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S

  • casting time the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example
  • range because there is no one within its reach or because its reaction is unavailable)

  • components the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save
  • duration the target takes half as much damage only.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher

the damage increases by 1d4 for each slot level above 3rd.;Witch (BMT)

Other M;Instantaneous;(a playing card depicting a rogue)You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save

S;Concentration

  • casting time granting you explosive speed. For the duration
  • range your speed increases by 20 feet and moving doesn't provoke opportunity attacks.
    When you move within 5 feet of a creature or an object that isn't being worn or carried

  • components it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher
  • duration increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.;Witch (FTD)

Other up to 1 minute;The billowing flames of a dragon blast from your feet

S;Concentration

  • casting time and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell
  • range choose the nature of the curse from the following options.
    • Choose one ability score. While cursed

  • components the target has disadvantage on ability checks and saving throws made with that ability score.
    • While cursed
  • duration the target has disadvantage on attack rolls against you.
    • While cursed

the target must make a Wisdom saving throw at the start of each of its turns. If it fails

Other up to 1 minute;You touch a creature

S;Concentration

  • casting time the duration is concentration
  • range up to 10 minutes. If you use a spell slot of 5th level or higher

  • components the duration is 8 hours. If you use a spell slot of 7th level or higher
  • duration the duration is 24 hours. If you use a 9th level spell slot

the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. ;Witch

Other up to 1 minute;At Higher Levels: If you cast this spell using a spell slot of 4th level or higher

M;10 minutes;(a pinch of sand)You make a calming gesture

  • casting time that target gains the benefit of a short rest
  • range and it can't be affected by this spell again until it finishes a long rest.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components you can target one additional willing creature for each slot level above 3rd.;Witch (XGE)
  • duration

Other and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration

S

  • casting time up to 10 minutes;(a focus worth at least 100 gp
  • range either a jeweled horn for hearing or a glass eye for scrying)You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door

  • components around a corner
  • duration or in a grove of trees). The sensor remains in place for the duration

and it can't be attacked or otherwise interacted with.
When you cast the spell

Other M;Concentration

its spell fails and has no effect. If it is casting a spell of 4th level or higher

  • casting time the creature's spell fails and has no effect.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. ;Witch

Other make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success

S

  • casting time you fashion the material components into a Tiny doll (or pull the doll from your shadow if you cast it without material components). While you hold this doll in one hand
  • range you can use any of the following bonus actions or reactions.
    • As a bonus action

  • components choose one creature you can see within 15 feet of you. That creature regains 1d8 hit points.
    • As a bonus action
  • duration choose one creature you can see within 15 feet of you. You can end either one disease or one condition afflicting it. The condition can be blinded

deafened

poisoned M;1 minute;(clay and willow branches)When you cast this spell

S;Instantaneous;Choose any creature

  • casting time or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. ;Witch

poisoned object

3;Antagonize;3rd level Enchantment;1 action;30 feet;V 3;Antagonize;3rd level Enchantment;1 action;30 feet;V
3;Ashardalon's Stride;3rd level Transmutation;1 bonus action;Self;V 3;Ashardalon's Stride;3rd level Transmutation;1 bonus action;Self;V
3;Bestow Curse (curse) [1/2];3rd level Necromancy;1 action;Touch;V 3;Bestow Curse (curse) [1/2];3rd level Necromancy;1 action;Touch;V
3;Bestow Curse (curse) [2/2];3rd level Necromancy;1 action;Touch;V 3;Bestow Curse (curse) [2/2];3rd level Necromancy;1 action;Touch;V
3;Catnap;3rd level Enchantment;1 action;30 feet;S 3;Catnap;3rd level Enchantment;1 action;30 feet;S
3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V 3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V
3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower 3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower
3;Create Poppet;3rd level Transmutation;1 action;Self;V 3;Create Poppet;3rd level Transmutation;1 action;Self;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V

S;Concentration

  • casting time cold
  • range fire

  • components lightning
  • duration or thunder. For the duration

the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level

poisoned up to 1 hour;A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid

S;Concentration

  • casting time the target loses the ability to distinguish friend from foe
  • range regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage

  • components it can repeat the saving throw
  • duration ending the effect on itself on a success.
    Whenever the affected creature chooses another creature as a target

it must choose the target at random from among the creatures it can see within range of the attack

spell up to 1 minute;You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save

up to 1 hour;When you need to make sure something gets done

  • casting time sworn oaths
  • range or binding contracts of employment. When you cast this spell

