Spellbook
Spells
The spells in the free rules, kept short. Filter by your class and level, and add the ones you know to your sheet.
No spells with those filters.
Acid Splash
Cantrip · Conjuration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Instantaneous
You hurl a bubble of acid at one creature, or two creatures within 5 feet of each other. Each makes a Dexterity save or takes 1d6 acid damage.
At higher levels. Damage rises to 2d6 at 5th level, 3d6 at 11th and 4d6 at 17th.
Chill Touch
Cantrip · Necromancy
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- 1 round
A ghostly hand grips a creature: make a ranged spell attack. On a hit it takes 1d8 necrotic damage and can’t regain hit points until the start of your next turn. If it’s undead, it also has disadvantage on attacks against you until then.
At higher levels. Damage rises to 2d8 at 5th level, 3d8 at 11th and 4d8 at 17th.
Dancing Lights
Cantrip · EvocationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (a bit of phosphorus or a glowworm)
- Duration
- Concentration, up to 1 minute
You create up to four torch-sized lights (or merge them into a vaguely human shape) that shed dim light in 10 feet. As a bonus action you move them up to 60 feet; they must stay within 20 feet of each other.
Druidcraft
Cantrip · Transmutation
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S
- Duration
- Instantaneous
Small nature tricks: predict the weather for the next 24 hours, make a flower bloom or a seed pod open, create a harmless sensory effect (falling leaves, a scent of flowers) or light or snuff out a candle or small campfire.
Eldritch Blast
Cantrip · Evocation
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- Instantaneous
You fire a beam of crackling energy: make a ranged spell attack. On a hit it deals 1d10 force damage.
At higher levels. You fire more beams (each with its own roll, at one target or several): 2 at 5th level, 3 at 11th and 4 at 17th.
Fire Bolt
Cantrip · Evocation
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- Instantaneous
You hurl a mote of fire: make a ranged spell attack. On a hit it deals 1d10 fire damage, and flammable objects nobody is carrying catch fire.
At higher levels. Damage rises to 2d10 at 5th level, 3d10 at 11th and 4d10 at 17th.
Guidance
Cantrip · DivinationConcentration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- Concentration, up to 1 minute
You touch a willing creature. Once before the spell ends, it can add 1d4 to one ability check of its choice.
Light
Cantrip · Evocation
- Casting time
- 1 action
- Range
- Touch
- Components
- V, M (a firefly or phosphorescent moss)
- Duration
- 1 hour
An object you touch sheds bright light in 20 feet and dim light for another 20. If a hostile creature holds it, it can avoid this with a Dexterity save.
Mage Hand
Cantrip · Conjuration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S
- Duration
- 1 minute
A floating spectral hand obeys you when you use your action: it opens doors and containers, picks up or stows items, pours out a vial. It carries up to 10 pounds and can’t attack or activate magic items.
Mending
Cantrip · Transmutation
- Casting time
- 1 minute
- Range
- Touch
- Components
- V, S, M (two lodestones)
- Duration
- Instantaneous
You fix a single break or tear in an object (a broken chain link, a snapped key, a torn cloak) no larger than 1 foot. It doesn’t restore magic to a magic item.
Message
Cantrip · Transmutation
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (a short piece of copper wire)
- Duration
- 1 round
You point at a creature and whisper a message only it can hear; it can whisper a reply. It passes thin barriers, but not thick stone or metal.
Minor Illusion
Cantrip · Illusion
- Casting time
- 1 action
- Range
- 30 feet
- Components
- S, M (a bit of fleece)
- Duration
- 1 minute
You create a sound or the image of a still object that fits in a 5-foot cube. Anyone who touches it, or studies it with an Intelligence (Investigation) check against your DC, sees it’s fake.
Poison Spray
Cantrip · Conjuration
- Casting time
- 1 action
- Range
- 10 feet
- Components
- V, S
- Duration
- Instantaneous
You puff a cloud of toxic gas at one creature. It makes a Constitution save or takes 1d12 poison damage.
At higher levels. Damage rises to 2d12 at 5th level, 3d12 at 11th and 4d12 at 17th.
Prestidigitation
Cantrip · Transmutation
- Casting time
- 1 action
- Range
- 10 feet
- Components
- V, S
- Duration
- Up to 1 hour
Apprentice tricks: sparks or a harmless smell, light or snuff a candle, clean or soil a small object, chill, warm or flavor food, a small mark of color or an illusory trinket that fits in your hand. You can have up to three effects at once.
Produce Flame
Cantrip · Conjuration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S
- Duration
- 10 minutes
A flame that doesn’t burn you appears in your hand, shedding bright light in 10 feet and dim light for another 10. You can throw it with a ranged spell attack up to 30 feet: it deals 1d8 fire damage and the spell ends.
At higher levels. Damage rises to 2d8 at 5th level, 3d8 at 11th and 4d8 at 17th.
Ray of Frost
Cantrip · Evocation
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Instantaneous
A freezing beam: make a ranged spell attack. On a hit it deals 1d8 cold damage and its speed drops by 10 feet until the start of your next turn.
At higher levels. Damage rises to 2d8 at 5th level, 3d8 at 11th and 4d8 at 17th.
Resistance
Cantrip · AbjurationConcentration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a miniature cloak)
- Duration
- Concentration, up to 1 minute
You touch a willing creature. Once before the spell ends, it can add 1d4 to one saving throw of its choice.
Sacred Flame
Cantrip · Evocation
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Instantaneous
Flame-like radiance falls on a creature you can see. It makes a Dexterity save (cover doesn’t help) or takes 1d8 radiant damage.
At higher levels. Damage rises to 2d8 at 5th level, 3d8 at 11th and 4d8 at 17th.
Shillelagh
Cantrip · Transmutation
- Casting time
- 1 bonus action
- Range
- Touch
- Components
- V, S, M (mistletoe, a shamrock leaf and a club or quarterstaff)
- Duration
- 1 minute
Your club or quarterstaff becomes magical: you attack and deal damage with your spellcasting ability instead of Strength, and its damage die becomes 1d8.
Shocking Grasp
Cantrip · Evocation
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
Make a melee spell attack (with advantage if the target wears metal armor). On a hit it deals 1d8 lightning damage and the target can’t take reactions until the start of its next turn.
At higher levels. Damage rises to 2d8 at 5th level, 3d8 at 11th and 4d8 at 17th.
Spare the Dying
Cantrip · Necromancy
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
You touch a living creature at 0 hit points and it becomes stable: no more death saving throws. It doesn’t work on undead or constructs.
Thaumaturgy
Cantrip · Transmutation
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V
- Duration
- Up to 1 minute
Small signs of divine power: your voice booms three times louder, flames flicker or change color, the ground trembles slightly, a sound rings out, a door or window flies open or slams shut, or your eyes change. You can have up to three effects at once.
True Strike
Cantrip · DivinationConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- S
- Duration
- Concentration, up to 1 round
You point at a creature and read its defenses. On your next turn, your first attack against it has advantage.
Vicious Mockery
Cantrip · Enchantment
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V
- Duration
- Instantaneous
You hurl a magic-laced insult at a creature that can hear you. It makes a Wisdom save or takes 1d4 psychic damage and has disadvantage on its next attack roll before the end of its next turn.
At higher levels. Damage rises to 2d4 at 5th level, 3d4 at 11th and 4d4 at 17th.
Alarm
Level 1 · AbjurationRitual
- Casting time
- 1 minute
- Range
- 30 feet
- Components
- V, S, M (a tiny bell and a piece of silver wire)
- Duration
- 8 hours
You ward a door, a window or an area up to a 20-foot cube. If a creature you didn’t name enters, an alarm goes off: a bell heard within 60 feet or a mental ping that wakes you.
Animal Friendship
Level 1 · Enchantment
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a morsel of food)
- Duration
- 24 hours
You convince a beast that can see and hear you that you mean no harm. If its Intelligence is 4 or lower, it makes a Wisdom save or is charmed by you. It ends if you or your allies harm it.
At higher levels. One more beast for each slot level above 1st.
Bane
Level 1 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a drop of blood)
- Duration
- Concentration, up to 1 minute
Up to three creatures you can see make a Charisma save. Those that fail subtract 1d4 from their attack rolls and saving throws while it lasts.
At higher levels. One more creature for each slot level above 1st.
Bless
Level 1 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a sprinkling of holy water)
- Duration
- Concentration, up to 1 minute
You bless up to three creatures: while it lasts, they add 1d4 to their attack rolls and saving throws.
At higher levels. One more creature for each slot level above 1st.
Burning Hands
Level 1 · Evocation
- Casting time
- 1 action
- Range
- Self (15-foot cone)
- Components
- V, S
- Duration
- Instantaneous
A sheet of flame shoots from your fingers. Creatures in the cone make a Dexterity save: 3d6 fire damage on a fail, half on a success.
At higher levels. +1d6 for each slot level above 1st.
Charm Person
Level 1 · Enchantment
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S
- Duration
- 1 hour
A humanoid makes a Wisdom save (with advantage if you’re fighting it). On a fail, it sees you as a friend until the spell ends or you harm it. Afterwards, it knows it was charmed.
At higher levels. One more creature for each slot level above 1st.
Color Spray
Level 1 · Illusion
- Casting time
- 1 action
- Range
- Self (15-foot cone)
- Components
- V, S, M (a pinch of red, yellow and blue powder)
- Duration
- 1 round
A flash of colors. Roll 6d10: that many hit points of creatures in the cone are blinded until your next turn, starting with those with the fewest hit points. No save.
At higher levels. +2d10 for each slot level above 1st.
Command
Level 1 · Enchantment
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V
- Duration
- 1 round
You speak a one-word command (Approach! Drop! Flee! Grovel! Halt!…) to a creature that understands you. It makes a Wisdom save or obeys on its next turn. It doesn’t work on undead or if the command is directly harmful to it.
At higher levels. One more creature for each slot level above 1st.
Comprehend Languages
Level 1 · DivinationRitual
- Casting time
- 1 action
- Range
- Self
- Components
- V, S, M (a pinch of soot and salt)
- Duration
- 1 hour
You understand any spoken language you hear and any writing you touch (one page per minute). It doesn’t decode ciphers or magic symbols.
Create or Destroy Water
Level 1 · Transmutation
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a drop of water to create or a few grains of sand to destroy)
- Duration
- Instantaneous
You create up to 10 gallons of clean water in a container or as rain in a 30-foot cube (it puts out exposed flames), or you destroy that much water or the fog in a 30-foot cube.
At higher levels. 10 more gallons, or the cube grows by 5 feet, for each slot level above 1st.
Cure Wounds
Level 1 · Evocation
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
The creature you touch regains 1d8 + your spellcasting modifier hit points. It doesn’t work on undead or constructs.
At higher levels. +1d8 for each slot level above 1st.
Detect Evil and Good
Level 1 · DivinationConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
You sense any aberration, celestial, elemental, fey, fiend or undead within 30 feet, its type and where it is, plus consecrated or desecrated places and objects. 1 foot of stone, 1 inch of metal or a thin sheet of lead blocks it.
Detect Magic
Level 1 · DivinationRitualConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
You sense magic within 30 feet. With your action you can see a faint aura around anything magical and learn its school. 1 foot of stone, 1 inch of metal or a thin sheet of lead blocks it.
Detect Poison and Disease
Level 1 · DivinationRitualConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S, M (a yew leaf)
- Duration
- Concentration, up to 10 minutes
You sense poisons, poisonous creatures and diseases within 30 feet, where they are and what kind. 1 foot of stone, 1 inch of metal or a thin sheet of lead blocks it.
Disguise Self
Level 1 · Illusion
- Casting time
- 1 action
- Range
- Self
- Components
- V, S
- Duration
- 1 hour
An illusion changes your look, clothes and gear: you can seem up to 1 foot taller or shorter, heavier or thinner, but with the same basic body shape. Touch gives it away, and an Intelligence (Investigation) check against your DC sees through it.
Divine Favor
Level 1 · EvocationConcentration
- Casting time
- 1 bonus action
- Range
- Self
- Components
- V, S
- Duration
- Concentration, up to 1 minute
Your weapon glows with divine power: your weapon attacks deal an extra 1d4 radiant damage on a hit.
Entangle
Level 1 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 90 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
Grasping plants sprout in a 20-foot square, which becomes difficult terrain. Creatures there make a Strength save or are restrained; one can use its action and a Strength check against your DC to break free.
Expeditious Retreat
Level 1 · TransmutationConcentration
- Casting time
- 1 bonus action
- Range
- Self
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
You move incredibly fast: when you cast it and on each of your turns while it lasts, you can take the Dash action as a bonus action.
Faerie Fire
Level 1 · EvocationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V
- Duration
- Concentration, up to 1 minute
Everything in a 20-foot cube is outlined in colored light if it fails a Dexterity save. Attacks against a glowing target have advantage, and it gains nothing from being invisible.
