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Components: VDuration: Concentration, up to 1 minuteThe next tim e you hit a creature w ith a w eap on attackbefore this spell ends, the w eapon gleam s with astralradiance as you strike. The attack deals an extra 2d6radiant damage to the target, w hich becom es visible ifit’s invisible, and the target sheds dim light in a 5-footradius and can’t b ecom e invisible until the spell ends. A t H igher L evels. W h en you cast this spell usinga spell slot o f 3rd level or higher, the extra damageincreases by 1d6 for each slot level above 2nd.Bu rn in g H ands1st-level evocationCasting Time: 1 actionRange: Self (15-foot cone)Components: V, SDuration: InstantaneousAs you hold your hands with thumbs touching andfingers spread, a thin sheet o f flames shoots forth fromyour outstretched fingertips. Each creature in a 15-footcone must make a Dexterity saving throw. A creaturetakes 3d6 fire dam age on a failed save, or half as muchdamage on a successful one. The fire ignites any flam m able objects in the area thataren’t being w orn or carried. A t H igher L evels. W h en you cast this spell using aspell slot o f 2nd level or higher, the dam age increases by1d6 for each slot level above 1st.C a ll L ig h tn in g3rd-level conjurationCasting Time: 1 actionRange: 120 feetComponents: V, SDuration: Concentration, up to 10 minutesA storm cloud appears in the shape o f a cylinder thatis 10 feet tall w ith a 60 -foot radius, centered on a pointyou can see 100 feet directly above you. The spell failsif you can’t see a point in the air w here the storm cloudcould appear (for exam ple, if you are in a room that can’taccom m odate the cloud). W hen you cast the spell, choose a point you can seewithin range. A bolt o f lightning flashes dow n from thecloud to that point. Each creature within 5 feet o f thatpoint must make a Dexterity saving throw. A creaturetakes 3d10 lightning damage on a failed save, or halfas much damage on a successful one. On each of yourturns until the spell ends, you can use your action to calldown lightning in this way again, targeting the sam epoint or a different one. If you are outdoors in storm y conditions w hen youcast this spell, the spell gives you control over theexisting storm instead of creating a new one. Undersuch condition s, the sp ell’s dam age in creases by 1d10. A t H igher Levels. W h en you cast this spell using aspell slot of 4th or higher level, the dam age increases by1d10 for each slot level above 3rd.

C alm Em otions additional creature for each slot level above 1st. The2 nd-level enchantment creatures must be within 30 feet o f each other when you target them.Casting Time: 1 actionRange: 60 feet C h ill T ouchComponents: V, S Necromancy cantripDuration: Concentration, up to 1 minute Casting Time: 1 actionYou attempt to suppress strong em otions in a group Range: 120 feeto f people. Each hum anoid in a 20-foot-radius sphere Components: V, Scentered on a point you choose within range must make Duration: 1 rounda Charism a saving throw; a creature can ch oose tofail this saving th row if it w ish es. If a creature fails its You create a ghostly, skeletal hand in the space o f asaving throw, choose one of the following two effects. creature within range. M ake a ranged spell attack against the creature to assail it w ith the chill o f the You can suppress any effect causing a target to be grave. O n a hit, the target takes 1d8 n ecrotic dam age,charm ed or frightened. W hen this spell ends, any and it ca n ’t regain hit points until the start o f your nextsu ppressed effect resu m es, provided that its duration turn. Until then, the hand clings to the target.has not expired in the meantime. If you hit an undead target, it also has disadvantage on Alternatively, you can m ake a target indifferent about attack rolls against you until the end o f your next turn.creatu res o f your ch oice that it is h ostile tow ard. Thisindifference ends if the target is attacked or harm ed by This sp ell’s dam age in creases by 1d8 w hen you reacha spell or if it w itn esses any o f its friends being harm ed. 5th level (2d8), 11th level (3d8), and 17th level (4d8).W hen the spell ends, the creature becom es hostileagain, unless the DM rules otherwise. C h r o m a t ic O rb 1st-level evocationC h a in L ig h tn in g6 th-level evocation Casting Time: 1 action Range: 90 feetCasting Time: 1 action Components: V, S, M (a diam on d w orth at least 50 gp)Range: 150 feet Duration: InstantaneousComponents: V, S, M (a bit o f fur; a p ie ce o f amber, You hurl a 4-inch-diam eter sphere o f energy at a glass, or a crystal rod; and three silver pins) creature that you can see within range. You ch ooseDuration: Instantaneous acid, cold, fire, lightning, poison, or thunder for the type o f orb you create, and then make a ranged spell attackYou create a bolt o f lightning that arcs toward a target of against the target. If the attack hits, the creature takesyour choice that you can see within range. T hree bolts 3d8 damage o f the type you chose.then leap from that target to as many as three othertargets, each o f w hich must b e w ithin 30 feet o f the first A t H igher L evels. W h en you cast this spell using atarget. A target can be a creature or an object and can spell slot o f 2nd level or higher, the dam age increases bybe targeted by only one of the bolts. 1d8 for each slot level above 1st. A target must make a Dexterity saving throw. The C ircle of D eathtarget takes 10d8 lightning dam age on a failed save, or 6 th-level necrom ancyhalf as much damage on a successful one. Casting Time: 1 action A t H igher L evels. W h en you cast this spell using Range: 150 feeta spell slot o f 7th level or higher, one additional bolt Components: V, S , M (the p ow der o f a cru sh ed blackleaps from the first target to another target for each slotlevel above 6th. pearl w orth at least 50 0 gp) Duration: InstantaneousC h a rm Person1st-level enchantment A sphere o f negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creatureCasting Time: 1 action in that area m ust m ake a Constitution saving throw. ARange: 30 feet target takes 8d6 necrotic dam age on a failed save, orComponents: V, S half as much damage on a successful one.Duration: 1 hour A t H igher L evels. W h en you cast this spell using aYou attempt to charm a hum anoid you can see within spell slot o f 7th level or higher, the dam age increases byrange. It m ust m ake a W isd om saving throw, and d oes 2d6 for each slot level above 6th.so with advantage if you or your com panions are fightingit. If it fails the saving throw, it is ch a rm ed by you until C ircle of P ow erthe spell ends or until you or your com panions do 5th-level abjurationanything harm ful to it. T h e ch a rm ed creature regardsyou as a friendly acquaintance. W hen the spell ends, the Casting Time: 1 actioncreature k n ow s it w as charm ed by you. Range: S elf (30-foot radius) Components: V A t H igher L evels. W h en you cast this spell using Duration: Concentration, up to 10 minutesa spell slot o f 2nd level or higher, you can target one

Divine energy radiates from you, distorting and C loud of Daggersdiffusing m agical energy within 30 feet o f you. Until 2 nd-level conjurationthe spell ends, the sphere m oves with you, centered onyou. For the duration, each friendly creature in the area Casting Time: 1 action(including you) has advantage on saving throws against Range: 60 feetspells and other m agical effects. Additionally, when Components: V, S, M (a sliver o f glass)an affected creature succeeds on a saving throw made Duration: Concentration, up to 1 minuteagainst a spell or m agical effect that allow s it to m ake asaving th row to take only h alf dam age, it instead takes You fill the air with spinning daggers in a cube 5 feet onn o dam age if it s u c ce e d s on the saving throw. each side, centered on a point you choose within range. A creature takes 4 d 4 slashing dam age w hen it entersC lairvoyan ce the sp ell’s area for the first tim e on a turn or starts3rd-level divination its turn there.Casting Time: 10 minutes A t H igher L evels. W h en you cast this spell using aRange: 1 mile spell slot o f 3rd level or higher, the dam age increases byComponents: V, S, M (a focu s w orth at least 100 2d4 for each slot level above 2nd. gp, either a jew eled horn for hearing or a glass C lo u d k ill eye for seeing) 5th-level conjurationDuration: Concentration, up to 10 minutes Casting Time: 1 actionYou create an invisible sensor within range in a location Range: 120 feetfam iliar to you (a place you have visited or seen before) Components: V, Sor in an obvious location that is unfamiliar to you (such Duration: Concentration, up to 10 minutesas behind a door, around a corner, or in a grove o f trees).T h e sen sor rem ains in place for the duration, and it You create a 20-foot-radius sphere of poisonous, yellow-can’t be attacked or otherw ise interacted with. green fog centered on a point you choose within range. T h e fog spreads around corn ers. It lasts for the duration W hen you cast the spell, you ch oose seeing or or until strong w ind disperses the fog, ending the spell.hearing. You can use the chosen sense through the Its area is heavily obscured.sen sor as if you w ere in its sp ace. A s your action, youcan switch betw een seeing and hearing. W h en a creature enters the sp ell’s area for the first time on a turn or starts its turn there, that creature must A creature that can see the sen sor (such as a creature make a Constitution saving throw. The creature takesbenefiting from s e e invisibility or truesight) s e e s a 5d8 poison damage on a failed save, or half as muchlum inous, intangible orb about the size o f your fist. damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.C lone8 th-level necrom ancy T h e fog m oves 10 feet away from you at the start o f each o f your turns, rolling along the surface o f theCasting Time: 1 hour ground. T h e vapors, being heavier than air, sink to theRange: Touch lowest level o f the land, even pouring dow n openings.Components: V, S, M (a diam on d w orth at least 1,000 A t H igher Levels. W hen you cast this spell using a gp and at least 1 cu bic inch o f flesh o f the creature spell slot o f 6th level or higher, the dam age increases by that is to be cloned, w h ich the spell con su m es, and a 1d8 for each slot level above 5th. v essel w orth at least 2 ,0 0 0 gp that has a sealable lid and is large enough to hold a M edium creature, such C o l o r Spr ay as a huge urn, coffin, mud-filled cyst in the ground, or 1st-level illusion crystal container filled with salt water)Duration: Instantaneous Casting Time: 1 action Range: S elf (15-foot cone)This spell grow s an inert duplicate o f a living creature Components: V, S, M (a pinch o f pow der or sand that isas a safeguard against death. This clone form s insidea sealed vessel and grow s to full size and maturity colored red, yellow, and blue)after 120 days; you can also ch oose to have the clone Duration: 1 roundb e a youn ger version o f the sa m e creature. It rem ainsinert and endures indefinitely, as long as its vessel A dazzling array o f flashing, colored light springs fromremains undisturbed. your hand. R oll 6 d 1 0 ; the total is h ow m any hit points o f 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 ascendingcreature dies, its sou l transfers to the clone, provided order o f their current hit points (ignoring unconsciousthat the sou l is free and w illing to return. T h e clon e is creatu res and creatu res that c a n ’t see).physically identical to the original and has the sam epersonality, m em ories, and abilities, but none of the Starting with the creature that has the low est currentoriginal’s equipm ent. The original creatu re’s physical hit points, each creature affected by this spell is blindedrem ains, if they still exist, b ecom e inert and can’t until the spell ends. Subtract each creatu re’s hit pointsthereafter be restored to life, sin ce the creatu re’s sou l from the total before m oving on to the creature withis elsewhere. the next low est hit points. A creatu re’s hit points must be equal to or less than the rem aining total for that creature to be affected.

A t H igher L evels. W h en you cast this spell using aspell slot o f 2nd level or higher, roll an additional 2d10for each slot level above 1st. C ommand1st-level enchantmentCasting Time: 1 actionRange: 60 feetComponents: VDuration: 1 roundYou speak a one-word com m and to a creature you cansee within range. The target must succeed on a W isdomsaving throw or follow the com m and on its next turn.T h e spell has no effect if the target is undead, if itd oesn ’t understand your language, or if your com m andis directly h arm ful to it. S om e typical com m ands and their effects follow. Youmight issue a com m and other than one described here.If you do so, the DM determines how the target behaves.If the target can’t follow your com m and, the spell ends. Approach. The target m oves toward you by theshortest and m ost direct route, en din g its turn if itm oves within 5 feet of you. D rop. T h e target d rops w hatever it is h oldin g and thenends its turn. F lee. The target sp en ds its turn m oving away fromyou by the fastest available means. Grovel. T h e target falls prone and then ends its turn. Halt. T h e target d oesn ’t m ove and takes no actions.A flying creature stays aloft, provided that it is able todo so. If it m ust m ove to stay aloft, it flies the m inim umdistance n eeded to rem ain in the air. A t H igher L evels. W h en you cast this spell usinga spell slot o f 2nd level or higher, you can affect oneadditional creature for each slot level above 1st. Thecreatures must be within 30 feet of each other whenyou target them.C ommune5th-level divination (ritual)Casting Time: 1 minuteRange: SelfCom ponents: V, S, M (in cen se and a vial o f holy or unholy water)Duration: 1 minuteYou contact your deity or a divine proxy and ask up tothree questions that can be answ ered with a yes or no.You must ask your questions before the spell ends. Youreceive a correct answer for each question. Divine beings aren’t necessarily om niscient, so youmight receive “unclear” as an answer if a questionpertains to inform ation that lies beyon d the deity’sknowledge. In a case w here a one-word answer could bem isleadin g or contrary to the deity’s interests, the DMmight offer a short phrase as an answer instead. If you cast the spell tw o or m ore times before finishingyour next long rest, there is a cumulative 25 percentchance for each casting after the first that you get noanswer. The DM m akes this roll in secret.

C om m une w ith N ature This spell doesn ’t decod e secret m essages in a text5th-level divination (ritual) or a glyph, such as an arcane sigil, that isn’t part o f a written language.Casting Time: 1 minuteRange: Self C om pulsionComponents: V, S 4th-level enchantmentDuration: Instantaneous Casting Time: 1 actionYou briefly becom e one with nature and gain knowledge Range: 30 feeto f the surrounding territory. In the outdoors, the spell Components: V, Sgives you knowledge of the land within 3 m iles of you. Duration: Concentration, up to 1 minuteIn caves and other natural underground settings, theradius is lim ited to 30 0 feet. The spell d oesn ’t function Creatures of your choice that you can see within rangewhere nature has been replaced by construction, such and that can hear you must make a W isdom savingas in dungeons and towns. throw. A target automatically su cceeds on this saving th row if it ca n ’t b e charm ed. On a failed save, a target You instantly gain knowledge o f up to three facts of is affected by this spell. Until the spell ends, you canyour choice about any o f the follow ing subjects as they use a bonus action on each of your turns to designate arelate to the area: direction that is horizontal to you. Each affected target must use as m uch o f its movem ent as possible to m ove• terrain and bodies o f water in that direction on its next turn. It can take its action• prevalent plants, minerals, animals, or peoples b efore it m oves. A fter m oving in this way, it can m ake• pow erfu l celestials, fey, fiends, elem entals, or undead another W isdom saving to try to end the effect.• influence from other planes of existence• buildings A target isn’t com pelled to m ove into an obviously deadly hazard, such as a fire or pit, but it w ill provoke For example, you could determine the location of opportunity attacks to m ove in the designated direction.pow erful undead in the area, the location o f majorsou rces o f safe drinking water, and the location o f any C one of C oldnearby towns. 5th-level evocationC ompelled D uel Casting Time: 1 action1st-level enchantment Range: Self (60-foot cone) Components: V, S, M (a sm all crystal or glass cone)Casting Time: 1 bonus action Duration: InstantaneousRange: 30 feetComponents: V A blast of cold air erupts from your hands. EachDuration: Concentration, up to 1 minute creature in a 60-foot cone must m ake a Constitution saving throw. A creature takes 8d8 cold damage on aYou attempt to com pel a creature into a duel. One failed save, or half as much damage on a successful one.creature that you can see within range must make aW isdom saving throw. On a failed save, the creature is A creature killed by this spell becom es a frozen statuedrawn to you, com pelled by your divine demand. For until it thaws.the duration, it has disadvantage on attack rolls againstcreatures other than you, and must make a W isdom A t H igher L evels. W h en you cast this spell using asaving th row each tim e it attem pts to m ove to a sp ace spell slot o f 6th level or higher, the dam age increases bythat is m ore than 30 feet away from you; if it su cceed s 1d8 for each slot level above 5th.on this saving throw, this spell d oesn ’t restrict thetarget’s m ovem ent for that turn. C o n fu sio n 4th-level enchantment The spell ends if you attack any other creature, if youcast a spell that targets a hostile creature other than the Casting Time: 1 actiontarget, if a creature friendly to you dam ages the target or Range: 90 feetcasts a harm ful spell on it, or if you end your turn m ore Components: V, S, M (three nut shells)than 30 feet away from the target. Duration: Concentration, up to 1 minuteC omprehend Languages This spell assaults and twists creatures' minds,1st-level divination (ritual) spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered onCasting Time: 1 action a point you ch oose within range must succeed on aRange: Self W isdom saving throw when you cast this spell or beComponents: V, S, M (a pinch o f so o t and salt) affected by it.Duration: 1 hour An affected target can’t take reactions and must rollFor the duration, you understand the literal m eaning of a d 10 at the start o f each o f its turns to determ ine itsany spoken language that you hear. You also understand behavior for that turn.any written language that you see, but you must betouching the su rface on w hich the w ord s are w ritten. Ittakes about 1 m inute to read on e page o f text.

d10 Behavior of identical w eapons that shoot forward and then 1 The creature uses all its movement to move in a disappear. Each creature in a 60-foot cone must succeed random direction. To determine the direction, roll on a Dexterity saving throw. A creature takes 3d82-6 a d8 and assign a direction to each die face. The damage on a failed save, or half as much damage on a7-8 creature doesn’t take an action this turn. su ccessfu l one. The dam age type is the sam e as that of The creature doesn’t move or take actions this turn. the w eapon or ammunition used as a component.9-10 The creature uses its action to make a melee attack against a randomly determined creature within its C onjure C elestial reach. If there is no creature within its reach, the 7th-level conjuration creature does nothing this turn. The creature can act and move normally. Casting Time: 1 minute Range: 90 feet At the end o f each o f its turns, an affected target can Components: V, Sm ake a W isd om saving throw. If it su cceed s, this effect Duration: Concentration, up to 1 hourends for that target. You sum m on a celestial o f challenge rating 4 or lower, A t H igher L evels. W h en you cast this spell using a w hich appears in an unoccupied space that you can seespell slot o f 5th level or higher, the radius of the sphere w ithin range. The celestial disappears w hen it d rops toincreases by 5 feet for each slot level above 4th. 0 hit points or w hen the spell ends.C onjure A nim als The celestial is friendly to you and your com panions3rd-level conjuration for the duration. Roll initiative for the celestial, w hich has its ow n turns. It obeys any verbal com m a n d s thatCasting Time: 1 action you issue to it (no action required by you), as lon g asRange: 60 feet they d on ’t violate its alignm ent. If you d on ’t issu e anyComponents: V, S com m a n d s to the celestial, it defends itself from hostileDuration: Concentration, up to 1 hour creatures but otherwise takes no actions.You sum m on fey spirits that take the form o f beasts and The DM has the celestial’s statistics.appear in unoccupied sp aces that you can see within A t H igher L evels. W h en you cast this spell using arange. C hoose one o f the follow ing options for what 9th-level spell slot, you sum m on a celestial of challengeappears: rating 5 or lower.• One beast of challenge rating 2 or lower C onjure Elem ental• Two beasts of challenge rating 1 or lower 5th-level conjuration• Four beasts o f challenge rating 1/2 or lower• Eight beasts o f challenge rating 1/4 or lower Casting Time: 1 minute Range: 90 feetE ach beast is also con sid ered fey, and it disappears Components: V, S, M (burning in cen se for air, soft clayw hen it d rops to 0 hit points or w hen the spell ends. for earth, sulfur and ph osphorus for fire, or water and The sum m oned creatures are friendly to you and your sand for water)com panions. Roll initiative for the sum m oned creatures Duration: Concentration, up to 1 houras a group, w hich has its ow n turns. They ob ey anyverbal com m ands that you issue to them (no action You call forth an elem ental servant. C h oose an area o f air,required by you). If you don ’t issue any com m and s to earth, fire, or water that fills a 10-foot cube within range.them, they defend themselves from hostile creatures, An elemental o f challenge rating 5 or low er appropriatebut otherwise take no actions. to the area you chose appears in an unoccupied space within 10 feet o f it. F or exam ple, a fire elem ental The DM has the creatures’ statistics. em erges from a bonfire, and an earth elemental rises A t H igher L evels. W hen you cast this spell using up from the ground. The elem ental disappears w hen itcertain higher-level spell slots, you ch oose one o f the d rop s to 0 hit points or w hen the spell ends.sum m oning options above, and m ore creatures appear:tw ice as many with a 5th-level slot, three tim es as many The elemental is friendly to you and your com panionswith a 7th-level slot, and four tim es as many with a for the duration. Roll initiative for the elemental, which9th-level slot. has its ow n turns. It ob ey s any verbal com m a n d s that you issue to it (no action required by you). If you don ’tC onjure Barrag e issue any com m a n d s to the elem ental, it defends itself3rd-level conjuration from hostile creatures but otherwise takes no actions.Casting Time: 1 action If your concentration is broken, the elemental doesn’tRange: Self (60-foot cone) disappear. Instead, you lose control o f the elemental,Components: V, S, M (one p iece o f am m unition or a it b e c o m e s h ostile tow ard you and your com panion s, and it might attack. An u n controlled elem ental ca n ’t thrown weapon) be dism issed by you, and it disappears 1 hour afterDuration: Instantaneous you su m m on ed it.You throw a nonm agical w eapon or fire a piece of The DM has the elem ental’s statistics.nonm agical am munition into the air to create a cone A t H igher L evels. W h en you cast this spell using a spell slot o f 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

C onjure Fey C onjure V olley6 th-level conjuration 5th-level conjurationCasting Time: 1 minute Casting Time: 1 actionRange: 90 feet Range: 150 feetComponents: V, S Components: V, S , M (one piece of ammunition or oneDuration: Concentration, up to 1 hour thrown weapon)You sum m on a fey creature of challenge rating 6 or Duration: Instantaneouslower, or a fey spirit that takes the form of a beast ofchallen ge rating 6 or lower. It appears in an u n occu pied You fire a piece o f nonm agical am munition from aspace that you can see within range. The fey creature ranged w eapon or throw a nonm agical w eapon intodisappears w hen it d rops to 0 hit points or w hen the air and ch oose a point within range. Hundreds ofthe spell ends. duplicates o f the am munition or w eapon fall 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 thatcom panions for the duration. R oll initiative for the point must make a Dexterity saving throw. A creaturecreature, w hich h as its ow n turns. It obeys any verbal takes 8d8 damage on a failed save, or half as muchcom m a n d s that you issue to it (no action required dam age on a successful one. The dam age type is theby you), as long as they don't violate its alignment. If sam e as that o f the am munition or w eapon.you don ’t issue any com m a n d s to the fey creature, itdefends itself from hostile creatures but otherwise C o n ju re W o o d l a n d B eingstakes no actions. 4th-level conjuration If your concentration is broken, the fey creature Casting Time: 1 actiond oesn ’t disappear. Instead, you lose control o f the Range: 60 feetfey creature, it b e c o m e s hostile tow ard you and your Components: V, S, M (one holly berry percom pa n ion s, and it m ight attack. A n uncontrolled feycreature can't be dism issed by you, and it disappears 1 creature summ oned)hour after you su m m on ed it. Duration: Concentration, up to 1 hour The DM has the fey creature’s statistics. You sum m on fey creatures that appear in unoccupied A t H igher Levels. W h en you cast this spell using spaces that you can see within range. C h oose one o f thea spell slot o f 7th level or higher, the challenge rating following options for what appears:increases by 1 for each slot level above 6th. • One fey creature of challenge rating 2 or lowerC onjure M in o r Elem entals • Two fey creatures of challenge rating 1 or lower4th-level conjuration • Four fey creatures of challenge rating 1/2 or lower • Eight fey creatures o f challenge rating 1/4 or lowerCasting Time: 1 minuteRange: 90 feet A su m m on ed creature disappears w hen it d rops to 0 hitComponents: V, S points or w hen the spell ends.Duration: Concentration, up to 1 hour The sum m oned creatures are friendly to you and yourYou su m m on elem entals that appear in u n occu pied com panions. Roll initiative for the sum m oned creaturesspaces that you can see within range. You ch oose one as a group, which have their ow n turns. They obey anythe following options for what appears: verbal com m and s that you issue to them (no action required by you). If you don't issue any com m ands to• One elemental of challenge rating 2 or lower them, they defend themselves from hostile creatures,• Two elementals o f challenge rating 1 or lower but otherwise take no actions.• Four elementals o f challenge rating 1/2 or lower• Eight elem entals of challenge rating 1/4 or lower. The DM has the creatures’ statistics. A t H igher Levels. W hen you cast this spell usingAn elemental sum m oned by this spell disappears when certain higher-level spell slots, you choose one o f theit d rops to 0 hit points or w hen the spell ends. sum m oning options above, and more creatures appear: tw ice as many with a 6th-level slot and three times as The sum m oned creatures are friendly to you and your many with an 8th-level slot.com panions. Roll initiative for the sum m oned creaturesas a group, w hich has its ow n turns. Th ey o b ey any C ontact O ther Planeverbal com m ands that you issue to them (no action 5th-level divination (ritual)required by you). If you don’t issue any com m ands tothem, they defend themselves from hostile creatures, Casting Time: 1 minutebut otherwise take no actions. Range: Self Components: V The DM has the creatures' statistics. Duration: 1 minute A t H igher L evels. W h en you cast this spell usingcertain higher-level spell slots, you ch oose one o f the You mentally contact a dem igod, the spirit o f a long-deadsum m oning options above, and m ore creatures appear: sage, or som e other mysterious entity from anothertw ice as many with a 6th-level slot and three tim es as plane. Contacting this extraplanar intelligence canmany with an 8th-level slot. strain or even break your mind. W hen you cast this spell, m ake a DC 15 Intelligence saving throw. On a

