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Druid Spell List

Cantrips

Control Flames
Spell ID: 829823
Name Control Flames School Transmutation
Spell Level 0 Range 60 feet
Casting Time 1 Action Duration Instantaneous or 1 hour
Components S Materials None
Ritual No Concentration No
Description
You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
  • You instantaneously expand the flame 5 feet in one direction,
  • provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by
  • the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes — such as the vague form of a creature,
  • an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.
    If you cast this spell multiple times, you can have up to three noninstantaneous.

     
    Create Bonfire
    Spell ID: 829827
    Name Create Bonfire School Conjuration
    Spell Level 0 Range 60 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.
    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

     
    Druidcraft
    Spell ID: 829834
    Name Druidcraft School Transmutation
    Spell Level 0 Range 30 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    Whispering to the spirits of nature, you create one of the following effects within range:   • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
    • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
    • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
    • You instantly light or snuff out a candle, a torch, or a small campfire.

     
    Frostbite
    Spell ID: 829859
    Name Frostbite School Evocation
    Spell Level 0 Range 60 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

     
    Guidance
    Spell ID: 829865
    Name Guidance School Divination
    Spell Level 0 Range Touch
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

     
    Gust
    Spell ID: 829867
    Name Gust School Transmutation
    Spell Level 0 Range 30 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You seize the air and compel it to create one of the following effects at a point you can see within range:   • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
    • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
    • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

     
    Infestation
    Spell ID: 829870
    Name Infestation School Conjuration
    Spell Level 0 Range 30 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials a living flea
    Ritual No Concentration No
    Description
    You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
    The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

     
    Magic Stone
    Spell ID: 829890
    Name Magic Stone School Transmutation
    Spell Level 0 Range Touch
    Casting Time 1 Bonus Action Duration 1 minute
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

     
    Mending
    Spell ID: 829893
    Name Mending School Transmutation
    Spell Level 0 Range Touch
    Casting Time 1 Minute Duration Instantaneous
    Components V, S, M Materials two lodestones
    Ritual No Concentration No
    Description
    This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloack, 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.

     
    Mold Earth
    Spell ID: 829905
    Name Mold Earth School Transmutation
    Spell Level 0 Range 30 feet
    Casting Time 1 Action Duration Instantaneous or 1 hour
    Components S Materials None
    Ritual No Concentration No
    Description
    You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:   • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
    • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
    • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

     
    Poison Spray
    Spell ID: 829912
    Name Poison Spray School Conjuration
    Spell Level 0 Range 10 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    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.   At higher level   This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level (4d12).

     
    Primal Savagery
    Spell ID: 829922
    Name Primal Savagery School Transmutation
    Spell Level 0 Range Self
    Casting Time 1 Action Duration Instantaneous
    Components S Materials None
    Ritual No Concentration No
    Description
    You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

     
    Produce Flame
    Spell ID: 829926
    Name Produce Flame School Conjuration
    Spell Level 0 Range Self
    Casting Time 1 Action Duration 10 minutes
    Components V, S Materials None
    Ritual No Concentration No
    Description
    A flickering flame appears in your hand.
    The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.   At higher level   This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

     
    Resistance
    Spell ID: 829933
    Name Resistance School Abjuration
    Spell Level 0 Range Touch
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials a miniature cloak
    Ritual No Concentration Yes
    Description
    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

     
    Shape Water
    Spell ID: 829944
    Name Shape Water School Transmutation
    Spell Level 0 Range 30 feet
    Casting Time 1 Action Duration Instantaneous or 1 hour
    Components S Materials None
    Ritual No Concentration No
    Description
    You choose an area of water that you can see within range and that fits within a 5-foot cube.
    You manipulate it in one of the following ways:   • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
    • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
    • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
    • You freeze the water, provided that there are no crea- tures in it. The water unfreezes in 1 hour.   If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

     
    Shillelagh
    Spell ID: 829948
    Name Shillelagh School Transmutation
    Spell Level 0 Range Touch
    Casting Time 1 Bonus Action Duration 1 minute
    Components V, S, M Materials mistletoe, a shamrock leaf, and a club or quarterstaff
    Ritual No Concentration No
    Description
    The wood of a club or quarterstaff you are holding is imbued with nature’s power.
    For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon

     
    Thorn Whip
    Spell ID: 829975
    Name Thorn Whip School Transmutation
    Spell Level 0 Range 30 feet
    Casting Time 1 Action Duration V, S, M
    Components the stem of a plant with thorns Materials None
    Ritual No Concentration No
    Description
    You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.   At higher level   This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

     
    Thunderclap
    Spell ID: 829986
    Name Thunderclap School Evocation
    Spell Level 0 Range 5 feet
    Casting Time 1 Action Duration Instantaneous
    Components S Materials None
    Ritual No Concentration No
    Description
    You create a burst of thunderous sound, which can be heard 100 feet away.
    Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
    The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6

     

    1st Level

    Absorb Elements
    Spell ID: 830018
    Name Absorb Elements School Abjuration
    Spell Level 1 Range Self
    Casting Time Special Duration 1 round
    Components S Materials None
    Ritual No Concentration No
    Description
    1 Reaction: Which you take when you take acid, cold, fire, lightning, or thunder damage.   The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

     
    Alter Arrow's Fortune
    Spell ID: 830639
    Name Alter Arrow's Fortune School Divination
    Spell Level 1 Range 100 feet
    Casting Time 1 Reaction (when an enemy makes a ranged attack that hits) Duration Instantaneous
    Components S Materials None
    Ritual No Concentration No
    Description
    You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy's aim. When an enemy makes a ranged attack (weapon or spell) that hits one of your allies, this spell causes the enemy to repeat the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).

     
    Animal Friendship
    Spell ID: 830027
    Name Animal Friendship School Enchantment
    Spell Level 1 Range 30 feet
    Casting Time 1 Action Duration 24 hours
    Components V, S, M Materials a morsel of food
    Ritual No Concentration No
    Description
    This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

     
    Anticipate Attack
    Spell ID: 830640
    Name Anticipate Attack School Divination
    Spell Level 2 Range Self
    Casting Time 1 Reaction (when you are attacked but before the attack roll is made) Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without triggering opportunity attacks. The attack still occurs but misses automatically if you are no longer within the attack's range, are impossible for the attack to hit, or can't be targeted by that attack in your new position. If none of those apply but the situation has changed—you’ve moved into a position with cover, for example—then the attack is made under those new conditions.

     
    Anticipate Weakness
    Spell ID: 830643
    Name Anticipate Weakness School Divination
    Spell Level 1 Range Self
    Casting Time 1 Bonus Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense and then you strike. Upon casting anticipate weakness, you have advantage on attack rolls until the end of your turn.

     
    Beast Bond
    Spell ID: 830044
    Name Beast Bond School Divination
    Spell Level 1 Range Touch
    Casting Time 1 Action Duration Up to 10 minutes
    Components V, S, M Materials a bit of fur wrapped in a cloth
    Ritual No Concentration Yes
    Description
    You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

     
    Charm Person
    Spell ID: 830096
    Name Charm Person School Enchantment
    Spell Level 1 Range 30 feet
    Casting Time 1 Action Duration 1 hour
    Components V, S Materials None
    Ritual No Concentration No
    Description
    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 level   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.