False Life
Level 1 · Necromancy
- Casting time
- 1 action
- Range
- Self
- Components
- V, S, M (a little alcohol)
- Duration
- 1 hour
You bolster yourself with a necromantic imitation of life: you gain 1d4 + 4 temporary hit points.
At higher levels. +5 temporary hit points for each slot level above 1st.
Feather Fall
Level 1 · Transmutation
- Casting time
- 1 reaction, when you or a creature within 60 feet falls
- Range
- 60 feet
- Components
- V, M (a small feather)
- Duration
- 1 minute
Up to five falling creatures drift down slowly, 60 feet per round. If they land before it ends, they take no falling damage and land on their feet.
Find Familiar
Level 1 · ConjurationRitual
- Casting time
- 1 hour
- Range
- 10 feet
- Components
- V, S, M (10 gp of charcoal, incense and herbs burned in a brazier)
- Duration
- Instantaneous
You summon a spirit shaped like a small animal (cat, owl, raven, frog, rat…) that obeys you. You share telepathy within 100 feet, can see and hear through its senses, and it can deliver your touch spells. It can’t attack. At 0 hit points it vanishes and you can call it back.
Floating Disk
Level 1 · ConjurationRitual
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a drop of mercury)
- Duration
- 1 hour
You create a 3-foot-wide disk of force that floats 3 feet off the ground and carries up to 500 pounds. It follows you at 20 feet; if you get more than 100 feet away, it vanishes.
Fog Cloud
Level 1 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog: the area is heavily obscured (you can’t see through it). A moderate wind disperses it.
At higher levels. The radius grows by 20 feet for each slot level above 1st.
Goodberry
Level 1 · Transmutation
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a sprig of mistletoe)
- Duration
- Instantaneous
Ten magic berries appear in your hand. Eating one (with an action) restores 1 hit point and feeds you for the day. They lose their magic after 24 hours.
Grease
Level 1 · Conjuration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a bit of pork rind or butter)
- Duration
- 1 minute
You coat a 10-foot square in grease, making it difficult terrain. Anyone there when you cast it, who enters it or ends a turn there makes a Dexterity save or falls prone.
Guiding Bolt
Level 1 · Evocation
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- 1 round
A flash of light: make a ranged spell attack. On a hit it deals 4d6 radiant damage, and the next attack against that target before the end of your next turn has advantage.
At higher levels. +1d6 for each slot level above 1st.
Healing Word
Level 1 · Evocation
- Casting time
- 1 bonus action
- Range
- 60 feet
- Components
- V
- Duration
- Instantaneous
A creature you can see regains 1d4 + your spellcasting modifier hit points. Great for getting a downed ally back up from afar. It doesn’t work on undead or constructs.
At higher levels. +1d4 for each slot level above 1st.
Heroism
Level 1 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- Concentration, up to 1 minute
The creature you touch can’t be frightened and, at the start of each of its turns, gains temporary hit points equal to your spellcasting modifier.
At higher levels. One more creature for each slot level above 1st.
Hideous Laughter
Level 1 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (tiny tarts and a feather waved in the air)
- Duration
- Concentration, up to 1 minute
A creature makes a Wisdom save or collapses laughing: it falls prone and is incapacitated. It repeats the save at the end of each turn and when it takes damage (with advantage). Creatures with Intelligence 4 or lower are unaffected.
Hunter’s Mark
Level 1 · DivinationConcentration
- Casting time
- 1 bonus action
- Range
- 90 feet
- Components
- V
- Duration
- Concentration, up to 1 hour
You mark a creature you can see as your quarry: your weapon attacks against it deal an extra 1d6 damage and you have advantage on Wisdom (Perception or Survival) checks to find it. If it drops to 0 hit points, you can move the mark to another creature as a bonus action.
At higher levels. With a 3rd- or 4th-level slot it lasts up to 8 hours; with 5th level or higher, up to 24 hours.
Identify
Level 1 · DivinationRitual
- Casting time
- 1 minute
- Range
- Touch
- Components
- V, S, M (a pearl worth at least 100 gp and an owl feather)
- Duration
- Instantaneous
You touch an object and learn its magic properties, how to use them, whether it needs attunement and how many charges it has left. Touch a creature and you learn which spells are affecting it.
Illusory Script
Level 1 · IllusionRitual
- Casting time
- 1 minute
- Range
- Touch
- Components
- S, M (lead-based ink worth at least 10 gp, which is used up)
- Duration
- 10 days
You write a message only the creatures you choose can read; to everyone else it looks like an unknown script or a fake message you pick. Truesight reveals the hidden message.
Inflict Wounds
Level 1 · Necromancy
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
Make a melee spell attack. On a hit it deals 3d10 necrotic damage.
At higher levels. +1d10 for each slot level above 1st.
Jump
Level 1 · Transmutation
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a grasshopper’s hind leg)
- Duration
- 1 minute
The creature you touch jumps three times as far while it lasts.
Longstrider
Level 1 · Transmutation
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a pinch of dirt)
- Duration
- 1 hour
The speed of the creature you touch increases by 10 feet.
At higher levels. One more creature for each slot level above 1st.
Mage Armor
Level 1 · Abjuration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a piece of cured leather)
- Duration
- 8 hours
A willing creature not wearing armor is wrapped in protective force: its AC becomes 13 + its Dexterity modifier. It ends if the target dons armor.
Magic Missile
Level 1 · Evocation
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- Instantaneous
You fire three darts of force that never miss, at one creature or split among several you can see. Each deals 1d4 + 1 force damage.
At higher levels. One more dart for each slot level above 1st.
Protection from Evil and Good
Level 1 · AbjurationConcentration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (holy water or powdered silver and iron, which is used up)
- Duration
- Concentration, up to 10 minutes
You protect a willing creature from aberrations, celestials, elementals, fey, fiends and undead: they have disadvantage on attacks against it and can’t charm, frighten or possess it.
Purify Food and Drink
Level 1 · TransmutationRitual
- Casting time
- 1 action
- Range
- 10 feet
- Components
- V, S
- Duration
- Instantaneous
You remove poison and disease from all nonmagical food and drink in a 5-foot-radius sphere.
Sanctuary
Level 1 · Abjuration
- Casting time
- 1 bonus action
- Range
- 30 feet
- Components
- V, S, M (a small silver mirror)
- Duration
- 1 minute
You ward a creature: anyone who tries to attack it or target it with a harmful spell must first make a Wisdom save; on a fail, they pick a new target or lose the attack. It ends if the warded creature attacks or casts a spell at an enemy.
Shield
Level 1 · Abjuration
- Casting time
- 1 reaction, when you are hit by an attack or targeted by magic missile
- Range
- Self
- Components
- V, S
- Duration
- 1 round
An invisible barrier gives you +5 AC until the start of your next turn, including against the triggering attack, and you take no damage from magic missile.
Shield of Faith
Level 1 · AbjurationConcentration
- Casting time
- 1 bonus action
- Range
- 60 feet
- Components
- V, S, M (a parchment with a bit of holy text)
- Duration
- Concentration, up to 10 minutes
A shimmering field surrounds a creature of your choice and gives it +2 AC while it lasts.
Silent Image
Level 1 · IllusionConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a bit of fleece)
- Duration
- Concentration, up to 10 minutes
You create the image of an object, creature or phenomenon that fits in a 15-foot cube. It’s purely visual: no sound or smell. You can move it with your action. Touch reveals it’s fake, and so does an Intelligence (Investigation) check against your DC.
Sleep
Level 1 · Enchantment
- Casting time
- 1 action
- Range
- 90 feet
- Components
- V, S, M (a pinch of fine sand, rose petals or a cricket)
- Duration
- 1 minute
Roll 5d8: that many hit points of creatures in a 20-foot-radius sphere fall asleep, starting with those with the fewest hit points. They wake if damaged or shaken awake. No save; undead and creatures immune to being charmed are unaffected.
At higher levels. +2d8 for each slot level above 1st.
Speak with Animals
Level 1 · DivinationRitual
- Casting time
- 1 action
- Range
- Self
- Components
- V, S
- Duration
- 10 minutes
You can understand and talk with beasts. They don’t know much, but they can tell you what they’ve seen around here in the past day; with luck, one might do you a small favor.
Thunderwave
Level 1 · Evocation
- Casting time
- 1 action
- Range
- Self (15-foot cube)
- Components
- V, S
- Duration
- Instantaneous
A wave of force sweeps out from you. Creatures in the cube make a Constitution save: on a fail they take 2d8 thunder damage and are pushed 10 feet; on a success, half and no push. The boom is heard 300 feet away.
At higher levels. +1d8 for each slot level above 1st.
Unseen Servant
Level 1 · ConjurationRitual
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a piece of string and a bit of wood)
- Duration
- 1 hour
You create an invisible, mindless force that does simple chores (fetching, cleaning, serving) when you command it with a bonus action. It has AC 10, 1 hit point and Strength 2, and can’t attack.
Acid Arrow
Level 2 · Evocation
- Casting time
- 1 action
- Range
- 90 feet
- Components
- V, S, M (powdered rhubarb leaf and an adder's stomach)
- Duration
- Instantaneous
Make a ranged spell attack: on a hit, 4d4 acid now and 2d4 more at the end of its next turn. On a miss it gets splashed: half the initial damage and nothing later.
At higher levels. +1d4 to both the initial and the later damage per slot level above 2nd.
Aid
Level 2 · Abjuration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a tiny strip of white cloth)
- Duration
- 8 hours
Up to three creatures gain 5 extra maximum hit points and 5 current hit points for the duration.
At higher levels. +5 hit points per slot level above 2nd.
Alter Self
Level 2 · TransmutationConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S
- Duration
- Concentration, up to 1 hour
Reshape your body, choosing one: adapt to water (breathe and swim at your speed), change your looks (height, face, voice…) or grow claws or fangs that deal 1d6 and count as magic weapons. You can switch options with an action.
Animal Messenger
Level 2 · EnchantmentRitual
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a morsel of food)
- Duration
- 24 hours
A Tiny beast you can see carries a message of up to 25 words to a place you have been and someone you describe. It travels about 50 miles a day (25 if it walks) and repeats the message in your voice on arrival.
At higher levels. +48 hours of duration per slot level above 2nd.
Arcane Lock
Level 2 · Abjuration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (gold dust worth 25 gp, consumed)
- Duration
- Until dispelled
Magically lock a door, window, chest or similar: only you and those you choose can open it. Breaking or picking it is 10 points harder, and Knock only suppresses it for 10 minutes.
Arcanist's Magic Aura
Level 2 · Illusion
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a small square of silk)
- Duration
- 24 hours
Fool divination magic: make an object look magical (or mundane), or make a creature read as another type or alignment to spells like Detect Magic.
Augury
Level 2 · DivinationRitual
- Casting time
- 1 minute
- Range
- Self
- Components
- V, S, M (marked sticks, bones or tokens worth 25 gp)
- Duration
- Instantaneous
Ask whether a course of action in the next 30 minutes will go well. You get an omen: weal, woe, weal and woe, or nothing. Casting it again before a long rest may give a random answer.
Barkskin
Level 2 · TransmutationConcentration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a handful of oak bark)
- Duration
- Concentration, up to 1 hour
A willing creature's skin turns bark-like: its AC can't be lower than 16, whatever armor it wears.
Blindness/Deafness
Level 2 · Necromancy
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V
- Duration
- 1 minute
One creature makes a Constitution save; on a failure it is blinded or deafened (your choice). It repeats the save at the end of each of its turns.
At higher levels. One more creature per slot level above 2nd.
Blur
Level 2 · IllusionConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V
- Duration
- Concentration, up to 1 minute
Your outline goes blurry: attacks against you have disadvantage, unless the attacker doesn't rely on sight (blindsight, truesight…).
Branding Smite
Level 2 · EvocationConcentration
- Casting time
- 1 bonus action
- Range
- Self
- Components
- V
- Duration
- Concentration, up to 1 minute
Your next weapon hit deals an extra 2d6 radiant damage and makes the target glow: if invisible it becomes visible, and it can't turn invisible while the spell lasts.
At higher levels. +1d6 per slot level above 2nd.
Calm Emotions
Level 2 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
Humanoids in a 20-foot-radius sphere make a Charisma save (they can fail on purpose). For each one that fails, either suppress charmed or frightened effects, or make it stop being hostile toward creatures you choose.
Continual Flame
Level 2 · Evocation
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (ruby dust worth 50 gp, consumed)
- Duration
- Until dispelled
An object you touch sheds torch-like light from a flame that gives no heat and uses no oxygen. It can be covered or hidden, but not put out.
Darkness
Level 2 · EvocationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, M (bat fur and a drop of pitch or piece of coal)
- Duration
- Concentration, up to 10 minutes
Fill a 15-foot-radius sphere with magical darkness: darkvision can't see through it and normal light can't light it. You can cast it on an object to carry it around.
Darkvision
Level 2 · Transmutation
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a dried carrot or an agate)
- Duration
- 8 hours
A willing creature gains darkvision out to 60 feet.