  • components choose one humanoid within range that can see and hear you
  • duration and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way

it undertakes to perform any services or activities you ask of it in a friendly manner

spell you can't rely on vague promises

up to 1 hour;At Higher Levels. When you cast this spell using a spell slot of 4th level or higher

spell you can target one additional creature for each slot level above 3rd.;Witch (AI)

S

  • casting time up to 1 minute;(a white feather or the heart of a hen)You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
    While frightened by this spell
  • range a creature must take the Dash action and move away from you by the safest available route on each of its turns

  • components unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you
  • duration the creature can make a Wisdom saving throw. On a successful save

the spell ends for that creature. ;Witch

spell M;Concentration

S

  • casting time or until you use an action to touch the target and dismiss the spell
  • range the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated

  • components and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell
  • duration or becomes diseased or poisoned while under the spell's effect

the disease and poison have no effect until the spell ends. ;Witch

spell M;1 hour;(a pinch of graveyard dirt)You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration

S;Concentration

  • casting time the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses
  • range and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.;Witch (XGE)
  • duration

spell up to 1 hour;You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver

S

  • casting time up to 10 minutes;(a wing feather from any bird)You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends
  • range the target falls if it is still aloft

  • components unless it can stop the fall.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you can target one additional creature for each slot level above 3rd. ;Witch

spell M;Concentration

S

  • casting time up to 1 hour;(a bit of gauze and a wisp of smoke)You transform a willing creature you touch
  • range along with everything it's wearing and carrying

  • components into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
    While in this form
  • duration the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage

and it has advantage on Strength

Dexterity M;Concentration

3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V 3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V
3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V 3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V
3;Fast Friends [1/2];3rd level Enchantment;1 action;30 feet;V;Concentration 3;Fast Friends [1/2];3rd level Enchantment;1 action;30 feet;V;Concentration
3;Fast Friends [2/2];3rd level Enchantment;1 action;30 feet;V;Concentration 3;Fast Friends [2/2];3rd level Enchantment;1 action;30 feet;V;Concentration
3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V
3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V 3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V
3;Flame Arrows;3rd level Transmutation;1 action;Touch;V 3;Flame Arrows;3rd level Transmutation;1 action;Touch;V
3;Fly;3rd level Transmutation;1 action;Touch;V 3;Fly;3rd level Transmutation;1 action;Touch;V
3;Gaseous Form;3rd level Transmutation;1 action;Touch;V 3;Gaseous Form;3rd level Transmutation;1 action;Touch;V

S

  • casting time up to 10 minutes;(a dab of pitch and a bag of glittering sand)You shroud the area surrounding you in a sphere of night sky
  • range dotted with miniature stars. The twilight conceals your allies

  • components but clearly illuminates your enemies.
    The area affected by this spell is lightly obscured by magical shadow
  • duration within which small constellations softly twinkle. Aside from these stars

only light produced by a spell of 3rd level or higher can properly illuminate any area inside the sphere. Nonmagical light does not function inside the sphere

Dexterity M;Concentration

S

  • casting time up to 10 minutes;(a dab of pitch and a bag of glittering sand)All other creatures in the area are dazzled by the light of the miniature stars
  • range causing them to have disadvantage on all perception checks inside the sphere. When such a creature enters the spell's area for the first time

  • components or starts its turn there
  • duration it must make a Wisdom saving throw or be blinded until the end of its turn.;Witch (HWCS)

Dexterity M;Concentration

S

  • casting time which the spell consumes)When you cast this spell
  • range you inscribe a glyph that harms other creatures

  • components either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book
  • duration a scroll

or a treasure chest) to conceal the glyph. If you choose a surface

Dexterity M;Until dispelled or triggered;(incense and powdered diamond worth at least 200 gp

M;Concentration

  • casting time the creature becomes charmed for the duration. While charmed by this spell
  • range the creature is incapacitated and has a speed of 0.
    The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. ;Witch

Dexterity up to 1 minute;(a glowing stick of incense or a crystal vial filled with phosphorescent material)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save

S

  • casting time up to 1 minute;(a gem worth at least 50 gp)When you cast this spell
  • range you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends

  • components or until you or your companions do anything harmful to it. While charmed in this way
  • duration a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you

it cannot move

Dexterity M;Concentration

up to 1 hour;For the duration

  • casting time as well as advantage on Intelligence
  • range Wisdom

  • components and Charisma saving throws.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.;Witch (TCE)