     
    Create or Destroy Water
    Spell ID: 830107
    Name Create or Destroy Water School Transmutation
    Spell Level 1 Range 30 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials a drop of water if creating water or a few grains of sand if destroying it
    Ritual No Concentration No
    Description
    You either create or destroy water.   Create Water
    You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.   Destroy Water
    You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

     
    Cure Wounds
    Spell ID: 830109
    Name Cure Wounds School Evocation
    Spell Level 1 Range Touch
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

     
    Decelerate
    Spell ID: 830065
    Name Decelerate School Abjuration
    Spell Level 1 Range 60 feet
    Casting Time 1 minute Duration 1 minute
    Components V, S, M Materials A toy top
    Ritual No Concentration No
    Description
    You slow the flow of time around a creature. The creature must make a successful Wisdom saving throw or its speed is halved (rounded up to the nearest 5-foot increment). Until the effect ends, the creature’s speed is halved again at the start of each of your turns. For example, a character with a speed of 30 feet fails its saving throw, dropping its speed to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet, then to 5 feet on the following round. Decelerate can’t reduce a creature’s speed to less than 5 feet. The spell ends after 1 minute or when the target uses its action to make a successful Wisdom saving throw.   At Higher Levels.   When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 3rd.

     
    Detect Magic
    Spell ID: 830113
    Name Detect Magic School Divination
    Spell Level 1 Range Self
    Casting Time 1 Action Duration Up to 10 minutes
    Components V, S Materials None
    Ritual Yes Concentration Yes
    Description
    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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

     
    Detect Poison and Disease
    Spell ID: 830115
    Name Detect Poison and Disease School Divination
    Spell Level 1 Range Self
    Casting Time 1 Action Duration Up to 10 minutes
    Components V, S, M Materials a yew leaf
    Ritual Yes Concentration No
    Description
    For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

     
    Earth Tremor
    Spell ID: 830123
    Name Earth Tremor School Evocation
    Spell Level 1 Range Self (10-foot radius)
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. 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.

     
    Entangle
    Spell ID: 830128
    Name Entangle School Conjuration
    Spell Level 1 Range 90 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.   A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
    When the spell ends, the conjured plants wilt away

     
    Faerie Fire
    Spell ID: 830132
    Name Faerie Fire School Evocation
    Spell Level 1 Range 60 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V Materials None
    Ritual No Concentration Yes
    Description
    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).   Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

     
    Fog Cloud
    Spell ID: 830141
    Name Fog Cloud School Conjuration
    Spell Level 1 Range 120 feet
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    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 level   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.

     
    Goodberry
    Spell ID: 830144
    Name Goodberry School Transmutation
    Spell Level 1 Range Touch
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials a sprig of mistletoe
    Ritual No Concentration No
    Description
    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

     
    Healing Word
    Spell ID: 830164
    Name Healing Word School Evocation
    Spell Level 1 Range 60 feet
    Casting Time 1 Bonus Action Duration Instantaneous
    Components V Materials None
    Ritual No Concentration No
    Description
    A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

     
    Ice Knife
    Spell ID: 830169
    Name Ice Knife School Conjuration
    Spell Level 1 Range 60 feet
    Casting Time 1 Action Duration Instantaneous
    Components S, M Materials a drop of water or piece of ice
    Ritual No Concentration No
    Description
    You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

     
    Jump
    Spell ID: 830177
    Name Jump School Transmutation
    Spell Level 1 Range Touch
    Casting Time 1 Action Duration 1 minute
    Components V, S, M Materials a grasshopper's hind leg
    Ritual No Concentration No
    Description
    You touch a creature. The creature’s jump distance is tripled until the spell ends.

     
    Longstrider
    Spell ID: 830178
    Name Longstrider School Transmutation
    Spell Level 1 Range Touch
    Casting Time 1 Action Duration 1 hour
    Components V, S, M Materials a pinch of dirt
    Ritual No Concentration No
    Description
    You touch a creature. The target’s speed increases by 10 feet until the spell ends.   At higher level   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.

     
    Protection from Evil and Good
    Spell ID: 830181
    Name Protection from Evil and Good School Abjuration
    Spell Level 1 Range Touch
    Casting Time 1 Action Duration Up to 10 minutes
    Components V, S, M Materials holy water or powdered silver and iron, which the spell consumes
    Ritual No Concentration Yes
    Description
    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.

     
    Purify Food and Drink
    Spell ID: 830182
    Name Purify Food and Drink School Transmutation
    Spell Level 1 Range 10 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual Yes Concentration No
    Description
    All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

     
    Seer's Reaction
    Spell ID: 830662
    Name Seer's Reaction School Divination
    Spell Level 1 Range Self
    Casting Time 1 Reaction (at the start of any other creature's turn) Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    Your foreknowledge allows you to act before others because you knew this was going to happen. When you cast this spell, reroll your Dexterity check for initiative with a +5 bonus. Your initiative equals the higher of the two results. If that number is higher than the current initiative number, take your turn immediately but switch to the higher number next round.

     
    Snare
    Spell ID: 830191
    Name Snare School Abjuration
    Spell Level 1 Range Touch
    Casting Time 1 Minute Duration 8 hours
    Components S, M Materials 25 feet of rope, which the spell consumes
    Ritual No Concentration No
    Description
    As you cast this spell, you use the rope to create a circle with a 5- foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.   A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.

     
    Speak with Animals
    Spell ID: 830193
    Name Speak with Animals School Divination
    Spell Level 1 Range Self
    Casting Time 1 Action Duration 10 minutes
    Components V, S Materials None
    Ritual Yes Concentration No
    Description
    You gain the ability to comprehend and verbally communicate with beasts for the duration.
    The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

     
    Thunderwave
    Spell ID: 830200
    Name Thunderwave School Evocation
    Spell Level 1 Range Self (15-foot cube)
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    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 level   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.

     
    Withered Sight
    Spell ID: 830092
    Name Withered Sight School Necromancy
    Spell Level 1 Range 30 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials A dried lizard's eye
    Ritual No Concentration Yes
    Description
    You cause the eyes of a creature you can see within range to age rapidly. The target must make a Constitution saving throw. If it fails, the creature has disadvantage on Perception rolls and attack rolls. An affected creature repeats the saving throw at the end of its turn, ending the effect with a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.   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.

     

    2nd Level

    Animal Messenger
    Spell ID: 830216
    Name Animal Messenger School Enchantment
    Spell Level 2 Range 30 feet
    Casting Time 1 Action Duration 24 hours
    Components V, S, M Materials a morsel of food
    Ritual Yes Concentration No
    Description
    By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.   When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes it way back to where you cast this spell.   At higher level   If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

     
    Augury
    Spell ID: 830218
    Name Augury School Divination
    Spell Level 2 Range Self
    Casting Time 1 Minute Duration Instantaneous
    Components V, S, M Materials specially marked sticks, bones, or similar tokens worth at least 25 gp
    Ritual Yes Concentration No
    Description
    By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:   • Weal, for good results
    • Woe, for bad results
    • Weal and woe, for both good and bad results
    • Nothing, for results that aren’t especially good or bad
      The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

     
    Avoid Grievous Injury
    Spell ID: 830644
    Name Avoid Grievous Injury School Divination
    Spell Level 2 Range Self
    Casting Time 1 Reaction (when you are struck by a critical hit) Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.

