Illusions of flaming chartreuse light appear around the wearer's hands or weapons. The illusions are shaped like the strigoi claws.
Make a melee spell attack against a creature within 5 feet of you that you can see. On a hit, the target takes 1d10 acid damage. After this attack, the illusions disappear.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You summon a magical sofa that looks particularly comfortable. As long as the couch is unoccupied, any creature that begins its turn within 5 feet of the bench must make a Wisdom saving throw.
On a failed saving throw, the creature cannot resist the urge to sit on the couch. The creature's speed is reduced to 0 and it cannot take any action, bonus action or reaction until the start of its next turn.
Creatures with Legendary Actions and creatures immune to the charmed condition automatically succeed on this saving throw.
Choose a space within range that you can see, that is occupied by a creature. The floor or ground becomes icy cold, which moves upward toward the creature occupying the space.
The creature must make a Constitution saving throw. On a failed saving throw, the creature takes 1d6 cold damage. Additionally, it has disadvantage on the next attack it makes with a weapon before the end of its next turn.
This spell has no effect on incorporeal creatures, and on creatures that do not make contact with the ground.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You magically challenge an enemy creature within range that you can see to a dance battle. The next time the creature makes an attack roll, it must make a Charisma (Performance) check instead.
This spell has no effect on Ooze.
Creatures with Legendary Actions and creatures those immune to the charmed condition automatically succeed on this saving throw.
You extend your hand and magically blow dust into the eyes of a creature within range that you can see. Your target must make a Constitution saving throw. On a failed saving throw, the target is blinded until the end of his next turn.
This spell does not work on incorporeal creatures and creatures without eyes.
You summon a spectral Hell Hound, which runs towards a creature within range. Make a ranged spell attack against your target. On a hit, the Hell Hound bites your target on arrival for 1d8 necrotic damage.
If you miss, the Hell Hound runs past your target and immediately disappears.
The Hell Hound is incorporeal and can therefore move through obstacles. You don't need to be able to see the target, but you do need to know at least one space your target occupies.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You extend your hand and point to the stomach area of a creature you can see within range. Make a ranged spell attack. If you hit, your target will feel nauseous, as if they ate something bad. The creature is poisoned until the end of its next turn.
This spell has no effect on Elementals, Plants, and other creatures without digestion.You extend your hand and point to the stomach area of a creature you can see within range. Your target must make a Constitution saving throw. If that fails, that creature suffers acute heartburn, dealing 1d4 fire damage and 1d4 acid damage.
This spell has no effect on Elementals, Plants, and other creatures without digestion.
You extend your hand and point to the stomach area of a creature you can see within range. Your target must make a Constitution saving throw. If that fails, that creature suffers acute heartburn, dealing 1d4 fire damage and 1d4 acid damage.
This spell has no effect on Elementals, Plants, and creatures that do not have a digestive system.
The spell's damage increases by 1d4 fire damage and 1d4 acid damage at level 5 (2d4 + 2d4), level 11 (3d4 + 3d4), and level 17 (4d4 + 4d4).
You magically concentrate your wrath into a projectile, which streaks towards a creature within range that you can see. Make a ranged spell attack. On a hit, the creature takes 1d6 psychic damage.
This spell's damage increases by 1d6 at level 5 (2d6), level 11 (3d6), and level 17 (4d6).
You touch a willing creature. Once before the spell ends, the target can roll a d8 and add the result to a damage roll. Then this spell ends.
This spell's damage bonus increases by 1d8 at level 5 (2d8), level 11 (3d8), and level 17 (4d8).
You summon a magical fist 2 feet in diameter, made up of a shimmering translucent force field. The hand streaks towards a target that you can see within range, with the intention of punching the target.
Make a ranged spell attack. On hit, the fist strikes your target for 1d6 force damage.
If the target is within 5 feet, you can instead make a melee spell attack. On a hit, the target takes 1d10 force damage.
This spell's damage increases by one die when you reach 5th level (2d6 or 2d10), 11th level (3d6 or 3d10), and 17th level (4d6 or 4d10).
You stretch out your hand and point to the stomach area of a creature you can see within range. The target must make a Constitution saving throw. On a failed saving throw, the target is affected by both side effects of Dwarven Ale, until the end of its next turn (-1d3 Constitution, -2d2-1 Wisdom).
This spell has no effect on Elementals, Plants, and other creatures without a digestive system.