Dexterity you or one willing creature you can see within range has resistance to psychic damage

S

  • casting time roll two d20s
  • range and record what you rolled. For each die

  • components choose either attack roll
  • duration skill check

or saving throw. You can choose each option multiple times. For the next 24 hours

Dexterity M;24 hours;(a holy symbol of the Amaranthine)You call upon the power of an Amaranthine to grant yourself insight into the Great Rhythm that moves all things. When you cast this spell

S

  • casting time regardless of the weather outside.
    Until the spell ends
  • range you can command the interior to become dimly lit or dark. The dome is opaque from the outside

  • components of any color you choose
  • duration but it is transparent from the inside.;Witch

Dexterity M;8 hours;(a small crystal bead)A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry

S;Instantaneous;You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage

  • casting time the damage increases by 1d8 for each slot level above 3rd.;Witch (XGE)
  • range

Dexterity and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. AtHigher Levels. When you cast this spell using a spell slot of 4th level or higher

3;Globe of Twilight [1/2];3rd level Conjuration;1 action;Self (15-foot radius);V 3;Globe of Twilight [1/2];3rd level Conjuration;1 action;Self (15-foot radius);V
3;Globe of Twilight [2/2];3rd level Conjuration;1 action;Self (15-foot radius);V 3;Globe of Twilight [2/2];3rd level Conjuration;1 action;Self (15-foot radius);V
3;Glyph of Warding;3rd level Abjuration;1 hour;Touch;V 3;Glyph of Warding;3rd level Abjuration;1 hour;Touch;V
3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S 3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S
3;Incite Greed;3rd level Enchantment;1 action;30 feet;V 3;Incite Greed;3rd level Enchantment;1 action;30 feet;V
3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration 3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration
3;Invoke the Amaranthine;3rd level Divination;10 minutes;Self;V 3;Invoke the Amaranthine;3rd level Divination;10 minutes;Self;V
3;Leomund's Tiny Hut (ritual);3rd level Evocation;1 minute;Self (10-foot-radius hemisphere);V 3;Leomund's Tiny Hut (ritual);3rd level Evocation;1 minute;Self (10-foot-radius hemisphere);V
3;Life Transference;3rd level Necromancy;1 action;30 feet;V 3;Life Transference;3rd level Necromancy;1 action;30 feet;V

S

  • casting time which the spell consumes)You create a 10-foot-radius
  • range 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
    Choose one or more of the following types of creatures - celestials

  • components elementals
  • duration fey

fiends

Dexterity M;1 hour;(holy water or powdered silver and iron worth at least 100 gp

S

  • casting time which the spell consumes)At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the duration increases by 1 hour for each slot level above 3rd. ;Witch

Dexterity M;1 hour;(holy water or powdered silver and iron worth at least 100 gp

S

  • casting time up to 10 minutes;(a bit of fleece)You create the image of an object
  • range a creature

  • components or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real
  • duration including sounds

smells

Dexterity M;Concentration

S

  • casting time up to 10 minutes;(a bit of fleece)Physical interaction with the image reveals it to be an illusion
  • range because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is

  • components the creature can see through the image
  • duration and its other sensory qualities become faint to the creature.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

the spell lasts until dispelled

Dexterity M;Concentration

S

  • casting time up to 10 minutes;(niter
  • range sulfur

  • components and pine tar formed into a bead)You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors
  • duration sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface

the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save

Dexterity M;Concentration

S

  • casting time which the spell consumes)For the duration
  • range you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.;Witch

Dexterity M;8 hours;(a pinch of diamond dust worth 25 gp sprinkled over the target

S;1 hour;A Large quasi-real

  • casting time but it is equipped with a saddle
  • range bit

  • components and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
    For the duration
  • duration you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse

except it has a speed of 100 feet and can travel 10 miles in an hour

Dexterity horse-like creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance

S;Concentration

  • casting time the willing creature you touch has resistance to one damage type of your choice: acid
  • range cold

  • components fire
  • duration lightning

or thunder.;Witch

Dexterity up to 1 hour;For the duration

S

  • casting time which the spell consumes)You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant that expels eldritch contaminants from the target's body. When you finish casting the spell
  • range all contamination levels and mutations are removed from the creature. It then gains one level of exhaustion for each contamination level removed with this spell.;Witch (DoDk)