     
    Barkskin
    Spell ID: 830221
    Name Barkskin School Transmutation
    Spell Level 2 Range Touch
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S, M Materials a handful of oak bark
    Ritual No Concentration Yes
    Description
    You touch a willing creature. Until the spellends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

     
    Beast Sense
    Spell ID: 830222
    Name Beast Sense School Divination
    Spell Level 1 Range Touch
    Casting Time 1 Action Duration Up to 1 hour
    Components S Materials None
    Ritual No Concentration Yes
    Description
    You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

     
    Continual Flame
    Spell ID: 830231
    Name Continual Flame School Evocation
    Spell Level 2 Range Touch
    Casting Time 1 Action Duration Until dispelled
    Components V, S, M Materials ruby dust worth 50 gp, which the spell consumes
    Ritual No Concentration No
    Description
    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.

     
    Darkvision
    Spell ID: 830258
    Name Darkvision School Transmutation
    Spell Level 2 Range Touch
    Casting Time 1 Action Duration 8 hours
    Components V, S, M Materials either a pinch of dried carrot
    Ritual No Concentration No
    Description
    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.

     
    Distraction Cascade
    Spell ID: 830646
    Name Distraction Cascade School Divination
    Spell Level 2 Range 30 feet
    Casting Time 1 Reaction (when an ally declares an attack against an enemy you can see) Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    With a flash of foresight, you throw a foe off balance. Target one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.

     
    Dust Devil
    Spell ID: 830263
    Name Dust Devil School Conjuration
    Spell Level 2 Range 60 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials a pinch of dust
    Ritual No Concentration Yes
    Description
    Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.   Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.   As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.   At higher level   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.

     
    Earthbind
    Spell ID: 830265
    Name Earthbind School Transmutation
    Spell Level 2 Range 300 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V Materials None
    Ritual No Concentration Yes
    Description
    Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.

     
    Enhance Ability
    Spell ID: 830267
    Name Enhance Ability School Transmutation
    Spell Level 2 Range Touch
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S, M Materials fur or a feather from a beast
    Ritual No Concentration Yes
    Description
    You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.   - Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
    - Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
    - Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
    - Eagle’s Splendor. The target has advantage on Charisma checks.
    - Fox’s Cunning. The target thas advantage on Intelligence checks.
    - Owl’s Wisdom. The target has advantage on Wisdom checks.
      At higher level   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.

     
    Enlarge/Reduce
    Spell ID: 830268
    Name Enlarge/Reduce School Transmutation
    Spell Level 2 Range 30 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials a pinch of powdered iron
    Ritual No Concentration Yes
    Description
    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 attack 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).

     
    Find Traps
    Spell ID: 830271
    Name Find Traps School Divination
    Spell Level 2 Range 120 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You sense the presence of any trap within range that is within line of sight.
    A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.   This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

     
    Flame Blade
    Spell ID: 830273
    Name Flame Blade School Evocation
    Spell Level 2 Range Self
    Casting Time 1 Bonus Action Duration Up to 10 minutes
    Components V, S, M Materials the ashes of a burned leaf
    Ritual No Concentration Yes
    Description
    You evoke a fiery blade in your free hand.
    The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.   You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.   At higher level   When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

     
    Flaming Sphere
    Spell ID: 830274
    Name Flaming Sphere School Conjuration
    Spell Level 2 Range 60 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials a bit of tallow, a pinch of brimstone, and a dusting of powdered iron
    Ritual No Concentration Yes
    Description
    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 level   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.

     
    Gust of Wind
    Spell ID: 830276
    Name Gust of Wind School Evocation
    Spell Level 2 Range Self (60-foot line)
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials a legume seed
    Ritual No Concentration Yes
    Description
    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.

     
    Healing Spirit
    Spell ID: 830277
    Name Healing Spirit School Conjuration
    Spell Level 2 Range 60 feet
    Casting Time 1 Bonus Action Duration Up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore ld6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.   At higher level   When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.

     
    Heartstrike
    Spell ID: 830651
    Name Heartstrike School Divination
    Spell Level 2 Range Self
    Casting Time 1 Bonus Action Duration Instantaneous
    Components V, S, M Materials An arrow, bolt, or other missile
    Ritual No Concentration No
    Description
    The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for half cover, three-quarters cover, and light obscuration when making those attacks.

     
    Heat Metal
    Spell ID: 830278
    Name Heat Metal School Transmutation
    Spell Level 2 Range 60 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials a piece of iron and a flame
    Ritual No Concentration Yes
    Description
    Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.   If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.   At higher level   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.

     
    Hold Person
    Spell ID: 830281
    Name Hold Person School Enchantment
    Spell Level 2 Range 60 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials a small, straight piece of iron
    Ritual No Concentration Yes
    Description
    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 level   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.

     
    Lesser Restoration
    Spell ID: 830284
    Name Lesser Restoration School Abjuration
    Spell Level 2 Range Touch
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

     
    Locate Animals or Plants
    Spell ID: 830288
    Name Locate Animals or Plants School Divination
    Spell Level 2 Range Self
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials a bit of fur from a hound
    Ritual Yes Concentration No
    Description
    Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

     
    Locate Object
    Spell ID: 830289
    Name Locate Object School Divination
    Spell Level 2 Range Self
    Casting Time 1 Action Duration Up to 10 minutes
    Components V, S, M Materials a forked twig
    Ritual No Concentration Yes
    Description
    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.

     
    Moonbeam
    Spell ID: 830308
    Name Moonbeam School Evocation
    Spell Level 2 Range 120 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials several seeds of any moonseed plant
    Ritual No Concentration Yes
    Description
    A silvery beam of pale light shines down in a 5-footradius, 40-foothigh cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.   When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.   A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.   On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.   At higher level   When you cast this spell using aspell slot of 3rd level or higher, the damage increases by 1d1O for each slot level above 2nd.

     
    Pass Without Trace
    Spell ID: 830317
    Name Pass Without Trace School Abjuration
    Spell Level 2 Range Self
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S, M Materials ashes from a burned leaf of mistletoe and a sprig of spruce
    Ritual No Concentration Yes
    Description
    A veil of shadows and silence radiates from you, masking you and your companions from detection.
    For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

     
    Protection from Poison
    Spell ID: 830328
    Name Protection from Poison School Abjuration
    Spell Level 2 Range Touch
    Casting Time 1 Action Duration 1 hour
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.   For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

     
    Skywrite
    Spell ID: 830344
    Name Skywrite School Transmutation
    Spell Level 2 Range Sight
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S Materials None
    Ritual Yes Concentration No
    Description
    You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

     
    Soothsayer's Shield
    Spell ID: 830670
    Name Soothsayer's Shield School Divination
    Spell Level 2 Range Self
    Casting Time 1 Reaction (when you are hit by an attack) Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    This spell can be cast when you are hit by an enemy’s attack. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack.

