels. When you cast this spel1 using a spel1 slot of 5th levei ar higher, you can target one additional creature for each slot levei above 4th. BARKSKIN 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, 5, M (a handfuI of oak bark) Duration: Concentration, up to 1 hour Vou touch a willing creature. Until the spel1 ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless ofwhat kind of armar it is wearing. BEACON OF HOPE 3rd-level abjuration Casting Time: 1 action up to 1 minute Range: 30 feet Components: V, 5 Duration: Concentration, This spel1 bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. BEAST SENSE 2nd-level divination (ritual) Casting Time: 1 action up to 1 hour Range: Touch Components: 5 Duration: Concentration, Vou touch a willing beast. For the duration of the speIl, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

While perceiving through the beast's senses, you gain the hand using your game statistics. On a hit, the target the benefits of any special senses possessed by that takes 4d8 force damage. creature, though you are blinded and deafened to your own surroundings, Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make BESTOW CURSE a check with the hand's Strength contested by the Strength (Athletics) check of the target. lf the target is 3rd-/evel nccromancy Medium or smaller, you have advantage on the check. lf you succeed, the hand pushes the target up to 5 feet plus Casting Time: 1 action a number of feet equal to five times your spellcasting Range: Touch ability modifier. The hand moves with the target to Components: V,S remain within 5 feet of it. Duration: Concentration, up to 1 minute Grasping Hand. The hand attempts to grapple a Huge You louch a creature, and that creature must succeed or smaller creature within 5 feet of it. You use the hand's on a Wisdom saving throw or become cursed for the Strength score to resolve the grapple. If the target is duration of the spelL When you cast this spell, choose Medium or smaller, you have advantage on the check. the nature of the curse from the following options: While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do Choose one ability score. While cursed, the target so, the target takes bludgeoning damage equal to 2d6 + has disadvantage on ability checks and saving throws your spellcasting ability modifier. made with that ability score. While cursed, the target has disadvantage on attack lnterposing Hand. The hand interposes itself rolls against you. between you and a creature you choose until you give While cursed, the target must make a Wisdom sav- the hand a different command. The hand moves to stay ing throw at the start of each of its turns. lf it fails, it between you and the target, providing you with half wastes its action that turn doing nothing. cover against the target. The target can't move through While the target is cursed, your attacks and spells the hand's space if its Strength score is less than or deal an extra ld8 necrotic damage to the target. equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can A remove curse spell ends this effect. At the DM's move toward you through the hand's space, but that option, you may choose an alternative curse effect, but space is difficuIt terrain for the target. it should be no more powerful than those described above. The DM has final say on such a curse's effect. At Higher Leveis. When you cast this spell using a spell slot of 6th levei or higher, the damage from the At Higher LeveIs. If you cast this spell using a spell clenched fist option increases by 2d8 and the damage slot of 4th levei or higher, the duration is concentration, from the grasping hand increases by 2d6 for each slot up to 10 minutes. If you use a spell slot of 5th levei or leveI above 5th. higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use BLADE BARRIER a 9th levei spell slot, the spelllasts until it is dispelled. Using a spell slot of 5th levei or higher grants a duration 6th-levei evocation that doesn't require concentration. Casting Time: 1 action BIGBY'S HAND Range: 90 feet Components: V,S 5th-leveI evocation Duration: Concentration, up to 10 minutes Casting Time: 1 action You create a vertical wall of whirling, razor-sharp blades Range: 120 feet made of magical energy. The wall appears within range Components: V,S, M (an eggshell and a and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a snakeskin glove) ringed wall up to 60 feet in diameter, 20 feet high, and Duration: Concentration, up to I minute 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within When a creature enters the wall's area for the first range. The hand lasts for the spell's duration, and it time on a turn or starts its turn there, the creature must moves at your command, mimicking the movements of make a Dexterity saving throw. On a failed save. the your own hand. creature takes 6d1O slashing damage. On a successful save, the creature takes half as much damage. The hand is an object that has AC 20 and hit points equal to your hit point maximum. lf it drops to Ohit BLADE WARD points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its spaee. Abjuratian cantrip When you cast the spell and as a bonus action on your Casting Time: 1 action subsequent turns, you can move the hand up to 60 feet Range: Self and then cause one of the following effects with it. Components: V,S Duration: 1 round Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for PART 3 I S PELLS 218

Vou extend your hand and trace a sigi! ofwarding in the BLINDNESS/DEAFNESS air. Unti! the end of your next turo. you have resistance 2nd.level necromancy against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Casting Time: 1 action Range: 30 feet BLESS Components: V ls~levelenchantment Duration: 1 minute Casting Time: 1 action Vou can blind or deafen a foe. Choose one creature that Range: 30 feet you can see within range to make a Constitution saving Components: V,S, M (a sprinkling of holy water) throw. If it fails, the target is either blinded or deafened Duration: Concentration, up to 1 minute (your choice) for the duration. At the end of each of its turos, the target can make a Constitution saving throw. Vou bless up to three creatures of your choice within On a success, the spell ends. range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll At Higher LeveIs. When you cast this spell using a d4 and add the number rolled to the attack roll or a spell slot of 3rd levei or higher, you can target one saving throw. additional creature for each slot levei above 2nd. At Higher LeveIs. When you cast this spell using BLINK a spell slot of 2nd leveI or higher, you can target one 3rd.level transmutation additional creature for each slot levei above 1st. Casting Time: 1 action BLIGHT Range: Self 4th.level necromancy Components: V,S Duration: 1 minute Casting Time: 1 action Range: 30 feet Roll a d20 at the end of each of your turos for the Components: V,S duration of the spell. On a roll of 11 or higher, you Duration: Instantaneous vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is Necromantic energy washes over a creature of your wasted if you were already on that plane). At the start of choice that you can see within range, draining moisture your next turo, and when the spell ends if you are on the and vitality from it. The target must make a Constitution Ethereal Plane, you returo to an unoccupied space of saving throw. The target takes 8d8 necrotic damage on your choice that you can see within 10 feet of the space a failed save, or half as much damage on a successful you vanished from. lf no unoccupied space is available one. This spell has no effect on undead or constructs. within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is lf you target a plant creature or a magical plant, it equally near). Vou can dismiss this spell as an action. makes the saving throw with disadvantage, and the spell deals maximum damage to it. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades lfyou target a nonmagical plant that isn't a creature, of gray, and you can't see anything there more than 60 such as a tree or shrub, it doesn't make a saving throw; feet away. Vou can only affect and be affected by other it simply withers and dies. creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they At Higher LeveIs. When you cast this spell using a have the ability to do sO. spell slot of 5th levei or higher, the damage increases by Id8 for each slot leveI above 4th. BLUR 2nd./evel illusion BLINDING SMITE 3rd.level evocation Casting Time: 1 action Range: Self Casting Time: 1 bonus action Components: V Range: Self Duration: Concentration, up to 1 minute Components: V Duration: Concentration, up to 1 minute Your body becomes blurred, shifting and wavering to all who can see YOUF. or the duration, any creature has The next time you hit a creature with a melee weapon disadvantage on attack rolls against you. An attacker attack during this spell's duration, your weapon flares is immune to this effect if it doesn't rely on sight, with bright light, and the attack deals an extra 3d8 as with blindsight, or can see through illusions, as radiant damage to the target. Additionally, the target with truesight. must succeed on a Constitution saving throw or be blinded unti! the spell ends. BRANDING SMITE 2nd.level evocation A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. Casting Time: 1 bonus action On a successful save, it is no longer blinded. Range: Self PART 3 I SPELLS 219

Components: V Duration: Concenlralion, up lo I minule The nexl lime you hil a crealure wilh a weapon attack before lhis spell ends, lhe weapon gleams wilh aslral radiance as you slrike, The attack deals an exlra 2d6 radianl damage lo lhe largel, which becomes visible if il's invisibie, and lhe largel sheds dim lighl in a 5.fool radius and can'l become invisible unlil lhe spell ends. At Higher Leve/s. When you casl lhis spell using a spell slol of 3rd levei or higher, lhe exlra damage increases by ld6 for each sI01 levei above 2nd. BURNING HANDS 1st.leveI evocation Casting Time: 1 aclion Range: Self (15-foot cone) Components: V, S Duration: Inslanlaneous As you hold your hands wilh lhumbs louching and fingers spread, a lhin sheel of flames shools forlh from your outslretched fingerlips. Each crealure in a 15-fool cone musl make a Dexlerily saving lhrow. A crealure lakes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objecls in lhe area lhal aren'l being woro or carried. At Higher Leve/s. When you casl lhis spell using a spell slol of 2nd levei or higher, lhe damage increases by ld6 for each slol levei above 1st. CALL LIGHTNING 3rd-IeveI conjuration Casting Time: 1 aclion up lo 10 minutes Range: 120 feel Components: V, S Duration: Concenlralion, A slorm cloud appears in the shape of a cylinder lhal is 10 feet lall wilh a 60.fool radius, cenlered on a poinl you can see 100 feel direclly above you. The spell fails if you can'l see a poinl in lhe air where lhe slorm cloud could appear (for example, if you are in a room lhal can't accommodale lhe cloud). When you casl lhe spell, choose a poinl you can see wilhin range. AbolI of lightning flashes down from lhe cloud lOlhal point. Each crealure wilhin 5 feel of lhal point musl make a Dexlerily saving throw. A crealure lakes 3d 10 lighlning damage on a failed save, or half as much damage on a successful one. On each of your luros unlil lhe spell ends, you can use your aclion lo call down lighlning in lhis way again, largeting lhe same poinl or a different one. lfyou are ouldoors in slormy condilions when you casl lhis spell, lhe spell gives you control over lhe exisling slorm inslead of creating a new ooe. Under such condilions, lhe spell's damage increases by ld 10. At Higher LeveIs. When you cast lhis spell using a spell si01of 41h or higher levei, lhe damage increases by IdlO for each si01 levei above 3rd.

CALM EMOTIONS additional creature for each slot levei above 1sI. The 2nd.level enehantment creatures must be within 30 feet of each other when you target them. Casting Time: 1 action Range: 60 feet CHILL TOUCH Components: V.S Neeromaneyeantrip Duration: Concentration. up to 1 minute Casting Time: 1 action Vou attempt to suppress strong emotions in a group Range: 120 feet of people. Eaeh humanoid in a 20-foot.radius sphere Components: V,S eentered on a point you choose within range must make Duration: 1 round a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. [f a creature fails its Vou create a ghostly. skeletal hand in the space of a saving throw. choose one of the following two effects. creature within range. Make a ranged spell attack against the creature to assail it with the chill of the Vou can suppress any effect causing a target to be grave. On a hit. the target takes ld8 necrotic damage. charmed or frightened. When this spell ends. any and it can't regain hit points until the start of your next suppressed effeet resumes. provided that its duration turno Until then, the hand clings to the target. has not expired in the meantime. Ifyou hit an undead target. it also has disadvantage on Alternatively. you can make a target indifferent about attack rolls against you until the end of your next turno ereatures of your ehoice that it is hostile toward. This indifference ends if the target is attaeked or harmed by This spell's damage increases by ld8 when you reach a spell or if it witnesses any of its friends being harmed. 5th levei (2d8). 11th leveI (3d8), and 17th levei (4d8). When the spell ends. the creature becomes hostile again. unless the DM rules otherwise. CHROMATIC ORB 1st.level evoeation CHAIN LIGHTNING 6th.level evoeation Casting Time: 1 action Range: 90 feet Casting Time: 1 action Components: V, S. M (a diamond worth at least 50 gp) Range: 150 feet Duration: Instantaneous Components: V.S. M (a bit of fur; a piece of amber. Vou hurl a 4-ineh-diameter sphere of energy at a glass. or a crystal rod; and three silver pins) creature that you can see within range. Vou choose Duration: Instantaneous acid, cold. tire, lightning, poison, or thunder for the type of orb you create. and then make a ranged spell attack Vou create a bolt of lightning that ares toward a target of against the target. lf the attack hits. the creature takes your choice that you can see within range. Three bolts 3d8 damage of the type you ehose. then leap from that target to as many as three other targets. each of which must be within 30 feet of the tirst At Higher Leveis. When you cast this spell using a target. A target can be a creature or an objeet and ean spell slot of 2nd leveI or higher. the damage inereases by be targeted by only one of the bolts. ld8 for each slot levei above 1st. A target must make a Dexterity saving throw. The CIRCLE OF DEATH target takes lOd8 lightning damage on a failed save. or 6th-levei neeromaney half as much damage on a successful one. Casting Time: 1 aetion At Higher Leve/s. When you cast this spell using Range: 150 feet a spell slot of 7th levei or higher. one additional bolt Components: V, S. M (the powder of a erushed black leaps from the tirst target to another target for each slot levei above 6th. pearl worth at least 500 gp) Duration: Instantaneous CHARM PERSON lst.level enehantment A sphere of nega tive energy ripples out in a 60.foot- radius sphere from a point within range. Eaeh creature Casting Time: 1 action in that area must make a Constitution saving throw. A Range: 30 feet target takes 8d6 necrotie damage on a failed save. or Components: V, S half as much damage on a successful one. Duration: 1 hour At Higher Leve/s. When you cast this spell using a Vou attempt to eharm a humanoid you can see within spell slot of 7th leveI or higher. the damage increases by range. It must make a Wisdom saving throw. and does 2d6 for each slot levei above 6th. so with advantage if you or your companions are tighting it. [f it fails the saving throw. it is charmed by you until CIRCLE OF POWER the spell ends or until you or your companions do 5th-levei abjuration anything harmful to it. The charmed ereature regards you as a friendly acquaintance. When the spell ends. the Casting Time: 1 action creature knows it was eharmed by you. Range: Self (30-foot radius) Components: V At Higher Leveis. When you cast this spell using Duration: Concentration. up to 10 minutes a spell slot of 2nd levei or higher. you can target one PART 3 SP£LLS 221