The type of drink changes at the following levels:
o Level 5: Dwarven Head Stout (-3d2-3 Wisdom,
-1d3 Constitution
o Level 11: Elven Absinthe (-2d2-2 Constitution,
-1d2 Wisdom)
o Level 17: Firewater (-2d2 Constitution)
You focus your mental power on a creature you can see within range, forcing it to make a Charisma saving throw.
On a failed saving throw, the creature becomes shocked by something that just happened. The creature becomes incapacitated until the end of its next turn.
This spell has no effect on creatures that do not need to breathe, such as Ooze and Plants.
Creatures with Legendary Actions automatically succeed on this saving throw.
A spear of iridiscent magical energy appears in your hand, which you throw at a creature you can see within range. Make a ranged spell attack. The creature takes 1d8 piercing damage, or 1d12 piercing damage if it has less than half its hit points remaining.
This spell has no effect on creatures that have all of their hit points remaining, or that have temporary hit points.
This spell's power increases with one die at level 5 (2d8 or 2d12), level 11 (3d8 or 3d12), and level 17 (4d8 or 4d12).
You remind a being within range that you can see of a painful event. If the target can hear you (though it need not understand you), it must make a Charisma saving throw.
On a failed saving throw, or if the target cannot hear you, the creature takes 1d4 psychic damage and has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes before the end of its next turn. If the creature succeeds on the saving throw, it takes half as much damage and nothing else happens.
This spell's power increases by 1d4 each time at levels 5 (2d4), 11 (3d4), and 17 (4d4) .
You summon a violence-hungry monkey, in an unoccupied space that you can see within range. The monkey has the properties and statblock of an Ape, and disappears when its hit points are reduced to 0 or when the spell ends.
The monkey is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It listens to your verbal command (no action required from you). If you do not issue a command, it takes the Dodge action and uses its movement to avoid danger.
The duration of this spell increases by one round at level 5 (2 rounds), level 11 (3 rounds), and level 17 (4 rounds).
You extend your hand and draw a protective symbol in the air. Until the end of your next turn, you have resistance to radiant, necrotic, and force damage. In addition, you have advantage on saving throws against the blinded condition.
You shout a complicated magical word, which can be heard up to 100 feet away from you. Each creature within 5 feet of you that can hear you must make an Intelligence saving throw, or take 1d6 thunder damage.
The creature must understand at least one language, but it need not understand you.
This spell's power increases by 1d6 at level 5 (2d6), level 11 (3d6), and level 17 (4d6).
Choose a creature within range that you can see that is not an ally of yours. That creature must make a Charisma saving throw. Creatures with an Intelligence score of 4 or lower automatically succeed on this saving throw.
If the creature misses the saving throw, you temporarily lower its morale, preventing it from fighting you further for the duration of the spell. If the creature is out of range of your melee weapon, it must use its reaction (if available) to move as far away from you as possible. This move can trigger opportunity attacks that may be made by your allies.
Until the end of its next turn, the creature has the charmed condition and cannot attack you.
When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. In combat, the creature will prioritize you as its target. Additionally, you cannot affect this creature with this spell for the next 24 hours.
You throw a dagger at a creature within range. Your magic causes the dagger to hit the creature exactly on its armor class, which you magically discover. Additionally, the creature takes 1d8 force damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the amount of information revealed increases:
• 2nd level: one resistance
• 3rd level: one vulnerability
• 4th level: one condition or damage immunity
• 5th level: one special trait of the creature
If the target turns out not to have one of the above properties, although the spell should reveal it, the monster takes an extra 1d8 force damage per lacking property.
This spell turns a Beast you can see within range into a fiendish form. The creature must make a Wisdom saving throw to avoid the effect. The transformation lasts until the end of the spell, until the target's hit points are reduced to 0, or until the target dies.
The target's personality and alignment change to that of the assumed form, and revert when the spell ends. In fiend form, the target attacks the nearest creature that is not a Fiend.
If the target is a mount, it will cast off its rider as part of the spell. The rider lands on a free space of its choice, adjacent to the target, and gains the prone condition.
The new shape depends on the target's CR:
• CR to 1/4: Dretch< • CR 1/2 of 1: Imp
• CR 2: Spined Devil
• CR 3: Bearded Devil
• CR 4: Barghest
• CR 5 or higher: Barbed Devil
You summon a swarm of insects or a group of Tiny animals of your choice, in an empty space that you can see within range. The animals have the properties of a Swarm of Insects, and disappear when their hit points are reduced to 0 or when the spell ends.