     
    Spike Growth
    Spell ID: 830350
    Name Spike Growth School Transmutation
    Spell Level 2 Range 150 feet
    Casting Time 1 Action Duration Up to 10 minutes
    Components V, S, M Materials seven sharp thorns or seven small twigs, each sharpened to a point
    Ritual No Concentration Yes
    Description
    The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.   The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

     
    Warding Wind
    Spell ID: 830356
    Name Warding Wind School Evocation
    Spell Level 2 Range Self
    Casting Time 1 Action Duration Up to 10 minutes
    Components V Materials None
    Ritual No Concentration Yes
    Description
    A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
    The wind has the following effects:   • It deafens you and other creatures in its area.
    • It extinguishes unprotected flames in its area that are torchsized or smaller.
    • The area is difficult terrain for creatures other than you.
    • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
    • It hedges out vapor, gas, and fog that can be dispersed by strong wind.

     

    3rd Level

    Accelerate
    Spell ID: 830050
    Name Accelerate School Transmutation
    Spell Level 3 Range Touch
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials A toy top
    Ritual No Concentration Yes
    Description
    Choose up to three willing creatures within range, which may include you. Until the end of the spell, the target's movement speed doubles. The target can also take a bonus action on each of its turns. This bonus action can only be used to take the Dash action. In addition, the creature has advantage on Dexterity saving throws while under the effect of this spell.   At Higher Levels.   When you cast this spell using a spell slot of 4th level or higher, you can affect an additional creature for each slot level above 3rd.

     
    Aura of Vitality
    Spell ID: 830362
    Name Aura of Vitality School Evocation
    Spell Level 3 Range Self (30-foot radius)
    Casting Time 1 Action Duration Up to 1 minute
    Components V Materials None
    Ritual No Concentration Yes
    Description
    Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

     
    Call Lightning
    Spell ID: 825808
    Name Call Lightning School Conjuration
    Spell Level 3 Range 120 feet
    Casting Time 1 Action Duration Up to 10 minutes
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).   When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.   If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.   At higher level   When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

     
    Conjure Animals
    Spell ID: 825884
    Name Conjure Animals School Conjuration
    Spell Level 3 Range 60 feet
    Casting Time 1 Action Duration 1 hour
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.   Choose one of the following options for what appears: • One beast of challenge rating 2 or lower
    • Two beasts of challenge rating 1 or lower
    • Four beasts of challenge rating 1/2 or lower
    • Eight beasts of challenge rating 1/4 or lower
      Each beast is also considered fey, and it 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 DM has the creatures’ statistics.   At higher level   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 5th-level slot
    three times as many with a 7th-level slot
      four times as many with a 9th-level slot

     
    Daylight
    Spell ID: 825944
    Name Daylight School Evocation
    Spell Level 3 Range 60 feet
    Casting Time 1 Action Duration 1 hour
    Components V, S Materials None
    Ritual No Concentration No
    Description
    A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.   If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.   If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

     
    Dispel Magic
    Spell ID: 825946
    Name Dispel Magic School Abjuration
    Spell Level 3 Range 120 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    Choose any 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 level   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.

     
    Elemental Weapon
    Spell ID: 825957
    Name Elemental Weapon School Transmutation
    Spell Level 3 Range Touch
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.   At higher level   When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4.   When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

     
    Erupting Earth
    Spell ID: 825970
    Name Erupting Earth School Transmutation
    Spell Level 3 Range 120 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials A piece of obsidian
    Ritual No Concentration No
    Description
    Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.   At higher level   When you cast this spell using a spell slot of 4rd level or higher, the damage increases by 1d12 for each slot level above 3rd.

     
    Feign Death
    Spell ID: 825977
    Name Feign Death School Necromancy
    Spell Level 3 Range Touch
    Casting Time 1 Action Duration 1 hour
    Components V, S, M Materials A pinch of graveyard dirt
    Ritual Yes Concentration No
    Description
    You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0.   The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

     
    Flame Arrows
    Spell ID: 825981
    Name Flame Arrows School Transmutation
    Spell Level 3 Range Touch
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.   At higher level   When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

     
    Meld into Stone
    Spell ID: 826028
    Name Meld into Stone School Transmutation
    Spell Level 3 Range Touch
    Casting Time 1 Action Duration 8 hours
    Components V, S Materials None
    Ritual Yes Concentration No
    Description
    You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.   While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.   Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

     
    Plant Growth
    Spell ID: 826041
    Name Plant Growth School Transmutation
    Spell Level 3 Range 150 feet
    Casting Time Special Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.   If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.   You can exclude one or more areas of any size within the spell’s area from being affected.   If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

     
    Protection from Energy
    Spell ID: 826046
    Name Protection from Energy School Abjuration
    Spell Level 3 Range Touch
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

     
    Revivify
    Spell ID: 826050
    Name Revivify School Necromancy
    Spell Level 3 Range Touch
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials diamonds worth 300 gp, which the spell consumes
    Ritual No Concentration No
    Description
    You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

     
    Scry Ambush
    Spell ID: 830657
    Name Scry Ambush School Divination
    Spell Level 3 Range Self
    Casting Time 1 Reaction (taken at the start of an enemy’s turn) Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You foresee your foe’s attack a split second before it begins. When you cast this spell, a number of your allies equal to your spellcasting ability modifier (minimum of 1) + your proficiency bonus are not surprised. If you yourself were surprised, you must make a spellcasting check at the moment your reaction should be triggered. The DC equals the initiative number of the current turn. If the spellcasting check fails, you remain surprised and can't use a reaction to cast the spell until after your turn. If the check succeeds, you can take a reaction to cast the spell but you must be one of its targets.

     
    Sidestep Arrow
    Spell ID: 830668
    Name Sidestep Arrow School Divination
    Spell Level 3 Range Self
    Casting Time 1 Reaction (when an enemy targets you with a ranged attack) Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    With a few perfectly timed steps, you maneuver a foe between you and danger. You can cast this spell when a foe targets you with a ranged attack but before the attack roll is made, the spell is cast, etc. At least one other foe must be within 10 feet of you when you cast sidestep arrow. As part of casting the spell, you can move up to 15 feet to place an enemy between you and the attacker, in the direct line of attack. You must be able to move (not restrained or grappled or reduced to speed 0 for any other reason). This move does not provoke opportunity attacks. After you've moved, the ranged attack is resolved with the intervening foe as the target instead of you.

     
    Sleet Storm
    Spell ID: 826054
    Name Sleet Storm School Conjuration
    Spell Level 3 Range 150 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials A pinch of dust and a few drops of water
    Ritual No Concentration Yes
    Description
    Until the spell ends, freez ing 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.

     
    Slippery Fingers
    Spell ID: 830669
    Name Slippery Fingers School Divination
    Spell Level 3 Range 30 feet
    Casting Time 1 Bonus Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it's currently holding unless it makes a successful Charisma saving throw. This spell can't cause magic items to be dropped.

     
    Speak with Plants
    Spell ID: 826066
    Name Speak with Plants School Transmutation
    Spell Level 3 Range Self (30-foot radius)
    Casting Time 1 Action Duration 10 minutes
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.   You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.   Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.   If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.   This spell can cause the plants created by the entangle spell to release a restrained creature.

