Cantrips (0 Level)
Acid Splash
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one creature
within range, or choose two creatures within range
that are within 5 feet of each other. A target must
succeed on a Dexterity saving throw or take 1d6 acid
damage.
This spell’s damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
Chill Touch
Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a
creature within range. Make a ranged spell attack
against the creature to assail it with the chill of the
grave.
On a hit, the target takes 1d8 necrotic damage,
and it can’t regain hit points until the start of your
next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has
disadvantage on attack rolls against you until the
end of your next turn.
This spell’s damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Dancing Lights
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or
wychwood, or a glowworm)
Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range,
making them appear as torches, lanterns, or glowing
orbs that hover in the air for the duration.
You can
also combine the four lights into one glowing
vaguely humanoid form of Medium size. Whichever
form you choose, each light sheds dim light in a 10-
foot radius.
As a bonus action on your turn, you can move the
lights up to 60 feet to a new spot within range. A
light must be within 20 feet of another light created
by this spell, and a light winks out if it exceeds the
spell’s range.
Fire Bolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the target.
On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't
being worn or carried.
This spell's damage increases by 1d10 when you
reach 5th level (2d10), 11th level (3d10), and 17th
level (4d10)
Light
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent
moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in
any dimension. Until the spell ends, the object sheds
bright light in a 20-foot radius and dim light for an
additional 20 feet. The light can be colored as you
like. Completely covering the object with something
opaque blocks the light. The spell ends if you cast it
again or dismiss it as an action.
If you target an object held or worn by a hostile
creature, that creature must succeed on a Dexterity
saving throw to avoid the spell.
Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you
choose within range. The hand lasts for the duration
or until you dismiss it as an action. The hand
vanishes if it is ever more than 30 feet away from
you or if you cast this spell again.
You can use your action to control the hand. You
can use the hand to manipulate an object, open an
unlocked door or container, stow or retrieve an item
from an open container, or pour the contents out of a
vial. You can move the hand up to 30 feet each time
you use it.
The hand can’t attack, activate magic items, or
carry more than 10 pounds.
Mending
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object
you touch, such as a broken chain link, two halves of
a broken key, a torn cloak, or a leaking wineskin. As
long as the break or tear is no larger than 1 foot in
any dimension, you mend it, leaving no trace of the
former damage.
This spell can physically repair a magic item or
construct, but the spell can’t restore magic to such
an object.
Message
Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round
You point your finger toward a creature within
range and whisper a message. The target (and only
the target) hears the message and can reply in a
whisper that only you can hear.
You can cast this spell through solid objects if you
are familiar with the target and know it is beyond
the barrier. Magical silence, 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood
blocks the spell. The spell doesn’t have to follow a
straight line and can travel freely around corners or
through openings.
Minor Illusion
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within
range that lasts for the duration. The illusion also
ends if you dismiss it as an action or cast this spell
again.
If you create a sound, its volume can range from a
whisper to a scream. It can be your voice, someone
else’s voice, a lion’s roar, a beating of drums, or any
other sound you choose. The sound continues
unabated throughout the duration, or you can make
discrete sounds at different times before the spell
ends.
If you create an image of an object—such as a
chair, muddy footprints, or a small chest—it must be
no larger than a 5-foot cube. The image can’t create
sound, light, smell, or any other sensory effect.
Physical interaction with the image reveals it to be
an illusion, because things can pass through it.
If a creature uses its action to examine the sound
or image, the creature can determine that it is an
illusion with a successful Intelligence (Investigation)
check against your spell save DC. If a creature
discerns the illusion for what it is, the illusion
becomes faint to the creature.
Poison Spray
Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see
within range and project a puff of noxious gas from
your palm. The creature must succeed on a
Constitution saving throw or take 1d12 poison
damage.
This spell's damage increases by 1d12 when you
reach 5th level (2d12), 11th level (3d12), and 17th
level (4d12).
Prestidigitation
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice
spellcasters use for practice. You create one of the
following magical effects within range:
• You create an instantaneous, harmless sensory
effect, such as a shower of sparks, a puff of wind,
faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a
torch, or a small campfire.
• You instantaneously clean or soil an object no
larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of
nonliving material for 1 hour.
• You make a color, a small mark, or a symbol
appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory
image that can fit in your hand and that lasts until
the end of your next turn.
If you cast this spell multiple times, you can have up
to three of its non-instantaneous effects active at a
time, and you can dismiss such an effect as an action
Ray of Frost
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a
creature within range. Make a ranged spell attack
against the target. On a hit, it takes 1d8 cold damage,
and its speed is reduced by 10 feet until the start of
your next turn.
The spell’s damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Shocking Grasp
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock
to a creature you try to touch. Make a melee spell
attack against the target.
You have advantage on the
attack roll if the target is wearing armor made of
metal.
On a hit, the target takes 1d8 lightning
damage, and it can’t take reactions until the start of
its next turn.
The spell’s damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
True Strike
Divination cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round
You extend your hand and point a finger at a target
in range. Your magic grants you a brief insight into
the target’s defenses. On your next turn, you gain
advantage on your first attack roll against the target,
provided that this spell hasn’t ended.
1st Level
Alarm
1st-level abjuration (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a tiny bell and a piece of fine
silver wire)
Duration: 8 hours
You set an alarm against unwanted intrusion.
Choose a door, a window, or an area within range
that is no larger than a 20-foot cube. Until the spell
ends, an alarm alerts you whenever a Tiny or larger
creature touches or enters the warded area. When
you cast the spell, you can designate creatures that
won’t set off the alarm. You also choose whether the
alarm is mental or audible.
A mental alarm alerts you with a ping in your
mind if you are within 1 mile of the warded area.
This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand
bell for 10 seconds within 60 feet.
Burning Hands
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and
fingers spread, a thin sheet of flames shoots forth
from your outstretched fingertips. Each creature in a
15-foot cone must make a Dexterity saving throw. A
creature takes 3d6 fire damage on a failed save, or
half as much damage on a successful one.
The fire ignites any flammable objects in the area
that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.
Charm Person
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see
within range. It must make a Wisdom saving throw,
and does so with advantage if you or your
companions are fighting it. If it fails the saving throw,
it is charmed by you until the spell ends or until you
or your companions do anything harmful to it.
The
charmed creature regards you as a friendly
acquaintance. When the spell ends, the creature
knows it was charmed by you.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when
you target them.
Color Spray
1st-level illusion
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S, M (a pinch of powder or sand
that is colored red, yellow, and blue)
Duration: 1 round
A dazzling array of flashing, colored light springs
from your hand.
Roll 6d10; the total is how many hit
points of creatures this spell can effect. Creatures in
a 15-foot cone originating from you are affected in
ascending order of their current hit points (ignoring
unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest
current hit points, each creature affected by this
spell is blinded until the spell ends.
Subtract each
creature’s hit points from the total before moving on
to the creature with the next lowest hit points. A
creature’s hit points must be equal to or less than
the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, roll an additional
2d10 for each slot level above 1st.
Comprehend Languages
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning
of any spoken language that you hear. You also
understand any written language that you see, but
you must be touching the surface on which the
words are written. It takes about 1 minute to read
one page of text.
This spell doesn’t decode secret messages in a text
or a glyph, such as an arcane sigil, that isn’t part of a
written language
Detect Magic
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic
within 30 feet of you. If you sense magic in this way,
you can use your action to see a faint aura around
any visible creature or object in the area that bears
magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood or dirt.
Disguise Self
1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor,
weapons, and other belongings on your person—
look different until the spell ends or until you use
your action to dismiss it. You can seem 1 foot shorter
or taller and can appear thin, fat, or in between. You
can’t change your body type, so you must adopt a
form that has the same basic arrangement of limbs.
Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up
to physical inspection. For example, if you use this
spell to add a hat to your outfit, objects pass through
the hat, and anyone who touches it would feel
nothing or would feel your head and hair. If you use
this spell to appear thinner than you are, the hand of
someone who reaches out to touch you would bump
into you while it was seemingly still in midair.
To discern that you are disguised, a creature can
use its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check
against your spell save DC.
Expeditious Retreat
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace.
When you cast this spell, and then as a bonus action
on each of your turns until the spell ends, you can
take the Dash action.
False Life
1st-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or
distilled spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of
life, you gain 1d4 + 4 temporary hit points for the
duration.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you gain 5 additional
temporary hit points for each slot level above 1st.
Feather Fall
1st-level transmutation
Casting Time: 1 reaction, which you take when you
or a creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or piece of
down)
Duration: 1 minute
Choose up to five falling creatures within range. A
falling creature’s rate of descent slows to 60 feet per
round until the spell ends. If the creature lands
before the spell ends, it takes no falling damage and
can land on its feet, and the spell ends for that
creature
Find Familiar
1st-level conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal,
incense, and herbs that must be consumed by fire in
a brass brazier)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes
an animal form you choose: bat, cat, crab, frog (toad),
hawk, lizard, octopus, owl, poisonous snake, fish
(quipper), rat, raven, sea horse, spider, or weasel.
Appearing in an unoccupied space within range, the
familiar has the statistics of the chosen form, though
it is a celestial, fey, or fiend (your choice) instead of a
beast.
Your familiar acts independently of you, but it
always obeys your commands. In combat, it rolls its
own initiative and acts on its own turn. A familiar
can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it
disappears, leaving behind no physical form. It
reappears after you cast this spell again
While your familiar is within 100 feet of you, you
can communicate with it telepathically. Additionally,
as an action, you can see through your familiar's
eyes and hear what it hears until the start of your
next turn, gaining the benefits of any special senses
that the familiar has. During this time, you are deaf
and blind with regard to your own senses.
As an action, you can temporarily dismiss your
familiar. It disappears into a pocket dimension
where it awaits your summons. Alternatively, you
can dismiss it forever. As an action while it is
temporarily dismissed, you can cause it to reappear
in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If
you cast this spell while you already have a familiar,
you instead cause it to adopt a new form. Choose one
of the forms from the above list. Your familiar
transforms into the chosen creature.
Finally, when you cast a spell with a range of touch,
your familiar can deliver the spell as if it had cast the
spell. Your familiar must be within 100 feet of you,
and it must use its reaction to deliver the spell when
you cast it. If the spell requires an attack roll, you use
your attack modifier for the roll
Floating Disk
1st-level conjuration (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of mercury)
Duration: 1 hour
This spell creates a circular, horizontal plane of force,
3 feet in diameter and 1 inch thick, that floats 3 feet
above the ground in an unoccupied space of your
choice that you can see within range. The disk
remains for the duration, and can hold up to 500
pounds. If more weight is placed on it, the spell ends,
and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet
of it. If you move more than 20 feet away from it, the
disk follows you so that it remains within 20 feet of
you. It can move across uneven terrain, up or down
stairs, slopes and the like, but it can’t cross an
elevation change of 10 feet or more. For example, the
disk can’t move across a 10-foot-deep pit, nor could
it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk
(typically because it can’t move around an obstacle
to follow you), the spell ends.
Fog Cloud
1st-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered
on a point within range. The sphere spreads around
corners, and its area is heavily obscured. It lasts for
the duration or until a wind of moderate or greater
speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the radius of the fog
increases by 20 feet for each slot level above 1st.
Grease
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of pork rind or butter)
Duration: 1 minute
Slick grease covers the ground in a 10-foot square
centered on a point within range and turns it into
difficult terrain for the duration.
When the grease appears, each creature standing
in its area must succeed on a Dexterity saving throw
or fall prone. A creature that enters the area or ends
its turn there must also succeed on a Dexterity
saving throw or fall prone.
Hideous Laughter
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is
waved in the air)
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within
range perceives everything as hilariously funny and
falls into fits of laughter if this spell affects it. The
target must succeed on a Wisdom saving throw or
fall prone, becoming incapacitated and unable to
stand up for the duration. A creature with an
Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it
takes damage, the target can make another Wisdom
saving throw. The target has advantage on the
saving throw if it’s triggered by damage. On a
success, the spell ends.
Identify
1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp
and an owl feather)
Duration: Instantaneous
You choose one object that you must touch
throughout the casting of the spell. If it is a magic
item or some other magic-imbued object, you learn
its properties and how to use them, whether it
requires attunement to use, and how many charges
it has, if any. You learn whether any spells are
affecting the item and what they are. If the item was
created by a spell, you learn which spell created it.
If you instead touch a creature throughout the
casting, you lear
Illusory Script
1st-level illusion (ritual)
Casting Time: 1 minute
Range: Touch
Components: S, M (a lead-based ink worth at least
10 gp, which the spell consumes)
Duration: 10 days
You write on parchment, paper, or some other
suitable writing material and imbue it with a potent
illusion that lasts for the duration.
To you and any creatures you designate when you
cast the spell, the writing appears normal, written in
your hand, and conveys whatever meaning you
intended when you wrote the text. To all others, the
writing appears as if it were written in an unknown
or magical script that is unintelligible. Alternatively,
you can cause the writing to appear to be an entirely
different message, written in a different hand and
language, though the language must be one you
know.
Should the spell be dispelled, the original script
and the illusion both disappear.
A creature with truesight can read the hidden
message.
Jump
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a grasshopper’s hind leg)
Duration: 1 minute
You touch a creature. The creature’s jump distance is
tripled until the spell ends.
Longstrider
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour
You touch a creature. The target’s speed increases by
10 feet until the spell ends.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Mage Armor
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn’t wearing
armor, and a protective magical force surrounds it
until the spell ends. The target’s base AC becomes 13
+ its Dexterity modifier. The spell ends if the target
dons armor or if you dismiss the spell as an action.
Magic Missile
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each
dart hits a creature of your choice that you can see
within range. A dart deals 1d4 + 1 force damage to
its target. The darts all strike simultaneously, and
you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell creates one
more dart for each slot level above 1st.
Protection from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver
and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is
protected against certain types of creatures:
aberrations, celestials, elementals, fey, fiends, and
undead.
The protection grants several benefits. Creatures
of those types have disadvantage on attack rolls
against the target. The target also can’t be charmed,
frightened, or possessed by them. If the target is
already charmed, frightened, or possessed by such a
creature, the target has advantage on any new
saving throw against the relevant effect.
Shield
1st-level abjuration
Casting Time: 1 reaction, which you take when you
are hit by an attack or targeted by the magic
missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and
protects you. Until the start of your next turn, you
have a +5 bonus to AC, including against the
triggering attack, and you take no damage from
magic missile.
Silent Image
1st-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or
some other visible phenomenon that is no larger
than a 15-foot cube. The image appears at a spot
within range and lasts for the duration. The image is
purely visual; it isn’t accompanied by sound, smell,
or other sensory effects.
You can use your action to cause the image to
move to any spot within range. As the image changes
location, you can alter its appearance so that its
movements appear natural for the image. For
example, if you create an image of a creature and
move it, you can alter the image so that it appears to
be walking.
Physical interaction with the image reveals it to be
an illusion, because things can pass through it. A
creature that uses its action to examine the image
can determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell
save DC. If a creature discerns the illusion for what it
is, the creature can see through the image.
Sleep
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose
petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber.
Roll 5d8; the total is how many hit points of
creatures this spell can affect. Creatures within 20
feet of a point you choose within range are affected
in ascending order of their current hit points
(ignoring unconscious creatures).
Starting with the creature that has the lowest
current hit points, each creature affected by this
spell falls unconscious until the spell ends, the
sleeper takes damage, or someone uses an action to
shake or slap the sleeper awake. Subtract each
creature’s hit points from the total before moving on
to the creature with the next lowest hit points. A
creature’s hit points must be equal to or less than
the remaining total for that creature to be affected.
Undead and creatures immune to being charmed
aren’t affected by this spell.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, roll an additional
2d8 for each slot level above 1st.
Thunderwave
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you.
Each creature in a 15-foot cube originating from you
must make a Constitution saving throw. On a failed
save, a creature takes 2d8 thunder damage and is
pushed 10 feet away from you. On a successful save,
the creature takes half as much damage and isn’t
pushed.
In addition, unsecured objects that are completely
within the area of effect are automatically pushed 10
feet away from you by the spell’s effect, and the spell
emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage
increases by 1d8 for each slot level above 1st.
Unseen Servant
1st-level conjuration (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of string and a bit of
wood)
Duration: 1 hour
This spell creates an invisible, mindless, shapeless
force that performs simple tasks at your command
until the spell ends. The servant springs into
existence in an unoccupied space on the ground
within range. It has AC 10, 1 hit point, and a Strength
of 2, and it can’t attack. If it drops to 0 hit points, the
spell ends.
Once on each of your turns as a bonus action, you
can mentally command the servant to move up to 15
feet and interact with an object. The servant can
perform simple tasks that a human servant could do,
such as fetching things, cleaning, mending, folding
clothes, lighting fires, serving food, and pouring wine.
Once you give the command, the servant performs
the task to the best of its ability until it completes the
task, then waits for your next command.
If you command the servant to perform a task that
would move it more than 60 feet away from you, the
spell ends.
2nd Level
Acid Arrow
2nd-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf and an
adder’s stomach)
Duration: Instantaneous
A shimmering green arrow streaks toward a target
within range and bursts in a spray of acid. Make a
ranged spell attack against the target.
On a hit, the
target takes 4d4 acid damage immediately and 2d4
acid damage at the end of its next turn. On a miss,
the arrow splashes the target with acid for half as
much of the initial damage and no damage at the end
of its next turn.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage (both
initial and later) increases by 1d4 for each slot level
above 2nd.
Alter Self
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You assume a different form. When you cast the spell,
choose one of the following options, the effects of
which last for the duration of the spell. While the
spell lasts, you can end one option as an action to
gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an
aquatic environment, sprouting gills and growing
webbing between your fingers. You can breathe
underwater and gain a swimming speed equal to
your walking speed.
Change Appearance. You transform your
appearance. You decide what you look like, including
your height, weight, facial features, sound of your
voice, hair length, coloration, and distinguishing
characteristics, if any. You can make yourself appear
as a member of another race, though none of your
statistics change.
You also can’t appear as a creature
of a different size than you, and your basic shape
stays the same; if you’re bipedal, you can’t use this
spell to become quadrupedal, for instance. At any
time for the duration of the spell, you can use your
action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines,
horns, or a different natural weapon of your choice.
Your unarmed strikes deal 1d6 bludgeoning,
piercing, or slashing damage, as appropriate to the
natural weapon you chose, and you are proficient
with your unarmed strikes. Finally, the natural
weapon is magic and you have a +1 bonus to the
attack and damage rolls you make using it.
Arcane Lock
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (gold dust worth at least 25 gp,
which the spell consumes)
Duration: Until dispelled
You touch a closed door, window, gate, chest, or
other entryway, and it becomes locked for the
duration. You and the creatures you designate when
you cast this spell can open the object normally. You
can also set a password that, when spoken within 5
feet of the object, suppresses this spell for 1 minute.
Otherwise, it is impassable until it is broken or the
spell is dispelled or suppressed. Casting knock on the
object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more
difficult to break or force open; the DC to break it or
pick any locks on it increases by 10.
Arcanist’s Magic Aura
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small square of silk)
Duration: 24 hours
You place an illusion on a creature or an object you
touch so that divination spells reveal false
information about it. The target can be a willing
creature or an object that isn’t being carried or worn
by another creature.
When you cast the spell, choose one or both of the
following effects. The effect lasts for the duration. If
you cast this spell on the same creature or object
every day for 30 days, placing the same effect on it
each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target
appears to spells and magical effects, such as detect
magic, that detect magical auras. You can make a
nonmagical object appear magical, a magical object
appear nonmagical, or change the object’s magical
aura so that it appears to belong to a specific school
of magic that you choose. When you use this effect
on an object, you can make the false magic apparent
to any creature that handles the item.