The swarm is an ally to you and your companions. In a battle, the swarm's turn is immediately after you. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
The summoned creatures may not have a fly speed. If the chosen beast normally has a burrow, climb or swim speed, the summoned swarm loses that property.
You point to the head of a creature you can see within range. The target must make a Wisdom saving throw.
On a failed saving throw, the target imagines itself in paradise. The creature gains the incapacitated condition and its speed drops to 0. In addition, it gains 2d6 temporary hit points. These effects last until the end of the spell.
If the creature is currently concentrating on a spell, it must make a Constitution saving throw to remain concentrated.
If the creature succeeds the initial saving throw, it hits he is not entranced, but must make a saving throw if relevant to maintain his concentration.
This spell ends prematurely if the target takes damage, or another creature uses its action to regain the target's senses to bring.
Choose a crafted or fabricated object used as a focus for spellcasting, such as a staff or a wand, that you can see within range. The chosen item is magically engulfed in flame, without damaging the item or damaging or igniting other objects.
Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to deal this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it does drop the item, it cannot cast spells that require concentration for the duration of this spell. In addition, the creature has disadvantage on spell attack rolls.
If the creature casts a spell that deals cold damage, that damage is halved. However, fire damage dealt by a spell cast by the target is doubled.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,
the damage increases by 1d8 for each slot level above 1st.
You summon a black bear in an unoccupied space that you can see within range. The bear has the properties of a Black Bear, and disappears when its hit points are reduced to 0 or when the spell ends.
The bear is an ally to you and your companions. In combat, the bear shares your initiative count, but it takes its turn immediately after yours. It listens to your verbal command (no action required from you). If you do not issue a command, it takes the Dodge action and uses its movement to avoid danger.
The air around a creature you can see within range is filled with aromatic fumes of clary sage.
The creature gains 2d4 temporary hit points, which last until the end of this spell.
< br>In addition, the creature has advantage on saving throws against effects that cause or end the frightened condition.
This spell has no effect on Undead and creatures that do not need to breathe.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can choose an additional target for each slot level above 1st.
You extend your hand and point to the underbelly of a creature that you can see within range. That creature emits a terribly stinking fart. Your target and any creature within 10 feet of it must make a Constitution saving throw.
A creature takes 2d6 poison damage on a failed saving throw, or half as much on a success. Creatures that fail the saving throw also become poisoned until the end of your next turn.
This spell has no effect on Elementals, Plants, and creatures that do not breathe or digest.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
You sing or play a tone, or strike a tuning fork. The sound is subtly enchanted. Choose a creature within range that can hear you. This creature cannot resist the urge to sing or otherwise produce a note similar to yours. The target must make a Charisma (Performance) check against your spell save DC.
On a failure, the creature's tone is off key, and it takes 2d8 thunder damage. In addition, the creature is distracted, so the next attack roll on this creature (before the start of your next turn) may be made with advantage.
On a successful saving throw, the target takes no damage, but is still distracted.
This spell has no effect on creatures without hearing and creatures with the deafened condition.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
In a free space of your choice that you can see, a cube-shaped wooden crate appears. The crate weighs 100 lbs, and is 2 feet on each side. The crate is tightly nailed shut, but the planks do not fit well in some places.
Inside the crate are 6 bottles of water of 1 gallon each, and 9 packages of 1 lbs of food each.
This is enough for one day, for three creatures. The water is clean and drinkable, but the bottles turn to dust after 24 hours, causing the water to be lost. The food consists of a fluffy bread, which is not particularly tasty. After 24 hours the bread withers into crumbs that are hard and inedible.
The crate can be opened by placing a sturdy flat object (such as a dagger) between two ill-fitting planks and breaking them apart. This requires a DC 13 Strength check. A crowbar opens the box without any resistance. If the chest is opened by brute force, a third of the contents will be irretrievably lost. The chest has 15 AC and 12 Hit Points.
Choose a non-magical item within range that you can see, that fits in a 5-foot cube, that is not made of adamantine or lead, and that is not under the influence of another spell.
Once this spell takes effect, that item turns to ash. The amount of ash created is one-tenth the size and weight of the original item.