failure, you take 6d6 psychic damage and are insane Components: V, S, M (a statuette o f y ou rself carveduntil you finish a long rest. W hile insane, you can ’t take from ivory and decorated w ith gem s w orth atactions, can’t understand what other creatures say, can ’t least 1,500 gp)read, and speak only in gibberish. A greater restorationspell cast on you ends this effect. Duration: 10 days O n a su ccessfu l save, you can ask the entity up to five C hoose a spell o f 5th level or lower that you can cast, thatquestions. You must ask your questions before the spell has a casting time o f 1 action, and that can target you.ends. The DM answers each question with one word, You cast that spell—called the contingent spell—as partsuch as “yes,” “no,” “m aybe,” “never,” “irrelevant,” or o f casting contingency, expending spell slots for both, but“unclear” (if the entity d oesn ’t know the answ er to the the contingent spell doesn't c om e into effect. Instead, itquestion). If a one-word answer w ould be misleading, takes effect when a certain circum stance occurs. Youthe DM might instead offer a short phrase as an answer. describe that circum stance when you cast the tw o spells. For example, a contingency cast with water breathingC on tagion m ight stipulate that water breathing co m e s into effect5th-level necromancy when you are engulfed in water or a sim ilar liquid.Casting Time: 1 action The contingent spell takes effect immediately after theRange: Touch circum stance is met for the first time, whether or not youComponent: V, S want it to. and then contingency ends.Duration: 7 days The contingent spell takes effect only on you, evenYour touch inflicts disease. Make a melee spell attack if it can norm ally target others. You can use only oneagainst a creature w ithin your reach. On a hit, you afflict contingency spell at a time. If you cast this spell again,the creature with a disease o f your choice from any o f the effect o f another contingency spell on you ends. A lso,the ones described below. contingency ends on you if its m aterial com p on ent is ever not on your person. At the end o f each o f the target’s turns, it m ust m akea Constitution saving throw. After failing three of C o n tin u al Flameth ese saving throw s, the d isea se’s effects last for the 2 nd-level evocationduration, and the creature stops m aking these saves.After succeeding on three o f these saving throws, the Casting Time: 1 actioncreature recovers from the disease, and the spell ends. Range: Touch Components: V, S, M (ruby dust w orth 50 gp, w hich the S in ce this spell in du ces a natural d isease in itstarget, any effect that rem oves a disease or otherw ise spell consum es)am eliorates a d isea se’s effects apply to it. Duration: Until dispelled Blinding S ickn ess. Pain grips the creatu re’s mind, A flame, equivalent in brightness to a torch, springsand its eyes turn m ilky white. The creature has forth from an object that you touch. The effect looks likedisadvantage on W isdom checks and W isdom saving a regular flame, but it creates no heat and d oesn ’t usethrows and is blinded. oxygen. A continual flame can be covered or hidden but not smothered or quenched. Filth Fever. A raging fever sw eep s through thecreature’s body. The creature has disadvantage on C ontrol WaterStrength checks, Strength saving throws, and attack 4th-level transmutationrolls that use Strength. Casting Time: 1 action Flesh R ot. T h e creatu re’s flesh decays. T h e creature Range: 300 feethas disadvantage on Charisma checks and vulnerability Components: V, S , M (a drop o f water and ato all damage. pinch o f dust) M indfire. T h e creature’s m ind b e c o m e s feverish. The Duration: C oncentration, up to 10 minutescreature has disadvantage on Intelligence checks andIntelligence saving throws, and the creature behaves as Until the spell ends, you control any freestanding waterif under the effects o f the confusion spell during com bat. inside an area you ch oose that is a cube up to 100 feet on a side. You can choose from any o f the following Seizure. The creature is overcom e with shaking. effects when you cast this spell. As an action on yourThe creature has disadvantage on Dexterity checks, turn, you can repeat the sam e effect or ch oose aDexterity saving throws, and attack rolls that different one.use Dexterity. Flood. You cause the water level o f all standing water in Slim y D oom . Th e creature begin s to bleed the area to rise by as m uch as 20 feet. If the area includesuncontrollably. The creature has disadvantage on a shore, the flooding water spills over onto dry land.Constitution checks and Constitution saving throws.In addition, w hen ever the creature takes dam age, it is If you ch oose an area in a large bod y o f water, youstunned until the end o f its next turn. instead create a 20-foot tall wave that travels from one side o f the area to the other and then crashes down. AnyC on tin g en cy H uge or sm aller vehicles in the w ave’s path are carried6 th-level evocation with it to the other side. A ny Huge or sm aller vehicles struck by the wave have a 25 percent chance of capsizing.Casting Time: 10 minutesRange: Self The water level rem ains elevated until the spell ends or you ch oose a different effect. If this effect produced

a wave, the wave repeats on the start o f your next turn P r e c ip it a t io nw hile the flood effect lasts. Stage Condition P art Water. You cau se w ater in the area to m ove 1 Clearapart and create a trench. The trench extends across 2 Light cloudsthe spell’s area, and the separated water form s a wall to 3 Overcast or ground fogeither side. The trench rem ains until the spell ends or 4 Rain, hail, or snowyou ch oose a different effect. The water then slowly fills 5 Torrential rain, driving hail, or blizzardin the trench over the cou rse o f the next round until thenorm al water level is restored. Tem perature W in d R ed irect Flow. You cause flow ing water in the area Stage Condition Stage Conditionto move in a direction you choose, even if the water has 1 Unbearable heat 1 Calmto flow over obstacles, up walls, or in other unlikely 2 Hot 2 Moderate winddirections. The water in the area m oves as you direct 3 Warm 3 Strong windit, but on ce it m oves beyon d the sp ell’s area, it resu m es 4 Cool 4 Galeits flow ba sed on the terrain condition s. The water 5 Cold 5 Stormcontinues to m ove in the direction you ch ose until the 6 Arctic coldspell ends or you ch oose a different effect. C ordo n of A rrows W hirlpool. This effect requires a b od y o f water 2nd-level transmutationat least 50 feet square and 25 feet deep. You causea w hirlpool to form in the center o f the area. The Casting Time: 1 actionw h irlpool form s a vortex that is 5 feet w id e at the Range: 5 feetbase, up to 50 feet w id e at the top, and 25 feet tall. Any Components: V, S, M (four or m ore arrow s or bolts)creature or object in the water and w ithin 25 feet o f the Duration: 8 hoursvortex is pulled 10 feet tow ard it. A creature can sw imaway from the vortex by m aking a Strength (Athletics) You plant four pieces o f nonm agical am munition—check against your spell save DC. arrow s or crossb ow bolts—in the ground within range and lay m agic upon them to protect an area. Until the W hen a creature enters the vortex for the first time on spell ends, whenever a creature other than you com esa turn or starts its turn there, it must m ake a Strength within 30 feet o f the ammunition for the first time on asaving throw. On a failed save, the creature takes 2d8 turn or en ds its turn there, one p iece o f am m unition fliesbludgeon ing dam age and is caught in the vortex until up to strike it. The creature m ust su cce e d on a Dexteritythe spell ends. On a successful save, the creature takes saving throw or take 1d6 piercing damage. The piece ofh alf dam age, and isn’t caught in the vortex. A creature ammunition is then destroyed. The spell ends when nocaught in the vortex can use its action to try to sw im ammunition remains.away from the vortex as described above, but hasdisadvantage on the Strength (Athletics) check to do so. W hen 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 thevortex, the object takes 2d8 bludgeoning dam age; this A t H igher L evels. W h en you cast this spell usingdam age o c cu rs each round it rem ains in the vortex. a spell slot o f 3rd level or higher, the amount of am m unition that can be affected increases by tw o forC ontrol W eather each slot level above 2nd.8 th-Ievel transmutation C ounterspellCasting Time: 10 minutes 3rd-level abjurationRange: S elf (5-mile radius)Components: V, S, M (burning in cen se and bits o f earth Casting Time: 1 reaction, w hich you take when you see a creature within 60 feet of you casting a spell and w o o d m ixed in water) Range: 60 feetDuration: Concentration, up to 8 hours Components: S Duration: InstantaneousYou take control o f the weather within 5 m iles of youfor the duration. You must be outdoors to cast this spell. You attempt to interrupt a creature in the p r o ce s s o fM oving to a place w here you don ’t have a clear path to casting a spell. If the creature is casting a spell o f 3rdthe sky en ds the spell early. level or lower, its spell fails and has no effect. If it is casting a spell o f 4th level or higher, m ake an ability W hen you cast the spell, you change the current ch eck using your sp ellcastin g ability. T h e D C equals 10weather conditions, which are determ ined by the DM + the sp ell’s level. On a su ccess, the creatu re’s spell failsbased on the climate and season. You can change and has no effect.precipitation, tem perature, and wind. It takes 1d4 x 10minutes for the new conditions to take effect. Once they A t H igher L evels. W hen you cast this spell using ado so, you can change the conditions again. W hen the spell slot o f 4th level or higher, the interrupted spell hasspell ends, the weather gradually returns to normal. no effect if its level is less than or equal to the level o f the spell slot you used. W hen you change the weather conditions, find acurrent condition on the follow in g tables and change itsstage by one, up or down. W hen changing the wind, youcan change its direction.

C reate Fo o d a n d W ater 24 hours, you must cast this spell on the creature3rd-level conjuration before the current 24-hour period ends. This use of the spell reasserts your control over up to threeCasting Time: 1 action creatures you have animated with this spell, rather thanRange: 30 feet animating new ones.Components: V, SDuration: Instantaneous A t H igher L evels. W h en you cast this spell using a 7th-level spell slot, you can animate or reassert controlYou create 45 pounds o f food and 30 gallons of water over four ghouls. W hen you cast this spell using anon the ground or in containers within range, enough 8th-level spell slot, you can animate or reassert controlto sustain up to fifteen hum anoids or five steeds for over five ghouls or tw o ghasts or wights. W hen you cast24 hours. The food is bland but nourishing, and spoils this spell using a 9th-level spell slot, you can animate orif uneaten after 24 hours. The water is clean and reassert control over six ghouls, three ghasts or wights,doesn ’t go bad. or two mummies.C reate or D estroy W ater C reation1st-level transmutation 5th-level illusionCasting Time: 1 action Casting Time: 1 minuteRange: 30 feet Range: 30 feetComponents: V, S, M (a drop o f w ater if creating water Components: V, S, M (a tiny p iece o f matter o f the sam e or a few grains o f sand if destroying it) type o f the item you plan to create)Duration: Instantaneous Duration: S p ecialYou either create or destroy water. C reate Water. You create up to 10 gallons o f clean You pull w isps of shadow material from the Shadowfell to create a nonliving object of vegetable matter withinwater within range in an open container. Alternatively, range: soft goods, rope, w ood, or som ething similar. Youthe water falls as rain in a 30-foot cube within range, can also use this spell to create mineral objects such asextinguishing exposed flam es in the area. stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a D estroy Water. You destroy up to 10 gallons o f water form and material that you have seen before.in an open container w ithin range. Alternatively, youdestroy fog in a 30-foot cube within range. T h e duration depen ds on the o b je ct’s material. If the object is com p osed o f multiple materials, use the A t H igher L evels. W hen you cast this spell using a shortest duration.spell slot o f 2nd level or higher, you create or destroy10 additional gallons o f water, or the size o f the cube Material Durationin creases by 5 feet, for each slot level above 1st. Vegetable matter 1 day Stone or crystal 12 hoursC reate U ndead Precious metals 1 hour6 th-level necromancy Gems 10 minutes Adamantine or mithral 1 minuteCasting Time: 1 minuteRange: 10 feet Using any material created by this spell as anotherComponents: V, S, M (one clay pot filled w ith grave dirt, spell’s m aterial com pon en t ca u ses that spell to fail. one clay pot filled with brackish water, and one 150 gp A t H igher L evels. W h en you cast this spell using a black onyx stone for each corpse) spell slot o f 6th level or higher, the cube increases by 5Duration: Instantaneous feet for each slot level above 5th.You can cast this spell only at night. C h oose up to three C row n of M adnesscorpses of M edium or Sm all hum anoids within range. 2nd-level enchantmentEach corpse becom es a ghoul under your control. (TheDM has game statistics for these creatures.) Casting Time: 1 action Range: 120 feet As a bonus action on each of your turns, you can Components: V, Smentally com m and any creature you animated with Duration: Concentration, up to 1 minutethis spell if the creature is within 120 feet of you (if youcontrol multiple creatures, you can com m and any or all One hum anoid o f your choice that you can see withino f them at the sa m e time, issuing the sam e com m a n d to range must succeed on a W isdom saving throw oreach one). You decide what action the creature w ill take b ecom e charm ed by you for the duration. W hileand w h ere it w ill m ove during its next turn, or you can the target is charm ed in this way, a twisted crow nissue a general com m and, such as to guard a particular o f ja gg ed iron appears on its head, and a m adn esscham ber or corridor. If you issue no com m ands, the glow s in its eyes.creature only defends itself against hostile creatures.O n ce given an order, the creature continu es to follow it T h e ch arm ed target m ust use its action b efore m ovinguntil its task is com plete. on each o f its turns to m ake a m elee attack against a creature other than itself that you mentally choose. The creature is under your control for 24 hours,after w h ich it stops ob eyin g any c om m a n d you havegiven it. To m aintain con trol o f the creature for another

The target can act n orm ally on its turn if you c h o o s e no duration. The darkness spreads around corners. creature or if none are w ithin its reach. A creature with darkvision can’t see through this darkness, and n onm agical light ca n ’t illum inate it. On your subsequent turns, you must use your action tomaintain control over the target, or the spell ends. Also, If the point you ch oose is on an object you are holdingthe target can m ake a W isdom saving throw at the end or one that isn’t being w orn or carried, the darknesso f each o f its turns. On a su ccess, the spell ends. em anates from the object and m oves w ith it. Com pletely covering the source o f the darkness with an opaque C r u s a d e r ’s M a n t l e object, such as a bow l or a helm, blocks the darkness.3rd-level evocation If any o f this sp ell’s area overlaps with an area o f lightCasting Time: 1 action created by a spell o f 2nd level or lower, the spell thatRange: Self created the light is dispelled.Components: VDuration: Concentration, up to 1 minute D ark visio n 2 nd-level transmutationHoly p ow er radiates from you in an aura with a 30-footradius, aw akening bold n ess in friendly creatures. Until Casting Time: 1 actionthe spell ends, the aura m oves with you, centered on Range: Touchyou. W hile in the aura, each nonhostile creature in the Components: V, S, M (either a pinch o f driedaura (including you) deals an extra 1d4 radiant damagew hen it hits w ith a w eap on attack. carrot or an agate) Duration: 8 hoursC ure W ounds1st-level evocation You touch a w illing creature to grant it the ability to see in the dark. For the duration, that creature hasCasting Time: 1 action darkvision out to a range o f 60 feet.Range: TouchComponents: V, S Daylig h tDuration: Instantaneous 3rd-level evocationA creature you touch regains a num ber o f hit points Casting Time: 1 actionequal to 1d8 + your spellcasting ability modifier. This Range: 60 feetspell has no effect on undead or constructs. Components: V, S Duration: 1 hour A t H igher Levels. W h en you cast this spell using aspell slot o f 2nd level or higher, the healing increases by A 60-foot-radius sphere o f light spreads out from a point1d8 for each slot level above 1st. you ch oose within range. The sphere is bright light and sheds dim light for an additional 60 feet.D a n c in g L igh tsEvocation cantrip If you chose a point on an object you are holding or one that isn’t being w orn or carried, the light shinesCasting Time: 1 action from the ob ject and m oves with it. Com pletely coverin gRange: 120 feet the affected object with an opaque object, such as a bowlComponents: V, S, M (a bit o f ph osph oru s or w ych w ood , or a helm, block s the light. or a glowworm) If any o f this spell’s area overlaps with an area ofDuration: Concentration, up to 1 minute darkness created by a spell o f 3rd level or lower, the spell that created the darkness is dispelled.You create up to four torch-sized lights within range,m aking them appear as torches, lanterns, or glowing D eath Wardorbs that hover in the air for the duration. You can 4th-level abjurationalso com bine the four lights into one glow ing vaguelyhumanoid form of M edium size. W hichever form you Casting Time: 1 actionchoose, each light sheds dim light in a 10-foot radius. Range: Touch Components: V, S A s a bonus action on your turn, you can move the Duration: 8 hourslights up to 60 feet to a new spot within range. A lightmust be within 20 feet o f another light created by this You touch a creature and grant it a m easu re o fspell, and a light w in k s out if it ex ceed s the sp ell’s range. protection from death.Darkness The first time the target w ou ld drop to 0 hit points as a2 nd-level evocation result o f taking dam age, the target instead d rops to 1 hit point, and the spell ends.Casting Time: 1 actionRange: 60 feet If the spell is still in effect w hen the target is subjectedComponents: V, M (bat fur and a drop o f pitch or to an effect that w ou ld kill it instantaneously without dealing damage, that effect is instead negated against piece of coal) the target, and the spell ends.Duration: Concentration, up to 10 minutes D elayed Blast FireballM agical darkness spreads from a point you choose 7th-level evocationw ithin range to fill a 15-foot-radius sphere for the Casting Time: 1 action

Range: 150 feet You strike the ground, creating a burst o f divineComponents: V, S, M (a tiny ball o f bat energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a guano and sulfur) Constitution saving throw or take 5d6 thunder damage,Duration: Concentration, up to 1 minute as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds onA beam o f yellow light flashes from your pointing finger, its saving throw takes half as m uch dam age and isn’tthen con d en ses to linger at a ch osen point w ithin range knocked prone.as a glowing bead for the duration. W hen the spellends, either because your concentration is broken or D e tec t Ev il a n d G oo db eca u se you d ecide to end it, the bea d b lo ss o m s w ith a 1st-level divinationlow roar into an explosion o f flame that spreads aroundcorners. Each creature in a 20-foot-radius sphere Casting Time: 1 actioncentered on that point must m ake a Dexterity saving Range: Selfthrow. A creature takes fire dam age equal to the total Components: V, Saccumulated damage on a failed save, or half as much Duration: Concentration, up to 10 minutesdamage on a successful one. For the duration, you know if there is an aberration, The spell’s ba se dam age is 12d6. If at the end o f celestial, elem ental, fey, fiend, or undead w ithin 30your turn the bead has not yet detonated, the damage feet o f you, as well as where the creature is located.in creases by 1d6. Similarly, you know if there is a place or object within 30 feet o f you that has been m agically consecrated If the glowing bead is touched before the interval or desecrated.has expired, the creature touching it m ust m ake aDexterity saving throw. On a failed save, the spell ends The spell can penetrate m ost barriers, but it is block edimmediately, causing the bead to erupt in flame. On a by 1 foot o f stone, 1 inch o f com m on metal, a thin sheetsu ccessfu l save, the creature can throw the bead up to o f lead, or 3 feet o f w o o d or dirt.4 0 feet. W h en it strikes a creature or a solid object, thespell ends, and the bead explodes. D etect M agic 1st-level divination (ritual) The fire dam ages objects in the area and ignitesflam m able objects that aren’t being w orn or carried. Casting Time: 1 action Range: Self A t H igher Levels. W h en you cast this spell using Components: V, Sa spell slot o f 8th level or higher, the base dam age Duration: Concentration, up to 10 minutesin creases by 1d6 for each slot level above 7th. For the duration, you sense the presence o f m agicD em iplane within 30 feet o f you. If you sense m agic in this way, you8 th-level conjuration can use your action to see a faint aura around any visible creature or object in the area that bears m agic, and youCasting Time: 1 action learn its sch o o l o f m agic, if any.Range: 60 feetComponents: S The spell can penetrate m ost barriers, but it is block edDuration: 1 hour by 1 foot o f stone, 1 inch o f com m on metal, a thin sheet of lead, or 3 feet o f w ood or dirt.Y ou create a sh ad ow y d oor on a flat solid su rface thatyou can see within range. The d oor is large enough to D e tec t P o is o n a n d D iseaseallow M edium creatures to pass through unhindered. 1st-level divination (ritual)W hen opened, the d oor leads to a dem iplane thatappears to be an empty room 30 feet in each dimension, Casting Time: 1 actionm ade o f w ood or stone. W hen the spell ends, the door Range: Selfdisappears, and any creatures or objects inside the Components: V, S, M (a y ew leaf)dem iplane remain trapped there, as the door also Duration: Concentration, up to 10 minutesdisappears from the other side. For the duration, you can sense the presence and Each time you cast this spell, you can create a new location of poisons, poisonous creatures, and diseasesdemiplane, or have the shadowy door connect to a within 30 feet of you. You also identify the kind ofdem iplane you created with a previous casting of this poison, poisonou s creature, or disease in each case.spell. Additionally, if you know the nature and contentso f a demiplane created by a casting of this spell by T h e spell can penetrate m ost barriers, but it is blockedanother creature, you can have the shadowy door by 1 foot o f stone, 1 inch o f com m on metal, a thin sheetconn ect to its dem iplane instead. o f lead, or 3 feet o f w o o d or dirt.D estructive W ave D etect T houghts5th-level evocation 2 nd-level divinationCasting Time: 1 action Casting Time: 1 actionRange: S elf (30-foot radius) Range: SelfComponents: V Components: V, S, M (a co p p e r p iece)Duration: Instantaneous Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts o f certain D isguise Selfcreatures. W hen you cast the spell and as your action on 1st-level illusioneach turn until the spell ends, you can focus your mindon any one creature that you can see within 30 feet of Casting Time: 1 actionyou. If the creature you ch oose has an Intelligence of Range: Self3 or low er or d oesn ’t speak any language, the creature Components: V, Sis unaffected. Duration: 1 hour You initially learn the surface thoughts o f the You make yourself—including your clothing, armor,creatu re—w hat is m ost on its m ind in that m om ent. As w eapons, and other belongings on your person—lookan action, you can either shift your attention to another different until the spell ends or until you use your actioncreatu re’s thoughts or attempt to probe deep er into the to d ism iss it. You can seem 1 foot shorter or taller andsa m e creatu re’s mind. If you probe deeper, the target can appear thin, fat, or in betw een . You ca n ’t changem ust m ake a W isd om saving throw. If it fails, you gain your body type, so you must adopt a form that has theinsight into its reason in g (if any), its em otional state, sam e basic arrangement o f limbs. Otherwise, the extentand som ething that loom s large in its mind (such as o f the illusion is up to you.som eth in g it w orries over, loves, or hates). If it su cceed s,the spell ends. Either way, the target know s that you are The changes wrought by this spell fail to hold up toprobin g into its mind, and unless you shift your attention physical inspection. For example, if you use this spellto another creatu re’s thoughts, the creature can use to add a hat to your outfit, objects pass through the hat,its action on its turn to m ake an Intelligence check and anyone w h o tou ches it w ou ld feel nothing or w ouldcontested by your Intelligence check; if it su cceed s, feel your head and hair. If you use this spell to appearthe spell ends. thinner than you are, the hand o f som eone w ho reaches out to touch you w ould bum p into you w hile it w as Q uestion s verbally directed at the target creature seem ingly still in midair.naturally shape the co u rse o f its thoughts, s o this spellis particularly effective as part o f an interrogation. To discern that you are disguised, a creature can use its action to in spect your ap pearan ce and m ust su cceed You can also use this spell to detect the presence of on an Intelligence (Investigation) check against yourthinking creatures you can’t see. W hen you cast the spell save DC.spell or as your action during the duration, you cansearch for thoughts within 30 feet of you. The spell can D isintegratepenetrate barriers, but 2 feet of rock, 2 inches o f any 6 th-level transmutationmetal other than lead, or a thin sheet o f lead blocks you.You can’t detect a creature with an Intelligence o f 3 or Casting Time: 1 actionlow er or one that doesn ’t speak any language. Range: 60 feet Components: V, S, M (a lodeston e and a pinch o f dust) O n ce you detect the p resen ce o f a creature in this way, Duration: Instantaneousyou can read its thoughts for the rest o f the duration asd escrib ed above, even if you ca n ’t se e it, but it m ust still A thin green ray springs from your pointing finger to abe within range. target that you can see within range. The target can be a creature, an object, or a creation of magical force, suchD im en sion D oo r as the wall created by wall o f force.4th-level conjuration A creature targeted by this spell must make aCasting Time: 1 action Dexterity saving throw. On a failed save, the target takesRange: 500 feet 10d6 + 40 force damage. If this dam age reduces theComponents: V target to 0 hit points, it is disintegrated.Duration: Instantaneous A disintegrated creature and everything it is w earin gYou teleport yourself from your current location to any and carrying, except m agic items, are reduced to a pileother spot w ithin range. You arrive at exactly the spot o f fine gray dust. The creature can be restored to lifedesired. It can be a place you can see, one you can only by m eans o f a true resurrection or a wish spell.visualize, or one you can describe by stating distanceand direction, such as “ 200 feet straight dow nw ard” or This spell automatically disintegrates a Large or“upward to the northw est at a 45-degree angle, 3 0 0 feet.” smaller nonm agical object or a creation of magical force. If the target is a Huge or larger object or creation You can bring along objects as long as their weight of force, this spell disintegrates a 10-foot-cube portion ofdoesn’t exceed what you can carry. You can also bring it. A m agic item is unaffected by this spell.on e w illing creature o f your size or sm aller w h o iscarryin g gear up to its carryin g capacity. T h e creature A t H igher L evels. W h en you cast this spell using amust be within 5 feet o f you when you cast this spell. spell slot o f 7th level or higher, the dam age increases by 3d6 for each slot level above 6th. If you w ould arrive in a place already occupied by anobject or a creature, you and any creature traveling with D ispel Ev il a n d G o o dyou each take 4d6 force dam age, and the spell fails to 5th-level abjurationteleport you. Casting Time: 1 action Range: Self

