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Warlock Spell List

Cantrips

Blade Ward
Spell ID: 829808
Name Blade Ward School Abjuration
Spell Level 0 Range Self
Casting Time 1 Action Duration 1 round
Components V, S Materials None
Ritual No Concentration No
Description
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

 
Booming Blade
Spell ID: 829811
Name Booming Blade School Evocation
Spell Level 0 Range 5 feet
Casting Time 1 Action Duration 1 round
Components V, M Materials a weapon
Ritual No Concentration No
Description
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.   On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves be- fore then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels.   At higher level   At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

 
Chill Touch
Spell ID: 829818
Name Chill Touch School Necromancy
Spell Level 0 Range 120 feet
Casting Time 1 Action Duration 1 round
Components V, S Materials None
Ritual No Concentration No
Description
You create a ghostly, skeletal hand in the space of a creature within range.
Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.   At higher level   This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 
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).

 
Eldritch Blast
Spell ID: 829839
Name Eldritch Blast School Evocation
Spell Level 0 Range 120 feet
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.   At higher level   The spell creates more than one beam when you reach higher levels:
Two beams at 5th level
Three beams at 11th level
Four beams at 17th level.
You can direct the beams at the same target or at different ones.
Make a separate attack roll for each beam.

 
Friends
Spell ID: 829848
Name Friends School Enchantment
Spell Level 0 Range Self
Casting Time 1 Action Duration Up to 1 minute
Components S, M Materials a small amount of makeup applied to the face as this spell is cast
Ritual No Concentration Yes
Description
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

 
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).

 
Green-Flame Blade
Spell ID: 829862
Name Green-Flame Blade School Evocation
Spell Level 0 Range 5 feet
Casting Time 1 Action Duration Instantaneous
Components V, M Materials a weapon
Ritual No Concentration No
Description
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.   At higher level   At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

 
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).

 
Lightning Lure
Spell ID: 829883
Name Lightning Lure School Evocation
Spell Level 0 Range 15 feet
Casting Time 1 Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range.
The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.   At higher level   This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 
Mage Hand
Spell ID: 829886
Name Mage Hand School Conjuration
Spell Level 0 Range 30 feet
Casting Time 1 Action Duration 1 minute
Components V, S Materials None
Ritual No Concentration No
Description
A spectral, floating hand appears at a point you choose within range.
The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can’t attack, activate magical items, or carry more than 10 pounds.

 
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.

 
Minor Illusion
Spell ID: 829902
Name Minor Illusion School Illusion
Spell Level 0 Range 30 feet
Casting Time 1 Action Duration 1 minute
Components S, M Materials a bit of fleece
Ritual No Concentration No
Description
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object such as a chair, muddy footprints, or a small chest it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

 
Poison Spray
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).

 
Prestidigitation
Spell ID: 829920
Name Prestidigitation School Transmutation
Spell Level 0 Range 10 feet
Casting Time 1 Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration No
Description
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:   -You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
-You instantaneously light or snuff out a candle, a torch, or a small campfire.
-You instantaneously clean or soil an object no larger than 1 cubic foot.
-You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
-You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
-You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.   If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 
Pummelstone
Spell ID: 830529
Name Pummelstone School Conjuration
Spell Level 0 Range 60 feet
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials A pebble
Ritual No Concentration No
Description
You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

 
Sword Burst
Spell ID: 829962
Name Sword Burst School Conjuration
Spell Level 0 Range 5 feet
Casting Time 1 Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
You create a momentary circle of spectral blades that sweep around you.
Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.   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

 
Toll the Dead
Spell ID: 829993
Name Toll the Dead School Necromancy
Spell Level 0 Range 60 feet
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

 
True Strike
Spell ID: 829998
Name True Strike School Divination
Spell Level 0 Range 30 feet
Casting Time 1 Action Duration Up to 1 hour
Components S Materials None
Ritual No Concentration Yes
Description
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

 
Wind Lash
Spell ID: 830538
Name Wind Lash School Evocation
Spell Level 0 Range 20 feet
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing winds and is pushed 5 feet away from you.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 

1st Level

Armor of Agathys
Spell ID: 830031
Name Armor of Agathys School Abjuration
Spell Level 1 Range Self
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials a cup of water
Ritual No Concentration No
Description
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.
You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot

 
Arms of Hadar
Spell ID: 830037
Name Arms of Hadar School Conjuration
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 invoke the power of Hadar, the Dark Hunger.
Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.   At higher level   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.

 
Cause Fear
Spell ID: 830088
Name Cause Fear School Necromancy
Spell Level 1 Range 60 feet
Casting Time 1 Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   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 lst. The creatures must be within 30 feet of each other when you target them.

 
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.