Detect Thoughts
Level 2 · DivinationConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S, M (a copper piece)
- Duration
- Concentration, up to 1 minute
Read the surface thoughts of a creature within 30 feet. With another action you can probe deeper: it makes a Wisdom save and, on a failure, you learn its reasoning and feelings. You can also sense nearby minds you can't see.
Enhance Ability
Level 2 · TransmutationConcentration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (fur or a feather from a beast)
- Duration
- Concentration, up to 1 hour
A creature has advantage on checks with one ability of your choice (Strength, Dexterity, Constitution…). Some choices add extras: Constitution grants 2d6 temporary HP, Strength doubles carrying capacity, Dexterity means no damage from falls of 20 feet or less.
At higher levels. One more creature per slot level above 2nd.
Enlarge/Reduce
Level 2 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a pinch of powdered iron)
- Duration
- Concentration, up to 1 minute
A creature or object grows or shrinks by one size category (an unwilling one makes a Constitution save). Enlarged: advantage on Strength checks and saves and +1d4 weapon damage. Reduced: disadvantage on those and −1d4 weapon damage.
Enthrall
Level 2 · Enchantment
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- 1 minute
You speak and creatures you choose that can hear you make a Wisdom save (with advantage if fighting you). Those that fail have disadvantage on Perception checks to notice anyone but you while you keep talking.
Find Steed
Level 2 · Conjuration
- Casting time
- 10 minutes
- Range
- 30 feet
- Components
- V, S
- Duration
- Instantaneous
Summon a spirit in the form of a loyal mount (warhorse, pony, camel, elk or mastiff), smarter than a normal animal and telepathically bonded to you. If it dies or you dismiss it, you can call it again.
Find Traps
Level 2 · Divination
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- Instantaneous
You sense whether any trap within range and line of sight exists (anything meant to harm by surprise). You learn that it is there, not exactly where.
Flame Blade
Level 2 · EvocationConcentration
- Casting time
- 1 bonus action
- Range
- Self
- Components
- V, S, M (a leaf of sumac)
- Duration
- Concentration, up to 10 minutes
A fiery blade appears in your hand and sheds light. Use your action to make a melee spell attack with it: 3d6 fire.
At higher levels. +1d6 for every two slot levels above 2nd.
Flaming Sphere
Level 2 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (tallow, brimstone and powdered iron)
- Duration
- Concentration, up to 1 minute
Create a 5-foot ball of fire. A creature ending its turn next to it (or rammed by it) makes a Dexterity save: 2d6 fire, half on a success. Move it up to 30 feet as a bonus action.
At higher levels. +1d6 per slot level above 2nd.
Gentle Repose
Level 2 · NecromancyRitual
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a pinch of salt and a copper piece on each eye)
- Duration
- 10 days
A corpse doesn't decay and can't become undead. Days under the spell don't count toward the time limit of spells like Raise Dead.
Gust of Wind
Level 2 · EvocationConcentration
- Casting time
- 1 action
- Range
- Self (60-foot line)
- Components
- V, S, M (a legume seed)
- Duration
- Concentration, up to 1 minute
A strong wind blows in a line 60 feet long and 10 feet wide. A creature starting its turn in it makes a Strength save or is pushed 15 feet; moving against it costs double, and it puts out unprotected flames.
Heat Metal
Level 2 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a piece of iron and a flame)
- Duration
- Concentration, up to 1 minute
Make a metal object (a weapon, armor…) glow red-hot: whoever touches it takes 2d8 fire. If holding it, a Constitution save or drop it; if it isn't dropped, disadvantage on attacks and checks. Repeat the damage as a bonus action.
At higher levels. +1d8 per slot level above 2nd.
Hold Person
Level 2 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a small, straight piece of iron)
- Duration
- Concentration, up to 1 minute
A humanoid makes a Wisdom save or is paralyzed. It repeats the save at the end of each of its turns. Note: melee hits against a paralyzed target are critical hits.
At higher levels. One more humanoid per slot level above 2nd (within 30 feet of each other).
Invisibility
Level 2 · IllusionConcentration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (an eyelash encased in gum arabic)
- Duration
- Concentration, up to 1 hour
A creature turns invisible along with everything it carries. It ends for that creature as soon as it attacks or casts a spell.
At higher levels. One more creature per slot level above 2nd.
Knock
Level 2 · Transmutation
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V
- Duration
- Instantaneous
Open a lock, bolt, chain or shackle you can see (or suppress Arcane Lock for 10 minutes). A loud knock rings out, audible 300 feet away.
Lesser Restoration
Level 2 · Abjuration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
End one disease or one of these conditions on a creature: blinded, deafened, paralyzed or poisoned.
Levitate
Level 2 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a small leather loop or a bent piece of golden wire)
- Duration
- Concentration, up to 10 minutes
A creature or object (up to 500 pounds) rises up to 20 feet and hovers; an unwilling one makes a Constitution save. It can only move by pushing or climbing, and you can raise or lower it 20 feet per turn.
Locate Animals or Plants
Level 2 · DivinationRitual
- Casting time
- 1 action
- Range
- Self
- Components
- V, S, M (a bit of fur from a bloodhound)
- Duration
- Instantaneous
Name a kind of beast or plant and learn the direction and distance to the closest one within 5 miles, if any.
Locate Object
Level 2 · DivinationConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S, M (a forked twig)
- Duration
- Concentration, up to 10 minutes
Sense the direction of an object you know (or the nearest of a kind) while it is within 1,000 feet. Even a thin sheet of lead blocks it.
Magic Mouth
Level 2 · IllusionRitual
- Casting time
- 1 minute
- Range
- 30 feet
- Components
- V, S, M (a bit of honeycomb and jade dust worth 10 gp, consumed)
- Duration
- Until dispelled
Store a message of up to 25 words in an object, with a trigger (say, “when someone opens the door”). When it happens, a mouth appears and speaks it.
Magic Weapon
Level 2 · TransmutationConcentration
- Casting time
- 1 bonus action
- Range
- Touch
- Components
- V, S
- Duration
- Concentration, up to 1 hour
A nonmagical weapon becomes magic with +1 to attack and damage rolls.
At higher levels. +2 with a 4th- or 5th-level slot; +3 with a 6th-level slot or higher.
Mirror Image
Level 2 · Illusion
- Casting time
- 1 action
- Range
- Self
- Components
- V, S
- Duration
- 1 minute
Three illusory duplicates of you appear. Each time you are attacked, roll a d20 to see if a duplicate is targeted instead (6+ with three, 8+ with two, 11+ with one). A duplicate has AC 10 + your Dexterity modifier and vanishes when hit.
Misty Step
Level 2 · Conjuration
- Casting time
- 1 bonus action
- Range
- Self
- Components
- V
- Duration
- Instantaneous
Wrapped in silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Moonbeam
Level 2 · EvocationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (moonseeds and a piece of opalescent feldspar)
- Duration
- Concentration, up to 1 minute
A 5-foot-radius cylinder of silvery light shines down. A creature entering it or starting its turn there makes a Constitution save: 2d10 radiant, half on a success (shapechangers have disadvantage). Move it 60 feet with an action.
At higher levels. +1d10 per slot level above 2nd.
Pass without Trace
Level 2 · AbjurationConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S, M (ashes from burned mistletoe and a sprig of spruce)
- Duration
- Concentration, up to 1 hour
You and creatures you choose within 30 feet of you get +10 to Dexterity (Stealth) checks and leave no tracks that can be followed without magic.
Prayer of Healing
Level 2 · Evocation
- Casting time
- 10 minutes
- Range
- 30 feet
- Components
- V
- Duration
- Instantaneous
Up to six creatures you can see each regain 2d8 + your spellcasting modifier. Great after a fight; no effect on undead or constructs.
At higher levels. +1d8 per slot level above 2nd.
Protection from Poison
Level 2 · Abjuration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- 1 hour
Neutralize one poison affecting the creature. For the duration it has advantage on saves against being poisoned and resistance to poison damage.
Ray of Enfeeblement
Level 2 · NecromancyConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
Make a ranged spell attack: on a hit, the target deals only half damage with Strength-based weapon attacks. It makes a Constitution save at the end of each of its turns to shake it off.
Rope Trick
Level 2 · Transmutation
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (powdered corn extract and a twisted loop of parchment)
- Duration
- 1 hour
A rope of up to 60 feet stands upright and at its top opens an invisible extradimensional space for up to eight Medium creatures. The rope can be pulled inside; nothing crosses in from outside. Handy for a safe rest.
Scorching Ray
Level 2 · Evocation
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- Instantaneous
Hurl three rays of fire, at one target or several. Make a ranged spell attack for each ray: each hit deals 2d6 fire.
At higher levels. One more ray per slot level above 2nd.
See Invisibility
Level 2 · Divination
- Casting time
- 1 action
- Range
- Self
- Components
- V, S, M (talc and a sprinkling of powdered silver)
- Duration
- 1 hour
You see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane, which looks ghostly.
Shatter
Level 2 · Evocation
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a chip of mica)
- Duration
- Instantaneous
A ringing blast bursts in a 10-foot-radius sphere: Constitution save, 3d8 thunder or half on a success. Creatures of stone, crystal or metal have disadvantage.
At higher levels. +1d8 per slot level above 2nd.
Silence
Level 2 · IllusionRitualConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
No sound exists in a 20-foot-radius sphere. Anyone inside is immune to thunder damage, deafened, and can't cast spells with a verbal component.
Spider Climb
Level 2 · TransmutationConcentration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a drop of bitumen and a spider)
- Duration
- Concentration, up to 1 hour
A creature can walk on walls and ceilings with its hands free, and gains a climbing speed equal to its walking speed.
Spike Growth
Level 2 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 150 feet
- Components
- V, S, M (seven sharp thorns or sharpened twigs)
- Duration
- Concentration, up to 10 minutes
The ground in a 20-foot radius sprouts camouflaged spikes: it is difficult terrain and a creature moving through takes 2d4 piercing per 5 feet. Spotting it beforehand takes a Perception check.
Spiritual Weapon
Level 2 · Evocation
- Casting time
- 1 bonus action
- Range
- 60 feet
- Components
- V, S
- Duration
- 1 minute
Create a floating weapon of force. When it appears, and then as a bonus action each turn (moving it 20 feet), make a melee spell attack: 1d8 + your spellcasting modifier force damage. No concentration needed.
At higher levels. +1d8 for every two slot levels above 2nd.
Suggestion
Level 2 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, M (a snake's tongue and a bit of honeycomb or sweet oil)
- Duration
- Concentration, up to 8 hours
Suggest a reasonable-sounding course of action in a sentence or two to a creature that can hear and understand you. If it fails a Wisdom save, it does its best to follow it. Obviously harmful requests don't work.
Warding Bond
Level 2 · Abjuration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a pair of platinum rings worth 50 gp each, worn by both of you)
- Duration
- 1 hour
While the creature is within 60 feet of you, it has +1 to AC and saves and resistance to all damage, but you take the same damage it takes.
Web
Level 2 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a bit of spiderweb)
- Duration
- Concentration, up to 1 hour
Fill a 20-foot cube with sticky webs (difficult terrain, lightly obscured). A creature entering or starting its turn there makes a Dexterity save or is restrained; breaking free takes a Strength check. The webs burn easily.
Zone of Truth
Level 2 · Enchantment
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- 10 minutes
In a 15-foot-radius sphere, a creature entering or starting its turn there makes a Charisma save; on a failure it can't knowingly lie (though it can stay silent or be evasive). You know who succeeded.
Animate Dead
Level 3 · Necromancy
- Casting time
- 1 minute
- Range
- 10 feet
- Components
- V, S, M (a drop of blood, a piece of flesh and a pinch of bone dust)
- Duration
- Instantaneous
Turn a corpse into a zombie or a pile of bones into a skeleton that obeys you. Command it with a bonus action; after 24 hours it stops obeying unless you recast the spell to keep control (up to four at once).
At higher levels. Two more undead per slot level above 3rd.
Beacon of Hope
Level 3 · AbjurationConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
Creatures you choose have advantage on Wisdom and death saves, and regain the maximum possible from any healing.
Bestow Curse
Level 3 · NecromancyConcentration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- Concentration, up to 1 minute
The creature makes a Wisdom save or is cursed, your choice: disadvantage with one ability, disadvantage on attacks against you, a Wisdom save each turn or lose its action, or +1d8 necrotic when you hit it.
At higher levels. 4th level: up to 10 minutes; 5th–6th: 8 hours; 7th–8th: 24 hours; 9th: until dispelled. From 5th level on, no concentration.
Blink
Level 3 · Transmutation
- Casting time
- 1 action
- Range
- Self
- Components
- V, S
- Duration
- 1 minute
At the end of each of your turns roll a d20: on 11 or higher you vanish into the Ethereal Plane until your next turn, where nothing on the normal plane can attack you. You return within 10 feet of where you left.