Instead of the above, you can also magically pack the item in question into a 100-pound cube-shaped wooden box with a side of 5 feet.
The chosen function takes effect after 3d8 minutes. You may choose to focus on the spell instead for up to 10 minutes, after which the spell will take effect immediately.
Choose a creature you can see within range. A bunch of adorable yet bloodthirsty rabbits appear around that target and attack the target. The target must make a Dexterity saving throw to avoid the rabbits.
On a failed saving throw, a creature takes slashing damage equal to 3d6 + your spellcasting modifier, or half as much on a succesful saving throw.
Plants have disadvantage on this saving throw. Beasts and Humanoids that belong in whole or in part to the Thousand Enemies (such as avians, canines and felines) have advantage on this saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Choose a creature you can see within range, which must make an Intelligence saving throw. On a failed saving throw, the creature cannot cast spells or activate magical items for the duration of the spell.
If the creature succeeds, nothing happens.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Touch yourself or a willing creature. As long as the spell lasts, the creature you touched has advantage on saving throws against diseases, and effects that deal poison damage or cause the poisoned condition.
For the duration, you know if there is an aberration, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is gold within 30 feet of you.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Your appearance changes into that of a pureblood Elf of a variation of your choice. Your clothing, equipment, armor, weapons, and other items you carry will look different until the spell expires or you end the spell as an action. Your body size and build adapt to make the illusion as believable as possible.
The changes caused by this spell do not withstand physical inspection. If the spell gave you a hat, objects will pass through it. Anyone who touches the hat feels nothing (or your hair or head).
To discern that you have disguised yourself, another creature can make an Intelligence (Investigation) check against your spell save DC as an action. Dwarfes and (Half) Elves have disadvantage on this check.
You touch a suit of armor with both hands, causing both your hands and the armor to gently glow up. As you cast the spell, the armor magically shifts and crawls up your arms to your torso.
At the end of the casting time, you will be wearing the armor. If you are proficient with the armor type, this spell does not require concentration.
You can end the spell early as an action. When the spell ends, the armor releases your body quickly, without harming you. The item lands in an empty space of your choice within 5 feet, or in your hands.
You create a spectral copy of a dagger or knife, which you throw at a creature within range. Make a ranged spell attack against the target. On a hit, the creature takes 1d6 force damage.
Regardless of whether you hit, the spectral blade then shatters into shards of pure magical energy. Your target and all creatures within 5 feet of it must make a Charisma saving throw or take 2d8 piercing damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the piercing damage increases by 1d8 for each slot level above 1st.
Choose a creature you can see within range. For the duration of the spell, the creature may ignore the loading property of any weapon it has proficiency with.
This spell does not apply to siege weapons.
When the spell ends, the target suffers one level of exhaustion, which disappears again after 10 minutes.
You create a floating, spectral dirk within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature you can see within 5 feet of the weapon. On a hit, the target takes 1d4 piercing damage.
If you would have advantage on the attack, if one of your allies is within 5 feet of the dirk, or if the target is flanked, the piercing damage increases by 1d6.
As a bonus action on your turn, you can move the weapon up to 15 feet and repeat the attack against a creature within 5 feet of it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the additional piercing damage increases by 1d6 for every slot level above 1st.
A ghostly beam of necrotic energy streaks toward a Humanoid you can see within range. The target must make a Strength saving throw or take 4d6 necrotic damage, or half as much on a successful saving throw. The spell ignores any resistance to necrotic damage.
Plants have disadvantage on this saving throw, while Constructs and Undead have advantage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
A creature of your choice within range sees a visage of the ghost of the Witch Queen's daughter, who died a gruesome death.
The target must make a Wisdom saving throw. On a failed saving throw, it takes 3d8 necrotic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you.The creature doesn't move into obviously dangerous ground, such as a fire or a pit. However, this flight response can trigger an opportunity attack.
On a successful saving throw, the creature takes half damage and is not compelled to move. Creatures under the influence of the heroism spell and creatures with an Intelligence score of 4 or lower automatically succeed the saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Choose a creature you can see within range. That being is wrapped in a glowing chain of magical energy. The creature must make a Strength saving throw.
A creature that is Large or larger has advantage on this saving throw.
On a failed saving throw, the creature gains the restrained condition. A successful saving throw breaks the creature free and ends the spell.
The creature may repeat the saving throw at the end of each of its following turns.