Mask. You change the way the target appears to
spells and magical effects that detect creature types,
such as a paladin’s Divine Sense or the trigger of a
symbol spell. You choose a creature type and other
spells and magical effects treat the target as if it
were a creature of that type or of that alignment.
Blindness/Deafness
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature
that you can see within range to make a Constitution
saving throw. If it fails, the target is either blinded or
deafened (your choice) for the duration. At the end
of each of its turns, the target can make a
Constitution saving throw. On a success, the spell
ends.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
Blur
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering
to all who can see you. For the duration, any
creature has disadvantage on attack rolls against you.
An attacker is immune to this effect if it doesn’t rely
on sight, as with blindsight, or can see through
illusions, as with truesight
Continual Flame
2nd-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (ruby dust worth 50 gp, which
the spell consumes)
Duration: Until dispelled
A flame, equivalent in brightness to a torch, springs
forth from an object that you touch. The effect looks
like a regular flame, but it creates no heat and
doesn’t use oxygen. A continual flame can be covered
or hidden but not smothered or quenched.
Darkness
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or
piece of coal)
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose
within range to fill a 15-foot-radius sphere for the
duration. The darkness spreads around corners. A
creature with darkvision can’t see through this
darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are
holding or one that isn’t being worn or carried, the
darkness emanates from the object and moves with
it. Completely covering the source of the darkness
with an opaque object, such as a bowl or a helm,
blocks the darkness.
If any of this spell’s area overlaps with an area of
light created by a spell of 2nd level or lower, the
spell that created the light is dispelled.
Darkvision
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (either a pinch of dried carrot
or an agate)
Duration: 8 hours
You touch a willing creature to grant it the ability to
see in the dark. For the duration, that creature has
darkvision out to a range of 60 feet.
Detect Thoughts
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a copper piece)
Duration: Concentration, up to 1 minute
For the duration, you can read the thoughts of
certain creatures. When you cast the spell and as
your action on each turn until the spell ends, you can
focus your mind on any one creature that you can
see within 30 feet of you. If the creature you choose
has an Intelligence of 3 or lower or doesn’t speak
any language, the creature is unaffected.
You initially learn the surface thoughts of the
creature—what is most on its mind in that moment.
As an action, you can either shift your attention to
another creature’s thoughts or attempt to probe
deeper into the same creature’s mind. If you probe
deeper, the target must make a Wisdom saving
throw. If it fails, you gain insight into its reasoning (if
any), its emotional state, and something that looms
large in its mind (such as something it worries over,
loves, or hates). If it succeeds, the spell ends. Either
way, the target knows that you are probing into its
mind, and unless you shift your attention to another
creature’s thoughts, the creature can use its action
on its turn to make an Intelligence check contested
by your Intelligence check; if it succeeds, the spell
ends.
Questions verbally directed at the target creature
naturally shape the course of its thoughts, so this
spell is particularly effective as part of an
interrogation.
You can also use this spell to detect the presence
of thinking creatures you can’t see. When you cast
the spell or as your action during the duration, you
can search for thoughts within 30 feet of you. The
spell can penetrate barriers, but 2 feet of rock, 2
inches of any metal other than lead, or a thin sheet of
lead blocks you. You can’t detect a creature with an
Intelligence of 3 or lower or one that doesn’t speak
any language.
Once you detect the presence of a creature in this
way, you can read its thoughts for the rest of the
duration as described above, even if you can’t see it,
but it must still be within range.
Enlarge/Reduce
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
You cause a creature or an object you can see within
range to grow larger or smaller for the duration.
Choose either a creature or an object that is neither
worn nor carried. If the target is unwilling, it can
make a Constitution saving throw. On a success, the
spell has no effect.
If the target is a creature, everything it is wearing
and carrying changes size with it. Any item dropped
by an affected creature returns to normal size at
once.
Enlarge. The target’s size doubles in all
dimensions, and its weight is multiplied by eight.
This growth increases its size by one category—
from Medium to Large, for example. If there isn’t
enough room for the target to double its size, the
creature or object attains the maximum possible size
in the space available. Until the spell ends, the target
also has advantage on Strength checks and Strength
saving throws. The target’s weapons also grow to
match its new size. While these weapons are
enlarged, the target’s attacks with them deal 1d4
extra damage.
Reduce. The target’s size is halved in all
dimensions, and its weight is reduced to one-eighth
of normal. This reduction decreases its size by one
category—from Medium to Small, for example. Until
the spell ends, the target also has disadvantage on
Strength checks and Strength saving throws. The
target’s weapons also shrink to match its new size.
While these weapons are reduced, the target’s
attacks with them deal 1d4 less damage (this can’t
reduce the damage below 1).
Flaming Sphere
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of tallow, a pinch of
brimstone, and a dusting of powdered iron)
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of fire appears in an
unoccupied space of your choice within range and
lasts for the duration. Any creature that ends its turn
within 5 feet of the sphere must make a Dexterity
saving throw. The creature takes 2d6 fire damage on
a failed save, or half as much damage on a successful
one.
As a bonus action, you can move the sphere up to
30 feet. If you ram the sphere into a creature, that
creature must make the saving throw against the
sphere’s damage, and the sphere stops moving this
turn.
When you move the sphere, you can direct it over
barriers up to 5 feet tall and jump it across pits up to
10 feet wide. The sphere ignites flammable objects
not being worn or carried, and it sheds bright light in
a 20-foot radius and dim light for an additional 20
feet.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage
increases by 1d6 for each slot level above 2nd.
Gentle Repose
2nd-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of salt and one copper
piece placed on each of the corpse’s eyes, which
must remain there for the duration)
Duration: 10 days
You touch a corpse or other remains. For the
duration, the target is protected from decay and
can’t become undead.
The spell also effectively extends the time limit on
raising the target from the dead, since days spent
under the influence of this spell don’t count against
the time limit of spells such as raise dead
Gust of Wind
2nd-level evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A line of strong wind 60 feet long and 10 feet wide
blasts from you in a direction you choose for the
spell’s duration. Each creature that starts its turn in
the line must succeed on a Strength saving throw or
be pushed 15 feet away from you in a direction
following the line.
Any creature in the line must spend 2 feet of
movement for every 1 foot it moves when moving
closer to you.
The gust disperses gas or vapor, and it
extinguishes candles, torches, and similar
unprotected flames in the area. It causes protected
flames, such as those of lanterns, to dance wildly and
has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the
spell ends, you can change the direction in which the
line blasts from you.
Hold Person
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range.
The target must succeed on a Wisdom saving throw
or be paralyzed for the duration. At the end of each
of its turns, the target can make another Wisdom
saving throw. On a success, the spell ends on the
target.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you can target one
additional humanoid for each slot level above 2nd.
The humanoids must be within 30 feet of each other
when you target them.
Invisibility
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum
arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the
spell ends. Anything the target is wearing or
carrying is invisible as long as it is on the target’s
person. The spell ends for a target that attacks or
casts a spell.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
Knock
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The
object can be a door, a box, a chest, a set of manacles,
a padlock, or another object that contains a
mundane or magical means that prevents access.
A target that is held shut by a mundane lock or
that is stuck or barred becomes unlocked, unstuck,
or unbarred. If the object has multiple locks, only
one of them is unlocked.
If you choose a target that is held shut with arcane
lock, that spell is suppressed for 10 minutes, during
which time the target can be opened and shut
normally.
When you cast the spell, a loud knock, audible
from as far away as 300 feet, emanates from the
target object.
Levitate
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (either a small leather loop or
a piece of golden wire bent into a cup shape with a
long shank on one end)
Duration: Concentration, up to 10 minutes
One creature or object of your choice that you can
see within range rises vertically, up to 20 feet, and
remains suspended there for the duration. The spell
can levitate a target that weighs up to 500 pounds.
An unwilling creature that succeeds on a
Constitution saving throw is unaffected.
The target can move only by pushing or pulling
against a fixed object or surface within reach (such
as a wall or a ceiling), which allows it to move as if it
were climbing. You can change the target’s altitude
by up to 20 feet in either direction on your turn. If
you are the target, you can move up or down as part
of your move. Otherwise, you can use your action to
move the target, which must remain within the
spell’s range.
When the spell ends, the target floats gently to the
ground if it is still aloft.
Locate Object
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a forked twig)
Duration: Concentration, up to 10 minutes
Describe or name an object that is familiar to you.
You sense the direction to the object’s location, as
long as that object is within 1,000 feet of you. If the
object is in motion, you know the direction of its
movement.
The spell can locate a specific object known to you,
as long as you have seen it up close—within 30
feet—at least once. Alternatively, the spell can locate
the nearest object of a particular kind, such as a
certain kind of apparel, jewelry, furniture, tool, or
weapon.
This spell can’t locate an object if any thickness of
lead, even a thin sheet, blocks a direct path between
you and the object.
Magic Mouth
2nd-level illusion (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a small bit of honeycomb and
jade dust worth at least 10 gp, which the spell
consumes)
Duration: Until dispelled
You implant a message within an object in range, a
message that is uttered when a trigger condition is
met. Choose an object that you can see and that isn’t
being worn or carried by another creature. Then
speak the message, which must be 25 words or less,
though it can be delivered over as long as 10
minutes. Finally, determine the circumstance that
will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth
appears on the object and recites the message in
your voice and at the same volume you spoke. If the
object you chose has a mouth or something that
looks like a mouth (for example, the mouth of a
statue), the magical mouth appears there so that the
words appear to come from the object’s mouth.
When you cast this spell, you can have the spell end
after it delivers its message, or it can remain and
repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or
as detailed as you like, though it must be based on
visual or audible conditions that occur within 30 feet
of the object. For example, you could instruct the
mouth to speak when any creature moves within 30
feet of the object or when a silver bell rings within
30 feet of it.
Magic Weapon
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a nonmagical weapon. Until the spell ends,
that weapon becomes a magic weapon with a +1
bonus to attack rolls and damage rolls.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the bonus increases
to +2. When you use a spell slot of 6th level or higher,
the bonus increases to +3.
Mirror Image
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your
space. Until the spell ends, the duplicates move with
you and mimic your actions, shifting position so it’s
impossible to track which image is real. You can use
your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack
during the spell’s duration, roll a d20 to determine
whether the attack instead targets one of your
duplicates.
If you have three duplicates, you must roll a 6 or
higher to change the attack’s target to a duplicate.
With two duplicates, you must roll an 8 or higher.
With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity
modifier. If an attack hits a duplicate, the duplicate is
destroyed. A duplicate can be destroyed only by an
attack that hits it. It ignores all other damage and
effects. The spell ends when all three duplicates are
destroyed.
A creature is unaffected by this spell if it can’t see,
if it relies on senses other than sight, such as
blindsight, or if it can perceive illusions as false, as
with truesight.
Misty Step
2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up
to 30 feet to an unoccupied space that you can see.
Ray of Enfeeblement
2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from
your finger toward a creature within range. Make a
ranged spell attack against the target. On a hit, the
target deals only half damage with weapon attacks
that use Strength until the spell ends.
At the end of each of the target’s turns, it can make
a Constitution saving throw against the spell. On a
success, the spell ends.
Rope Trick
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (powdered corn extract and a
twisted loop of parchment)
Duration: 1 hour
You touch a length of rope that is up to 60 feet long.
One end of the rope then rises into the air until the
whole rope hangs perpendicular to the ground. At
the upper end of the rope, an invisible entrance
opens to an extradimensional space that lasts until
the spell ends.
The extradimensional space can be reached by
climbing to the top of the rope. The space can hold as
many as eight Medium or smaller creatures. The
rope can be pulled into the space, making the rope
disappear from view outside the space.
Attacks and spells can’t cross through the entrance
into or out of the extradimensional space, but those
inside can see out of it as if through a 3-foot-by-5-
foot window centered on the rope.
Anything inside the extradimensional space drops
out when the spell ends.
Scorching Ray
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets
within range. You can hurl them at one target or
several.
Make a ranged spell attack for each ray. On a hit,
the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you create one
additional ray for each slot level above 2nd
See Invisibility
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of talc and a small
sprinkling of powdered silver)
Duration: 1 hour
For the duration, you see invisible creatures and
objects as if they were visible, and you can see into
the Ethereal Plane. Ethereal creatures and objects
appear ghostly and translucent.
Shatter
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
A sudden loud ringing noise, painfully intense,
erupts from a point of your choice within range.
Each creature in a 10-foot-radius sphere centered on
that point must make a Constitution saving throw. A
creature takes 3d8 thunder damage on a failed save,
or half as much damage on a successful one. A
creature made of inorganic material such as stone,
crystal, or metal has disadvantage on this saving
throw.
A nonmagical object that isn’t being worn or
carried also takes the damage if it’s in the spell’s
area.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage
increases by 1d8 for each slot level above 2nd.
Spider Climb
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of bitumen and a
spider)
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch
gains the ability to move up, down, and across
vertical surfaces and upside down along ceilings,
while leaving its hands free. The target also gains a
climbing speed equal to its walking speed.
Suggestion
2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit
of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a
sentence or two) and magically influence a creature
you can see within range that can hear and
understand you. Creatures that can’t be charmed are
immune to this effect. The suggestion must be
worded in such a manner as to make the course of
action sound reasonable. Asking the creature to stab
itself, throw itself onto a spear, immolate itself, or do
some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On
a failed save, it pursues the course of action you
described to the best of its ability. The suggested
course of action can continue for the entire duration.
If the suggested activity can be completed in a
shorter time, the spell ends when the subject
finishes what it was asked to do.
You can also specify conditions that will trigger a
special activity during the duration. For example,
you might suggest that a knight give her warhorse to
the first beggar she meets. If the condition isn’t met
before the spell expires, the activity isn’t performed.
If you or any of your companions damage the
target, the spell ends.
Web
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of thick, sticky webbing at a
point of your choice within range. The webs fill a 20-
foot cube from that point for the duration. The webs
are difficult terrain and lightly obscure their area.
If the webs aren’t anchored between two solid
masses (such as walls or trees) or layered across a
floor, wall, or ceiling, the conjured web collapses on
itself, and the spell ends at the start of your next turn.
Webs layered over a flat surface have a depth of 5
feet.
Each creature that starts its turn in the webs or
that enters them during its turn must make a
Dexterity saving throw. On a failed save, the creature
is restrained as long as it remains in the webs or
until it breaks free.
A creature restrained by the webs can use its
action to make a Strength check against your spell
save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs
exposed to fire burns away in 1 round, dealing 2d4
fire damage to any creature that starts its turn in the
fire.
3rd Level
Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of
flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile
of bones or a corpse of a Medium or Small humanoid
within range. Your spell imbues the target with a
foul mimicry of life, raising it as an undead creature.
The target becomes a skeleton if you chose bones or
a zombie if you chose a corpse (the GM has the
creature’s game statistics).
On each of your turns, you can use a bonus action
to mentally command any creature you made with
this spell if the creature is within 60 feet of you (if
you control multiple creatures, you can command
any or all of them at the same time, issuing the same
command to each one). You decide what action the
creature will take and where it will move during its
next turn, or you can issue a general command, such
as to guard a particular chamber or corridor. If you
issue no commands, the creature only defends itself
against hostile creatures. Once given an order, the
creature continues to follow it until its task is
complete.
The creature is under your control for 24 hours,
after which it stops obeying any command you’ve
given it. To maintain control of the creature for
another 24 hours, you must cast this spell on the
creature again before the current 24-hour period
ends. This use of the spell reasserts your control
over up to four creatures you have animated with
this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, you animate or
reassert control over two additional undead
creatures for each slot level above 3rd. Each of the
creatures must come from a different corpse or pile
of bones.
Bestow Curse
3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a creature, and that creature must
succeed on a Wisdom saving throw or become
cursed for the duration of the spell. When you cast
this spell, choose the nature of the curse from the
following options:
• Choose one ability score. While cursed, the target
has disadvantage on ability checks and saving
throws made with that ability score.
• While cursed, the target has disadvantage on
attack rolls against you.
• While cursed, the target must make a Wisdom
saving throw at the start of each of its turns. If it
fails, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells
deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the GM’s
option, you may choose an alternative curse effect,
but it should be no more powerful than those
described above. The GM has final say on such a
curse’s effect.
At Higher Levels. If you cast this spell using a spell
slot of 4th level or higher, the duration is
concentration, up to 10 minutes. If you use a spell
slot of 5th level or higher, the duration is 8 hours. If
you use a spell slot of 7th level or higher, the
duration is 24 hours. If you use a 9th level spell slot,
the spell lasts until it is dispelled. Using a spell slot of
5th level or higher grants a duration that doesn’t
require concentration.
Blink
3rd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Roll a d20 at the end of each of your turns for the
duration of the spell. On a roll of 11 or higher, you
vanish from your current plane of existence and
appear in the Ethereal Plane (the spell fails and the
casting is wasted if you were already on that plane).
At the start of your next turn, and when the spell
ends if you are on the Ethereal Plane, you return to
an unoccupied space of your choice that you can see
within 10 feet of the space you vanished from. If no
unoccupied space is available within that range, you
appear in the nearest unoccupied space (chosen at
random if more than one space is equally near). You
can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear
the plane you originated from, which is cast in
shades of gray, and you can’t see anything there
more than 60 feet away. You can only affect and be
affected by other creatures on the Ethereal Plane.
Creatures that aren’t there can’t perceive you or
interact with you, unless they have the ability to do
so.
Clairvoyance
3rd-level divination
Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M (a focus worth at least 100 gp,
either a jeweled horn for hearing or a glass eye for
seeing)
Duration: Concentration, up to 10 minutes
You create an invisible sensor within range in a
location familiar to you (a place you have visited or
seen before) or in an obvious location that is
unfamiliar to you (such as behind a door, around a
corner, or in a grove of trees). The sensor remains in
place for the duration, and it can’t be attacked or
otherwise interacted with.
When you cast the spell, you choose seeing or
hearing. You can use the chosen sense through the
sensor as if you were in its space. As your action, you
can switch between seeing and hearing.
A creature that can see the sensor (such as a
creature benefiting from see invisibility or truesight)
sees a luminous, intangible orb about the size of
your fist.
Counterspell
3rd-level abjuration
Casting Time: 1 reaction, which you take when you
see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of
casting a spell. If the creature is casting a spell of 3rd
level or lower, its spell fails and has no effect. If it is
casting a spell of 4th level or higher, make an ability
check using your spellcasting ability. The DC equals
10 + the spell's level. On a success, the creature's
spell fails and has no effect.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the interrupted spell
has no effect if its level is less than or equal to the
level of the spell slot you used.
Dispel Magic
3rd-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within
range. Any spell of 3rd level or lower on the target
ends. For each spell of 4th level or higher on the
target, make an ability check using your spellcasting
ability. The DC equals 10 + the spell’s level. On a
successful check, the spell ends.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, you automatically
end the effects of a spell on the target if the spell’s
level is equal to or less than the level of the spell slot
you used.
Fear
3rd-level illusion
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a white feather or the heart of
a hen)
Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature’s
worst fears. Each creature in a 30-foot cone must
succeed on a Wisdom saving throw or drop
whatever it is holding and become frightened for the
duration.
While frightened by this spell, a creature must
take the Dash action and move away from you by the
safest available route on each of its turns, unless
there is nowhere to move. If the creature ends its
turn in a location where it doesn’t have line of sight
to you, the creature can make a Wisdom saving
throw. On a successful save, the spell ends for that
creature.
Fireball
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and
sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a
point you choose within range and then blossoms
with a low roar into an explosion of flame. Each
creature in a 20-foot-radius sphere centered on that
point must make a Dexterity saving throw. A target
takes 8d6 fire damage on a failed save, or half as
much damage on a successful one.