     
    Targeting Foreknowledge
    Spell ID: 830671
    Name Targeting Foreknowledge School Divination
    Spell Level 3 Range Self
    Casting Time 1 Bonus Action Duration Instantaneous
    Components V Materials None
    Ritual No Concentration No
    Description
    Twisting the knife, slapping with the butt of the spear, cutting again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you inflict an additional 2d6 damage of the weapon's type to the target. If your attack roll was a natural 19, the attack becomes a critical hit and you also add the weapon's basic damage die or dice (the normal damage boost for a critical hit) to the 2d6 bonus damage, along with any other special result you would normally cause with a critical hit.

     
    Tidal Wave
    Spell ID: 826090
    Name Tidal Wave School Conjuration
    Spell Level 5 Range 120 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials a drop of water
    Ritual No Concentration No
    Description
    You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

     
    Wall of Water
    Spell ID: 826111
    Name Wall of Water School Evocation
    Spell Level 3 Range 60 feet
    Casting Time 1 Action Duration Up to 10 minutes
    Components V, S, M Materials A drop of water
    Ritual No Concentration Yes
    Description
    You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

     
    Water Breathing
    Spell ID: 826114
    Name Water Breathing School Transmutation
    Spell Level 3 Range 30 feet
    Casting Time 1 Action Duration 24 hours
    Components V, S, M Materials A short reed or piece of straw
    Ritual Yes Concentration No
    Description
    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.

     
    Water Walk
    Spell ID: 826117
    Name Water Walk School Transmutation
    Spell Level 3 Range 30 feet
    Casting Time 1 Action Duration 1 hour
    Components V, S, M Materials A piece of cork
    Ritual Yes Concentration No
    Description
    This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.   If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

     
    Wind Wall
    Spell ID: 826119
    Name Wind Wall School Evocation
    Spell Level 3 Range 120 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials A tiny fan and a feather of exotic origin
    Ritual No Concentration Yes
    Description
    A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.   When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.   The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.

     

    4th Level

    Blight
    Spell ID: 826139
    Name Blight School Necromancy
    Spell Level 4 Range 30 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    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 level   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.

     
    Charm Monster
    Spell ID: 826141
    Name Charm Monster School Enchantment
    Spell Level 4 Range 1 Action
    Casting Time 30 feet Duration 1 hour
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it 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 is friendly to you. When the spell ends, the creature knows it was charmed by you.   At higher level   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. The creatures must be within 30 feet of each other when you target them.

     
    Confusion
    Spell ID: 826146
    Name Confusion School Enchantment
    Spell Level 4 Range
    Casting Time Duration
    Components None Materials None
    Ritual No Concentration Yes
    Description
    This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled actions. 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 its turns, an affected target can make a Wisdom saving throw. It it succeeds, this effect ends for that target.   At higher level   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
    Spell ID: 826150
    Name Conjure Minor Elementals School Conjuration
    Spell Level 4 Range 90 feet
    Casting Time 1 minute Duration Up to 1 hour
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    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 DM has the creatures’ statistics.   At higher level   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.

     
    Conjure Woodland Beings
    Spell ID: 826153
    Name Conjure Woodland Beings School Conjuration
    Spell Level 4 Range 60 feet
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S, M Materials One holly berry per creature summoned
    Ritual No Concentration Yes
    Description
    You summon fey creatures that appear in unoccupied spaces that you can see within range.   Choose one of the following options for what appears:   • One fey creature of challenge rating 2 or lower
    • Two fey creatures of challenge rating 1 or lower
    • Four fey creatures of challenge rating 1/2 or lower
    • Eight fey creatures of challenge rating 1/4 or lower
      A summoned creature 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 have their 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 DM has the creatures’ statistics.   At higher level   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
    three times as many with an 8th-level slot.

     
    Control Water
    Spell ID: 826157
    Name Control Water School Transmutation
    Spell Level 4 Range 300 feet
    Casting Time 1 Action Duration Up to 10 minutes
    Components V, S, M Materials A drop of water and a pinch of dust
    Ritual No Concentration Yes
    Description
    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 capsiz ing. 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.

     
    Divination
    Spell ID: 826169
    Name Divination School Divination
    Spell Level 4 Range Self
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes
    Ritual Yes Concentration No
    Description
    Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.   The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.   If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

     
    Dominate Beast
    Spell ID: 826176
    Name Dominate Beast School Enchantment
    Spell Level 4 Range 60 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You attempt to beguile a beast 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 beast 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 level   When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes.   When you use a 6th-level spell slot, the duration is concentration, up to 1 hour.   When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours

     
    Elemental Bane
    Spell ID: 826185
    Name Elemental Bane School Transmutation
    Spell Level 4 Range 90 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.   At higher level   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. The creatures must be within 30 feet of each other when you target them.

     
    Energy Foreknowledge
    Spell ID: 830648
    Name Energy Foreknowledge School Divination
    Spell Level 4 Range Self
    Casting Time 1 Reaction (see description) Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    1 Reaction, when you are the target of a spell that does cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage   When you cast energy foreknowledge, you gain resistance to every type of energy listed above that’s done by the spell hitting you. This resistance lasts until the end of your next turn.   At Higher Levels   When energy foreknowledge is cast with a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.

     
    Fire Shield
    Spell ID: 826201
    Name Fire Shield School Evocation
    Spell Level 4 Range Self
    Casting Time 1 Action Duration 10 minutes
    Components V, S, M Materials A bit of phosphorus or a firefly
    Ritual No Concentration No
    Description
    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.

     
    Freedom of Movement
    Spell ID: 826767
    Name Freedom of Movement School Abjuration
    Spell Level 4 Range Touch
    Casting Time 1 Action Duration 1 hour
    Components V, S, M Materials A leather strap, bound around the arm or a similar appendage
    Ritual No Concentration No
    Description
    You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.   The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

     
    Giant Insect
    Spell ID: 826769
    Name Giant Insect School Transmutation
    Spell Level 4 Range 30 feet
    Casting Time 1 Action Duration Up to 10 minutes
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.   Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.   A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.   The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

     
    Grasping Vine
    Spell ID: 826770
    Name Grasping Vine School Conjuration
    Spell Level 4 Range 30 feet
    Casting Time 1 Bonus Action Duration Up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.   Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

     
    Guardian of Nature
    Spell ID: 826774
    Name Guardian of Nature School Transmutation
    Spell Level 4 Range Self
    Casting Time 1 Bonus Action Duration Up to 1 minute
    Components V Materials None
    Ritual No Concentration Yes
    Description
    A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength—based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a
  • hit.   Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
    . You gain 10 temporary hit points.
  • You make Constitution saving throws with advantage.
  • You make Dexterity- and Wisdom-based attack rolls with
  • advantage.
  • While you are on the ground, the ground within 15 feet of you is
  • difficult terrain for your enemies.