A dart of sickly greenish energy flies towards a creature of your choice that you can see within range. Make a ranged spell attack.
On a hit, the target gets an itch in a spot it cannot reach. The creature is poisoned until the end of its next turn.
In addition, the creatue must make a Constitution saving throw or take 2d10 poison damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
The ground becomes littered with a pile of rubble and trash, in a 20-foot square, starting from a point within range that you can see. For the duration of the spell, the junk renders this area difficult terrain.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw or become poisoned.
A creature poisoned by this spell can repeat the saving throw at the end of each turn. Once a creature succeeds on this saving throw, the poisoned condition ends and the creature is immune to the poisonous effects of the junk.
When the spell ends, the junk disappears.
Choose a creature you can see within range, that must make a Charisma saving throw.
On a failed saving throw, the target becomes weakened. On the first hit with a (natural) weapon, before the start of your next turn, the creature rolls for damage twice, and takes the lower result.
At Higher Levels: When you cast this spell at level 2 or higher, the duration of the spell increases by 1 round per for each slot level above 1st.
Choose a creature that you can see within range . The creature's pants (or whatever passes for that) immediately drop to its ankles (or whatever passes for that). If the pants are held up by suspenders or a belt, they are magically undone.
The creature is restrained until it uses an action to put its pants back on. This spell only works on creatures wearing the relevant clothes.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creature must be within 30 feet of each other when you target them.
You throw the arrow at a target you can see within range, as you would throw a dart. As soon as the arrow leaves your hand, the tip lights up.
The arrow tip provides 10 feet of bright light around itself, followed by 10 feet of dim light. Make a ranged spell attack against your target. If your target has the Sunlight Sensitivity trait, you may add 1d4 to this attack roll.
If the creature has this trait, but you are unaware of it, the DM rolls this d4.
On a hit, the creature takes 3d10 piercing damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
You disrupt the energy around you, causing spells and attacks to sometimes miss you. When a creature attacks you, it must make a Wisdom (Insight) check against your spell save DC. On a failed check, the attack or spell misses you.
This spell does not protect you from area effects (such as the explosion of a fireball), nor against spells that always hit their target, such as ace knife, cloud of daggers and magic missile.
You create a magical zone in which speaking the truth is impossible. The zone is a sphere with a 15-foot radius, centered on a point of your choosing within range.
Until the spell ends, any creature entering the area for the first time or starts its turn there must make a Charisma saving throw. On a failed saving throw, the creature cannot intentionally tell the truth while in the area.
A creature already under the effect of a zone of truth spell has advantage on this saving throw. You know whether or not a creature has succeeded on its saving throw.
A creature knows whether it is under the effect of the spell, and can avoid questions it would normally answer truthfully. Such a creature can be evasive in its answers as long as it remains outside the boundaries of the truth.
A vertical 1-inch thick glass pane appears between two points within range that you can see. You can make the pane up to 30 feet long and 5 feet high. If the pane is not connected to at least two solid objects (such as walls or trees), or resting on a solid surface, this spell ends at the start of your next turn.
The glass is transparent, has an AC of 13, and 25 Hit Points. The pane is immune to poison, psychic, and radiant damage, and to slashing damage from non-magical sources.
The glass is vulnerable to thunder damage, and to bludgeoning damage from magic weapons, or weapons made of mubralt or olivine. The shatter spell always deals the maximum amount of damage against the glass.
As soon as you create a second glass pane while one is still standing, the former spell ends. When the spell ends, the pane turns to dust.
You summon a flock of spectral sheep, which run in a line that is 30 feet long and 5 feet wide, away from you in a direction of your choosing. Once they reach the end of that distance, the sheep disappear.
Any creature of your choice that the sheep touch must make a Wisdom saving throw or take 2d6 psychic damage on a failure, or half as much on a succesful saving throw.
Creatures that fail the saving throw and have 20 or fewer Hit Points after taking damage from this spell immediately fall unconscious. That condition lasts for 1 minute, but ends early if the creature takes damage, or when another creature uses its action to wake or strike the target. This spell has no effect on Undead and creatures immune to the charmed condition.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and the range increases by 10 feet for each slot level above 1st.
Choose a Fey, Humanoid, or Undead you can see within range that must make an Intelligence saving throw.
On a failed saving throw, the creature cannot speak (except telepathically) for the duration of the spell and cannot cast spells that require a verbal component.