Call Lightning
Level 3 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
A storm cloud appears above you. When you cast it, and then as an action each turn, call a bolt down on a point: creatures within 5 feet make a Dexterity save, 3d10 lightning or half on a success (+1d10 if it was already stormy).
At higher levels. +1d10 per slot level above 3rd.
Clairvoyance
Level 3 · DivinationConcentration
- Casting time
- 10 minutes
- Range
- 1 mile
- Components
- V, S, M (a focus worth 100 gp (a jeweled horn or a glass eye))
- Duration
- Concentration, up to 10 minutes
Create an invisible sensor at a place you know within 1 mile, and see or hear through it (switch between them with an action).
Conjure Animals
Level 3 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 1 hour
Summon fey spirits shaped like beasts: one of CR 2, two of CR 1, four of CR 1/2 or eight of CR 1/4. They are friendly, roll their own initiative and follow your commands; they vanish at 0 HP.
At higher levels. Twice as many with a 5th-level slot, three times with 7th, four times with 9th.
Counterspell
Level 3 · Abjuration
- Casting time
- 1 reaction
- Range
- 60 feet
- Components
- S
- Duration
- Instantaneous
When you see someone cast a spell, cut it off: a spell of 3rd level or lower simply fails; a higher one needs a check with your spellcasting ability against DC 10 + its level.
At higher levels. Automatically stops spells of a level equal to or lower than the slot used.
Create Food and Water
Level 3 · Conjuration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S
- Duration
- Instantaneous
Create 45 pounds of bland but nourishing food and 30 gallons of water: enough for fifteen humanoids or five steeds for a day. The food spoils after 24 hours.
Daylight
Level 3 · Evocation
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- 1 hour
A 60-foot-radius sphere fills with bright light, plus dim light for another 60 feet. You can cast it on an object. It dispels magical darkness of 3rd level or lower that it overlaps.
Dispel Magic
Level 3 · Abjuration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- Instantaneous
End spells on a creature, object or magical effect: those of 3rd level or lower end; for higher ones, make a check with your spellcasting ability against DC 10 + the spell's level.
At higher levels. Automatically ends spells of a level equal to or lower than the slot used.
Fear
Level 3 · IllusionConcentration
- Casting time
- 1 action
- Range
- Self (30-foot cone)
- Components
- V, S, M (a white feather or the heart of a hen)
- Duration
- Concentration, up to 1 minute
Creatures in the cone make a Wisdom save or drop what they hold and are frightened, taking the Dash action each turn to get away from you. If one ends a turn out of sight of you, it repeats the save.
Feign Death
Level 3 · NecromancyRitual
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a pinch of graveyard dirt)
- Duration
- 1 hour
A willing creature appears dead to all inspection: it is blinded and incapacitated, its speed is 0, it resists all damage except psychic, and diseases and poisons pause.
Fireball
Level 3 · Evocation
- Casting time
- 1 action
- Range
- 150 feet
- Components
- V, S, M (a tiny ball of bat guano and sulfur)
- Duration
- Instantaneous
A bead of flame explodes in a 20-foot-radius sphere: Dexterity save, 8d6 fire or half on a success. It spreads around corners and ignites flammable things nobody is carrying.
At higher levels. +1d6 per slot level above 3rd.
Fly
Level 3 · TransmutationConcentration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a wing feather)
- Duration
- Concentration, up to 10 minutes
A willing creature gains a flying speed of 60 feet. If the spell ends while it is aloft, it falls.
At higher levels. One more creature per slot level above 3rd.
Gaseous Form
Level 3 · TransmutationConcentration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a bit of gauze and a wisp of smoke)
- Duration
- Concentration, up to 1 hour
A willing creature turns to mist with its gear: it flies at 10 feet, slips through cracks, resists nonmagical damage and has advantage on Strength, Dexterity and Constitution saves, but can't talk, attack or cast spells.
Glyph of Warding
Level 3 · Abjuration
- Casting time
- 1 hour
- Range
- Touch
- Components
- V, S, M (incense and powdered diamond worth 200 gp, consumed)
- Duration
- Until dispelled or triggered
Inscribe a nearly invisible glyph on a surface or closed object, with a trigger. It can explode (Dexterity save in a 20-foot radius, 5d8 acid, cold, fire, lightning or thunder, half on a success) or release a spell of 3rd level or lower stored in it.
At higher levels. The explosion deals +1d8 per slot level above 3rd, and the stored spell can be up to that level.
Haste
Level 3 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a shaving of licorice root)
- Duration
- Concentration, up to 1 minute
A willing creature doubles its speed, gains +2 AC, advantage on Dexterity saves and an extra action each turn (a single attack, Dash, Disengage, Hide or Use an Object). When it ends, the creature loses a turn to lethargy.
Hypnotic Pattern
Level 3 · IllusionConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- S, M (a glowing stick of incense or a vial of phosphorescent material)
- Duration
- Concentration, up to 1 minute
Swirling colours fill a 30-foot cube: each creature that sees them makes a Wisdom save or is charmed, incapacitated and has speed 0. It snaps out of it if it takes damage or someone shakes it awake with an action.
Lightning Bolt
Level 3 · Evocation
- Casting time
- 1 action
- Range
- Self (100-foot line)
- Components
- V, S, M (a bit of fur and a rod of amber, crystal or glass)
- Duration
- Instantaneous
A bolt runs along a line 100 feet long and 5 feet wide: Dexterity save, 8d6 lightning or half on a success.
At higher levels. +1d6 per slot level above 3rd.
Magic Circle
Level 3 · Abjuration
- Casting time
- 1 minute
- Range
- 10 feet
- Components
- V, S, M (holy water or powdered silver and iron worth 100 gp, consumed)
- Duration
- 1 hour
Draw a 10-foot-radius cylinder against celestials, elementals, fey, fiends or undead: they can't enter willingly, have disadvantage attacking those inside and can't charm, frighten or possess them. It can be reversed to trap them inside.
At higher levels. +1 hour of duration per slot level above 3rd.
Major Image
Level 3 · IllusionConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (a bit of fleece)
- Duration
- Concentration, up to 10 minutes
Create the illusion of something up to a 20-foot cube, with sight, sound, smell and temperature, which you can move and animate with an action. An Intelligence (Investigation) check against your DC sees through it.
At higher levels. With a 6th-level slot or higher it lasts until dispelled, no concentration needed.
Mass Healing Word
Level 3 · Evocation
- Casting time
- 1 bonus action
- Range
- 60 feet
- Components
- V
- Duration
- Instantaneous
Up to six creatures you can see each regain 1d4 + your spellcasting modifier. No effect on undead or constructs.
At higher levels. +1d4 per slot level above 3rd.
Meld into Stone
Level 3 · TransmutationRitual
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- 8 hours
Step with your gear into a stone object big enough to hold you. Nobody can see you from outside; you can hear, but not see. If the stone is broken, you are expelled and take damage.
Nondetection
Level 3 · Abjuration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (diamond dust worth 25 gp, consumed)
- Duration
- 8 hours
Hide a willing creature, a place or an object from divination magic: it can't be targeted by it or seen through magical scrying sensors.
Phantom Steed
Level 3 · IllusionRitual
- Casting time
- 1 minute
- Range
- 30 feet
- Components
- V, S
- Duration
- 1 hour
A shadowy horse with saddle and bridle appears for a rider you choose. It moves 100 feet per round (about 10 miles an hour) and vanishes if it takes damage.
Plant Growth
Level 3 · Transmutation
- Casting time
- 1 action or 8 hours
- Range
- 150 feet
- Components
- V, S
- Duration
- Instantaneous
With an action, plants in a 100-foot radius grow so thick that every foot of movement costs 4 (you can leave areas clear). With 8 hours, crops within half a mile yield twice as much for a year.
Protection from Energy
Level 3 · AbjurationConcentration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- Concentration, up to 1 hour
A willing creature gains resistance to one damage type of your choice: acid, cold, fire, lightning or thunder.
Remove Curse
Level 3 · Abjuration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
End all curses on a creature or object. With a cursed magic item, its owner can let go of it, though the item's own curse remains.
Revivify
Level 3 · Necromancy
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (diamonds worth 300 gp, consumed)
- Duration
- Instantaneous
Bring back to life with 1 hit point a creature that died within the last minute, unless it died of old age. It doesn't restore missing body parts.
Sending
Level 3 · Evocation
- Casting time
- 1 action
- Range
- Unlimited
- Components
- V, S, M (a short piece of fine copper wire)
- Duration
- 1 round
Send a message of up to 25 words to a creature you know, wherever it is; it recognises you and can answer right away with 25 words. Across planes it may not arrive.
Sleet Storm
Level 3 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 150 feet
- Components
- V, S, M (a pinch of dust and a few drops of water)
- Duration
- Concentration, up to 1 minute
Sleet falls in a 40-foot-radius cylinder: difficult terrain, flames go out and vision is blocked. A creature entering or starting its turn there makes a Dexterity save or falls prone, and one concentrating must pass a Constitution save or lose concentration.
Slow
Level 3 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (a drop of molasses)
- Duration
- Concentration, up to 1 minute
Up to six creatures in a 40-foot cube make a Wisdom save. Those that fail move at half speed, take −2 to AC and Dexterity saves, get no reactions and only an action or a bonus action per turn (one attack). They repeat the save at the end of each turn.
Speak with Dead
Level 3 · Necromancy
- Casting time
- 1 action
- Range
- 10 feet
- Components
- V, S, M (burning incense)
- Duration
- 10 minutes
A corpse with a mouth answers up to five questions with what it knew in life. It needn't be truthful, and answers tend to be brief or cryptic. It won't work on the same body twice within 10 days.
Speak with Plants
Level 3 · Transmutation
- Casting time
- 1 action
- Range
- Self (30-foot radius)
- Components
- V, S
- Duration
- 10 minutes
Plants within 30 feet understand you and can tell you what they've noticed (who passed, the weather…). You can also ask them to open or close the way, turning difficult terrain into normal ground or the reverse.
Spirit Guardians
Level 3 · ConjurationConcentration
- Casting time
- 1 action
- Range
- Self (15-foot radius)
- Components
- V, S, M (a holy symbol)
- Duration
- Concentration, up to 10 minutes
Spirits surround you within 15 feet. Enemies you choose move at half speed there, and on entering or starting their turn there make a Wisdom save: 3d8 radiant (necrotic if you are evil), half on a success.
At higher levels. +1d8 per slot level above 3rd.
Stinking Cloud
Level 3 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 90 feet
- Components
- V, S, M (a rotten egg or skunk cabbage leaves)
- Duration
- Concentration, up to 1 minute
A cloud of nauseating gas fills a 20-foot-radius sphere and blocks vision. A creature starting its turn inside makes a Constitution save or spends the turn retching, doing nothing. A strong wind disperses it.
Tiny Hut
Level 3 · EvocationRitual
- Casting time
- 1 minute
- Range
- Self (10-foot-radius hemisphere)
- Components
- V, S, M (a small crystal bead)
- Duration
- 8 hours
A 10-foot-radius dome of force surrounds you: it fits nine Medium creatures, keeps the weather pleasant and lets nothing in that wasn't there when cast (spells included). It ends if you leave.
Tongues
Level 3 · Divination
- Casting time
- 1 action
- Range
- Touch
- Components
- V, M (a small clay model of a ziggurat)
- Duration
- 1 hour
A creature understands any spoken language it hears, and when it speaks, anyone who knows at least one language understands it.
Vampiric Touch
Level 3 · NecromancyConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S
- Duration
- Concentration, up to 1 minute
Make a melee spell attack: 3d6 necrotic, and you regain half the damage dealt. Repeat it with your action each turn.
At higher levels. +1d6 per slot level above 3rd.
Water Breathing
Level 3 · TransmutationRitual
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a short reed or piece of straw)
- Duration
- 24 hours
Up to ten willing creatures can breathe underwater, and can still breathe air.
Water Walk
Level 3 · TransmutationRitual
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a piece of cork)
- Duration
- 1 hour
Up to ten willing creatures can walk on any liquid (water, acid, mud, snow, lava…) as if it were solid ground, though harmful liquids still hurt.
Wind Wall
Level 3 · EvocationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (a tiny fan and a feather of exotic origin)
- Duration
- Concentration, up to 1 minute
Raise a wall of wind up to 50 feet long, 15 feet high and 1 foot thick. When it appears, creatures in it make a Strength save: 3d8 bludgeoning, half on a success. It deflects ordinary arrows and missiles, gases and small flying creatures.
Arcane Eye
Level 4 · DivinationConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a bit of bat fur)
- Duration
- Concentration, up to 1 hour
You create an invisible, intangible floating eye with 30-foot darkvision. As an action you move it up to 30 feet in any direction and see through it; it can’t pass solid barriers but slips through gaps 1 inch wide.
Banishment
Level 4 · AbjurationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (an item the target finds distasteful)
- Duration
- Concentration, up to 1 minute
One creature makes a Charisma save or vanishes. A native of this plane waits in a harmless demiplane and returns when the spell ends; an extraplanar creature goes home for good if you keep concentration the full minute.