Divine energy radiates from you, distorting and CLOUD OF DAGGERS diffusing magical energy within 30 feet of you. Until 2nd-levei conjuration the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area Casting Time: 1 action (including you) has advantage on saving throws against Range: 60 feet spells and other magical effects. Additionally, when Components: V, 5, M (a sliver of glass) an affected creature succeeds on a saving throw made Duration: Concentration, up to 1 minute against a spell ar magical effect that allows it to make a saving throw to take only half damage, it instead takes Vou fill the air with spinning daggers in a cube 5 feet on no damage if it succeeds on the saving throw. each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters CLAIRVOYANCE the spell's area for the first time on a turn ar starts 3rd-/evel divination its turn there. Casting Time: 10 minutes At Higher Leveis. When you cast this spell using a Range: 1 mile spell slot of 3rd levei ar higher, the damage increases by Components: V,5, M (a focus worth at least 100 2d4 for each slot levei above 2nd. gp, either a jeweled horn for hearing ar a glass CLOUDKILL eye for seeing) 5th-levei conjuration Duration: Concentration, up to 10 minutes Casting Time: I action Vou create an invisible sensor within range in a location Range: 120 feet familiar to you (a place you have visited ar seen before) Components: V,5 ar in an obvious location that is unfamiliar to you (such Duration: Concentration, up to 10 minutes as behind a doar, around a corner, ar in a grove of trees). The senso r remains in place for the duration, and it Vou create a 20-foot-radius sphere of poisonous, yellow- can't be attacked ar otherwise interacted with. green fog centered on a point you choose within range. The fog spreads around corners. lt lasts for the duration When you cast the spell, you choose seeing ar ar until strong wind disperses the fog, ending the spell. hearing. Vou can use the chosen sense through the lts area is heavily obscured. senso r as if you were in its space. As your action, you can switch between seeing and hearing. When a creature enters the spell's area for the first time on a turn ar starts its turn there, that creature must A creature that can see the sensor (such as a creature make a Constitution saving throw. The creature takes benefiting from see invisibility ar truesight) sees a 5d8 poison damage on a failed save, ar half as much luminous, intangible orb about the size of your fist. damage on a successful one, Creatures are affected even if they hold their breath ar don't need to breathe. CLONE 8th-levei necromancy The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the Casting Time: 1 hour ground. The vapors, being heavier than air, sink to the Range: Touch lowest levei of the land, even pouring down openings. Components: V, 5, M (a diamond worth at least 1,000 At Higher Leveis. When you cast this spell using a gp and at least I cubic inch of flesh of the creature spell slot of 6th level ar higher, the damage increases by that is to be cloned, which the spell consumes, and a ld8 for each slot levei above 5th. vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such COLOR SPRAY as a huge urn, coffin, mud-filled cyst in the ground, ar I st-/eveJ iIIusion crystal container filled with salt water) Duration: !nstantaneous Casting Time: 1 action Range: 5elf (15-foot cone) This spell grows an inert duplicate of a living creature Components: V,5, M (a pinch of powder or sand that is as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity colored red, yellow, and blue) after 120 days; you can also choose to have the clone Duration: I round be a younger version of the same creature. lt remains inert and endures indefinitely, as long as its vessel A dazzling array of flashing, colored light springs from remains undisturbed. your hand. Roll 6dlO; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot At any time after the clone matures, if the original cone originating from you are affected in ascending creature dies, its soul transfers to the clone, provided arder of their current hit points (ignoring unconscious that the soul is free and willing to returno The clone is creatures and creatures that can't see). physically identical to the original and has the same personality, memories, and abilities, but nane of the 5tarting with the creature that has the lowest current original's equipment. The original creature's physical hit points, each creature affected by this spell is blinded remains, if they still exist, become inert and can't until the spell ends, 5ubtract each creature's hit points thereafter be restored to life, since the creature's sou I from the total before moving on to the creature with is elsewhere. the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected, 222 PART 3 I SPELLS

At Higher Leve/s. When you cast this spell using a spell slot of 2nd leveI or higher, roll an additional 2d IO for each slot leveI above 1st. COMMAND /st-/evel enchantment Casting Time: I action Range: 60 feet Components: V Duration: 1 round Vou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turno The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. Vou might issue a command other than one described here. If you do so, the OM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of YOU. Drop. The target drops whatever it is holding and then ends its turno F/ee. The target spends its turn moving away from you by the fastest available means. Grove/. The target falls prone and then ends its turno Ha/t. The target doesn't move and takes no actions. A fiying creature stays aloft, provided that it is able to do sO. If it must move to stay aloft, it fiies the minimum distance needed to remain in the air. At Higher Leve/s. When you east this spell using a spell slot of 2nd leveI or higher, you can affeet one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. COMMUNE 5th-levei divination (ritual) Casting Time: 1 minute Range:SeIf Components: V, S, M (incense and aviaI of holy or unholy water) Duration: 1 minute Vou contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. Vou must ask your questions before the spell ends. Vou receive a correct answer for each questiono Oivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the OM might offer a short phrase as an answer instead. Ifyou cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The OM makes this roll in secret.

COMMUNE WITH NATURE This speIl doesn't decode secret messages in a text 5th-levei divination (ritual) or a glyph, such as an arcane sigil, that isn't part of a written language. Casting Time: I minute Range: 5elf COMPULSION Components: V, 5 4th-levei enchantment Duration: Instantaneous Casting Time: 1 action up to I minute Vou briefty become one with nature and gain knowledge Range: 30 feet of the surrounding territory. In the outdoors, the spell Components: V, 5 gives you knowledge of the land within 3 miles of you. Duration: Concentration, In caves and other natural underground settings, the radius is Iimited to 300 feet. The spell doesn't function Creatures of your choice that you can see within range where nature has been replaced by construction, such and that can hear you must make a Wisdom saving as in dungeons and towns. throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target Vou instantly gain knowledge of up to three facts of is affected by this spelI. Until the speIl ends, you can your choice about any of the following subjects as they use a bonus action on each of your turns to designate a relate to the area: direction that is horizontal to YOU. Each affected target must use as much of its movement as possible to move terrain and bodies of water in that direction on its next turno It can take its action prevalent plants, minerais, animais, or peoples before it moves. After moving in this way, it can make powerful celestiaIs, fey, fiends, elementals, or undead another Wisdom saving to try to end the effect. influence from other planes of existence buildings A target isn't compeIled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke For example, you could determine the location of opportunity attacks to move in the designated direction. powerful undead in the area, the location of major sources of safe drinking water, and the location of any CONE OF COLD nearby towns. 5th-levei evocation COMPELLED DUEL Casting Time: I action 1st-levei enchantment Range: 5elf (60-foot cone) Components: V, 5, M (a small crystal or glass cone) Casting Time: I bonus act ion Duration: Instantaneous Range: 30 feet Components: V A blast of cold air erupts from your hands. Each Duration: Concentration, up to I minute creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a Vou attempt to compel a creature into a dueI. One failed save, or half as much damage on a successful one. creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is A creature killed by this spell becomes a frozen statue drawn to you, compelled by your divine demando For until it thaws. the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom At Higher LeveIs. When you cast this speIl using a saving throw each time it attempts to move to a space spell slot of 6th level or higher, the damage increases by that is more than 30 feet away from you; if it succeeds ld8 for each slot leveI above 5th. on this saving throw, this spell doesn't restrict the target's movement for that turno CONFUSION 4th-levei enchantment The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the Casting Time: 1 action target, if a creature friendly to you damages the target or Range: 90 feet casts a harmful spell on it, or ifyou end your turn more Components: V, 5, M (three nut shells) than 30 feet away from the target. Duration: Concentration, up to I minute COMPREHEND LANGUAGES This spell assaults and twists creatures' minds, 1st-levei divination (ritual) spawning delusions and provoking uncontrolled action. Each creature in a lO-foot-radius sphere centered on Casting Time: 1 action a point you choose within range must succeed on a Range: 5elf Wisdom saving throw when you cast this spell or be Components: V, 5, M (a pinch of soot and salt) affected by it. Duration: 1 hour An affected target can't take reactions and must roIl For the duration, you understand the literal meaning of adIO at the start of each of its turns to determine its any spoken language that you hear. Vou also understand behavior for that turno any written language that you see, but you must be touching the surface on which the words are written. It takes about I minute to read one page of text. PAR1 3 I SPELLS 224

dl0 Behavior of identical weapons that shoot forward and then 1 The creature uses ali its movement to move in a disappear. Each creature in a 60.foot cone must succeed random direction. To determine the direction, reli on a Dexterity saving throw. A creature takes 3d8 a d8 and assign a direction to each die face. The damage on a failed save, ar half as much damage on a creature doesn't take an action this turno successful one. The damage type is the same as that of the weapon or ammunition used as a component. 2-6 The creature doesn't move or take actions this turno 7-8 The creature uses its action to make a melee attack CONJURE CELESTIAL against a randomly determined creature within its 7th-levei conjuration reach. If there is no creature within its reach, the creature does nothing this turno Casting Time: I minute 9-10 The creature can act and move normally. Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour At the end of each of its turns, an affected target can Vou summon a celestial of challenge rating 4 or lower, make a Wisdom saving throw. lf it succeeds. this effect which appears in an unoccupied space that you can see ends for that target. within range. The celestial disappears when it drops to O hit points or when the spell ends. At Higher LeveIs. When you casl this spell using a spell slot of 5th levei or higher. the radius of the sphere The celestial is friendly to you and your companions increases by 5 reet for each slot levei above 4th. for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that CONJURE ANIMALS you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any 3rd-/evel eonjuratioll commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. Casting Time: 1 action up lo 1 hour Range: 60 feet The DM has the celestial's statistics. Components: V, S At Higher LeveIs. When you cast [his spell using a Duration: Concenlration, 9th-levei spell slot, you summon a celestial of challenge rating 5 ar lower. Vou summon fey spirits lhal take the form of beasts and appear in unoccupied spaces that you can see within CONJURE ELEMENTAL range. Choose one of the following options for what appears: 5th-levei cOlljuration One beast of challenge rating 2 or lower Casting Time: 1 minute Two beasts of challenge rating 1 ar lower Range: 90 feet Four beasts of challenge rating 1/2 or lower Components: V, S, M (burning incense for air, soft day Eight beasts of ehallenge rating 1/4 ar lower for earth, sulfur and phosphorus for fire, or water and Each beasl is also considered fey, and it disappears sand for water) when it drops to O hit points or when the spell ends. Duration: Concentration, up to I hour The summoned creatures are friendly to you and your Vou call forth an elemental servant. Choose an area of air, companions. Roll initiative for the summoned creatures earth, !ire, or water that fills a lO-foot cube within range. as a group, which has its own turns. They obey any An elemental of challenge rating 5 or lower appropriate verbal commands that you issue to them (no action to the area you chose appears in an unoccupied space required by you). If you don't issue any commands to within 10 feet of it. For example, a !ire elemental them, they defend themselves from hostile creatures, emerges from a bonfire, and an earth elemental rises but otherwise take no actions. up fram the ground. The elemental disappears when it drops to O hit points or when the spell ends. The DM has the creatures' statistics. At Higher LeveIs. When you cast this spell using The elemental is friendly to you and your companions certain higher-Ievel spell slots, you choose one of the for the duration. Roll initiative for the elemental, which summoning options above, and more creatures appear: has its own turns. lt obeys any verbal commands that twice as many with a 5th-levei slot, three times as many you issue to it (no action required by you). If you don't with a 7th-levei slot. and four times as many with a issue any commands to the elemental, it defends itself 9th-levei si 01. from hostile creatures but otherwise takes no actions. CONJURE BARRAGE Ifyour concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, 3rd-/evel conjuration il becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't Casting Time: 1 action or a be dismissed by you, and it disappears I hour after Range: Sei f (60-foot cone) you summoned it. Components: V, S, M (one piece of ammunition The DM has the elemental's statistics. thrown weapon) At Higher LeveIs. When you cast this spell using Duration: Instantaneous a spell slot of 6th levei or higher, the challenge rating increases by I for each slot levei above 5th. Vou throw a nonmagical weapon or fire a piece of nonmagicaI ammunition into the air to create a cone PART 3 I SPELLS