The fire spreads around corners. It ignites
flammable objects in the area that aren’t being worn
or carried.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd.
Fly
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a wing feather from any bird)
Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a
flying speed of 60 feet for the duration. When the
spell ends, the target falls if it is still aloft, unless it
can stop the fall.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, you can target one
additional creature for each slot level above 3rd.
Gaseous Form
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of gauze and a wisp of
smoke)
Duration: Concentration, up to 1 hour
You transform a willing creature you touch, along
with everything it’s wearing and carrying, into a
misty cloud for the duration. The spell ends if the
creature drops to 0 hit points. An incorporeal
creature isn’t affected.
While in this form, the target’s only method of
movement is a flying speed of 10 feet. The target can
enter and occupy the space of another creature. The
target has resistance to nonmagical damage, and it
has advantage on Strength, Dexterity, and
Constitution saving throws. The target can pass
through small holes, narrow openings, and even
mere cracks, though it treats liquids as though they
were solid surfaces. The target can’t fall and remains
hovering in the air even when stunned or otherwise
incapacitated.
While in the form of a misty cloud, the target can’t
talk or manipulate objects, and any objects it was
carrying or holding can’t be dropped, used, or
otherwise interacted with. The target can’t attack or
cast spells.
Glyph of Warding
3rd-level abjuration
Casting Time: 1 hour
Range: Touch
Components: V, S, M (incense and powdered
diamond worth at least 200 gp, which the spell
consumes)
Duration: Until dispelled or triggered
When you cast this spell, you inscribe a glyph that
harms other creatures, either upon a surface (such
as a table or a section of floor or wall) or within an
object that can be closed (such as a book, a scroll, or
a treasure chest) to conceal the glyph. If you choose
a surface, the glyph can cover an area of the surface
no larger than 10 feet in diameter. If you choose an
object, that object must remain in its place; if the
object is moved more than 10 feet from where you
cast this spell, the glyph is broken, and the spell ends
without being triggered.
The glyph is nearly invisible and requires a
successful Intelligence (Investigation) check against
your spell save DC to be found.
You decide what triggers the glyph when you cast
the spell. For glyphs inscribed on a surface, the most
typical triggers include touching or standing on the
glyph, removing another object covering the glyph,
approaching within a certain distance of the glyph,
or manipulating the object on which the glyph is
inscribed. For glyphs inscribed within an object, the
most common triggers include opening that object,
approaching within a certain distance of the object,
or seeing or reading the glyph. Once a glyph is
triggered, this spell ends.
You can further refine the trigger so the spell
activates only under certain circumstances or
according to physical characteristics (such as height
or weight), creature kind (for example, the ward
could be set to affect aberrations or drow), or
alignment. You can also set conditions for creatures
that don’t trigger the glyph, such as those who say a
certain password.
When you inscribe the glyph, choose explosive
runes or a spell glyph.
Explosive Runes. When triggered, the glyph
erupts with magical energy in a 20-foot-radius
sphere centered on the glyph. The sphere spreads
around corners. Each creature in the area must
make a Dexterity saving throw. A creature takes 5d8
acid, cold, fire, lightning, or thunder damage on a
failed saving throw (your choice when you create
the glyph), or half as much damage on a successful
one.
Spell Glyph. You can store a prepared spell of 3rd
level or lower in the glyph by casting it as part of
creating the glyph. The spell must target a single
creature or an area. The spell being stored has no
immediate effect when cast in this way. When the
glyph is triggered, the stored spell is cast. If the spell
has a target, it targets the creature that triggered the
glyph. If the spell affects an area, the area is centered
on that creature. If the spell summons hostile
creatures or creates harmful objects or traps, they
appear as close as possible to the intruder and attack
it. If the spell requires concentration, it lasts until the
end of its full duration.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage of an
explosive runes glyph increases by 1d8 for each slot
level above 3rd. If you create a spell glyph, you can
store any spell of up to the same level as the slot you
use for the glyph of warding.
Haste
3rd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within
range. Until the spell ends, the target’s speed is
doubled, it gains a +2 bonus to AC, it has advantage
on Dexterity saving throws, and it gains an
additional action on each of its turns. That action can
be used only to take the Attack (one weapon attack
only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take
actions until after its next turn, as a wave of lethargy
sweeps over it.
Hypnotic Pattern
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: S, M (a glowing stick of incense or a
crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute
You create a twisting pattern of colors that weaves
through the air inside a 30-foot cube within range.
The pattern appears for a moment and vanishes.
Each creature in the area who sees the pattern must
make a Wisdom saving throw. On a failed save, the
creature becomes charmed for the duration. While
charmed by this spell, the creature is incapacitated
and has a speed of 0.
The spell ends for an affected creature if it takes
any damage or if someone else uses an action to
shake the creature out of its stupor.
Lightning Bolt
3rd-level evocation
Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a bit of fur and a rod of amber,
crystal, or glass)
Duration: Instantaneous
A stroke of lightning forming a line 100 feet long and
5 feet wide blasts out from you in a direction you
choose. Each creature in the line must make a
Dexterity saving throw. A creature takes 8d6
lightning damage on a failed save, or half as much
damage on a successful one.
The lightning ignites flammable objects in the area
that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd.
Magic Circle
3rd-level abjuration
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (holy water or powdered silver
and iron worth at least 100 gp, which the spell
consumes)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of
magical energy centered on a point on the ground
that you can see within range. Glowing runes appear
wherever the cylinder intersects with the floor or
other surface.
Choose one or more of the following types of
creatures: celestials, elementals, fey, fiends, or
undead. The circle affects a creature of the chosen
type in the following ways:
• The creature can’t willingly enter the cylinder by
nonmagical means. If the creature tries to use
teleportation or interplanar travel to do so, it must
first succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls
against targets within the cylinder.
• Targets within the cylinder can’t be charmed,
frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its
magic to operate in the reverse direction, preventing
a creature of the specified type from leaving the
cylinder and protecting targets outside it.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the duration
increases by 1 hour for each slot level above 3rd.
Major Image
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or
some other visible phenomenon that is no larger
than a 20-foot cube. The image appears at a spot that
you can see within range and lasts for the duration.
It seems completely real, including sounds, smells,
and temperature appropriate to the thing depicted.
You can’t create sufficient heat or cold to cause
damage, a sound loud enough to deal thunder
damage or deafen a creature, or a smell that might
sicken a creature (like a troglodyte’s stench).
As long as you are within range of the illusion, you
can use your action to cause the image to move to
any other spot within range. As the image changes
location, you can alter its appearance so that its
movements appear natural for the image. For
example, if you create an image of a creature and
move it, you can alter the image so that it appears to
be walking. Similarly, you can cause the illusion to
make different sounds at different times, even
making it carry on a conversation, for example.
Physical interaction with the image reveals it to be
an illusion, because things can pass through it. A
creature that uses its action to examine the image
can determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell
save DC. If a creature discerns the illusion for what it
is, the creature can see through the image, and its
other sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the spell lasts until
dispelled, without requiring your concentration.
Nondetection
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of diamond dust
worth 25 gp sprinkled over the target, which the
spell consumes)
Duration: 8 hours
For the duration, you hide a target that you touch
from divination magic. The target can be a willing
creature or a place or an object no larger than 10
feet in any dimension. The target can’t be targeted
by any divination magic or perceived through
magical scrying sensors.
Phantom Steed
3rd-level illusion (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large quasi-real, horselike creature appears on the
ground in an unoccupied space of your choice within
range. You decide the creature’s appearance, but it is
equipped with a saddle, bit, and bridle. Any of the
equipment created by the spell vanishes in a puff of
smoke if it is carried more than 10 feet away from
the steed.
For the duration, you or a creature you choose can
ride the steed. The creature uses the statistics for a
riding horse, except it has a speed of 100 feet and
can travel 10 miles in an hour, or 13 miles at a fast
pace. When the spell ends, the steed gradually fades,
giving the rider 1 minute to dismount. The spell ends
if you use an action to dismiss it or if the steed takes
any damage.
Protection from Energy
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch has
resistance to one damage type of your choice: acid,
cold, fire, lightning, or thunder.
Remove Curse
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
At your touch, all curses affecting one creature or
object end. If the object is a cursed magic item, its
curse remains, but the spell breaks its owner’s
attunement to the object so it can be removed or
discarded.
Sending
3rd-level evocation
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (a short piece of fine copper
wire)
Duration: 1 round
You send a short message of twenty-five words or
less to a creature with which you are familiar. The
creature hears the message in its mind, recognizes
you as the sender if it knows you, and can answer in
a like manner immediately. The spell enables
creatures with Intelligence scores of at least 1 to
understand the meaning of your message.
You can send the message across any distance and
even to other planes of existence, but if the target is
on a different plane than you, there is a 5 percent
chance that the message doesn’t arrive.
Sleet Storm
3rd-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a pinch of dust and a few
drops of water)
Duration: Concentration, up to 1 minute
Until the spell ends, freezing rain and sleet fall in a
20-foot-tall cylinder with a 40-foot radius centered
on a point you choose within range. The area is
heavily obscured, and exposed flames in the area are
doused.
The ground in the area is covered with slick ice,
making it difficult terrain. When a creature enters
the spell’s area for the first time on a turn or starts
its turn there, it must make a Dexterity saving throw.
On a failed save, it falls prone.
If a creature is concentrating in the spell’s area,
the creature must make a successful Constitution
saving throw against your spell save DC or lose
concentration.
Slow
3rd-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around up to six creatures of your
choice in a 40-foot cube within range. Each target
must succeed on a Wisdom saving throw or be
affected by this spell for the duration.
An affected target’s speed is halved, it takes a −2
penalty to AC and Dexterity saving throws, and it
can’t use reactions. On its turn, it can use either an
action or a bonus action, not both. Regardless of the
creature’s abilities or magic items, it can’t make
more than one melee or ranged attack during its
turn.
If the creature attempts to cast a spell with a
casting time of 1 action, roll a d20. On an 11 or
higher, the spell doesn’t take effect until the
creature’s next turn, and the creature must use its
action on that turn to complete the spell. If it can’t,
the spell is wasted.
A creature affected by this spell makes another
Wisdom saving throw at the end of its turn. On a
successful save, the effect ends for it.
Stinking Cloud
3rd-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a rotten egg or several skunk
cabbage leaves)
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of yellow,
nauseating gas centered on a point within range. The
cloud spreads around corners, and its area is heavily
obscured. The cloud lingers in the air for the
duration.
Each creature that is completely within the cloud
at the start of its turn must make a Constitution
saving throw against poison. On a failed save, the
creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are
immune to poison automatically succeed on this
saving throw.
A moderate wind (at least 10 miles per hour)
disperses the cloud after 4 rounds. A strong wind (at
least 20 miles per hour) disperses it after 1 round.
Tiny Hut
3rd-level evocation (ritual)
Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V, S, M (a small crystal bead)
Duration: 8 hours
A 10-foot-radius immobile dome of force springs
into existence around and above you and remains
stationary for the duration. The spell ends if you leave
its area.
Nine creatures of Medium size or smaller can fit
inside the dome with you. The spell fails if its area
includes a larger creature or more than nine
creatures. Creatures and objects within the dome
when you cast this spell can move through it freely.
All other creatures and objects are barred from
passing through it. Spells and other magical effects
can’t extend through the dome or be cast through it.
The atmosphere inside the space is comfortable and
dry, regardless of the weather outside.
Until the spell ends, you can command the interior
to become dimly lit or dark. The dome is opaque
from the outside, of any color you choose, but it is
transparent from the inside.
Tongues
3rd-level divination
Casting Time: 1 action
Range: Touch
Components: V, M (a small clay model of a ziggurat)
Duration: 1 hour
This spell grants the creature you touch the ability to
understand any spoken language it hears. Moreover,
when the target speaks, any creature that knows at
least one language and can hear the target
understands what it says.
Vampiric Touch
3rd-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can
siphon life force from others to heal your wounds.
Make a melee spell attack against a creature within
your reach. On a hit, the target takes 3d6 necrotic
damage, and you regain hit points equal to half the
amount of necrotic damage dealt. Until the spell
ends, you can make the attack again on each of your
turns as an action.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd
Water Breathing
3rd-level transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a short reed or piece of straw)
Duration: 24 hours
This spell grants up to ten willing creatures you can
see within range the ability to breathe underwater
until the spell ends. Affected creatures also retain
their normal mode of respiration.
4th Level
Arcane Eye
4th-level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an invisible, magical eye within range
that hovers in the air for the duration.
You mentally receive visual information from the
eye, which has normal vision and darkvision out to
30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in
any direction. There is no limit to how far away from
you the eye can move, but it can’t enter another
plane of existence. A solid barrier blocks the eye’s
movement, but the eye can pass through an opening
as small as 1 inch in diameter
Banishment
4th-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the
target)
Duration: Concentration, up to 1 minute
You attempt to send one creature that you can see
within range to another plane of existence. The
target must succeed on a Charisma saving throw or
be banished.
If the target is native to the plane of existence
you’re on, you banish the target to a harmless
demiplane. While there, the target is incapacitated.
The target remains there until the spell ends, at
which point the target reappears in the space it left
or in the nearest unoccupied space if that space is
occupied.
If the target is native to a different plane of
existence than the one you’re on, the target is
banished with a faint popping noise, returning to its
home plane. If the spell ends before 1 minute has
passed, the target reappears in the space it left or in
the nearest unoccupied space if that space is
occupied. Otherwise, the target doesn’t return.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th.
Black Tentacles
4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece of tentacle from a
giant octopus or a giant squid)
Duration: Concentration, up to 1 minute
Squirming, ebony tentacles fill a 20-foot square on
ground that you can see within range. For the
duration, these tentacles turn the ground in the area
into difficult terrain.
When a creature enters the affected area for the
first time on a turn or starts its turn there, the
creature must succeed on a Dexterity saving throw
or take 3d6 bludgeoning damage and be restrained
by the tentacles until the spell ends. A creature that
starts its turn in the area and is already restrained
by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its
action to make a Strength or Dexterity check (its
choice) against your spell save DC. On a success, it
frees itself.
Blight
4th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Necromantic energy washes over a creature of your
choice that you can see within range, draining
moisture and vitality from it. The target must make a
Constitution saving throw. The target takes 8d8
necrotic damage on a failed save, or half as much
damage on a successful one. This spell has no effect
on undead or constructs.
If you target a plant creature or a magical plant, it
makes the saving throw with disadvantage, and the
spell deals maximum damage to it.
If you target a nonmagical plant that isn’t a
creature, such as a tree or shrub, it doesn’t make a
saving throw; it simply withers and dies.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.
Confusion
4th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
This spell assaults and twists creatures’ minds,
spawning delusions and provoking uncontrolled
action. Each creature in a 10-foot-radius sphere
centered on a point you choose within range must
succeed on a Wisdom saving throw when you cast
this spell or be affected by it.
An affected target can’t take reactions and must
roll a d10 at the start of each of its turns to
determine its behavior for that turn.
d10 Behavior
1 The creature uses all its movement to move in a
random direction. To determine the direction, roll
a d8 and assign a direction to each die face. The
creature doesn’t take an action this turn.
2–6 The creature doesn’t move or take actions this
turn.
7–8 The creature uses its action to make a melee
attack against a randomly determined creature
within its reach. If there is no creature within its
reach, the creature does nothing this turn.
9–10 The creature can act and move normally.
At the end of each of its turns, an affected target
can make a Wisdom saving throw. If it succeeds, this
effect ends for that target.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the radius of the
sphere increases by 5 feet for each slot level above
4th.
Conjure Minor Elementals
4th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon elementals that appear in unoccupied
spaces that you can see within range. You choose
one the following options for what appears:
• One elemental of challenge rating 2 or lower
• Two elementals of challenge rating 1 or lower
• Four elementals of challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears
when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and
your companions. Roll initiative for the summoned
creatures as a group, which has its own turns. They
obey any verbal commands that you issue to them
(no action required by you). If you don’t issue any
commands to them, they defend themselves from
hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics.
At Higher Levels. When you cast this spell using
certain higher-level spell slots, you choose one of the
summoning options above, and more creatures
appear: twice as many with a 6th-level slot and three
times as many with an 8th-level slot.
Control Water
4th-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a drop of water and a pinch of
dust)
Duration: Concentration, up to 10 minutes
Until the spell ends, you control any freestanding
water inside an area you choose that is a cube up to
100 feet on a side. You can choose from any of the
following effects when you cast this spell. As an
action on your turn, you can repeat the same effect
or choose a different one.
Flood. You cause the water level of all standing
water in the area to rise by as much as 20 feet. If the
area includes a shore, the flooding water spills over
onto dry land.
If you choose an area in a large body of water, you
instead create a 20-foot tall wave that travels from
one side of the area to the other and then crashes
down. Any Huge or smaller vehicles in the wave’s
path are carried with it to the other side. Any Huge
or smaller vehicles struck by the wave have a 25
percent chance of capsizing.
The water level remains elevated until the spell
ends or you choose a different effect. If this effect
produced a wave, the wave repeats on the start of
your next turn while the flood effect lasts.
Part Water. You cause water in the area to move
apart and create a trench. The trench extends across
the spell’s area, and the separated water forms a
wall to either side. The trench remains until the spell
ends or you choose a different effect. The water then
slowly fills in the trench over the course of the next
round until the normal water level is restored.
Redirect Flow. You cause flowing water in the
area to move in a direction you choose, even if the
water has to flow over obstacles, up walls, or in
other unlikely directions. The water in the area
moves as you direct it, but once it moves beyond the
spell’s area, it resumes its flow based on the terrain
conditions. The water continues to move in the
direction you chose until the spell ends or you
choose a different effect.
Whirlpool. This effect requires a body of water at
least 50 feet square and 25 feet deep. You cause a
whirlpool to form in the center of the area. The
whirlpool forms a vortex that is 5 feet wide at the
base, up to 50 feet wide at the top, and 25 feet tall.
Any creature or object in the water and within 25
feet of the vortex is pulled 10 feet toward it. A
creature can swim away from the vortex by making a
Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first
time on a turn or starts its turn there, it must make a
Strength saving throw. On a failed save, the creature
takes 2d8 bludgeoning damage and is caught in the
vortex until the spell ends. On a successful save, the
creature takes half damage, and isn’t caught in the
vortex.
A creature caught in the vortex can use its
action to try to swim away from the vortex as
described above, but has disadvantage on the
Strength (Athletics) check to do so.
The first time each turn that an object enters the
vortex, the object takes 2d8 bludgeoning damage;
this damage occurs each round it remains in the
vortex.
Dimension Door
4th-level conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport yourself from your current location to
any other spot within range. You arrive at exactly
the spot desired. It can be a place you can see, one
you can visualize, or one you can describe by stating
distance and direction, such as “200 feet straight
downward” or “upward to the northwest at a 45-
degree angle, 300 feet.”
You can bring along objects as long as their weight
doesn’t exceed what you can carry. You can also
bring one willing creature of your size or smaller
who is carrying gear up to its carrying capacity. The
creature must be within 5 feet of you when you cast
this spell.
If you would arrive in a place already occupied by
an object or a creature, you and any creature
traveling with you each take 4d6 force damage, and
the spell fails to teleport you.
Fabricate
4th-level transmutation
Casting Time: 10 minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
You convert raw materials into products of the same
material. For example, you can fabricate a wooden
bridge from a clump of trees, a rope from a patch of
hemp, and clothes from flax or wool.
Choose raw materials that you can see within
range. You can fabricate a Large or smaller object
(contained within a 10-foot cube, or eight connected
5-foot cubes), given a sufficient quantity of raw
material. If you are working with metal, stone, or
another mineral substance, however, the fabricated
object can be no larger than Medium (contained
within a single 5-foot cube). The quality of objects
made by the spell is commensurate with the quality
of the raw materials.
