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Witch Spell List

Cantrips

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

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

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

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

     
    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.

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

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

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

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

     

    1st Level

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

     
    Burning Hands
    Spell ID: 830051
    Name Burning Hands School Evocation
    Spell Level 1 Range Self (15-foot cone)
    Casting Time 1 Action Duration V, S
    Components Instantaneous Materials None
    Ritual No Concentration No
    Description
    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren’t being worn or carried.   At higher 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.

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

     
    Earth Tremor
    Spell ID: 830123
    Name Earth Tremor School Evocation
    Spell Level 1 Range Self (10-foot radius)
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

     
    Ensnaring Strike
    Spell ID: 830124
    Name Ensnaring Strike School Conjuration
    Spell Level 1 Range Self
    Casting Time 1 Bonus Action Duration Up to 1 minute
    Components V Materials None
    Ritual No Concentration Yes
    Description
    The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.   While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.   At higher level   If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

     
    Find Familiar
    Spell ID: 830140
    Name Find Familiar School Conjuration
    Spell Level 1 Range 10 feet
    Casting Time 1 Hour Duration Instantaneous
    Components V, S, M Materials 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
    Ritual Yes Concentration No
    Description
    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.   Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.   When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.   While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.   As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.   You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.   Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

     
    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.

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

     
    Ray of Sickness
    Spell ID: 830184
    Name Ray of Sickness School Necromancy
    Spell Level 1 Range 60 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    A ray of sickening greenish energy lashes out toward a creature within range.
    Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

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

     
    Thunderwave
    Spell ID: 830200
    Name Thunderwave School Evocation
    Spell Level 1 Range Self (15-foot cube)
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    A wave of thunderous force sweeps out from you.
    Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

     

    2nd Level

    Alter Self
    Spell ID: 830215
    Name Alter Self School Transmutation
    Spell Level 2 Range Self
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You assume a different form.
    When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.   Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
    Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
    Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

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

     
    Dust Devil
    Spell ID: 830263
    Name Dust Devil School Conjuration
    Spell Level 2 Range 60 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials a pinch of dust
    Ritual No Concentration Yes
    Description
    Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.   Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.   As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.   At higher level   When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

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

     
    Find Steed
    Spell ID: 830270
    Name Find Steed School Conjuration
    Spell Level 2 Range 30 feet
    Casting Time 10 Minutes Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.   Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.   When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.   While your steed is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

     
    Flaming Sphere
    Spell ID: 830274
    Name Flaming Sphere School Conjuration
    Spell Level 2 Range 60 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials a bit of tallow, a pinch of brimstone, and a dusting of powdered iron
    Ritual No Concentration Yes
    Description
    A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.   At higher level   When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

     
    Gust of Wind
    Spell ID: 830276
    Name Gust of Wind School Evocation
    Spell Level 2 Range Self (60-foot line)
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials a legume seed
    Ritual No Concentration Yes
    Description
    A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.   Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

     
    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.

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

     
    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.

     
    Scorching Ray
    Spell ID: 830335
    Name Scorching Ray School Evocation
    Spell Level 2 Range 120 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.   At higher level   When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

     
    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.

     
    Silence
    Spell ID: 830343
    Name Silence School Illusion
    Spell Level 2 Range 120 feet
    Casting Time 1 Action Duration Up to 10 minutes
    Components V, S Materials None
    Ritual Yes Concentration No
    Description
    For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

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

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

     

    3rd Level

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

     
    Bestow Curse
    Spell ID: 830364
    Name Bestow Curse School Necromancy
    Spell Level 3 Range Touch
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:   * Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
    * While cursed, the target has disadvantage on attack rolls against you.
    * While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
    * While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.   A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above.
    The DM has final say on such a curse’s effect.   At higher level   If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes.
    If you use a spell slot of 5th level or higher, the duration is 8 hours.
    If you use a spell slot of 7th level or higher, the duration is 24 hours.
    If you use a 9th level spell slot, the spell lasts until it is dispelled.
    Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

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

     
    Conjure Animals
    Spell ID: 825884
    Name Conjure Animals School Conjuration
    Spell Level 3 Range 60 feet
    Casting Time 1 Action Duration 1 hour
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.   Choose one of the following options for what appears: • One beast of challenge rating 2 or lower
    • Two beasts of challenge rating 1 or lower
    • Four beasts of challenge rating 1/2 or lower
    • Eight beasts of challenge rating 1/4 or lower
      Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.   At higher level   When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear:   twice as many with a 5th-level slot
    three times as many with a 7th-level slot
      four times as many with a 9th-level slot

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

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

     
    Fireball
    Spell ID: 825979
    Name Fireball School Evocation
    Spell Level 3 Range 150 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials A tiny ball of bat guano and sulfur
    Ritual No Concentration No
    Description
    A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame.   Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.   At higher 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.