 
Comprehend Languages
Spell ID: 830106
Name Comprehend Languages School Divination
Spell Level 1 Range Self
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials a pinch of soot and salt
Ritual Yes Concentration No
Description
For the duration, you understand the literal meaning of any spoken language that you hear.
You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.   This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.

 
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.

 
Expeditious Retreat
Spell ID: 830130
Name Expeditious Retreat School Transmutation
Spell Level 1 Range Self
Casting Time 1 Bonus Action Duration Up to 10 minutes
Components V, S Materials None
Ritual No Concentration Yes
Description
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

 
Foretell Distraction
Spell ID: 830649
Name Foretell Distraction School Divination
Spell Level 1 Range Self
Casting Time 1 Bonus Action Duration Instantaneous
Components S Materials None
Ritual No Concentration No
Description
Thanks to your foreknowledge, you know just when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is accessible within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed less than 10 for any other reason). This doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.

 
Hellish Rebuke
Spell ID: 830165
Name Hellish Rebuke School Evocation
Spell Level 1 Range 60 feet
Casting Time Special Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
Reaction: you are being damaged by a creature within 60 feet of you that you can see.   You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

 
Hex
Spell ID: 830167
Name Hex School Enchantment
Spell Level 1 Range 90 feet
Casting Time 1 Bonus Action Duration Up to 1 hour
Components V, S, M Materials the petrified eye of a newt
Ritual No Concentration Yes
Description
You place a curse on a creature that you can see within range.
Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.   At higher level   When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

 
Illusory Script
Spell ID: 830171
Name Illusory Script School Illusion
Spell Level 1 Range Touch
Casting Time 1 Minute Duration 10 days
Components S, M Materials a lead-based ink worth at least 10 gp, which the spell consumes
Ritual Yes Concentration No
Description
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.   To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.   Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.

 
Insightful Maneuver
Spell ID: 830652
Name Insightful Maneuver School Divination
Spell Level 1 Range Touch
Casting Time 1 Bonus Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice).
Additionally, if the target has any other vulnerabilities, you learn them.

 
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.

 
Tidal Barrier
Spell ID: 830537
Name Tidal Barrier School Abjuration
Spell Level 1 Range Self (10-foot radius)
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials A piece of driftwood
Ritual No Concentration Yes
Description
A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. The area is difficult terrain, and a creature that starts its turn in or enters the area must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you, and its speed is reduced to 0 until the start of its next turn.

 
Twist the Skein
Spell ID: 830672
Name Twist the Skein School Divination
Spell Level 1 Range 30 feet
Casting Time 1 Reaction (see description) Duration Instantaneous
Components S Materials None
Ritual No Concentration No
Description
1 Reaction, when a creature makes a successful or unsuccessful attack roll, saving throw, or skill check   You tweak a strand of a creature’s fate as it makes an attack roll, saving throw, or skill check. Roll 1d20 – 10 to produce a number from 10 to –9. Add that number to the creature's roll, increasing or decreasing the result accordingly. This adjustment can turn a failure into a success or vice versa, or it may not change the outcome at all. The target must use the modified result regardless of whether it’s better or worse than the original.

 
Unseen Servant
Spell ID: 830204
Name Unseen Servant School Conjuration
Spell Level 1 Range 60 feet
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials a piece of string and a bit of wood
Ritual No Concentration No
Description
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.   Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and inteact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

 
Wind Tunnel
Spell ID: 830539
Name Wind Tunnel School Evocation
Spell Level 1 Range Self (60-foot line)
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials A hollow reed or paper tube
Ritual No Concentration Yes
Description
You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60-foot long and 10-foot wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind adds 10 feet to its speed, and ranged weapon attacks fired with the wind don’t suffer disadvantage due to long range. Creatures in the line moving against the wind spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks fired through the line against the wind are made with disadvantage.
The wind tunnel disperses gases and vapors, 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 of extinguishing them.

 
Witch Bolt
Spell ID: 830205
Name Witch Bolt School Evocation
Spell Level 1 Range 30 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials a twig from a tree that has been struck by lightning
Ritual No Concentration Yes
Description
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target.
Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 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

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.

 
Cloud of Daggers
Spell ID: 830230
Name Cloud of Daggers School Conjuration
Spell Level 2 Range 60 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials a sliver of glass
Ritual No Concentration Yes
Description
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.   At higher level   When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

 
Crown of Madness
Spell ID: 830254
Name Crown of Madness School Enchantment
Spell Level 2 Range 120 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.   The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.   On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

 
Darkness
Spell ID: 830257
Name Darkness School Evocation
Spell Level 2 Range 60 feet
Casting Time 1 Action Duration Up to 10 minutes
Components V, M Materials bat fur and a piece of coal
Ritual No Concentration Yes
Description
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.   If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.   If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

 
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.