Components: V, S, M (holy water or pow dered D ivin atio n silver and iron) 4th-level divination (ritual)Duration: Concentration, up to 1 minute Casting Time: 1 action Range: SelfShim m ering energy surrounds and protects you from Components: V, S, M (in cen se and a sacrificial offeringfey, undead, and creatures originating from beyon d theMaterial Plane. For the duration, celestials, elementals, appropriate to your religion, together w orth at least 25fey, fiends, and undead have disadvantage on attack gp, w hich the spell consum es)rolls against you. Duration: Instantaneous You can end the spell early by using either of the Your m agic and an offering put you in contact withfollowing special functions. a god or a g o d ’s servants. You ask a single question concerning a specific goal, event, or activity to occu r B reak Enchantm ent. A s your action, you touch a w ithin 7 days. The DM offers a truthful reply. T h e replycreature you can reach that is charm ed, frightened, or might be a short phrase, a cryptic rhyme, or an omen.p o s s e s s e d by a celestial, an elem ental, a fey, a fiend,or an undead. The creature you touch is no longer The spell d oesn ’t take into account any possiblecharm ed, frightened, or possessed by such creatures. circum stances that might change the outcom e, such as the casting of additional spells or the loss or gain Dismissal. A s your action, m ake a m elee spell attack of a companion.against a celestial, an elem ental, a fey, a fiend, or anundead you can reach. On a hit, you attempt to drive If you cast the spell two or m ore times before finishingthe creature back to its hom e plane. The creature must your next long rest, there is a cumulative 25 percentsu cceed on a Charism a saving throw or be sent back to chance for each casting after the first that you get aits h om e plane (if it isn't there already). If they aren’t on random reading. The DM m akes this roll in secret.their hom e plane, undead are sent to the Shadowfell,and fey are sent to the Feywild. D i v i n e Fa v o r 1st-level evocationD ispel M a gic3rd-level abjuration Casting Time: 1 bonus action Range: SelfCasting Time: 1 action Components: V, SRange: 120 feet Duration: Concentration, up to 1 minuteComponents: V, SDuration: Instantaneous Your prayer em p ow ers you w ith divine radiance. Until the spell ends, your w eapon attacks deal an extra 1d4C hoose one creature, object, or magical effect within radiant dam age on a hit.range. Any spell of 3rd level or low er on the target ends.For each spell o f 4th level or higher on the target, make D iv in e W ordan ability ch eck using your spellcastin g ability. The 7th-level evocationDC equals 10 + the spell’s level. On a su ccessfu l check,the spell ends. Casting Time: 1 bonus action Range: 30 feet A t H igher L evels. W hen you cast this spell using a Components: Vspell slot o f 4th level or higher, you automatically end Duration: Instantaneousthe effects o f a spell on the target if the sp ell’s level isequal to or less than the level o f the spell slot you used. You utter a divine word, im bued with the pow er that shaped the w orld at the daw n o f creation. C h oose anyD iss o n a n t W hispers number of creatures you can see within range. Each1st-level enchantment creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers anCasting Time: 1 action effect ba sed on its current hit points:Range: 60 feetComponents: V • 50 hit points or fewer: deafened for 1 m inuteDuration: Instantaneous • 40 hit points or few er: deafened and blinded for 10You w hisper a discordant m elody that only one creature minuteso f your ch oice w ithin range can hear, w rackin g it with • 30 hit points or fewer: blinded, deafened, and stunnedterrible pain. The target must m ake a W isdom savingthrow. On a failed save, it takes 3d6 psychic dam age and for 1 hourmust im m ediately u se its reaction, if available, to m ove • 20 hit points or few er: killed instantlyas far as its sp eed allow s away from you. The creaturedoesn ’t m ove into obviously dangerous ground, such R eg ardless o f its current hit points, a celestial, anas a fire or a pit. O n a su ccessfu l save, the target takes elem ental, a fey, or a fiend that fails its save is forcedhalf as m uch dam age and d oesn ’t have to m ove away. A back to its plane o f origin (if it isn’t there already) anddeafened creature automatically succeeds on the save. can’t return to your current plane for 24 hours by any m eans short o f a wish spell. A t H igher Levels. W h en you cast this spell using aspell slot o f 2nd level or higher, the dam age increases by D o m in ate Beast1d6 for each slot level above 1st. 4th-level enchantment Casting Time: 1 action

Range: 60 feet E ach tim e the target takes dam age, it m akes a newComponents: V, S W isdom saving throw against the spell. If the savingDuration: Concentration, up to 1 minute throw succeeds, the spell ends.You attempt to beguile a beast that you can see within A t H igher Levels. W h en you cast this spell withrange. It m ust su cce e d on a W isd om saving th row or be a 9th-level spell slot, the duration is concentration,charm ed by you for the duration. If you or creatures that up to 8 hours.are friendly to you are fighting it, it has advantage on thesaving throw. D o m in ate Person 5th-level enchantment W hile the beast is charm ed, you have a telepathic linkw ith it as long as the tw o o f you are on the sam e plane Casting Time: 1 actiono f existence. You can use this telepathic link to issue Range: 60 feetcom m ands to the creature while you are con sciou s (no Components: V, Saction required), w hich it d o e s its best to obey. You can Duration: Concentration, up to 1 minutespecify a simple and general course of action, such as“Attack that creature,” “Run over there,” or “Fetch that You attempt to beguile a hum anoid that you can seeobject.” If the creature com pletes the order and doesn’t w ithin range. It must su c ce e d on a W isd om savingreceive further direction from you, it defends and throw or be charm ed by you for the duration. If you orp reserves itself to the best o f its ability. creatures that are friendly to you are fighting it, it has advantage on the saving throw. You can use your action to take total and precisecontrol o f the target. Until the end o f your next turn, the W hile the target is charm ed, you have a telepathic linkcreature takes only the actions you choose, and doesn ’t w ith it as lon g as the tw o o f you are on the sam e planedo anything that you don ’t allow it to do. D uring this o f existence. You can use this telepathic link to issuetime, you can also cause the creature to use a reaction, com m ands to the creature w hile you are con sciou s (nobut this requires you to use your ow n reaction as well. action required), w hich it d oes its best to obey. You can specify a simple and general course of action, such as E ach tim e the target takes dam age, it m akes a new “A ttack that creature,” “R un over there,” or “Fetch thatW isdom saving throw against the spell. If the saving object.” If the creature com pletes the order and d oesn ’tthrow succeeds, the spell ends. receive further direction from you, it defends and p reserves itself to the best o f its ability. A t H igher L evels. W h en you cast this spell with a5th-level spell slot, the duration is concentration, up You can use your action to take total and preciseto 10 minutes. W hen you use a 6th-level spell slot, control o f the target. Until the end o f your next turn, thethe duration is concentration, up to 1 hour. W hen you creature takes only the actions you choose, and doesn’tuse a spell slot o f 7th level or higher, the duration is do anything that you don ’t allow it to do. D urin g thisconcentration, 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.D om in ate M onster8 th-level enchantment Each tim e the target takes dam age, it m akes a new W isdom saving throw against the spell. If the savingCasting Time: 1 action throw succeeds, the spell ends.Range: 60 feetComponents: V, S A t H igher L evels. W h en you cast this spell usingDuration: Concentration, up to 1 hour a 6th-level spell slot, the duration is concentration, up to 10 minutes. W hen you use a 7th-level spell slot,You attempt to beguile a creature that you can see the duration is concentration, up to 1 hour. W hen youw ithin range. It m ust su cce e d on a W isd om saving use a spell slot of 8th level or higher, the duration isthrow or be charm ed by you for the duration. If you or concentration, up to 8 hours.creatu res that are friendly to you are fighting it, it hasadvantage on the saving throw. D r a w m i j ’s I n s t a n t Su m m o n s 6 th-level conjuration (ritual) W hile the creature is charm ed, you have a telepathiclink w ith it as lon g as the tw o o f you are on the sam e Casting Time: 1 minuteplane o f existence. You can use this telepathic link to Range: Touchissue com m ands to the creature while you are conscious Components: V, S, M (a sapphire w orth 1,0 00 gp)(no action required), w h ich it d oes its best to obey. You Duration: Until dispelledcan specify a simple and general course of action, suchas “A ttack that creature,” “Run over there,” or “Fetch You touch an object w eighing 10 pounds or less w hosethat object.” If the creature com pletes the order and longest dim ension is 6 feet or less. The spell leaves and oesn ’t receive further direction from you, it defends invisible m ark on its su rface and invisibly in scribes theand p reserves itself to the best o f its ability. nam e o f the item on the sapphire you use as the material component. Each time you cast this spell, you must use You can use your action to take total and precise a different sapphire.control o f the target. Until the end o f your next turn, thecreature takes only the actions you ch oose, and doesn ’t At any time thereafter, you can use your action todo anything that you d on ’t allow it to do. D uring this speak the item’s nam e and crush the sapphire. The itemtime, you can also cause the creature to use a reaction, instantly appears in your hand regardless of physical orbut this requires you to use your own reaction as well. planar distances, and the spell ends.

If another creature is holding or carrying the item, for clear skies, a cloud for rain, falling snow flakes forcrushing the sapphire d oesn ’t transport the item to you, snow, and so on. This effect persists for 1 round.but instead you learn w ho the creature possessin g the • You instantly m ake a flower blossom , a seed pod open,object is and roughly w here that creature is located or a leaf bud bloom.at that moment. • You create an instantaneous, harm less sensory effect, such as falling leaves, a puff o f wind, the sound o f a Dispel magic or a sim ilar effect su ccessfu lly applied to sm all animal, or the faint odor o f skunk. The effectthe sapphire ends this sp ell’s effect. m ust fit in a 5-foot cube. • You instantly light or snuff out a candle, a torch, or aD ream small campfire.5th-level illusion Ea rth q u a k eCasting Time: 1 minute 8 th-level evocationRange: SpecialComponents: V, S, M (a handful o f sand, a dab o f ink, Casting Time: 1 action Range: 500 feet and a writing quill plucked from a sleeping bird) Components: V, S, M (a pinch o f dirt, a piece o f rock,Duration: 8 hours and a lump of clay)T h is spell sh apes a creatu re’s dream s. C h oose a Duration: Concentration, up to 1 minutecreature known to you as the target o f this spell. Thetarget must be on the sam e plane o f existence as you. You create a seism ic disturbance at a point on theCreatures that don ’t sleep, such as elves, can’t be ground that you can see within range. For the duration,contacted by this spell. You, or a willing creature you an intense trem or rips through the ground in atouch, enters a trance state, acting as a m essenger. 100-foot-radius circle centered on that point and shakesW hile in the trance, the m essenger is aware o f his or creatures and structures in contact with the groundher surroundings, but c a n ’t take actions or m ove. in that area. If the target is asleep, the m essenger appears in the The ground in the area becom es difficult terrain.target’s dream s and can con verse with the target as Each creature on the ground that is concentrating mustlon g as it rem ains asleep, through the duration o f the m ake a Constitution saving throw. On a failed save, thespell. The m essenger can also shape the environment creatu re’s concentration is broken.o f the dream, creating landscapes, objects, and otherim ages. T h e m essen ger can em erge from the trance at W h en you cast this spell and at the end o f each turnany time, ending the effect o f the spell early. The target you spend concentrating on it, each creature on therecalls the dream perfectly upon w aking. If the target is ground in the area must m ake a Dexterity saving throw.aw ake w hen you cast the spell, the m essen ger k n ow s it, On a failed save, the creature is knocked prone.and can either end the trance (and the spell) or wait forthe target to fall asleep, at w hich point the m essen ger This spell can have additional effects depending onappears in the target’s dream s. the terrain in the area, as determ ined by the DM. You can make the m essenger appear m onstrous F issu res. F issures open throughout the sp ell’s area atand terrifying to the target. If you do, the m essenger the start o f your next turn after you cast the spell. A totalcan deliver a m essage o f no m ore than ten w ords and o f 1d6 such fissures open in location s ch osen by the DM.then the target must make a W isdom saving throw. On Each is 1d10 x 10 feet deep, 10 feet w ide, and extendsa failed save, echoes o f the phantasmal m onstrosity from one edge o f the spell’s area to the opposite side.spaw n a nightm are that lasts the duration o f the target’s A creature standing on a spot w here a fissure openssleep and prevents the target from gaining any benefit m ust s u cce e d on a Dexterity saving th row or fall in. Afrom that rest. In addition, w hen the target w ak es up, it creature that su ccessfu lly saves m oves w ith the fissu re’stakes 3d6 psychic damage. edge as it opens. If you have a body part, lock o f hair, clipping from a A fissure that op en s beneath a structure ca u ses it tonail, or sim ilar portion o f the target’s body, the target automatically collapse (see below).m akes its saving th row with disadvantage. Structures. The trem or deals 50 bludgeoning dam ageD ruid craft to any structure in contact with the ground in the areaTransmutation cantrip w hen you cast the spell and at the start o f each o f your turns until the spell ends. If a structure d rops to 0 hitCasting Time: 1 action points, it colla p ses and potentially d am ages nearbyRange: 30 feet creatures. A creature within half the distance of aComponents: V, S stru ctu re’s height m ust m ake 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,W hispering to the spirits o f nature, you create one o f the requiring a DC 20 Strength (Athletics) check as anfollowing effects within range: action to escape. The DM can adjust the DC higher or lower, depending on the nature o f the rubble. On• You create a tiny, h arm less sen sory effect that predicts a successful save, the creature takes half as much what the w eather w ill be at your location for the next dam age and doesn ’t fall prone or b ecom e buried. 24 hours. The effect might manifest as a golden orb

Eld ritch Blast En large/R educeEvocation cantrip 2 nd-level transmutationCasting Time: 1 action Casting Time: 1 actionRange: 120 feet Range: 30 feetComponents: V, S Components: V, S, M (a pinch o f p ow d ered iron)Duration: Instantaneous Duration: Concentration, up to 1 minuteA beam of crackling energy streaks toward a creature You cause a creature or an object you can see withinwithin range. M ake a ranged spell attack against the range to grow larger or sm aller for the duration. C hoosetarget. On a hit, the target takes 1dlO force dam age. either a creature or an object that is neither w orn n or carried. If the target is unw illing, it can m ake a The spell creates m ore than one beam when you reach Constitution saving throw. On a success, the spellhigher levels: tw o b ea m s at 5th level, three b ea m s at has no effect. 11th level, and four b ea m s at 17th level. You can directthe b ea m s at the sam e target or at different ones. M ake If the target is a creature, everything it is w earin g anda separate attack roll for each beam. carryin g changes size w ith it. A ny item d ropped by an affected creature returns to n orm al size at on ce.Elemental W eapon3rd-level transmutation Enlarge. The target’s size doubles in all dim ensions, and its w eight is m ultiplied by eight. T his grow thCasting Time: 1 action in crea ses its size by one category—from M edium toRange: Touch Large, for exam ple. If there isn’t enough room for theComponents: V, S target to double its size, the creature or object attainsDuration: Concentration, up to 1 hour the m axim um possible size in the space available. Until the spell ends, the target also has advantage onA nonm agical w eapon you touch becom es a magic Strength checks and Strength saving throws. Theweapon. Choose one o f the following damage types: target’s w ea p on s also g row to match its n ew size. W h ileacid, cold, fire, lightning, or thunder. For the duration, these w eap on s are enlarged, the target’s attacks withthe w eap on has a +1 bon u s to attack rolls and deals an them deal 1d4 extra damage.extra 1d4 dam age o f the ch osen type w hen it hits. Reduce. T h e target’s size is halved in all dim ensions, At Higher Levels. W h en you cast this spell using a and its weight is reduced to one-eighth o f norm al. Thisspell slot o f 5th or 6th level, the bonus to attack rolls reduction decreases its size by one category—fromincreases to +2 and the extra dam age increases to M edium to Small, for example. Until the spell ends,2d4. W hen you use a spell slot of 7th level or higher, the target also has disadvantage on Strength checksthe bonus increases to +3 and the extra damage and Strength saving throw s. The target’s w eap on s alsoincreases to 3d4. shrink to m atch its n ew size. W h ile th ese w ea p on s are reduced, the target’s attacks w ith them deal 1d4 lessEn h an c e A b ility dam age (this ca n ’t reduce the dam age below 1).2 nd-level transmutation E n s n a r in g St r ik eCasting Time: 1 action 1st-level conjurationRange: TouchComponents: V, S, M (fur or a feather from a beast) Casting Time: 1 bonus actionDuration: Concentration, up to 1 hour. Range: Self Components: VYou touch a creature and bestow u pon it a m agical Duration: Concentration, up to 1 minuteenhancem ent. C hoose one o f the follow ing effects; thetarget gains that effect until the spell ends. The next tim e you hit a creature w ith a w ea p on attack before this spell ends, a w rithing m ass o f thorny vines Bear’s Endurance. T h e target has advantage on appears at the point o f im pact, and the target mustConstitution ch eck s. It also gains 2d 6 tem porary hit succeed on a Strength saving throw or be restrained bypoints, which are lost when the spell ends. the m agical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the Bull’s Strength. T he target has advantage target su cceed s on the save, the vines shrivel away.on Strength checks, and his or her carryingcapacity doubles. W hile restrained by this spell, the target takes 1d6 piercing damage at the start o f each o f its turns. A creature Cat’s Grace. T h e target has advantage on Dexterity restrained by the vines or one that can touch the creaturechecks. It also d oesn ’t take dam age from falling 20 feet can use its action to make a Strength check against youror less if it isn’t incapacitated. spell save DC. On a success, the target is freed. Eagle’s Splendor. T h e target has advantage on At Higher Levels. If you cast this spell using a spellCharisma checks. slot o f 2nd level or higher, the dam age increases by 1d6 for each slot level above 1st. Fox’s Cunning. The target has advantage onIntelligence checks. Owl’s Wisdom. T h e target has advantage onW isdom checks. At Higher Levels. W h en you cast this spell usinga spell slot o f 3rd level or higher, you can target oneadditional creature for each slot level above 2nd.

Entangle W hen the spell ends, you immediately return to the1st-level conjuration plane you originated from in the spot you currently occupy. If you occupy the sam e spot as a solid objectCasting Time: 1 action or creature when this happens, you are immediatelyRange: 90 feet shunted to the nearest u noccu pied space that youComponents: V, S can occupy and take force dam age equal to tw ice theDuration: Concentration, up to 1 minute num ber of feet you are moved.Grasping w eeds and vines sprout from the ground in a T h is spell has no effect if you cast it w hile you are on20-foot square starting from a point within range. For the E thereal P lane or a plane that d oesn ’t border it, suchthe duration, these plants turn the ground in the area as one o f the Outer Planes.into difficult terrain. A t H igher L evels. W h en you cast this spell using A creature in the area w hen you cast the spell must a spell slot of 8th level or higher, you can target up tosucceed on a Strength saving throw or be restrained three w illing creatures (including you) for each slot levelby the entangling plants until the spell ends. A creature above 7th. The creatures must be w ithin 10 feet o f yourestrained by the plants can u se its action to m ake when you cast the spell.a Strength check against your spell save DC. On asu ccess, it frees itself. Ev a r d ’s B l a c k T e n ta c le s 4th-level conjuration W hen the spell ends, the conjured plants wilt away. Casting Time: 1 actionEnthrall Range: 90 feet2 nd-level enchantment Components: V, S, M (a p iece o f tentacle from a giantCasting Time: 1 action octopus or a giant squid)Range: 60 feet Duration: Concentration, up to 1 minuteComponents: V, SDuration: 1 minute Squirm ing, ebon y tentacles fill a 20 -foot square on ground that you can see within range. For the duration,You weave a distracting string of words, causing these tentacles turn the ground in the area intocreatures of your choice that you can see within range difficult terrain.and that can hear you to m ake a W isdom savingthrow. Any creature that can’t be charm ed su cceeds W h en a creature enters the affected area for the firston this saving throw automatically, and if you or your time on a turn or starts its turn there, the creaturecom p a n ion s are fighting a creature, it has advantage on must succeed on a Dexterity saving throw or take 3d6the save. On a failed save, the target has disadvantage bludgeoning damage and be restrained by the tentacleson W isdom (Perception) checks made to perceive any until the spell ends. A creature that starts its turn in thecreature other than you until the spell ends or until the area and is already restrained by the tentacles takes 3d6target can no longer hear you. The spell ends if you are bludgeoning damage.incapacitated or can no longer speak. A creature restrained by the tentacles can use itsEt h e r e a l n e s s action to m ake a Strength or Dexterity check (its choice)7th-level transmutation against your spell save DC. O n a su ccess, it frees itself.Casting Time: 1 action Exped itio us R etreatRange: Self 1st-level transmutationComponents: V, SDuration: Up to 8 hours Casting Time: 1 bonus action Range: SelfYou step into the border regions o f the Ethereal Plane, Components: V, Sin the area w here it overlaps with your current plane. Duration: Concentration, up to 10 minutesYou rem ain in the B order E thereal for the duration oruntil you use your action to dism iss the spell. During Th is spell allow s you to m ove at an incredible pace.this time, you can m ove in any direction. If you move W hen you cast this spell, and then as a bonus actionup or down, every foot of movement costs an extra foot. on each o f your turns until the spell ends, you can takeYou can see and hear the plane you originated from, but the Dash action.everything there look s gray, and you ca n ’t see anythingm ore than 60 feet away. Ey e b it e 6 th-level necrom ancy W hile on the Ethereal Plane, you can only affect andbe affected by other creatures on that plane. Creatures Casting Time: 1 actionthat aren't on the Ethereal Plane can’t perceive you and Range: Selfcan’t interact with you, unless a special ability or m agic Components: V, Shas given them the ability to do so. Duration: Concentration, up to 1 minute You ignore all ob jects and effects that aren’t on the For the spell’s duration, your eyes b ecom e an inky voidEthereal Plane, allowing you to move through objects im bued with dread power. One creature of your choiceyou perceive on the plane you originated from. within 60 feet o f you that you can see must su cceed on a W isdom saving throw or be affected by one o f the follow ing effects o f your choice for the duration. On

each of your turns until the spell ends, you can use Fa l s e L ifeyour action to target another creature but can’t target 1st-level necromancya creature again if it has su cceed ed on a saving throwagainst this casting o f eyebite. Casting Time: 1 action Range: Self A sleep . The target falls u n con sciou s. It w a k es up if it Components: V, S, M (a sm all am ount o f alcoh ol ortakes any dam age or if another creature uses its actionto shake the sleeper awake. distilled spirits) Duration: 1 hour Panicked. The target is frightened o f you. On eacho f its turns, the frightened creature must take the Bolstering yourself with a necrom antic facsim ile o f life,Dash action and m ove away from you by the safest and you gain 1d4 + 4 tem porary hit points for the duration.shortest available route, unless there is nowhere tom ove. If the target m oves to a place at least 60 feet away A t H igher L evels. W h en you cast this spell using afrom you w here it can no longer see you, this effect ends. spell slot o f 2nd level or higher, you gain 5 additional tem porary hit points for each slot level above 1st. Sickened. The target has disadvantage on attack rollsand ability check s. At the end o f each o f its turns, it can Fearm ake another W isd om saving throw. If it su cceed s, 3rd-level illusionthe effect ends. Casting Time: 1 actionFa b r i c a t e Range: Self (30-foot cone)4th-level transmutation Components: V, S, M (a white feather or theCasting Time: 10 minutes heart of a hen)Range: 120 feet Duration: Concentration, up to 1 minuteComponents: V, SDuration: Instantaneous You project a phantasmal im age o f a creature’s worst fears. Each creature in a 30-foot cone must su cceed onYou convert raw materials into products of the same a W isd om saving th row or drop w hatever it is holdingmaterial. For example, you can fabricate a w ooden and becom e frightened for the duration.bridge from a clump o f trees, a rope from a patch ofhemp, and clothes from flax or w ool. W hile frightened by this spell, a creature must take the Dash action and move away from you by the safest C h oose raw materials that you can see within range. available route on each o f its turns, unless there isYou can fabricate a Large or smaller object (contained now h ere to m ove. If the creature en ds its turn in awithin a 10-foot cube, or eight connected 5-foot cubes), location w here it d oesn ’t have line o f sight to you,given a sufficient quantity o f raw material. If you the creature can make a W isdom saving throw. On aare working with metal, stone, or another mineral successful save, the spell ends for that creature.substance, however, the fabricated object can be nolarger than Medium (contained within a single 5-foot F e a t h e r Fa l lcube). The quality o f ob jects m ade by the spell is 1st-level transmutationcom m ensurate with the quality o f the raw materials. Casting Time: 1 reaction, which you take w hen you or a Creatures or m agic item s ca n ’t b e created or creature within 60 feet of you fallstransm uted by this spell. You also ca n ’t u se it tocreate items that ordinarily require a high degree of Range: 60 feetcraftsmanship, such as jewelry, weapons, glass, or Components: V, M (a sm all feather or p iece o f dow n)armor, unless you have proficiency with the type of Duration: 1 minuteartisan’s tools u sed to craft such objects. C hoose up to five falling creatures within range. AFa e r i e F ir e falling creature's rate o f descent slow s to 60 feet per1st-level evocation round until the spell ends. If the creature lands before the spell ends, it takes no falling dam age and can landCasting Time: 1 action on its feet, and the spell ends for that creature.Range: 60 feetComponents: V Feeblem indDuration: Concentration, up to 1 minute 8 th-level enchantmentE ach object in a 20 -foot cu b e within range is outlined in Casting Time: 1 actionblue, green, or violet light (your choice). Any creature in Range: 150 feetthe area w hen the spell is cast is also outlined in light if Components: V, S, M (a handful o f clay, crystal, glass,it fails a Dexterity saving throw. F or the duration, objectsand affected creatures shed dim light in a 10-foot radius. or mineral spheres) Duration: Instantaneous Any attack roll against an affected creature or objecthas advantage if the attacker can see it, and the affected You blast the mind of a creature that you can see withincreature or object can’t benefit from being invisible. range, attem pting to shatter its intellect and personality. The target takes 4d 6 psych ic dam age and must m ake an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charism a s c o r e s b e c o m e 1. The creature ca n ’t cast spells, activate m agic items, understand language, or