     
    Hallucinatory Terrain
    Spell ID: 826775
    Name Hallucinatory Terrain School Illusion
    Spell Level 4 Range 300 feet
    Casting Time 10 minutes Duration 24 hours
    Components V, S, M Materials A stone, a twig, and a bit of green plant
    Ritual No Concentration No
    Description
    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
    Spell ID: 826776
    Name Ice Storm School Evocation
    Spell Level 4 Range 300 feet
    Casting Time 1 Hour Duration Instantaneous
    Components V, S, M Materials A pinch of dust and a few drops of water
    Ritual No Concentration No
    Description
    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 level   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
    Spell ID: 826781
    Name Locate Creature School Divination
    Spell Level 4 Range Self
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S, M Materials A bit of fur from a bloodhound
    Ritual No Concentration Yes
    Description
    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.

     
    Polymorph
    Spell ID: 826795
    Name Polymorph School Transmutation
    Spell Level 4 Range 60 feet
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S, M Materials A caterpillar cocoon
    Ritual No Concentration Yes
    Description
    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. A shapechanger automatically succeeds on this saving throw.   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. This spell can’t affect a target that has 0 hit points.

     
    Reset
    Spell ID: 830073
    Name Reset School Transmutation
    Spell Level 4 Range 60 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    Temporal energy bursts from you to bathe the battlefield. Choose up to four creatures within range. If the creature is your ally, it can reroll its initiative check twice, keeping whichever of the two results it prefers. If the target is your enemy, it must make a successful Wisdom saving throw or reroll its initiative check twice, keeping whichever of the two results you prefer. New initiative results go into effect at the start of the next round.   At Higher Levels.   When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.

     
    Stone Shape
    Spell ID: 826802
    Name Stone Shape School Transmutation
    Spell Level 4 Range Touch
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials Soft clay, which must be worked into roughly the desired shape of the stone object
    Ritual No Concentration No
    Description
    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
    Spell ID: 826803
    Name Stoneskin School Abjuration
    Spell Level 4 Range Touch
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S, M Materials Diamond dust worth 100 gp, which the spell consumes
    Ritual No Concentration Yes
    Description
    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
    Spell ID: 826808
    Name Wall of Fire School Evocation
    Spell Level 4 Range 120 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials A small piece of phosphorus
    Ritual No Concentration Yes
    Description
    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 level   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.

     
    Watery Sphere
    Spell ID: 826810
    Name Watery Sphere School Conjuration
    Spell Level 4 Range 90 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials A droplet of water
    Ritual No Concentration Yes
    Description
    You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.   Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.   The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.   As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.   When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.

     

    5th Level

    Antilife Shell
    Spell ID: 826818
    Name Antilife Shell School Abjuration
    Spell Level 5 Range Self (10-foot radius)
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
    If you move so that an affect creature is forced to pass through the barrier, the spell ends.

     
    Awaken
    Spell ID: 826820
    Name Awaken School Transmutation
    Spell Level 5 Range Touch
    Casting Time 8 hours Duration Instantaneous
    Components V, S, M Materials An agate worth at least 1,000 gp, which the spell consumes
    Ritual No Concentration No
    Description
    After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vinces, creepers, and so forth, and it gains senses similar to a huamn’s. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.   The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

     
    Commune with Nature
    Spell ID: 826857
    Name Commune with Nature School Divination
    Spell Level 5 Range Self
    Casting Time 1 minute Duration Instantaneous
    Components V, S Materials None
    Ritual Yes Concentration No
    Description
    You briefly become one with nature and gain knowledge of the surrounding territory.
    In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.   You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
    • terrain and bodies of water
    • prevalent plants, minerals, animals, or peoples
    • powerful celestials, fey, fiends, elementals, or undead
    • influence from other planes of existence
    • buildings   For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

     
    Cone of Cold
    Spell ID: 826860
    Name Cone of Cold School Evocation
    Spell Level 5 Range Self (60-foot cone)
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials A small crystal or glass cone
    Ritual No Concentration No
    Description
    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 level   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
    Spell ID: 826862
    Name Conjure Elemental School Conjuration
    Spell Level 5 Range 90 feet
    Casting Time 1 minute Duration Up to 1 hour
    Components V, S, M Materials Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water
    Ritual No Concentration Yes
    Description
    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 becom es 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 DM has the elemental’s statistics.   At higher level   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.

     
    Contagion
    Spell ID: 826866
    Name Contagion School Necromancy
    Spell Level 5 Range Touch
    Casting Time 1 Action Duration 7 days
    Components V, S Materials None
    Ritual No Concentration No
    Description
    Your touch inflicts disease.
    Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.   At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.   Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.   Blinding Sickness
    Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.   Filth Fever
    A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.   Flesh Rot
    The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.   Mindfire
    The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.   Seizure
    The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.   Slimy Doom
    The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

     
    Control Winds
    Spell ID: 826867
    Name Control Winds School Transmutation
    Spell Level 5 Range 300 feet
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.   Gusts
    A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.   Downdraft
    You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.   Updraft
    You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

     
    Geas
    Spell ID: 826887
    Name Geas School Enchantment
    Spell Level 5 Range 60 feet
    Casting Time 1 minute Duration 30 days
    Components V Materials None
    Ritual No Concentration No
    Description
    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 actiity 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 level
    When you cast this spell usinga 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.

     
    Greater Restoration
    Spell ID: 826892
    Name Greater Restoration School Abjuration
    Spell Level 5 Range Touch
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials Diamond dust worth at least 100 gp, which the spell consumes
    Ritual No Concentration No
    Description
    You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
    * One effect that charmed or petrified the target
    * One curse, including the target’s attunement to a cursed magic item
    * Any reduction to one of the target’s ability scores
    * One effect reducing the target’s hit point maximum

     
    Insect Plague
    Spell ID: 826903
    Name Insect Plague School Conjuration
    Spell Level 5 Range 300 feet
    Casting Time 1 Action Duration Up to 10 minutes
    Components V, S, M Materials A few grains of sugar, some kernels of grain, and a smear of fat
    Ritual No Concentration Yes
    Description
    S warming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.   When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing 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.   At higher level   When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

     
    Maelstrom
    Spell ID: 826909
    Name Maelstrom School Evocation
    Spell Level 5 Range 120 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials Paper or leaf in the shape of a funnel
    Ritual No Concentration Yes
    Description
    A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

     
    Mass Cure Wounds
    Spell ID: 826910
    Name Mass Cure Wounds School Evocation
    Spell Level 5 Range 60 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    A wave of healing energy washes out from a point of your choice within range.
    Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.   At higher level   When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

     
    Planar Binding
    Spell ID: 826916
    Name Planar Binding School Abjuration
    Spell Level 5 Range 60 feet
    Casting Time 1 Hour Duration 24 hours
    Components V, S, M Materials A jewel worth at least 1,000 gp, which the spell consumes
    Ritual No Concentration No
    Description
    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 w as 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 level   When you cast this spell using a spell slot of a higher level, the duration increases to:
    10 days with a 6th-level slot,
    30 days with a 7th-level slot,
    180 days with an 8th-level slot,
    1 year and 1 day with a 9th-level spell slot.