 
Distracting Divination
Spell ID: 830647
Name Distracting Divination School Divination
Spell Level 2 Range Touch
Casting Time 1 Reaction (when an enemy attempts to cast a spell) Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy attempts to cast a spell, make a melee spell attack against that enemy. If it hits, the enemy's spell fails and has no effect; the enemy’s action is used up but the spell slot isn’t expended.

 
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.

 
Enthrall
Spell ID: 830269
Name Enthrall School Enchantment
Spell Level 2 Range 60 feet
Casting Time 1 Action Duration 1 minute
Components V, S Materials None
Ritual No Concentration No
Description
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

 
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.

 
Invisibility
Spell ID: 830282
Name Invisibility School Illusion
Spell Level 2 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials an eyelash encased in gum arabic
Ritual No Concentration Yes
Description
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.   At higher 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.

 
Mind Spike
Spell ID: 830300
Name Mind Spike School Divination
Spell Level 2 Range 60 feet
Casting Time 1 Action Duration Up to 1 hour
Components S Materials None
Ritual No Concentration Yes
Description
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.   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.

 
Mirror Image
Spell ID: 830302
Name Mirror Image School Illusion
Spell Level 2 Range Self
Casting Time 1 Action Duration 1 minute
Components V, S Materials None
Ritual No Concentration No
Description
Three illusory duplicates of yourself appear in your space.
Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

 
Misty Step
Spell ID: 830305
Name Misty Step School Conjuration
Spell Level 2 Range Self
Casting Time 1 Bonus Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

 
Ray of Enfeeblement
Spell ID: 830333
Name Ray of Enfeeblement School Necromancy
Spell Level 2 Range 60 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration No
Description
A black beam of enervating energy springs from your finger toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

 
Rolling Thunder
Spell ID: 830533
Name Rolling Thunder School Evocation
Spell Level 2 Range Self (30-foot line)
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials A sliver of metal from a gong
Ritual No Concentration No
Description
A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30- foot long and 5-foot wide. Each creature in the line must succeed on a Constitution saving throw or be deafened for 1 minute. A creature made of inorganic material, such as stone, crystal, or metal, has disadvantage on saving throws against this spell. While a creature is deafened in this way, it is wreathed in thundering energy. It takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success.   At Higher Levels   When you cast this spell using a spell slot of 3rd level or higher, the damage increase by 1d8 for each slot level above 2nd.

 
Shadow Blade
Spell ID: 830337
Name Shadow Blade School Illusion
Spell Level 2 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration No
Description
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.   At higher level   When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

 
Shatter
Spell ID: 830339
Name Shatter School Evocation
Spell Level 2 Range 60 feet
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials a chip of mica
Ritual No Concentration No
Description
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.   At higher 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.

 
Spider Climb
Spell ID: 830347
Name Spider Climb School Transmutation
Spell Level 2 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials a spider
Ritual No Concentration Yes
Description
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

 
Spire of Stone
Spell ID: 830534
Name Spire of Stone School Conjuration
Spell Level 2 Range Self
Casting Time 1 Action Duration Up to 10 minutes
Components V, S, M Materials A small basalt cylinder
Ritual No Concentration Yes
Description
You cause a spire of rock to burst out of the ground, floor, or another surface beneath your feet. The spire is as wide as your space, and lifting you, it can rise up to 20 feet in height. When the spire appears, a creature within 5 feet of you must succeed on a Dexterity saving throw or fall prone.
As a bonus action on your turn, you can cause the spire to rise or descend up to 20 feet to a maximum height of 40 feet. If you move off of the spire, it immediately collapses back into the ground. When the spire disappears, it leaves the surface from which it sprang unharmed. You can create a new spire as a bonus action for the duration of the spell.

 
Suggestion
Spell ID: 830353
Name Suggestion School Enchantment
Spell Level 2 Range 30 feet
Casting Time 1 Action Duration Up to 8 hours
Components V, M Materials a snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Ritual No Concentration Yes
Description
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.   The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.   You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.   If you or any of your companions damage the target, the spell ends.

 
Time Step
Spell ID: 830079
Name Time Step School Conjuration
Spell Level 2 Range Self
Casting Time 1 Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
You briefly step forward in time. You disappear from your location and reappear at the beginning of your next turn in a location within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the interval you’re missing, and you aren’t aware of anything that happens during that time.

 

3rd Level

Anticipate Arcana
Spell ID: 830642
Name Anticipate Arcana School Divination
Spell Level 3 Range Self
Casting Time 1 Reaction (when an enemy you can see casts a spell) Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
Your foresight gives you an instant to ready your defenses against a magical attack. When you cast anticipate arcana, you have advantage on saving throws against spells and other magical effects until the start of your next turn.