Creatures or magic items can’t be created or
transmuted by this spell. You also can’t use it to
create items that ordinarily require a high degree of
craftsmanship, such as jewelry, weapons, glass, or
armor, unless you have proficiency with the type of
artisan’s tools used to craft such objects.
Faithful Hound
4th-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny silver whistle, a piece of
bone, and a thread)
Duration: 8 hours
You conjure a phantom watchdog in an unoccupied
space that you can see within range, where it
remains for the duration, until you dismiss it as an
action, or until you move more than 100 feet away
from it.
The hound is invisible to all creatures except you
and can’t be harmed. When a Small or larger
creature comes within 30 feet of it without first
speaking the password that you specify when you
cast this spell, the hound starts barking loudly. The
hound sees invisible creatures and can see into the
Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound
attempts to bite one creature within 5 feet of it that
is hostile to you. The hound’s attack bonus is equal
to your spellcasting ability modifier + your
proficiency bonus. On a hit, it deals 4d8 piercing
damage.
Fire Shield
4th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of phosphorus or a
firefly)
Duration: 10 minutes
Thin and wispy flames wreathe your body for the
duration, shedding bright light in a 10-foot radius
and dim light for an additional 10 feet. You can end
the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a
chill shield, as you choose. The warm shield grants
you resistance to cold damage, and the chill shield
grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of
you hits you with a melee attack, the shield erupts
with flame. The attacker takes 2d8 fire damage from
a warm shield, or 2d8 cold damage from a cold
shield.
Greater Invisibility
4th-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You or a creature you touch becomes invisible until
the spell ends. Anything the target is wearing or
carrying is invisible as long as it is on the target’s
person.
Hallucinatory Terrain
4th-level illusion
Casting Time: 10 minutes
Range: 300 feet
Components: V, S, M (a stone, a twig, and a bit of
green plant)
Duration: 24 hours
You make natural terrain in a 150-foot cube in range
look, sound, and smell like some other sort of natural
terrain. Thus, open fields or a road can be made to
resemble a swamp, hill, crevasse, or some other
difficult or impassable terrain. A pond can be made
to seem like a grassy meadow, a precipice like a
gentle slope, or a rock-strewn gully like a wide and
smooth road. Manufactured structures, equipment,
and creatures within the area aren’t changed in
appearance.
The tactile characteristics of the terrain are
unchanged, so creatures entering the area are likely
to see through the illusion. If the difference isn’t
obvious by touch, a creature carefully examining the
illusion can attempt an Intelligence (Investigation)
check against your spell save DC to disbelieve it. A
creature who discerns the illusion for what it is, sees
it as a vague image superimposed on the terrain.
Ice Storm
4th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a pinch of dust and a few
drops of water)
Duration: Instantaneous
A hail of rock-hard ice pounds to the ground in a 20-
foot-radius, 40-foot-high cylinder centered on a
point within range. Each creature in the cylinder
must make a Dexterity saving throw. A creature
takes 2d8 bludgeoning damage and 4d6 cold damage
on a failed save, or half as much damage on a
successful one.
Hailstones turn the storm’s area of effect into
difficult terrain until the end of your next turn.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the bludgeoning
damage increases by 1d8 for each slot level above
4th.
Locate Creature
4th-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of fur from a
bloodhound)
Duration: Concentration, up to 1 hour
Describe or name a creature that is familiar to you.
You sense the direction to the creature’s location, as
long as that creature is within 1,000 feet of you. If
the creature is moving, you know the direction of its
movement.
The spell can locate a specific creature known to
you, or the nearest creature of a specific kind (such
as a human or a unicorn), so long as you have seen
such a creature up close—within 30 feet—at least
once. If the creature you described or named is in a
different form, such as being under the effects of a
polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if running water
at least 10 feet wide blocks a direct path between
you and the creature.
Phantasmal Killer
4th-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You tap into the nightmares of a creature you can
see within range and create an illusory
manifestation of its deepest fears, visible only to that
creature. The target must make a Wisdom saving
throw. On a failed save, the target becomes
frightened for the duration. At the end of each of the
target’s turns before the spell ends, the target must
succeed on a Wisdom saving throw or take 4d10
psychic damage. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases
by 1d10 for each slot level above 4th.
Polymorph
4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see within
range into a new form. An unwilling creature must
make a Wisdom saving throw to avoid the effect. The
spell has no effect on a shapechanger or a creature
with 0 hit points.
The transformation lasts for the duration, or until
the target drops to 0 hit points or dies. The new form
can be any beast whose challenge rating is equal to
or less than the target’s (or the target’s level, if it
doesn’t have a challenge rating). The target’s game
statistics, including mental ability scores, are
replaced by the statistics of the chosen beast. It
retains its alignment and personality.
The target assumes the hit points of its new form.
When it reverts to its normal form, the creature
returns to the number of hit points it had before it
transformed. If it reverts as a result of dropping to 0
hit points, any excess damage carries over to its
normal form. As long as the excess damage doesn’t
reduce the creature’s normal form to 0 hit points, it
isn’t knocked unconscious.
The creature is limited in the actions it can
perform by the nature of its new form, and it can’t
speak, cast spells, or take any other action that
requires hands or speech.
The target’s gear melds into the new form. The
creature can’t activate, use, wield, or otherwise
benefit from any of its equipment.
Private Sanctum
4th-level abjuration
Casting Time: 10 minutes
Range: 120 feet
Components: V, S, M (a thin sheet of lead, a piece of
opaque glass, a wad of cotton or cloth, and
powdered chrysolite)
Duration: 24 hours
You make an area within range magically secure.
The area is a cube that can be as small as 5 feet to as
large as 100 feet on each side. The spell lasts for the
duration or until you use an action to dismiss it.
When you cast the spell, you decide what sort of
security the spell provides, choosing any or all of the
following properties:
• Sound can’t pass through the barrier at the edge of
the warded area.
• The barrier of the warded area appears dark and
foggy, preventing vision (including darkvision)
through it.
• Sensors created by divination spells can’t appear
inside the protected area or pass through the
barrier at its perimeter.
• Creatures in the area can’t be targeted by
divination spells.
• Nothing can teleport into or out of the warded
area.
• Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a
year makes this effect permanent.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, you can increase the
size of the cube by 100 feet for each slot level
beyond 4th. Thus you could protect a cube that can
be up to 200 feet on one side by using a spell slot of
5th level.
Resilient Sphere
4th-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a hemispherical piece of clear
crystal and a matching hemispherical piece of gum
arabic)
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or
object of Large size or smaller within range. An
unwilling creature must make a Dexterity saving
throw. On a failed save, the creature is enclosed for
the duration.
Nothing—not physical objects, energy, or other
spell effects—can pass through the barrier, in or out,
though a creature in the sphere can breathe there.
The sphere is immune to all damage, and a creature
or object inside can’t be damaged by attacks or
effects originating from outside, nor can a creature
inside the sphere damage anything outside it.
The sphere is weightless and just large enough to
contain the creature or object inside. An enclosed
creature can use its action to push against the
sphere’s walls and thus roll the sphere at up to half
the creature’s speed. Similarly, the globe can be
picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it
without harming anything inside it.
Secret Chest
4th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (an exquisite chest, 3 feet by 2
feet by 2 feet, constructed from rare materials
worth at least 5,000 gp, and a Tiny replica made
from the same materials worth at least 50 gp)
Duration: Instantaneous
You hide a chest, and all its contents, on the Ethereal
Plane. You must touch the chest and the miniature
replica that serves as a material component for the
spell. The chest can contain up to 12 cubic feet of
nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you
can use an action and touch the replica to recall the
chest. It appears in an unoccupied space on the
ground within 5 feet of you. You can send the chest
back to the Ethereal Plane by using an action and
touching both the chest and the replica.
After 60 days, there is a cumulative 5 percent
chance per day that the spell’s effect ends. This effect
ends if you cast this spell again, if the smaller replica
chest is destroyed, or if you choose to end the spell
as an action. If the spell ends and the larger chest is
on the Ethereal Plane, it is irretrievably lost.
Stone Shape
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (soft clay, which must be
worked into roughly the desired shape of the
stone object)
Duration: Instantaneous
You touch a stone object of Medium size or smaller
or a section of stone no more than 5 feet in any
dimension and form it into any shape that suits your
purpose. So, for example, you could shape a large
rock into a weapon, idol, or coffer, or make a small
passage through a wall, as long as the wall is less
than 5 feet thick. You could also shape a stone door
or its frame to seal the door shut. The object you
create can have up to two hinges and a latch, but
finer mechanical detail isn’t possible.
Stoneskin
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond dust worth 100 gp,
which the spell consumes)
Duration: Concentration, up to 1 hour
This spell turns the flesh of a willing creature you
touch as hard as stone. Until the spell ends, the
target has resistance to nonmagical bludgeoning,
piercing, and slashing damage.
Wall of Fire
4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute
You create a wall of fire on a solid surface within
range. You can make the wall up to 60 feet long, 20
feet high, and 1 foot thick, or a ringed wall up to 20
feet in diameter, 20 feet high, and 1 foot thick. The
wall is opaque and lasts for the duration.
When the wall appears, each creature within its
area must make a Dexterity saving throw. On a failed
save, a creature takes 5d8 fire damage, or half as
much damage on a successful save.
One side of the wall, selected by you when you
cast this spell, deals 5d8 fire damage to each
creature that ends its turn within 10 feet of that side
or inside the wall. A creature takes the same damage
when it enters the wall for the first time on a turn or
ends its turn there. The other side of the wall deals
no damage.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.
5th Level
Animate Objects
5th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Objects come to life at your command. Choose up to
ten nonmagical objects within range that are not
being worn or carried. Medium targets count as two
objects, Large targets count as four objects, Huge
targets count as eight objects. You can’t animate any
object larger than Huge. Each target animates and
becomes a creature under your control until the
spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any
creature you made with this spell if the creature is
within 500 feet of you (if you control multiple
creatures, you can command any or all of them at the
same time, issuing the same command to each one).
You decide what action the creature will take and
where it will move during its next turn, or you can
issue a general command, such as to guard a
particular chamber or corridor. If you issue no
commands, the creature only defends itself against
hostile creatures. Once given an order, the creature
continues to follow it until its task is complete.
Animated Object Statistics
Size |
HP |
AC |
Attack |
Str |
Dex |
Tiny |
20 |
18 |
+8 to hit, 1d4 + 4 damage |
4 |
18 |
Small |
25 |
16 |
+6 to hit, 1d8 + 2 damage |
6 |
14 |
Medium |
40 |
13 |
+5 to hit, 2d6 + 1 damage |
10 |
12 |
Large |
50 |
10 |
+6 to hit, 2d10 + 2 damage |
14 |
10 |
Huge |
80 |
10 |
+8 to hit, 2d12 + 4 damage |
18 |
6 |
An animated object is a construct with AC, hit
points, attacks, Strength, and Dexterity determined
by its size. Its Constitution is 10 and its Intelligence
and Wisdom are 3, and its Charisma is 1. Its speed is
30 feet; if the object lacks legs or other appendages it
can use for locomotion, it instead has a flying speed
of 30 feet and can hover. If the object is securely
attached to a surface or a larger object, such as a
chain bolted to a wall, its speed is 0. It has blindsight
with a radius of 30 feet and is blind beyond that
distance. When the animated object drops to 0 hit
points, it reverts to its original object form, and any
remaining damage carries over to its original object
form.
If you command an object to attack, it can make a
single melee attack against a creature within 5 feet
of it. It makes a slam attack with an attack bonus and
bludgeoning damage determined by its size. The GM
might rule that a specific object inflicts slashing or
piercing damage based on its form.
At Higher Levels. If you cast this spell using a spell
slot of 6th level or higher, you can animate two
additional objects for each slot level above 5th.
Arcane Hand
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an eggshell and a snakeskin
glove)
Duration: Concentration, up to 1 minute
You create a Large hand of shimmering, translucent
force in an unoccupied space that you can see within
range. The hand lasts for the spell’s duration, and it
moves at your command, mimicking the movements
of your own hand.
The hand is an object that has AC 20 and hit points
equal to your hit point maximum. If it drops to 0 hit
points, the spell ends. It has a Strength of 26 (+8)
and a Dexterity of 10 (+0). The hand doesn’t fill its
space.
When you cast the spell and as a bonus action on
your subsequent turns, you can move the hand up to
60 feet and then cause one of the following effects
with it.
Clenched Fist. The hand strikes one creature or
object within 5 feet of it. Make a melee spell attack
for the hand using your game statistics. On a hit, the
target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a
creature within 5 feet of it in a direction you choose.
Make a check with the hand’s Strength contested by
the Strength (Athletics) check of the target. If the
target is Medium or smaller, you have advantage on
the check. If you succeed, the hand pushes the target
up to 5 feet plus a number of feet equal to five times
your spellcasting ability modifier. The hand moves
with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a
Huge or smaller creature within 5 feet of it. You use
the hand’s Strength score to resolve the grapple. If
the target is Medium or smaller, you have advantage
on the check. While the hand is grappling the target,
you can use a bonus action to have the hand crush it.
When you do so, the target takes bludgeoning
damage equal to 2d6 + your spellcasting ability
modifier.
Interposing Hand. The hand interposes itself
between you and a creature you choose until you
give the hand a different command. The hand moves
to stay between you and the target, providing you
with half cover against the target. The target can’t
move through the hand’s space if its Strength score
is less than or equal to the hand’s Strength score. If
its Strength score is higher than the hand’s Strength
score, the target can move toward you through the
hand’s space, but that space is difficult terrain for the
target.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage from the
clenched fist option increases by 2d8 and the
damage from the grasping hand increases by 2d6 for
each slot level above 5th.
Cloudkill
5th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a 20-foot-radius sphere of poisonous,
yellow-green fog centered on a point you choose
within range. The fog spreads around corners. It
lasts for the duration or until strong wind disperses
the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell’s area for the first
time on a turn or starts its turn there, that creature
must make a Constitution saving throw. The
creature takes 5d8 poison damage on a failed save,
or half as much damage on a successful one.
Creatures are affected even if they hold their breath
or don’t need to breathe.
The fog moves 10 feet away from you at the start
of each of your turns, rolling along the surface of the
ground. The vapors, being heavier than air, sink to
the lowest level of the land, even pouring down
openings.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage increases
by 1d8 for each slot level above 5th.
Cone of Cold
5th-level evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
A blast of cold air erupts from your hands. Each
creature in a 60-foot cone must make a Constitution
saving throw. A creature takes 8d8 cold damage on a
failed save, or half as much damage on a successful
one.
A creature killed by this spell becomes a frozen
statue until it thaws.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage increases
by 1d8 for each slot level above 5th.
Conjure Elemental
5th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (burning incense for air, soft
clay for earth, sulfur and phosphorus for fire, or
water and sand for water)
Duration: Concentration, up to 1 hour
You call forth an elemental servant. Choose an area of
air, earth, fire, or water that fills a 10-foot cube
within range. An elemental of challenge rating 5 or
lower appropriate to the area you chose appears in
an unoccupied space within 10 feet of it. For
example, a fire elemental emerges from a bonfire,
and an earth elemental rises up from the ground.
The elemental disappears when it drops to 0 hit
points or when the spell ends.
The elemental is friendly to you and your
companions for the duration. Roll initiative for the
elemental, which has its own turns. It obeys any
verbal commands that you issue to it (no action
required by you). If you don’t issue any commands
to the elemental, it defends itself from hostile
creatures but otherwise takes no actions.
If your concentration is broken, the elemental
doesn’t disappear. Instead, you lose control of the
elemental, it becomes hostile toward you and your
companions, and it might attack. An uncontrolled
elemental can’t be dismissed by you, and it
disappears 1 hour after you summoned it.
The GM has the elemental’s statistics.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the challenge rating
increases by 1 for each slot level above 5th.
Contact Other Plane
5th-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V
Duration: 1 minute
You mentally contact a demigod, the spirit of a long dead sage, or some other mysterious entity from
another plane. Contacting this extraplanar
intelligence can strain or even break your mind.
When you cast this spell, make a DC 15 Intelligence
saving throw. On a failure, you take 6d6 psychic
damage and are insane until you finish a long rest.
While insane, you can’t take actions, can’t
understand what other creatures say, can’t read, and
speak only in gibberish. A greater restoration spell
cast on you ends this effect.
On a successful save, you can ask the entity up to
five questions. You must ask your questions before
the spell ends. The GM answers each question with
one word, such as “yes,” “no,” “maybe,” “never,”
“irrelevant,” or “unclear” (if the entity doesn’t know
the answer to the question). If a one-word answer
would be misleading, the GM might instead offer a
short phrase as an answer.
Creation
5th-level illusion
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a tiny piece of matter of the
same type of the item you plan to create)
Duration: Special
You pull wisps of shadow material from the
Shadowfell to create a nonliving object of vegetable
matter within range: soft goods, rope, wood, or
something similar. You can also use this spell to
create mineral objects such as stone, crystal, or
metal. The object created must be no larger than a 5-
foot cube, and the object must be of a form and
material that you have seen before.
The duration depends on the object’s material. If
the object is composed of multiple materials, use the
shortest duration.
Material |
Duration |
Vegetable matter |
1 day |
Stone or crystal |
12 hours |
Precious metals |
1 hour |
Gems |
10 minutes |
Adamantine or mithral |
1 minute |
Using any material created by this spell as another
spell’s material component causes that spell to fail.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the cube increases by
5 feet for each slot level above 5th.
Dominate Person
5th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to beguile a humanoid that you can see
within range. It must succeed on a Wisdom saving
throw or be charmed by you for the duration. If you
or creatures that are friendly to you are fighting it, it
has advantage on the saving throw.
While the target is charmed, you have a telepathic
link with it as long as the two of you are on the same
plane of existence. You can use this telepathic link to
issue commands to the creature while you are
conscious (no action required), which it does its best
to obey. You can specify a simple and general course
of action, such as “Attack that creature,” “Run over
there,” or “Fetch that object.” If the creature
completes the order and doesn’t receive further
direction from you, it defends and preserves itself to
the best of its ability.
You can use your action to take total and precise
control of the target. Until the end of your next turn,
the creature takes only the actions you choose, and
doesn’t do anything that you don’t allow it to do.
During this time you can also cause the creature to
use a reaction, but this requires you to use your own
reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving
throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a
6th-level spell slot, the duration is concentration, up
to 10 minutes. When you use a 7th-level spell slot,
the duration is concentration, up to 1 hour. When
you use a spell slot of 8th level or higher, the
duration is concentration, up to 8 hours.
Dream
5th-level illusion
Casting Time: 1 minute
Range: Special
Components: V, S, M (a handful of sand, a dab of ink,
and a writing quill plucked from a sleeping bird)
Duration: 8 hours
This spell shapes a creature’s dreams. Choose a
creature known to you as the target of this spell. The
target must be on the same plane of existence as you.
Creatures that don’t sleep, such as elves, can’t be
contacted by this spell. You, or a willing creature you
touch, enters a trance state, acting as a messenger.
While in the trance, the messenger is aware of his or
her surroundings, but can’t take actions or move.
If the target is asleep, the messenger appears in
the target’s dreams and can converse with the target
as long as it remains asleep, through the duration of
the spell. The messenger can also shape the
environment of the dream, creating landscapes,
objects, and other images. The messenger can
emerge from the trance at any time, ending the effect
of the spell early. The target recalls the dream
perfectly upon waking. If the target is awake when
you cast the spell, the messenger knows it, and can
either end the trance (and the spell) or wait for the
target to fall asleep, at which point the messenger
appears in the target’s dreams.