At higher levels. One more creature per slot level above 4th.
Black Tentacles
Level 4 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 90 feet
- Components
- V, S, M (a piece of tentacle from a giant octopus or giant squid)
- Duration
- Concentration, up to 1 minute
Writhing tentacles fill a 20-foot square, making it difficult terrain. A creature entering or starting its turn there makes a Dexterity save or takes 3d6 bludgeoning and is restrained (taking 3d6 each turn); it can break free with a Strength or Dexterity check.
Blight
Level 4 · Necromancy
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S
- Duration
- Instantaneous
You drain a creature’s life: Constitution save or 8d8 necrotic damage (half on a success). Undead and constructs are unaffected; plant creatures save with disadvantage and take maximum damage, and a nonmagical plant simply withers.
At higher levels. +1d8 per slot level above 4th.
Compulsion
Level 4 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
Creatures you choose that can hear you make a Wisdom save; on a fail, each of their turns they must spend all their movement in a direction you pick with a bonus action. They repeat the save at the end of each turn.
Confusion
Level 4 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- 90 feet
- Components
- V, S, M (three nut shells)
- Duration
- Concentration, up to 1 minute
Creatures in a 10-foot-radius sphere make a Wisdom save or become confused: no reactions, and each turn they roll 1d10 to wander randomly, do nothing or lash out at someone nearby. They repeat the save at the end of each turn.
At higher levels. Radius grows 5 feet per slot level above 4th.
Conjure Minor Elementals
Level 4 · ConjurationConcentration
- Casting time
- 1 minute
- Range
- 90 feet
- Components
- V, S
- Duration
- Concentration, up to 1 hour
You summon friendly elementals of your choice: one of CR 2, two of CR 1, four of CR 1/2 or eight of CR 1/4. They obey your verbal commands and act on their own initiative.
At higher levels. Twice as many with a 6th-level slot, three times as many with an 8th.
Conjure Woodland Beings
Level 4 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (one holly berry per creature)
- Duration
- Concentration, up to 1 hour
You summon friendly fey of your choice: one of CR 2, two of CR 1, four of CR 1/2 or eight of CR 1/4. They obey your verbal commands and act on their own turn.
At higher levels. Twice as many with a 6th-level slot, three times as many with an 8th.
Control Water
Level 4 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 300 feet
- Components
- V, S, M (a drop of water and a pinch of dust)
- Duration
- Concentration, up to 10 minutes
You command water in a cube up to 100 feet on a side: raise a flood, part it, redirect its flow or spin a whirlpool that drags and batters (2d8 bludgeoning). You can switch effects with an action.
Death Ward
Level 4 · Abjuration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- 8 hours
The first time the creature would drop to 0 hit points, it drops to 1 instead and the spell ends. It also negates, once, an effect that would kill it outright without dealing damage.
Dimension Door
Level 4 · Conjuration
- Casting time
- 1 action
- Range
- 500 feet
- Components
- V
- Duration
- Instantaneous
You teleport to a spot you can see or describe within range, with what you carry and, if you like, one willing adjacent creature. If the spot is occupied, you each take 4d6 force damage and the spell fails.
Divination
Level 4 · DivinationRitual
- Casting time
- 1 action
- Range
- Self
- Components
- V, S, M (incense and a 25 gp offering, consumed)
- Duration
- Instantaneous
You ask your god one question about a goal, event or activity within the next 7 days and get a truthful reply, perhaps a short phrase, a rhyme or an omen. Casting it again before a long rest risks a random answer.
Dominate Beast
Level 4 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
A beast makes a Wisdom save (with advantage if you’re fighting it) or is charmed by you; you give it telepathic commands and can take total control with an action. It repeats the save whenever it takes damage.
At higher levels. Up to 10 minutes with a 5th-level slot, 1 hour with 6th, 8 hours with 7th or higher.
Fabricate
Level 4 · Transmutation
- Casting time
- 10 minutes
- Range
- 120 feet
- Components
- V, S
- Duration
- Instantaneous
You turn raw materials into finished items of the same stuff: a wooden bridge, rope, clothes… Up to a 10-foot cube (5-foot if mineral). Fine work like weapons or jewelry needs proficiency with the right artisan’s tools.
Faithful Hound
Level 4 · Conjuration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a tiny silver whistle, a piece of bone and a thread)
- Duration
- 8 hours
An invisible watchdog guards a spot: it sees invisible things and barks when a hostile creature comes within 30 feet. It bites foes within 5 feet using your spell attack for 4d8 piercing.
Fire Shield
Level 4 · Evocation
- Casting time
- 1 action
- Range
- Self
- Components
- V, S, M (a bit of phosphorus or a firefly)
- Duration
- 10 minutes
Wispy flames wrap you: warm ones (cold resistance) or chill ones (fire resistance). Anyone within 5 feet who hits you with a melee attack takes 2d8 fire or cold damage, matching the shield.
Freedom of Movement
Level 4 · Abjuration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a leather strap bound around the arm)
- Duration
- 1 hour
Difficult terrain doesn’t slow the creature, magic can’t reduce its speed, paralyze or restrain it, and it can slip bonds or grapples by spending 5 feet of movement. Underwater it moves and attacks without penalty.
Giant Insect
Level 4 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
You enlarge ordinary critters: up to ten centipedes, three spiders, five wasps or one scorpion become their giant versions. They obey you and act on their own turn.
Greater Invisibility
Level 4 · IllusionConcentration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- Concentration, up to 1 minute
The creature and its gear turn invisible, and unlike Invisibility it doesn’t end when the creature attacks or casts spells.
Guardian of Faith
Level 4 · Conjuration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V
- Duration
- 8 hours
A Large spectral guardian watches a spot. An enemy that first comes within 10 feet on a turn makes a Dexterity save or takes 20 radiant damage (half on a success); the guardian vanishes after dealing 60 in total.
Hallucinatory Terrain
Level 4 · Illusion
- Casting time
- 10 minutes
- Range
- 300 feet
- Components
- V, S, M (a stone, a twig and a bit of green plant)
- Duration
- 24 hours
Natural terrain in a 150-foot cube looks, sounds and smells like another kind (a field like a swamp, a road like a thicket). Structures don’t change; an Intelligence (Investigation) check against your DC sees through it.
Ice Storm
Level 4 · Evocation
- Casting time
- 1 action
- Range
- 300 feet
- Components
- V, S, M (a pinch of dust and a few drops of water)
- Duration
- Instantaneous
Hail pounds a 20-foot-radius, 40-foot-high cylinder: Dexterity save or 2d8 bludgeoning plus 4d6 cold (half on a success). The area is difficult terrain until your next turn.
At higher levels. +1d8 bludgeoning per slot level above 4th.
Locate Creature
Level 4 · DivinationConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S, M (a bit of fur from a bloodhound)
- Duration
- Concentration, up to 1 hour
You sense the direction of a creature you know (or the nearest of a kind) if it’s within 1,000 feet. Running water at least 10 feet wide blocks the spell.
Phantasmal Killer
Level 4 · IllusionConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
You conjure a creature’s deepest fear: Wisdom save or it’s frightened. At the end of each of its turns it saves again, taking 4d10 psychic damage on a fail; a success ends the spell.
At higher levels. +1d10 per slot level above 4th.
Polymorph
Level 4 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a caterpillar cocoon)
- Duration
- Concentration, up to 1 hour
A creature makes a Wisdom save (unless willing) or becomes a beast with a CR no higher than its level or CR, taking the beast’s stats and hit points. At 0 it reverts with the hit points it had before.
Private Sanctum
Level 4 · Abjuration
- Casting time
- 10 minutes
- Range
- 120 feet
- Components
- V, S, M (a thin sheet of lead, opaque glass, cotton and powdered chrysolite)
- Duration
- 24 hours
You ward a cube 5 to 100 feet on a side with the protections you choose: muffle sound, block sight inside, keep out scrying sensors or stop teleportation in or out. Cast it on the same spot daily for a year and it becomes permanent.
At higher levels. The cube can grow 100 feet per side per slot level above 4th.
Resilient Sphere
Level 4 · EvocationConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a hemisphere of clear crystal and a matching one of gum arabic)
- Duration
- Concentration, up to 1 minute
A shimmering sphere of force encloses a Large or smaller creature or object (Dexterity save if unwilling). Nothing gets in or out, not even damage, though the creature inside can roll it at half speed; Disintegrate destroys it.
Secret Chest
Level 4 · Conjuration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (an exquisite 5,000 gp chest and its tiny 50 gp replica)
- Duration
- Instantaneous
You hide a chest holding up to 12 cubic feet of goods on the Ethereal Plane. Touching the replica as an action brings it back; after 60 days there it may be lost forever.
Stone Shape
Level 4 · Transmutation
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (soft clay)
- Duration
- Instantaneous
You reshape a stone object up to 5 feet in any dimension: a crude weapon, a door, a passage, a sealed doorway. It can’t make fine mechanisms.
Stoneskin
Level 4 · AbjurationConcentration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (100 gp of diamond dust, consumed)
- Duration
- Concentration, up to 1 hour
A willing creature’s skin turns hard as rock: it has resistance to nonmagical bludgeoning, piercing and slashing damage.
Wall of Fire
Level 4 · EvocationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (a small piece of phosphorus)
- Duration
- Concentration, up to 1 minute
An opaque wall of fire rises, 60 feet long, 20 feet high and 1 foot thick, or a ring 20 feet across. When it appears, Dexterity save or 5d8 fire; one side you pick burns for 5d8 anyone ending a turn within 10 feet or passing through.
At higher levels. +1d8 per slot level above 4th.
Animate Objects
Level 5 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
You bring up to ten unattended Tiny objects to life (a Medium one counts as two, Large as four, Huge as eight). They move and attack as you command with a bonus action; their stats depend on size.
At higher levels. Two more objects per slot level above 5th.
Antilife Shell
Level 5 · AbjurationConcentration
- Casting time
- 1 action
- Range
- Self (10-foot radius)
- Components
- V, S
- Duration
- Concentration, up to 1 hour
A 10-foot-radius barrier moves with you and stops living creatures other than undead and constructs from passing or reaching through it. If you deliberately press it against such a creature, the spell ends.
Arcane Hand
Level 5 · EvocationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (an eggshell and a snakeskin glove)
- Duration
- Concentration, up to 1 minute
You create a Large hand of force with your hit point maximum and AC 20. With a bonus action you move it and pick: punch (4d8 force), shove, grab and crush (2d6 + your modifier) or block to give you cover.
At higher levels. Punch +2d8 and crush +2d6 per slot level above 5th.
Awaken
Level 5 · Transmutation
- Casting time
- 8 hours
- Range
- Touch
- Components
- V, S, M (a 1,000 gp agate, consumed)
- Duration
- Instantaneous
A Huge or smaller beast or plant gains Intelligence 10, speaks a language you know and is charmed by you for 30 days. A plant also gains the ability to move and senses like a human’s.
Cloudkill
Level 5 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
A 20-foot-radius poisonous fog spreads around corners and heavily obscures the area. A creature entering or starting its turn there makes a Constitution save or takes 5d8 poison (half on a success); the cloud drifts 10 feet away from you at the start of each of your turns.
At higher levels. +1d8 per slot level above 5th.
Commune
Level 5 · DivinationRitual
- Casting time
- 1 minute
- Range
- Self
- Components
- V, S, M (incense and a vial of holy or unholy water)
- Duration
- 1 minute
You contact your deity or a divine proxy and ask up to three yes-or-no questions, answered truthfully (or “unclear”). Casting it more than once before a long rest may go unanswered.
Commune with Nature
Level 5 · DivinationRitual
- Casting time
- 1 minute
- Range
- Self
- Components
- V, S
- Duration
- Instantaneous
You become one with nature and learn up to three facts about the land within 3 miles (300 feet underground): terrain and water, plants and animals, celestials or undead, planar influences or buildings.
Cone of Cold
Level 5 · Evocation
- Casting time
- 1 action
- Range
- Self (60-foot cone)
- Components
- V, S, M (a small crystal or glass cone)
- Duration
- Instantaneous
A blast of frigid air fills a 60-foot cone: Constitution save or 8d8 cold (half on a success). Anyone killed by it becomes a frozen statue.
At higher levels. +1d8 per slot level above 5th.
Conjure Elemental
Level 5 · ConjurationConcentration
- Casting time
- 1 minute
- Range
- 90 feet
- Components
- V, S, M (incense (air), soft clay (earth), sulfur and phosphorus (fire) or water and sand (water))
- Duration
- Concentration, up to 1 hour
You call a CR 5 or lower elemental out of a 10-foot cube of fire, water, earth or air. It obeys you while you concentrate; if concentration breaks, it turns hostile and stays.
At higher levels. CR rises by 1 per slot level above 5th.