CONJURE FEY CONJURE VOLLEY 6th-levei conjuration 5th-levei conjumtion Casting Time: 1 minute up to 1 hour Casting Time: 1 action Range: 90 feet Range: 150 feet Components: V, S Components: V, S, M (one piece of ammunition or one Duration: Concentration, thrown weapon) Vou summon a fey creatllre of challenge rating 6 or Duration: Instantaneous lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. lt appears in an unoccupied Vou fire a piece of nonmagical ammunition fram a space that you can see within range, The fey creature ranged weapon or throw a nonmagical weapon into disappears when it drops to O hit points or when the air and choose a point within range. Hundreds of the spell ends, duplicates of the ammunition or weapon fali in a volley from above and then disappear. Each creature in a The fey creature is friendly to you and your 40-foot-radius. 20.foot.high cylinder centered on that companions for the duration. Roll initiative for the point must make a Dexterity saving throw. A creature creature, which has its own turns. lt obeys any verhal takes 8d8 damage on a failed save. or half as much commands that you isslle to it (no action required damage on a successful one. The damage type is the by you), as long as they don't violate its alignment. If same as that of the ammunition or weapon. you don't issue any commands to the fey creature, it defends itselffrom hostile creatures but otherwise CONJURE WOODLAND BEINGS takes no actions. 4th.level conjuration Ifyour concentration is broken, the fey creature doesn't disappear. Instead, you lose contro! of the Casting Time: 1 action fey creature, it hecomes hostile toward you and your Range: 60 feet companions, and it might attack. An uncontrolled fey Components: V. S, M (one holly berry per creature can't be dismissed hy you. and it disappears 1 hour after you summoned it. creature summoned) Duration: Concentration, up to 1 hour The DM has the fey creature's statistics. At Higher LeveIs. When you cast this spell using Vou summon fey creatures that appear in unoccupied a spell slot of 7th leveI or higher, the challenge rating spaces that you can see within range, Choose one of the increases by 1 for each slot levei above 6th. following options for what appears: CONJURE MINOR ELEMENTALS One fey creature of challenge rating 2 or lower Two fey creatures of challenge rating 1 or lower 4th.level conjuration Four fey creatures of challenge rating 1/2 or lower Eight fey creatures of challenge rating 1/4 or lower Casting Time: 1 minute up to I hour Range: 90 feet A summoned creature disappears when it drops to O hit Components: V. S points or when the spell ends. Duration: Concentration, The summoned creatures are friend!y to you and your Vou summon elementals that appear in IInoccupied companions. Roll initiative for the summoned creatures spaces that you can see within range. Vou choose one as a group. which have their own turns. They obey any the following options for what appears: verhal commands that you issue to them (no action required hy you). If you don't issue any commands to One elemental of challenge rating 2 or lower them, they elefend themselves from hostile creatures, Two elementals of challenge rating 1 or lower but otherwise take no actions. Four elementals of challenge rating 1/2 or lower Eight elementals of challenge rating 1/4 or lower. The DM has the creatures' statistics. At Higher LeveIs. When you cast this spell using An elemental summoned by this spell disappears when certain higher.level spell slots. you choose one of the it drops to O hit points or when the spell ends. summoning options above, anel more creatures appear: twice as many with a 6th.level slot and three times as The summoned creatures are friendly to you and your many with an 8th.level slot. companions. Roll initiative for the summoned creatures as a group. which has its own turns. They obey any CONTACT OTHER PLANE verbal commands that you issue to them (no action required by you). If you don't issue any commands to 5th.level divination (ritual) them, they defend themselves from hostile creatures, Casting Time: 1 minute hut otherwise take no actions. Range: Self Components: V The DM has the creatures' statistics. Duration: 1 minute At Higher LeveIs. When you cast this spell using certain higher.level spell slots, you choose one of the Vou mentally contact a demigod, the spirit of a long.dead summoning options above, and more creatures appear: sage, or some other mysterious entity fram another twice as many with a 6th-levei slot and three times as plane. Contacting this extraplanar intelligence can many with an 8th-levei slot. strain or even break your mind. When you cast this spell, make a DC 15 lntelligence saving thraw. On a 226 PA RT 3 I SPEl.LS

failure, you take 6d6 psychic damage and are insane Components: V, S, M (a statuetle of yourself carved until you finish a long rest. While insane, you can't take from ivory and decorated with gems worth at actions, can't understand what other creatures say, can't least 1,500 gp) read, and speak only in gibberish, A greater restoration spell cast on you ends this effect. Duration: 10 days On a successful save, you can ask the entity up to five Choose a spell of 5th levei or lower that you can cast, that questions, Vou must ask your questions before the spell has a casting time of 1 action, and that can target YOU. ends, The DM answers each question with one word, Vou cast that spell-called the contingent spell-as part such as uyes,\" \"no,\" \"maybe,\" \"never/' \"irrelevant.\" ar of casting contingency, expending spell slots for both, but \"unclear\" (if the entity doesn't know the answer to the the contingent spell doesn't come into effect. Instead, it question), ]f a one-word answer would be misleading, takes effect when a certain circumstance occurs. Vou the DM might instead offer a short phrase as an answer, describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing CONTAGION might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. 5th-leveI necromancy The contingent spell takes effect immediately after thc Casting Time: 1 action circumstance is met for the first time, whether or not you Range: Touch want it to, and then contingencyends. Component: V, S Duration: 7 days The contingent spell takes effect only on you, even if it can normally target others. Vou can use only one Your touch inflicts disease. Make a melee spell atlack contingency spell at a time. If you cast this spell again, against a creature within your reach. On a hit, you aftlict the effect of another contingency spell on you ends. Also, the creature with a disease of your choice from any of contingency ends on you if its material component is the ones described below. ever not on your person. At the end of each of the target's turns, it must make CONTINUAL FLAME a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the 2nd./evel evocation duration, and the creature stops making these saves. After succeeding on three of these saving throws, the Casting Time: 1 action creature recovers from the disease, and the spell ends. Range: Touch Components: V, S, M (ruby dust worth 50 gp, which the Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise spell consumes) ameliorates a disease's effects apply to it. Duration: Until dispelled Blinding Sickness. Pain grips the creature's mind, A flame, equivalent in brightness to a torch, springs and its eyes turn milky white. The creature has forth from an object that you touch. The cffect looks like disadvantage on Wisdom checks and Wisdom saving a regular flame, hut it creates no heat and doesn't use throws and is blinded, oxygen. A continuaI liame can be covered or hidden but not smothered or quenched. FiJth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on CONTROL WATER Strength checks, Strength saving throws. and attack rolls that use Strength. 4th-leveI transnllltation Flesh Rot. The creature's flesh decays. The creature Casting Time: 1 action has disadvantage on Charisma checks and vulnerability Range: 300 fect to ali damage. Components: V, S, M (a drop ofwater and a Mindfire. The creature's mind becomes feverish. The pinch of dust) creature has disadvantage on Intelligcnce checks and Duration: Concentration, up to 10 minutes Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Until the spell cnds, you control any frcestanding water inside an arca you choose that is a cube up to 100 feet Seizure. The creature is ovcrcomc with shaking. on a side. Vou can choose from any of the following The creature has disadvantage on Dexterity checks, effccts when you cast this spcll. As an action on your Dcxterity saving throws, and attack rolls that turn, you can rcpeat the same effect or choosc a use Dexterity. different one. Slimy Doom. The creaturc begins to bleed Flood. Vou cause the water Icvel of ali standing water in uncontrollably. The creature has disadvantagc on the area to rise by as much as 20 feet. If the area includes Constitution checks and Constitution saving throws. a shore, the flooding water spills over onto dry land. In addition, whenever the creature takcs damage, it is stunned until the end of its next turno If you choose an area in a large body of water. you instead create a 20-foot tall wave that travels from one CONTINGENCY side of the area to the other and then crashes down. Any Huge or smaller vehiclcs in the wave's path are carried 6th-leveI evocation with it lo the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. Casting Time: 10 minutes Range: Self The water levei remains elevated until the spell ends or you choose a different effect. Ifthis effect produced PART 3 SPEI L~ 227

a wave, the wave repeats on the start of your next turn PRECIPITATION while the fiood effect lasts. Stage Condition Part Water. Vou cause water in the area to move 1 Clear aparl and creale a lrench. The trench extends across 2 Light clouds the spell's area, and the separaled waler forms a wall lo 3 Overcast or ground fog either side. The lrench remains unlil lhe spell ends or 4 Rain, hail, or snow you choose a different effect. The waler lhen slowly fills 5 Torrential rain, driving hail, or blizzard in lhe trench over lhe course of the next round until the normal water levei is restored. TEMPERATURE WIND Condition Calm Redirect FIow. Vou cause fiowing water in the area Stage Condition Stage Moderate wind to move in a direction you choose, even if the water has 1 Unbearable heat 1 Strong wind to fiow over obstacles, up walls, or in other unlikely 2 Hot 2 Gale directions. The water in the area moves as you direct 3 Warm 3 Storm it, but once it moves beyond the spell's area, it resumes 4 Cool 4 its fiow based on the terrain conditions. The water 5 Cold 5 continues to move in the direction you chose until the 6 Arctic cold spell ends or you choose a different effect. CORDON OF ARROWS WhirIpooI. This effect requires a body of water 2nd-leveI transmutation at least 50 feet square and 25 feet deep. Vou cause a whirlpool to form in the center of the area. The Casting Time: I action whirlpool forms a vortex that is 5 feet wide at the Range: 5 feet base, up to 50 feet wide ai the top, and 25 feel tall. Any Components: V, S, M (four or more arrows or bolts) creature or object in the water and within 25 feet of the Duration: 8 hours vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) Vou plant four pieces of nonmagical ammunition- check against your spell save DC. arrows or crossbow bolts-in the ground within range and lay magic upon them to protect an area. Until the When a creature enters the vortex for the first time on spell ends, whenever a creature other than you comes a turn or starts its turn there, it must make a Strength within 30 feet of the ammunition for the first time on a saving throw. On a failed save, the creature takes 2d8 turn or ends its turn there, one piece of ammunition fiies bludgeoning damage and is caught in the vortex until up to strike it. The creature must succeed on a Dexterity the spell ends. On a successful save, the creature takes saving throw or take Id6 piercing damage. The piece of half damage, and isn't caught in the vortex. A crealure ammunition is then destroyed. The spell ends when no caught in the vortex can use its action to try to swim ammunition remains. away from the vortex as described above, but has disadvanlage on lhe Strength (Athletics) check to do so. When you cast this spell, you can designate any creatures you choose, and the spell ignores them. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this At Hil1her LeveIs. When you cast this spell using damage occurs each round it remains in the vortex. a spell slot of 3rd levei or higher, the amount of ammunition that can be affected increases by two for CONTROL WEATHER each slot levei above 2nd. 8th.level transmutation COUNTERSPELL Casting Time: lO minutes 3rd.level abjuration Range: Self (5-mile radius) Components: V, S, M (burning incense and bits of earth Casting Time: I reaction, which you take when you see a creature within 60 feet of you casting a spell and wood mixed in water) Duration: Concentration, up to 8 hours Range: 60 feet Components: S Vou take control of the weather within 5 miles of you Duration: Instantaneous for the duration. Vou must be outdoors to cast this spell. Moving to a place where you don't have a clear path to Vou altempt to interrupt a creature in the process of the sky ends the spell early. casting a spell. lf the creature is casting a spell of 3rd levei or lower, its spell fails and has no effect. lf it is When you cast the spell, you change the current casting a spell of 4th leveI or higher, make an ability weather conditions, which are determined by the DM check using your spellcasting ability. The DC equals 10 based on the climate and season. Vou can change + the spell's leveI. On a success, the creature's spell fails precipitation, temperature, and wind. lt takes Id4 x 10 and has no effect. minutes for the new conditions lO take effect. Once they do so. you can change the conditions again. When the At Hil1her LeveIs. When you cast this spell using a spell ends, the weather gradually returns to normal. spell slot of 4th levei or higher, the interrupted spell has no effect if its levei is less than or equal to the levei of the When you change the weather conditions, find a spell slot you used. current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. 228 PART 3 I SPELLS

CREATE FOOD AND WATER 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use 3rd-Ievel conjuration of the spell reasserts your control over up to three creatures you have animated with this spell, rather than Casting Time: I action animating new ones. Range: 30 feet Components: V, S At Higher Leve/s. When you cast this spell using a Duration: Instantaneous 7th-leveI spell slot, you can animate or reassert control over four ghouls. When you cast this spellusing an Vou create 45 pounds of food and 30 gallons of water 8th-leveI spell slot, you can animate or reassert control on the ground or in containers within range, enough over tive ghouls or two ghasts or wights. When you cast to sustain up to tifteen humanoids or tive steeds for this spell using a 9th-leveI spell slot, you can animate or 24 hours. The food is bland but nourishing, and spoils reassert control over six ghouls, three ghasts or wights, if uneaten after 24 hours. The water is clean and or two mummies. doesn't go bad. CREATION CREATE OR DESTROY WATER 5th-levei il/usion 1st-leveI transmutation Casting Time: I minute Casting Time: I action Range: 30 feet Range: 30 feet Components: V, S, M (a tiny piece of matter of the same Components: V, S, M (a drop of water if creating water type of the item you plan to create) or a few grains of sand if destroying it) Duration: Special Duration: Instantaneous Vou pull wisps of shadow material from the Shadowfell Vou either create or destroy water. to create a nonliving object of vegetable matter within Create Water. Vou create up to 10 gallons of clean range: 50ft goods. rope, wood, or something similar. Vou can also use this spell to create mineral objects such as water within range in an open container. Alternatively, stone, crystal, or metal. The object created must be no the water falls as rain in a 30-foot cube within range, larger than a 5-foot cube, and the object must be of a extinguishing exposed fiames in the area. form and material that you have seen before. Destroy Water. Vou destroy up to 10 gallons of water The duration depends on the object\"s material. If in an open container within range. Alternatively, you the object is composed of multiple materiaIs, use the destroy fog in a 30-foot cube within range. shortest duration. At Higher Leve/s. When you cast this spell using a Material Duration spell slot of 2nd levei or higher, you create or destroy Vegetable matter 10 additional gallons of water, or the size of the cube Stone ar crystal 1 day increases by 5 feet, for each slot leveI above 1st. Precious metais 12 hours Gems 1 hour CREATE UNDEAD Adamantine ar mithral la minutes 6th-leveI necromancy 1 minute Casting Time: I minute Range: 10 feet Using any material created by this spell as another Components: V, S, M (one clay pot tilled with grave dirt. spell's material component causes that spell to fail. one clay pot tilled with brackish water, and one 150 gp At Higher Leve/s. When you cast this spell using a black onyx stone for each corpse) spell slot of 6th levei or higher, the cube increases by 5 Duration: Instantaneous feet for each slot leveI above 5th. Vou can cast this spell only at nighl. Choose up to three CROWN OF MADNESS corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The 2nd-leveI enchantment DM has game statistics for these creatures.) Casting Time: I action up to I minute As a bonus action on each of your turns, you can Range: 120 feet mentally command any creature you animated with Components: V, S this spell ifthe creature is within 120 feet ofyou (ifyou Duration: Concentration, control multiple creatures, you can command any or ali of them at the same time, issuing the same command to One humanoid of your choice that you can see within each one). Vou decide what action the creature will take range must succeed on a Wisdom saving throw or and where it will move during its next turn, or you can become charmed by you for the duration. While issue a general command, such as to guard a particular the target is charmed in this way, a twisted crown chamber or corridor. If you issue no commands, the of jagged iron appears on its head, and a madness creature only defends itself against hostile creatures. glows in its eyes. Once given an order, the creature continues to follow it until its task is complete. The charmed target must use its action before moving on each of its turns to make a melee attack against a The creaturc is under your control for 24 hours, creature other than itself that you mentally choose. after which it stops obeying any command you have given il. To maintain control of the creature for another PART 3 SPELLS 229