You can make the messenger appear monstrous
and terrifying to the target. If you do, the messenger
can deliver a message of no more than ten words
and then the target must make a Wisdom saving
throw. On a failed save, echoes of the phantasmal
monstrosity spawn a nightmare that lasts the
duration of the target’s sleep and prevents the target
from gaining any benefit from that rest. In addition,
when the target wakes up, it takes 3d6 psychic
damage.
If you have a body part, lock of hair, clipping from
a nail, or similar portion of the target’s body, the
target makes its saving throw with disadvantage.
Geas
5th-level enchantment
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You place a magical command on a creature that you
can see within range, forcing it to carry out some
service or refrain from some action or course of
activity as you decide. If the creature can understand
you, it must succeed on a Wisdom saving throw or
become charmed by you for the duration. While the
creature is charmed by you, it takes 5d10 psychic
damage each time it acts in a manner directly
counter to your instructions, but no more than once
each day. A creature that can’t understand you is
unaffected by the spell.
You can issue any command you choose, short of
an activity that would result in certain death. Should
you issue a suicidal command, the spell ends.
You can end the spell early by using an action to
dismiss it. A remove curse, greater restoration, or
wish spell also ends it.
At Higher Levels. When you cast this spell using a
spell slot of 7th or 8th level, the duration is 1 year.
When you cast this spell using a spell slot of 9th level,
the spell lasts until it is ended by one of the spells
mentioned above.
Hold Monster
5th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The
target must succeed on a Wisdom saving throw or be
paralyzed for the duration. This spell has no effect
on undead. At the end of each of its turns, the target
can make another Wisdom saving throw. On a
success, the spell ends on the target.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, you can target one
additional creature for each slot level above 5th. The
creatures must be within 30 feet of each other when
you target them.
Legend Lore
5th-level divination
Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth at least 250 gp,
which the spell consumes, and four ivory strips
worth at least 50 gp each)
Duration: Instantaneous
Name or describe a person, place, or object. The spell
brings to your mind a brief summary of the
significant lore about the thing you named. The lore
might consist of current tales, forgotten stories, or
even secret lore that has never been widely known.
If the thing you named isn’t of legendary importance,
you gain no information. The more information you
already have about the thing, the more precise and
detailed the information you receive is.
The information you learn is accurate but might be
couched in figurative language. For example, if you
have a mysterious magic axe on hand, the spell
might yield this information: “Woe to the evildoer
whose hand touches the axe, for even the haft slices
the hand of the evil ones. Only a true Child of Stone,
lover and beloved of Moradin, may awaken the true
powers of the axe, and only with the sacred word
Rudnogg on the lips.”
Mislead
5th-level illusion
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You become invisible at the same time that an
illusory double of you appears where you are
standing. The double lasts for the duration, but the
invisibility ends if you attack or cast a spell.
You can use your action to move your illusory
double up to twice your speed and make it gesture,
speak, and behave in whatever way you choose.
You can see through its eyes and hear through its
ears as if you were located where it is. On each of
your turns as a bonus action, you can switch from
using its senses to using your own, or back again.
While you are using its senses, you are blinded and
deafened in regard to your own surroundings.
Modify Memory
5th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s memories.
One creature that you can see must make a Wisdom
saving throw. If you are fighting the creature, it has
advantage on the saving throw. On a failed save, the
target becomes charmed by you for the duration.
The charmed target is incapacitated and unaware of
its surroundings, though it can still hear you. If it
takes any damage or is targeted by another spell,
this spell ends, and none of the target’s memories
are modified.
While this charm lasts, you can affect the target’s
memory of an event that it experienced within the
last 24 hours and that lasted no more than 10
minutes. You can permanently eliminate all memory
of the event, allow the target to recall the event with
perfect clarity and exacting detail, change its
memory of the details of the event, or create a
memory of some other event.
You must speak to the target to describe how its
memories are affected, and it must be able to
understand your language for the modified
memories to take root. Its mind fills in any gaps in
the details of your description. If the spell ends
before you have finished describing the modified
memories, the creature’s memory isn’t altered.
Otherwise, the modified memories take hold when
the spell ends.
A modified memory doesn’t necessarily affect how
a creature behaves, particularly if the memory
contradicts the creature’s natural inclinations,
alignment, or beliefs. An illogical modified memory,
such as implanting a memory of how much the
creature enjoyed dousing itself in acid, is dismissed,
perhaps as a bad dream. The GM might deem a
modified memory too nonsensical to affect a
creature in a significant manner.
A remove curse or greater restoration spell cast on
the target restores the creature’s true memory.
At Higher Levels. If you cast this spell using a spell
slot of 6th level or higher, you can alter the target’s
memories of an event that took place up to 7 days
ago (6th level), 30 days ago (7th level), 1 year ago
(8th level), or any time in the creature’s past (9th
level).
Passwall
5th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of sesame seeds)
Duration: 1 hour
A passage appears at a point of your choice that you
can see on a wooden, plaster, or stone surface (such
as a wall, a ceiling, or a floor) within range, and lasts
for the duration. You choose the opening’s
dimensions: up to 5 feet wide, 8 feet tall, and 20 feet
deep. The passage creates no instability in a
structure surrounding it.
When the opening disappears, any creatures or
objects still in the passage created by the spell are
safely ejected to an unoccupied space nearest to the
surface on which you cast the spell.
Planar Binding
5th-level abjuration
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (a jewel worth at least 1,000
gp, which the spell consumes)
Duration: 24 hours
With this spell, you attempt to bind a celestial, an
elemental, a fey, or a fiend to your service. The
creature must be within range for the entire casting
of the spell. (Typically, the creature is first
summoned into the center of an inverted magic
circle in order to keep it trapped while this spell is
cast.) At the completion of the casting, the target
must make a Charisma saving throw. On a failed save,
it is bound to serve you for the duration. If the
creature was summoned or created by another spell,
that spell’s duration is extended to match the
duration of this spell.
A bound creature must follow your instructions to
the best of its ability. You might command the
creature to accompany you on an adventure, to
guard a location, or to deliver a message. The
creature obeys the letter of your instructions, but if
the creature is hostile to you, it strives to twist your
words to achieve its own objectives. If the creature
carries out your instructions completely before the
spell ends, it travels to you to report this fact if you
are on the same plane of existence. If you are on a
different plane of existence, it returns to the place
where you bound it and remains there until the spell
ends.
At Higher Levels. When you cast this spell using a
spell slot of a higher level, the duration increases to
10 days with a 6th-level slot, to 30 days with a 7th level slot, to 180 days with an 8th-level slot, and to a
year and a day with a 9th-level spell slot.
Scrying
5th-level divination
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a focus worth at least 1,000
gp, such as a crystal ball, a silver mirror, or a font
filled with holy water)
Duration: Concentration, up to 10 minutes
You can see and hear a particular creature you
choose that is on the same plane of existence as you.
The target must make a Wisdom saving throw,
which is modified by how well you know the target
and the sort of physical connection you have to it. If
a target knows you’re casting this spell, it can fail the
saving throw voluntarily if it wants to be observed.
Knowledge |
Save Modifier |
Secondhand (you have heard of the target) |
+5 |
Firsthand (you have met the target) |
+0 |
Familiar (you know the target well) |
−5 |
Connection |
Save Modifier |
Likeness or picture |
−2 |
Possession or garment |
−4 |
Body part, lock of hair, bit of nail, or the like |
−10 |
On a successful save, the target isn’t affected, and
you can’t use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible
sensor within 10 feet of the target. You can see and
hear through the sensor as if you were there. The
sensor moves with the target, remaining within 10
feet of it for the duration. A creature that can see
invisible objects sees the sensor as a luminous orb
about the size of your fist.
Instead of targeting a creature, you can choose a
location you have seen before as the target of this
spell. When you do, the sensor appears at that
location and doesn’t move.
Seeming
5th-level illusion
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 8 hours
This spell allows you to change the appearance of
any number of creatures that you can see within
range. You give each target you choose a new,
illusory appearance. An unwilling target can make a
Charisma saving throw, and if it succeeds, it is
unaffected by this spell.
The spell disguises physical appearance as well as
clothing, armor, weapons, and equipment. You can
make each creature seem 1 foot shorter or taller and
appear thin, fat, or in between. You can’t change a
target’s body type, so you must choose a form that
has the same basic arrangement of limbs. Otherwise,
the extent of the illusion is up to you. The spell lasts
for the duration, unless you use your action to
dismiss it sooner.
The changes wrought by this spell fail to hold up
to physical inspection. For example, if you use this
spell to add a hat to a creature’s outfit, objects pass
through the hat, and anyone who touches it would
feel nothing or would feel the creature’s head and
hair. If you use this spell to appear thinner than you
are, the hand of someone who reaches out to touch
you would bump into you while it was seemingly
still in midair.
A creature can use its action to inspect a target
and make an Intelligence (Investigation) check
against your spell save DC. If it succeeds, it becomes
aware that the target is disguised.
Telekinesis
5th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You gain the ability to move or manipulate creatures
or objects by thought. When you cast the spell, and
as your action each round for the duration, you can
exert your will on one creature or object that you
can see within range, causing the appropriate effect
below. You can affect the same target round after
round, or choose a new one at any time. If you switch
targets, the prior target is no longer affected by the
spell.
Creature. You can try to move a Huge or smaller
creature. Make an ability check with your
spellcasting ability contested by the creature’s
Strength check. If you win the contest, you move the
creature up to 30 feet in any direction, including
upward but not beyond the range of this spell. Until
the end of your next turn, the creature is restrained
in your telekinetic grip. A creature lifted upward is
suspended in mid-air.
On subsequent rounds, you can use your action to
attempt to maintain your telekinetic grip on the
creature by repeating the contest.
Object. You can try to move an object that weighs
up to 1,000 pounds. If the object isn’t being worn or
carried, you automatically move it up to 30 feet in
any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you
must make an ability check with your spellcasting
ability contested by that creature’s Strength check. If
you succeed, you pull the object away from that
creature and can move it up to 30 feet in any
direction but not beyond the range of this spell.
You can exert fine control on objects with your
telekinetic grip, such as manipulating a simple tool,
opening a door or a container, stowing or retrieving
an item from an open container, or pouring the
contents from a vial.
Telepathic Bond
5th-level divination (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (pieces of eggshell from two
different kinds of creatures)
Duration: 1 hour
You forge a telepathic link among up to eight willing
creatures of your choice within range, psychically
linking each creature to all the others for the
duration. Creatures with Intelligence scores of 2 or
less aren’t affected by this spell.
Until the spell ends, the targets can communicate
telepathically through the bond whether or not they
have a common language. The communication is
possible over any distance, though it can’t extend to
other planes of existence.
Teleportation Circle
5th-level conjuration
Casting Time: 1 minute
Range: 10 feet
Components: V, M (rare chalks and inks infused
with precious gems with 50 gp, which the spell
consumes)
Duration: 1 round
As you cast the spell, you draw a 10-foot-diameter
circle on the ground inscribed with sigils that link
your location to a permanent teleportation circle of
your choice whose sigil sequence you know and that
is on the same plane of existence as you. A
shimmering portal opens within the circle you drew
and remains open until the end of your next turn.
Any creature that enters the portal instantly appears
within 5 feet of the destination circle or in the
nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important
places have permanent teleportation circles
inscribed somewhere within their confines. Each
such circle includes a unique sigil sequence—a
string of magical runes arranged in a particular
pattern. When you first gain the ability to cast this
spell, you learn the sigil sequences for two
destinations on the Material Plane, determined by
the GM. You can learn additional sigil sequences
during your adventures. You can commit a new sigil
sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by
casting this spell in the same location every day for
one year. You need not use the circle to teleport
when you cast the spell in this way.
Wall of Force
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of powder made by
crushing a clear gemstone)
Duration: Concentration, up to 10 minutes
An invisible wall of force springs into existence at a
point you choose within range. The wall appears in
any orientation you choose, as a horizontal or
vertical barrier or at an angle. It can be free floating
or resting on a solid surface. You can form it into a
hemispherical dome or a sphere with a radius of up
to 10 feet, or you can shape a flat surface made up of
ten 10-foot-by-10-foot panels. Each panel must be
contiguous with another panel. In any form, the wall
is 1/4 inch thick. It lasts for the duration. If the wall
cuts through a creature’s space when it appears, the
creature is pushed to one side of the wall (your
choice which side).
Nothing can physically pass through the wall. It is
immune to all damage and can’t be dispelled by
dispel magic. A disintegrate spell destroys the wall
instantly, however. The wall also extends into the
Ethereal Plane, blocking ethereal travel through the
wall.
Wall of Stone
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small block of granite)
Duration: Concentration, up to 10 minutes
A nonmagical wall of solid stone springs into
existence at a point you choose within range. The
wall is 6 inches thick and is composed of ten 10-footby-10-foot panels. Each panel must be contiguous
with at least one other panel. Alternatively, you can
create 10-foot-by-20-foot panels that are only 3
inches thick.
If the wall cuts through a creature’s space when it
appears, the creature is pushed to one side of the
wall (your choice). If a creature would be
surrounded on all sides by the wall (or the wall and
another solid surface), that creature can make a
Dexterity saving throw. On a success, it can use its
reaction to move up to its speed so that it is no
longer enclosed by the wall.
The wall can have any shape you desire, though it
can’t occupy the same space as a creature or object.
The wall doesn’t need to be vertical or rest on any
firm foundation. It must, however, merge with and
be solidly supported by existing stone. Thus, you can
use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length,
you must halve the size of each panel to create
supports. You can crudely shape the wall to create
crenellations, battlements, and so on.
The wall is an object made of stone that can be
damaged and thus breached. Each panel has AC 15
and 30 hit points per inch of thickness. Reducing a
panel to 0 hit points destroys it and might cause
connected panels to collapse at the GM’s discretion.
If you maintain your concentration on this spell
for its whole duration, the wall becomes permanent
and can’t be dispelled. Otherwise, the wall
disappears when the spell ends.
6th Level
Chain Lightning
6th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of fur; a piece of amber,
glass, or a crystal rod; and three silver pins)
Duration: Instantaneous
You create a bolt of lightning that arcs toward a
target of your choice that you can see within range.
Three bolts then leap from that target to as many as
three other targets, each of which must be within 30
feet of the first target. A target can be a creature or
an object and can be targeted by only one of the
bolts.
A target must make a Dexterity saving throw. The
target takes 10d8 lightning damage on a failed save,
or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, one additional bolt
leaps from the first target to another target for each
slot level above 6th.
Circle of Death
6th-level necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (the powder of a crushed black
pearl worth at least 500 gp)
Duration: Instantaneous
A sphere of negative energy ripples out in a 60-footradius sphere from a point within range. Each
creature in that area must make a Constitution
saving throw. A target takes 8d6 necrotic damage on
a failed save, or half as much damage on a successful
one.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, the damage increases
by 2d6 for each slot level above 6th.
Contingency
6th-level evocation
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a statuette of yourself carved
from ivory and decorated with gems worth at least
1,500 gp)
Duration: 10 days
Choose a spell of 5th level or lower that you can cast,
that has a casting time of 1 action, and that can
target you. You cast that spell—called the contingent
spell—as part of casting contingency, expending
spell slots for both, but the contingent spell doesn’t
come into effect. Instead, it takes effect when a
certain circumstance occurs. You describe that
circumstance when you cast the two spells. For
example, a contingency cast with water breathing
might stipulate that water breathing comes into
effect when you are engulfed in water or a similar
liquid.
The contingent spell takes effect immediately after
the circumstance is met for the first time, whether or
not you want it to, and then contingency ends.
The contingent spell takes effect only on you, even
if it can normally target others. You can use only one
contingency spell at a time. If you cast this spell again,
the effect of another contingency spell on you ends.
Also, contingency ends on you if its material
component is ever not on your person.
Create Undead
6th-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one clay pot filled with grave
dirt, one clay pot filled with brackish water, and
one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to
three corpses of Medium or Small humanoids within
range. Each corpse becomes a ghoul under your
control. (The GM has game statistics for these
creatures.)
As a bonus action on each of your turns, you can
mentally command any creature you animated with
this spell if the creature is within 120 feet of you (if
you control multiple creatures, you can command
any or all of them at the same time, issuing the same
command to each one). You decide what action the
creature will take and where it will move during its
next turn, or you can issue a general command, such
as to guard a particular chamber or corridor. If you
issue no commands, the creature only defends itself
against hostile creatures. Once given an order, the
creature continues to follow it until its task is
complete.
The creature is under your control for 24 hours,
after which it stops obeying any command you have
given it. To maintain control of the creature for
another 24 hours, you must cast this spell on the
creature before the current 24-hour period ends.
This use of the spell reasserts your control over up
to three creatures you have animated with this spell,
rather than animating new ones.
At Higher Levels. When you cast this spell using a
7th-level spell slot, you can animate or reassert
control over four ghouls. When you cast this spell
using an 8th-level spell slot, you can animate or
reassert control over five ghouls or two ghasts or
wights. When you cast this spell using a 9th-level
spell slot, you can animate or reassert control over
six ghouls, three ghasts or wights, or two mummies.
Disintegrate
6th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a lodestone and a pinch of
dust)
Duration: Instantaneous
A thin green ray springs from your pointing finger to
a target that you can see within range. The target can
be a creature, an object, or a creation of magical
force, such as the wall created by wall of force.
A creature targeted by this spell must make a
Dexterity saving throw. On a failed save, the target
takes 10d6 + 40 force damage. If this damage
reduces the target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is
wearing and carrying, except magic items, are
reduced to a pile of fine gray dust. The creature can
be restored to life only by means of a true
resurrection or a wish spell.
This spell automatically disintegrates a Large or
smaller nonmagical object or a creation of magical
force. If the target is a Huge or larger object or
creation of force, this spell disintegrates a 10-footcube portion of it. A magic item is unaffected by this
spell.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, the damage increases
by 3d6 for each slot level above 6th.
Eyebite
6th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
For the spell’s duration, your eyes become an inky
void imbued with dread power. One creature of your
choice within 60 feet of you that you can see must
succeed on a Wisdom saving throw or be affected by
one of the following effects of your choice for the
duration. On each of your turns until the spell ends,
you can use your action to target another creature
but can’t target a creature again if it has succeeded
on a saving throw against this casting of eyebite.
Asleep. The target falls unconscious. It wakes up if
it takes any damage or if another creature uses its
action to shake the sleeper awake.
Panicked. The target is frightened of you. On each
of its turns, the frightened creature must take the
Dash action and move away from you by the safest
and shortest available route, unless there is nowhere
to move. If the target moves to a place at least 60 feet
away from you where it can no longer see you, this
effect ends.
Sickened. The target has disadvantage on attack
rolls and ability checks. At the end of each of its
turns, it can make another Wisdom saving throw. If
it succeeds, the effect ends.
Flesh to Stone
6th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of lime, water, and
earth)
Duration: Concentration, up to 1 minute
You attempt to turn one creature that you can see
within range into stone. If the target’s body is made
of flesh, the creature must make a Constitution
saving throw. On a failed save, it is restrained as its
flesh begins to harden. On a successful save, the
creature isn’t affected.
A creature restrained by this spell must make
another Constitution saving throw at the end of each
of its turns. If it successfully saves against this spell
three times, the spell ends. If it fails its saves three
times, it is turned to stone and subjected to the
petrified condition for the duration. The successes
and failures don’t need to be consecutive; keep track
of both until the target collects three of a kind.
If the creature is physically broken while petrified,
it suffers from similar deformities if it reverts to its
original state.
If you maintain your concentration on this spell
for the entire possible duration, the creature is
turned to stone until the effect is removed.