 
Counterspell
Spell ID: 825909
Name Counterspell School Abjuration
Spell Level 3 Range 60 feet
Casting Time 1 Reaction Duration Instantaneous
Components S Materials None
Ritual No Concentration No
Description
1 reaction, which you take when you see a creature within 60 feet of you casting a spell   You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10+ the spell’s level. On a success, the creature’s spell fails and has no effect.   At higher level   When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

 
Dispel Magic
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.

 
Enemies Abound
Spell ID: 825969
Name Enemies Abound School Enchantment
Spell Level 3 Range 120 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

 
Fear
Spell ID: 825972
Name Fear School Illusion
Spell Level 3 Range Self (30-foot cone)
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials A white feather or the heart of a hen
Ritual No Concentration Yes
Description
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.   While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

 
Fly
Spell ID: 825982
Name Fly School Transmutation
Spell Level 3 Range Touch
Casting Time 1 Action Duration Up to 10 minutes
Components V, S, M Materials A wing feather from any bird
Ritual No Concentration Yes
Description
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.   At higher level   When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

 
Frozen Razors
Spell ID: 830528
Name Frozen Razors School Evocation
Spell Level 3 Range 90 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials Water from a melted icicle
Ritual No Concentration Yes
Description
Razor sharp blades of ice erupt out of the ground or another surface in a 20-foot cube, centered on a point you can see within range. For the duration, the area is lightly obscured and difficult terrain. A creature that moves more than 5 feet on a turn within the area, or into the area, must make a Dexterity saving throw. On a failed save, the creature takes 2d6 slashing damage and 3d6 cold damage, or half as much damage on a successful one. A creature that takes cold damage from this spell is reduced to half speed until the start of its next turn.   At Higher Levels   When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

 
Gaseous Form
Spell ID: 825984
Name Gaseous Form School Transmutation
Spell Level 3 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials A bit of gauze and a wisp of smoke
Ritual No Concentration Yes
Description
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.   While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.   While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.

 
Hunger Of Hadar
Spell ID: 825996
Name Hunger of Hadar School Conjuration
Spell Level 3 Range 150 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials A pickled octopus tentacle
Ritual No Concentration Yes
Description
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.   The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.

 
Hypnotic Pattern
Spell ID: 826001
Name Hypnotic Pattern School Illusion
Spell Level 3 Range 120 feet
Casting Time 1 Action Duration Up to 1 minute
Components S, M Materials A glowing stick of incense or a crystal vial filled with phosphorescent material
Ritual No Concentration Yes
Description
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.   The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

 
Magic Circle
Spell ID: 826017
Name Magic Circle School Abjuration
Spell Level 3 Range 1 hour
Casting Time 1 minute Duration 1 hour
Components V, S, M Materials Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
Ritual No Concentration No
Description
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.   Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:   * The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.   * The creature has disadvantage on attack rolls against targets within the cylinder.   * Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.   When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.   At higher level   When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

 
Major Image
Spell ID: 826023
Name Major Image School Illusion
Spell Level 3 Range
Casting Time Duration
Components None Materials None
Ritual No Concentration Yes
Description
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).   As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.   At higher level   When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

 
Remove Curse
Spell ID: 826048
Name Remove Curse School Abjuration
Spell Level 3 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

 
Riptide
Spell ID: 830532
Name Riptide School Conjuration
Spell Level 3 Range 60 feet
Casting Time 1 Action Duration 1 round
Components V, S Materials None
Ritual No Concentration No
Description
With a sweeping gesture, you cause a great swell of water to rise up in a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the area must make a Strength saving throw. On a failed save, a creature is restrained and suspended in the cylinder or moves to the nearest edge of cylinder on a successful one.
At the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options:
Riptide The water in the cylinder flows in a direction you choose, sweeping each creature in the area to the edge of the cylinder. A creature takes 3d8 bludgeoning damage and is pushed up to 40 feet in the chosen direction, or to the edge of the cylinder, landing prone.
Undertow The water rushes downward, pulling each creature in the area into an unoccupied space at the center. The creatures are knocked prone and must make a Constitution saving throw. On a failed save a creature is stunned until the start of your next turn.

 
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.

 
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.

 
Summon Lesser Demons
Spell ID: 826076
Name Summon Lesser Demons School Conjuration
Spell Level 3 Range 60 feet
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials A vial of blood from a humanoid killed within the past 24 hours
Ritual No Concentration Yes
Description
You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. d6 / Demons Summoned   1–2 / Two demons of challenge rating 1 or lower
3–4 / Four demons of challenge rating 1/2 or lower
5–6 / Eight demons of challenge rating 1/4 or lower
  The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.   The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.   As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.   At higher level   When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

 
Thunder Step
Spell ID: 826079
Name Thunder Step School Conjuration
Spell Level 3 Range 90 feet
Casting Time 1 Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.   At higher level   When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

 
Tongues
Spell ID: 826095
Name Tongues School Divination
Spell Level 3 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, M Materials a small clay model of a ziggurat
Ritual No Concentration No
Description
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

 
Vampiric Touch
Spell ID: 826099
Name Vampiric Touch School Necromancy
Spell Level 3 Range Self
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.   At higher level   When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

 

4th Level

Banishment
Spell ID: 826135
Name Banishment School Abjuration
Spell Level 4 Range 60 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials An item distasteful to the target
Ritual No Concentration No
Description
You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.   If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.   If the target is native to a different plane of existence that the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.   At higher 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.