Contact Other Plane
Level 5 · DivinationRitual
- Casting time
- 1 minute
- Range
- Self
- Components
- V
- Duration
- 1 minute
Your mind reaches out to an otherworldly entity. Make a DC 15 Intelligence save: on a fail you take 6d6 psychic damage and go insane until a long rest; on a success you may ask five questions with brief answers.
Contagion
Level 5 · Necromancy
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- 7 days
A melee spell attack leaves the creature poisoned. It makes Constitution saves at the end of its turns: three successes and it recovers, three failures and it catches the disease you chose, which lasts 7 days.
Creation
Level 5 · Illusion
- Casting time
- 1 minute
- Range
- 30 feet
- Components
- V, S, M (a tiny piece of the material to be created)
- Duration
- Special
You pull a nonliving object of vegetable or mineral matter from shadow, fitting in a 5-foot cube. How long it lasts depends on the material: hours for wood or cloth, minutes for metal or gems.
At higher levels. The cube grows 5 feet per side per slot level above 5th.
Dispel Evil and Good
Level 5 · AbjurationConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S, M (holy water or powdered silver and iron)
- Duration
- Concentration, up to 1 minute
Celestials, elementals, fey, fiends and undead have disadvantage on attacks against you. You can end the spell to break a charm or possession on a creature you touch, or to send one such creature back to its plane (Charisma save).
Dominate Person
Level 5 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
A humanoid makes a Wisdom save (with advantage if you’re fighting it) or is charmed by you; you give it telepathic commands and can take total control with an action. It repeats the save whenever it takes damage.
At higher levels. Up to 10 minutes with a 6th-level slot, 1 hour with 7th, 8 hours with 8th or higher.
Dream
Level 5 · Illusion
- Casting time
- 1 minute
- Range
- Special
- Components
- V, S, M (a handful of sand, a dab of ink and a quill from a sleeping bird)
- Duration
- 8 hours
You or a messenger enter the dreams of a known creature on the same plane to talk with it. If it’s a nightmare, the creature makes a Wisdom save or gets no rest and takes 3d6 psychic damage on waking.
Flame Strike
Level 5 · Evocation
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a pinch of sulfur)
- Duration
- Instantaneous
A 10-foot-radius, 40-foot-high column of divine fire roars down: Dexterity save or 4d6 fire plus 4d6 radiant (half on a success).
At higher levels. +1d6 fire or radiant per slot level above 5th.
Geas
Level 5 · Enchantment
- Casting time
- 1 minute
- Range
- 60 feet
- Components
- V
- Duration
- 30 days
You lay a magical command on a creature that understands you: Wisdom save or it’s charmed and must obey. Each day it acts against the command it takes 5d10 psychic damage; it can’t be ordered to its death.
At higher levels. Lasts 1 year with a 7th- or 8th-level slot, and until dispelled with a 9th.
Greater Restoration
Level 5 · Abjuration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (100 gp of diamond dust, consumed)
- Duration
- Instantaneous
You remove one of these from a creature: one level of exhaustion, a charm or petrification, a curse, an ability score reduction or a hit point maximum reduction.
Hallow
Level 5 · Evocation
- Casting time
- 24 hours
- Range
- Touch
- Components
- V, S, M (1,000 gp of herbs, oils and incense, consumed)
- Duration
- Until dispelled
You consecrate an area up to 60 feet in radius: celestials, elementals, fey, fiends and undead can’t enter it or charm or possess anyone inside. You also add an extra effect, such as courage, darkness, everlasting rest or vulnerability to a damage type.
Hold Monster
Level 5 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- 90 feet
- Components
- V, S, M (a small straight piece of iron)
- Duration
- Concentration, up to 1 minute
A creature (not undead) makes a Wisdom save or is paralyzed. It repeats the save at the end of each of its turns.
At higher levels. One more creature per slot level above 5th.
Insect Plague
Level 5 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 300 feet
- Components
- V, S, M (sugar, a few grains and a smear of fat)
- Duration
- Concentration, up to 10 minutes
A swarm of locusts fills a 20-foot-radius sphere, lightly obscured and difficult terrain. When it appears and when a creature enters or ends its turn there, Constitution save or 4d10 piercing (half on a success).
At higher levels. +1d10 per slot level above 5th.
Legend Lore
Level 5 · Divination
- Casting time
- 10 minutes
- Range
- Self
- Components
- V, S, M (250 gp of incense (consumed) and four 50 gp ivory strips)
- Duration
- Instantaneous
Name or describe a notable person, place or object and the legends about it come to you. The more you already know, or if it’s right in front of you, the clearer and more detailed the lore.
Mass Cure Wounds
Level 5 · Conjuration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Instantaneous
Up to six creatures in a 30-foot-radius sphere each regain 3d8 + your spellcasting modifier hit points. Undead and constructs are unaffected.
At higher levels. +1d8 per slot level above 5th.
Mislead
Level 5 · IllusionConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- S
- Duration
- Concentration, up to 1 hour
You turn invisible and an illusory double appears where you stand. With a bonus action you move the double and can see and hear through it; the invisibility ends if you attack or cast a spell.
Modify Memory
Level 5 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
A creature makes a Wisdom save (with advantage if you’re fighting it) or is charmed and incapacitated while you rewrite up to 10 minutes of something it lived through in the last 24 hours: erase it, alter details or make up a new one.
At higher levels. Reach memories up to 7 days old (6th), 30 days (7th), 1 year (8th) or any time (9th).
Passwall
Level 5 · Transmutation
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a pinch of sesame seeds)
- Duration
- 1 hour
You open a passage through a wood, plaster or stone wall, up to 5 feet wide, 8 feet tall and 20 feet deep, without collapsing the structure. When it ends, anyone still inside is pushed to the nearest open space.
Planar Binding
Level 5 · Abjuration
- Casting time
- 1 hour
- Range
- 60 feet
- Components
- V, S, M (a 1,000 gp jewel, consumed)
- Duration
- 24 hours
You bind a celestial, elemental, fey or fiend to your service: Charisma save or it must follow your instructions for the duration. It’s usually cast on a trapped or freshly summoned creature.
At higher levels. Lasts 10 days (6th), 30 days (7th), 180 days (8th) or a year and a day (9th).
Raise Dead
Level 5 · Necromancy
- Casting time
- 1 hour
- Range
- Touch
- Components
- V, S, M (a 500 gp diamond, consumed)
- Duration
- Instantaneous
You bring back a creature dead no longer than 10 days, with 1 hit point, if its soul is willing. It cures normal poisons and diseases but not missing body parts; the creature takes −4 to most rolls, easing by 1 per long rest.
Reincarnate
Level 5 · Transmutation
- Casting time
- 1 hour
- Range
- Touch
- Components
- V, S, M (1,000 gp of rare oils and unguents, consumed)
- Duration
- Instantaneous
A humanoid dead no longer than 10 days returns in a new adult body whose race you roll on a d100 table. It keeps its memories and abilities but swaps its racial traits for the new ones.
Scrying
Level 5 · DivinationConcentration
- Casting time
- 10 minutes
- Range
- Self
- Components
- V, S, M (a 1,000 gp focus: crystal ball, silver mirror or font of holy water)
- Duration
- Concentration, up to 10 minutes
You see and hear a creature on the same plane through an invisible sensor that follows it. It makes a Wisdom save, easier or harder depending on how well you know it and whether you hold something of its; if it succeeds, you can’t try again for 24 hours.
Seeming
Level 5 · Illusion
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S
- Duration
- 8 hours
You change the look of any creatures you choose that you can see, clothes and gear included (unwilling ones make a Charisma save). Height can shift about a foot; an Investigation check against your DC reveals the disguise.
Telekinesis
Level 5 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
You move a creature or object of up to 1,000 pounds with your mind, up to 30 feet per turn. A creature pits its Strength against your spellcasting ability check, and if you lose it doesn’t budge; objects can be handled finely.
Telepathic Bond
Level 5 · DivinationRitual
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (eggshells from two different kinds of creatures)
- Duration
- 1 hour
You link up to eight willing creatures with Intelligence 3 or higher: they can talk mind to mind at any distance on the same plane, even without a shared language.
Teleportation Circle
Level 5 · Conjuration
- Casting time
- 1 minute
- Range
- 10 feet
- Components
- V, M (50 gp of rare chalks and inks, consumed)
- Duration
- 1 round
You draw a 10-foot circle that opens a portal to a permanent circle whose sigil sequence you know, on the same plane. Anyone who steps in arrives there; cast it on the same spot daily for a year and the circle becomes permanent.
Tree Stride
Level 5 · ConjurationConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S
- Duration
- Concentration, up to 1 minute
Once per turn you can step into a living tree and out of another of the same kind within 500 feet, using 5 feet of movement. Both trees must be at least your size.
Wall of Force
Level 5 · EvocationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (powder from a crushed clear gemstone)
- Duration
- Concentration, up to 10 minutes
You create an invisible wall of force: a dome or sphere up to 10 feet in radius, or ten 10-by-10-foot panels. Nothing passes through it physically, damage doesn’t affect it and it reaches into the Ethereal Plane; only Disintegrate destroys it.
Wall of Stone
Level 5 · EvocationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (a small block of granite)
- Duration
- Concentration, up to 10 minutes
A wall of stone rises: ten 10-by-10-foot panels 6 inches thick (or half as many, 1 foot thick). Each panel has AC 15 and 30 hit points per inch of thickness; keep concentration the full 10 minutes and it becomes permanent.
Blade Barrier
Level 6 · EvocationConcentration
- Casting time
- 1 action
- Range
- 90 feet
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
A wall of whirling blades, 100 feet long, 20 feet high and 5 feet thick (or a ring 60 feet across), gives cover and is difficult terrain. A creature entering or ending its turn in it makes a Dexterity save or takes 6d10 slashing (half on a success).
Chain Lightning
Level 6 · Evocation
- Casting time
- 1 action
- Range
- 150 feet
- Components
- V, S, M (a bit of fur, a piece of amber or glass and three silver pins)
- Duration
- Instantaneous
A bolt strikes one target and leaps to up to three others within 30 feet of it. Each makes a Dexterity save or takes 10d8 lightning (half on a success).
At higher levels. One more leap per slot level above 6th.
Circle of Death
Level 6 · Necromancy
- Casting time
- 1 action
- Range
- 150 feet
- Components
- V, S, M (the powder of a crushed 500 gp black pearl)
- Duration
- Instantaneous
A wave of negative energy spreads through a 60-foot-radius sphere: Constitution save or 8d6 necrotic (half on a success).
At higher levels. +2d6 per slot level above 6th.
Conjure Fey
Level 6 · ConjurationConcentration
- Casting time
- 1 minute
- Range
- 90 feet
- Components
- V, S
- Duration
- Concentration, up to 1 hour
You summon a fey creature or fey beast of CR 6 or lower. It obeys you while you concentrate; if concentration breaks, it turns hostile and lingers for an hour.
At higher levels. CR rises by 1 per slot level above 6th.
Contingency
Level 6 · Evocation
- Casting time
- 10 minutes
- Range
- Self
- Components
- V, S, M (a 1,500 gp ivory statuette of yourself)
- Duration
- 10 days
You prime a spell of 5th level or lower that affects you, plus a trigger (“if I fall into water…”). When it happens the spell casts itself; you can have only one contingency at a time.
Create Undead
Level 6 · Necromancy
- Casting time
- 1 minute
- Range
- 10 feet
- Components
- V, S, M (a clay pot of grave dirt, brackish water and one 150 gp black onyx per corpse)
- Duration
- Instantaneous
Only at night: you raise up to three corpses as ghouls under your control for 24 hours. Recast it before time runs out to keep them.
At higher levels. 7th: four ghouls; 8th: five ghouls or two ghasts or wights; 9th: six ghouls, three ghasts or wights, or two mummies.
Disintegrate
Level 6 · Transmutation
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a lodestone and a pinch of dust)
- Duration
- Instantaneous
A green ray: Dexterity save or 10d6 + 40 force damage. If that drops it to 0, it turns to dust; it also wipes out a 10-foot cube of an object or a wall of force.
At higher levels. +3d6 per slot level above 6th.
Eyebite
Level 6 · NecromancyConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S
- Duration
- Concentration, up to 1 minute
Your eyes become inky voids. Each turn, as an action, pick a creature within 60 feet that can see you: Wisdom save or it falls asleep, flees in panic or is sickened (disadvantage on attacks and checks).
Find the Path
Level 6 · DivinationConcentration
- Casting time
- 1 minute
- Range
- Self
- Components
- V, S, M (100 gp of divination tools and an object from the destination)
- Duration
- Concentration, up to 1 day
You know the shortest, most direct route to a fixed place you’re familiar with on the same plane, and at every fork which way to go.
Flesh to Stone
Level 6 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a pinch of lime, water and earth)
- Duration
- Concentration, up to 1 minute
A creature makes a Constitution save or is restrained as its flesh hardens. At the end of each of its turns it saves again: three failures and it’s petrified, three successes and it’s free; hold concentration the full minute and the petrification is permanent.