     
    Lightning Bolt
    Spell ID: 826012
    Name Lightning Bolt School Evocation
    Spell Level 3 Range Self (100-foot line)
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials A bit of fur and a rod of amber, crystal, or glass
    Ritual No Concentration No
    Description
    A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning ignites flammable objects in the area that aren’t being worn or carried.   At higher 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.

     
    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.

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

     
    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.

     
    Sleet Storm
    Spell ID: 826054
    Name Sleet Storm School Conjuration
    Spell Level 3 Range 150 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials A pinch of dust and a few drops of water
    Ritual No Concentration Yes
    Description
    Until the spell ends, freez ing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.   The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.   If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

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

     
    Wall of Sand
    Spell ID: 826102
    Name Wall of Sand School Evocation
    Spell Level 3 Range 90 feet
    Casting Time 1 Action Duration Up to 10 minutes
    Components V, S, M Materials A handful of sand
    Ritual No Concentration Yes
    Description
    You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.

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

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

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

     

    4th Level

    Conjure Minor Elementals
    Spell ID: 826150
    Name Conjure Minor Elementals School Conjuration
    Spell Level 4 Range 90 feet
    Casting Time 1 minute Duration Up to 1 hour
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:   -One elemental of challenge rating 2 or lower
    -Two elementals of challenge rating 1 or lower
    -Four elementals of challenge rating 1/2 or lower
    -Eight elementals of challenge rating 1/4 or lower.
      An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The DM has the creatures’ statistics.   At higher level   When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

     
    Conjure Woodland Beings
    Spell ID: 826153
    Name Conjure Woodland Beings School Conjuration
    Spell Level 4 Range 60 feet
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S, M Materials One holly berry per creature summoned
    Ritual No Concentration Yes
    Description
    You summon fey creatures that appear in unoccupied spaces that you can see within range.   Choose one of the following options for what appears:   • One fey creature of challenge rating 2 or lower
    • Two fey creatures of challenge rating 1 or lower
    • Four fey creatures of challenge rating 1/2 or lower
    • Eight fey creatures of challenge rating 1/4 or lower
      A summoned creature disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The DM has the creatures’ statistics.   At higher level   When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear:
    twice as many with a 6th-level slot
    three times as many with an 8th-level slot.

     
    Control Water
    Spell ID: 826157
    Name Control Water School Transmutation
    Spell Level 4 Range 300 feet
    Casting Time 1 Action Duration Up to 10 minutes
    Components V, S, M Materials A drop of water and a pinch of dust
    Ritual No Concentration Yes
    Description
    Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.   Flood   You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsiz ing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.   Part Water   You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.   Redirect Flow   You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.   Whirlpool   This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.   When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.   The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

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

     
    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.

     
    Fire Shield
    Spell ID: 826201
    Name Fire Shield School Evocation
    Spell Level 4 Range Self
    Casting Time 1 Action Duration 10 minutes
    Components V, S, M Materials A bit of phosphorus or a firefly
    Ritual No Concentration No
    Description
    Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, You can end the spell early by using an action to dismiss it.   The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.   In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

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

     
    Ice Storm
    Spell ID: 826776
    Name Ice Storm School Evocation
    Spell Level 4 Range 300 feet
    Casting Time 1 Hour Duration Instantaneous
    Components V, S, M Materials A pinch of dust and a few drops of water
    Ritual No Concentration No
    Description
    A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40- foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.   Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.   At higher level   When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

     
    Polymorph
    Spell ID: 826795
    Name Polymorph School Transmutation
    Spell Level 4 Range 60 feet
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S, M Materials A caterpillar cocoon
    Ritual No Concentration Yes
    Description
    This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.   The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.   The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.   The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.   The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.

     
    Stone Shape
    Spell ID: 826802
    Name Stone Shape School Transmutation
    Spell Level 4 Range Touch
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials Soft clay, which must be worked into roughly the desired shape of the stone object
    Ritual No Concentration No
    Description
    You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

     
    Stoneskin
    Spell ID: 826803
    Name Stoneskin School Abjuration
    Spell Level 4 Range Touch
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S, M Materials Diamond dust worth 100 gp, which the spell consumes
    Ritual No Concentration Yes
    Description
    This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

     
    Storm Sphere
    Spell ID: 826804
    Name Storm Sphere School Evocation
    Spell Level 4 Range 150 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.   Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.   At Higher Levels.   When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.