com m unicate in any intelligible way. The creature can, you can cau se it to reappear in any u n occu pied sp acehowever, identify its friends, follow them, and even within 30 feet of you.protect them. You c a n ’t have m ore than on e fam iliar at a time. If you At the end o f every 30 days, the creature can repeat cast this spell while you already have a familiar, youits saving throw against this spell. If it su cce e d s on its instead cau se it to adopt a n ew form . C h oose on e o f thesaving throw, the spell ends. form s from the above list. Your fam iliar transform s into the chosen creature. T h e spell can also be ended by greater restoration,heal, or wish. Finally, w hen you cast a spell with a range o f touch, your fam iliar can deliver the spell as if it had cast theFeign D eath spell. Your familiar must be within 100 feet of you, and3rd-level necrom ancy (ritual) it must u se its reaction to deliver the spell w hen you cast it. If the spell requ ires an attack roll, you u se your attackCasting Time: 1 action m odifier for the roll.Range: TouchComponents: V, S, M (a pinch o f graveyard dirt) F in d St e e dDuration: 1 hour 2 nd-level conjurationYou touch a w illing creature and put it into a cataleptic Casting Tim e: 10 m inutesstate that is indistinguishable from death. Range: 30 feet Components: V, S For the sp ell’s duration, or until you use an action Duration: Instantaneousto touch the target and dism iss the spell, the targetappears dead to all outward inspection and to spells You sum m on a spirit that assum es the form o f anu sed to determ ine the target’s status. T h e target is unusually intelligent, strong, and loyal steed, creating ablinded and incapacitated, and its speed drops to 0. long-lasting bon d w ith it. A ppearing in an u n occu piedThe target has resistance to all dam age except psychic space w ithin range, the steed takes on a form that youdam age. If the target is diseased or poisoned when you choose, such as a w arhorse, a pony, a camel, an elk, orcast the spell, or becom es diseased or poisoned while a mastiff. (Your DM might allow other anim als to beunder the spell’s effect, the disease and poison have no sum m oned as steeds.) The steed has the statistics o f theeffect until the spell ends. ch osen form , though it is a celestial, fey, or fiend (your choice) instead of its norm al type. Additionally, if yourF i n d Fa m i l i a r steed has an Intelligence o f 5 or less, its Intelligence1st-level conjuration (ritual) b e c o m e s 6, and it gains the ability to understand one language o f your ch oice that you speak.Casting Time: 1 hourRange: 10 feet Your steed serves you as a mount, both in com bat andComponents: V, S, M (10 gp w orth o f charcoal, out, and you have an instinctive bon d with it that allow s you to fight as a sea m less unit. W h ile m ounted on your in cen se, and herbs that m ust be con su m ed by fire in a steed, you can make any spell you cast that targets only brass brazier) you also target your steed.Duration: Instantaneous W h en the steed d rops to 0 hit points, it disappears,You gain the service o f a familiar, a spirit that takes an leaving behind no physical form. You can alsoanim al form you ch oose: bat, cat, crab, frog (toad), hawk, dism iss your steed at any time as an action, causinglizard, octopus, owl, p oisonou s snake, fish (quipper), it to disappear. In either case, castin g this spellrat, raven, sea horse, spider, or w easel. A pp earin g in again su m m on s the sam e steed, restored to its hitan unoccupied space within range, the fam iliar has the point maximum.statistics o f the ch osen form , though it is a celestial, fey,or fiend (your choice) instead o f a beast. W hile your steed is within 1 mile o f you, you can com m u n icate w ith it telepathically. Your fam iliar acts independently o f you, but it alwaysobeys your com m a n d s. In com bat, it rolls its ow n You can ’t have m ore than one steed bonded by thisinitiative and acts on its ow n turn. A fam iliar can’t spell at a tim e. A s an action, you can release the steedattack, but it can take other actions as norm al. from its bon d at any tim e, cau sin g it to disappear. W h en the fam iliar d rop s to 0 hit points, it disappears, F i n d t h e Pa t hleaving behind no physical form . It reappears after you 6 th-level divinationcast this spell again Casting Time: 1 minute W hile your familiar is within 100 feet o f you, you Range: Selfcan com m u n icate with it telepathically. Additionally, Components: V, S, M (a set o f divinatory tools—suchas an action, you can see through your fam iliar’s eyesand hear w hat it hears until the start o f your next turn, as bones, ivory sticks, cards, teeth, or carved runes—gaining the benefits o f any special senses that the worth 100 gp and an object from the location youfamiliar has. During this time, you are deaf and blind w ish to find)with regard to your ow n senses. Duration: Concentration, up to 1 day A s an action, you can temporarily dism iss your This spell allow s you to find the shortest, m ost directfamiliar. It disappears into a pock et dim ension w here it physical route to a specific fixed location that you areawaits your su m m on s. Alternatively, you can dism iss it familiar with on the sam e plane o f existence. If youforever. A s an action w hile it is tem porarily dism issed,

name a destination on another plane of existence, adestination that m oves (such as a m obile fortress), or adestination that isn’t sp ecific (such as “a green dragon ’slair”), the spell fails. For the duration, as long as you are on the sam e planeo f existence as the destination, you k n ow h ow far it isand in w hat direction it lies. W h ile you are travelingthere, whenever you are presented with a choice ofpaths along the way, you automatically determ ine whichpath is the shortest and m ost direct route (but notnecessarily the safest route) to the destination.Fin d T raps2 nd-level divinationCasting Time: 1 actionRange: 120 feetComponents: V, SDuration: InstantaneousYou sense the presence o f any trap within range thatis within line o f sight. A trap, for the purpose o f thisspell, includes anything that w ould inflict a sudden orunexpected effect you consider harmful or undesirable,w hich w as specifically intended as such by its creator.Thus, the spell w ould sense an area affected by thealarm spell, a glyph o f warding, or a m ech an ical pit trap,but it w ou ld not reveal a natural w ea k n ess in the floor,an unstable ceiling, or a hidden sinkhole. This spell m erely reveals that a trap is present. Youdon ’t learn the location o f each trap, but you do learn thegeneral nature o f the danger posed by a trap you sense.Finger of D eath7th-level necromancyCasting Time: 1 actionRange: 60 feetComponents: V, SDuration: InstantaneousYou send negative energy coursing through a creaturethat you can see w ithin range, causing it sea rin g pain.The target m ust m ake a Constitution saving throw. Ittakes 7d8 + 30 necrotic damage on a failed save, or halfas much damage on a successful one. A hum anoid killed by this spell rises at the start o fyour next turn as a zom bie that is permanently underyour com m and, following your verbal orders to the besto f its ability.F ir e b a l l3rd-level evocationCasting Time: 1 actionRange: 150 feetComponents: V, S , M (a tiny ball o f bat guano and sulfur)Duration: InstantaneousA bright streak flashes from your pointing finger to apoint you ch oose within range and then blossom s witha low roar into an explosion o f flame. Each creaturein a 20-foot-radius sphere centered on that point mustm ake a Dexterity saving throw. A target takes 8d 6 fire

dam age on a failed save, or half as much dam age on a Flame Bladesuccessful one. 2 nd-level evocation T he fire spreads around corn ers. It ignites flam m able Casting Time: 1 bonus actionobjects in the area that aren't being w orn or carried. Range: Self Components: V, S , M (leaf o f sum ac) A t H igher L evels. W h en you cast this spell using a Duration: Concentration, up to 10 minutesspell slot o f 4th level or higher, the dam age increases by1d6 for each slot level above 3rd. You evoke a fiery blade in your free hand. The blade is sim ilar in size and shape to a scim itar, and it lasts forF ire B olt the duration. If you let go o f the blade, it disappears, butEvocation cantrip you can evoke the blade again as a bonus action.Casting Time: 1 action You can use your action to make a m elee spellRange: 120 feet attack w ith the fiery blade. On a hit, the target takesComponents: V, S 3d6 fire damage.Duration: Instantaneous The flaming blade sheds bright light in a 10-footYou hurl a m ote o f fire at a creature or object w ithin radius and dim light for an additional 10 feet.range. Make a ranged spell attack against thetarget. On a hit, the target takes 1d10 fire dam age. A A t H igher L evels. W h en you cast this spell using aflam m able object hit by this spell ignites if it isn't being spell slot o f 4th level or higher, the dam age increases byworn or carried. 1d6 for every tw o slot levels above 2nd. This sp ell’s dam age in crea ses by 1d10 w hen you reach F l a m e St r ik e5th level (2 d10), 11th level (3 d10), and 17th level (4 d10). 5th-level evocationF ire Sh ield Casting Time: 1 action4th-level evocation Range: 60 feet Components: V, S, M (pinch o f sulfur)Casting Time: 1 action Duration: InstantaneousRange: SelfComponents: V, S, M (a bit o f ph osph oru s or a firefly) A vertical colum n o f divine fire roars dow n from theDuration: 10 minutes heavens in a location you specify. E ach creature in a 10-foot-radius, 40-foot-high cylinder centered on aThin and w ispy flam es w reathe your body for the point within range must make a Dexterity saving throw.duration, sh edding bright light in a 10-foot radius and A creature takes 4d6 fire dam age and 4d6 radiantdim light for an additional 10 feet. You can end the spell damage on a failed save, or half as much damage on aearly by using an action to dism iss it. successful one. The flames provide you with a warm shield or a chill A t H igher Levels. W h en you cast this spell using ashield, as you choose. The w arm shield grants you spell slot o f 6th level or higher, the fire dam age or theresistance to cold damage, and the chill shield grants radiant dam age (your choice) increases by 1d6 for eachyou resistance to fire damage. slot level above 5th. In addition, w henever a creature within 5 feet o f you Fl a m in g Spherehits you with a m elee attack, the shield erupts with 2 nd-level conjurationflame. The attacker takes 2d8 fire dam age from a w armshield, or 2d8 cold damage from a cold shield. Casting Time: 1 action Range: 60 feetF ir e St o r m Components: V, S, M (a bit o f tallow, a pinch o f7th-level evocation brim stone, and a dusting o f pow dered iron)Casting Time: 1 action Duration: Concentration, up to 1 minuteRange: 150 feetComponents: V, S A 5-foot-diam eter sphere o f fire appears in anDuration: Instantaneous unoccupied space o f your choice within range and lasts for the duration. Any creature that ends its turn w ithin 5A storm made up of sheets of roaring flame appears feet of the sphere must m ake a Dexterity saving throw.in a location you ch oose within range. The area o f the The creature takes 2d6 fire dam age on a failed save, orstorm consists o f up to ten 10-foot cubes, which you can half as much damage on a successful one.arrange as you w ish. Each cube must have at least oneface adjacent to the face of another cube. Each creature As a bonus action, you can move the sphere up to 30in the area must m ake a D exterity saving throw. It feet. If you ram the sphere into a creature, that creaturetakes 7d10 fire dam age on a failed save, or h alf as much m ust m ake the saving th row against the sp here’sdamage on a successful one. damage, and the sphere stops m oving this turn. The fire dam ages objects in the area and ignites W h en you m ove the sphere, you can direct it overflam m able objects that aren't being w orn or carried. barriers up to 5 feet tall and ju m p it a cro ss pits up toIf you choose, plant life in the area is unaffected 10 feet w ide. The sphere ignites flam m able objects notby this spell. being w orn or carried, and it sh eds bright light in a 20-foot radius and dim light for an additional 20 feet.

A t H igher L evels. W h en you cast this spell using a Fo r b id d a n c espell slot o f 3rd level or higher, the dam age increases by 6 th-level abjuration (ritual) 1d6 for each slot level above 2nd. Casting Time: 10 minutesF le sh t o St o n e Range: Touch6 th-level transmutation Components: V, S, M (a sp rinkling o f holy water, rareCasting Time: 1 action in cen se, and p ow d ered ruby w orth at least 1,000 gp)Range: 60 feet Duration: 1 dayCom ponents: V, S , M (a pinch o f lim e, water, and earth)Duration: Concentration, up to 1 minute You create a w ard against m agical travel that protects up to 40,000 square feet o f floor space to a height o f 30You attempt to turn one creature that you can see within feet above the floor. For the duration, creatures can’trange into stone. If the target’s bod y is m ade o f flesh, the teleport into the area or use portals, such as thosecreature must make a Constitution saving throw. On a created by the gate spell, to enter the area. T h e spellfailed save, it is restrained as its flesh begins to harden. proofs the area against planar travel, and thereforeOn a su ccessfu l save, the creature isn’t affected. prevents creatures 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 o f each o f its turns.If it su ccessfu lly saves against this spell three tim es, the In addition, the spell dam ages types o f creatures thatspell ends. If it fails its saves three tim es, it is turned you c h o o s e w hen you cast it. C h oose one or m ore o f theto stone and subjected to the petrified condition for the follow ing: celestials, elem entals, fey, fiends, and undead.duration. The su ccesses and failures don’t need to be W h en a ch osen creature enters the sp ell’s area for theconsecutive; keep track o f both until the target collects first tim e on a turn or starts its turn there, the creaturethree o f a kind. takes 5d10 radiant or necrotic dam age (your choice when you cast this spell). If the creature is physically broken w hile petrified,it suffers from sim ilar deform ities if it reverts to its W hen you cast this spell, you can designate aoriginal state. passw ord. A creature that sp eak s the pa ssw ord as it enters the area takes no damage from the spell. If you maintain your concentration on this spell for theentire possible duration, the creature is turned to stone The sp ell’s area can't overlap w ith the area o f anotheruntil the effect is rem oved. forbiddance spell. If you cast forbiddance every day for 30 days in the sam e location, the spell lasts until it isF ly dispelled, and the material com ponents are consum ed3rd-level transmutation on the last casting.Casting Time: 1 action ForcecageRange: Touch 7th-level evocationComponents: V, S, M (a w in g feather from any bird)Duration: Concentration, up to 10 minutes Casting Time: 1 action Range: 100 feetYou touch a w illing creature. The target gains a flying Components: V, S, M (ruby dust w orth 1,500 gp)speed o f 60 feet for the duration. W hen the spell ends, Duration: 1 hourthe target falls if it is still aloft, u n less it ca n stop the fall. An im m obile, invisible, cube-shaped prison com posed of A t H igher L evels. W h en you cast this spell using magical force springs into existence around an area youa spell slot o f 4th level or higher, you can target one choose within range. The prison can be a cage or a solidadditional creature for each slot level above 3rd. box, as you choose.Fo g C lou d A prison in the shape o f a cage can be up to 20 feet on1st-level conjuration a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.Casting Time: 1 actionRange: 120 feet A prison in the shape o f a box can be up to 10 feet onCom ponents: V, S a side, creating a solid barrier that prevents any matterDuration: Concentration, up to 1 hour from passing through it and block in g any sp ells cast into or out from the area.You create a 20-foot-radius sphere of fog centered on apoint within range. The sphere spreads around corners, W hen you cast the spell, any creature that isand its area is heavily obscu red . It lasts for the duration com pletely inside the cage's area is trapped. Creaturesor until a w in d o f m oderate or greater sp eed (at least 10 only partially w ithin the area, or th ose too large to fitm iles per hour) d isp erses it. inside the area, are pushed away from the center o f the area until they are com pletely outside the area. A t H igher L evels. W h en you cast this spell using aspell slot o f 2nd level or higher, the radius o f the fog A creature inside the cage c a n ’t leave it by n onm agicalin creases by 20 feet for each slot level above 1st. means. If the creature tries to use teleportation or interplanar travel to leave the cage, it m ust first m ake a Charisma saving throw. On a success, the creature can

use that m agic to exit the cage. On a failure, the creature Components: V, S, M (a bit o f gauze and acan't exit the cage and w astes the use o f the spell or wisp of smoke)effect. The cage also extends into the Ethereal Plane,blocking ethereal travel. Duration: Concentration, up to 1 hour This spell can ’t be dispelled by dispel magic. You transform a willing creature you touch, along with everything it’s w earin g and carrying, into a m isty cloudFore sig h t for the duration. The spell ends if the creature drops to9th-level divination 0 hit points. An in corp orea l creature isn’t affected.Casting Time: 1 minute W hile in this form, the target’s only m ethod ofRange: Touch m ovem ent is a flying sp eed o f 10 feet. The target canComponents: V, S, M (a h um m ingbird feather) enter and occupy the space of another creature. TheDuration: 8 hours target has resistan ce to n onm agical dam age, and it has advantage on Strength, Dexterity, and ConstitutionYou touch a w illing creature and bestow a limited ability saving throws. The target can pass through small holes,to see into the im mediate future. For the duration, the n arrow open in gs, and even m ere cracks, though it treatstarget can’t be surprised and has advantage on attack liquids as though they w ere solid surfaces. The targetrolls, ability checks, and saving throws. Additionally, can't fall and rem ains hovering in the air even whenother creatures have disadvantage on attack rolls stunned or otherwise incapacitated.against the target for the duration. W h ile in the form o f a m isty cloud, the target ca n ’t talk T h is spell im m ediately ends if you cast it again before or m anipulate objects, and any objects it w as carryin g orits duration ends. holding can’t be dropped, used, or otherw ise interacted with. The target can’t attack or cast spells.Freedom of M ovement4th-level abjuration G ate 9th-level conjurationCasting Time: 1 actionRange: Touch Casting Time: 1 actionComponents: V, S, M (a leather strap, bou n d around the Range: 60 feet Components: V, S, M (a diam ond w orth at least 5,0 0 0 gp) arm or a similar appendage) Duration: Concentration, up to 1 minuteDuration: 1 hour You conjure a portal linking an unoccupied space youYou touch a willing creature. For the duration, the can see within range to a precise location on a differenttarget’s m ovem ent is unaffected by difficult terrain, and plane o f existence. The portal is a circular opening,spells and other magical effects can neither reduce w hich you can m ake 5 to 20 feet in diameter. You canthe target’s sp eed nor cau se the target to b e paralyzed orient the portal in any direction you ch oose. The portalor restrained. lasts for the duration. The target can also spend 5 feet o f movement to The portal has a front and a back on each plane whereautomatically escape from nonm agical restraints, such it appears. Travel through the portal is p ossib le onlyas m anacles or a creature that has it grappled. Finally, by m ovin g through its front. A nything that d o e s so isbeing underwater im poses no penalties on the target's instantly transported to the other plane, appearing inmovement or attacks. the unoccupied space nearest to the portal.F riends Deities and other planar rulers can prevent portalsEnchantment cantrip created by this spell from opening in their presen ce or anywhere within their dom ains.Casting Time: 1 actionRange: Self W hen you cast this spell, you can speak the nameComponents: S, M (a sm all am ount o f m akeup applied o f a sp ecific creature (a pseudonym , title, or nicknam e d oesn ’t work). If that creature is on a plane other than to the face as this spell is cast) the on e you are on, the portal op en s in the nam edDuration: Concentration, up to 1 minute creatu re’s im m ediate vicinity and draw s the creature through it to the nearest u n occu p ied sp ace on your sideFor the duration, you have advantage on all Charisma o f the portal. You gain no special pow er over the creature,ch eck s directed at on e creature o f your ch oice that isn’t and it is free to act as the DM deem s appropriate. Ithostile toward you. W hen the spell ends, the creature might leave, attack you, or help you.realizes that you used m agic to influence its m oodand becom es hostile toward you. A creature prone G easto violence might attack you. Another creature might 5th-level enchantmentseek retribution in other w ays (at the D M ’s discretion),depen din g on the nature o f your interaction w ith it. Casting Time: 1 minute Range: 60 feetG aseous Form Components: V3rd-level transmutation Duration: 30 daysCasting Time: 1 action You place a m agical com m and on a creature that youRange: Touch ca n see w ithin range, forcin g it to ca rry out som e

service or refrain from som e action or course o f activity G libnessas you decide. If the creature can understand you, it 8 th-level transmutationmust succeed on a W isdom saving throw or becom echarm ed by you for the duration. W hile the creature Casting Time: 1 actionis charm ed by you, it takes 5 d10 psychic dam age Range: Selfeach tim e it acts in a m ann er d irectly coun ter to your Components: Vinstructions, but no m ore than on ce each day. A creature Duration: 1 hourthat can't understand you is unaffected by the spell. Until the spell ends, w hen you m ake a Charism a You can issue any com m and you choose, short of an check, you can replace the num ber you roll w ith a 15.activity that w ould result in certain death. Should you Additionally, no matter what you say, m agic that w ouldissue a suicidal com m and, the spell ends. determ ine if you are telling the truth indicates that you are being truthful. You can end the spell early by using an action tod ism iss it. A rem ove curse, greater restoration, or wish G lobe of In vu ln e ra b ilitysp ell also ends it. 6 th-level abjuration A t H igher L evels. W h en you cast this spell using Casting Time: 1 actiona spell slot o f 7th or 8th level, the duration is 1 year. Range: S elf (10-foot radius)W hen you cast this spell using a spell slot o f 9th level, Components: V, S, M (a glass or crystal bead thatthe spell lasts until it is ended by on e o f the spellsmentioned above. shatters when the spell ends) Duration: Concentration, up to 1 minuteG entle R epose2 nd-level necrom ancy (ritual) An im m obile, faintly shim m ering barrier springs into existence in a 10-foot radius around you and rem ains forCasting Time: 1 action the duration.Range: TouchComponents: V, S, M (a pinch o f salt and on e cop p er Any spell of 5th level or lower cast from outside the barrier can't affect creatu res or ob jects w ithin it, even piece placed on each o f the co rp s e ’s eyes, w hich must if the spell is cast using a higher level 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 from the areas affectedYou touch a corpse or other remains. For the by such spells.duration, the target is protected from decay and can’tbecom e undead. A t H igher L evels. W h en you cast this spell using a spell slot o f 7th level or higher, the barrier blocks spells The spell also effectively extends the time limit on o f one level higher for each slot level above 6th.raising the target from the dead, since days spent underthe influence o f this spell d on ’t coun t against the time G lyph of Ward in glimit o f spells such as raise dead. 3rd-level abjurationG ia n t Insect Casting Time: 1 hour4th-level transmutation Range: Touch Components: V, S, M (in cen se and p ow d ered diam ondCasting Time: 1 actionRange: 30 feet w orth at least 2 0 0 gp, w h ich the spell con su m es)Components: V, S Duration: Until dispelled or triggeredDuration: Concentration, up to 10 minutes W hen you cast this spell, you inscribe a glyph thatYou transform up to ten centipedes, three spiders, five harm s other creatures, either upon a surface (such asw asps, or one scorpion within range into giant versions a table or a section o f floor or wall) or within an objecto f their natural form s for the duration. A centipede that can be closed (such as a book, a scroll, or a treasureb ecom es a giant centipede, a spider becom es a giant chest) to conceal the glyph. If you ch oose a surface, thespider, a w asp b ecom es a giant wasp, and a scorpion glyph can cover an area o f the surface no larger thanb ecom es a giant scorpion. 10 feet in diameter. If you ch oose an object, that object m ust rem ain in its place; if the ob ject is m oved m ore Each creature obeys your verbal com m ands, and than 10 feet from w here you cast this spell, the glyph isin combat, they act on your turn each round. The DM broken, and the spell ends without being triggered.has the statistics for these creatures and resolves theiractions and movement. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save A creature rem ains in its giant size for the duration, DC to be found.until it d rops to 0 hit points, or until you u se an action todism iss the effect on it. You decide what triggers the glyph w hen you cast the spell. For glyphs inscribed on a surface, the most The DM might allow you to ch oose different targets. typical triggers include touching or standing on theFor example, if you transform a bee, its giant version glyph, rem oving another object covering the glyph,might have the sam e statistics as a giant wasp. approaching within a certain distance o f the glyph, or manipulating the object on w hich the glyph is inscribed. For glyphs inscribed within an object, the m ost com m on