The target can act normally on its turn if you choose no duration. The darkness spreads around corners. creature or if none are within its reach. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate il. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. AIso, If the point you choose is on an object you are holding the target can make a Wisdom saving throw at the end or one that isn't being worn or carried, the darkness of each of its turns. On a success. the spell ends. emanates from the object and moves with il. Completely covering the source of the darkness with an opaque CRUSADER'S MANTLE object, such as a bowl or a heIm, blocks the darkness. 3rd-Ievel evocation ]f any of this spell's area overlaps with an area of light Casting Time: I action up to I minute created by a spell of 2nd levei or lower, the spell that Range: Self created the light is dispelled. Components: V Duration: Concentration, DARKVISION 2nd-levei transmutation Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until Casting Time: I action the spell ends, the aura moves with you, centered on Range: Touch you. While in the aura, each nonhostile creature in the Components: V. S, M (either a pinch of dried aura (including you) deals an extra Id4 radiant damage when it hits with a weapon attack. carrot or an agate) Duration: 8 hours CURE WOUNDS 1st-levei evocation Vou touch a willing creature to grant it the ability to see in the dark. For the duration. that creature has Casting Time: I action darkvision out to a range of 60 feel. Range: Touch Components: V, S DAYLIGHT Duration: Instantaneous 3rd-Ievel evocation A creature you touch regains a number of hit points Casting Time: I action equal to Id8 + your spellcasting ability modifier. This Range: 60 feet spell has no effect on undead or constructs. Components: V, S Duration: I hour At Higher Leveis. When you cast this spell using a spell slot of 2nd levei or higher, the healing increases by A 60-foot-radius sphere of light spreads out from a point Id8 for each slot leveI above I sI. you choose within range. The sphere is bright light and sheds dim light for an additional 60 feel. DANCING LIGHTS Evocation cantrip ]f you chose a point on an object you are holding or one that isn't being worn or carried, the light shines Casting Time: I action or wychwood, from the object and moves with it. Completely covering Range: 120 feet the affected object with an opaque object, such as a bowl Components: V, S, M (a bit of phosphorus or a helm, blocks the light. or a glowworm) If any of this spell's area overlaps with an area of Duration: Concentration, up to I minute darkness created by a spell of 3rd levei or lower, the spell that created the darkness is dispelled. Vou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing DEATH WARD orbs that hover in the air for the duration. Vou can 4th-levei abjuration also combine the four Iights into one glowing vaguely humanoid form of Medium size. Whichever form you Casting Time: I action choose, each light sheds dim light in a lO-foot radius. Range: Touch Components: V, S As a bonus action on your turn, you can move the Duration: 8 hours lights up to 60 feet to a new spot within range. A Iight must be within 20 feet of another light created by this Vou touch a creature and grant it a measure of spell, and a light winks out if it exceeds the spell's range. protection from death. DARKNESS The first time the target would drop to O hit points as a 2nd-levei evocation result of taking damage, the target instead drops to I hit point, and the spell ends. Casting Time: I action Range: 60 feet If the spell is still in effect when the target is subjected Components: V, M (bat fur and a drop of pitch or to an effect lhat would kill it instantaneously without dealing damage, that effect is instead negated against piece of coai) the target, and the spell ends. Duration: Concentration, up to lO minutes DELAYED BLAST FIREBALL Magical darkness spreads from a point you choose 7th-levei evocation within range to fill a IS-foot-radius sphere for the Casting Time: I action PART 3 I SPELLS 230

Range: ISO feel Vou slrike the ground, creating a burst of divine Components: V, S, M (a liny ball of bal energy that ripples oulward ftom you. Each creature you choose within 30 feet of you must succeed on a guano and sulfur) Conslitution saving throw OI'take 5d6 thunder damage, Duralion: Concenlralion, up lO I minule as well as 5d6 radiant OI'necrotic damage (your choice), and be knocked prone. A creature that succeeds on A beam of yellow lighl lIashes from your poinling finger, its saving throw takes half as much damage and isn't then condenses lo linger aI a chosen poinl wilhin range knocked prone. as a glowing bead for the duralion. When lhe spell ends, either beca use your concentration is broken OI' DETECT EVIL ANO Gooo because you decide to end it, lhe bead blossoms with a 1st-IeveI divination low roar inlo an explosion of liame Ihal spreads around corners. Each crealure in a 20.fool.radius sphere Casting Time: I aclion up to 10 minutes centered on that point must make a Dexterity saving Range:Se]f throw. A crealure lakes fire damage equal to lhe total Components: V, S accumulated damage on a failed save, OI'half as much Duration: Concentration, damage on a successful one. For the duralion, you know if Ihere is an aberration, The spell's base damage is 12d6. If at the end of celestial, elemenlal, fey, fiend, OI'undead within 30 your lurn lhe bead has not yet detonated, lhe damage feet of you, as well as where lhe crealure is located. increases by Id6. Similarly, you know if there is a place 01' object within 30 feet of you Ihat has been magically consecrated ]f the glowing bead is touched before the interval OI'desecrated. has expired, lhe creature touching it must make a Dexterity saving throw. On a failed save, the spell ends The spell can penetrate most barriers, but it is blocked immediately, causing the bead 10 erupt in liame. On a by I fool of slone, I inch of common metal, a thin sheel successful save, the crealure can throw the bead up to of lead, OI'3 feel of wood OI'dir!. 40 fee!. When it strikes a creature 01' a solid objecl, the spell ends, and lhe bead explodes. DETECT MAGIC 1st-leveI divination (ritual) The fire damages objecls in the area and ignites lIammable objecls that aren'l being worn OI'carried. Casting Time: I action up to 10 minutes Range: Self At Higher Leve/s. When you cast this spell using Components: V, S a spell slot of 8th leveI OI'higher, lhe base damage Duration: Concentration, increases by Id6 for each sI01 leveI above 71h. For the duration, you sense the presence of magic DEMIPLANE wilhin 30 feet of you. ]f you sense magic in Ihis way, you 8th./evel conjuratian can use your action to see a faint aura around any visible creature OI'object in the area that bears magic, and you Casling Time: I action learn its school of magic. if any. Range: 60 feet Components: S The spell can penetrate most barriers, but it is blocked Duralion: I hour by I foot of slone, I inch of common metal, a Ihin sheel of lead, OI'3 feet of wood OI'di r!. Vou create a shadowy door on a lIat solid surface that you can see within range. The door is large enough to DETECT POISON ANO DISEASE allow Medium creatures lo pass through unhindered. 1st-leveI divination (ritual) When opened, lhe door leads lo a demiplane Ihat appears to be an empty room 30 feet in each dimension, Casting Time: I action made of wood 01' stone. When the spell ends, the door Range: Self disappears, and any crealures 01' objects inside the Components: V, S, M (a yew leaf) demiplane remain trapped Ihere, as lhe door also Duration: Concenlration, up to 10 minutes disappears from the olheI' side. For the duration, you can sense the presence and Each time you casl this spell, you can create a new location of poisons, poisonous creatures, and diseases demiplane, OI'have the shadowy doar connect to a within 30 feel of you. Vou also identify the kind of demiplane you created with a previous casting of this poison, poisonous creature, ar disease in each case. spell. Additionally, if you know the nature and contents of a demiplane created bya casting of this spell by The spell can penelrate most barriers, but it is blocked another creature, you can have lhe shadowy door by I foot of slone, I inch of common metal, a thin sheet connecl to its demiplane inslead. of lead, OI'3 feet of wood OI'dir!. DESTRUCTIVE WAVE DETECT THOUGHTS 5thJevelevocation 2nd.level divination Casling Time: I action Casting Time: I action Range: Self (30-foot radius) Range: Self Componenls: V Components: V, S, M (a copper piece) Duration: Inslantaneous Duration: Concentration, up to I minute PART 3 SPELLS 231



For the duration, you can read the thoughts of certain DISGUISE SELF creatures, When you cast the spell and as your action on each turn until the spell ends, you can focus your mind 1st-leve,i iIIusion on any one creature that you can see within 30 feet of you, If the creature you choose has an Intelligence of Casting Time: 1 action 3 or lower or doesn't speak any language, the crealure Range: Self is unaffected. Components: V, S Duration: 1 hour Vou initially learn the surface thoughts of the creature-what is most on its mind in that moment. As Vou make yourself-including your clothing, armor, an action, you can either shift your atlention lo another weapons, and other belongings on your person-Iook creature's thoughts or atlempt to probe deeper into the different until the spell ends ar until you use your action same creature's mind. ]f you probe deeper, the target to dismiss it. Vou can seem 1 foot shorter or taller and must make a Wisdom saving throw. If it fails, you gain can appear thin, fat, or in belween. Vou can't change insight into its reasoning (if any), its emotional state, your body type, so you must adopt a form that has the and something that looms large in ils mind (such as same basic arrangement of limbs. Otherwise, the extent something it worries over, loves, or hates). ]f it succeeds, of the illusion is up to you. the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your atlention The changes wrought by this spell fail to hold up lo to another creature's thoughts, the creature can use physical inspection. For example, if you use this spell its action on its turn to make an lntelligence check to add a hat to your oUlfit, objects pass through the hat, contested by your Intelligence check; if it succeeds, and anyone who touches it would feel nothing or would the spell ends. feel your head and hair. If you use this spell to appear thinner than you are, lhe hand of someone who reaches Questions verbally directed at the target creature out lOtouch you would bump into you while it was naturally shape the course of its thoughts, so this spell seemingly still in midair. is particularly effective as part of an interrogation. To discern that you are disguised, a creature can use Vou can also use this spell to detect the presence of its action to inspect your appearance and must succeed thinking creatures you can't see. When you cast the on an Intelligence (Investigation) check against your spell or as your action during the duration, you can spell save De. search for thoughts within 30 feet of YOUT. he spell can penetrate barriers, but 2 feet of rock, 2 inches of any DISINTEGRATE metal other than lead, or a thin sheet of lead blocks you. 6th-levei transmutation Vou can't detect a creature with an lntelligence of 3 or lower or one that doesn't speak any language. Casting Time: 1 action Range: 60 feet Once you de tecI the presence of a creature in this way, Components: V, S, M (a lodestone and a pinch of dust) you can read its lhoughts for the rest of the duration as Duration: lnstantaneous described above, even if you can't see it, but it must still be within range. A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a DIMENSION DOOR creature, an objecl, or a creation of magical force, such as the wall created by wall of force. 4th-levei conjuration A creature targeted by this spell must make a Casting Time: 1 action Dexterity saving throw. On a failed save, the target takes Range: 500 feet IOd6 + 40 force damage. If lhis damage reduces the Components: V target to O hit points, it is disintegrated. Duration: Instantaneous A disintegrated creature and everything il is wearing Vou teleport yourself from your current location lo any and carrying, except magic ilems, are reduced to a pile other spot within range. Vou arrive at exactly the spot of fine gray dust. The creature can be restored to life desired. It can be a place you can see, one you can only by means of a true resurrection or a wish spell. visualize, or one you can describe by stating distance and direclion, such as \"200 feet straight downward\" or This spell automatically disintegrates a Large or \"upward to the northwest at a 45-degree angle, 300 feet.\" smaller nonmagical object or a creation of magical force. ]f the target is a Huge or larger object or creation Vou can bring along objects as long as their weight of force, this spell disintegrates a lO-foot-cube portion of doesn't exceed what you can carry. Vou can also bring it. A magic item is unaffecled by this spell. one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature At Higher LeveIs. When you cast this spell using a must be within 5 feet of you when you cast this spell. spell slot of 7th leveI or higher, the damage increases by 3d6 for each slot levei above 6th. If you would arrive in a place already occupied byan object or a creature, you and any creature traveling with DISPEL EVIL AND GOOD you each take 4d6 force damage, and the spell fails to 5th-levei abjuration teleport you. Casting Time: 1 action Range: SeI f PAR r 3 SPELL