     
    Wall of Fire
    Spell ID: 826808
    Name Wall of Fire School Evocation
    Spell Level 4 Range 120 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials A small piece of phosphorus
    Ritual No Concentration Yes
    Description
    You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.   One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.   At higher level   When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

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

     

    5th Level

    Animate Objects
    Spell ID: 826815
    Name Animate Objects School Transmutation
    Spell Level 5 Range 120 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    Objects come to life at your command.
    Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.   As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.   Animated Object Statistics
    Tiny – HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18
    Small – HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14
    Medium – HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12
    Large – HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10
    Huge – HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6   An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.   If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.   At higher level   If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

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

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

     
    Cone of Cold
    Spell ID: 826860
    Name Cone of Cold School Evocation
    Spell Level 5 Range Self (60-foot cone)
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials A small crystal or glass cone
    Ritual No Concentration No
    Description
    A blast of cold air erupts from your hands.
    Each creature in a 60-foot cone must make a Constitution saving throw.   A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.   At higher level   When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

     
    Conjure Elemental
    Spell ID: 826862
    Name Conjure Elemental School Conjuration
    Spell Level 5 Range 90 feet
    Casting Time 1 minute Duration Up to 1 hour
    Components V, S, M Materials Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water
    Ritual No Concentration Yes
    Description
    You call forth an elemental servant.
    Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.   The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.   If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becom es hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics.   At higher level   When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

     
    Geas
    Spell ID: 826887
    Name Geas School Enchantment
    Spell Level 5 Range 60 feet
    Casting Time 1 minute Duration 30 days
    Components V Materials None
    Ritual No Concentration No
    Description
    You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of actiity as you decide.
    If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell.   You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.   At higher level
    When you cast this spell usinga spell slot of 7th or 8th level, the duration is 1 year.
    When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

     
    Hallow
    Spell ID: 826893
    Name Hallow School Evocation
    Spell Level 5 Range Touch
    Casting Time 24 hours Duration Until dispelled
    Components V, S, M Materials Herbs, oils, and incense worth at least 1,000 gp, which the spell consumes
    Ritual No Concentration No
    Description
    You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.   First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.   Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Som e of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.   Courage
    Affected creatures can’t be frightened while in the area.   Darkness
    Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area.   Daylight
    Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light.   Energy Protection
    Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.   Energy Vulnerability
    Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.   Everlasting Rest
    Dead bodies interred in the area can’t be turned into undead.   Extradimensional Interference
    Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means.   Fear
    Affected creatures are frightened while in the area.   Silence
    No sound can emanate from within the area, and no sound can reach into it.   Tongues
    Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.

     
    Immolation
    Spell ID: 826901
    Name Immolation School Evocation
    Spell Level 5 Range 90 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V Materials None
    Ritual No Concentration Yes
    Description
    Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash.

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

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

     
    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.

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

     
    Wall of Stone
    Spell ID: 829754
    Name Wall of Stone School Evocation
    Spell Level 5 Range 120 feet
    Casting Time 1 Action Duration up to 10 minutes
    Components V, S, M Materials a small block of granite
    Ritual No Concentration Yes
    Description
    A nonmagical wall of solid stone springs into existence at a point you choose within range.
    The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.   If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.   The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.   If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.   The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.   If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

     

    6th Level

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

     
    Chain Lightning
    Spell ID: 829763
    Name Chain Lightning School Evocation
    Spell Level 6 Range 150 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins
    Ritual No Concentration No
    Description
    You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one.   At higher level   When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

     
    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

     
    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.

     
    Forbiddance
    Spell ID: 829788
    Name Forbiddance School Abjuration
    Spell Level 6 Range Touch
    Casting Time 10 Minutes Duration 1 day
    Components V, S, M Materials a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp
    Ritual Yes Concentration No
    Description
    You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.   In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).   When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.   This spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

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

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

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

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

     
    Move Earth
    Spell ID: 829810
    Name Move Earth School Transmutation
    Spell Level 6 Range 120 feet
    Casting Time 1 Action Duration up to 2 hours
    Components V, S, M Materials an iron blade and a small bag containing a mixture of soils—clay, loam, and sand
    Ritual No Concentration Yes
    Description
    Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.   At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.   Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.   This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.   Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

     
    Planar Ally
    Spell ID: 829819
    Name Planar Ally School Conjuration
    Spell Level 6 Range 60 feet
    Casting Time 10 Minutes Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You beseech an otherworldly entity for aid.
    The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).   When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.   Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.   As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task m easured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.   After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.   A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded

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

     
    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.