Dexterity M;Instantaneous;(100 gp of alchemical fluids or holy water

3;Magic Circle [1/2];3rd level Abjuration;1 minute;10 feet;V 3;Magic Circle [1/2];3rd level Abjuration;1 minute;10 feet;V
3;Magic Circle [2/2];3rd level Abjuration;1 minute;10 feet;V 3;Magic Circle [2/2];3rd level Abjuration;1 minute;10 feet;V
3;Major Image [1/2];3rd level Illusion;1 action;120 feet;V 3;Major Image [1/2];3rd level Illusion;1 action;120 feet;V
3;Major Image [2/2];3rd level Illusion;1 action;120 feet;V 3;Major Image [2/2];3rd level Illusion;1 action;120 feet;V
3;Melf's Minute Meteors;3rd level Evocation;1 action;Self;V 3;Melf's Minute Meteors;3rd level Evocation;1 action;Self;V
3;Nondetection;3rd level Abjuration;1 action;Touch;V 3;Nondetection;3rd level Abjuration;1 action;Touch;V
3;Phantom Steed (ritual);3rd level Illusion;1 minute;30 feet;V 3;Phantom Steed (ritual);3rd level Illusion;1 minute;30 feet;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Purge Contamination;3rd level Abjuration;1 hour;Touch;V 3;Purge Contamination;3rd level Abjuration;1 hour;Touch;V

S;Instantaneous;At your touch

  • casting time its curse remains
  • range but the spell breaks its owner's attunement to the object so it can be removed or discarded.;Witch

Dexterity all curses affecting one creature or object end. If the object is a cursed magic item

S

  • casting time recognizes you as the sender if it knows you
  • range and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
    You can send the message across any distance and even to other planes of existence

  • components but if the target is on a different plane than you
  • duration there is a 5 percent chance that the message doesn't arrive. ;Witch

Dexterity M;1 round;(A short piece of fine copper wire)You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind

S

  • casting time up to 1 minute;(a drop of molasses)You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
    An affected target's speed is halved
  • range it takes a -2 penalty to AC and Dexterity saving throws

  • components and it can't use reactions. On its turn
  • duration it can use either an action or a bonus action

not both. Regardless of the creature's abilities or magic items

Dexterity M;Concentration

S

  • casting time allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
    Until the spell ends
  • range you can ask the corpse up to five questions. The corpse knows only what it knew in life

  • components including the languages it knew. Answers are usually brief
  • duration cryptic

or repetitive

Dexterity M;10 minutes;(burning incense)You grant the semblance of life and intelligence to a corpse of your choice within range

S;Concentration

  • casting time which lit around you for the spell's duration. The spirits are intangible and invulnerable.
    Until the spell ends
  • range any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant

  • components necrotic
  • duration or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
    In addition

any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

Dexterity up to 1 minute;You call forth spirits of the dead

S

  • casting time up to 1 minute;(a leather glove)You create a pair of grasping hands made from invisible forces. Make a spell attack against one creature that you can see within range. On a hit
  • range the creature is restrained as the hands crush their throat or bodily equivalent.
    If the creature requires air to breathe

  • components it begins to suffocate. A suffocating creature can survive for a number of rounds equal to 1 + its Constitution modifier (minimum of 1 round). At the start of its next turn after those rounds are over
  • duration it becomes unconscious

and it can't regain hit points until it can breathe again.
A conscious creature restrained by the hands can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success

Dexterity M;Concentration

S

  • casting time up to 1 hour;(a gilded flower worth at least 300 gp)You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell
  • range choose a mood. Fuming

  • components Mirthful
  • duration or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood

which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

Dexterity M;Concentration

S

  • casting time up to 1 hour;(tears inside a crystal vial worth at least 300 gp)You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell
  • range choose an emotion: Fury

  • components Despair
  • duration or Fear. The creature resembles a misshapen biped marked by the chosen emotion

which determines certain traits in its stat block. The creature determines when it drop to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

Dexterity M;Concentration

S

  • casting time up to 1 hour;(a gilded skull worth at least 300 gp)You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell
  • range choose the creature's form: Ghostly