Freezing Sphere
6th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a small crystal sphere)
Duration: Instantaneous
A frigid globe of cold energy streaks from your
fingertips to a point of your choice within range,
where it explodes in a 60-foot-radius sphere. Each
creature within the area must make a Constitution
saving throw. On a failed save, a creature takes 10d6
cold damage. On a successful save, it takes half as
much damage.
If the globe strikes a body of water or a liquid that
is principally water (not including water-based
creatures), it freezes the liquid to a depth of 6 inches
over an area 30 feet square. This ice lasts for 1
minute. Creatures that were swimming on the
surface of frozen water are trapped in the ice. A
trapped creature can use an action to make a
Strength check against your spell save DC to break
free.
You can refrain from firing the globe after
completing the spell, if you wish. A small globe about
the size of a sling stone, cool to the touch, appears in
your hand. At any time, you or a creature you give
the globe to can throw the globe (to a range of 40
feet) or hurl it with a sling (to the sling’s normal
range). It shatters on impact, with the same effect as
the normal casting of the spell. You can also set the
globe down without shattering it. After 1 minute, if
the globe hasn’t already shattered, it explodes.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, the damage increases
by 1d6 for each slot level above 6th.
Globe of Invulnerability
6th-level abjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S, M (a glass or crystal bead that
shatters when the spell ends)
Duration: Concentration, up to 1 minute
An immobile, faintly shimmering barrier springs into
existence in a 10-foot radius around you and
remains for the duration.
Any spell of 5th level or lower cast from outside
the barrier can’t affect creatures or objects within it,
even if the spell is cast using a higher level spell slot.
Such a spell can target creatures and objects within
the barrier, but the spell has no effect on them.
Similarly, the area within the barrier is excluded
from the areas affected by such spells.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, the barrier blocks
spells of one level higher for each slot level above
6th.
Guards and Wards
6th-level abjuration
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (burning incense, a small
measure of brimstone and oil, a knotted string, a
small amount of umber hulk blood, and a small
silver rod worth at least 10 gp)
Duration: 24 hours
You create a ward that protects up to 2,500 square
feet of floor space (an area 50 feet square, or one
hundred 5-foot squares or twenty-five 10-foot
squares). The warded area can be up to 20 feet tall,
and shaped as you desire. You can ward several
stories of a stronghold by dividing the area among
them, as long as you can walk into each contiguous
area while you are casting the spell.
When you cast this spell, you can specify
individuals that are unaffected by any or all of the
effects that you choose. You can also specify a
password that, when spoken aloud, makes the
speaker immune to these effects.
Guards and wards creates the following effects
within the warded area.
Corridors. Fog fills all the warded corridors,
making them heavily obscured. In addition, at each
intersection or branching passage offering a choice
of direction, there is a 50 percent chance that a
creature other than you will believe it is going in the
opposite direction from the one it chooses.
Doors. All doors in the warded area are magically
locked, as if sealed by an arcane lock spell. In
addition, you can cover up to ten doors with an
illusion (equivalent to the illusory object function of
the minor illusion spell) to make them appear as
plain sections of wall.
Stairs. Webs fill all stairs in the warded area from
top to bottom, as the web spell. These strands
regrow in 10 minutes if they are burned or torn
away while guards and wards lasts.
Other Spell Effect. You can place your choice of
one of the following magical effects within the
warded area of the stronghold.
• Place dancing lights in four corridors. You can
designate a simple program that the lights repeat
as long as guards and wards lasts.
• Place magic mouth in two locations.
• Place stinking cloud in two locations. The vapors
appear in the places you designate; they return
within 10 minutes if dispersed by wind while
guards and wards lasts.
• Place a constant gust of wind in one corridor or
room.
• Place a suggestion in one location. You select an
area of up to 5 feet square, and any creature that
enters or passes through the area receives the
suggestion mentally.
The whole warded area radiates magic. A dispel
magic cast on a specific effect, if successful, removes
only that effect.
You can create a permanently guarded and
warded structure by casting this spell there every
day for one year.
Instant Summons
6th-level conjuration (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a sapphire worth 1,000 gp)
Duration: Until dispelled
You touch an object weighing 10 pounds or less
whose longest dimension is 6 feet or less. The spell
leaves an invisible mark on its surface and invisibly
inscribes the name of the item on the sapphire you
use as the material component. Each time you cast
this spell, you must use a different sapphire.
At any time thereafter, you can use your action to
speak the item’s name and crush the sapphire. The
item instantly appears in your hand regardless of
physical or planar distances, and the spell ends.
If another creature is holding or carrying the item,
crushing the sapphire doesn’t transport the item to
you, but instead you learn who the creature
possessing the object is and roughly where that
creature is located at that moment.
Dispel magic or a similar effect successfully
applied to the sapphire ends this spell’s effect.
Irresistible Dance
6th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range.
The target begins a comic dance in place: shuffling,
tapping its feet, and capering for the duration.
Creatures that can’t be charmed are immune to this
spell.
A dancing creature must use all its movement to
dance without leaving its space and has
disadvantage on Dexterity saving throws and attack
rolls. While the target is affected by this spell, other
creatures have advantage on attack rolls against it.
As an action, a dancing creature makes a Wisdom
saving throw to regain control of itself. On a
successful save, the spell ends.
Magic Jar
6th-level necromancy
Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, reliquary, or
some other ornamental container worth at least
500 gp)
Duration: Until dispelled
Your body falls into a catatonic state as your soul
leaves it and enters the container you used for the
spell’s material component. While your soul inhabits
the container, you are aware of your surroundings as
if you were in the container’s space. You can’t move
or use reactions. The only action you can take is to
project your soul up to 100 feet out of the container,
either returning to your living body (and ending the
spell) or attempting to possess a humanoids body.
You can attempt to possess any humanoid within
100 feet of you that you can see (creatures warded
by a protection from evil and good or magic circle
spell can’t be possessed). The target must make a
Charisma saving throw. On a failure, your soul
moves into the target’s body, and the target’s soul
becomes trapped in the container. On a success, the
target resists your efforts to possess it, and you can’t
attempt to possess it again for 24 hours.
Once you possess a creature’s body, you control it.
Your game statistics are replaced by the statistics of
the creature, though you retain your alignment and
your Intelligence, Wisdom, and Charisma scores. You
retain the benefit of your own class features. If the
target has any class levels, you can’t use any of its
class features.
Meanwhile, the possessed creature’s soul can
perceive from the container using its own senses,
but it can’t move or take actions at all.
While possessing a body, you can use your action
to return from the host body to the container if it is
within 100 feet of you, returning the host creature’s
soul to its body. If the host body dies while you’re in
it, the creature dies, and you must make a Charisma
saving throw against your own spellcasting DC. On a
success, you return to the container if it is within
100 feet of you. Otherwise, you die.
If the container is destroyed or the spell ends,
your soul immediately returns to your body. If your
body is more than 100 feet away from you or if your
body is dead when you attempt to return to it, you
die. If another creature’s soul is in the container
when it is destroyed, the creature’s soul returns to
its body if the body is alive and within 100 feet.
Otherwise, that creature dies.
When the spell ends, the container is destroyed.
Mass Suggestion
6th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, M (a snake’s tongue and either a bit
of honeycomb or a drop of sweet oil)
Duration: 24 hours
You suggest a course of activity (limited to a
sentence or two) and magically influence up to
twelve creatures of your choice that you can see
within range and that can hear and understand you.
Creatures that can’t be charmed are immune to this
effect. The suggestion must be worded in such a
manner as to make the course of action sound
reasonable. Asking the creature to stab itself, throw
itself onto a spear, immolate itself, or do some other
obviously harmful act automatically negates the
effect of the spell.
Each target must make a Wisdom saving throw.
On a failed save, it pursues the course of action you
described to the best of its ability. The suggested
course of action can continue for the entire duration.
If the suggested activity can be completed in a
shorter time, the spell ends when the subject
finishes what it was asked to do.
You can also specify conditions that will trigger a
special activity during the duration. For example,
you might suggest that a group of soldiers give all
their money to the first beggar they meet. If the
condition isn’t met before the spell ends, the activity
isn’t performed.
If you or any of your companions damage a
creature affected by this spell, the spell ends for that
creature.
At Higher Levels. When you cast this spell using a
7th-level spell slot, the duration is 10 days. When
you use an 8th-level spell slot, the duration is 30
days. When you use a 9th-level spell slot, the
duration is a year and a day.
Move Earth
6th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an iron blade and a small bag
containing a mixture of soils—clay, loam, and
sand)
Duration: Concentration, up to 2 hours
Choose an area of terrain no larger than 40 feet on a
side within range. You can reshape dirt, sand, or clay
in the area in any manner you choose for the
duration. You can raise or lower the area’s elevation,
create or fill in a trench, erect or flatten a wall, or
form a pillar. The extent of any such changes can’t
exceed half the area’s largest dimension. So, if you
affect a 40-foot square, you can create a pillar up to
20 feet high, raise or lower the square’s elevation by
up to 20 feet, dig a trench up to 20 feet deep, and so
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 167
on. It takes 10 minutes for these changes to
complete.
At the end of every 10 minutes you spend
concentrating on the spell, you can choose a new
area of terrain to affect.
Because the terrain’s transformation occurs
slowly, creatures in the area can’t usually be trapped
or injured by the ground’s movement.
This spell can’t manipulate natural stone or stone
construction. Rocks and structures shift to
accommodate the new terrain. If the way you shape
the terrain would make a structure unstable, it might
collapse.
Similarly, this spell doesn’t directly affect plant
growth. The moved earth carries any plants along
with it.
Programmed Illusion
6th-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of fleece and jade dust
worth at least 25 gp)
Duration: Until dispelled
You create an illusion of an object, a creature, or
some other visible phenomenon within range that
activates when a specific condition occurs. The
illusion is imperceptible until then. It must be no
larger than a 30-foot cube, and you decide when you
cast the spell how the illusion behaves and what
sounds it makes. This scripted performance can last
up to 5 minutes.
When the condition you specify occurs, the illusion
springs into existence and performs in the manner
you described. Once the illusion finishes performing,
it disappears and remains dormant for 10 minutes.
After this time, the illusion can be activated again.
The triggering condition can be as general or as
detailed as you like, though it must be based on
visual or audible conditions that occur within 30 feet
of the area. For example, you could create an illusion
of yourself to appear and warn off others who
attempt to open a trapped door, or you could set the
illusion to trigger only when a creature says the
correct word or phrase.
Physical interaction with the image reveals it to be
an illusion, because things can pass through it. A
creature that uses its action to examine the image
can determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell
save DC. If a creature discerns the illusion for what it
is, the creature can see through the image, and any
noise it makes sounds hollow to the creature.
Sunbeam
6th-level evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute
A beam of brilliant light flashes out from your hand
in a 5-foot-wide, 60-foot-long line. Each creature in
the line must make a Constitution saving throw. On a
failed save, a creature takes 6d8 radiant damage and
is blinded until your next turn. On a successful save,
it takes half as much damage and isn’t blinded by
this spell. Undead and oozes have disadvantage on
this saving throw.
You can create a new line of radiance as your
action on any turn until the spell ends.
For the duration, a mote of brilliant radiance
shines in your hand. It sheds bright light in a 30-foot
radius and dim light for an additional 30 feet. This
light is sunlight
True Seeing
6th-level divination
Casting Time: 1 action
Range: Touch
Components: V, S, M (an ointment for the eyes that
costs 25 gp; is made from mushroom powder,
saffron, and fat; and is consumed by the spell)
Duration: 1 hour
This spell gives the willing creature you touch the
ability to see things as they actually are. For the
duration, the creature has truesight, notices secret
doors hidden by magic, and can see into the Ethereal
Plane, all out to a range of 120 feet.
Wall of Ice
6th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of quartz)
Duration: Concentration, up to 10 minutes
You create a wall of ice on a solid surface within
range. You can form it into a hemispherical dome or
a sphere with a radius of up to 10 feet, or you can
shape a flat surface made up of ten 10-foot-square
panels. Each panel must be contiguous with another
panel. In any form, the wall is 1 foot thick and lasts
for the duration.
If the wall cuts through a creature’s space when it
appears, the creature within its area is pushed to
one side of the wall and must make a Dexterity
saving throw. On a failed save, the creature takes
10d6 cold damage, or half as much damage on a
successful save.
The wall is an object that can be damaged and thus
breached. It has AC 12 and 30 hit points per 10-foot
section, and it is vulnerable to fire damage. Reducing
a 10-foot section of wall to 0 hit points destroys it
and leaves behind a sheet of frigid air in the space
the wall occupied. A creature moving through the
sheet of frigid air for the first time on a turn must
make a Constitution saving throw. That creature
takes 5d6 cold damage on a failed save, or half as
much damage on a successful one.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, the damage the wall
deals when it appears increases by 2d6, and the
damage from passing through the sheet of frigid air
increases by 1d6, for each slot level above 6th.
7th Level
Arcane Sword
7th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a miniature platinum sword
with a grip and pommel of copper and zinc, worth
250 gp)
Duration: Concentration, up to 1 minute
You create a sword-shaped plane of force that
hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell
attack against a target of your choice within 5 feet of
the sword. On a hit, the target takes 3d10 force
damage. Until the spell ends, you can use a bonus
action on each of your turns to move the sword up to
20 feet to a spot you can see and repeat this attack
against the same target or a different one.
Delayed Blast Fireball
7th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and
sulfur)
Duration: Concentration, up to 1 minute
A beam of yellow light flashes from your pointing
finger, then condenses to linger at a chosen point
within range as a glowing bead for the duration.
When the spell ends, either because your
concentration is broken or because you decide to
end it, the bead blossoms with a low roar into an
explosion of flame that spreads around corners.
Each creature in a 20-foot-radius sphere centered on
that point must make a Dexterity saving throw. A
creature takes fire damage equal to the total
accumulated damage on a failed save, or half as
much damage on a successful one.
The spell’s base damage is 12d6. If at the end of
your turn the bead has not yet detonated, the
damage increases by 1d6.
If the glowing bead is touched before the interval
has expired, the creature touching it must make a
Dexterity saving throw. On a failed save, the spell
ends immediately, causing the bead to erupt in flame.
On a successful save, the creature can throw the
bead up to 40 feet. When it strikes a creature or a
solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites
flammable objects that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a
spell slot of 8th level or higher, the base damage
increases by 1d6 for each slot level above 7th.
Etherealness
7th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the Ethereal
Plane, in the area where it overlaps with your
current plane. You remain in the Border Ethereal for
the duration or until you use your action to dismiss
the spell. During this time, you can move in any
direction. If you move up or down, every foot of
movement costs an extra foot. You can see and hear
the plane you originated from, but everything there
looks gray, and you can’t see anything more than 60
feet away.
While on the Ethereal Plane, you can only affect
and be affected by other creatures on that plane.
Creatures that aren’t on the Ethereal Plane can’t
perceive you and can’t interact with you, unless a
special ability or magic has given them the ability to
do so.
You ignore all objects and effects that aren’t on the
Ethereal Plane, allowing you to move through
objects you perceive on the plane you originated
from.
When the spell ends, you immediately return to
the plane you originated from in the spot you
currently occupy. If you occupy the same spot as a
solid object or creature when this happens, you are
immediately shunted to the nearest unoccupied
space that you can occupy and take force damage
equal to twice the number of feet you are moved.
This spell has no effect if you cast it while you are
on the Ethereal Plane or a plane that doesn’t border
it, such as one of the Outer Planes.
At Higher Levels. When you cast this spell using a
spell slot of 8th level or higher, you can target up to
three willing creatures (including you) for each slot
level above 7th. The creatures must be within 10 feet
of you when you cast the spell.
Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a
creature that you can see within range, causing it
searing pain. The target must make a Constitution
saving throw. It takes 7d8 + 30 necrotic damage on a
failed save, or half as much damage on a successful
one.
A humanoid killed by this spell rises at the start of
your next turn as a zombie that is permanently
under your command, following your verbal orders
to the best of its ability.
Forcecage
7th-level evocation
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500 gp)
Duration: 1 hour
An immobile, invisible, cube-shaped prison
composed of magical force springs into existence
around an area you choose within range. The prison
can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet
on a side and is made from 1/2-inch diameter bars
spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet
on a side, creating a solid barrier that prevents any
matter from passing through it and blocking any
spells cast into or out from the area.
When you cast the spell, any creature that is
completely inside the cage’s area is trapped.
Creatures only partially within the area, or those too
large to fit inside the area, are pushed away from the
center of the area until they are completely outside
the area.
A creature inside the cage can’t leave it by
nonmagical means. If the creature tries to use
teleportation or interplanar travel to leave the cage,
it must first make a Charisma saving throw. On a
success, the creature can use that magic to exit the
cage. On a failure, the creature can’t exit the cage and
wastes the use of the spell or effect. The cage also
extends into the Ethereal Plane, blocking ethereal
travel.
This spell can’t be dispelled by dispel magic.
Magnificent Mansion
7th-level conjuration
Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature portal carved
from ivory, a small piece of polished marble, and a
tiny silver spoon, each item worth at least 5 gp)
Duration: 24 hours
You conjure an extradimensional dwelling in range
that lasts for the duration. You choose where its one
entrance is located. The entrance shimmers faintly
and is 5 feet wide and 10 feet tall. You and any
creature you designate when you cast the spell can
enter the extradimensional dwelling as long as the
portal remains open. You can open or close the
portal if you are within 30 feet of it. While closed, the
portal is invisible.
Beyond the portal is a magnificent foyer with
numerous chambers beyond. The atmosphere is
clean, fresh, and warm.
You can create any floor plan you like, but the
space can’t exceed 50 cubes, each cube being 10 feet
on each side. The place is furnished and decorated as
you choose. It contains sufficient food to serve a
nine-course banquet for up to 100 people. A staff of
100 near-transparent servants attends all who enter.
You decide the visual appearance of these servants
and their attire. They are completely obedient to
your orders. Each servant can perform any task a
normal human servant could perform, but they can’t
attack or take any action that would directly harm
another creature. Thus the servants can fetch things,
clean, mend, fold clothes, light fires, serve food, pour
wine, and so on. The servants can go anywhere in
the mansion but can’t leave it. Furnishings and other
objects created by this spell dissipate into smoke if
removed from the mansion. When the spell ends,
any creatures inside the extradimensional space are
expelled into the open spaces nearest to the
entrance.
Mirage Arcane
7th-level illusion
Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look,
sound, smell, and even feel like some other sort of
terrain. The terrain’s general shape remains the
same, however. Open fields or a road could be made
to resemble a swamp, hill, crevasse, or some other
difficult or impassable terrain. A pond can be made
to seem like a grassy meadow, a precipice like a
gentle slope, or a rock-strewn gully like a wide and
smooth road.
Similarly, you can alter the appearance of
structures, or add them where none are present. The
spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and
olfactory elements, so it can turn clear ground into
difficult terrain (or vice versa) or otherwise impede
movement through the area. Any piece of the
illusory terrain (such as a rock or stick) that is
removed from the spell’s area disappears
immediately.
Creatures with truesight can see through the
illusion to the terrain’s true form; however, all other
elements of the illusion remain, so while the
creature is aware of the illusion’s presence, the
creature can still physically interact with the illusion.
Plane Shift
7th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a forked, metal rod worth at
least 250 gp, attuned to a particular plane of
existence)
Duration: Instantaneous
You and up to eight willing creatures who link hands
in a circle are transported to a different plane of
existence. You can specify a target destination in
general terms, such as the City of Brass on the
Elemental Plane of Fire. If you are trying to reach
the City of Brass, for example, you might arrive in its
Street of Steel, before its Gate of Ashes, or looking at
the city from across the Sea of Fire, at the GM’s
discretion.