     
    Reincarnate
    Spell ID: 826919
    Name Reincarnate School Transmutation
    Spell Level 5 Range Touch
    Casting Time 1 Hour Duration Instantaneous
    Components V, S, M Materials Rare oils and unguents worth at least 1,000 gp, which the spell consumes
    Ritual No Concentration No
    Description
    You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.   The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.   d100 Race
    01-04 Dragonborn
    05-13 Dwarf, hill
    14-21 Dwarf, mountain
    22-25 Elf, dark
    26-34 Elf, high
    35-42 Elf, wood
    43-46 Gnome, forest
    47-52 Gnome, rock
    53-56 Half-elf
    57-60 Half-orc
    61-68 Halfling, lightfoot
    69-76 Halfling, stout
    77-96 Human
    97-00 Tiefling   The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

     
    Scrying
    Spell ID: 826920
    Name Scrying School Divination
    Spell Level 5 Range Self
    Casting Time 10 minutes Duration Up to 10 minutes
    Components V, S, M Materials A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water
    Ritual No Concentration Yes
    Description
    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
    Posession 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 w ere 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.

     
    Transmute Rock
    Spell ID: 829742
    Name Transmute Rock School Transmutation
    Spell Level 5 Range 120 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials clay and water
    Ritual No Concentration No
    Description
    You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.   Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.   The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.   If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.   Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

     
    Tree Stride
    Spell ID: 829745
    Name Tree Stride School Conjuration
    Spell Level 5 Range Self
    Casting Time 1 Action Duration up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.
    Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.   You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

     
    Wall of Stone
    Spell ID: 829754
    Name Wall of Stone School Evocation
    Spell Level 5 Range 120 feet
    Casting Time 1 Action Duration up to 10 minutes
    Components V, S, M Materials a small block of granite
    Ritual No Concentration Yes
    Description
    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-foot-by-10-foot panels. Each panel must be contiguous with at least on 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 resting 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 DM’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.

     
    Wrath Of Nature
    Spell ID: 829756
    Name Wrath of Nature School Evocation
    Spell Level 5 Range 120 feet
    Casting Time 1 Action Duration up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.   Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.   Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.   Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

     

    6th Level

    Bones of the Earth
    Spell ID: 829760
    Name Bones of the Earth School Transmutation
    Spell Level 6 Range 120 feet
    Casting Time 1 Action Duration
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.   If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.   At Higher Levels.   When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

     
    Conjure Fey
    Spell ID: 829768
    Name Conjure Fey School Conjuration
    Spell Level 6 Range 90 feet
    Casting Time 1 Minute Duration up to 1 hour
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.   The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.   If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature’s statistics.   At higher level   When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th

     
    Druid Grove
    Spell ID: 829779
    Name Druid Grove School Abjuration
    Spell Level 5 Range Touch
    Casting Time 10 Minutes Duration 24 hours
    Components V, S, M Materials mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon
    Ritual No Concentration No
    Description
    You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30—foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.   Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.   Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.   Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can‘t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.   Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:
  • A constant gust of Wind in two locations of your choice
  • Spike growth in one location of your choice
  • Wind wall in two locations of your choice
  • To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

     
    Find the Path
    Spell ID: 829784
    Name Find the Path School Divination
    Spell Level 6 Range Self
    Casting Time 1 Minute Duration up to 1 day
    Components V, S, M Materials a set of divinatory tools – such as bones, ivory sticks, cards, teeth, or carved runes – worth 100 gp and an object from the location you wish to find
    Ritual No Concentration Yes
    Description
    This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as "a green dragon’s lair”), the spell fails.   For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.”

     
    Flesh to Stone
    Spell ID: 829785
    Name Flesh to Stone School Transmutation
    Spell Level 6 Range 60 feet
    Casting Time 1 Action Duration up to 1 minute
    Components V,S,M Materials a pinch of lime, water, and earth
    Ritual No Concentration Yes
    Description
    You attempt to turn one creature that you can see within range into stone. If the targets 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 Consititution 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 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.

     
    Heal
    Spell ID: 829796
    Name Heal School Evocation
    Spell Level 6 Range 60 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.   At higher level   When you cast this spell using aspell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th

     
    Heroes' Feast
    Spell ID: 829797
    Name Heroes’ Feast School Conjuration
    Spell Level 6 Range 30 feet
    Casting Time 10 Minutes Duration Instantaneous
    Components V, S, M Materials a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes
    Ritual No Concentration No
    Description
    You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast.   A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

     
    Investiture of Flame
    Spell ID: 829799
    Name Investiture of Flame School Transmutation
    Spell Level 6 Range Self
    Casting Time 1 Action Duration up to 10 minutes
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:
    • You are immune to fire damage and have resistance to cold damage.
    • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
    • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one

     
    Investiture of Ice
    Spell ID: 829800
    Name Investiture of Ice School Transmutation
    Spell Level 6 Range Self
    Casting Time 1 Action Duration up to 10 minutes
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    Until the spell ends, ice rimes your body, and you gain the following benefits:
    • You are immune to cold damage and have resistance to fire damage.
    • You can move across difficult terrain created by ice or snow without spending extra movement.
    • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
    • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

     
    Investiture of Stone
    Spell ID: 829801
    Name Investiture of Stone School Transmutation
    Spell Level 6 Range Self
    Casting Time 1 Action Duration up to 10 minutes
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
    • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
    • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
    • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

     
    Investiture of Wind
    Spell ID: 829803
    Name Investiture of Wind School Transmutation
    Spell Level 6 Range Self
    Casting Time 1 Action Duration up to 10 minutes
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    Until the spell ends, wind whirls around you, and you gain the following benefits:
    • Ranged weapon attacks made against you have disadvantage on the attack roll.
    • You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
    • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

     
    Move Earth
    Spell ID: 829810
    Name Move Earth School Transmutation
    Spell Level 6 Range 120 feet
    Casting Time 1 Action Duration up to 2 hours
    Components V, S, M Materials an iron blade and a small bag containing a mixture of soils—clay, loam, and sand
    Ritual No Concentration Yes
    Description
    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 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.

     
    Primordial Ward
    Spell ID: 829821
    Name Primordial Ward School Abjuration
    Spell Level 6 Range Self
    Casting Time 1 Action Duration up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.
    When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.

     
    Sunbeam
    Spell ID: 829833
    Name Sunbeam School Evocation
    Spell Level 6 Range Self (60-foot line)
    Casting Time 1 Action Duration up to 1 minute
    Components V, S, M Materials a magnifying glass
    Ritual No Concentration Yes
    Description
    A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-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. The light is sunlight.

     
    Time Loop
    Spell ID: 830083
    Name Time Loop School Transmutation
    Spell Level 6 Range 30 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials A metal loop
    Ritual No Concentration Yes
    Description
    You capture the target in a loop of time. The creature is teleported to the space where it began its previous turn. The target then makes a Wisdom saving throw. If it succeeds, the spell’s effect ends. If it fails, the creature must repeat the actions it took on its previous turn, following the same sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved, then attacked, on its previous turn, its only option is to move, then attack, this turn. If the space where the target began its previous turn is occupied or it’s impossible for the target to take the same action (if it cast a spell but it’s now unable to do so, for example), the target is incapacitated.
    An affected target repeats the saving throw at the end of its turn, ending the effect on itself on a success. For as long as the duration lasts, the target teleports back to its starting point at the start of each of its turns and it must repeat the same sequence of moves and actions.