triggers include opening that object, approaching within You conjure a vine that sprouts from the ground in an a certain distance o f the object, or seeing or reading the unoccupied space o f your choice that you can see withinglyph. O nce a glyph is triggered, this spell ends. range. W hen you cast this spell, you can direct the vine to lash out at a creature w ithin 30 feet o f it that you can You can further refine the trigger so the spell activates see. That creature must succeed on a Dexterity savingonly under certain circum stances or according to throw or b e pulled 20 feet directly toward the vine.physical characteristics (such as height or weight),creature kind (for example, the ward could be set to Until the spell ends, you can direct the vine to lash outaffect aberrations or drow), or alignment. You can also at the sam e creature or another on e as a bon u s actionset conditions for creatures that don’t trigger the glyph, on each o f your turns.such as those w ho say a certain password. G rease W h en you in scribe the glyph, c h o ose explosive runes 1st-level conjurationor a spell glyph. Casting Time: 1 action E xplosive Runes. W hen triggered, the glyph erupts Range: 60 feetwith m agical energy in a 20-foot-radius sphere centered Components: V, S, M (a bit o f pork rind or butter)on the glyph. The sphere spreads around corners. Each Duration: 1 minutecreature in the area must make a Dexterity savingthrow. A creature takes 5d8 acid, cold, fire, lightning, or Slick grease covers the ground in a 10-foot squarethunder damage on a failed saving throw (your choice centered on a point w ithin range and turns it intow hen you create the glyph), or half as much dam age on a difficult terrain for the duration.successful one. W hen the grease appears, each creature standing in S pell Glyph. You can store a prepared spell o f its area must su cceed on a Dexterity saving throw or fall3rd level or low er in the glyph by castin g it as part prone. A creature that enters the area or ends its turno f creating the glyph. The spell must target a single there must also succeed on a Dexterity saving throwcreature or an area. The spell being stored has no or fall prone.im m ediate effect w hen cast in this way. W hen the glyphis triggered, the stored spell is cast. If the spell has a G reater In visibilitytarget, it targets the creature that triggered the glyph. 4th-level illusionIf the spell affects an area, the area is centered onthat creature. If the spell sum m ons hostile creatures Casting Time: 1 actionor creates harmful objects or traps, they appear as Range: Touchclo se as p ossib le to the intruder and attack it. If the Components: V, Sspell requ ires concentration, it lasts until the end o f its Duration: Concentration, up to 1 minutefull duration. You or a creature you touch b ecom es invisible until the A t H igher Levels. W h en you cast this spell using spell ends. Anything the target is w earing or carrying isa spell slot o f 4th level or higher, the dam age o f an invisible as long as it is on the target’s person .explosive runes glyph in creases by 1d8 for each slotlevel above 3rd. If you create a spell glyph, you can store G reater R esto rationany spell o f up to the sam e level as the slot you use for 5th-level abjurationthe glyph o f warding. Casting Time: 1 actionG oodberry Range: Touch1st-level transmutation Components: V, S, M (diam ond dust w orth at least 100Casting Time: 1 action gp, which the spell consum es)Range: Touch Duration: InstantaneousComponents: V, S, M (a sprig o f m istletoe)Duration: Instantaneous You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’sUp to ten berries appear in your hand and are infused exhaustion level by one, or end one o f the followingwith m agic for the duration. A creature can u se its effects on the target:action to eat on e berry. Eating a berry restores 1 hitpoint, and the berry provides enough nourishm ent to • One effect that charm ed or petrified the targetsustain a creature for on e day. • One curse, including the target’s attunement to a The berries lose their potency if they have not been cursed m agic itemconsum ed within 24 hours o f the casting o f this spell. • Any reduction to on e o f the target’s ability s c o r e s • O ne effect reducing the target’s hit point m axim umG raspin g V ine4th-level conjuration G u a r d i a n o f Fa i t h 4th-level conjurationCasting Time: 1 bonus actionRange: 30 feet Casting Time: 1 actionComponents: V, S Range: 30 feetDuration: Concentration, up to 1 minute Components: V Duration: 8 hours A Large spectral guardian appears and hovers for the duration in an unoccupied space o f your choice that you

can see within range. The guardian occu p ies that space • P la ce a suggestion in on e location. You select an areaand is indistinct except for a gleam ing sword and shield o f up to 5 feet square, and any creature that entersem b lazon ed with the sym bol o f your deity. or passes through the area receives the suggestion mentally. Any creature hostile to you that m oves to a spacewithin 10 feet o f the guardian for the first time on a T h e w hole w arded area radiates m agic. A dispelturn must su cceed on a Dexterity saving throw. The magic cast on a sp ecific effect, if su ccessfu l, rem ovescreature takes 20 radiant damage on a failed save, or only that effect.half as much damage on a successful one. The guardianvanishes w hen it has dealt a total o f 60 dam age. You can create a permanently guarded and warded structure by casting this spell there every dayG uards and Wards for one year.6 th-level abjuration G u idanceCasting Time: 10 minutes Divination cantripRange: TouchComponents: V, S, M (burning in cen se, a sm all Casting Time: 1 action Range: Touch m easure o f brim stone and oil, a knotted string, a Components: V, S sm all amount o f umber hulk blood, and a small silver Duration: Concentration, up to 1 minute rod w orth at least 10 gp)Duration: 24 hours You touch one w illing creature. O nce before the spell ends, the target can roll a d4 and add the num ber rolledYou create a w ard that protects up to 2,5 00 square feet to one ability ch eck o f its ch oice. It can roll the die beforeof floor space (an area 50 feet square, or one hundred or after m aking the ability check. The spell then ends.5-foot squares or twenty-five 10-foot squares). Thew arded area can be up to 20 feet tall, and shaped as you G u idin g B oltdesire. You can ward several stories of a stronghold by 1st-level evocationdividing the area am ong them, as long as you can walkinto each contiguous area w hile you are casting the spell. Casting Time: 1 action Range: 120 feet W hen you cast this spell, you can specify individuals Components: V, Sthat are unaffected by any or all o f the effects that Duration: 1 roundyou ch o o s e . You can also sp ecify a pa ssw ord that,w hen spoken aloud, m akes the speaker im m une to A flash o f light streaks toward a creature o f your choicethese effects. within range. Make a ranged spell attack against the target. On a hit, the target takes 4d 6 radiant dam age, Guards and wards creates the follow in g effects w ithin and the next attack roll m ade against this target beforethe warded area. the end o f your next turn has advantage, thanks to the m ystical dim light glittering on the target until then. C orridors. F og fills all the w arded corridors, m akingthem heavily ob scu red. In addition, at each intersection A t H igher Levels. W h en you cast this spell using aor branching passage offering a choice of direction, spell slot o f 2nd level or higher, the dam age increases bythere is a 50 percent chance that a creature other than 1d6 for each slot level above 1st.you w ill believe it is going in the opposite direction fromthe on e it ch ooses. G ust of W ind 2 nd-level evocation D oors. All doors in the w arded area are magicallylocked, as if sealed by an arcane lock spell. In addition, Casting Time: 1 actionyou can cover up to ten doors with an illusion (equivalent Range: S elf (60-foot line)to the illusory object function o f the m inor illusion spell) Components: V, S, M (a legum e seed )to make them appear as plain sections o f wall. Duration: Concentration, up to 1 minute Stairs. W eb s fill all stairs in the w arded area from top A line o f strong w ind 60 feet long and 10 feet w ideto bottom , as the web spell. T h ese strands regrow in 10 blasts from you in a direction you c h o o s e for the sp ell’sm inutes if they are burned or torn away w hile guards duration. Each creature that starts its turn in the lineand wards lasts. must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction follow in g the line. O ther S pell E ffect. You can place your ch oice o f oneof the following m agical effects within the w arded area Any creature in the line must spend 2 feet ofo f the stronghold. m ovem ent for every 1 foot it m oves w hen m oving closer to you.• P la ce dancing lights in four corridors. You can desig­ nate a sim ple program that the lights repeat as long as The gust d isp erses gas or vapor, and it extinguishes guards and wards lasts. candles, torches, and sim ilar unprotected flam es in the area. It cau ses protected flam es, such as th ose o f• P la ce magic mouth in tw o locations. lanterns, to dance wildly and has a 50 percent chance to• P la ce stinking cloud in tw o locations. T h e vapors extinguish them. appear in the places you designate; they return within As a bonus action on each o f your turns before the 10 m inutes if disp ersed by w ind w hile guards and spell ends, you can change the direction in w hich the wards lasts. line blasts from you.• P la ce a constant gust o f wind in on e corrid or or room .

H a il of T horns Energy Vulnerability. A ffected creatures in the area1st-level conjuration have vulnerability to one dam age type of your choice, except for bludgeoning, piercing, or slashing.Casting Time: 1 bonus actionRange: Self Everlasting Rest. D ead b o d ie s interred in the areaComponents: V c a n ’t be turned into undead.Duration: Concentration, up to 1 minute Extradimensional Interference. Affected creaturesT h e next tim e you hit a creature w ith a ranged w eapon can’t move or travel using teleportation or byattack before the spell ends, this spell creates a rain extradim ensional or interplanar m eans.o f thorns that sprouts from your ranged w eapon orammunition. In addition to the norm al effect of the Fear. A ffected creatures are frightenedattack, the target of the attack and each creature within while in the area.5 feet o f it m ust m ake a D exterity saving throw. Acreature takes 1dlO piercing dam age on a failed save, or Silence. N o sou n d ca n em anate from w ithin the area,half as much damage on a successful one. and no sou n d can reach into it. A t Higher Levels. If you cast this spell using a spell Tongues. A ffected creatures can com m u n icate withslot o f 2nd level or higher, the damage increases by 1d10 any other creature in the area, even if they don’t share afor each slot level above 1st (to a m axim um o f 6 d10). com m on language.H allow H allu cin ato ry T errain5th-level evocation 4th-level illusionCasting Time: 24 hours Casting Tim e: 10 m inutesRange: Touch Range: 300 feetCom ponents: V, S, M (herbs, oils, and in cen se w orth at Components: V, S, M (a stone, a tw ig, and a bit least 1,000 gp, which the spell consum es) o f green plant)Duration: Until dispelled Duration: 24 hoursYou touch a point and infuse an area around it w ith holy You m ake natural terrain in a 150-foot cube in range(or unholy) power. The area can have a radius up to 60 look, sound, and smell like som e other sort of naturalfeet, and the spell fails if the radius includes an area terrain. Thus, open fields or a road can be m ade toalready under the effect a hallow spell. T h e affected area resem ble a swam p, hill, crevasse, or som e other difficultis subject to the follow ing effects. or im passable terrain. A pond can be made to seem like a grassy m eadow, a precipice like a gentle slope, First, celestials, elem entals, fey, fiends, and undead or a rock-strewn gully like a wide and sm ooth road.can’t enter the area, nor can such creatures charm, M anufactured structures, equipment, and creaturesfrighten, or p o s s e s s creatu res w ithin it. Any creature within the area aren’t changed in appearance.charm ed, frightened, or possessed by such a creatureis no longer charm ed, frightened, or possessed upon The tactile characteristics of the terrain areentering the area. You can exclude one or m ore of those unchanged, so creatures entering the area are likely totypes of creatures from this effect. see through the illusion. If the difference isn’t obvious by touch, a creature carefully exam ining the illusion can Second, you can bind an extra effect to the area. attempt an Intelligence (Investigation) check againstC h o o se the effect from the follow in g list, or c h o o s e an your spell save D C to disbelieve it. A creature w hoeffect offered by the DM. S om e o f these effects apply to discern s the illusion for w hat it is, s e e s it as a vaguecreatures in the area; you can designate w hether the im age superim posed on the terrain.effect applies to all creatures, creatures that follow aspecific deity or leader, or creatures o f a specific sort, H armsuch as ores or trolls. W hen a creature that w ould be 6 th-level necrom ancyaffected enters the sp ell’s area for the first tim e on aturn or starts its turn there, it can m ake a Charism a Casting Time: 1 actionsaving throw. On a su ccess, the creature ignores the Range: 60 feetextra effect until it leaves the area. Components: V, S Duration: Instantaneous Courage. A ffected creatu res ca n ’t be frightenedw hile in the area. You unleash a virulent disease on a creature that you can see within range. The target must make a Darkness. D arkness fills the area. N orm al light, Constitution saving throw. On a failed save, it takesas w ell as m agical light created by spells o f a low er 14d6 necrotic damage, or half as much damage on alevel than the slot you used to cast this spell, can’t su ccessfu l save. The dam age ca n ’t reduce the target’silluminate the area. hit points below 1. If the target fails the saving throw, its hit point m axim um is reduced for 1 hour by an Daylight. Bright light fills the area. M agical darkness am ount equal to the n ecrotic dam age it took. Any effectcreated by spells o f a lower level than the slot you used that rem oves a d isease allow s a creatu re’s hit pointto cast this spell ca n ’t extinguish the light. m axim um to return to norm al before that time passes. Energy Protection. A ffected creatures in the areahave resistance to one damage type of your choice,except for bludgeoning, piercing, or slashing.

H aste If a creature is holding or w earing the object and3rd-level transmutation takes the dam age from it, the creature m ust s u cce e d on a Constitution saving th row or drop the object if it can. IfCasting Time: 1 action it d oesn ’t drop the object, it has disadvantage on attackRange: 30 feet rolls and ability checks until the start o f your next turn.Components: V, S, M (a shaving o f licorice root)Duration: Concentration, up to 1 minute A t H igher L evels. W h en you cast this spell using a spell slot o f 3rd level or higher, the damage increases byC h oose a w illing creature that you can see within range. 1d8 for each slot level above 2nd.Until the spell ends, the target’s sp eed is doubled, itgains a +2 bon u s to AC, it h as advantage on Dexterity H ellish R ebukesaving throw s, and it gains an additional action on each 1st-level evocationo f its turns. That action can be used only to take theAttack (one w eapon attack only), Dash, Disengage, Hide, Casting Time: 1 reaction, w hich you take in responseor Use an Object action. to being dam aged by a creature within 60 feet of you that you can see W hen the spell ends, the target can’t m ove or takeactions until after its next turn, as a wave o f lethargy Range: 60 feetsw eep s over it. Components: V, S Duration: InstantaneousH eal6 th-level evocation You point your finger, and the creature that dam aged you is mom entarily surrounded by hellish flames. TheCasting Time: 1 action creature must m ake a D exterity saving throw. It takesRange: 60 feet 2d10 fire dam age on a failed save, or half as muchComponents: V, S damage on a successful one.Duration: Instantaneous A t H igher Levels. W h en you cast this spell using aC h oose a creature that you can see within range. A spell slot o f 2nd level or higher, the damage increases bysurge of positive energy washes through the creature, 1dlO for each slot level above 1st.causing it to regain 70 hit points. This spell also endsblindness, deafness, and any diseases affecting the H eroes’ Feasttarget. This spell has no effect on constructs or undead. 6 th-level conjuration A t H igher L evels. W h en you cast this spell using a Casting Time: 10 minutesspell slot o f 7th level or higher, the amount o f healing Range: 30 feetincreases by 10 for each slot level above 6th. Components: V, S , M (a gem -en crusted bow l w orth atH ealin g W ord least 1,000 gp, w hich the spell consum es)1st-level evocation Duration: InstantaneousCasting Time: 1 bonus action You bring forth a great feast, including magnificentRange: 60 feet food and drink. The feast takes 1 hour to consum e andComponents: V disappears at the end o f that time, and the beneficialDuration: Instantaneous effects don’t set in until this hour is over. Up to twelve other creatures can partake o f the feast.A creature o f your choice that you can see within rangeregains hit points equal to 1d4 + your spellcasting A creature that partakes o f the feast gains severalability modifier. This spell has no effect on undead benefits. The creature is cured o f all diseases andor constructs. poison, becom es im mune to poison and being frightened, and m akes all W isdom saving throws with A t H igher L evels. W h en you cast this spell using a advantage. Its hit point m axim u m also in creases byspell slot o f 2nd level or higher, the healing increases by 2d 1 0 , and it gains the sam e num ber o f hit points. T h ese1d4 for each slot level above 1st. benefits last for 24 hours.H eat M etal H eroism2 nd-level transmutation 1st-level enchantmentCasting Time: 1 action Casting Time: 1 actionRange: 60 feet Range: TouchComponents: V, S, M (a p iece o f iron and a flame) Components: V, SDuration: Concentration, up to 1 minute Duration: Concentration, up to 1 minuteC hoose a manufactured metal object, such as a metal A willing creature you touch is im bued with bravery.w eapon or a suit o f heavy or m edium metal armor, that Until the spell ends, the creature is im m une to beingyou can see within range. You cause the object to glow frightened and gains tem porary hit points equal tored-hot. Any creature in physical contact w ith the object your sp ellcastin g ability m odifier at the start o f eachtakes 2d8 fire dam age w hen you cast the spell. Until the o f its turns. W hen the spell ends, the target loses anyspell ends, you can use a bonus action on each of your rem ainin g tem porary hit points from this spell.subsequent turns to cause this dam age again.

At Higher Levels. W h en you cast this spell using H oly A uraa spell slot o f 2nd level or higher, you can target one 8 th-level abjurationadditional creature for each slot level above 1st. Casting Time: 1 actionH ex Range: Self1st-level enchantment Components: V, S, M (a tiny reliquary w orth at leastCasting Time: 1 bonus action 1,000 gp containing a sacred relic, such as a scrap ofRange: 90 feet cloth from a saint’s robe or a p iece o f parchm ent fromComponents: V, S, M (the petrified eye o f a newt) a religious text)Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minuteYou place a curse on a creature that you can see within Divine light w ashes out from you and coalescesrange. Until the spell ends, you deal an extra 1d6 in a soft radiance in a 30-foot radius around you.n ecrotic dam age to the target w hen ever you hit it with Creatures o f your choice in that radius w hen you castan attack. A lso, ch oose one ability w hen you cast the this spell shed dim light in a 5-foot radius and havespell. The target has disadvantage on ability checks advantage on all saving throws, and other creaturesm ade w ith the ch osen ability. have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead If the target drops to 0 hit points before this spell hits an affected creature with a m elee attack, the auraends, you can use a bonus action on a subsequent turn flashes with brilliant light. The attacker must su cceedo f yours to curse a new creature. on a Constitution saving throw or be blinded until the spell ends. A rem ove curse cast on the target ends this spell early. A t Higher Levels. W h en you cast this spell using H unger of H adara spell slot o f 3rd or 4th level, you can maintain your 3rd-level conjurationconcentration on the spell for up to 8 hours. W hen youuse a spell slot o f 5th level or higher, you can maintain Casting Time: 1 actionyour concentration on the spell for up to 24 hours. Range: 150 feet Components: V, S, M (a pickled octop u s tentacle)H old M onster Duration: Concentration, up to 1 minute5th-level enchantment You open a gateway to the dark between the stars, aCasting Time: 1 action region infested with unknown horrors. A 20-foot-radiusRange: 90 feet sphere of blackness and bitter cold appears, centeredCom ponents: V, S, M (a sm all, straight piece o f iron) on a point with range and lasting for the duration. ThisDuration: Concentration, up to 1 minute void is filled with a cacophony o f soft w hispers and slurping n oises that can be heard up to 30 feet away. NoC h oose a creature that you can see within range. The light, m agical or otherw ise, can illuminate the area, andtarget must succeed on a W isdom saving throw or be creatures fully within the area are blinded.paralyzed for the duration. This spell has no effect onundead. At the end o f each o f its turns, the target can The void creates a w arp in the fabric of space, and them ake another W isdom saving throw. On a success, the area is difficult terrain. Any creature that starts its turnspell ends on the target. in the area takes 2d6 cold dam age. Any creature that ends its turn in the area must su cceed on a Dexterity At Higher Levels. W h en you cast this spell using saving throw or take 2d6 acid dam age as milky,a spell slot o f 6th level or higher, you can target one oth erw orldly tentacles rub against it.additional creature for each slot level above 5th. Thecreatures must be within 30 feet of each other when H u n t e r ’s M a r kyou target them. 1st-level divinationH old Person Casting Time: 1 bonus action2 nd-level enchantment Range: 90 feet Components: VCasting Time: 1 action Duration: Concentration, up to 1 hourRange: 60 feetComponents: V, S, M (a sm all, straight p iece o f iron) You choose a creature you can see within range andDuration: Concentration, up to 1 minute m ystically m ark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target wheneverC h oose a hum anoid that you can see within range. you hit it w ith a w eap on attack, and you have advantageThe target must succeed on a W isdom saving throw on any W isdom (Perception) or W isdom (Survival)or be paralyzed for the duration. At the end o f each of ch eck you m ake to find it. If the target d rops to 0 hitits turns, the target can m ake another W isd om saving points before this spell ends, you can use a bonus actionthrow. On a success, the spell ends on the target. on a subsequent turn o f yours to mark a new creature. At Higher Levels. W h en you cast this spell using At Higher Levels. W h en you cast this spell usinga spell slot o f 3rd level or higher, you can target one a spell slot o f 3rd or 4th level, you can maintain youradditional hum anoid for each slot level above 2nd. The concentration on the spell for up to 8 hours. W hen youhumanoids must be within 30 feet of each other when use a spell slot o f 5th level or higher, you can maintainyou target them. your concentration on the spell for up to 24 hours.

H y p n o t i c Pa t t e r n Components: S , M (a lead-based ink w orth at least 103rd-level illusion gp, which the spell consum es)Casting Time: 1 action Duration: 10 daysRange: 120 feetComponents: S, M (a glow ing stick o f in cen se or a You write on parchment, paper, or som e other suitable w riting material and im bue it with a potent illusion that crystal vial filled with phosphorescent material) lasts for the duration.Duration: Concentration, up to 1 minute To you and any creatures you designate w hen youYou create a twisting pattern o f colors that w eaves cast the spell, the w riting appears norm al, written inthrough the air inside a 30-foot cube within range. your hand, and conveys whatever m eaning you intendedThe pattern appears for a moment and vanishes. Each when you w rote the text. To all others, the writingcreature in the area w ho sees the pattern must make appears as if it w ere w ritten in an u nkn ow n or m agicala W isdom saving throw. On a failed save, the creature script that is unintelligible. Alternatively, you can causeb ecom es charm ed for the duration. W hile charm ed the writing to appear to be an entirely different m essage,by this spell, the creature is incapacitated and has written in a different hand and language, though thea sp eed o f 0. language must be one you know. Th e spell ends for an affected creature if it takes any Should the spell be dispelled, the original script anddamage or if som eone else uses an action to shake the the illusion both disappear.creature out o f its stupor. A creature with truesight can read theIce St o r m hidden m essage.4th-level evocation Im pr iso n m en tCasting Time: 1 action 9th-level abjurationRange: 300 feetComponents: V, S, M (a pinch o f dust and a few Casting Time: 1 minute Range: 30 feet drops o f water) Components: V, S, M (a vellum depiction or a carvedDuration: Instantaneous statuette in the likeness o f the target, and a specialA hail o f rock-hard ice pounds to the ground in a com ponent that varies according to the version o f the20-foot-radius, 40-foot-high cylinder centered on a spell you ch oose, w orth at least 5 0 0 gp per Hit D iepoint w ithin range. E ach creature in the cylinder must o f the target)make a Dexterity saving throw. A creature takes 2d8 Duration: Until dispelledbludgeoning damage and 4d6 cold damage on a failedsave, or half as much damage on a successful one. You create a m agical restraint to hold a creature that you can see within range. The target must su cceed on H ailstones turn the storm 's area of effect into difficult a W isd om saving th row or be bou n d by the spell; if itterrain until the end o f your next turn. su cceed s, it is im m u ne to this spell if you cast it again. W hile affected by this spell, the creature doesn't need A t H igher Levels. W hen you cast this spell using a to breathe, eat, or drink, and it d oesn ’t age. Divinationspell slot o f 5th level or higher, the bludgeoning dam age spells can’t locate or perceive the target.increases by 1d8 for each slot level above 4th. W hen you cast the spell, you ch oose one o f theIden tify following form s of imprisonment.1st-level divination (ritual) Burial. The target is en tom bed far beneath the earthCasting Time: 1 minute in a sphere o f m agical force that is just large enough toRange: Touch contain the target. Nothing can pass through the sphere,Components: V, S, M (a pearl w orth at least 100 gp and nor can any creature teleport or use planar travel to get into or out o f it. an owl feather)Duration: Instantaneous The special com ponent for this version o f the spell is a small mithral orb.You ch oose one object that you must touch throughoutthe castin g o f the spell. If it is a m agic item or som e Chaining. H eavy chains, firm ly rooted in the ground,other m agic-im bu ed object, you learn its properties hold the target in place. The target is restrained untiland h ow to use them , w hether it requ ires attunem ent the spell ends, and it ca n ’t m ove or be m oved by anyto use, and h ow m any ch arges it has, if any. You learn m eans until then.whether any spells are affecting the item and what theyare. If the item w as created by a spell, you learn w hich The special com ponent for this version o f the spell is aspell created it. fine chain o f precious metal. If you instead touch a creature throughout the casting, H edged Prison. The spell transports the target intoyou learn what spells, if any, are currently affecting it. a tiny dem iplane that is warded against teleportation and planar travel. The dem iplane can be a labyrinth, aIllusory Script cage, a tower, or any similar confined structure or area1st-level illusion (ritual) of your choice.Casting Time: 1 minute The special com ponent for this version o f the spell is aRange: Touch miniature representation of the prison made from jade. M inimus Containm ent. The target shrinks to a height of 1 inch and is im prisoned inside a gem stone or similar

object. Light can pass through the gem stone norm ally(allowing the target to see out and other creatures to seein), but nothing else can pass through, even by m eans o fteleportation or planar travel. The gem stone ca n ’t be cutor broken w hile the spell rem ains in effect. The special com ponent for this version o f the spellis a large, transparent gemstone, such as a corundum ,diam ond, or ruby. Slumber. T h e target falls asleep and can ’t be awoken.The special com ponent for this version o f the spellconsists of rare soporific herbs. Ending the Spell. D uring the casting o f the spell,in any o f its versions, you can sp ecify a condition thatwill cause the spell to end and release the target. Thecondition can be as specific or as elaborate as youch oose, but the DM must agree that the condition isreasonable and has a likelihood of com ing to pass. Thecondition s can be ba sed on a creatu re’s nam e, identity,or deity but otherwise must be based on observableactions or qualities and not based on intangibles such aslevel, class, or hit points. A dispel magic spell can end the spell only if it is castas a 9th-level spell, targeting either the prison or thesp ecial com pon en t u sed to create it. You can use a particular special com ponent to createonly on e prison at a time. If you cast the spell againusing the sam e com ponent, the target o f the first castingis im m ediately freed from its binding.In cen diary C loud8 th-level conjurationCasting Time: 1 actionRange: 150 feetComponents: V, SDuration: Concentration, up to 1 minuteA swirling cloud of sm oke shot through with white-hotem bers appears in a 20-foot-radius sphere centered ona point within range. The cloud spreads around cornersand is heavily obscu red . It lasts for the duration or untila w in d o f m oderate or greater sp eed (at least 10 m ilesper hour) disp erses it. W h en the cloud appears, each creature in it mustmake a Dexterity saving throw. A creature takes 10d8fire dam age on a failed save, or half as much dam age ona successful one. A creature must also make this savingth row w hen it enters the sp ell’s area for the first tim e ona turn or ends its turn there. The cloud m oves 10 feet directly away from youin a direction that you c h o o s e at the start o f eachof your turns.In flict W ounds1st-level necromancyCasting Time: 1 actionRange: TouchComponents: V, SDuration: InstantaneousMake a melee spell attack against a creature you canreach. On a hit, the target takes 3 d10 n ecrotic dam age. At Higher Levels. W h en you cast this spell using aspell slot o f 2nd level or higher, the damage increases by1d10 for each slot level above 1st.