  • components Putrid
  • duration or Skeletal. The spirit resembles an undead creature with the chosen form

which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

Dexterity M;Concentration

3;Remove Curse;3rd level Abjuration;1 action;Touch;V 3;Remove Curse;3rd level Abjuration;1 action;Touch;V
3;Sending;3rd level Evocation;1 action;Unlimited;V 3;Sending;3rd level Evocation;1 action;Unlimited;V
3;Slow;3rd level Transmutation;1 action;120 feet;V 3;Slow;3rd level Transmutation;1 action;120 feet;V
3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V 3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V
3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V 3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V
3;Suffocate (curse);3rd level Conjuration;1 action;60 feet;V 3;Suffocate (curse);3rd level Conjuration;1 action;60 feet;V
3;Summon Fey;3rd-level conjuration;1 action;90 feet;V 3;Summon Fey;3rd-level conjuration;1 action;90 feet;V
3;Summon Shadowspawn;3rd-level conjuration;1 action;90 feet;V 3;Summon Shadowspawn;3rd-level conjuration;1 action;90 feet;V
3;Summon Undead;3rd-level necromancy;1 action;90 feet;V 3;Summon Undead;3rd-level necromancy;1 action;90 feet;V

S;Concentration

  • casting time the target is transformed into a Beast of your choice with a challenge rating of 1 or lower. The target retains its Intelligence
  • range Wisdom

  • components and Charisma scores
  • duration alignment

personality

and current and maximum hit points up to 1 hour;Choose a creature within range that you can see or hear. The targeted creature must succeed on a Wisdom saving throw or become cursed. While cursed

a thunderous boom sounds

  • casting time taking 3d10 thunder damage on a failed save
  • range or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell

  • components and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwise
  • duration the creature is left behind.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

the damage increases by 1d10 for each slot level above 3rd.;Witch (XGE)

and current and maximum hit points and each creature within 10 feet of the space you left must make a Constitution saving throw

S

  • casting time regardless of the weather outside.
    Until the spell ends
  • range you can command the interior to become dimly lit or dark. The dome is opaque from the outside

  • components of any color you choose
  • duration but it is transparent from the inside. ;Witch

and current and maximum hit points M;8 hours;(A small crystal bead)A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
9 creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than 9 creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry

S;8 hours;You touch one Tiny

  • casting time becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block (XGE p169) for its statistics.
    As a bonus action
  • range you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell

  • components you can command any or all of them at the same time
  • duration issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn

or you can issue a simple

general command nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs

S;8 hours;At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

general command you can animate two additional objects for each slot level above 3rd.;Witch (XGE)

M;1 hour;(A small clay model of a ziggurat)This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover

  • casting time any creature that knows at least 1 language and can hear the target understands what it says.;Witch
  • range

general command when the target speaks

S

  • casting time up to 10 minutes;(a handful of sand)You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long
  • range 10 feet high

  • components and 10 feet thick
  • duration and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.;Witch (XGE)

general command M;Concentration

S

  • casting time up to 10 minutes;(a drop of water)You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long
  • range 10 feet high

  • components and 1 foot thick
  • duration or you can make a ringed wall up to 20 feet in diameter

20 feet high

general command M;Concentration

S

general command M;24 hours;(a short reed or piece of straw)This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.;Witch

3;Swineskin (curse);3rd level Transmutation;1 action;30 feet;V 3;Swineskin (curse);3rd level Transmutation;1 action;30 feet;V
3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear 3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear
3;Tiny Hut (Ritual);3rd level Evocation;1 minute;Self (10-foot-radius hemisphere);V 3;Tiny Hut (Ritual);3rd level Evocation;1 minute;Self (10-foot-radius hemisphere);V
3;Tiny Servant [1/2];3rd level Transmutation;1 minute;Touch;V 3;Tiny Servant [1/2];3rd level Transmutation;1 minute;Touch;V
3;Tiny Servant [2/2];3rd level Transmutation;1 minute;Touch;V 3;Tiny Servant [2/2];3rd level Transmutation;1 minute;Touch;V
3;Tongues;3rd level Divination;1 action;Touch;V 3;Tongues;3rd level Divination;1 action;Touch;V
3;Wall of Sand;3rd level Evocation;1 action;90 feet;V 3;Wall of Sand;3rd level Evocation;1 action;90 feet;V
3;Wall of Water;3rd level Evocation;1 action;60 feet;V 3;Wall of Water;3rd level Evocation;1 action;60 feet;V
3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V

S

  • casting time acid
  • range mud

  • components snow
  • duration quicksand

or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid

general command M;1 hour;(a piece of cork)This spell grants the ability to move across any liquid surface - such as water

3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V