 
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.

 
Dimension Door
Spell ID: 826167
Name Dimension Door School Conjuration
Spell Level 4 Range 500 feet
Casting Time 1 Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet".   You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.   If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

 
Earthskimmer
Spell ID: 830524
Name Earthskimmer School Transmutation
Spell Level 4 Range Self
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials A piece of shale or slate
Ritual No Concentration Yes
Description
You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or another solid surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.
When you take the Dash action, until the end of your turn you can enter the space of a creature up to one size larger than yourself, and the creature must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save and is knocked prone, or half as much damage and isn’t knocked prone on a successful one.

 
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.

 
Flame Wave
Spell ID: 830526
Name Flame Wave School Evocation
Spell Level 4 Range Self (40-foot cone)
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials A drop of tar, pitch, or oil
Ritual No Concentration No
Description
A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed 20 feet away from you, or takes half as much damage and isn’t pushed on a successful one.   At Higher Levels   When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

 
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.

 
Shadow Of Moil
Spell ID: 826798
Name Shadow of Moil School Necromancy
Spell Level 4 Range Self
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials An undead eyeball encased in a gem worth at least 150 gp
Ritual No Concentration Yes
Description
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.   Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

 
Sickening Radiance
Spell ID: 826799
Name Sickening Radiance School Evocation
Spell Level 4 Range 120 feet
Casting Time 1 Action Duration Up to 10 minutes
Components V, S Materials None
Ritual No Concentration Yes
Description
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

 
Summon Greater Demon
Spell ID: 826806
Name Summon Greater Demon School Conjuration
Spell Level 4 Range 60 feet
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials A vial of blood from a humanoid killed within the past 24 hours
Ritual No Concentration Yes
Description
You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.   Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.   As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.   At higher level   When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

 
Time Vortex
Spell ID: 830087
Name Time Vortex School Evocation
Spell Level 4 Range 90 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials A clockwork butterfly
Ritual No Concentration Yes
Description
This spell destabilizes the flow of time in the target area, subjecting creatures caught in the vortex to temporal fluctuations that are visible as a spherical distortion with a 10-foot radius. Each creature within the sphere when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or begins its turn inside the sphere must also make a Wisdom saving throw or be affected. Once a creature’s Wisdom saving throw succeeds, it is immune to this time vortex. An affected creature can’t take reactions and must roll a d10 at the start of its turn to determine its behavior for that turn.

You can move the temporal vortex 10 feet each round as a bonus action. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.   At Higher Levels.   When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

 

5th Level

Acid Rain
Spell ID: 830519
Name Acid Rain School Conjuration
Spell Level 5 Range 150 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials A drop of acid
Ritual No Concentration Yes
Description
You unleash a storm of swirling acid in a cylinder 20-foot wide and 30-foot high centered on a point you can see. The area is heavily obscured by driving rainfall. A creature that starts its turn in or enters the area for the first time must make a Dexterity saving throw. On a failed save, the creature takes 6d6 acid damage, or half as much damage on a successful one. When a creature leaves the area, it takes 3d6 acid damage at the start of its next turn.   At Higher Levels   When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d6, and the secondary damage increases by 1d6 for every two slot levels above 5th.

 
Contact Other Plane
Spell ID: 826865
Name Contact Other Plane School Divination
Spell Level 5 Range Self
Casting Time 1 minute Duration 1 minute
Components V Materials None
Ritual Yes Concentration No
Description
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.   On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, or unclear (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

 
Danse Macabre
Spell ID: 826869
Name Danse Macabre School Necromancy
Spell Level 5 Range 60 feet
Casting Time 1 Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. lfyou issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.   At higher level   When you cast this spell using a spell slot‘ of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

 
Dream
Spell ID: 826877
Name Dream School Illusion
Spell Level 5 Range Special
Casting Time 1 minute Duration 8 hours
Components V, S, M Materials (A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) or (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
Ritual No Concentration No
Description
This spell shapes a creature’s dreams.
Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.   If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.   You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.   If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

 
Enervation
Spell ID: 826881
Name Enervation School Necromancy
Spell Level 5 Range 60 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends ifyou use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.   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.