Insect Plague unbarred. If the object has multiple locks, only one of5th-level conjuration them is unlocked. Casting Time: 1 action If you c h o o s e a target that is held shut w ith arcaneRange: 300 feet lock, that spell is su ppressed for 10 m inutes, duringComponents: V, S, M (a few grains o f sugar, som e w hich time the target can be opened and shut normally. kernels o f grain, and a sm ear o f fat) W hen you cast the spell, a loud knock, audible from asDuration: Concentration, up to 10 minutes far away as 300 feet, em anates from the target object.Sw arm ing, biting locusts fill a 20-foot-radius sphere L egend L orecentered on a point you choose within range. The sphere 5th-level divinationspreads around corners. The sphere rem ains for theduration, and its area is lightly o b scu red. T h e sp h ere’s Casting Time: 10 minutesarea is difficult terrain. Range: Self Components: V, S, M (in cen se w orth at least 2 5 0 gp, W h en the area appears, each creature in it mustm ake a Constitution saving throw. A creature takes which the spell consum es, and four ivory strips worth4 d10 piercing damage on a failed save, or half as much at least 50 gp each)damage on a successful one. A creature must also make Duration: Instantaneousthis saving th row w hen it enters the sp ell’s area for thefirst time on a turn or ends its turn there. Name or describe a person, place, or object. The spell brings to your m ind a brief sum m ary of the significant A t H igher Levels. W h en you cast this spell using a lore about the thing you named. The lore might consistspell slot o f 6th level or higher, the dam age increases by o f current tales, forgotten stories, or even secret lore 1d10 for each slot level above 5th. that has never been widely known. If the thing you nam ed isn’t of legendary im portance, you gain noIn v isib ility information. The m ore information you already have2 nd-level illusion about the thing, the m ore precise and detailed the inform ation you receive is.Casting Time: 1 actionRange: Touch The inform ation you learn is accurate but might beComponents: V, S, M (an eyelash en ca sed couched in figurative language. For example, if you have a mysterious m agic axe on hand, the spell might in gum arabic) yield this information: “W oe to the evildoer w hose handDuration: Concentration, up to 1 hour touches the axe, for even the haft slices the hand o f the evil ones. Only a true Child o f Stone, lover and belovedA creature you touch becom es invisible until the spell o f Moradin, may awaken the true pow ers o f the axe, andends. Anything the target is w earing or carrying is only with the sa cred w ord Rudnogg on the lips.”invisible as long as it is on the target’s person . T h e spellends for a target that attacks or casts a spell. L e o m u n d ’s Se c r e t C h e st 4th-level conjuration A t H igher L evels. W h en you cast this spell usinga spell slot o f 3rd level or higher, you can target one Casting Time: 1 actionadditional creature for each slot level above 2nd. Range: Touch Components: V, S, M (an exquisite chest, 3 feet by 2 feetJum p1st-level transmutation by 2 feet, constructed from rare m aterials w orth at least 5,000 gp, and a Tiny replica made from the sameCasting Time: 1 action m aterials w orth at least 50 gp)Range: Touch Duration: InstantaneousComponents: V, S, M (a grassh op p er’s hind leg)Duration: 1 minute You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniatureYou touch a creature. The creatu re’s ju m p distance is replica that serves as a material com ponent for the spell.tripled until the spell ends. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).K nock2 nd-level transmutation W hile the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall theCasting Time: 1 action chest. It appears in an u n occu p ied sp ace on the groundRange: 60 feet within 5 feet o f you. You can send the chest back to theComponents: V Ethereal Plane by using an action and touching both theDuration: Instantaneous chest and the replica.C h oose an object that you can see within range. The After 60 days, there is a cumulative 5 percent chanceobject can be a door, a box, a chest, a set of manacles, a per day that the spell's effect ends. This effect ends ifpadlock, or another object that contains a m undane or you cast this spell again, if the sm aller replica chest ism agical m eans that prevents access. destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal A target that is held shut by a mundane lock or that Plane, it is irretrievably lost.is stuck or barred becom es unlocked, unstuck, or

L e o m u n d ’s T i n y H u t L igh t3rd-level evocation (ritual) Evocation cantripCasting Time: 1 minute Casting Time: 1 actionRange: S elf (10-foot-radius hemisphere) Range: TouchComponents: V, S, M (a sm all crystal bead) Components: V, M (a firefly or ph osp h orescen t m oss)Duration: 8 hours Duration: 1 hourA 10-foot-radius im m obile dom e o f force springs into You touch one object that is no larger than 10 feet in anyexistence around and above you and remains stationary dim ension. Until the spell ends, the object sheds brightfor the duration. The spell ends if you leave its area. light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Com pletely Nine creatures o f M edium size or sm aller can fit inside covering the object with som ething opaque blocks thethe dom e w ith you. T h e spell fails if its area includes a light. T h e spell ends if you cast it again or dism iss itlarger creature or m ore than nine creatures. Creatures as an action.and objects within the dom e w hen you cast this spellcan m ove through it freely. A ll other creatures and If you target an object held or w orn by a hostileobjects are barred from passing through it. Sp ells and creature, that creature must su cceed on a Dexterityother m agical effects ca n ’t extend through the dom e or saving throw to avoid the spell.be cast through it. The atm osphere inside the sp ace iscom fortable and dry, regardless o f the w eather outside. L ig h tn in g A rrow 3rd-level transmutation Until the spell ends, you can com m and the interior tob e c o m e dim ly lit or dark. T h e d om e is opaque from the Casting Time: 1 bonus actionoutside, o f any c o lo r you c h oose, but it is transparent Range: Selffrom the inside. Components: V, S Duration: Concentration, up to 1 minuteL esser R esto ration2 nd-level abjuration The next time you make a ranged w eapon attack during the sp ell’s duration, the w ea p on ’s am m unition, or theCasting Time: 1 action w ea p on itself if it’s a throw n w eapon , transform s intoRange: Touch a bolt o f lightning. Make the attack roll as normal. TheComponents: V, S target takes 4d 8 lightning dam age on a hit, or h alfDuration: Instantaneous as m uch dam age on a m iss, instead o f the w ea p on ’s normal damage.You touch a creature and can end either one disease orone condition afflicting it. The condition can be blinded, W hether you hit or m iss, each creature within 10 feetdeafened, paralyzed, or poisoned. of the target must make a Dexterity saving throw. Each o f these creatures takes 2d8 lightning dam age on aL evitate failed save, or half as much damage on a successful one.2 nd-level transmutation The piece o f ammunition or w eapon then returns toCasting Time: 1 action its norm al form.Range: 60 feetComponents: V, S, M (either a sm all leather loop or a A t H igher L evels. W h en you cast this spell using a spell slot o f 4th level or higher, the dam age for both piece o f golden w ire bent into a cup shape with a long effects of the spell increases by 1d8 for each slot shank on one end) level above 3rd.Duration: Concentration, up to 10 minutes L ig h tn in g B oltOne creature or object o f your choice that you can see 3rd-level evocationwithin range rises vertically, up to 20 feet, and remainssuspended there for the duration. The spell can levitate Casting Time: 1 actiona target that w eighs up to 500 pounds. An unwilling Range: S elf (100-foot line)creature that su cceed s on a Constitution saving throw Components: V, S, M (a bit o f fur and a rod o f amber,is unaffected. crystal, or glass) The target can move only by pushing or pulling Duration: Instantaneousagainst a fixed object or surface within reach (such asa w all or a ceiling), w h ich allow s it to m ove as if it w ere A stroke of lightning form ing a line 100 feet long and 5clim bing. You can change the target’s altitude by up to feet w ide blasts out from you in a direction you choose.20 feet in either direction on your turn. If you are the Each creature in the line must make a Dexterity savingtarget, you can move up or down as part of your move. throw. A creature takes 8d6 lightning dam age on aOtherwise, you can use your action to move the target, failed save, or half as much damage on a successful one.w hich must rem ain within the spell’s range. The lightning ignites flammable objects in the area W hen the spell ends, the target floats gently to the that aren’t being w orn or carried.grou nd if it is still aloft. A t H igher L evels. W h en you cast this spell using a spell slot o f 4th level or higher, the dam age increases by 1d6 for each slot level above 3rd.

L ocate A n im als or Plants A t H igher Levels. W h en you cast this spell using2 nd-level divination (ritual) a spell slot o f 2nd level or higher, you can target one additional creature for each slot level above 1st.Casting Time: 1 actionRange: Self M age A rmorComponents: V, S, M (a bit o f fur from a b loodh ou n d) 1st-level abjurationDuration: Instantaneous Casting Time: 1 actionD escribe or nam e a specific kind o f beast or plant. Range: TouchConcentrating on the voice of nature in your Components: V, S, M (a piece o f cured leather)surroundings, you learn the direction and distance to Duration: 8 hoursthe closest creature or plant of that kind within 5 miles,if any are present. You touch a willing creature w ho isn’t w earing armor, and a protective m agical force su rrou nd s it until theL ocate C reature spell ends. T h e target’s b a se AC b e c o m e s 13 + its4th-level divination Dexterity modifier. The spell ends if the target dons arm or or if you dism iss the spell as an action.Casting Time: 1 actionRange: Self M age H andComponents: V, S, M (a bit o f fur from a bloodh ou n d) Conjuration cantripDuration: Concentration, up to 1 hour Casting Time: 1 actionD escribe or nam e a creature that is fam iliar to you. You Range: 30 feetsense the direction to the creature’s location, as long as Components: V, Sthat creature is w ithin 1,000 feet o f you. If the creature Duration: 1 minuteis m oving, you k n ow the direction o f its m ovem ent. A spectral, floating hand appears at a point you c h o o s e The spell can locate a specific creature know n to within range. The hand lasts for the duration or untilyou, or the nearest creature of a specific kind (such as you d ism iss it as an action. The hand van ish es if it isa human or a unicorn), so long as you have seen such a ever m ore than 30 feet away from you or if you castcreature up c lo s e —within 30 feet—at least on ce. If the this spell again.creature you described or nam ed is in a different form,such as being under the effects o f a polymorph spell, You can use your action to control the hand. You canthis spell d oesn ’t locate the creature. use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open This spell ca n ’t locate a creature if running w ater at container, or pour the contents out o f a vial. You canleast 10 feet w ide blocks a direct path betw een you and m ove the hand up to 30 feet each tim e you use it.the creature. The hand can’t attack, activate m agic items, or carryL o c a te O bject m ore than 10 pounds.2 nd-level divination M agic C ircleCasting Time: 1 action 3rd-level abjurationRange: SelfComponents: V, S, M (a forked tw ig) Casting Time: 1 minuteDuration: Concentration, up to 10 minutes Range: 10 feet Components: V, S, M (holy water or p ow deredD escribe or nam e an object that is fam iliar to you. Yousen se the direction to the o b je ct’s location, as lon g as silver and iron w orth at least 100 gp, w hich thethat object is w ithin 1,000 feet o f you. If the object is in spell consum es)m otion, you k n ow the direction o f its m ovem ent. Duration: 1 hour The spell can locate a specific object known to you, You create a 10-foot-radius, 20-foot-tall cylinder o fas lon g as you have seen it up clo s e —within 30 feet—at magical energy centered on a point on the groundleast once. Alternatively, the spell can locate the nearest that you can see within range. G low ing runes appearobject o f a particular kind, such as a certain kind of wherever the cylinder intersects with the floor orapparel, jewelry, furniture, tool, or w eapon. other surface. T h is spell c a n ’t locate an object if any th ickness o f Choose one or m ore of the following types oflead, even a thin sheet, blocks a direct path betw een you creatures: celestials, elem entals, fey, fiends, or undead.and the object. The circle affects a creature o f the chosen type in the following ways:L o n gstrider1st-level transmutation • The creature can ’t w illingly enter the cylinder by nonm agical means. If the creature tries to use tele­Casting Time: 1 action portation or interplanar travel to do so, it m ust firstRange: Touch su cceed on a Charisma saving throw.Components: V, S, M (a pinch o f dirt)Duration: 1 hour • The creature has disadvantage on attack rolls against targets within the cylinder.You touch a creature. T h e target’s sp eed in creases by 10feet until the spell ends. • Targets w ithin the cylinder can ’t be charm ed, fright­ ened, or possessed by the creature.

W h en you cast this spell, you can elect to cau se its M a g ic M issilem agic to operate in the reverse direction, preventing a 1st-level evocationcreature of the specified type from leaving the cylinderand protecting targets outside it. Casting Time: 1 action Range: 120 feet A t H igher Levels. W h en you cast this spell using a Components: V, Sspell slot o f 4th level or higher, the duration increases by Duration: Instantaneous1 hour for each slot level above 3rd. You create three glowing darts of magical force. EachM a g ic Ja r dart hits a creature o f your choice that you can see6 th-level necrom ancy within range. A dart deals 1d4 + 1 force dam age to its target. The darts all strike simultaneously, and you canCasting Time: 1 minute direct them to hit one creature or several.Range: SelfComponents: V, S, M (a gem , crystal, reliquary, or som e A t H igher L evels. W h en you cast this spell using a spell slot of 2nd level or higher, the spell creates one other ornam ental contain er w orth at least 5 0 0 gp) m ore dart for each slot level above 1st.Duration: Until dispelled M agic M o u thYour body falls into a catatonic state as your soul leaves 2 nd-level illusion (ritual)it and enters the contain er you u sed for the sp ell’smaterial com ponent. W hile your soul inhabits the Casting Time: 1 minutecontainer, you are aware of your surroundings as if you Range: 30 feetw ere in the container’s space. You can’t m ove or use Components: V, S, M (a sm all bit o f honeycom breactions. The only action you can take is to project yoursoul up to 100 feet out o f the container, either returning and ja de dust w orth at least 10 gp, w hich theto your living body (and ending the spell) or attempting spell consum es)to p ossess a hum anoids body. Duration: Until dispelled You can attempt to p ossess any humanoid within You implant a m essage within an object in range, a100 feet o f you that you can see (creatures w arded by a m essage that is uttered w hen a trigger condition is met.protection from evil and good or magic circle spell can ’t C h oose an object that you can see and that isn’t beingbe possessed). The target must make a Charisma saving w orn or carried by another creature. Then speak thethrow. On a failure, your sou l m oves into the target’s m essage, w hich m ust be 25 w ord s or less, though itbody, and the target’s sou l b e c o m e s trapped in the can be delivered over as long as 10 minutes. Finally,container. On a success, the target resists your efforts determ ine the circum stance that w ill trigger the spell toto p o s s e s s it, and you ca n ’t attempt to p o s s e s s it again deliver your m essage.for 24 hours. W hen that circum stance occurs, a m agical mouth O nce you p o s s e s s a creatu re’s body, you con trol it. appears on the object and recites the m essage in yourYour gam e statistics are replaced by the statistics o f the v oice and at the sam e volum e you spoke. If the objectcreature, though you retain your alignment and your you chose has a m outh or som ething that looks like aIntelligence, W isdom , and Charisma scores. You retain mouth (for example, the mouth o f a statue), the m agicalthe benefit o f your own class features. If the target has mouth appears there so that the w ords appear to com eany class levels, you ca n ’t u se any o f its class features. from the object’s mouth. W hen you cast this spell, you can have the spell end after it delivers its m essage, or M eanw hile, the p o s s e s s e d creatu re’s soul can it can rem ain and repeat its m essa ge w henever theperceive from the contain er using its ow n sen ses, but it trigger occurs.ca n ’t m ove or take actions at all. The triggering circum stance can be as general or as W hile possessing a body, you can use your action to detailed as you like, though it m ust be based on visualreturn from the host b od y to the container if it is w ithin or audible conditions that occu r within 30 feet o f the100 feet o f you, returning the h ost creatu re’s sou l to object. For example, you could instruct the mouth toits body. If the h ost b od y dies w hile y ou ’re in it, the speak w hen any creature m oves within 30 feet o f thecreature dies, and you must make a Charisma saving object or w h en a silver bell rings w ithin 30 feet o f it.throw against your own spellcasting DC. On a success,you return to the container if it is within 100 feet o f you. M agic W eapo nO therwise, you die. 2 nd-level transmutation If the container is destroyed or the spell ends, your Casting Time: 1 bonus actionsoul immediately returns to your body. If your body is Range: Touchm ore than 100 feet away from you or if your body is Components: V, Sdead w hen you attempt to return to it, you die. If another Duration: Concentration, up to 1 hourcreatu re’s sou l is in the contain er w hen it is destroyed,the creatu re’s sou l returns to its b od y if the b od y is alive You touch a nonm agical w eapon. Until the spell ends,and within 100 feet. Otherwise, that creature dies. that w eap on b e c o m e s a m agic w eapon with a +1 bonus to attack rolls and dam age rolls. W hen the spell ends, the container is destroyed. A t H igher L evels. W h en you cast this spell using a spell slot o f 4th level or higher, the bonus increases to +2. W hen you use a spell slot o f 6th level or higher, the bonus increases to +3.

M ajor Image A flood o f healing energy flows from you into injured3rd-level illusion creatures around you. You restore up to 700 hit points, divided as you ch oose am ong any num ber of creaturesCasting Time: 1 action that you can see w ithin range. Creatures healed byRange: 120 feet this spell are also cured o f all diseases and any effectComponents: V, S, M (a bit o f fleece) making them blinded or deafened. This spell has noDuration: Concentration, up to 10 minutes effect on undead or constructs.You create the im age of an object, a creature, or som e M ass H ealin g W ordother visible phenom enon that is no larger than a 3rd-level evocation20-foot cube. The im age appears at a spot that youcan see w ithin range and lasts for the duration. It Casting Time: 1 bonus actionseem s com pletely real, including sounds, smells, and Range: 60 feettem perature appropriate to the thing depicted. You Components: Vcan’t create sufficient heat or cold to cause damage, a Duration: Instantaneoussound loud enough to deal thunder damage or deafen acreature, or a sm ell that might sicken a creature (like a As you call out w ords o f restoration, up to six creaturestroglodyte’s stench). o f your ch oice that you can see w ithin range regain hit points equal to 1d4 + your spellcasting ability modifier. A s long as you are within range o f the illusion, you This spell has no effect on undead or constructs.can use your action to cause the im age to m ove toany other spot within range. As the im age changes A t H igher L evels. W h en you cast this spell using alocation, you can alter its appearan ce so that its spell slot o f 4th level or higher, the healing increases bym ovements appear natural for the image. For example, 1d4 for each slot level above 3rd.if you create an im age o f a creature and m ove it, youcan alter the im age so that it appears to b e w alking. M ass Su g g e s t io nSimilarly, you can cause the illusion to m ake different 6 th-level enchantmentsou n d s at different tim es, even m aking it carry on aconversation, for example. Casting Time: 1 action Range: 60 feet P hysical interaction w ith the im age reveals it to be an Components: V, M (a sn ake’s tongue and either a bit o fillusion, b eca u se things can pass through it. A creaturethat u ses its action to exam ine the im age can determ ine honeycom b or a drop of sweet oil)that it is an illusion with a su ccessfu l Intelligence Duration: 24 hours(Investigation) check against your spell save DC. If acreature discern s the illusion for what it is, the creature You suggest a course o f activity (limited to a sentencecan see through the im age, and its other sen sory or two) and m agically influence up to twelve creaturesqualities becom e faint to the creature. o f your ch oice that you can see within range and that can hear and understand you. Creatures that can’t be A t H igher Levels. W hen you cast this spell using charm ed are im m une to this effect. The suggestion musta spell slot o f 6th level or higher, the spell lasts until be w orded in such a m anner as to m ake the cou rse ofdispelled, without requiring your concentration. action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, im m olate itself, or doM ass C ure W ounds som e other obviously harmful act automatically negates5th-level conjuration the effect o f the spell.Casting Time: 1 action Each target must make a W isdom saving throw. On aRange: 60 feet failed save, it pu rsu es the co u rse o f action you d escrib edComponents: V, S to the best o f its ability. T h e su ggested cou rse o f actionDuration: Instantaneous can continue for the entire duration. If the suggested activity can be com pleted in a shorter time, the spellA wave of healing energy w ashes out from a point of ends w h en the su bject finishes w hat it w as asked to do.your choice within range. C h oose up to six creaturesin a 30-foot-radius sphere centered on that point. Each You can also specify conditions that w ill trigger atarget regains hit points equal to 3d8 + your spellcasting special activity during the duration. For example, youability modifier. This spell has no effect on undead might suggest that a group o f soldiers give all theiror constructs. m oney to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t perform ed. A t H igher L evels. W hen you cast this spell using aspell slot o f 6th level or higher, the healing increases by If you or any of your com panions damage a creature1d8 for each slot level above 5th. affected by this spell, the spell ends for that creature.M ass H eal A t H igher Levels. W h en you cast this spell using9th-level conjuration a 7th-level spell slot, the duration is 10 days. W hen you use an 8th-level spell slot, the duration is 30 days.Casting Time: 1 action W hen you use a 9th-level spell slot, the duration is aRange: 60 feet year and a day.Com ponents: V, SDuration: Instantaneous M aze 8 th-level conjuration Casting Time: 1 action Range: 60 feet