Alternatively, if you know the sigil sequence of a
teleportation circle on another plane of existence,
this spell can take you to that circle. If the
teleportation circle is too small to hold all the
creatures you transported, they appear in the closest
unoccupied spaces next to the circle.
You can use this spell to banish an unwilling
creature to another plane. Choose a creature within
your reach and make a melee spell attack against it.
On a hit, the creature must make a Charisma saving
throw. If the creature fails this save, it is transported
to a random location on the plane of existence you
specify. A creature so transported must find its own
way back to your current plane of existence.
Prismatic Spray
7th-level evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S
Duration: Instantaneous
Eight multicolored rays of light flash from your hand.
Each ray is a different color and has a different
power and purpose. Each creature in a 60-foot cone
must make a Dexterity saving throw. For each target,
roll a d8 to determine which color ray affects it.
1. Red. The target takes 10d6 fire damage on a
failed save, or half as much damage on a successful
one.
2. Orange. The target takes 10d6 acid damage on
a failed save, or half as much damage on a successful
one.
3. Yellow. The target takes 10d6 lightning damage
on a failed save, or half as much damage on a
successful one.
4. Green. The target takes 10d6 poison damage on
a failed save, or half as much damage on a successful
one.
5. Blue. The target takes 10d6 cold damage on a
failed save, or half as much damage on a successful
one.
6. Indigo. On a failed save, the target is restrained.
It must then make a Constitution saving throw at the
end of each of its turns. If it successfully saves three
times, the spell ends. If it fails its save three times, it
permanently turns to stone and is subjected to the
petrified condition. The successes and failures don’t
need to be consecutive; keep track of both until the
target collects three of a kind.
7. Violet. On a failed save, the target is blinded. It
must then make a Wisdom saving throw at the start
of your next turn. A successful save ends the
blindness. If it fails that save, the creature is
transported to another plane of existence of the GM’s
choosing and is no longer blinded. (Typically, a
creature that is on a plane that isn’t its home plane is
banished home, while other creatures are usually
cast into the Astral or Ethereal planes.)
8. Special. The target is struck by two rays. Roll
twice more, rerolling any 8.
Project Image
7th-level illusion
Casting Time: 1 action
Range: 500 miles
Components: V, S, M (a small replica of you made
from materials worth at least 5 gp)
Duration: Concentration, up to 1 day
You create an illusory copy of yourself that lasts for
the duration. The copy can appear at any location
within range that you have seen before, regardless of
intervening obstacles. The illusion looks and sounds
like you but is intangible. If the illusion takes any
damage, it disappears, and the spell ends.
You can use your action to move this illusion up to
twice your speed, and make it gesture, speak, and
behave in whatever way you choose. It mimics your
mannerisms perfectly.
You can see through its eyes and hear through its
ears as if you were in its space. On your turn as a
bonus action, you can switch from using its senses to
using your own, or back again. While you are using
its senses, you are blinded and deafened in regard to
your own surroundings.
Physical interaction with the image reveals it to be
an illusion, because things can pass through it. A
creature that uses its action to examine the image
can determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell
save DC. If a creature discerns the illusion for what it
is, the creature can see through the image, and any
noise it makes sounds hollow to the creature.
Reverse Gravity
7th-level transmutation
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-
foot high cylinder centered on a point within range.
All creatures and objects that aren’t somehow
anchored to the ground in the area fall upward and
reach the top of the area when you cast this spell. A
creature can make a Dexterity saving throw to grab
onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is
encountered in this fall, falling objects and creatures
strike it just as they would during a normal
downward fall. If an object or creature reaches the
top of the area without striking anything, it remains
there, oscillating slightly, for the duration.
At the end of the duration, affected objects and
creatures fall back down.
Sequester
7th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a powder composed of
diamond, emerald, ruby, and sapphire dust worth
at least 5,000 gp, which the spell consumes)
Duration: Until dispelled
By means of this spell, a willing creature or an object
can be hidden away, safe from detection for the
duration. When you cast the spell and touch the
target, it becomes invisible and can’t be targeted by
divination spells or perceived through scrying
sensors created by divination spells.
If the target is a creature, it falls into a state of
suspended animation. Time ceases to flow for it, and
it doesn’t grow older.
You can set a condition for the spell to end early.
The condition can be anything you choose, but it
must occur or be visible within 1 mile of the target.
Examples include “after 1,000 years” or “when the
tarrasque awakens.” This spell also ends if the target
takes any damage
Simulacrum
7th-level illusion
Casting Time: 12 hours
Range: Touch
Components: V, S, M (snow or ice in quantities
sufficient to made a life-size copy of the duplicated
creature; some hair, fingernail clippings, or other
piece of that creature’s body placed inside the
snow or ice; and powdered ruby worth 1,500 gp,
sprinkled over the duplicate and consumed by the
spell)
Duration: Until dispelled
You shape an illusory duplicate of one beast or
humanoid that is within range for the entire casting
time of the spell. The duplicate is a creature, partially
real and formed from ice or snow, and it can take
actions and otherwise be affected as a normal
creature. It appears to be the same as the original,
but it has half the creature’s hit point maximum and
is formed without any equipment. Otherwise, the
illusion uses all the statistics of the creature it
duplicates.
The simulacrum is friendly to you and creatures
you designate. It obeys your spoken commands,
moving and acting in accordance with your wishes
and acting on your turn in combat. The simulacrum
lacks the ability to learn or become more powerful,
so it never increases its level or other abilities, nor
can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in
an alchemical laboratory, using rare herbs and
minerals worth 100 gp per hit point it regains. The
simulacrum lasts until it drops to 0 hit points, at
which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active
duplicates you created with this spell are instantly
destroyed.
Symbol
7th-level abjuration
Casting Time: 1 minute
Range: Touch
Components: V, S, M (mercury, phosphorus, and
powdered diamond and opal with a total value of
at least 1,000 gp, which the spell consumes)
Duration: Until dispelled or triggered
When you cast this spell, you inscribe a harmful
glyph either on a surface (such as a section of floor, a
wall, or a table) or within an object that can be
closed to conceal the glyph (such as a book, a scroll,
or a treasure chest). If you choose a surface, the
glyph can cover an area of the surface no larger than
10 feet in diameter. If you choose an object, that
object must remain in its place; if the object is
moved more than 10 feet from where you cast this
spell, the glyph is broken, and the spell ends without
being triggered.
The glyph is nearly invisible, requiring an
Intelligence (Investigation) check against your spell
save DC to find it.
You decide what triggers the glyph when you cast
the spell. For glyphs inscribed on a surface, the most
typical triggers include touching or stepping on the
glyph, removing another object covering it,
approaching within a certain distance of it, or
manipulating the object that holds it. For glyphs
inscribed within an object, the most common
triggers are opening the object, approaching within a
certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is
activated only under certain circumstances or
according to a creature’s physical characteristics
(such as height or weight), or physical kind (for
example, the ward could be set to affect hags or
shapechangers). You can also specify creatures that
don’t trigger the glyph, such as those who say a
certain password.
When you inscribe the glyph, choose one of the
options below for its effect. Once triggered, the glyph
glows, filling a 60-foot-radius sphere with dim light
for 10 minutes, after which time the spell ends. Each
creature in the sphere when the glyph activates is
targeted by its effect, as is a creature that enters the
sphere for the first time on a turn or ends its turn
there.
Death. Each target must make a Constitution
saving throw, taking 10d10 necrotic damage on a
failed save, or half as much damage on a successful
save.
Discord. Each target must make a Constitution
saving throw. On a failed save, a target bickers and
argues with other creatures for 1 minute. During this
time, it is incapable of meaningful communication
and has disadvantage on attack rolls and ability
checks.
Fear. Each target must make a Wisdom saving
throw and becomes frightened for 1 minute on a
failed save. While frightened, the target drops
whatever it is holding and must move at least 30 feet
away from the glyph on each of its turns, if able.
Hopelessness. Each target must make a Charisma
saving throw. On a failed save, the target is
overwhelmed with despair for 1 minute. During this
time, it can’t attack or target any creature with
harmful abilities, spells, or other magical effects.
Insanity. Each target must make an Intelligence
saving throw. On a failed save, the target is driven
insane for 1 minute. An insane creature can’t take
actions, can’t understand what other creatures say,
can’t read, and speaks only in gibberish. The GM
controls its movement, which is erratic.
Pain. Each target must make a Constitution saving
throw and becomes incapacitated with excruciating
pain for 1 minute on a failed save.
Sleep. Each target must make a Wisdom saving
throw and falls unconscious for 10 minutes on a
failed save. A creature awakens if it takes damage or
if someone uses an action to shake or slap it awake.
Stunning. Each target must make a Wisdom
saving throw and becomes stunned for 1 minute on
a failed save.
Teleport
7th-level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous
This spell instantly transports you and up to eight
willing creatures of your choice that you can see
within range, or a single object that you can see
within range, to a destination you select. If you
target an object, it must be able to fit entirely inside
a 10-foot cube, and it can’t be held or carried by an
unwilling creature.
The destination you choose must be known to you,
and it must be on the same plane of existence as you.
Your familiarity with the destination determines
whether you arrive there successfully. The GM rolls
d100 and consults the table.
Familiarity |
Mishap |
Similar Area |
Off Target |
On
Target |
Permanent circle |
— |
— |
— |
01–100 |
Associated object |
— |
— |
— |
01–100 |
Very familiar |
01–05 |
06–13 |
14–24 |
25–100 |
Seen casually |
01–33 |
34–43 |
44–53 |
54–100 |
Viewed once |
01–43 |
44–53 |
54–73 |
74–100 |
Description |
01–43 |
44–53 |
54–73 |
74–100 |
False destination |
01–50 |
51–100 |
— |
— |
Familiarity. “Permanent circle” means a
permanent teleportation circle whose sigil sequence
you know. “Associated object” means that you
possess an object taken from the desired destination
within the last six months, such as a book from a
wizard’s library, bed linen from a royal suite, or a
chunk of marble from a lich’s secret tomb.
“Very familiar” is a place you have been very often,
a place you have carefully studied, or a place you can
see when you cast the spell. “Seen casually” is
someplace you have seen more than once but with
which you aren’t very familiar. “Viewed once” is a
place you have seen once, possibly using magic.
“Description” is a place whose location and
appearance you know through someone else’s
description, perhaps from a map.
“False destination” is a place that doesn’t exist.
Perhaps you tried to scry an enemy’s sanctum but
instead viewed an illusion, or you are attempting to
teleport to a familiar location that no longer exists.
On Target. You and your group (or the target
object) appear where you want to.
Off Target. You and your group (or the target
object) appear a random distance away from the
destination in a random direction. Distance off target
is 1d10 × 1d10 percent of the distance that was to be
traveled. For example, if you tried to travel 120
miles, landed off target, and rolled a 5 and 3 on the
two d10s, then you would be off target by 15 percent,
or 18 miles. The GM determines the direction off
target randomly by rolling a d8 and designating 1 as
north, 2 as northeast, 3 as east, and so on around the
points of the compass. If you were teleporting to a
coastal city and wound up 18 miles out at sea, you
could be in trouble.
Similar Area. You and your group (or the target
object) wind up in a different area that’s visually or
thematically similar to the target area. If you are
heading for your home laboratory, for example, you
might wind up in another wizard’s laboratory or in
an alchemical supply shop that has many of the same
tools and implements as your laboratory. Generally,
you appear in the closest similar place, but since the
spell has no range limit, you could conceivably wind
up anywhere on the plane.
Mishap. The spell’s unpredictable magic results in
a difficult journey. Each teleporting creature (or the
target object) takes 3d10 force damage, and the GM
rerolls on the table to see where you wind up
(multiple mishaps can occur, dealing damage each
time).
8th Level
Antimagic Field
8th-level abjuration
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Components: V, S, M (a pinch of powdered iron or
iron filings)
Duration: Concentration, up to 1 hour
A 10-foot-radius invisible sphere of antimagic
surrounds you. This area is divorced from the
magical energy that suffuses the multiverse. Within
the sphere, spells can’t be cast, summoned creatures
disappear, and even magic items become mundane.
Until the spell ends, the sphere moves with you,
centered on you.
Spells and other magical effects, except those
created by an artifact or a deity, are suppressed in
the sphere and can’t protrude into it. A slot
expended to cast a suppressed spell is consumed.
While an effect is suppressed, it doesn’t function, but
the time it spends suppressed counts against its
duration.
Targeted Effects. Spells and other magical effects,
such as magic missile and charm person, that target a
creature or an object in the sphere have no effect on
that target.
Areas of Magic. The area of another spell or
magical effect, such as fireball, can’t extend into the
sphere. If the sphere overlaps an area of magic, the
part of the area that is covered by the sphere is
suppressed. For example, the flames created by a
wall of fire are suppressed within the sphere,
creating a gap in the wall if the overlap is large
enough.
Spells. Any active spell or other magical effect on a
creature or an object in the sphere is suppressed
while the creature or object is in it.
Magic Items. The properties and powers of magic
items are suppressed in the sphere. For example, a
+1 longsword in the sphere functions as a
nonmagical longsword.
A magic weapon’s properties and powers are
suppressed if it is used against a target in the sphere
or wielded by an attacker in the sphere. If a magic
weapon or a piece of magic ammunition fully leaves
the sphere (for example, if you fire a magic arrow or
throw a magic spear at a target outside the sphere),
the magic of the item ceases to be suppressed as
soon as it exits.
Magical Travel. Teleportation and planar travel
fail to work in the sphere, whether the sphere is the
destination or the departure point for such magical
travel. A portal to another location, world, or plane
of existence, as well as an opening to an
extradimensional space such as that created by the
rope trick spell, temporarily closes while in the
sphere.
Creatures and Objects. A creature or object
summoned or created by magic temporarily winks
out of existence in the sphere. Such a creature
instantly reappears once the space the creature
occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as
dispel magic have no effect on the sphere. Likewise,
the spheres created by different antimagic field
spells don’t nullify each other.
Antipathy/Sympathy
8th-level enchantment
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (either a lump of alum soaked
in vinegar for the antipathy effect or a drop of
honey for the sympathy effect)
Duration: 10 days
This spell attracts or repels creatures of your choice.
You target something within range, either a Huge or
smaller object or creature or an area that is no larger
than a 200-foot cube. Then specify a kind of
intelligent creature, such as red dragons, goblins, or
vampires. You invest the target with an aura that
either attracts or repels the specified creatures for
the duration. Choose antipathy or sympathy as the
aura’s effect.
Antipathy. The enchantment causes creatures of
the kind you designated to feel an intense urge to
leave the area and avoid the target. When such a
creature can see the target or comes within 60 feet
of it, the creature must succeed on a Wisdom saving
throw or become frightened. The creature remains
frightened while it can see the target or is within 60
feet of it. While frightened by the target, the creature
must use its movement to move to the nearest safe
spot from which it can’t see the target. If the creature
moves more than 60 feet from the target and can’t
see it, the creature is no longer frightened, but the
creature becomes frightened again if it regains sight
of the target or moves within 60 feet of it.
Sympathy. The enchantment causes the specified
creatures to feel an intense urge to approach the
target while within 60 feet of it or able to see it.
When such a creature can see the target or comes
within 60 feet of it, the creature must succeed on a
Wisdom saving throw or use its movement on each
of its turns to enter the area or move within reach of
the target. When the creature has done so, it can’t
willingly move away from the target.
If the target damages or otherwise harms an
affected creature, the affected creature can make a
Wisdom saving throw to end the effect, as described
below.
Ending the Effect. If an affected creature ends its
turn while not within 60 feet of the target or able to
see it, the creature makes a Wisdom saving throw.
On a successful save, the creature is no longer
affected by the target and recognizes the feeling of
repugnance or attraction as magical. In addition, a
creature affected by the spell is allowed another
Wisdom saving throw every 24 hours while the spell
persists.
A creature that successfully saves against this
effect is immune to it for 1 minute, after which time
it can be affected again.
Clone
8th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth at least
1,000 gp and at least 1 cubic inch of flesh of the
creature that is to be cloned, which the spell
consumes, and a vessel worth at least 2,000 gp
that has a sealable lid and is large enough to hold a
Medium creature, such as a huge urn, coffin, mud filled cyst in the ground, or crystal container filled
with salt water)
Duration: Instantaneous
This spell grows an inert duplicate of a living
creature as a safeguard against death. This clone
forms inside a sealed vessel and grows to full size
and maturity after 120 days; you can also choose to
have the clone be a younger version of the same
creature. It remains inert and endures indefinitely,
as long as its vessel remains undisturbed.
At any time after the clone matures, if the original
creature dies, its soul transfers to the clone,
provided that the soul is free and willing to return.
The clone is physically identical to the original and
has the same personality, memories, and abilities,
but none of the original’s equipment. The original
creature’s physical remains, if they still exist,
become inert and can’t thereafter be restored to life,
since the creature’s soul is elsewhere.
Control Weather
8th-level transmutation
Casting Time: 10 minutes
Range: Self (5-mile radius)
Components: V, S, M (burning incense and bits of
earth and wood mixed in water)
Duration: Concentration, up to 8 hours
You take control of the weather within 5 miles of you
for the duration. You must be outdoors to cast this
spell. Moving to a place where you don’t have a clear
path to the sky ends the spell early.
When you cast the spell, you change the current
weather conditions, which are determined by the
GM based on the climate and season. You can change
precipitation, temperature, and wind. It takes 1d4 ×
10 minutes for the new conditions to take effect.
Once they do so, you can change the conditions again.
When the spell ends, the weather gradually returns
to normal.
When you change the weather conditions, find a
current condition on the following tables and change
its stage by one, up or down. When changing the
wind, you can change its direction.
Precipitation Stage |
Condition |
1 |
Clear |
2 |
Light clouds |
3 |
Overcast or ground fog |
4 |
Rain, hail, or snow |
5 |
Torrential rain, driving hail, or blizzard |
Temperature Stage |
Condition |
1 |
Unbearable heat |
2 |
Hot |
3 |
Warm |
4 |
Cool |
5 |
Cold |
6 |
Arctic cold |
Wind Stage |
Condition |
1 |
Calm |
2 |
Moderate wind |
3 |
Strong wind |
4 |
Gale |
5 |
Storm |
Demi Plane
8th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 1 hour
You create a shadowy door on a flat solid surface
that you can see within range. The door is large
enough to allow Medium creatures to pass through
unhindered. When opened, the door leads to a
demiplane that appears to be an empty room 30 feet
in each dimension, made of wood or stone. When the
spell ends, the door disappears, and any creatures or
objects inside the demiplane remain trapped there,
as the door also disappears from the other side.
Each time you cast this spell, you can create a new
demiplane, or have the shadowy door connect to a
demiplane you created with a previous casting of
this spell. Additionally, if you know the nature and
contents of a demiplane created by a casting of this
spell by another creature, you can have the shadowy
door connect to its demiplane instead.
Dominate Monster
8th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You attempt to beguile a creature that you can see
within range. It must succeed on a Wisdom saving
throw or be charmed by you for the duration. If you
or creatures that are friendly to you are fighting it, it
has advantage on the saving throw.
While the creature is charmed, you have a
telepathic link with it as long as the two of you are
on the same plane of existence. You can use this
telepathic link to issue commands to the creature
while you are conscious (no action required), which
it does its best to obey. You can specify a simple and
general course of action, such as “Attack that
creature,” “Run over there,” or “Fetch that object.” If
the creature completes the order and doesn’t receive
further direction from you, it defends and preserves
itself to the best of its ability.
You can use your action to take total and precise
control of the target. Until the end of your next turn,
the creature takes only the actions you choose, and
doesn’t do anything that you don’t allow it to do.