Components: V, S, M (holy water or powdered DIVINATION silver and iron) 4th-levei divination (ritual) Duration: Concentration, up to 1 minute Casting Time: 1 action Range: Self Shimmering energy surrounds and protects you from Components: V, S, M (incense and a sacrifieial offering fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestiais, elementals, appropriate to your religion, together worth at least 25 fey, fiends, and undead have disadvantage on attack gp, which the spell consumes) rolls against you. Duration: Instantaneous Vou can end the spell early by using either of the Your magic and an offering put you in contact with following special functions. a god or a god's servants. Vou ask a single question concerning a speeific goal, event, or activity to occur Break Enchantment. As your action, you touch a within 7 days. The DM offers a truthful reply. The reply creature you can reach that is charmed, frightened, or might be a short phrase, a cryptic rhyme, or an omen. possessed bya celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer The spell doesn't take into account any possible charmed, frightened, or possessed by such creatures. circumstances that might change the outcome, such as the casting of additional spells or the loss or gain DismissaI. As your action, make a melee spell attack of a companion. against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive If you cast the spell two or more times before finishing the creature back to its home plane. The creature must your next long rest, there is a cumulative 25 percent succeed on a Charisma saving throw or be sent back to chance for each casting after the first that you get a its home plane (if it isn't there already). If they aren't on random reading. The DM makes this roll in secret. their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. DIVINE FAVOR 1st-Ievel evocarion DISPEL MAGIe 3rd-Ievel abjuration Casting Time: I bonus action Range: Self Casting Time: 1 action Components: V, S Range: 120 feet Duration: Concentration, up to 1 minute Components: V, S Duration: Instantaneous Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 Choose one creature, object, or magical effect within radiant damage on a hit. range. Any spell of 3rd levei or lower on the target ends. For each spell of 4th levei or higher on the target. make DIVINE WORD an ability check using your spellcasting ability. The 7th-levei evocation DC equals 10 + the spell's leveI. On a successful check, the spell ends. Casting Time: 1 bonus action Range: 30 fee! At Higher LeveIs. When you cast this spell using a Components: V spell slot of 4th level or higher, you automatically end Duration: Instantaneous the effec!s of a spell on the target if the spell's levei is equal to or less than the levei of the spell slot you used. You utter a divine word, imbued with the power thar shaped the world at the dawn of ereation. Choose any DISSONANT WHISPERS number of creatures you can see within range. Each 1st-levei enchantment creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an Casting Time: 1 action effect based on its current hit points: Range: 60 feet Components: V 50 hit points or fewer: deafened for 1 minute Duration: Instantaneous 40 hit points or fewer: deafened and blinded for 10 minutes Vou whisper a discordam melody that only one creature 30 hit points ar fewer: blinded, deafened, and stunned of your choice within range can hear, wracking it with for 1 hour terrible pain. The target must make a Wisdom saving 20 hit points or fewer: killed instantly throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move Regardless of its current hit points, a celestial, an as far as its speed allows away from you. The creature elemental, a fey. or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and doesn't Inove into obviously dangerous ground, such can't return to your current plane for 24 hours byany means short of a wish spell. as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A DOMINATE BEAST deafened creature automatically succeeds on the save. 4th-levei enchantment At Higher LeveIs. When you cast this spell using a Casting Time: 1 action spell slot of 2nd level or higher. the damage increases by Id6 for each slot levei above 1st. 234 P\"Rf 3 SPELLS

Range: 60 feet Each time the target takes damage, it makes a new Components: V, 5 Wisdom saving throw against the spell. If the saving Duration: Concentration, up to I minute throw succeeds, the spell ends. Vou attempt to beguile a beast that you can see within At Higher Leve/s. When you cast this spell with range. lt must succeed on a Wisdom saving thraw or be a 9th.level spell slot, the duration is concentration, charmed by you for the duration. ]f you or creatures that up to 8 hours. are friendly to you are fighting it, it has advantage on the saving thraw. DOMINATE PERSON 5th.level enchantment While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane Casting Time: I action up to I minute of existence. Vou can use this telepathic link to issue Range: 60 feet commands to the creature while you are conscious (no Components: V, 5 action required), which it does its best to obey. Vou can Duration: Concentration, specifya simple and general course of action, such as \"Attack that creature.\" \"Run over there,\" or \"Fetch that Vou attempt to beguile a humanoid that you can see objec!.\" If the creature completes the order and doesn't within range. lt must succeed on a Wisdom saving receive further direction from you, it defends and throw or be charmed by you for the duration. If you or preserves itself to the best of its ability. creatures that are friendly to you are fighting it, it has advantage on the saving throw. Vou can use your action to take total and precise contraI of the targe!. Until the end of your next turn, the While the target is charmed, you have a telepathic link creature takes only the actions you choose, and doesn't with it as long as the two of you are on the same plane do anything that you don't allow it to do. During this of existence. Vou can use this telepathic link to issue time, you can also cause the creature to use a reaction, commands to the creature while you are conscious (no but this requires you to use your own reaction as well. action required), which it does its best to obey. Vou can specify a simple and general course of action, such as Each time the target takes damage, it makes a new \"Attack that creature,\" \"Run over there,\" or \"Fetch that Wisdom saving thraw against the spell. ]f the saving object.\" If the creature completes the order and doesn't throw succeeds, the spell ends. receive further direction from you, it defends and preserves itself to the best of its ability. At Higher Leve/s. When you cast this spell with a 5th.level spell slot, the duration is concentration, up Vou can use your action to take total and precise to 10 minutes. When you use a 6th.level spell slot, contrai of the targe!. Until the end of your next turn, the the duration is concentration, up to I hour. When you creature takes only the actions you choose, and doesn't use a spell slot of 7th levei or higher, the duration is do anything that you don't allow it to do. During this concentration, up to 8 hours. time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. DOMINATE MONSTER 8th.level enchantment Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving Casting Time: I action up to I hour throw succeeds, the spell ends. Range: 60 feet Components: V, 5 At Higher Leve/s. When you cast this spell using Duration: Concentration, a 6th.level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th.level spell slot, Vou attempt to beguile a creature that you can see the duration is concentration, up to I hour. When you within range. lt must succeed on a Wisdom saving use a spell slot of 8th levei or higher, the duration is throw or be charmed by you for the duration. If you or concentration, up to 8 hours. creatures that are friendly to you are fighting it, it has advantage on the saving throw. DRAWMIJ'S INSTANT SUMMONS 6th.level conjuration (ritual) While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same Casting Time: I minute plane of existence. Vou can use this telepathic link to Range: Touch issue commands to the creature while you are conscious Components: V, 5, M (a sapphire worth 1,000 gp) (no action required), which it does its best to obey. Vou Duration: Until dispelled can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch Vou touch an object weighing 10 pounds or less whose that object.\" If the creature completes the order and longest dimension is 6 feet or less. The spellleaves an doesn't receive further direction from you, it defends invisible mark on its surface and invisibly inscribes the and preserves itself to the best of its ability. na me of the item on the sapphire you use as the material componen!. Each time you cast this spell, you must use Vou can use your action to take total and precise a different sapphire. contraI of the targe!. Until the end of your next turn, the creature takes only the actions you choose, and doesn't At any time thereafter, you can use your action to do anything that you don't allow it to do. During this speak the item's name and crush the sapphire. The item time, you can also cause the creature to use a reaction, instantly appears in your hand regardless of physical or but this requires you to use your own reaction as well. planar distances, and the spell ends. PART 3 SPELLS 235

]f another creature is holding or carrying the item, for c1ear skies, a c10ud for rain, falling snowflakes for crushing the sapphire doesn't transport the item to you, snow, and so on. This effect persists for I round. but instead you learn who the creature possessing the Vou instantly make a flower blossom, a seed pod open, object is and roughly where that creature is located or a leaf bud bloom. at that moment. Vou create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a Dispel magic or a similar effect successfully applied to small animal, or the faint odor of skunk. The effect the sapphire ends this spell's effect. must fit in a 5-foot cube. Vou instantly light or snuff out a candle, a torch, or a DREAM small campfire. 5th-leveI iIIusion EARTHQUAKE Casting Time: I minute 8th-leveI evocation Range: 5pecial Components: V, 5, M (a handful of sand, a dab of ink, Casting Time: I action Range: 500 feet and a writing quill plucked from a sleeping bird) Components: V, 5, M (a pinch of dirl, a piece of rock, Duration: 8 hours and a lump of c1ay) This spell shapes a creature's dreams. Choose a Duration: Concentration, up to I minute creature known to you as the target of this spell. The target must be on the same plane of existence as you. Vou create a seismic disturbance at a point on the Creatures that don't sleep, such as elves, can't be ground that you can see within range. For the duration, contacted by this spell. Vou, or a willing creature you an intense tremor rips through the ground in a touch, enlers a trance state, acting as a messenger. 100-foot-radius circ1e centered on that point and shakes While in the trance, the messenger is aware of his or creatures and structures in contact with the ground her surroundings, but can't take actions or move. in that area. If the target is asleep, the messenger appears in the The ground in the area becomes difficult terrain. target's dreams and can converse with the target as Each creature on the ground that is concentrating must long as it remains asleep, through the duration of the make a Constitution saving throw. On a failed save, the spell. The messenger can also shape the environment creature's concentration is broken. of the dream, creating landscapes. objects, and other images. The messenger can emerge from the trance at When you cast this spell and at the end of each turn any time, ending the effect of the spell early. The target you spend concentrating on it, each creature on the recalls the dream perfectly upon waking. If the target is ground in the area must make a Dexterity saving throw. awake when you cast the spell, the messenger knows it, On a failed save, the creature is knocked prone. and can either end the trance (and the spell) or wait for the target to fali asleep, at which point the messenger This spell can have additional effects depending on appears in the target's dreams. the terra in in the area, as determined by the DM. Vou can make the messenger appear monstrous Fissures. Fissures open throughout the spell's area at and terrifying to the target. If you do, the messenger the start of your next turn after you cast the spell. A total can deliver a message of no more than ten words and of Id6 such fissures open in locations chosen by the DM. then the target must make a Wisdom saving throw. On Each is IdlO x 10 feet deep, la feet wide, and extends a failed save, echoes of the phantasmal monstrosity from one edge of the spell's area to the opposite side. spawn a nightmare that lasts the duration of the target's A creature standing on a spot where a fissure opens sleep and prevents the target from gaining any benefit must succeed on a Dexterity saving throw or fali in. A from that rest. In addition, when the target wakes up, it creature that sllccessfully saves moves with the fissure's takes 3d6 psychic damage. edge as it opens. If you have a body part, lock of hair, c1ipping from a A fissure that opens beneath a structure causes it to nail, or similar portion of the target's body, the target automatically collapse (see below). makes its saving throw with disadvantage. Structures. The tremor deals 50 bludgeoning damage DRUIDCRAFT to any structure in contact with the ground in the area Transmutation cantrip when you cast the spell and at the start of each of your turns until the spell ends. ]f a structure drops to Ohit Casting Time: I action points, it collapses and potentially damages nearby Range: 30 feet creatures. A crealure within half the distance of a Components: V, 5 structure's height must make a Dexterity saving throw. Duration: Instantaneous On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, Whispering to the spirits of nature, you create one of the requiring a DC 20 Strength (Athletics) check as an following effects within range: action to escape. The DM can adjust the DC higher or lower, depending on the nalure of the rubble. On Vou create a tiny, harmless sensory effect that predicts a successful save, the creature takes half as much what the weather will be at your location for the next damage and doesn't fali prone or become buried. 24 hours. The effect might manifest as a golden orb PA RT 3 I SPELI.S

ELDRITCH BLAST ENLARGE/REDUCE Evocation cantrip 2nd-leveI transmutation Casting Time: 1 action Casting Time: 1 action Range: 120 feet Range: 30 feet Components: V,5 Components: V,5, M (a pinch of powdered iron) Duration: lnstantaneous Duration: Concentration, up to I minute A beam of crackling energy streaks toward a creature Vou cause a creature or an object you can see within within range. Make a ranged spell attack against the range to grow larger or smaller for the duration. Choose target. On a hit, the target takes ldlO force damage. either a creature ar an object that is neither worn nor carried. If the target is unwilling, it can make a The spell creates more than one beam when you reach Constitution saving throw. On a success, the spell higher leveis: two beams at 5th levei, three beams at has no effect. 11th levei, and four beams at 17th leveI. Vou can direct the beams at the same target or at different ones. Make If the target is a creature, everything it is wearing and a separate attack roll for each beam. carrying changes size with it. Any item dropped byan affected creature returns to normal size at once. ELEMENTAL WEAPON 3rd-/evel transmutation Enlarge. The target's size doubles in ali dimensions, and its weight is multiplied by eight. This growth Casting Time: 1 action increases its size by one category-from Medium to Range: Touch Large, for example. If there isn't enough room for the Components: V, 5 target to double its size. the creature or object attains Duration: Concentration, up to 1 hour the maximum possible size in the space available. Until the spell ends, the target also has advantage on A nonmagical weapon you touch becomes a magic 5trength checks and 5trength saving throws. The weapon. Choose one of the following damage types: target's weapons also grow to match its new size. While acid, cold, tire, Iightning, or thunder. For the duration, these weapons are enlarged, the target's attacks with the weapon has a +1 bonus to attack rolls and deals an them deal ld4 extra damage. extra ld4 damage of the chosen type when it hits. Reduce. The target's size is halved in ali dimensions, At Higher LeveIs. When you cast this spell using a and its weight is reduced to one-eighth of normal. This spell slot of 5th or 6th leveI. the bonus to attack rolls reduction decreases its size by one category-from increases to +2 and the extra damage increases to Medium to 5mall, for example. Until the spell ends, 2d4. When you use a spell slot of 7th levei ar higher, the target also has disadvantage on 5trength checks the bonus increases to +3 and the extra damage and 5trength saving throws. The target's weapons also increases to 3d4. shrink to match its new size. While these weapons are reduced, the target's attacks with them deal ld4 less ENHANCE ABILITY damage (this can't reduce the damage below 1). 2nd-leveI transmutation ENSNARING STRIKE Casting Time: 1 action 1st-leveI conjuration Range: Touch Components: V, 5, M (fur ar a feather from a beast) Casting Time: 1 bonus action Duration: Concentration, up to 1 hour. Range: 5elf Components: V Vou touch a creature and bestow upon it a magical Duration: Concentration, up to 1 minute enhancement. Choose one of the following effects; the target gains that effect until the spell ends. The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines Bear's Endurance. The target has advantage on appears at the point of impact, and the target must Constitution checks. lt also gains 2d6 temporary hit succeed on a 5trength saving throw ar be restrained by points, which are lost when the spell ends. the magical vines until the spell ends. A Large ar larger creature has advantage on this saving throw. If the BulJ's Strength. The target has advantage target succeeds on the save, the vines shrivel away. on 5trength checks, and his or her carrying capacity doubles. While restrained by this spell, the target takes ld6 piercing damage at the start of each of its turns. A creature Cat's Grace. The target has advantage on Dexterity restrained by the vines or one lhat can touch the creature checks. lt also doesn't take damage from falling 20 feet can use its action to make a 5trength check against your or less if it isn't incapacitated. spell save De. On a success, the target is freed. Eagle's Splendor. The target has advantage on At Higher LeveIs. If you cast this spell using a spell Charisma checks. slot of 2nd levei or higher, the damage increases by ld6 for each slot levei above 1sI. Fox's Cunning. The target has advantage on Intelligence checks. Owl's Wisdom. The target has advantage on Wisdom checks. At Higher LeveIs. When you cast this spell using a spell slot of 3rd leveI or higher, you can target one additional creature for each slot leveI above 2nd. PART 3 I SPlI LS 237