Forbiddance
Level 6 · AbjurationRitual
- Casting time
- 10 minutes
- Range
- Touch
- Components
- V, S, M (holy water, rare incense and 1,000 gp of powdered ruby)
- Duration
- 1 day
You ward up to 40,000 square feet, 30 feet high: no one can teleport in or use portals to enter. You also pick creature types (celestial, elemental, fey, fiend, undead) that take 5d10 radiant or necrotic on entering or starting a turn there; cast it daily for 30 days and it’s permanent.
Freezing Sphere
Level 6 · Evocation
- Casting time
- 1 action
- Range
- 300 feet
- Components
- V, S, M (a small crystal sphere)
- Duration
- Instantaneous
A globe of cold bursts in a 60-foot-radius sphere: Constitution save or 10d6 cold (half on a success). Over water it freezes the surface; you can also keep it as a marble-sized pellet to throw later.
At higher levels. +1d6 per slot level above 6th.
Globe of Invulnerability
Level 6 · AbjurationConcentration
- Casting time
- 1 action
- Range
- Self (10-foot radius)
- Components
- V, S, M (a glass or crystal bead)
- Duration
- Concentration, up to 1 minute
A 10-foot-radius barrier surrounds you: spells of 5th level or lower cast from outside can’t affect anything inside. Spells cast from inside work outward normally.
At higher levels. Blocks one more level per slot level above 6th.
Guards and Wards
Level 6 · Abjuration
- Casting time
- 10 minutes
- Range
- Touch
- Components
- V, S, M (incense, brimstone and oil, a knotted string, umber hulk blood and a 10 gp silver rod)
- Duration
- 24 hours
You protect up to 2,500 square feet of a building: fog in corridors, magically locked doors, webs on stairs, confusing forks and one extra effect of your choice. Cast it daily for a year and it’s permanent.
Harm
Level 6 · Necromancy
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Instantaneous
A virulent disease: Constitution save or 14d6 necrotic (half on a success), and its hit point maximum drops by the same amount until a long rest. It can’t take the target below 1 hit point.
Heal
Level 6 · Evocation
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Instantaneous
A creature regains 70 hit points and is cured of blindness, deafness and any diseases. Undead and constructs are unaffected.
At higher levels. +10 hit points per slot level above 6th.
Heroes’ Feast
Level 6 · Conjuration
- Casting time
- 10 minutes
- Range
- 30 feet
- Components
- V, S, M (a 1,000 gp gem-encrusted bowl, consumed)
- Duration
- Instantaneous
You lay out a feast for up to 12 creatures that takes 1 hour to eat. For 24 hours they’re cured of poison and disease, immune to poison and fear, have advantage on Wisdom saves and gain 2d10 extra maximum hit points.
Instant Summons
Level 6 · ConjurationRitual
- Casting time
- 1 minute
- Range
- Touch
- Components
- V, S, M (a 1,000 gp sapphire)
- Duration
- Until dispelled
You mark an object of up to 10 pounds and tie it to a sapphire. Crush the sapphire as an action and the object appears in your hand wherever you are; if someone holds it, you learn who and where, but it stays.
Irresistible Dance
Level 6 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V
- Duration
- Concentration, up to 1 minute
With no initial save, a creature starts dancing nonstop: it uses all its movement on the spot, has disadvantage on Dexterity saves and attacks, and others have advantage against it. It can use an action to make a Wisdom save and end it.
Magic Jar
Level 6 · Necromancy
- Casting time
- 1 minute
- Range
- Self
- Components
- V, S, M (a 500 gp gem, crystal or reliquary)
- Duration
- Until dispelled
Your soul moves into a container while your body lies in a trance. From there you can try to possess a humanoid within 100 feet (Charisma save), using its body with your mind; if the container is destroyed, it may cost your life.
Mass Suggestion
Level 6 · Enchantment
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, M (a snake’s tongue and a honeycomb or sweet oil)
- Duration
- 24 hours
You suggest a reasonable course of action to up to twelve creatures that hear and understand you: Wisdom save or they follow it as best they can. An obviously harmful suggestion doesn’t work.
At higher levels. Lasts 10 days (7th), 30 days (8th) or a year and a day (9th).
Move Earth
Level 6 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (an iron blade and a small bag of clay, loam and sand)
- Duration
- Concentration, up to 2 hours
You reshape dirt, sand or clay in an area up to 40 feet on a side: raise or lower ground, dig trenches, build walls. Each change takes 10 minutes to finish; it can’t move stone.
Planar Ally
Level 6 · Conjuration
- Casting time
- 10 minutes
- Range
- 60 feet
- Components
- V, S
- Duration
- Instantaneous
You beseech an otherworldly entity and it sends a celestial, elemental or fiend loyal to it. It isn’t compelled: you bargain over a task and a fitting payment.
Programmed Illusion
Level 6 · Illusion
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (a bit of fleece and 25 gp of jade dust)
- Duration
- Until dispelled
You set up an illusion with sight and sound in a 30-foot cube that triggers on a condition you choose. It plays out as scripted for up to 5 minutes, then waits again; an Investigation check against your DC reveals it.
Sunbeam
Level 6 · EvocationConcentration
- Casting time
- 1 action
- Range
- Self (60-foot line)
- Components
- V, S, M (a magnifying glass)
- Duration
- Concentration, up to 1 minute
A beam of sunlight fills a 60-foot line: Constitution save or 6d8 radiant and blinded until your next turn (half and not blinded on a success; oozes and undead save with disadvantage). You can fire it again as an action each turn while it lasts.
Transport via Plants
Level 6 · Conjuration
- Casting time
- 1 action
- Range
- 10 feet
- Components
- V, S
- Duration
- 1 round
You link a nearby Large or bigger plant to another on the same plane, at any distance, that you’ve seen or touched before. Until your next turn, anyone stepping into the first comes out of the second for 5 feet of movement.
True Seeing
Level 6 · Divination
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a 25 gp eye ointment, consumed)
- Duration
- 1 hour
The creature gains truesight to 120 feet: it sees through normal and magical darkness, sees invisible things and magical secret doors, sees through illusions and perceives shapechangers’ true forms and the Ethereal Plane.
Wall of Ice
Level 6 · EvocationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (a small piece of quartz)
- Duration
- Concentration, up to 10 minutes
A 1-foot-thick wall of ice rises: a dome or sphere up to 10 feet in radius, or ten 10-by-10-foot panels. When it appears, Dexterity save or 10d6 cold; each section has AC 12 and 30 hit points, and a broken one leaves frigid air dealing 5d6 to anyone passing through.
At higher levels. +2d6 on appearance and +1d6 frigid air per slot level above 6th.
Wall of Thorns
Level 6 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (a handful of thorns)
- Duration
- Concentration, up to 10 minutes
A wall of brush 60 feet long, 10 feet high and 5 feet thick (or a circle 20 feet across). When it appears, Dexterity save or 7d8 piercing (half on a success); moving through costs 4 feet per foot and forces another save against 7d8 slashing.
At higher levels. +1d8 to both damages per slot level above 6th.
Wind Walk
Level 6 · Transmutation
- Casting time
- 1 minute
- Range
- 30 feet
- Components
- V, S, M (fire and holy water)
- Duration
- 8 hours
You and up to ten willing creatures turn into wisps of cloud that fly 300 feet per turn, resistant to nonmagical damage. Changing from cloud to body, or back, takes 1 minute.
Word of Recall
Level 6 · Conjuration
- Casting time
- 1 action
- Range
- 5 feet
- Components
- V
- Duration
- Instantaneous
You and up to five willing creatures within 5 feet teleport instantly to a sanctuary you designated beforehand, dedicated to your deity.
Arcane Sword
Level 7 · EvocationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a miniature platinum sword (250 gp))
- Duration
- Concentration, up to 1 minute
You create a floating blade of force that attacks when it appears: melee spell attack for 3d10 force damage. As a bonus action you can move it up to 20 feet and attack again.
Conjure Celestial
Level 7 · ConjurationConcentration
- Casting time
- 1 minute
- Range
- 90 feet
- Components
- V, S
- Duration
- Concentration, up to 1 hour
You summon a celestial of challenge rating 4 or lower that is friendly to you and your companions and follows your verbal commands. It rolls its own initiative and vanishes at 0 hit points or when the spell ends.
At higher levels. With a 9th-level slot, the celestial can be CR 5 or lower.
Delayed Blast Fireball
Level 7 · EvocationConcentration
- Casting time
- 1 action
- Range
- 150 feet
- Components
- V, S, M (a tiny ball of bat guano and sulfur)
- Duration
- Concentration, up to 1 minute
A glowing bead waits at a point and explodes when the spell ends (or someone touches it): 20-foot-radius sphere, Dexterity save, 12d6 fire damage or half on a success. The damage grows by 1d6 for each of your turns it waits.
At higher levels. +1d6 base damage for each slot level above 7th.
Divine Word
Level 7 · Evocation
- Casting time
- 1 bonus action
- Range
- 30 feet
- Components
- V
- Duration
- Instantaneous
Chosen creatures that hear you make a Charisma save; by current hit points: 50 or fewer, deafened; 40 or fewer, also blinded; 30 or fewer, also stunned; 20 or fewer, killed. Celestials, elementals, fey and fiends that fail are sent back to their home plane for 24 hours.
Etherealness
Level 7 · Transmutation
- Casting time
- 1 action
- Range
- Self
- Components
- V, S
- Duration
- Up to 8 hours
You step into the Border Ethereal, seeing and hearing the material plane in gray out to 60 feet and passing through its objects and creatures without interacting. You can end it with an action; if you return inside something solid, you are shunted to the nearest free space and take damage.
At higher levels. You can bring three more willing creatures (within 10 feet) for each slot level above 7th.
Finger of Death
Level 7 · Necromancy
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Instantaneous
One creature makes a Constitution save: 7d8 + 30 necrotic damage, or half on a success. A humanoid killed this way rises at the start of your next turn as a zombie that obeys you permanently.
Fire Storm
Level 7 · Evocation
- Casting time
- 1 action
- Range
- 150 feet
- Components
- V, S
- Duration
- Instantaneous
Up to ten connected 10-foot cubes fill with flame: Dexterity save, 7d10 fire damage or half. It ignites flammable objects, and you can choose to spare the plants in the area.
Forcecage
Level 7 · Evocation
- Casting time
- 1 action
- Range
- 100 feet
- Components
- V, S, M (ruby dust (1,500 gp), consumed)
- Duration
- 1 hour
An invisible, immobile prison of force: a barred cage 20 feet on a side or a solid box 10 feet on a side. Nothing physical passes or damages it, and anyone trying to leave by teleportation or planar travel must succeed on a Charisma save.
Magnificent Mansion
Level 7 · Conjuration
- Casting time
- 1 minute
- Range
- 300 feet
- Components
- V, S, M (an ivory portal, a piece of marble and a tiny silver spoon (5 gp each))
- Duration
- 24 hours
You open a door to an extradimensional mansion of up to fifty 10-foot cubes, with food for a hundred people and up to a hundred invisible servants. Only those you allow can enter, and anyone left inside when it ends appears by the door.
Mirage Arcane
Level 7 · Illusion
- Casting time
- 10 minutes
- Range
- Sight
- Components
- V, S
- Duration
- 10 days
You change how terrain looks, sounds, smells and even feels in an area up to 1 mile square: plain into swamp, road into thicket… Tactile parts feel real, though the structure doesn't change; truesight reveals the real ground.
Plane Shift
Level 7 · Conjuration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (a forked metal rod attuned to a plane (250 gp))
- Duration
- Instantaneous
You and up to eight willing creatures holding hands travel to another plane, near your chosen destination or at a teleportation circle you know. Or you banish one creature: melee spell attack, and on a failed Charisma save it goes to a random spot on the plane you name.
Prismatic Spray
Level 7 · Evocation
- Casting time
- 1 action
- Range
- Self (60-foot cone)
- Components
- V, S
- Duration
- Instantaneous
Seven colored rays flash from your hand; each creature in the cone makes a Dexterity save and rolls 1d8 for the ray that hits it. 1–5: 10d6 fire, acid, lightning, poison or cold (half on a save); 6: restrained and possibly petrified; 7: blinded and possibly sent to another plane; 8: two rays.
Project Image
Level 7 · IllusionConcentration
- Casting time
- 1 action
- Range
- 500 miles
- Components
- V, S, M (a small replica of you (5 gp))
- Duration
- Concentration, up to 1 day
You create an illusory copy of yourself somewhere you have seen. You can see and hear through it, move it, make it talk or gesture, and cast spells as if you were there; it vanishes if it takes damage.
Regenerate
Level 7 · Transmutation
- Casting time
- 1 minute
- Range
- Touch
- Components
- V, S, M (a prayer wheel and holy water)
- Duration
- 1 hour
The creature regains 4d8 + 15 hit points at once, then 1 hit point at the start of each of its turns. Severed limbs regrow after 2 minutes.