Com ponents: V, S M endingDuration: Concentration, up to 10 minutes Transmutation cantripYou banish a creature that you can see within range into Casting Time: 1 minutea labyrinthine demiplane. The target remains there for Range: Touchthe duration or until it e sca p e s the m aze. Components: V, S, M (two lodeston es) Duration: Instantaneous The target can use its action to attempt to escape.W h en it d oes so, it m akes a D C 20 Intelligence check. If This spell repairs a single break or tear in an objectit su cceed s, it escap es, and the spell ends (a m inotaur or you touch, such as a broken chain link, two halves ofgoristro dem on automatically succeeds). a broken key, a torn cloak, or a leaking w ineskin. As lon g as the break or tear is no larger than 1 foot in W hen the spell ends, the target reappears in the any dim ension, you m end it. leaving no trace o f thesp ace it left or, if that sp a ce is occu p ied , in the nearest former damage.unoccupied space. This spell can physically repair a m agic itemM eld i n t o St o n e or construct, but the spell can’t restore m agic to3rd-level transmutation (ritual) such an object.Casting Time: 1 action M essageRange: Touch Transmutation cantripComponents: V, SDuration: 8 hours Casting Time: 1 action Range: 120 feetYou step into a stone object or surface large enough to Components: V, S, M (a short piece o f cop p er w ire)fully contain your body, m elding yourself and all the Duration: 1 roundequipment you carry with the stone for the duration.U sing your m ovem ent, you step into the stone at a point You point your finger toward a creature within rangeyou can touch. Nothing of your presence remains visible and w hisper a m essage. The target (and only the target)or otherwise detectable by nonm agical senses. hears the m essage and can reply in a w hisper that only you can hear. W hile m erged w ith the stone, you can’t see whatoc cu rs outside it, and any W isd om (P erception ) ch eck s You can cast this spell through solid objects if youyou m ake to hear sou n d s outside it are m ade with are fam iliar w ith the target and k n ow it is beyonddisadvantage. You remain aware of the passage of the barrier. M agical silence. 1 foot o f stone, 1 inch oftim e and can cast sp ells on y ou rself w hile m erged in com m on metal, a thin sheet of lead, or 3 feet o f w oodthe stone. You can use your m ovem ent to leave the block s the spell. The spell d oesn ’t have to follow astone w here you entered it, w h ich ends the spell. You straight line and can travel freely around corners orotherw ise can’t move. through openings. M inor physical dam age to the stone d oesn ’t harm M e t e o r Sw a r myou, but its partial destruction or a change in its shape 9th-level evocation(to the extent that you no longer fit w ithin it) expels youand deals 6 d 6 bludgeon ing dam age to you. The ston e’s Casting Time: 1 actioncom plete destruction (or transmutation into a different Range: 1 milesubstance) expels you and deals 50 bludgeoning damage Components: V, Sto you. If expelled, you fall prone in an unoccupied space Duration: Instantaneousclosest to w here you first entered. B lazing orbs o f fire plum m et to the grou nd at fourM e l f ’s A c id A r r o w different points you can see w ithin range. Each creature2 nd-level evocation in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphereCasting Time: 1 action spreads around corn ers. A creature takes 2 0 d 6 fireRange: 90 feet damage and 20d6 bludgeoning damage on a failedComponents: V, S, M (p ow d ered rhubarb lea f and an save, or half as much damage on a successful one. A creature in the area o f m ore than one fiery burst is ad der’s stom ach) affected only once.Duration: Instantaneous The spell dam ages objects in the area and ignitesA shim m ering green arrow streaks toward a target flammable objects that aren’t being w orn or carried.within range and bursts in a spray o f acid. M ake aranged spell attack against the target. On a hit, the M in d B la n ktarget takes 4d4 acid dam age immediately and 2d4 acid 8 th-level abjurationdam age at the end o f its next turn. On a m iss, the arrowsplashes the target with acid for half as m uch o f the Casting Time: 1 actioninitial dam age and no dam age at the end o f its next turn. Range: Touch Components: V, S A t H igher Levels. W h en you cast this spell using a Duration: 24 hoursspell slot o f 3rd level or higher, the dam age (both initialand later) increases by 1d4 for each slot level above 2nd. Until the spell ends, one w illing creature you touch is im m une to psychic dam age, any effect that w ould sense

its em otion s or read its thoughts, divination spells, and the illusion’s p resen ce, the creature can still physicallythe ch a rm ed condition. T h e spell even foils wish spells interact with the illusion.and spells or effects o f sim ilar pow er used to affect thetarget’s m ind or to gain inform ation about the target. M ir r o r Im age 2nd-level illusionM in o r Illu sio nIllusion cantrip Casting Time: 1 action Range: SelfCasting Time: 1 action Components: V, SRange: 30 feet Duration: 1 minuteComponents: S, M (a bit o f fleece)Duration: 1 minute Three illusory duplicates o f yourself appear in your space. Until the spell ends, the duplicates m ove withYou create a sound or an image o f an object within you and m im ic your actions, shifting position so it’srange that lasts for the duration. The illusion also ends if im possible to track w hich im age is real. You can useyou dism iss it as an action or cast this spell again. your action to dism iss the illusory duplicates. If you create a sou n d, its volum e can range from a Each time a creature targets you with an attack duringw h isper to a scream . It can be your voice, som eon e the sp ell’s duration, roll a d2 0 to determ ine w hether theelse’s voice, a lion’s roar, a beating o f drum s, or any attack instead targets one of your duplicates.other sound you choose. The sound continues unabatedthroughout the duration, or you can make discrete If you have three duplicates, you must roll a 6 orsou n d s at different tim es before the spell ends. higher to change the attack’s target to a duplicate. W ith tw o duplicates, you must roll an 8 or higher. With one If you create an im age o f an object—such as a chair, duplicate, you must roll an 11 or higher.m uddy footprints, or a sm all chest—it m ust be no largerthan a 5-foot cube. T h e im age ca n ’t create sou n d, light, A duplicate’s AC equals 10 + your Dexterity m odifier.smell, or any other sensory effect. Physical interaction If an attack hits a duplicate, the duplicate is destroyed. Aw ith the im age reveals it to be an illusion, b eca u se duplicate can b e destroyed only by an attack that hits it.things can pass through it. It ignores all other dam age and effects. T h e spell ends when all three duplicates are destroyed. If a creature uses its action to exam ine the sound orim age, the creature can determ ine that it is an illusion A creature is unaffected by this spell if it ca n ’t see, if itwith a successful Intelligence (Investigation) check relies on senses other than sight, such as blindsight, oragainst your spell save DC. If a creature discerns the if it can perceive illusions as false, as with truesight.illusion for w hat it is, the illusion b e c o m e s faint tothe creature. M isle a d 5th-level illusionM ir ag e A r ca n e7th-level illusion Casting Time: 1 action Range: SelfCasting Time: 10 minutes Components: SRange: Sight Duration: Concentration, up to 1 hourComponents: V, SDuration: 10 days You b e c o m e invisible at the sam e tim e that an illusory double of you appears where you are standing. TheYou m ake terrain in an area up to 1 mile square double lasts for the duration, but the invisibility ends iflook, sound, smell, and even feel like som e other sort you attack or cast a spell.o f terrain. T h e terrain’s general shape rem ains thesam e, however. O pen fields or a road could be m ade to You can use your action to m ove your illusory doubleresem ble a swamp, hill, crevasse, or som e other difficult up to tw ice your sp eed and m ake it gesture, speak, andor im passable terrain. A pond can be made to seem like behave in whatever way you choose.a grassy meadow, a precipice like a gentle slope, or arock-strewn gully like a w ide and sm ooth road. You can see through its eyes and hear through its ears as if you w ere located w here it is. O n each o f your turns Similarly, you can alter the appearance o f structures, as a bon u s action, you can sw itch from using its sen sesor add them w here none are present. The spell doesn’t to using your ow n, or back again. W h ile you are usin g itsdisguise, conceal, or add creatures. senses, you are blinded and deafened in regard to your own surroundings. The illusion includes audible, visual, tactile, andolfactory elem ents, s o it can turn clear ground into M is t y Ste pdifficult terrain (or vice versa) or otherwise im pede 2nd-level conjurationmovement through the area. Any piece of the illusoryterrain (such as a rock or stick) that is rem oved from the Casting Time: 1 bonus actionsp ell’s area disappears immediately. Range: Self Components: V Creatures with truesight can see through the illusion Duration: Instantaneousto the terrain’s true form ; however, all other elem entsof the illusion remain, so while the creature is aware of Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

M o d if y M em ory damage on a failed save, or half as much damage on a5th-level enchantment successful one.Casting Time: 1 action A sh apech an ger m akes its saving th row withRange: 30 feet disadvantage. If it fails, it also instantly reverts to itsComponents: V, S original form and can ’t assu m e a different form until itDuration: Concentration, up to 1 minute leaves the sp ell’s light.You attempt to resh ape another creatu re’s m em ories. On each o f your turns after you cast this spell, you canOne creature that you can see must m ake a W isdom use an action to m ove the beam 60 feet in any direction.saving throw. If you are fighting the creature, it hasadvantage on the saving throw. On a failed save, the A t H igher L evels. W h en you cast this spell using atarget becom es charm ed by you for the duration. The spell slot of 3rd level or higher, the dam age increases bych arm ed target is incapacitated and unaw are o f its 1dlO for each slot level above 2nd.surroundings, though it can still hear you. If it takes anydamage or is targeted by another spell, this spell ends, M o r d e n k a i n e n ’s Fa i t h f u l H o u n dand none o f the target’s m em ories are m odified. 4th-level conjuration W h ile this charm lasts, you can affect the target’s Casting Time: 1 actionm em ory o f an event that it experien ced w ithin the last Range: 30 feet24 hours and that lasted no m ore than 10 minutes. You Components: V, S, M (a tiny silver w histle, a p iece o fcan permanently eliminate all m em ory o f the event,allow the target to recall the event with perfect clarity bone, and a thread)and exactin g detail, change its m em ory o f the details of Duration: 8 hoursthe event, or create a m em ory of som e other event. You conjure a phantom w atch dog in an u n occu pied You must speak to the target to describe how sp a ce that you can see w ithin range, w h ere it rem ainsits m em ories are affected, and it must b e able to for the duration, until you d ism iss it as an action, or untilunderstand your language for the m odified m em ories to you m ove m ore than 100 feet away from it.take root. Its m ind fills in any gaps in the details o f yourdescription. If the spell ends before you have finished The hound is invisible to all creatures except youdescribing the m odified m em ories, the creature’s and can't be harmed. W hen a Sm all or larger creaturem em ory isn’t altered. O therwise, the m odified m em ories c o m e s w ithin 30 feet o f it w ithout first sp eak in g thetake hold w hen the spell ends. passw ord that you sp ecify w hen you cast this spell, the hound starts barking loudly. The hound sees invisible A m odified m em ory d oesn ’t necessarily affect how a creatures and can see into the Ethereal Plane. Itcreature behaves, particularly if the m em ory contradicts ignores illusions.the creature’s natural inclinations, alignment, or beliefs.An illogical modified memory, such as implanting a At the start of each of your turns, the hound attemptsm em ory o f how much the creature enjoyed dousing to bite on e creature w ithin 5 feet o f it that is hostileitself in acid, is dism issed, perhaps as a bad dream. The to you. The h oun d’s attack bon u s is equal to yourDM might deem a m odified m em ory too nonsensical to spellcasting ability m odifier + your proficiency bonus.affect a creature in a significant manner. On a hit, it deals 4d8 piercin g dam age. A rem ove curse or greater restoration spell cast on the M o r d e n k a in e n ’s M a g n if ic e n t M a n s io ntarget restores the creatu re’s true m em ory. 7th-level conjuration A t H igher Levels. If you cast this spell using a spell Casting Time: 1 minuteslot o f 6th level or higher, you can alter the target’s Range: 300 feetm em ories o f an event that took place up to 7 days ago Components: V, S, M (a m iniature portal carved from(6th level), 30 days ago (7th level), 1 year ago (8th level),or any tim e in the creatu re’s past (9th level). ivory, a sm all piece of polished marble, and a tiny silver sp oon , each item w orth at least 5 gp)M oonbeam Duration: 24 hours2nd-level evocation You conjure an extradim ensional dwelling in rangeCasting Time: 1 action that lasts for the duration. You ch oose w here its oneRange: 120 feet entrance is located. The entrance shim m ers faintlyComponents: V, S, M (several seed s o f any m oo n se e d and is 5 feet w id e and 10 feet tall. You and any creature you designate w hen you cast the spell can enter the plant and a piece of opalescent feldspar) extradimensional dwelling as long as the portal remainsDuration: Concentration, up to 1 minute open. You can open or close the portal if you are within 30 feet o f it. W h ile closed , the portal is invisible.A silvery beam o f pale light shines dow n in a 5-foot-radius, 40-foot-high cylinder centered on a point within Beyond the portal is a m agnificent foyer withrange. Until the spell ends, dim light fills the cylinder. num erous cham bers beyond. The atm osphere is clean, fresh, and warm. W hen a creature enters the spell’s area for the firsttim e on a turn or starts its turn there, it is engulfed You can create any floor plan you like, but the spacein ghostly flam es that cau se sea rin g pain, and it must can ’t exceed 50 cubes, each cube being 10 feet onm ake a Constitution saving throw. It takes 2 d10 radiant each side. The place is furnished and decorated as you c h oose. It contain s sufficient food to serve a nine- course banquet for up to 100 people. A staff o f 100 near-transparent servants attends all w ho enter. You

decide the visual appearance of these servants and theirattire. They are com pletely obedient to your orders.Each servant can perform any task a normal humanservant could perform , but they can ’t attack or takeany action that w ould directly harm another creature.Thus the servants can fetch things, clean, mend, foldclothes, light fires, serve food, pour wine, and so on.The servants can go anywhere in the m ansion butc a n ’t leave it. Furnishings and other ob jects createdby this spell dissipate into sm oke if rem oved from themansion. W hen the spell ends, any creatures insidethe extradim ensional space are expelled into the openspaces nearest to the entrance.M o r d e n k a in e n ’s P r iv a t e Sa n c t u m4th-level abjurationCasting Time: 10 minutesRange: 120 feetComponents: V, S, M (a thin sheet o f lead, a piece of opaque glass, a wad of cotton or cloth, and pow dered chrysolite)Duration: 24 hoursYou make an area within range magically secure. Thearea is a cube that can be as sm all as 5 feet to as largeas 100 feet on each side. The spell lasts for the durationor until you u se an action to dism iss it. W hen you cast the spell, you decide what sort ofsecurity the spell provides, choosin g any or all o f thefollowing properties:• S ou n d can't pass through the barrier at the edge o f the warded area.• The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.• S en sors created by divination spells ca n ’t appear inside the protected area or pass through the barrier at its perim eter.• C reatures in the area ca n ’t be targeted by divination spells.• Nothing can teleport into or out o f the w arded area.• Planar travel is blocked within the w arded area. Casting this spell on the sam e spot every day for ayear makes this effect permanent. A t H igher L evels. W h en you cast this spell using aspell slot o f 5th level or higher, you can increase the sizeo f the cube by 100 feet for each slot level beyond 4th.Thus you could protect a cube that can be up to 200 feeton one side by using a spell slot o f 5th level.M o r d e n k a in e n ’s Sw o r d7th-level evocationCasting Time: 1 actionRange: 60 feetComponents: V, S, M (a m iniature platinum sw ord with a grip and pom m el o f copper and zinc, w orth 250 gp)Duration: Concentration, up to 1 minuteYou create a sw ord-shaped plane o f force that hoversw ithin range. It lasts for the duration. W hen the sword appears, you make a melee spellattack against a target o f your choice within 5 feet o f thesw ord. On a hit. the target takes 3 d10 force dam age.

Until the spell ends, you can use a bonus action on each You place an illusion on a creature or an objectof your turns to move the sw ord up to 20 feet to a spot you touch so that divination spells reveal falseyou can see and repeat this attack against the same inform ation about it. T h e target can be a w illingtarget or a different one. creature or an object that isn’t being carried or w orn by another creature.M ove Earth6th-level transmutation W hen you cast the spell, ch oose one or both o f the follow ing effects. The effect lasts for the duration. If youCasting Time: 1 action cast this spell on the sam e creature or object every dayRange: 120 feet for 30 days, placing the sam e effect on it each tim e, theComponents: V, S, M (an iron blade and a sm all bag illusion lasts until it is dispelled. containing a m ixture o f so ils—clay, loam , and sand) False Aura. You change the way the target appearsDuration: Concentration, up to 2 hours to spells and m agical effects, such as detect magic, that detect m agical auras. You can m ake a nonm agicalC h oose an area o f terrain no larger than 40 feet on a object appear magical, a magical object appearside w ithin range. You can reshape dirt, sand, or clay nonm agical, or change the object’s m agical aura so thatin the area in any m anner you ch oose for the duration. it appears to b elon g to a sp ecific sch o o l o f m agic thatYou ca n raise or low er the area’s elevation, create or fill you choose. W hen you use this effect on an object, youin a trench, erect or flatten a wall, or form a pillar. The can m ake the false m agic apparent to any creature thatextent o f any such changes can’t exceed half the area’s handles the item.largest dim ension. So, if you affect a 40-foot square,you can create a pillar up to 20 feet high, raise or lower Mask. You change the w ay the target appears to spellsthe square’s elevation by up to 20 feet, dig a trench up and m agical effects that detect creature types, such as ato 20 feet deep, and s o on. It takes 10 m inutes for these paladin’s Divine S en se or the trigger o f a sym bol spell.changes to complete. You choose a creature type and other spells and magical effects treat the target as if it w ere a creature o f that At the end o f every 10 minutes you spend type or o f that alignment.concentrating on the spell, you can choose a new area ofterrain to affect. O t il u k e ’s F r e e zin g Sph e re 6th-level evocation B eca u se the terrain’s transform ation o ccu rs slowly,creatures in the area can’t usually be trapped or injured Casting Time: 1 actionby the ground’s movement. Range: 300 feet Components: V, S, M (a sm all crystal sphere) Th is spell c a n ’t m anipulate natural stone or Duration: Instantaneousstone construction. R ock s and structures shift toaccom m odate the new terrain. If the way you shape A frigid globe of cold energy streaks from your fingertipsthe terrain w ou ld m ake a structure unstable, it to a point o f your ch oice w ithin range, w here it explodesmight collapse. in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a Similarly, this spell d oesn ’t directly affect plant failed save, a creature takes 10d6 cold damage. On agrowth. T h e m oved earth carries any plants along with it. su ccessfu l save, it takes h alf as m uch dam age.N o n d e t e c t io n If the globe strikes a body o f water or a liquid that is3rd-level abjuration principally water (not including water-based creatures), it freezes the liquid to a depth o f 6 in ch es over an areaCasting Time: 1 action 30 feet square. This ice lasts for 1 minute. CreaturesRange: Touch that w ere sw im m ing on the surface o f frozen water areCom ponents: V, S, M (a pinch o f diam on d dust trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC w orth 25 gp sprinkled over the target, w hich the to break free. spell consum es)Duration: 8 hours You can refrain from firing the globe after com pleting the spell, if you wish. A small globe about the size ofFor the duration, you hide a target that you touch a sling stone, c o o l to the touch, appears in your hand.from divination magic. The target can be a w illing At any time, you or a creature you give the globe tocreature or a place or an object no larger than 10 can th row the globe (to a range o f 40 feet) or hurl itfeet in any dim ension. The target can’t be targeted by with a sling (to the slin g’s n orm al range). It shattersany divination m agic or perceived through magical on impact, with the sam e effect as the norm al castingscrying sensors. of the spell. You can also set the globe dow n without shattering it. After 1 minute, if the globe hasn’t alreadyN y s t u l ’s M a g ic A u r a shattered, it explodes.2nd-level illusion A t H igher Levels. W h en you cast this spell using aCasting Time: 1 action spell slot o f 7th level or higher, the dam age increases byRange: Touch 1d6 for each slot level above 6th.Com ponents: V, S, M (a sm all square o f silk)Duration: 24 hours

O t i l u k e ’s R e s il ie n t S p h e r e (Stealth) checks and can ’t be tracked except by m agical4th-level evocation means. A creature that receives this bonus leaves behind no tracks or other traces o f its passage.Casting Time: 1 actionRange: 30 feet Pa s s w a l lComponents: V, S, M (a hem ispherical piece o f 5th-level transmutation clear crystal and a matching hemispherical piece Casting Time: 1 action o f gum arabic) Range: 30 feetDuration: Concentration, up to 1 minute Components: V, S , M (a pinch o f sesam e seeds) Duration: 1 hourA sphere of shim mering force encloses a creatureor object of Large size or sm aller within range. An A p a ssa ge appears at a point o f your ch oice that youunwilling creature must make a Dexterity saving can see on a w ooden, plaster, or stone surface (such asthrow. On a failed save, the creature is enclosed for a wall, a ceiling, or a floor) within range, and lasts forthe duration. the duration. You ch oose the opening’s dim ensions: up to 5 feet w ide, 8 feet tall, and 20 feet deep. The passage Nothing—not physical objects, energy, or other spell creates no instability in a structure su rrou nding it.effects—can pass through the barrier, in or out, thougha creature in the sphere can breathe there. The sphere W hen the opening disappears, any creatures oris im m une to all dam age, and a creature or object inside objects still in the passage created by the spell are safelycan’t be damaged by attacks or effects originating from ejected to an unoccupied space nearest to the surface onoutside, nor can a creature inside the sphere dam age which you cast the spell.anything outside it. Ph a n ta sm a l Force The sphere is w eightless and just large enough to 2nd-level illusioncontain the creature or object inside. An enclosedcreature can use its action to push against the sphere’s Casting Time: 1 actionw alls and thus roll the sphere at up to h alf the creatu re’s Range: 60 feetspeed. Similarly, the globe can be picked up and moved Components: V, S, M (a bit o f fleece)by other creatures. Duration: Concentration, up to 1 minute A disintegrate spell targeting the globe destroys it You craft an illusion that takes root in the mind o f aw ithout h arm ing anything inside it. creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, youO t t o ’s I r r e s is t ib l e D a n c e create a phantasmal object, creature, or other visible6th-level enchantment phenom enon o f your choice that is no larger than a 10-foot cube and that is perceivable only to the targetCasting Time: 1 action for the duration. This spell has no effect on undeadRange: 30 feet or constructs.Components: VDuration: Concentration, up to 1 minute The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.C h oose one creature that you can see within range. Thetarget beg in s a co m ic dance in place: shuffling, tapping The target can u se its action to exam ine the phantasmits feet, and caperin g for the duration. Creatures that with an Intelligence (Investigation) check against yourcan’t be charm ed are im m une to this spell. spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. A dancing creature must use all its m ovem ent todance w ithout leaving its sp ace and has disadvantage W hile a target is affected by the spell, the target treatson Dexterity saving throws and attack rolls. W hile the phantasm as if it w ere real. The target rationalizesthe target is affected by this spell, other creatures any illogical outcom es from interacting with thehave advantage on attack rolls against it. A s an phantasm. For example, a target attempting to w alkaction, a dancing creature m akes a W isdom saving across a phantasmal bridge that spans a chasm fallsthrow to regain control o f itself. On a su ccessfu l save, on ce it steps onto the bridge. If the target survives thethe spell ends. fall, it still believes that the bridge exists and co m e s up with som e other explanation for its fall—it w as pushed,Pa s s w i t h o u t T r a c e it slipped, or a stron g w in d m ight have k n ock ed it off.2nd-level abjuration A n affected target is s o con v in ced o f the phantasm ’sCasting Time: 1 action reality that it can even take dam age from the illusion. ARange: Self phantasm created to appear as a creature can attack theComponents: V, S, M (ashes from a burned lea f o f target. Similarly, a phantasm created to appear as fire, a p ool o f acid, or lava can burn the target. Each round on mistletoe and a sprig of spruce) your turn, the phantasm can deal 1d6 psychic damageDuration: Concentration, up to 1 hour to the target if it is in the phantasm ’s area or w ithin 5 feet o f the phantasm, provided that the illusion is o f aA veil o f shadow s and silence radiates from you, creature or hazard that could logically deal damage,masking you and your com panions from detection. such as by attacking. The target perceives the damageFor the duration, each creature you ch oose within 30 as a type appropriate to the illusion.feet of you (including you) has a +10 bonus to Dexterity

P h a n t a s m a l K iller us during our foray into the dungeon). You must be4th-level illusion able to com m unicate with the creature to bargain for its services.Casting Time: 1 actionRange: 120 feet Payment can take a variety o f forms. A celestial mightComponents: V, S require a sizable donation o f gold or m agic items toDuration: Concentration, up to 1 minute an allied temple, w hile a fiend might dem and a living sacrifice or a gift o f treasure. S om e creatures mightYou tap into the nightm ares of a creature you can see exchange their service for a quest undertaken by you.w ithin range and create an illusory m anifestation o f itsdeepest fears, visible only to that creature. The target As a rule o f thumb, a task that can be m easured inmust make a W isdom saving throw. On a failed save, minutes requires a payment worth 100 gp per minute. Athe target b ecom es frightened for the duration. At the task m easured in hours requires 1,000 gp per hour. Andstart o f each o f the target’s turns b efore the spell ends, a task m easured in days (up to 10 days) requires 10,000the target must succeed on a W isdom saving throw gp per day. T h e DM can adjust th ese paym ents ba sed onor take 4 d10 psychic damage. On a successful save, the circum stances under which you cast the spell. If thethe spell ends. task is aligned w ith the creatu re’s ethos, the payment might be halved or even waived. N onhazardous tasks A t H igher Levels. W h en you cast this spell using a typically require only half the suggested payment, whilespell slot of 5th level or higher, the dam age increases by especially dangerous tasks might require a greater gift.1dlO for each slot level above 4th. Creatures rarely accept tasks that seem suicidal.P h a n t o m St e e d After the creature com pletes the task, or when the3rd-level illusion (ritual) agreed-upon duration o f service expires, the creature returns to its h om e plane after reportin g ba ck to you,Casting Time: 1 minute if appropriate to the task and if possible. If you areRange: 30 feet unable to agree on a price for the creatu re’s service, theComponents: V, S creature immediately returns to its hom e plane.Duration: 1 hour A creature enlisted to join your group counts asA Large quasi-real, horselike creature appears on a m em ber o f it, receivin g a full sh are o f experien cethe ground in an unoccupied space o f your choice points awarded.within range. You decide the creature’s appearance,but it is equipped with a saddle, bit, and bridle. Any Plan ar Bin din go f the equipm ent created by the spell vanishes in a 5th-level abjurationpuff o f sm oke if it is carried m ore than 10 feet awayfrom the steed. Casting Time: 1 hour Range: 60 feet For the duration, you or a creature you ch oose can Components: V, S, M (a jew el w orth at least 1,000 gp,ride the steed. The creature uses the statistics for ariding h orse, except it has a sp eed o f 100 feet and can w hich the spell consum es)travel 10 m iles in an hour, or 13 m iles at a fast pace.W hen the spell ends, the steed gradually fades, giving Duration: 24 hoursthe rider 1 minute to dismount. The spell ends if you usean action to d ism iss it or if the steed takes any dam age. With this spell, you attempt to bind a celestial, an elem ental, a fey, or a fiend to your service. T h e creaturePlan ar A lly must be within range for the entire casting o f the spell.6th-level conjuration (Typically, the creature is first sum m oned into the center o f an inverted magic circle in order to keep it trappedCasting Time: 10 minutes while this spell is cast.) At the com pletion o f the casting,Range: 60 feet the target must make a Charisma saving throw. On aComponents: V, S failed save, it is b ou n d to serve you for the duration. IfDuration: Instantaneous the creature w as sum m oned or created by another spell, that spell’s duration is extended to m atch the durationYou beseech an otherworldly entity for aid. The being of this spell.must be known to you: a god, a primordial, a dem onprince, or som e other being o f cosm ic power. That entity A bound creature must follow your instructions to thesen ds a celestial, an elem ental, or a fiend loyal to it to best o f its ability. You m ight com m a n d the creature toaid you, m aking the creature appear in an unoccupied accom pany you on an adventure, to guard a location, orsp ace w ithin range. If you k n ow a sp ecific creatu re’s to deliver a m essage. The creature obeys the letter ofname, you can speak that nam e w hen you cast this spell your instructions, but if the creature is hostile to you, itto request that creature, though you might get a different strives to twist your w ords to achieve its ow n objectives.creature anyway (D M ’s choice). If the creature carries out your instructions completely b efore the spell ends, it travels to you to report this fact W h en the creature appears, it is under no com pu lsion if you are on the sam e plane o f existence. If you are on ato behave in any particular way. You can ask the different plane o f existence, it returns to the place w herecreature to p erform a serv ice in exch an ge for payment, you bou n d it and rem ains there until the spell ends.but it isn’t obliged to do so. The requested task cou ldrange from sim ple (fly us a cross the chasm , or help us A t H igher L evels. W h en you cast this spell using afight a battle) to com plex (spy on our enem ies, or protect spell slot o f a higher level, the duration in creases to 10 days with a 6th-level slot, to 30 days w ith a 7th-level slot, to 180 days w ith an 8th-level slot, and to a year and a day with a 9th-level spell slot.