During this time, you can also cause the creature to
use a reaction, but this requires you to use your own
reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving
throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a
9th-level spell slot, the duration is concentration, up
to 8 hours.
Feeblemind
8th-level enchantment
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a handful of clay, crystal, glass,
or mineral spheres)
Duration: Instantaneous
You blast the mind of a creature that you can see
within range, attempting to shatter its intellect and
personality. The target takes 4d6 psychic damage
and must make an Intelligence saving throw.
On a failed save, the creature’s Intelligence and
Charisma scores become 1. The creature can’t cast
spells, activate magic items, understand language, or
communicate in any intelligible way. The creature
can, however, identify its friends, follow them, and
even protect them.
At the end of every 30 days, the creature can
repeat its saving throw against this spell. If it
succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration,
heal, or wish.
Incediary Cloud
8th-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
A swirling cloud of smoke shot through with whitehot embers appears in a 20-foot-radius sphere
centered on a point within range. The cloud spreads
around corners and is heavily obscured. It lasts for
the duration or until a wind of moderate or greater
speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must
make a Dexterity saving throw. A creature takes
10d8 fire damage on a failed save, or half as much
damage on a successful one. A creature must also
make this saving throw when it enters the spell’s
area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in
a direction that you choose at the start of each of
your turns.
Maze
8th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You banish a creature that you can see within range
into a labyrinthine demiplane. The target remains
there for the duration or until it escapes the maze.
The target can use its action to attempt to escape.
When it does so, it makes a DC 20 Intelligence check.
If it succeeds, it escapes, and the spell ends (a
minotaur or goristro demon automatically succeeds).
When the spell ends, the target reappears in the
space it left or, if that space is occupied, in the
nearest unoccupied space.
Mind Blank
8th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 24 hours
Until the spell ends, one willing creature you touch is
immune to psychic damage, any effect that would
sense its emotions or read its thoughts, divination
spells, and the charmed condition. The spell even
foils wish spells and spells or effects of similar power
used to affect the target’s mind or to gain
information about the target.
Power Word Stun
8th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a word of power that can overwhelm the
mind of one creature you can see within range,
leaving it dumbfounded. If the target has 150 hit
points or fewer, it is stunned. Otherwise, the spell
has no effect.
The stunned target must make a Constitution
saving throw at the end of each of its turns. On a
successful save, this stunning effect ends.
Sunburst
8th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (fire and a piece of sunstone)
Duration: Instantaneous
Brilliant sunlight flashes in a 60-foot radius centered
on a point you choose within range. Each creature in
that light must make a Constitution saving throw. On
a failed save, a creature takes 12d6 radiant damage
and is blinded for 1 minute. On a successful save, it
takes half as much damage and isn’t blinded by this
spell. Undead and oozes have disadvantage on this
saving throw.
A creature blinded by this spell makes another
Constitution saving throw at the end of each of its
turns. On a successful save, it is no longer blinded.
This spell dispels any darkness in its area that was
created by a spell.
9th Level
Astral Projection
9th-level necromancy
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (for each creature you affect
with this spell, you must provide one jacinth
worth at least 1,000 gp and one ornately carved
bar of silver worth at least 100 gp, all of which the
spell consumes)
Duration: Special
You and up to eight willing creatures within range
project your astral bodies into the Astral Plane (the
spell fails and the casting is wasted if you are already
on that plane). The material body you leave behind
is unconscious and in a state of suspended
animation; it doesn’t need food or air and doesn’t
age.
Your astral body resembles your mortal form in
almost every way, replicating your game statistics
and possessions. The principal difference is the
addition of a silvery cord that extends from between
your shoulder blades and trails behind you, fading to
invisibility after 1 foot. This cord is your tether to
your material body. As long as the tether remains
intact, you can find your way home. If the cord is
cut—something that can happen only when an effect
specifically states that it does—your soul and body
are separated, killing you instantly.
Your astral form can freely travel through the
Astral Plane and can pass through portals there
leading to any other plane. If you enter a new plane
or return to the plane you were on when casting this
spell, your body and possessions are transported
along the silver cord, allowing you to re-enter your
body as you enter the new plane. Your astral form is
a separate incarnation. Any damage or other effects
that apply to it have no effect on your physical body,
nor do they persist when you return to it.
The spell ends for you and your companions when
you use your action to dismiss it. When the spell
ends, the affected creature returns to its physical
body, and it awakens.
The spell might also end early for you or one of
your companions. A successful dispel magic spell
used against an astral or physical body ends the spell
for that creature. If a creature’s original body or its
astral form drops to 0 hit points, the spell ends for
that creature. If the spell ends and the silver cord is
intact, the cord pulls the creature’s astral form back
to its body, ending its state of suspended animation.
If you are returned to your body prematurely,
your companions remain in their astral forms and
must find their own way back to their bodies, usually
by dropping to 0 hit points.
Foresight
9th-level divination
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a hummingbird feather)
Duration: 8 hours
You touch a willing creature and bestow a limited
ability to see into the immediate future. For the
duration, the target can’t be surprised and has
advantage on attack rolls, ability checks, and saving
throws. Additionally, other creatures have
disadvantage on attack rolls against the target for
the duration.
This spell immediately ends if you cast it again
before its duration ends.
Gate
9th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a diamond worth at least
5,000 gp)
Duration: Concentration, up to 1 minute
You conjure a portal linking an unoccupied space
you can see within range to a precise location on a
different plane of existence. The portal is a circular
opening, which you can make 5 to 20 feet in
diameter. You can orient the portal in any direction
you choose. The portal lasts for the duration.
The portal has a front and a back on each plane
where it appears. Travel through the portal is
possible only by moving through its front. Anything
that does so is instantly transported to the other
plane, appearing in the unoccupied space nearest to
the portal.
Deities and other planar rulers can prevent portals
created by this spell from opening in their presence
or anywhere within their domains.
When you cast this spell, you can speak the name
of a specific creature (a pseudonym, title, or
nickname doesn’t work). If that creature is on a
plane other than the one you are on, the portal opens
in the named creature’s immediate vicinity and
draws the creature through it to the nearest
unoccupied space on your side of the portal. You gain
no special power over the creature, and it is free to
act as the GM deems appropriate. It might leave,
attack you, or help you.
Imprisonment
9th-level abjuration
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a vellum depiction or a carved
statuette in the likeness of the target, and a special
component that varies according to the version of
the spell you choose, worth at least 500 gp per Hit
Die of the target)
Duration: Until dispelled
You create a magical restraint to hold a creature that
you can see within range. The target must succeed
on a Wisdom saving throw or be bound by the spell;
if it succeeds, it is immune to this spell if you cast it
again. While affected by this spell, the creature
doesn’t need to breathe, eat, or drink, and it doesn’t
age. Divination spells can’t locate or perceive the
target.
When you cast the spell, you choose one of the
following forms of imprisonment.
Burial. The target is entombed far beneath the
earth in a sphere of magical force that is just large
enough to contain the target. Nothing can pass
through the sphere, nor can any creature teleport or
use planar travel to get into or out of it.
The special component for this version of the spell
is a small mithral orb.
Chaining. Heavy chains, firmly rooted in the
ground, hold the target in place. The target is
restrained until the spell ends, and it can’t move or
be moved by any means until then.
The special component for this version of the spell
is a fine chain of precious metal.
Hedged Prison. The spell transports the target
into a tiny demiplane that is warded against
teleportation and planar travel. The demiplane can
be a labyrinth, a cage, a tower, or any similar
confined structure or area of your choice.
The special component for this version of the spell
is a miniature representation of the prison made
from jade.
Minimus Containment. The target shrinks to a
height of 1 inch and is imprisoned inside a gemstone
or similar object. Light can pass through the
gemstone normally (allowing the target to see out
and other creatures to see in), but nothing else can
pass through, even by means of teleportation or
planar travel. The gemstone can’t be cut or broken
while the spell remains in effect.
The special component for this version of the spell
is a large, transparent gemstone, such as a corundum,
diamond, or ruby.
Slumber. The target falls asleep and can’t be
awoken. The special component for this version of
the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in
any of its versions, you can specify a condition that
will cause the spell to end and release the target. The
condition can be as specific or as elaborate as you
choose, but the GM must agree that the condition is
reasonable and has a likelihood of coming to pass.
The conditions can be based on a creature’s name,
identity, or deity but otherwise must be based on
observable actions or qualities and not based on
intangibles such as level, class, or hit points.
A dispel magic spell can end the spell only if it is
cast as a 9th-level spell, targeting either the prison
or the special component used to create it.
You can use a particular special component to
create only one prison at a time. If you cast the spell
again using the same component, the target of the
first casting is immediately freed from its binding.
Meteor Swarm
9th-level evocation
Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: Instantaneous
Blazing orbs of fire plummet to the ground at four
different points you can see within range. Each
creature in a 40-foot-radius sphere centered on each
point you choose must make a Dexterity saving
throw.
The sphere spreads around corners. A
creature takes 20d6 fire damage and 20d6
bludgeoning damage on a failed save, or half as much
damage on a successful one. A creature in the area of
more than one fiery burst is affected only once.
The spell damages objects in the area and ignites
flammable objects that aren’t being worn or carried.
Power Word Kill
9th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You utter a word of power that can compel one
creature you can see within range to die instantly. If
the creature you choose has 100 hit points or fewer,
it dies. Otherwise, the spell has no effect.
Prismatic Wall
9th-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
A shimmering, multicolored plane of light forms a
vertical opaque wall—up to 90 feet long, 30 feet high,
and 1 inch thick—centered on a point you can see
within range. Alternatively, you can shape the wall
into a sphere up to 30 feet in diameter centered on a
point you choose within range. The wall remains in
place for the duration. If you position the wall so that
it passes through a space occupied by a creature, the
spell fails, and your action and the spell slot are
wasted.
The wall sheds bright light out to a range of 100
feet and dim light for an additional 100 feet. You and
creatures you designate at the time you cast the spell
can pass through and remain near the wall without
harm. If another creature that can see the wall
moves to within 20 feet of it or starts its turn there,
the creature must succeed on a Constitution saving
throw or become blinded for 1 minute.
The wall consists of seven layers, each with a
different color. When a creature attempts to reach
into or pass through the wall, it does so one layer at
a time through all the wall’s layers. As it passes or
reaches through each layer, the creature must make
a Dexterity saving throw or be affected by that
layer’s properties as described below.
The wall can be destroyed, also one layer at a time,
in order from red to violet, by means specific to each
layer. Once a layer is destroyed, it remains so for the
duration of the spell. A rod of cancellation destroys a
prismatic wall, but an antimagic field has no effect on
it.
1. Red. The creature takes 10d6 fire damage on a
failed save, or half as much damage on a successful
one. While this layer is in place, nonmagical ranged
attacks can’t pass through the wall. The layer can be
destroyed by dealing at least 25 cold damage to it.
2. Orange. The creature takes 10d6 acid damage
on a failed save, or half as much damage on a
successful one. While this layer is in place, magical
ranged attacks can’t pass through the wall. The layer
is destroyed by a strong wind.
3. Yellow. The creature takes 10d6 lightning
damage on a failed save, or half as much damage on
a successful one. This layer can be destroyed by
dealing at least 60 force damage to it.
4. Green. The creature takes 10d6 poison damage
on a failed save, or half as much damage on a
successful one. A passwall spell, or another spell of
equal or greater level that can open a portal on a
solid surface, destroys this layer.
5. Blue. The creature takes 10d6 cold damage on a
failed save, or half as much damage on a successful
one. This layer can be destroyed by dealing at least
25 fire damage to it.
6. Indigo. On a failed save, the creature is
restrained. It must then make a Constitution saving
throw at the end of each of its turns. If it successfully
saves three times, the spell ends. If it fails its save
three times, it permanently turns to stone and is
subjected to the petrified condition. The successes
and failures don’t need to be consecutive; keep track
of both until the creature collects three of a kind.
While this layer is in place, spells can’t be cast
through the wall. The layer is destroyed by bright
light shed by a daylight spell or a similar spell of
equal or higher level.
7. Violet. On a failed save, the creature is blinded.
It must then make a Wisdom saving throw at the
start of your next turn. A successful save ends the
blindness. If it fails that save, the creature is
transported to another plane of the GM’s choosing
and is no longer blinded. (Typically, a creature that
is on a plane that isn’t its home plane is banished
home, while other creatures are usually cast into the
Astral or Ethereal planes.) This layer is destroyed by
a dispel magic spell or a similar spell of equal or
higher level that can end spells and magical effects.
Shapechange
9th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a jade circlet worth at least
1,500 gp, which you must place on your head
before you cast the spell)
Duration: Concentration, up to 1 hour
You assume the form of a different creature for the
duration. The new form can be of any creature with
a challenge rating equal to your level or lower. The
creature can’t be a construct or an undead, and you
must have seen the sort of creature at least once.
You transform into an average example of that
creature, one without any class levels or the
Spellcasting trait.
Your game statistics are replaced by the statistics
of the chosen creature, though you retain your
alignment and Intelligence, Wisdom, and Charisma
scores. You also retain all of your skill and saving
throw proficiencies, in addition to gaining those of
the creature. If the creature has the same proficiency
as you and the bonus listed in its statistics is higher
than yours, use the creature’s bonus in place of
yours. You can’t use any legendary actions or lair
actions of the new form.
You assume the hit points and Hit Dice of the new
form. When you revert to your normal form, you
return to the number of hit points you had before
you transformed. If you revert as a result of
dropping to 0 hit points, any excess damage carries
over to your normal form. As long as the excess
damage doesn’t reduce your normal form to 0 hit
points, you aren’t knocked unconscious.
You retain the benefit of any features from your
class, race, or other source and can use them,
provided that your new form is physically capable of
doing so. You can’t use any special senses you have
(for example, darkvision) unless your new form also
has that sense. You can only speak if the creature can
normally speak.
When you transform, you choose whether your
equipment falls to the ground, merges into the new
form, or is worn by it. Worn equipment functions as
normal. The GM determines whether it is practical
for the new form to wear a piece of equipment,
based on the creature’s shape and size. Your
equipment doesn’t change shape or size to match the
new form, and any equipment that the new form
can’t wear must either fall to the ground or merge
into your new form. Equipment that merges has no
effect in that state.
During this spell’s duration, you can use your
action to assume a different form following the same
restrictions and rules for the original form, with one
exception: if your new form has more hit points than
your current one, your hit points remain at their
current value.
Time Stop
9th-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
You briefly stop the flow of time for everyone but
yourself. No time passes for other creatures, while
you take 1d4 + 1 turns in a row, during which you
can use actions and move as normal.
This spell ends if one of the actions you use during
this period, or any effects that you create during this
period, affects a creature other than you or an object
being worn or carried by someone other than you. In
addition, the spell ends if you move to a place more
than 1,000 feet from the location where you cast it.
True Polymorph
9th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of mercury, a dollop of
gum arabic, and a wisp of smoke)
Duration: Concentration, up to 1 hour
Choose one creature or nonmagical object that you
can see within range. You transform the creature
into a different creature, the creature into an object,
or the object into a creature (the object must be
neither worn nor carried by another creature). The
transformation lasts for the duration, or until the
target drops to 0 hit points or dies. If you
concentrate on this spell for the full duration, the
transformation lasts until it is dispelled.
This spell has no effect on a shapechanger or a
creature with 0 hit points. An unwilling creature can
make a Wisdom saving throw, and if it succeeds, it
isn’t affected by this spell.
Creature into Creature. If you turn a creature into
another kind of creature, the new form can be any
kind you choose whose challenge rating is equal to
or less than the target’s (or its level, if the target
doesn’t have a challenge rating). The target’s game
statistics, including mental ability scores, are
replaced by the statistics of the new form. It retains
its alignment and personality.
The target assumes the hit points of its new form,
and when it reverts to its normal form, the creature
returns to the number of hit points it had before it
transformed. If it reverts as a result of dropping to 0
hit points, any excess damage carries over to its
normal form. As long as the excess damage doesn’t
reduce the creature’s normal form to 0 hit points, it
isn’t knocked unconscious.
The creature is limited in the actions it can
perform by the nature of its new form, and it can’t
speak, cast spells, or take any other action that
requires hands or speech, unless its new form is
capable of such actions.
The target’s gear melds into the new form. The
creature can’t activate, use, wield, or otherwise
benefit from any of its equipment.
Object into Creature. You can turn an object into
any kind of creature, as long as the creature’s size is
no larger than the object’s size and the creature’s
challenge rating is 9 or lower. The creature is
friendly to you and your companions. It acts on each
of your turns. You decide what action it takes and
how it moves. The GM has the creature’s statistics
and resolves all of its actions and movement.
If the spell becomes permanent, you no longer
control the creature. It might remain friendly to you,
depending on how you have treated it.
Creature into Object. If you turn a creature into
an object, it transforms along with whatever it is
wearing and carrying into that form. The creature’s
statistics become those of the object, and the
creature has no memory of time spent in this form,
after the spell ends and it returns to its normal form.
Weird
9th-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to one minute
Drawing on the deepest fears of a group of creatures,
you create illusory creatures in their minds, visible
only to them. Each creature in a 30-foot-radius
sphere centered on a point of your choice within
range must make a Wisdom saving throw. On a
failed save, a creature becomes frightened for the
duration. The illusion calls on the creature’s deepest
fears, manifesting its worst nightmares as an
implacable threat. At the end of each of the
frightened creature’s turns, it must succeed on a
Wisdom saving throw or take 4d10 psychic damage.
On a successful save, the spell ends for that creature.
Wish
9th-level conjuration
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Wish is the mightiest spell a mortal creature can cast.
By simply speaking aloud, you can alter the very
foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other
spell of 8th level or lower. You don’t need to meet
any requirements in that spell, including costly
components. The spell simply takes effect.
Alternatively, you can create one of the following
effects of your choice:
• You create one object of up to 25,000 gp in value
that isn’t a magic item. The object can be no more
than 300 feet in any dimension, and it appears in
an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see
to regain all hit points, and you end all effects on
them described in the greater restoration spell.
• You grant up to ten creatures that you can see
resistance to a damage type you choose.
• You grant up to ten creatures you can see
immunity to a single spell or other magical effect
for 8 hours. For instance, you could make yourself
and all your companions immune to a lich’s life
drain attack.
• You undo a single recent event by forcing a reroll
of any roll made within the last round (including
your last turn). Reality reshapes itself to
accommodate the new result. For example, a wish
spell could undo an opponent’s successful save, a
foe’s critical hit, or a friend’s failed save. You can
force the reroll to be made with advantage or
disadvantage, and you can choose whether to use
the reroll or the original roll.
You might be able to achieve something beyond the
scope of the above examples. State your wish to the
GM as precisely as possible. The GM has great
latitude in ruling what occurs in such an instance;
the greater the wish, the greater the likelihood that
something goes wrong. This spell might simply fail,
the effect you desire might only be partly achieved,
or you might suffer some unforeseen consequence as
a result of how you worded the wish. For example,
wishing that a villain were dead might propel you
forward in time to a period when that villain is no
longer alive, effectively removing you from the game.
Similarly, wishing for a legendary magic item or
artifact might instantly transport you to the
presence of the item’s current owner.
The stress of casting this spell to produce any
effect other than duplicating another spell weakens
you. After enduring that stress, each time you cast a
spell until you finish a long rest, you take 1d10
necrotic damage per level of that spell. This damage
can’t be reduced or prevented in any way. In
addition, your Strength drops to 3, if it isn’t 3 or
lower already, for 2d4 days. For each of those days
that you spend resting and doing nothing more than
light activity, your remaining recovery time
decreases by 2 days. Finally, there is a 33 percent
chance that you are unable to cast wish ever again if
you suffer this stress.
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