ENTANGLE When the spell ends, you immediately returo to the 1st.level conjuration plane you originated from in lhe spot you currently occupy. If you occupy the same spot as a solid object Casting Time: 1 action or creature when this happens, you are immediately Range: 90 feet shunted to the nearest unoccupied space that you Components: V,S can occupy and take force damage equal to twice lhe Duration: Concentration, up to 1 minute number of feet you are moved. Grasping weeds and vines sprout fram the ground in a This spell has no effect if you cast il while you are on 20-foot square starting from a point within range. For the Ethereal Plane or a plane that doesn't border it, such the duration, these plants turo the ground in the area as one of the Outer Planes. into difficult terrain. At Higher Leve1s. When you cast this spell using A creature in the area when you cast the spell must a spell slol of 81h leveI or higher, you can target up to succeed on a Strength saving throw ar be restrained three willing crealures (including you) for each slot levei by the entangling plants until the spell ends. A creature above 7th. The creatures musl be within 10 feet of you restrained by the plants can use its action to make when you cast the spell. a Strength check against your spell save De. On a success, it frees itself. EVARD'S BLACK TENTACLES 4th.level conjuration When the spell ends, the conjured plants wilt away. Casting Time: 1 action ENTHRALL Range: 90 feet 2nd.level enchantment Components: V,S, M (a piece of tentacle from a giant Casting Time: 1 action octopus or a giant squid) Range: 60 feet Duration: Concentration, up to 1 minute Components: V, S Duration: 1 minute Squirming, ebony tentades fill a 20.foot square on ground that you can see within range. For the duration, Vou weave a distracting string of words, causing these tentacles turo lhe ground in the area into creatllres ofyour choice that you can see within range difficult terrain. and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds When a creature enlers the affected area for the first on this saving throw automatically, and if you or YOllr time on aturo or starts its turo lhere, the creature companions are fighting a creature, it has advantage on must succeed on a Dexterity saving throw or take 3d6 the save. On a failed save, the target has disadvantage bludgeoning damage and be restrained by the tentacles on Wisdom (Perception) checks made to perceive any until the spell ends. A creature that starts its turo in the creature other than you until the spell ends or until the area and is already restrained by the tentacles lakes 3d6 target can no longer hear YOll.The spell ends if you are bludgeoning damage, incapacitated or can no longer speak. A creature reslrained by the tentacles can use ils ETHEREALNESS action lo make a Strength ar Dexterity check (its choice) 7th-leveI transmutation against your spell save DC. On a success, it frees itself. Casting Time: 1 action EXPEDITIOUS RETREAT Range: Self 1st-leveI transmutation Components: V, S Duration: Up to 8 hours Casting Time: I bonus action Range: Self Vou step into the border regions of the Ethereal Plane, Components: V, S in the area where it overlaps with your current plane. Duration: Concentration, up lo 10 minutes Vou remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During This spell allows you to move at an incredible pace. this time, you can move in any direction. If you move When you cast this spell, and then as a bonus action up or down, every foot of movement costs an extra fool. on each of your turos unlil the spell ends, you can take Vou can see and hear the plane YOlloriginated from, but the Dash action. everything there looks gray, and you can't see anything more than 60 feet away. EYEBITE 6th.level necromancy While on the Ethereal Plane, you can only affect and be affected by other crealures on thal plane. Creatures Casting Time: 1 action that aren't on the Elhereal Plane can't perceive you and Range: Self can't interact with you, unless a special ability ar magic Components: V, S has given them the ability to do so. Duration: Concentration, up to 1 minute You ignore ali objects and effects lhat aren't on the For the spell's duration, your eyes beco me an inky void Ethereal Plane, allowing you to move through objects imbued with dread power. One creature of your choice you perceive on the plane you originated from. within 60 feet of you lhat you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duralion. On PART 3 I SPELLS

each of your turns until the spell ends, you can use FALSE LIFE your aclion to target auother creature but can't target 1st-levei necromancy a creature agaiu if it has succeeded on a saving throw against this casting of eyebite, Casting Time: I action Range: Self As/eep. The targel falls unconscious, lt wakes up if it Components: V, S, M (a small amount of alcohol or takes any damage nr if another creature uses its action to shake the sleeper awake, distilled spirits) Duration: I hour Panicked. The target is frightened of you. On each of its lurns, the frightened creature must take the Bolstering yourself with a necromantic facsimile of life, Dash action and move away from you by the safest and you gain Id4 + 4 temporary hit points for the rluration. shortest available route, unless there is nowhere to move. lf the target moves to a place at least 60 feet away At Higher LeveIs. When you casl this spell using a from you where it can no longer see you, this effect ends. spell slot of 2nd levei or higher, you gain 5 adrlitional temporary hit points for each slollevel above 1st. Sickened. The target has disadvantage ou attack rolls and ability checks. At the end of each of its turns, it can FEAR make another Wisdom saving throw. lf it succeeds, 3rd-level iIIusion the effect ends. Casting Time: I action FABRICATE Range: Self (30-foot cone) 4th-levei transmutation Components: V, S, M (a white feather or the Casting Time: lO minutes heart of a hen) Range: 120 feet Duration: Concentration, up lo 1 minule Components: V, S Duration: Instantaneous Vou project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on Vou convert raw materiais into products of the same a Wisdom saving throw or rlrop whatever it is holrling material. For example, you can fabricate a wooden anrl beco me frightened for the duration. bridge from a c1ump of trees, a rope from a patch of hemp, and C10thes from flax or wool. While frightened by this spell, a creature must take the Dash action and move away from you by lhe safest Choose raw materiais that you can see wilhin range. available route on each of its turns, unless there is Vou can fabricale a Large or smaller object (contained nowhere to move. If the creature enrls its turn in a within a lO-fool cube. ar eight connected 5-foot cubes), location where it doesn't have line of sight to you, given a sufficient quantity of raw material. If you the creature can make a Wisdom saving throw. On a are working with metal. stone, or anolher mineral successful save, the spell enrls for that creature. substance, however, the fabricated object can be no larger than Medium (coutained within a single 5-foot FEATHER FALL cube). The quality of objects made by the spell is 1st-levei transmutation commensurate with the quality of the raw materiais. Casting Time: I reaction, which you take when you or a Creatures or magic items can't be created or creature within 60 feet of YOII falls transmuted by this spell. Vou also can't use it to create items that ordinarily require a high degree of Range: 60 feet craftsmanship, such as jewelry, weapons. glass, or Components: V, M (a sma 11feat her or piece of down) armor, unless you have proficiency with the type of Duration: I minute artisan's tools used to craft such objects. Choose up to five falling creatures within range. A FAERIE FIRE falling creature's rate of descent slows to 60 feet per 1st-leveI evocation round until the spell ends. lf the creature lands before the spell ends, it takes no falling damage and can land Casting Time: I action up to 1 minute on its feel, and the spell ends for that creature. Range: 60 feet Components: V FEEBLEMIND Duration: Concentration, 8th-levei enchantment Each object in a 20-foot cube within range is outlined in Casting Time: I action blue, green, or violet light (your choice). Any creature in Range: ISO feet the area when lhe spell is cast is also outlined in light if Components: V, S, M (a handful of c1ay,crystal, glass, it fails a Dexterity saving throw. For lhe duration, objects and affected creatures shed dim light in a 10.fool radius. or mineral spheres) Durat;on: Instantaneous Any attack roll against an affected creature or object has arlvantage if the attacker can see it, and the affected Vou hlast the mind of a crealure that you can see within creature or object can't benefit from being invisible. range, altempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intclligence and Charisma scores become I. The creature can't cast spells, activate magic items, understand language, or P\\kT3 l' L

communicate in any intelligible way. The creature can, you can cause it to reappear in any unoccupied space however, identify its friends, follow them, and even within 30 feet of YOU. protect them. Vou can't have more than one familiar at a time. If you At the end of every 30 days, the creature can repeat cast this spell while you already have a familiar, you its saving throw against this spell. If it succeeds on its instead cause it to adopt a new formo Choose one of the saving throw, the spell ends. forms from the above list. Your familiar transforms into the chosen creature. The spell can also be ended by greater restoration, heal, or wish. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the FEIGN DEATH spell. Your familiar must be within 100 feet of you, and 3rd-Ievel necromancy (ritual) it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack Casting Time: 1 action modifier for the roll. Range: Touch Components: V, 5, M (a pinch of graveyard dirt) FINO STEEO Duration: 1 hour 2nd-levei conjuration Vou touch a willing creature and put it into a cataleptic Castiog Time: 10 minutes state that is indistinguishable from death. Range: 30 feet Components: V, 5 For the spell's duration, or until you use an action Duratioo: Instantaneous to touch the target and dismiss the spell, the target appears dead to ali outward inspection and to spells Vou summon a spirit that assumes the form of an used to determine the target's status. The target is unusually intelligent, strong, and loyal steed, creating a blinded and incapacitated, and its speed drops to O. long-Iasting bond with it. Appearing in an unoccupied The target has resistance to ali damage except psychic space within range, the steed takes on a form that you damage. If the target is diseased or poisoned when you choose, such as a warhorse, a pony, a camel, ao elk, or cast the spell, or becomes diseased or poisoned while a mastiff. (Your DM might allow other animais to be under the spell's effect, the disease and poison have no summoned as steeds.) The steed has the statistics of the effect until the spell ends. chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if yaur FINO FAMILIAR steed has an Intelligence of 5 or iess, its Intelligence 1st-levei conjuratian (ritual) becomes 6, and it gains the ability to understaod one laoguage of your choice that you speak. Casting Time: I hour Range: 10 feet Your steed serves you as a mount, both in combat and Components: V, 5, M (10 gp worth af charcaal, out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your incense, and herbs that must be consumed by fire in a steed, you can make any spell you cast that targets only brass brazier) you also target your steed. Duration: Instantaneous Wheo the steed drops to O hit points, it disappears, Vou gain the service of a familiar, a spirit that takes an leaving behind no physical formo Vou can also animal form you choose: bat, cat, crab, frog (toad), hawk, dismiss your steed at any time as an action, causing lizard, octopus, owl, poisonous snake, fish (quipper), it to disappear. In either case, casting this spell rat, raven, sea horse, spider, or weasel. Appearing in again summons the same steed, restored to its hit an unoccupied space within range, the familiar has the point maximum. statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. While your steed is within 1 mile of you, you can communicate with it telepathically. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own You can't have more than one steed bonded by this initiative and acts on its own turno A familiar can't spell at a time. As an action, you can release the steed attack, but it can take other actions as normal. from its bond at any time, causing it to disappear. When the familiar drops to O hit points, it disappears, FINO THE PATH leaving behind no physical formo It reappears after you 6th-levei divination cast this spell again Casting Time: 1 minute While your familiar is within 100 feet of you, you Range: 5elf can communicate with it telepathically. Additionally, Components: V, 5, M (a set of divinatory tools-such as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, as bones, ivory sticks, cards, teeth, or carved runes- gaining the benefits of any special senses that the worth 100 gp and an object from the location you familiar has. During this time, you are deaf and blind wish to find) with regard to your own senses. Duration: Concentration, up to 1 day As an action, you can temporarily dismiss your This spell allows you to find the shortest, most direct familiar. It disappears into a pocket dimension where it physical route to a specific fixed location that you are awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, familiar with on the same plane of existence. Ir you PART 3 SPELLS

name a destination on another plane of existenee, a destination that moves (sueh as a mobile fortress), or a destination that isn't specilie (sueh as \"a green dragon's lair\"), the spell fails. For the duration, as long as you are on the same plane of existenee as the destination, you know how far it is and in what direetion it lies. While you are traveling there, whenever you are presented with a ehoiee of paths along the way, you automatieally determine whieh path is the shortest and most direet route (but not neeessarily the safest route) to the destination. FIND TRAPS 2nd-leveI divination Casting Time: 1 aetion Range: 120 feet Components: V, S Duration: Instantaneous You sense the presenee of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpeeted effeet you eonsider harmful or undesirable, which was speeilieally intended as sueh by its ereator. Thus, the spell would sense an area affeeted by the alarm spell, a glyph of warding, or a meehanieal pit trap, but it would not reveal a natural weakness in the floor, an unstable eeiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learo the loeation of eaeh trap, but you do learo the general nature of the danger posed by a trap you sense. FINGE R OF DEATH 7th-leveI neeromaney Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You send nega tive energy coursing through a ereature that you ean see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as mueh damage on a sueeessful one. A humanoid killed by this spell rises at the start of your next turo as a zombie that is permanently under your command, following your verbal orders to the best of its ability. FIREBALL 3rd~evelevoeaUon Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from your pointing linger to a point you ehoose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere eentered on that point must make a Dexterity saving throw. A target takes 8d6 /ire