Resurrection
Level 7 · Necromancy
- Casting time
- 1 hour
- Range
- Touch
- Components
- V, S, M (a diamond (1,000 gp), consumed)
- Duration
- Instantaneous
You return a creature dead for under 100 years (not of old age) to life with all its hit points, curing poisons, diseases and missing limbs. It comes back with −4 to attacks, saves and checks, reduced by 1 per long rest.
Reverse Gravity
Level 7 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 100 feet
- Components
- V, S, M (a lodestone and iron filings)
- Duration
- Concentration, up to 1 minute
Gravity flips in a 50-foot-radius, 100-foot-high cylinder: anything not anchored falls upward (Dexterity save to grab hold of something). What hits a ceiling takes falling damage; when it ends, everything falls back down.
Sequester
Level 7 · Transmutation
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S, M (diamond, emerald, ruby and sapphire dust (5,000 gp), consumed)
- Duration
- Until dispelled
You hide a willing creature or an object: it turns invisible and can't be found by divination. A creature falls into suspended animation without aging; you can set a condition that ends the spell.
Simulacrum
Level 7 · Illusion
- Casting time
- 12 hours
- Range
- Touch
- Components
- V, S, M (snow or ice, a piece of the creature and ruby dust (1,500 gp), consumed)
- Duration
- Until dispelled
You make a snowy duplicate of a beast or humanoid that was nearby: same statistics but half the hit points, it obeys you and can't level up or regain spell slots. You can have only one at a time; it heals only by repairs in a laboratory.
Symbol
Level 7 · Abjuration
- Casting time
- 1 minute
- Range
- Touch
- Components
- V, S, M (mercury, phosphorus and powdered diamond and opal (1,000 gp), consumed)
- Duration
- Until dispelled or triggered
You inscribe a near-invisible glyph on a surface or object that triggers on a condition you set, affecting creatures within 60 feet for 10 minutes. Pick its effect: death (10d10 necrotic), discord, fear, hopelessness, insanity, pain, sleep or stunning, each with its own save.
Teleport
Level 7 · Conjuration
- Casting time
- 1 action
- Range
- 10 feet
- Components
- V
- Duration
- Instantaneous
You instantly take yourself and up to eight willing creatures (or one object) to a destination on the same plane, at any distance. The less familiar the place, the likelier you land off target, in a similar area or suffer a mishap dealing 3d10 force damage.
Animal Shapes
Level 8 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S
- Duration
- Concentration, up to 24 hours
You turn any willing creatures you can see into Large or smaller beasts of CR 4 or lower; you can use an action to change their forms again. They use the beast's hit points and physical statistics and revert at 0 hit points.
Antimagic Field
Level 8 · AbjurationConcentration
- Casting time
- 1 action
- Range
- Self (10-foot-radius sphere)
- Components
- V, S, M (a pinch of powdered iron or iron filings)
- Duration
- Concentration, up to 1 hour
An invisible sphere moves with you and suppresses all magic inside: no spells can be cast, magic items act mundane and summoned creatures wink out while inside. Only gods and artifacts ignore it.
Antipathy/Sympathy
Level 8 · Enchantment
- Casting time
- 1 hour
- Range
- 60 feet
- Components
- V, S, M (alum soaked in vinegar (antipathy) or a drop of honey (sympathy))
- Duration
- 10 days
A place or object repels (antipathy) or lures (sympathy) a kind of creature you choose, such as red dragons or elves. Those who sense it make a Wisdom save or become frightened and flee, or drawn in and unwilling to leave; they can retry when they move away or take damage.
Clone
Level 8 · Necromancy
- Casting time
- 1 hour
- Range
- Touch
- Components
- V, S, M (a diamond (1,000 gp), a piece of the creature's flesh and a sealable vessel (2,000 gp))
- Duration
- Instantaneous
You grow an inert duplicate of a living creature in a vessel; it matures in 120 days and can be younger. If the creature dies and its soul is free, the soul moves into the clone with all its memories and abilities.
Control Weather
Level 8 · TransmutationConcentration
- Casting time
- 10 minutes
- Range
- Self (5-mile radius)
- Components
- V, S, M (burning incense and bits of earth and wood mixed in water)
- Duration
- Concentration, up to 8 hours
Outdoors, you change the weather within 5 miles: clouds and precipitation, temperature and wind, one step on the scale at a time. Changes take 1d4 × 10 minutes to arrive, and the weather drifts back to normal when it ends.
Demiplane
Level 8 · Conjuration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- S
- Duration
- 1 hour
A shadowy door on a wall opens onto an empty 30-foot stone or wood room in a demiplane of its own. You can make a new one or reopen one you made before; anyone inside when it closes is trapped there.
Dominate Monster
Level 8 · EnchantmentConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 1 hour
A creature makes a Wisdom save (with advantage if you're fighting it) or is charmed by you; you share a telepathic link, it follows your commands, and you can use your action to control it precisely. It repeats the save whenever it takes damage.
At higher levels. With a 9th-level slot, the duration is up to 8 hours.
Earthquake
Level 8 · EvocationConcentration
- Casting time
- 1 action
- Range
- 500 feet
- Components
- V, S, M (a pinch of dirt, a piece of rock and a lump of clay)
- Duration
- Concentration, up to 1 minute
The ground shakes in a 100-foot-radius circle: difficult terrain, concentration breaks easily, and anyone standing makes a Dexterity save or falls prone. Fissures open, and structures take 50 bludgeoning damage per turn and may collapse.
Feeblemind
Level 8 · Enchantment
- Casting time
- 1 action
- Range
- 150 feet
- Components
- V, S, M (a handful of clay, crystal or glass spheres)
- Duration
- Instantaneous
A creature takes 4d6 psychic damage and makes an Intelligence save; on a failure its Intelligence and Charisma drop to 1 and it can't cast spells, use magic items or speak sensibly. It repeats the save every 30 days; greater restoration, heal or wish also cure it.
Glibness
Level 8 · Transmutation
- Casting time
- 1 action
- Range
- Self
- Components
- V
- Duration
- 1 hour
When you make a Charisma check, you can replace the number you roll with a 15. Also, magic that detects lies always reads you as truthful.
Holy Aura
Level 8 · AbjurationConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S, M (a tiny reliquary holding a relic (1,000 gp))
- Duration
- Concentration, up to 1 minute
Creatures you choose within 30 feet have advantage on all saving throws, and attacks against them have disadvantage. A fiend or undead that hits one in melee makes a Constitution save or is blinded until the spell ends.
Incendiary Cloud
Level 8 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 150 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
A 20-foot-radius cloud of smoke and embers heavily obscures the area. Anyone entering it or starting a turn there makes a Dexterity save: 10d8 fire damage or half; the cloud drifts 10 feet away from you each turn.
Maze
Level 8 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
You banish a creature into a labyrinthine demiplane, no save. It can use its action to escape with a DC 20 Intelligence check; minotaurs and goristro demons get out automatically.
Mind Blank
Level 8 · Abjuration
- Casting time
- 1 action
- Range
- Touch
- Components
- V, S
- Duration
- 24 hours
A willing creature becomes immune to psychic damage, thought reading, divination and being charmed. Not even wish can pry information about it from its mind.
Power Word Stun
Level 8 · Enchantment
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V
- Duration
- Instantaneous
If the creature has 150 hit points or fewer, it is stunned, no save. At the end of each of its turns it makes a Constitution save to shake it off.
Sunburst
Level 8 · Evocation
- Casting time
- 1 action
- Range
- 150 feet
- Components
- V, S, M (fire and a piece of sunstone)
- Duration
- Instantaneous
Sunlight blazes in a 60-foot radius: Constitution save, 12d6 radiant damage and blinded for 1 minute, or half and not blinded on a success. Undead and oozes have disadvantage, and it dispels magical darkness in the area.
Astral Projection
Level 9 · Necromancy
- Casting time
- 1 hour
- Range
- 10 feet
- Components
- V, S, M (per creature, a jacinth (1,000 gp) and a carved silver bar (100 gp), consumed)
- Duration
- Special
You and up to eight willing creatures project your astral bodies into the Astral Plane, leaving your bodies unconscious and unaging. A silver cord ties you to them: if it's cut, you die; it lasts until you end it or a body or astral form drops to 0 hit points.
Foresight
Level 9 · Divination
- Casting time
- 1 minute
- Range
- Touch
- Components
- V, S, M (a hummingbird feather)
- Duration
- 8 hours
A willing creature glimpses the immediate future: it can't be surprised, has advantage on attacks, checks and saves, and attacks against it have disadvantage.
Gate
Level 9 · ConjurationConcentration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a diamond (5,000 gp))
- Duration
- Concentration, up to 1 minute
You open a circular portal 5 to 20 feet across to a specific spot on another plane, passable only from the front. If you name a specific creature on that plane, the portal opens beside it and pulls it to you, though you don't control it.
Imprisonment
Level 9 · Abjuration
- Casting time
- 1 minute
- Range
- 30 feet
- Components
- V, S, M (a likeness of the target (500 gp per Hit Die))
- Duration
- Until dispelled
A creature makes a Wisdom save or is bound forever in a way you choose: buried, chained, walled in, shrunk inside a gem or put into endless slumber. You set a specific condition that frees it.
Mass Heal
Level 9 · Evocation
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Instantaneous
You split up to 700 hit points of healing among creatures you choose. Those healed are also cured of diseases and of being blinded or deafened; it doesn't work on undead or constructs.
Meteor Swarm
Level 9 · Evocation
- Casting time
- 1 action
- Range
- 1 mile
- Components
- V, S
- Duration
- Instantaneous
Four meteors strike four points you choose and burst in 40-foot-radius spheres: Dexterity save, 20d6 fire plus 20d6 bludgeoning, or half. A creature in several spheres takes the damage only once.
Power Word Kill
Level 9 · Enchantment
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V
- Duration
- Instantaneous
If the creature has 100 hit points or fewer, it dies instantly, no save. Otherwise nothing happens.
Prismatic Wall
Level 9 · Abjuration
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- 10 minutes
A seven-layered wall of light (up to 90 feet long and 30 feet high, or a 30-foot-diameter sphere); creatures within 20 feet make a Constitution save or are blinded for 1 minute. Crossing it applies each layer in order (fire, acid, lightning, poison, cold, restraint and banishment), and each layer is destroyed in its own way.
Shapechange
Level 9 · TransmutationConcentration
- Casting time
- 1 action
- Range
- Self
- Components
- V, S, M (a jade circlet (1,500 gp))
- Duration
- Concentration, up to 1 hour
You become a creature you have seen with CR equal to or below your level (not a construct or undead), gaining its hit points and abilities but keeping your mind and spells. As an action you can switch to another form while it lasts.
Storm of Vengeance
Level 9 · ConjurationConcentration
- Casting time
- 1 action
- Range
- Sight
- Components
- V, S
- Duration
- Concentration, up to 1 minute
A storm 360 feet in radius: when it forms, Constitution save or 2d6 thunder and deafened. Later turns bring acid rain (4d6), six lightning bolts of 10d6, hail for 2d6 bludgeoning and finally freezing wind for 1d6 cold that makes all terrain difficult.
Time Stop
Level 9 · Transmutation
- Casting time
- 1 action
- Range
- Self
- Components
- V
- Duration
- Instantaneous
Time stops for everyone but you: you take 1d4 + 1 turns in a row. It ends early if anything you do affects another creature or an object someone is carrying, or if you move more than 1,000 feet from where you cast it.
True Polymorph
Level 9 · TransmutationConcentration
- Casting time
- 1 action
- Range
- 30 feet
- Components
- V, S, M (a drop of mercury, a dollop of gum arabic and a wisp of smoke)
- Duration
- Concentration, up to 1 hour
You transform a creature (Wisdom save if unwilling) into another creature of CR no higher than its level or CR, or into an object; you can also turn an object into a creature. If you concentrate for the full hour, the change lasts until dispelled.
True Resurrection
Level 9 · Necromancy
- Casting time
- 1 hour
- Range
- Touch
- Components
- V, S, M (holy water and diamonds (25,000 gp), consumed)
- Duration
- Instantaneous
You restore a creature dead for under 200 years (not of old age) to life with all its hit points, no penalties and every ailment cured. You don't even need the body: speak its name and a new body appears.
Weird
Level 9 · IllusionConcentration
- Casting time
- 1 action
- Range
- 120 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
Creatures you choose in a 30-foot-radius sphere see their deepest fears: Wisdom save or frightened. While it lasts, at the end of each of their turns they repeat the save or take 4d10 psychic damage; a success ends it for them.
Wish
Level 9 · Conjuration
- Casting time
- 1 action
- Range
- Self
- Components
- V
- Duration
- Instantaneous
You duplicate any spell of 8th level or lower with no components, or ask for something bigger: create objects, heal a whole group, grant resistances or undo a recent event. For anything beyond that, the DM rules on the outcome and you're left weakened, with a 33% chance of never casting it again.