 
Frostbite (elemental)
Spell ID: 830527
Name Frostbite (elemental) School Evocation
Spell Level 5 Range 90 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials A strip of dried flesh that has been frozen at least once
Ritual No Concentration Yes
Description
You cause biting cold to settle around a creature you can see. The creature must succeed on a Constitution saving throw or take 4d8 cold damage, be reduced to half speed, and suffer disadvantage on attack rolls and ability checks. Creatures who are immune to cold damage are unaffected by this spell. For the duration, the target must repeat the saving throw at the start of its turn. If the target passes three saving throws against the spell, the spell ends. If no targets are affected, the spell ends immediately.   At Higher Levels   When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for every slot level above 5th.

 
Far Step
Spell ID: 826883
Name Far Step School Conjuration
Spell Level 5 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

 
Hold Monster
Spell ID: 826897
Name Hold Monster School Enchantment
Spell Level 5 Range 90 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 creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.   At higher level   When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

 
Infernal Calling
Spell ID: 826902
Name Infernal Calling School Conjuration
Spell Level 5 Range 90 feet
Casting Time 1 minute Duration Up to 1 hour
Components V, S, M Materials A ruby worth at least 999 gp
Ritual No Concentration Yes
Description
Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.   The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.
On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name.
If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses.
If your check succeeds, the devil carries out your command— such as “attack my enemies,” “explore the room ahead," or “bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the devil doesn‘t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.   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.

 
Mislead
Spell ID: 826912
Name Mislead School Illusion
Spell Level 5 Range Self
Casting Time 1 Action Duration Up to 1 hour
Components S Materials None
Ritual No Concentration Yes
Description
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.   You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.   You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

 
Modify Memory
Spell ID: 826913
Name Modify Memory School Enchantment
Spell Level 5 Range 30 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
You attempt to reshape another creature’s memories.
One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.   While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.   You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.   A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.   A remove curse or greater restoration spell cast on the target restores the creature’s true memory.   At higher level   If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

 
Negative Energy Flood
Spell ID: 826914
Name Negative Energy Flood School Necromancy
Spell Level 5 Range 60 feet
Casting Time 1 Action Duration Instantaneous
Components V Materials A broken bone and a square of black silk
Ritual No Concentration No
Description
You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

 
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.

 
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.

 
Synaptic Static
Spell ID: 826932
Name Synaptic Static School Enchantment
Spell Level 5 Range 120 feet
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.   After a failed save, a target has muddled thoughts for 1 minute.
During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

 
Teleportation Circle
Spell ID: 829737
Name Teleportation Circle School Conjuration
Spell Level 5 Range 10 feet
Casting Time 1 Minute Duration 1 round
Components V, M Materials rare chalks and inks infused with precious gems with 50 gp, which the spell consumes
Ritual No Concentration No
Description
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you.
A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.   Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence – a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.   You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

 
Wall Of Light
Spell ID: 829751
Name Wall of Light School Evocation
Spell Level 5 Range 120 feet
Casting Time 1 Action Duration up to 10 minutes
Components V, S, M Materials a hand mirror
Ritual No Concentration Yes
Description
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose:
horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.   When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage.   Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.   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.

 

6th Level

Arcane Gate
Spell ID: 829757
Name Arcane Gate School Conjuration
Spell Level 4 Range 500 feet
Casting Time 1 Action Duration up to 10 minutes
Components V, S Materials None
Ritual No Concentration Yes
Description
You create linked teleportation portals that remain open for the duration.
Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.   The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.   Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

 
Circle of Death
Spell ID: 829765
Name Circle of Death School Necromancy
Spell Level 6 Range 150 feet
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials the powder of a crushed black pearl worth at least 500 gp
Ritual No Concentration No
Description
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.   At higher level   When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

 
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

 
Create Undead
Spell ID: 829776
Name Create Undead School Necromancy
Spell Level 6 Range 10 feet
Casting Time 1 Minute Duration Instantaneous
Components V, S, M Materials one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse
Ritual No Concentration No
Description
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)   As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.   The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.   At higher level   When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls.
When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights.
When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

 
Drown
Spell ID: 830523
Name Drown School Conjuration
Spell Level 6 Range 30 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials Water from the lungs of a drowned creature
Ritual No Concentration Yes
Description
Water swirls up in a sphere around a creature you can see within range, forcing itself into the creature’s mouth and nose. The creature must make a Strength saving throw. On a failed save, it is stunned until the start of its next turn by the water entering its lungs. On a successful save, the creature isn’t affected.
An affected creature can’t speak and begins to suffocate. As an action, the creature can try to cough the water out of its lungs by repeating the saving throw. On a success, the spell ends. A creature that can breathe water isn’t affected by this spell.

 
Entomb
Spell ID: 830525
Name Entomb School Transmutation
Spell Level 6 Range 90 feet
Casting Time 1 Action Duration 8 hours
Components V, S, M Materials A chip of granite
Ritual No Concentration No
Description
You cause slabs of rock to burst out of the ground or another stone surface to form a 10-foot cube within range. When the cube forms, a creature inside must succeed on a Dexterity saving throw or be trapped in the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. Divide the time evenly between the number of creatures trapped within. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate.
The tomb has an AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.