damage on a failed save, or half as mueh damage on a FLAME BLADE sueeessful one, 2nd./evel evoeation The /ire spreads around eorners. It ignites flammable Casting Time: I bonus aetion objeets in the area that aren't being worn or earried. Range: 5elf Components: V, 5, M (leaf of sumae) At Higher Leve/s. When you east this spell using a Duration: Coneentration, up to 10 minutes spell slot of 4th levei or higher, the damage inereases by Id6 for eaeh slot levei above 3rd. Vou evoke a /iery blade in your free hand. The blade is similar in size and shape to a seimitar, and it lasts for FIRE BOLT the duration. lf you let go of the blade, it disappears, but Evoeation eantrip YOllean evoke the blade again as a bonus aetion. Casting Time: I aetion Vou ean use your aetion to make a melee spel1 Range: 120 feet attaek with the /iery blade. On a hit, the target takes Components: V, 5 3d6 /ire damage. Duration: Instantaneous The flaming blade sheds bright light in a 10.foot Vou hurl a mote of /ire at a ereature or objeet within radills and dim light for an additional 10 feel. range. Make a ranged spell attaek against the targel. On a hit, the target takes IdlO /ire damage. A At Higher Leve/s. When you east this spel1 lIsing a flammable objeet hit by this spell ignites if it isn't being spell slot of 4th levei or higher, the damage inereases by worn or earried. Id6 for every two slot leveIs above 2nd. This spell's damage inereases by IdlO when you reaeh FLAME STRIKE 5th levei (2dlO), 11th levei (3d 10), and 17th levei (4dlO). 5th-levei evocation FIRE SHIELD Casting Time: I aetion 4th./evel evoeation Range: 60 feet Components: V, 5, M (pineh of sulfur) Casting Time: I aetion or a /irefly) Duration: Instantaneous Range: 5elf Components: V, 5, M (a bit of phosphorus A vertieal column of divine /ire roars down from the Duration: 10 minutes heavens in a loeation YOllspecify. Eaeh ereature in a lO.foot.radius, 40.foot-high cylinder eentered on a Thin and wispy flames wreathe your body for the point within range must make a Dexterity saving throw. duration, shedding bright light in a 10.foot radius and A ereature takes 4d6 /ire damage and 4d6 radiant dim light for an additional lO feel. Vou ean end the spell damage on a failed save, or half as mueh damage on a early by using an aetion to dismiss il. sueeessful one. The flames provi de YOllwith a warm shield or a ehill At Higher Leve/s. When you east this spel1 using a shield, as you ehoose. The warm shield grants you spell slot of 6th levei or higher, the /ire damage or the resistanee to eold damage, and the ehill shield grants radiant damage (your ehoice) inereases by Id6 for eaeh you resistanee to /ire damage. slot levei above 5th. In addition, whenever a ereature within 5 feet of you FLAMING SPHERE hits you with a melee attaek, the shield erupts with 2nd-levei eonjuration flame. The attaeker takes 2d8 /ire damage from a warm shield, or 2d8 eold damage from a eold shield. Casting Time: I aetion Range: 60 feet FIRE STORM Components: V. 5, M (a bit of tallow, a pineh of 7th./evel evoeation brimstone, and a dusting of powdered iran) Casting Time: I aetion Duration: Coneentration, up to I minute Range: 150 feet Components: V, 5 A 5-foot.diameter sphere of /ire appears in an Duration: Instantaneous unoeeupied spaee of your ehoice within range and lasts for the duration. Any ereature that ends its turn within 5 A storm made up of sheets of roaring flame appears feet of the sphere must make a Dexterity saving thraw. in a loeation you ehoose within range. The area of the The ereature takes 2d6 /ire damage on a failed save, or storm eonsists of up to ten 10.foot eubes, whieh you ean half as mueh damage on a sueeessful one. arrange as you wish. Eaeh eube must have at least one faee adjaeent to the faee of another eube. Eaeh ereature As a bonus aetion, you ean move the sphere up to 30 in the area must make a Dexterity saving throw. It feel. If you ram the sphere into a ereature, that ereature takes 7d 10 /ire damage on a failed save, or half as mueh must make the saving throw against the sphere's damage on a sueeessful one. damage, and the sphere stops moving this turno The /ire damages objeets in the area and ignites When you move the sphere, you ean direet it over flammable objeets that aren't being worn or earried. barriers up to 5 feet tall and jump it aeross pits up to If you ehoose, plant life in the area is unaffeeted lO feet wide. The sphere ignites flammable objeets not by this spell. being worn or earried, and it sheds bright light in a 20.foot radius and dim light for an additional 20 feel. PART 3 I SPELLS

At Higher LeveIs. When you cast this spell using a FORBIDDANCE spell slot of 3rd levei or higher, the damage increases by 6th-leveI abjuration (ritual) Id6 for each slot levei above 2nd. Casting Time: 10 mlnutes FLESH TO STONE Range: Touch 6th-leveI transmutation Components: V,S, M (a sprinkling of holy water, rare Casting Time: I action incense, and powdered ruby worth at least 1,000 gp) Range: 60 feet Duration: I day Components: V, S, M (a pinch of lime, water, and earth) Duration: Concentration, up to I minute Vou create a ward against magical traveI that protects up to 40,000 square feet of floar space to a height of 30 Vou attempt to turo one creature that you can see within feet above the floor. For the duration, creatures can't range into stone. If the target's body is made of flesh, the teleport into the area or use portais. such as those creature must make a Constitution saving throw. On a created by the gate spell. to enter the area. The spell failed save, it is restrained as its Aesh begins to harden. proofs the area against planar travei, and therefore On a successful save, the creature isn't affected. prevents creatllres from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, A creature restrained by this spell must make another or the plane shift spell. Constitution saving throw at the end of each of its turos. lf it successfully saves against this spell three times, the In addition, the spell damages types of crealures thal spell ends. If it fails its saves three times, it is turoed you choose when you cast it. Choose one or more of the to stone and subjected to the petrified condition for the following: celestiaIs, elementals, fey,fiends, and undead. duration. The successes and failures don't need to be When a chosen creature enlers the spell's area for lhe consecutive; keep track of both until the target collects firsllime on aturo or slarls its luro there, the creature three of a kind. takes 5d1O radianl or necrotic damage (your choice when you cast this spell). lf the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its When you cast this spell, you can designate a original state. password. A creature that speaks the password as it enters the area takes no damage from the spell. lf you maintain your concentration on this spell for the entire possible duration, the creature is turoed to stone The spell's area can't overlap with the area of another until the effect is removed. forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until It is FLY dispelled, and the material components are consumed on the last casting. 3rd-Ievel transmutation FORCECAGE Casting Time: I action 7th-leveI evocation Range: Touch Components: V,S, M (a wing feather from any blrd) Casting Time: I action Duration: Concentration, up to 10 minutes Range: 100 feet Components: V, S, M (ruby dllst worth 1,500 gp) Vou touch a willing creature. The target gains a flying Duration: I hOllr speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless It can stop the falI. An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you At Higher LeveIs. When you cast this spell using choose within range. The prison can be a cage or a solid a spell slot of 4th leveI or higher, you can target one box, as you choose. additional creature for each slot levei above 3rd. A prison in the shape of a cage can be up to 20 feet on FOG CLOUD a side and is made from 1/2-inch dia meter bars spaced 1st-leveI conjuration 1/2 inch apart. Casting Time: I action A prison in the shape of a box can be up to 10 feet on Range: 120 feet a side, creating a solid barrier that prevents any matter Components: V, S from passing throllgh it and blocking any spells cast into Duration: Concentration, up to I hOllr or out from the area. Vou create a 20-foot-radius sphere of fog centered on a When you cast the spell, any creature that is point within range. The sphere spreads around coroers, completely inside the cage's area is trapped. Creatures and its area is heavily obscured. It lasts for the duration only partially within the area, or those too large to fit or until a wind of moderate or greater speed (at least 10 Inside the area, are pushed away from the center of the miles per hour) disperses it. area until they are completely outside the area. At Higher LeveIs. When you cast this spell using a A creature inside the cage can't leave It by nonmagical spell slot of 2nd levei or higher, the radius of the fog means, If the creature tries to use teleportation or increases by 20 feet for each slot levei above 1st. interplanar travei to leave the cage, it must first make a Charisma saving throw. On a success, the creature can PART 3 SPELLS

use that magic to exit the cage. On a failure, the creature Components: V, 5. M (a bit of gauze and a can't exit the cage and wastes the use of the spell or wisp of smoke) effecl. The cage also extends into the Ethereal Plane, blocking ethereal traveI. Duration: Concentration, up to 1 hour This spell can't be dispelled by dispel magic. Vou transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud FORESIGHT for the duration. The spell ends if the creature drops to 9th-leveI divination O hit points. An incorporeal creature isn't affected. Casting Time: 1 minute While in this form, the target's only method of Range: Touch movement is a flying speed of 10 feel. The target can Components: V,5, M (a hummingbird feather) ente r and occupy the space of another creature. The Duration: 8 hours target has resistance to nonmagical damage, and it has advantage on 5trength, Dexterity, and Constitution Vou touch a willing creature and bestow a limited ability saving throws. The target can pass through small holes, to see into the immediate future. For the duration, the narrow openings, and even mere cracks, though it treats target can't be surprised and has advantage on attack liquids as though they were solid surfaces. The target rolls, ability checks, and saving throws. Additionally, can't fali and remains hovering in the air even when other creatures have disadvantage on attack rolls stunned or otherwise incapacitated. against the target for the duration. While in the form of a misty cloud, the target can't talk This spell immediately ends if you cast it again before or manipulate objects, and any objects it was carrying or its duration ends. holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. FREEDOM OF MOVEMENT 4th-leveI abjuration GATE 9th-leveI conjuration Casting Time: 1 action Range: Touch Casting Time: 1 action Components: V, 5, M (a leather strap, bound around the Range: 60 feet Components: V,5, M (a diamond worth at least 5.000 gp) arm or a similar appendage) Duration: Concentration, up to 1 minute Duration: 1 hour Vou conjure a portallinking an unoccupied space you Vou touch a willing creature. For the duration, the can see within range to a precise location on a different target's movement is unaffected by difficult terrain, and plane of existence. The portal is a circular opening, spells and other magical effects can neither reduce which you can make 5 to 20 feet in diameter. Vou can the target's speed nor cause the target to be paralyzed orient the portal in any direction you choose. The portal or restrained. lasts for the duration. The target can also spend 5 feet of movement to The portal has a front and a back on each plane where automatically escape from nonmagical restraints, such it appears. Travei through the portal is possible only as manacles or a creature that has it grappled. Finally, by moving through its fronl. Anything that does so is being underwater imposes no penalties on the target's instantly transported to the other plane, appearing in movement or attacks. the unoccupied space nearest to the portal. FRIENDS Deities and other planar ruIers can prevent portaIs Enchantmentcantrip created by this spell from opening in their presence or anywhere within their domains. Casting Time: 1 action Range: 5elf When you cast this spell, you can speak the name Components: 5, M (a small amount of makeup applied of a specific creature (a pseudonym, title, or nickname doesn't work). ]f that creature is on a plane other than to the face as this spell is cast) the one you are on, the portal opens in the named Duration: Concentration, up to 1 minute creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side For the duration, you have advantage on ali Charisma of the portal. Vou gain no special power over the creature, checks directed at one creature of your choice that isn't and it is free to act as the DM deems appropriate. lt hostile toward you. When the spell ends, the creature might leave, attack you, or help you. realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone GEAS to violence might attack you. Another creature might 5th~eveIenchantment seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with il. Casting Time: 1 minute Range: 60 feet GASEOUS FORM Components: V 3rd-IeveI transmutation Duration: 30 days Casting Time: 1 action Vou place a magical command on a creature that you Range: Touch can see within range, forcing it to carry out some PART 3 I SPELLS

service or refrain fram some action or course of activity GLIBNESS as you decide. ]f the creature can understand you, it 8th-level transmutation must succeed on a Wisdom saving thraw or become charmed by you for the duration. While the creature Casting Time: 1 action is charmed by you, it takes 5dlO psychic damage Range: Self each time it acts in a manner directly counter to your Components: V instructions, but no more than once each day. A creature Duration: 1 hour that can't understand you is unaffected by the spell. Until the spell ends, when you make a Charisma Vou can issue any command you choose, short of an check, you can replace the number you rall with aiS. activity that would result in certain death. Should you Additionally, no matter what you say, magic that would issue a suicidal command, the spell ends. determine if you are telling the truth indicates that you are being truthful. Vou can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish GLOBE OF INVULNERABILITY spell also ends it. 6th-level abjuration At Higher Leveis. When you cast this spell using Casting Time: 1 action a spell slot of 7th or 8th leveI, the duration is 1 year. Range: Self (lO-foot radius) When you cast this spell using a spell slot of 9th leveI, Components: V, S, M (a glass or crystal bead that the spelllasts until it is ended by one of the spells mentioned above. shatters when the spell ends) Duration: Concentration, up to 1 minute GENTLE REPOSE 2nd-level necromallcy (ritual) An immobile, faintly shimmering barrier springs into existence in a lO-foot radius around you and remains for Casting Time: 1 action the duration. Range: Touch Components: V, S, M (a pinch of salt and one copper Any spell of 5th leveI or lower cast from outside the barrier can't affect creatures or objects within it, even piece placed on each of the corpse's eyes, which must if the spell is cast using a higher leveI spell slot. Such a remain there for the duration) spell can target creatures and objects within the barrier, Duration: 10 days but the spell has no effect on them. Similarly, the area within the barrier is excluded fram the areas affected Vou touch a corpse or other remains. For the by such spells. duration, the target is protected from decay and can't become undead. At Higher Leveis. When you cast this spell using a spell slot of 7th leveI or higher, the barrier blocks spells The spell also effectively extends the time Iimit on of one levei higher for each slot leveI above 6th. raising the target from the dead, since days spent under the influence of this spell don't count against the time GLYPH OF WARDING limit of spells such as raise dead. 3rd-level abjuration GIANT INSECT Casting Time: 1 hour 4th-level transmutatioll Range: Touch Components: V, S, M (incense and powdered diamond Casting Time: 1 action up to 10 minutes Range: 30 feet worth at least 200 gp. which the spell consumes) Components: V, S Duration: Until dispelled or triggered Duration: Concentration, When you cast this spell, you inscribe a glyph that Vou transform up to ten centipedes, three spiders, tive harms other creatures, either upon a surface (such as wasps, or one scorpion within range into giant versions a table or a section of floor or wall) or within an object of their natural forms for the duration. A centipede that can be closed (such as a book, a scroll, or a treasure becomes a giant centipede, a spider becomes a giant chest) to conceal the glyph. If you choose a surface, the spider, a wasp becomes a giant wasp, and a scorpion glyph can cover an area of the surface no larger than becomes a giant scorpion. 10 feet in dia meter. lf you choose an object, that object must remain in its place; if the object is moved more Each creature obeys your verbal commands, and than lO feet from where you cast this spell, the glyph is in combat, they act on your tum each raund. The DM broken, and the spell ends without being triggered. has the statistics for these creatures and resolves their actions and movement. The glyph is nearly invisible and requires a successful Intelligence (lnvestigation) check against your spell save A creature remains in its giant size for the duration, DC to be found. until it draps to O hit points, or until you use an action to dismiss the effect on it. Vou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most The DM might allow you to choose different targets. typical triggers include touching or standing on the For example, if you transform a bee, its giant version glyph, removing another object covering the glyph, might have the same statistics as a giant wasp. approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common PART 3 I SPELLS 245