     
    Wall of Ice
    Spell ID: 829846
    Name Wall of Ice School Evocation
    Spell Level 6 Range 120 feet
    Casting Time 1 Action Duration up to 10 minutes
    Components V, S, M Materials a small piece of quartz
    Ritual No Concentration Yes
    Description
    You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-footsquare panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.   If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.   The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5f6 cold 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 the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

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

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

     

    7th Level

    Conjure Celestial
    Spell ID: 829857
    Name Conjure Celestial School Conjuration
    Spell Level 7 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 celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.   The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, 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 celestial, it defends itself from hostile creatures but otherwise takes no actions The DM has the celestial’s statistics.   At higher level   When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

     
    Reverse Gravity
    Spell ID: 829903
    Name Reverse Gravity School Transmutation
    Spell Level 7 Range 100 feet
    Casting Time 1 Action Duration up to 1 minute
    Components V, S, M Materials a lodestone and iron filings
    Ritual No Concentration Yes
    Description
    This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range.
    All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.   If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.   At the end of the duration, affected objects and creatures fall back down.

     
    Sequester
    Spell ID: 829906
    Name Sequester School Transmutation
    Spell Level 7 Range Touch
    Casting Time 1 Action Duration Until dispelled
    Components V, S, M Materials a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes
    Ritual No Concentration No
    Description
    By means of this spell, a willing creature of an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by the divination of spells.   If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.   You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include after 1,000 years or when the tarrasque awakes. This spells also ends if the target takes any damage.

     
    Symbol
    Spell ID: 829915
    Name Symbol School Abjuration
    Spell Level 7 Range Touch
    Casting Time 1 Minute Duration Until dispelled or triggered
    Components V, S, M Materials mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes
    Ritual No Concentration No
    Description
    When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest).   If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.   The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.   You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.   When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.   Death
    Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.   Discord
    Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.   Fear
    Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 20 feet away from the glyph on each of its turns, if able.   Hopelessness
    Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.   Insanity
    Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.   Pain
    Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.   Sleep
    Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.   Stunning
    Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

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

     

    8th Level

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

     
    Control Weather
    Spell ID: 829959
    Name Control Weather School Transmutation
    Spell Level 8 Range Self (5-mile radius)
    Casting Time 10 Minutes Duration up to 8 hours
    Components V, S, M Materials None
    Ritual No Concentration Yes
    Description
    You take control of the weather within 5 miles of you for the duration.
    You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.   When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.   When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.   Precipitation
    Stage 1 – Clear,
    Stage 2 – Light clouds,
    Stage 3 – Overcast or ground fog,
    Stage 4 – Rain, hail or snow,
    Stage 5 – Torrential rain, driving hail or blizzard
      Temperature
    Stage 1 – Unbearable heat,
    Stage 2 – Hot,
    Stage 3 – Warm,
    Stage 4 – Cool,
    Stage 5 – Cold,
    Stage 6 – Arctic cold
      Wind
    Stage 1 – Calm,
    Stage 2 – Moderate wind,
    Stage 3 – Strong wind,
    Stage 4 – Gale,
    Stage 5 – Storm

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

     
    Incendiary Cloud
    Spell ID: 829999
    Name Incendiary Cloud School Conjuration
    Spell Level 8 Range 150 feet
    Casting Time 1 Action Duration up to 1 minute
    Components V, S Materials None
    Ritual No Concentration Yes
    Description
    A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range.
    The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.   When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.   The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

     
    Sunburst
    Spell ID: 830020
    Name Sunburst School Evocation
    Spell Level 8 Range 150 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials fire and a piece of sunstone
    Ritual No Concentration No
    Description
    Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range.
    Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.   A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.   This spell dispels any darkness in its area that was created by a spell.

     
    Telepathy
    Spell ID: 830024
    Name Telepathy School Abjuration
    Spell Level 8 Range Unlimited
    Casting Time 1 Action Duration 24 hours
    Components V, S, M Materials a pair of linked silver rings
    Ritual No Concentration No
    Description
    You create a telepathic link between yourself and a willing creature with which you are familiar.
    The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.   Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it

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

     

    9th Level

    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.

     
    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.

     
    Shapechange
    Spell ID: 830069
    Name Shapechange School Transmutation
    Spell Level 9 Range Self
    Casting Time 1 Action Duration up to 1 hour
    Components V, S, M Materials a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell
    Ritual No Concentration Yes
    Description
    You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.   Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.   You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hitpoints, you aren’t knocked unconscious.   You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.   When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.   During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit pints than your current one, your hit points remain at their current value.

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

     
    True 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.

     

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