     
    Transport via Plants
    Spell ID: 829840
    Name Transport via Plants School Conjuration
    Spell Level 6 Range 10 feet
    Casting Time 1 Action Duration 1 round
    Components V, S Materials None
    Ritual No Concentration No
    Description
    This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

     
    Wall of Thorns
    Spell ID: 829851
    Name Wall of Thorns School Conjuration
    Spell Level 6 Range 120 feet
    Casting Time 1 Action Duration up to 10 minutes
    Components V, S, M Materials a handful of thorns
    Ritual No Concentration Yes
    Description
    You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.   A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save.   At higher level   When you cast this spell using a spell slot of 7th level or higher, both types o f damage increase by 1d8 for each slot level above 6th.

     
    Wind Walk
    Spell ID: 829853
    Name Wind Walk School Transmutation
    Spell Level 6 Range 30 feet
    Casting Time 1 Minute Duration 8 hours
    Components V, S, M Materials fire and holy water
    Ritual No Concentration No
    Description
    You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud.
    While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form.
    Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.   If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

     

    7th Level

    Fire Storm
    Spell ID: 829872
    Name Fire Storm School Evocation
    Spell Level 7 Range 150 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    A storm made up of sheets of roaring flame appears in a location you choose within range.
    The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.   The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.

     
    Mirage Arcane
    Spell ID: 829878
    Name Mirage Arcane School Illusion
    Spell Level 7 Range Sight
    Casting Time 10 Minutes Duration 10 days
    Components V, S Materials None
    Ritual No Concentration No
    Description
    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
    Spell ID: 829887
    Name Plane Shift School Conjuration
    Spell Level 7 Range Touch
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence
    Ritual No Concentration No
    Description
    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 or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reac 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 DM’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 the 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.

     
    Regenerate
    Spell ID: 829899
    Name Regenerate School Transmutation
    Spell Level 7 Range Touch
    Casting Time 1 Minute Duration 1 hour
    Components V, S, M Materials a prayer wheel and holy water
    Ritual No Concentration No
    Description
    You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).   The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

     
    Reverse Gravity
    Spell ID: 829903
    Name Reverse Gravity School Transmutation
    Spell Level 7 Range 100 feet
    Casting Time 1 Action Duration up to 1 minute
    Components V, S, M Materials a lodestone and iron filings
    Ritual No Concentration Yes
    Description
    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.

     
    Symbol
    Spell ID: 829915
    Name Symbol School Abjuration
    Spell Level 7 Range Touch
    Casting Time 1 Minute Duration Until dispelled or triggered
    Components V, S, M Materials mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes
    Ritual No Concentration No
    Description
    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 20 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 DM 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.

     
    Whirlwind
    Spell ID: 829929
    Name Whirlwind School Evocation
    Spell Level 7 Range 300 feet
    Casting Time 1 Action Duration up to 1 minute
    Components V, M Materials a piece of straw
    Ritual No Concentration Yes
    Description
    A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.   A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top.   A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

     

    8th Level

    Animal Shapes
    Spell ID: 829935
    Name Animal Shapes School Transmutation
    Spell Level 8 Range 30 feet
    Casting Time 1 Action Duration up to 24 hours
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    Your magic turns others into beasts.
    Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms.   The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point 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 or cast spells.   The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.

     
    Antipathy/Sympathy
    Spell ID: 829949
    Name Antipathy/Sympathy School Enchantment
    Spell Level 8 Range 60 feet
    Casting Time 1 Hour Duration 10 days
    Components V, S, M Materials either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect
    Ritual No Concentration No
    Description
    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 o fit, 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.

     
    Control Weather
    Spell ID: 829959
    Name Control Weather School Transmutation
    Spell Level 8 Range Self (5-mile radius)
    Casting Time 10 Minutes Duration up to 8 hours
    Components V, S, M Materials None
    Ritual No Concentration Yes
    Description
    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 DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 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 1 – Clear,
    Stage 2 – Light clouds,
    Stage 3 – Overcast or ground fog,
    Stage 4 – Rain, hail or snow,
    Stage 5 – Torrential rain, driving hail or blizzard
      Temperature
    Stage 1 – Unbearable heat,
    Stage 2 – Hot,
    Stage 3 – Warm,
    Stage 4 – Cool,
    Stage 5 – Cold,
    Stage 6 – Arctic cold
      Wind
    Stage 1 – Calm,
    Stage 2 – Moderate wind,
    Stage 3 – Strong wind,
    Stage 4 – Gale,
    Stage 5 – Storm

     
    Earthquake
    Spell ID: 829973
    Name Earthquake School Evocation
    Spell Level 8 Range 500 feet
    Casting Time 1 Action Duration up to 1 minute
    Components V, S, M Materials a pinch o f dirt, a piece o f rock, and a lump of clay
    Ritual No Concentration Yes
    Description
    You create a seismic disturbance at a point on the ground that you can see within range.
    For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.   The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.   When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.   This spell can have additional effects depending on the terrain in the area, as determined by the DM.   Fissures.
    Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).   Structures.
    The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

     
    Feeblemind
    Spell ID: 829982
    Name Feeblemind School Enchantment
    Spell Level 8 Range 150 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials a handful of clay, crystal, glass, or mineral spheres
    Ritual No Concentration No
    Description
    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.

     
    Incendiary Cloud
    Spell ID: 829999
    Name Incendiary Cloud School Conjuration
    Spell Level 8 Range 150 feet
    Casting Time 1 Action Duration up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    A swirling cloud of smoke shot through with white-hot 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.

     
    Sunburst
    Spell ID: 830020
    Name Sunburst School Evocation
    Spell Level 8 Range 150 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials fire and a piece of sunstone
    Ritual No Concentration No
    Description
    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.

     
    Tsunami
    Spell ID: 830026
    Name Tsunami School Conjuration
    Spell Level 8 Range Sight
    Casting Time 1 Minute Duration up to 6 rounds
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.   When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.   At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.   A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

     

    9th Level

    Foresight
    Spell ID: 830033
    Name Foresight School Divination
    Spell Level 9 Range Touch
    Casting Time 1 Minute Duration 8 hours
    Components V, S, M Materials a hummingbird feather
    Ritual No Concentration No
    Description
    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.

     
    Shapechange
    Spell ID: 830069
    Name Shapechange School Transmutation
    Spell Level 9 Range Self
    Casting Time 1 Action Duration up to 1 hour
    Components V, S, M Materials a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell
    Ritual No Concentration Yes
    Description
    You assume the form of a different creature for the duration. The new form can be 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, 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 hitpoints, 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 DM 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 pints than your current one, your hit points remain at their current value.

     
    Storm of Vengeance
    Spell ID: 830074
    Name Storm of Vengeance School Conjuration
    Spell Level 9 Range Sight
    Casting Time 1 Action Duration up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.   Each round you maintain concentration on this spell, the storm produces additional effects on your turn.   Round 2
    Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.   Round 3
    You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.   Round 4
    Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.   Round 5-10
    Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.

     
    True Resurrection
    Spell ID: 830080
    Name True Resurrection School Necromancy
    Spell Level 9 Range Touch
    Casting Time 1 Hour Duration Instantaneous
    Components V, S, M Materials a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes
    Ritual No Concentration No
    Description
    You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.   This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs.   The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.

     

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