lriggers include opening lhal objecl, approaching wilhin Vou conjure a vine lhal sprouls from lhe ground in an a cerlain dislance of lhe objecl, or seeing or reading lhe unoccupied space of your choice lhal you can see wilhin glyph. Once a glyph is lriggered, lhis spell ends. range. When you casl lhis spell, you can direcl lhe vine lOlash oul at a crealure wilhin 30 feel of il lhal you can Vou can furlher retine lhe lrigger so lhe spell aclivales see. Thal crealure musl succeed on a Dexlerily saving only under cerlain circumslances or according lo lhrow or be pulled 20 feel direclly loward lhe vine. physical characlerislics (such as heighl or weighl), crealure kind (for example, the ward could be seI lo Unlil lhe spell ends, you can direcl lhe vine lo lash oul affecl aberralions or drow), or alignment. Vou can also aI lhe same crealure or anolher one as a bonus aclion seI condilions for crealures lhal don'l lrigger lhe glyph, on each of your lurns. such as lhose who say a cerlain password. GREASE When you inscribe lhe glyph, choose expiosive runes 1st-levei conjuration or a spell glyph. Casting Time: I aclion Explosive Runes. When lriggered, lhe glyph erupls Range: 60 feet with magical energy in a 20-fool-radius sphere cenlered Components: V,5, M (a bil of pork rind or butter) on lhe glyph. The sphere spreads around corners. Each Duration: I minule crealure in lhe area musl make a Dexlerily saving lhrow. A crealure takes Sd8 acid, cold, tire, lighlning, or 5lick grease covers lhe ground in a lO-fool square thunder damage on a failed saving lhrow (your choice cenlered on a poinl wilhin range and lurns il inlo when you creale the glyph), or half as much damage on a difficull lerrain for lhe duralion. successful one. When lhe grease appears, each crealure slanding in SpelJ Glyph. Vou can slore a prepared spell of ils area musl succeed on a Dexlerity saving lhrow or fali 3rd levei or lower in lhe glyph by casling it as parI prone. A crealure thal enlers lhe area or ends ils lurn of crealing lhe glyph. The spell musl largel a single lhere musl also succeed on a Dexlerily saving lhrow crealure or an area. The spell being slored has no or fali prone. immediale effecl when casl in lhis way. When lhe glyph is lriggered, lhe slored spell is cast. If lhe spell has a GREATER INVISIBILITY largel, il largels lhe crealure lhal lriggered lhe glyph. 4th-levei ilIusion If lhe spell affecls an area, lhe area is cenlered on lhal crealure. Ir lhe spell summons hoslile crealures Casting Time: I aclion or creales harmful objecls or lraps, lhey appear as Range: Touch close as possible lo lhe inlruder and attack it. Ir lhe Components: V.5 spell requires concenlralion, il !asls unlil lhe end of ils Duration: Concenlralion, up lo I minule full duralion. Vou or a crealure you louch becomes invisible unlil lhe At Higher Leveis. When you casl lhis spell using spell ends. Anylhing lhe largel is wearing or carrying is a spell slol of 41h levei or higher, lhe damage of an invisible as long as il is on lhe largel's person. expiosive runes glyph increases by Id8 for each si01 levei above 3rd. If you creale a spell glyph, you can slore GREATER RESTORATlON any spell of up lo lhe same leve! as lhe si01you use for 5th-ievei abjuration lhe giyph of warding. Casting Time: I aclion GOODBERRY Range: Touch 1st-levei transmutation Components: V,5, M (diamond dusl worlh aI leasl 100 Casting Time: I aclion gp, which the spell consumes) Range: Touch Duration: Inslanlaneous Components: V,5, M (a sprig of mistleloe) Duration: Inslanlaneous Vou imbue a crealure you louch wilh posilive energy lo undo a debililating effect. Vou can reduce lhe largel's Up lo len berries appear in your hand and are infused exhauslion leveI by one, or end one of lhe following wilh magic for lhe duralion. A crealure can use ilS effecls on lhe largel: aclion to eal one berry. Ealing a berry reslores I hil poinl, and lhe berry provides enough nourishmenl lo One effecl lhat charmed or pelritied lhe largel suslain a creature for one day. One curse, including lhe larget's attunemenl lo a cursed magic ilem The berries lose lheir polency if lhey have nol been Any reduclion lo one of lhe largel's abilily scores consumed wilhin 24 hours of lhe casling of lhis spell. One effecl reducing lhe larget's hil poinl maximum GRASPING VINE GUARDIAN OF FAITH 4th-ievei conjuration 4th-ievei conjuration Casting Time: I bonus aclion Casting Time: I aclion Range: 30 feel Range: 30 feel Components: V, S Components: V Duration: Concenlralion, up lo I minule Duration: 8 hours PART 3 I SPELLS A Large speclral guardian appears and hovers for lhe duralion in an unoccupied space of your choice lhal you



can see within range. The guardian occupies that space Place a suggestion in one location. Vou select an area and is indistinct except for a gleaming sword and shield of up to 5 feet square, and any creature that enters emblazoned with the symbol of your deity. or passes through the area receives the suggestion mentally. Any creature hostile to you that moves to a space within lO feet of the guardian for the first time on a The whole warded area radiates magic. A dispel turn must succeed on a Dexterity saving throw. The magic cast on a specific effect, if successful, removes creature takes 20 radiant damage on a failed save, or only that effect. half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. Vou can create a permanently guarded and warded structure by casting this spell there every day GUARDS AND WARDS for one year. 6th-levei abjuration GUIDANCE Casting Time: 10 minutes Divination cantrip Range: Touch Components: V, S, M (burning incense, a small Casting Time: I action up to I minute Range: Touch measure of brimstone and oil, a knotled string, a Components: V, S small amount of umber hulk blood, and a small silver Duration: Concentration, rod worth at least 10 gp) Duration: 24 hours Vou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled Vou create a ward that protects up to 2,500 square feet to one ability check of its choice. lt can roll the die before of floor space (an area 50 feet square, or one hundred or after making the ability check. The spell then ends. 5-foot squares or twenty-five lO-foot squares). The warded area can be up to 20 feet tall, and shaped as you GUIDING BOLT desire. Vou can ward several stories of a stronghold by 1st-levei evocation dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. Casting Time: I action Range: 120 feet When you cast this spell, you can specify individuais Components: V, S that are unaffected by any or ali of the effects that Duration: I rOllnd you choose. Vou can also specify a password that, when spoken aloud, makes the speaker immune to A flash of light streaks toward a creature of your choice these effects. within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, Guards and wards creates the following effects within and the next atlack roll made against this target before the warded area. the end ofyour next turn has advantage, thanks to the mystical dim light glittering on the target until then. Corridors. Fog fills ali the warded corridors, making them heavily obscured. In addition, at each intersection At Higher LeveIs. When YOllcast this spell using a or branching passage offering a choice of direction, spell slot of 2nd levei or higher, the damage increases by there is a 50 percent chance that a creature other than Id6 for each slot levei above 1st. you will believe it is going in the opposite direction from the one it chooses. GUSTOFWIND 2nd-levei evocation Doors. Ali doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, Casting Time: I action you can cover up to ten doors with an illusion (equivalent Range: Self (60-foot line) to the illusory object function of the minor illusion spell) Components: V, S, M (a legume seed) to make them appear as plain sections of wall. Duration: Concentration, up to I minute Stairs. Webs fill ali stairs in the warded area from top Aline of strong wind 60 feet long and 10 feet wide to botlom, as the web spell. These strands regrow in 10 blasts from you in a direction you choose for the spell's minutes if they are burned or torn away while guards duration. Each creature that starts its turn in the line and wards lasts. must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Other SpelJ Effect. Vou can place your choice of one of the following magical effects within the warded area Any creature in the line must spend 2 feet of of the stronghold. movement for every I foot it moves when moving doser to YOU. Place dancing lights in four corridors. Vou can desig- nate a simple program that the lights repeat as long as The gust disperses gas or vapor, and it extinguishes guards and wards lasts. candles, torches, and similar unprotected flames in Place magic mouth in two locations. the area. It causes protected fiames, such as those of Place stinking cloud in two locations. The vapors lanterns, to dance wildly and has a 50 percent chance to appear in the places you designate; they return within extingllish them. 10 minutes if dispersed by wind while guards and wards lasts. As a bonus action on each of your turns before the Place a constant gust of wind in one corridor or room. spell ends, you can change the direction in which the line blasts from you. PART 3 I SPELLS

HAIL OF THORNS Energy VuInerabiJity. Affected creatures in the area 1st-levei conjuration have vulnerability to one damage type of your choice, Casting Time: I bonus action Range: Self except for bludgeoning, piercing, or slashing. Components: V Duration: Concentration, up to I minute EverIasting Rest. Dead bodies interred in the area The next time you hit a creature with a ranged weapon can't be turned into undead. atlack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or Extradimensionallnterference. Affected creatures ammunition. In addition to the normal effect of the attack, the target of the atlack and each creature within can't move or traveI using teleportation or by 5 feet of it must make a Dexterity saving throw. A creature takes Id 10 piercing damage on a failed save, ar extradimensional or interplanar means. half as much damage on a successful one. Fear. Affected creatures are frightened At Higher LeveIs. If you cast this spell using a spell slot of 2nd levei or higher, the damage increases by IdlO while in the area. for each slot leveI above I st (to a maximum of 6d 10). SiJence. No sound can emanate from within the area, HALLOW 5th-levei evocation and no sound can reach into it. Casting Time: 24 hours Tongues. Affected creatures can communicate with Range: Touch Components: V, S, M (herbs, oils, and incense worth at any other creature in the area, even if they don't share a least 1,000 gp, which the spell consumes) common language. Duration: Until dispelled HALLUCINATORY TERRAIN Vou touch a point and infuse an area around it with holy 4th-levei iIIusion (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area Casting Time: 10 minutes already under the effect a hallow spell. The affected area Range: 300 feet is subject to the following effects. Components: V, S, M (a stone, a twig, and a bit First, celestiais, elementals, fey, fiends, and undead of green plant) can't enter the area, nor can such creatures charm, Duration: 24 hours frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature Vou make natural terrain in a 150-foot cube in range is no longer charmed, frightened, or possessed upon look, sound, and smelllike some other sort of natural entering the area. Vou can exclude one or more of those terrain. Thus, open fields or a road can be made to types of creatures from this effect. resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem Second, you can bind an extra effect to the area. like a grassy meadow, a precipice like a gentle slope, Choose the effect from the following list, or choose an or a rock-strewn gully like a wide and smooth road. effect offered by the DM. Some of these effects apply to Manufactured structures, equipment, and creatures creatures in the area; you can designate whether the within the area aren't changed in appearance. effect applies to ali creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, The tactile characteristics of the terrain are such as orcs or trolls. When a creature that would be unchanged, so creatures entering the area are likely to affected enters the spell's area for the first time on a see through the illusion. If the difference isn't obvious turn or starts its turn there, it can make a Charisma by touch, a creature carefully examining the illusion can saving throw. On a success, the creature ignores the atlempt an Intelligence (lnvestigation) check against extra effect until it leaves the area. your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague Courage. Affected creatures can't be frightened image superimposed on the terrain. while in the area. HARM Darkness. Darkness fills the area. Normallight, 6th-levei necromancy as well as magicallight created by spells of a lower levei than the slot you used to cast this spell, can't Casting Time: I action illuminate the area. Range: 60 feet Components: V, S DayJight. Bright light fills the area. Magical darkness Duration: Instantaneous created by spells of a lower levei than the slot you used to cast this spell can't extinguish the light. Vou unleash a virulent disease on a creature that you can see within range. The target must make a Energy Protection. Affected creatures in the area Constitution saving throw. On a failed save, it takes have resistance to one damage type of your choice, 14d6 necrotic damage, or half as much damage on a except for bludgeoning, piercing, or slashing. successful save. The damage can't reduce the target's hit points below I. ]f the target fails the saving throw, its hit point maximum is reduced for I hour byan amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes, PART 3 SPELLS 249


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