 
Eyebite
Spell ID: 829782
Name Eyebite School Necromancy
Spell Level 6 Range Self
Casting Time 1 Action Duration up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.   Asleep
The target galls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.   Panicked
The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.   Sickened
The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends

 
Flesh to Stone
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.

 
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.

 
Mass Suggestion
Spell ID: 829807
Name Mass Suggestion School Enchantment
Spell Level 6 Range 60 feet
Casting Time 1 Action Duration 24 hours
Components V, M Materials a snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Ritual No Concentration No
Description
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.   Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.   You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed.   If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.   At higher level   When you cast this spell using a 7th-level spell slot, the duration is 10 days.
When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

 
Mental Prison
Spell ID: 829809
Name Mental Prison School Illusion
Spell Level 5 Range 60 feet
Casting Time 1 Action Duration up to 1 minute
Components S Materials None
Ritual No Concentration Yes
Description
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

 
Scatter
Spell ID: 829829
Name Scatter School Conjuration
Spell Level 6 Range 30 feet
Casting Time 1 Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

 
Soul Cage
Spell ID: 829831
Name Soul Cage School Necromancy
Spell Level 6 Range 60 feet
Casting Time Special Duration 8 hours
Components V, S, M Materials a tiny silver cage worth 100 gp
Ritual No Concentration No
Description
1 reaction, which you take when a humanoid you can see within 60 feet of you dies This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived. Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.   Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.   Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.   Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.   A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.

 
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.

 
True Seeing
Spell ID: 829843
Name True Seeing School Divination
Spell Level 6 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell
Ritual No Concentration No
Description
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

 

7th Level

Blizzard
Spell ID: 830520
Name Blizzard School Conjuration
Spell Level 7 Range 100 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
A howling storm of thick snow and ice crystals appears in a 40-foot wide, 40-foot high cylinder. The area is heavily obscured by swirling snow. When the storm appears, each creature in the area 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 must also make this save when it enters the area for the first time or ends its turn there.
A creature who takes cold damage from this spell has disadvantage on Constitution saving throws made to maintain concentration until the start of its next turn.

 
Crown Of Stars
Spell ID: 829860
Name Crown of Stars School Evocation
Spell Level 7 Range Self
Casting Time 1 Action Duration 1 hour
Components V, S Materials None
Ritual No Concentration No
Description
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit. the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30- foot radius and dim light for an additional 30 feet. Ifyou have one to three motes remaining, they shed dim light in a 30—foot radius.   At higher level   When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.

 
Etherealness
Spell ID: 829866
Name Etherealness School Transmutation
Spell Level 7 Range Self
Casting Time 1 Action Duration Up to 8 hours
Components V, S Materials None
Ritual No Concentration No
Description
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plan you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.   While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.   You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plan you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nears unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.   This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.   At higher level   When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

 
Finger of Death
Spell ID: 829869
Name Finger of Death School Necromancy
Spell Level 7 Range 60 feet
Casting Time 1 Action Duration Instantaneous
Components Instantaneous Materials None
Ritual No Concentration No
Description
You send negative energy coursing through a creature that you can see within range, causing it searing pain.
The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.   A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

 
Forcecage
Spell ID: 829875
Name Forcecage School Evocation
Spell Level 7 Range 100 feet
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials ruby dust worth 1,500 gp
Ritual No Concentration No
Description
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.   A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.   A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.   When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.   A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by dispel magic.

 
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.

 
Power Word: Pain
Spell ID: 829889
Name Power Word Pain School Enchantment
Spell Level 7 Range 60 feet
Casting Time 1 Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

 
Project Image
Spell ID: 829897
Name Project Image School Illusion
Spell Level 7 Range 500 miles
Casting Time 1 Action Duration up to 1 day
Components V, S, M Materials a small replica of you made from materials worth at least 5 gp
Ritual No Concentration Yes
Description
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.   You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.   You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

 

8th Level

Abi-Dalzim's Horrid Wilting
Spell ID: 829931
Name Abi-Dalzim’s Horrid Wilting School Necromancy
Spell Level 8 Range 150 feet
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials a bit of sponge
Ritual No Concentration No
Description
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.

 
Caustic Torrent
Spell ID: 830521
Name Caustic Torrent School Conjuration
Spell Level 8 Range Self (60-foot line)
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials A chip of bone pitted by acid
Ritual No Concentration No
Description
A swirling jet of acid sprays from you in a direction you choose. The acid fills a line that is 60-foot long and 5-foot wide. Each creature in the area must make a Dexterity saving throw. A creature takes 14d6 acid damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. The line releases toxic fumes, and each creature other than you within 5 feet of the line is poisoned for 1 minute. A poisoned creature can make a Constitution saving throw at the end of its turn, ending the effect on itself on a success.