P lan e Sh if t You extend your hand toward a creature you can see 7th-level conjuration within range and project a puff of noxious gas from your palm. The creature must succeed on a ConstitutionCasting Time: 1 action saving throw or take 1d12 poison damage.Range: TouchComponents: V, S, M (a forked, m etal rod w orth at least This spell’s dam age increases by 1d12 w hen you reach 5th level (2 d 12), 11th level (3 d 12), and 17th level (4 d 12). 250 gp, attuned to a particular plane of existence)Duration: Instantaneous Polym orph 4th-level transmutationY ou and up to eight w illing creatu res w ho link hands ina circle are transported to a different plane o f existence. Casting Time: 1 actionYou can sp ecify a target destination in general terms, Range: 60 feetsuch as the City o f Brass on the Elemental Plane of Components: V, S, M (a caterpillar c o co o n )Fire or the palace o f Dispater on the second level o f the Duration: Concentration, up to 1 hourNine Hells, and you appear in or near that destination.If you are trying to reach the City o f Brass, for example, This spell transforms a creature that you can seeyou might arrive in its Street o f Steel, before its Gate of within range into a new form. An unwilling creatureA shes, or look in g at the city from a cross the S e a o f Fire, must m ake a W isdom saving throw to avoid theat the D M ’s discretion. effect. A shapechanger automatically su cceeds on this saving throw. Alternatively, if you know the sigil sequence of ateleportation circle on another plane o f existence, this The transform ation lasts for the duration, or untilspell can take you to that circle. If the teleportation the target d rops to 0 hit points or dies. The n ew formcircle is too sm all to hold all the creatures you can be any beast w hose challenge rating is equal to ortransported, they appear in the closest unoccupied less than the target’s (or the target’s level, if it doesn'tspaces next to the circle. have a challen ge rating). The target’s gam e statistics, including mental ability scores, are replaced by the You can use this spell to banish an unwilling creature statistics o f the ch osen beast. It retains its alignm entto another plane. C hoose a creature within your reach and personality.and m ake a m elee spell attack against it. O n a hit, thecreature must make a Charisma saving throw. If the The target a ssu m es the hit points o f its n ew form.creature fails this save, it is transported to a random W h en it reverts to its n orm al form , the creaturelocation on the plane o f existence you specify. A creature returns to the num ber o f hit points it had before itso transported m ust find its ow n w ay back to your transform ed. If it reverts as a result o f droppin g tocurrent plane of existence. 0 hit points, any ex cess dam age carries over to its n orm al form . A s lon g as the ex ce s s dam age d oesn ’tPlant G row th reduce the creatu re’s n orm al form to 0 hit points, it isn’t3rd-level transmutation knocked unconscious.Casting Time: 1 action or 8 hours The creature is lim ited in the actions it can perform byRange: 150 feet the nature o f its n ew form , and it ca n ’t speak, cast spells,Components: V, S or take any other action that requires hands or speech.Duration: Instantaneous T h e target’s gear m elds into the n ew form . TheThis spell channels vitality into plants within a specific creature ca n ’t activate, use, w ield, or oth erw ise benefitarea. There are tw o possible uses for the spell, granting from any o f its equipment.either immediate or long-term benefits. Pow er W ord H eal If you cast this spell using 1 action, ch oose a point 9th-level evocationwithin range. All norm al plants in a 100-foot radiuscentered on that point b ecom e thick and overgrow n. A Casting Time: 1 actioncreature m oving through the area must spend 4 feet of Range: Touchm ovem ent for every 1 foot it m oves. Components: V, S Duration: Instantaneous You can exclude one or m ore areas of any size withinthe sp ell’s area from bein g affected. A wave of healing energy w ashes over the creature you touch. The target regains all its hit points. If the If you cast this spell over 8 hours, you enrich the creature is charm ed, frightened, paralyzed, or stunned,land. All plants in a half-mile radius centered on a point the condition ends. If the creature is prone, it can u se itswithin range becom e enriched for 1 year. The plants reaction to stand up. This spell has no effect on undeadyield twice the normal amount of food w hen harvested. or constructs.P o iso n Spray P o w er W o rd K illConjuration cantrip 9th-level enchantmentCasting Time: 1 action Casting Time: 1 actionRange: 10 feet Range: 60 feetComponents: V, S Components: VDuration: Instantaneous Duration: Instantaneous

You utter a w ord o f pow er that can com pel one creature P r ism a t ic Sprayyou can see within range to die instantly. If the 7th-level evocationcreature you c h o o s e h as 100 hit points or fewer, it dies.Otherwise, the spell has no effect. Casting Time: 1 action Range: S elf (60-foot cone)P o w e r W o r d St u n Components: V, S8th-level enchantment Duration: InstantaneousCasting Time: 1 action Eight multicolored rays o f light flash from your hand.Range: 60 feet Each ray is a different color and has a different pow erComponents: V and purpose. Each creature in a 60-foot con e mustDuration: Instantaneous make a Dexterity saving throw. For each target, roll a d8 to determ ine w h ich c o lo r ray affects it.You speak a w ord o f pow er that can overw helm them ind o f one creature you can see within range, leaving 1. Red. T h e target takes 10d6 fire dam age on a failedit dum bfounded. If the target has 150 hit poin ts or fewer, save, or half as much damage on a successful one.it is stunned. O therw ise, the spell has n o effect. 2. Orange. T h e target takes 10d6 acid dam age on a The stunned target must make a Constitution saving failed save, or half as much damage on a successful one.th row at the end o f each o f its turns. O n a su ccessfu lsave, this stunning effect ends. 3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.P r a y e r of H e a l in g2nd-level evocation 4. Green. T h e target takes 10d6 p oison dam age on a failed save, or half as much damage on a successful one.Casting Time: 10 minutesRange: 30 feet 5. Blue. T h e target takes 10d6 cold dam age on a failedComponents: V save, or half as much damage on a successful one.Duration: Instantaneous 6. Indigo. On a failed save, the target is restrained.Up to six creatures o f your choice that you can see It m ust then m ake a Constitution saving th row at thew ithin range each regain hit points equal to 2d 8 + your en d o f each o f its turns. If it su ccessfu lly saves threespellcasting ability modifier. This spell has no effect on tim es, the spell ends. If it fails its save three tim es,undead or constructs. it perm anently turns to stone and is su bjected to the petrified condition. The su ccesses and failures don’t At Higher Levels. W h en you cast this spell using a need to be consecutive; keep track o f both until thespell slot o f 3rd level or higher, the healing increases by target collects three o f a kind.1d8 for each slot level above 2nd. 7. Violet. On a failed save, the target is blinded. ItP r e s t id ig it a t io n m ust then m ake a W isd om saving th row at the start o fTransmutation cantrip your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to anotherCasting Time: 1 action plane o f existence of the D M ’s choosin g and is no longerRange: 10 feet blinded. (Typically, a creature that is on a plane that isn’tCom ponents: V, S its h om e plane is banished hom e, w hile other creaturesDuration: Up to 1 hour are usually cast into the Astral or Ethereal planes.)This spell is a m inor m agical trick that novice 8. Special. T h e target is struck by tw o rays. R oll tw icespellcasters use for practice. You create one of the m ore, rerolling any 8.following m agical effects within range: P r ism a t ic W a l l• You create an instantaneous, harm less sensory effect, 9th-level abjuration such as a show er of sparks, a puff of wind, faint musi­ cal notes, or an odd odor. Casting Time: 1 action Range: 60 feet• You instantaneously light or snuff out a candle, a Components: V, S torch, or a small campfire. Duration: 10 minutes• You instantaneously clean or soil an object no larger A shim mering, m ulticolored plane o f light form s a than 1 cubic foot. vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see• You chill, warm , or flavor up to 1 cubic foot o f nonliv­ within range. Alternatively, you can shape the wall into ing material for 1 hour. a sphere up to 30 feet in diameter centered on a point you ch oose within range. The wall remains in place for• You make a color, a small mark, or a sym bol appear the duration. If you position the w all so that it p a sses on an object or a surface for 1 hour. through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.• You create a nonm agical trinket or an illusory im age that can fit in your hand and that lasts until the end o f The wall sheds bright light out to a range o f 100 your next turn. feet and dim light for an additional 100 feet. You and creatu res you designate at the tim e you cast the spellIf you cast this spell multiple tim es, you can have up to can pass through and remain near the wall withoutthree o f its non-instantaneous effects active at a time, harm. If another creature that can see the w all m oves toand you can dismiss such an effect as an action. w ithin 20 feet o f it or starts its turn there, the creature

must succeed on a Constitution saving throw or becom e Produce Flameblinded for 1 minute. Conjuration cantrip The wall consists o f seven layers, each with a different Casting Time: 1 actioncolor. W hen a creature attempts to reach into or pass Range: Selfthrough the wall, it d o e s so one layer at a tim e through Components: V, Sall the w all’s layers. A s it p a sses or reach es through Duration: 10 minuteseach layer, the creature m ust m ake a D exterity savingthrow or be affected by that layer’s properties as A flickering flame appears in your hand. The flamedescribed below. rem ains there for the duration and harm s neither you nor your equipment. The flame sh eds bright light in a The w all can be destroyed, also on e layer at a time, in 10-foot radius and dim light for an additional 10 feet.order from red to violet, by m eans sp ecific to each layer. T h e spell ends if you d ism iss it as an action or if youO nce a layer is destroyed, it rem ains s o for the duration cast it again.o f the spell. A rod o f cancellation destroys a prismaticwall, but an antimagic field has no effect on it. You can also attack with the flame, although doing so ends the spell. W hen you cast this spell, or as an action 1. R ed. T h e creature takes 10d6 fire dam age on a on a later turn, you can hurl the flam e at a creaturefailed save, or half as much damage on a successful one. within 30 feet o f you. Make a ranged spell attack. On aW hile this layer is in place, nonm agical ranged attacks hit, the target takes 1d8 fire dam age.can’t pass through the wall. The layer can be destroyedby dealing at least 25 cold dam age to it. T h is sp ell’s dam age in creases by 1d8 w hen you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 2. Orange. The creature takes 10d6 acid dam age ona failed save, or half as much damage on a successful P r o g r a m m e d Il lu sio none. W hile this layer is in place, m agical ranged attacks 6th-level illusioncan’t pass through the wall. The layer is destroyed bya strong wind. Casting Time: 1 action Range: 120 feet 3. Yellow. The creature takes 10d6 lightning dam age Components: V, S , M (a bit o f fleece and ja d e dust w orthon a failed save, or half as much damage on a successfulone. T h is layer can be destroyed by dealing at least 60 at least 25 gp)force dam age to it. Duration: Until dispelled 4. Green. The creature takes 10d6 poison damage on You create an illusion of an object, a creature, ora failed save, or half as much damage on a successful som e other visible phenom enon within range thatone. A passwall spell, or another spell o f equal or activates w hen a specific condition occurs. The illusiongreater level that can open a portal on a solid surface, is im perceptible until then. It must be no larger than adestroys this layer. 30-foot cube, and you decide when you cast the spell h ow the illusion behaves and what sou n ds it m akes. This 5. B lue. T h e creature takes 10d6 cold dam age on a scripted perform ance can last up to 5 minutes.failed save, or half as much damage on a successful one.T h is layer can be destroyed by dealing at least 25 fire W hen the condition you specify occurs, the illusiondam age to it. springs into existence and perform s in the manner you described . O n ce the illusion finishes perform ing, it 6. Indigo. On a failed save, the creature is restrained. disappears and rem ains dorm ant for 10 minutes. AfterIt m ust then m ake a Constitution saving th row at the this time, the illusion can be activated again.end o f each o f its turns. If it su ccessfu lly saves threetim es, the spell ends. If it fails its save three tim es, The triggering condition can be as general or asit perm anently turns to stone and is su bjected to the detailed as you like, though it m ust be based on visual orpetrified condition. The su c ce s se s and failures d on ’t audible conditions that o ccu r within 30 feet o f the area.need to be consecutive; keep track of both until the For example, you could create an illusion of yourselfcreature collects three of a kind. to appear and warn off others w ho attempt to open a trapped door, or you could set the illusion to trigger only W h ile this layer is in place, sp ells ca n ’t b e cast when a creature says the correct w ord or phrase.through the wall. The layer is destroyed by bright lightshed by a daylight spell or a sim ilar spell o f equal or P hysical interaction with the im age reveals it to be anhigher level. illusion, b eca u se things can pass through it. A creature that u ses its action to exam ine the im age can determ ine 7. Violet. On a failed save, the creature is blinded. It that it is an illusion w ith a su ccessfu l Intelligencem ust then m ake a W isd om saving throw at the start o f (Investigation) check against your spell save DC. If ayour next turn. A successful save ends the blindness. If creature discern s the illusion for w hat it is, the creatureit fails that save, the creature is transported to another can see through the im age, and any n oise it m akesplane o f the D M ’s ch oosin g and is no longer blinded. sounds hollow to the creature.(Typically, a creature that is on a plane that isn’t itshom e plane is banished home, while other creaturesare usually cast into the Astral or Ethereal planes.) Thislayer is destroyed by a dispel magic spell or a sim ilarspell o f equal or higher level that can end spells andm agical effects.

Project Im age P r o t e c t io n fr o m Po iso n7th-level illusion 2nd-level abjurationCasting Time: 1 action Casting Time: 1 actionRange: 500 miles Range: TouchComponents: V, S, M (a sm all replica o f you m ade from Components: V, S Duration: 1 hour m aterials w orth at least 5 gp)Duration: Concentration, up to 1 day You touch a creature. If it is p oison ed , you neutralize the poison. If m ore than one poison afflicts the target, youYou create an illusory copy of yourself that lasts for neutralize one poison that you know is present, or youthe duration. T h e cop y can appear at any location neutralize on e at random .within range that you have seen before, regardless o fintervening obstacles. The illusion looks and sounds For the duration, the target has advantage on savinglike you but is intangible. If the illusion takes any throw s against bein g p oison ed , and it h as resistan ce todam age, it disappears, and the spell ends. poison damage. You can use your action to move this illusion up to P u r if y Fo o d a n d D r in ktw ice your sp eed, and m ake it gesture, speak, and 1st-level transmutation (ritual)behave in w hatever w ay you ch oose. It m im ics yourm annerism s perfectly. Casting Time: 1 action Range: 10 feet You can see through its eyes and hear through its Components: V, Sears as if you w ere in its space. O n your turn as a bon u s Duration: Instantaneousaction, you can sw itch from using its se n se s to usingyour own, or back again. W hile you are using its senses, All nonm agical food and drink within a 5-foot-radiusyou are blinded and deafened in regard to your own sphere centered on a point o f your choice within range issurroundings. purified and rendered free of poison and disease. P hysical interaction w ith the im age reveals it to be an R a ise D e a dillusion, b eca u se things can pass through it. A creature 5th-level necrom ancythat u ses its action to exam ine the im age can determ inethat it is an illusion w ith a su ccessfu l Intelligence Casting Time: 1 hour(Investigation) check against your spell save DC. If a Range: Touchcreature discern s the illusion for what it is, the creature Components: V, S, M (a diam on d w orth at least 5 0 0 gp,can see th rough the im age, and any n oise it m akessounds hollow to the creature. which the spell consum es) Duration: InstantaneousPr o t e c t io n fro m E n erg y3rd-level abjuration You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If theCasting Time: 1 action creatu re’s sou l is both w illing and at liberty to rejoin theRange: Touch body, the creature returns to life with 1 hit point.Components: V, SDuration: Concentration, up to 1 hour This spell also neutralizes any poisons and cures n onm agical d iseases that affected the creature at theFor the duration, the w illing creature you touch has tim e it died. This spell d oesn ’t, however, rem ove m agicalresistance to one damage type of your choice: acid, cold, diseases, curses, or sim ilar effects; if these aren’t firstfire, lightning, or thunder. removed prior to casting the spell, they take effect when the creature returns to life. T he spell can’t return anPr o t e c t io n from Ev il a n d G o o d undead creature to life.1st-level abjuration This spell c lo se s all m ortal w ou n ds, but it d oesn ’tCasting Time: 1 action restore m issing body parts. If the creature is lackingRange: Touch b od y parts or organs integral for its survival—its head,Components: V, S, M (holy w ater or p ow dered silver for instance—the spell automatically fails. and iron, which the spell consum es) C om ing back from the dead is an ordeal. The targetDuration: Concentration up to 10 minutes takes a - 4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest,Until the spell ends, one w illing creature you the penalty is redu ced by 1 until it disappears.touch is protected against certain types ofcreatures: aberrations, celestials, elem entals, fey, R a r y ’s T e l e p a t h ic B o n dfiends, and undead. 5th-level divination (ritual) The protection grants several benefits. Creatures of Casting Time: 1 actionthose types have disadvantage on attack rolls against Range: 30 feetthe target. T h e target also c a n ’t be charm ed, frightened, Components: V, S, M (p ieces o f eggshell from tw oor p ossessed by them. If the target is already charm ed,frightened, or p ossessed by such a creature, the target different kinds of creatures)has advantage on any new saving throw against the Duration: 1 hourrelevant effect. You forge a telepathic link am ong up to eight w illing creatures of your choice within range, psychically

linking each creature to all the others for the duration. You touch a creature and stimulate its natural healing Creatures w ith Intelligence scores o f 2 or less aren’t ability. The target regains 4d 8 + 15 hit points. F or the affected by this spell. duration o f the spell, the target regains 1 hit point at the start o f each o f its turns (10 hit poin ts each minute). Until the spell ends, the targets can com m unicate telepathically through the bond whether or not they have The target’s severed bod y m em bers (fingers, legs, a com m on language. The com m unication is possible tails, and so on), if any, are restored after 2 minutes. over any distance, though it ca n ’t extend to other planes If you have the severed part and hold it to the stump, of existence. the spell instantaneously causes the lim b to knit to the stump. R ay of Enfeeblem ent2nd-level necrom ancy R e in c a r n a t e 5th-level transmutationCasting Time: 1 actionRange: 60 feet Casting Time: 1 hourComponents: V, S Range: TouchDuration: Concentration, up to 1 minute Components: V, S, M (rare oils and unguents w orth atA black beam o f enervating energy springs from your least 1,000 gp, which the spell consum es)finger toward a creature within range. M ake a ranged Duration: Instantaneousspell attack against the target. On a hit, the target dealsonly half dam age with w eapon attacks that use Strength You touch a dead humanoid or a piece o f a deaduntil the spell ends. humanoid. Provided that the creature has been dead no longer than 10 days, the spell form s a new adult body At the end o f each o f the target’s turns, it can m ake for it and then calls the sou l to enter that body. If thea Constitution saving throw against the spell. On a target’s sou l isn’t free or w illing to do so, the spell fails.success, the spell ends. The m agic fashions a new body for the creatureR ay of Frost to inhabit, w hich likely cau ses the creatu re’s race toEvocation cantrip change. The DM rolls a d 100 and consults the following table to determine what form the creature takes whenCasting Time: 1 action restored to life, or the DM ch ooses a form.Range: 60 feetComponents: V, S d100 RaceDuration: Instantaneous 01-04 Dragonborn 05-13 Dwarf, hillA frigid beam o f blue-white light streaks toward a 14-21 Dwarf, mountaincreature within range. M ake a ranged spell attack 22-25 Elf, darkagainst the target. O n a hit, it takes 1d8 cold dam age, 26-34 Elf, highand its sp eed is redu ced by 10 feet until the start of 35-42 Elf, woodyour next turn. 43-46 Gnome, forest 47-52 Gnome, rock T h e sp ell’s dam age in creases by 1d8 w hen you reach 53-56 Half-elf5th level (2d8), 11th level (3d8), and 17th level (4d8). 57-60 Half-orc 61-68 Halfling, lightfootR a y o f Sic k n e ss 69-76 Halfling, stout1st-level necromancy 77-96 Human 97-00 TieflingCasting Time: 1 actionRange: 60 feet The reincarnated creature recalls its form er lifeComponents: V, S and experiences. It retains the capabilities it had in itsDuration: Instantaneous original form , except it exch an ges its original race for the n ew on e and changes its racial traits accordingly.A ray o f sickening greenish energy lashes out towarda creature within range. M ake a ranged spell attack R em ove C urseagainst the target. On a hit, the target takes 2d8 p oison 3rd-level abjurationdam age and must m ake a Constitution saving throw.O n a failed save, it is also p oison ed until the end o f Casting Time: 1 actionyour next turn. Range: Touch Components: V, S A t H igher L evels. W h en you cast this spell using a Duration: Instantaneousspell slot o f 2nd level or higher, the dam age increases by1d8 for each slot level above 1st. At your touch, all curses affecting one creature or object end. If the object is a cursed m agic item, its curseR egenerate rem ains, but the spell breaks its ow ner’s attunement to7th-level transmutation the object s o it can be rem oved or d iscarded.Casting Time: 1 minuteRange: TouchComponents: V, S, M (a prayer w h eel and holy water)Duration: 1 hour

R esistan c e R e v iv if yAbjuration cantrip 3rd-level conjurationCasting Time: 1 action Casting Time: 1 actionRange: Touch Range: TouchComponents: V, S , M (a m iniature cloak) Components: V, S, M (diam onds w orth 3 0 0 gp, w hichDuration: Concentration, up to 1 minute the spell consum es)You touch one willing creature. O nce before the spell Duration: Instantaneousends, the target can roll a d4 and add the numberrolled to on e saving th row o f its ch oice. It can roll You touch a creature that has died within the lastthe die before or after m aking the saving throw. The minute. That creature returns to life with 1 hit point.spell then ends. This spell can’t return to life a creature that has died of old age, nor can it restore any m issing b od y parts.R e su r r e c t io n7th-level necromancy R ope T r ic k 2nd-level transmutationCasting Time: 1 hourRange: Touch Casting Time: 1 actionComponents: V, S, M (a diam on d w orth at least 1,000 Range: Touch Components: V, S, M (pow dered corn extract and a gp, w hich the spell consum es)Duration: Instantaneous twisted loop of parchment) Duration: 1 hourYou touch a dead creature that has been dead for nom ore than a century, that didn’t die o f old age, and that You touch a length o f rope that is up to 60 feet long.isn’t undead. If its sou l is free and w illing, the target One end of the rope then rises into the air until thereturns to life w ith all its hit points. whole rope hangs perpendicular to the ground. At the upper end o f the rope, an invisible entrance opens to an This spell neutralizes any poisons and cures normal extradim ensional space that lasts until the spell ends.d isea ses afflicting the creature w hen it died. It d oesn ’t,however, rem ove m agical diseases, curses, and the like; The extradim ensional space can be reached byif such effects aren't rem oved prior to casting the spell, clim bing to the top o f the rope. The space can hold asthey afflict the target on its return to life. many as eight Medium or smaller creatures. The rope can be pulled into the space, m aking the rope disappear This spell closes all mortal w ounds and restores any from view outside the space.m issing body parts. Attacks and spells can’t cross through the entrance Com ing back from the dead is an ordeal. The target into or out o f the extradim ensional space, but thosetakes a - 4 penalty to all attack rolls, saving throws, and inside can see out o f it as if through a 3-foot-by-5-footability checks. Every time the target finishes a long rest, w indow centered on the rope.the penalty is reduced by 1 until it disappears. Anything inside the extradim ensional space drops out Casting this spell to restore life to a creature that has when the spell ends.been dead for one year or longer taxes you greatly. Untilyou finish a long rest, you can’t cast spells again, and Sa c r e d F l a m eyou have disadvantage on all attack rolls, ability checks, Evocation cantripand saving throws. Casting Time: 1 actionR everse G r a v it y Range: 60 feet7th-level transmutation Components: V, S Duration: InstantaneousCasting Time: 1 actionRange: 100 feet Flam e-like radiance d escen ds on a creature that youComponents: V, S, M (a lodeston e and iron filings) can see within range. The target must succeed on aDuration: Concentration, up to 1 minute Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All The sp ell’s dam age in creases by 1d8 w hen you reachcreatures and objects that aren’t som ehow anchored to 5th level (2d8), 11th level (3d8), and 17th level (4d8).the ground in the area fall upward and reach the top ofthe area when you cast this spell. A creature can make a Sa n c t u a r yDexterity saving throw to grab onto a fixed object it can 1st-level abjurationreach, thus avoiding the fall. Casting Time: 1 bonus action If som e solid object (such as a ceiling) is encountered Range: 30 feetin this fall, falling ob jects and creatures strike it ju st as Components: V, S, M (a sm all silver m irror)they w ou ld during a n orm al dow nw ard fall. If an object Duration: 1 minuteor creature reaches the top o f the area without strikinganything, it rem ains there, oscillating slightly, for You w ard a creature within range against attack. Untilthe duration. the spell ends, any creature w ho targets the warded creature with an attack or a harm ful spell must first At the end o f the duration, affected objects and make a W isdom saving throw. On a failed save, thecreatures fall back down. creature must choose a new target or lose the attack


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