Spells of Xanathar's Guide to Everything
Cantrips
XGtE
Control Flames
0-level (Cantrip) Transmutation
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
XGtE
Create Bonfire
0-level (Cantrip) Conjuration
XGtE
Frostbite
0-level (Cantrip) Evocation
XGtE
Gust
0-level (Cantrip) Transmutation
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
XGtE
Infestation
0-level (Cantrip) Conjuration
XGtE
Magic Stone
0-level (Cantrip) Transmutation
XGtE
Mold Earth
0-level (Cantrip) Transmutation
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
XGtE
Primal Savagery
0-level (Cantrip) Transmutation
XGtE
Shape Water
0-level (Cantrip) Transmutation
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
XGtE
Thunderclap
0-level (Cantrip) Evocation
XGtE
Toll the Dead
0-level (Cantrip) Necromancy
XGtE
Word of Radiance
0-level (Cantrip) Evocation
Level 1 Spells
XGtE
Absorb Elements
1-level Abjuration
XGtE
Beast Bond
1-level Divination
XGtE
Catapult
1-level Transmutation
XGtE
Cause Fear
1-level Necromancy
XGtE
Ceremony
1-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerXGtE
Chaos Bolt
1-level Evocation
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Poison |
7 | Psychic |
8 | Thunder |
XGtE
Earth Tremor
1-level Evocation
XGtE
Ice Knife
1-level Conjuration
XGtE
Snare
1-level Abjuration
XGtE
Zephyr Strike
1-level Transmutation
Level 2 Spells
XGtE
Aganazzar's Scorcher
2-level Evocation
XGtE
Dragon's Breath
2-level Transmutation
XGtE
Dust Devil
2-level Conjuration
XGtE
Earthbind
2-level Transmutation
XGtE
Healing Spirit
2-level Conjuration
XGtE
Maximilian's Earthen Grasp
2-level Transmutation
XGtE
Mind Spike
2-level Divination
XGtE
Pyrotechnics
2-level Transmutation
XGtE
Shadow Blade
2-level Illusion
XGtE
Skywrite
2-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerXGtE
Snilloc's Snowball Swarm
2-level Evocation
XGtE
Warding Wind
2-level Evocation
- It deafens you and other creatures in its area.
- It extinguishes unprotected flames in its area that are torch-sized or smaller.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
- The area is difficult terrain for creatures other than you.
- The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Level 3 Spells
XGtE
Catnap
3-level Enchantment
XGtE
Enemies About
3-level Enchantment
XGtE
Erupting Earth
3-level Transmutation
XGtE
Flame Arrows
3-level Transmutation
XGtE
Life Transferrence
3-level Necromancy
XGtE
Melf's Minute Meteors
3-level Evocation
XGtE
Summon Lesser Demon
3-level Conjuration
d6 | Demons Summoned |
---|---|
1-2 | Two demons of challenge rating 1 or lower |
3-4 | Four demons of challenge rating 1/2 or lower |
5-6 | Eight demons of challenge rating 1/4 or lower |
XGtE
Thunder Step
3-level Conjuration
XGtE
Tidal Wave
3-level Conjuration
XGtE
Tiny Servant
3-level Transmutation
XGtE
Wall of Sand
3-level Evocation
XGtE
Wall of Water
3-level Evocation
Level 4 Spells
XGtE
Charm Monster
4-level Enchantment
XGtE
Elemental Bane
4-level Transmutation
XGtE
Find Greater Steed
4-level Conjuration
XGtE
Guardian of Nature
4-level Transmutation
- Your walking speed increases by 10 feet.
- You gain darkvision with a range of 120 feet.
- You make Strength-based attack rolls with advantage.
- Your melee weapon attacks deal an extra 1d6 force damage on a hit.
- You gain 10 temporary hit points.
- You make Constitution saving throws with advantage.
- ou make Dexterity- and Wisdom-based attack rolls with advantage.
- While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
XGtE
Shadow of Moil
4-level Necromancy
XGtE
Sickening Radiance
4-level Evocation
XGtE
Storm Sphere
4-level Evocation
XGtE
Summon Greater Demon
4-level Conjuration
XGtE
Vitriolic Sphere
4-level Evocation
XGtE
Watery Sphere
4-level Conjuration
Level 5 Spells
XGtE
Control Winds
5-level Transmutation
XGtE
Danse Macabre
5-level Necromancy
XGtE
Dawn
5-level Evocation
XGtE
Enervation
5-level Necromancy
XGtE
Far Step
5-level Conjuration
XGtE
Holy Weapon
5-level Evocation
XGtE
Immolation
5-level Evocation
XGtE
Infernal Calling
5-level Conjuration
XGtE
Maelstrom
5-level Evocation
XGtE
Negative Energy Flood
5-level Necromancy
XGtE
Skill Empowerment
5-level Transmutation
XGtE
Steel Wind Strike
5-level Conjuration
XGtE
Synaptic Static
5-level Enchantment
XGtE
Transmute Rock
5-level Transmutation
XGtE
Wall of Light
5-level Evocation
XGtE
Wrath of Nature
5-level Evocation
Level 6 Spells
XGtE
Bones of the Earth
6-level Transmutation
XGtE
Create Homunculus
6-level Transmutation
XGtE
Druid Grove
6-level Abjuration
- A constant Gust of Wind in two locations of your choice
- Spike Growth in one location of your choice
- Wind Wall in two locations of your choice
XGtE
Investiture of Flame
6-level Transmutation
- You are immune to fire damage and have resistance to cold damage.
- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
- You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
XGtE
Investiture of Ice
6-level Transmutation
- You are immune to cold damage and have resistance to fire damage.
- You can move across difficult terrain created by ice or snow without spending extra movement.
- The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
- You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
XGtE
Investiture of Stone
6-level Transmutation
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
- You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
XGtE
Investiture of Wind
6-level Transmutation
- Ranged weapon attacks made against you have disadvantage on the attack roll.
- You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
- You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
XGtE
Mental Prison
6-level Illusion
XGtE
Primordial Ward
0-level (Cantrip) Abjuration
XGtE
Scatter
6-level Conjuration
XGtE
Soul Cage
6-level Necromancy
XGtE
Tenser's Transformation
6-level Transmutation
- You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
- You have advantage on attack rolls that you make with simple and martial weapons.
- When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
- You have proficiency with all armor, shields, simple weapons, and martial weapons.
- You have proficiency in Strength and Constitution saving throws.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Level 7 Spells
XGtE
Crown of Stars
7-level Evocation
XGtE
Power Word Pain
7-level Enchantment
XGtE
Temple of the Gods
7-level Conjuration
XGtE
Whirlwind
7-level Evocation
Level 8 Spells
XGtE
Abi-Dalzim's Horrid Wilting
8-level Necromancy
XGtE
Illusory Dragon
8-level Illusion
XGtE
Maddening Darkness
8-level Evocation
XGtE
Mighty Fortress
8-level Conjuration
Level 9 Spells
XGtE
Invulnerability
9-level Abjuration
XGtE
Mass Polymorph
9-level Transmutation
XGtE
Psychic Scream
9-level Enchantment
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