 
Demiplane
Spell ID: 829966
Name Demiplane School Conjuration
Spell Level 8 Range 60 feet
Casting Time 1 Action Duration 1 hour
Components S Materials None
Ritual No Concentration No
Description
You create a shadowy door on a flat solid surface that you can see within range.
The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.   Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

 
Dominate Monster
Spell ID: 829968
Name Dominate Monster School Enchantment
Spell Level 8 Range 60 feet
Casting Time 1 Action Duration up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.   While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.   You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.   Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.   At higher level   When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

 
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.

 
Glibness
Spell ID: 829988
Name Glibness School Transmutation
Spell Level 8 Range Self
Casting Time 1 Action Duration 1 hour
Components V Materials None
Ritual No Concentration No
Description
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

 
Maddening Darkness
Spell ID: 830004
Name Maddening Darkness School Evocation
Spell Level 8 Range 150 feet
Casting Time 1 Action Duration up to 10 minutes
Components V, M Materials a drop of pitch mixed with a drop of mercury
Ritual No Concentration Yes
Description
Magical darkness spreads from a point you choose within range to fill a 60—foot—radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

 
Power Word: Stun
Spell ID: 830019
Name Power Word Stun School Enchantment
Spell Level 8 Range 60 feet
Casting Time 1 Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

 

9th Level

Astral Projection
Spell ID: 830030
Name Astral Projection School Necromancy
Spell Level 9 Range 10 feet
Casting Time 1 Hour Duration Special
Components V, S, M Materials for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes
Ritual No Concentration No
Description
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane).
The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.   Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut something that can happen only when an effect specifically states that it does your soul and body are separated, killing you instantly.   Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.   The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

 
Foresight
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.

 
Imprisonment
Spell ID: 830041
Name Imprisonment School Abjuration
Spell Level 9 Range 30 feet
Casting Time 1 Minute Duration Until dispelled
Components V, S, M Materials a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target
Ritual No Concentration No
Description
You create a magical restraint to hold a creature that you can see within range.
The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.   When you cast the spell, you choose one of the following forms of imprisonment.   Burial
The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb.   Chaining
Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.   Hedged Prison
The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.   Minimus Containment
The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.   Slumber
The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs.   Ending the Spell
During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.   A dispel magic spell can end the spell only if it is cast as a 9thlevel spell, targeting either the prison or the special component used to create it.   You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

 
Power Word: Kill
Spell ID: 830058
Name Power Word Kill School Enchantment
Spell Level 9 Range 60 feet
Casting Time 1 Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

 
Psychic Scream
Spell ID: 830067
Name Psychic Scream School Enchantment
Spell Level 9 Range 90 feet
Casting Time 1 Action Duration Instantaneous
Components S Materials None
Ritual No Concentration No
Description
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.   Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.   A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

 
Pyroclasm
Spell ID: 830531
Name Pyroclasm School Evocation
Spell Level 9 Range 500 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials A shard of obsidian
Ritual No Concentration Yes
Description
You point toward an area of ground or similar surface within range. A geyser of lava erupts from the spot you choose, creating a 5-foot wide, 40-foot high cylinder of lava centered on a point you can see. When it erupts, any creature either in the area or that starts its turn there 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.
At the start of your turn, the lava spreads in a pool centered at the base of the geyser. The first time it spreads, it creates a 10-foot radius of lava, and the radius increases by 10 feet each subsequent round to a maximum radius of 50 feet. Creatures who start their turn in the pool take 5d8 fire damage.
Lava clings to a creature when it leaves the area, and it hardens into stone. The creature is reduced to half speed and has disadvantage on Dexterity saving throws until a creature uses an action to break the hardened lava off. If you maintain your concentration for the full minute, the lava geyser and pool permanently harden into nonmagical stone. A creature in the hardened stone is restrained. The stone has an AC 17, 25 hit points, is resistant to all damage except thunder, and is immune to poison and psychic damage. A restrained creature can break free as an action with a successful DC 27 Strength (Athletics) check.

 
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.

 
True Polymorph
Spell ID: 830078
Name True Polymorph School Transmutation
Spell Level 9 Range 30 feet
Casting Time 1 Action Duration up to 1 hour
Components V, S, M Materials a drop of mercury, a dollop of gum arabic, and a wisp of smoke
Ritual No Concentration Yes
Description
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent. Shapechangers aren’t affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.   Creature into Creature
If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.   Object into Creature
You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.   Creature into Object
If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.   This spell can’t affect a target that has 0 hit points.

 
Weird
Spell ID: 830082
Name Weird School Illusion
Spell Level 9 Range 120 feet
Casting Time 1 Action Duration up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.
Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

 

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