On a successful saving throw, this spell ends at the end of the target's next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you also block any telepathic communication for the target. Furthermore, the creature cannot cast spells that normally have a verbal component by using metamagic or any other ability or trait that would let the target cast a spell without speaking.
Choose a point that you can see within range, where a spherical cloud of magical dust with a 20-foot radius suddenly forms.
Each creature in that area must make a Dexterity saving throw to avoid being knocked over by the shock wave. A creature that fails the saving throw takes 2d10 bludgeoning damage and is knocked prone.
The dust cloud lingers until the start of your next turn, providing three-quarters cover to all creatures in the area of the spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and the radius of the cloud increases by 5 feet for each slot level above 1st.
You reach out to a creature you can see within range. A magical snake appears from your sleeve (or from under your armpit, if you don't have sleeves), and flies towards your target.
Make a ranged spell attack against your target. On a hit, the creature takes 2d8 piercing damage and must make a Constitution saving throw. On a failed saving throw, the creature takes 1d12 poison damage..
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d12 for each slot level above 1st.
You summon a hungry snake, in a clear place that you can see within range. The snake has the properties of a Giant Poisonous Snake, and disappears when its hit points are reduced to 0 or when the spell ends. The snake is invisible as per the invisibility spell.
The snake is an ally to you and your companions. In combat, the snake shares your initiative count, but it takes its turn immediately after yours. It listens to your verbal command (no action required from you). If you do not issue a command, it takes the Dodge action and uses its movement to avoid danger.
You lash out at a creature you can see within range, intending to break its morale. The creature must make a Charisma saving throw.
On a failed saving throw, it loses any temporary hit points. For the duration of the spell, the creature has disadvantage on saving throws against the frightened condition.
If the creature succeeds, it only loses any temporary hit points.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
While this spell is in effect, your ranged attacks and ranged spell attacks ignore half cover and three-quarters cover. Additionally, your ranged attacks do not take penalty due to distance.
Choose one object weighing 1 to 10 pounds within range that isn't being worn or carried. The object flies in a straight line up to 120 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface.
If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 4d10 bludgeoning damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Through magical insight, you manage to somewhat deflect spells and projectiles that are aimed only at you. As a result, those spells sometimes miss.
When another creature makes a ranged spell attack or a ranged weapon attack that only targets you, you may roll 1d4. You add the outcome to your AC to resolve that specific attack.
You turn the pumpkin or miniature into a covered wagon large enough for six people, of which up to four can sit inside the wagon. Creatures in the wagon have full cover. The front has room for a coachman and a lookout, both of whom have half cover.
The carriage is equipped with a harness for two horses, but the draft animals are not included. Once harnessed, a willing draft animal obeys the coachman's verbal commands.
The destination can be any existing point of interest. The place must have a name and at least one traveler in or on the carriage must have been there before. If the place no longer exists, the animals do nothing.
The boot can accommodate up to 300 pounds or 40 cubic feet of luggage.
The covered wagon gradually fades when the spell ends, giving the travelers 1 minute to dismount. The spell ends early if you use an action to dismiss it. Luggage that does not touch the ground when the spell ends gently floats down without being damaged.
A target of your choice within range sees a vision of a large number of humanoid creatures. These creatures are so strange and unreal that they can drive the target crazy.
The creature must make a Wisdom saving throw or go mad for the duration of the spell. At the end of each of its subsequent turns, the target can repeat the saving throw.
Roll 1d10 for the effect:
• 1-2: The creature retreats into its mind and becomes paralyzed. Damage ends the effect.
• 3-4: The creature can only babble and cannot speak intelligbly or cast spells.
• 5-6: The creature becomes incapacitated and can only scream, howl, or laugh.
• 7-8: Each round, the creature must use its action to attack the nearest creature.
• 9: The creature becomes stunned.
• 10: The creature falls unconscious.
A target of your choice within range is surrounded by illusions of an audience of critics, constantly commenting on what the target says and does. Because the commentary is telepathic, only your target can perceive it.
The creature must make a Charisma saving throw or take 2d6 psychic damage. Additionally, on a failed saving throw, it must subtract your spellcasting modifier from each attack roll it makes for the duration of the spell.
On a successful saving throw, the target takes half as much damage and does not suffer the penalty on attack rolls. The spell then ends for this creature.
Creatures that cannot understand any language and creatures with an Intelligence score of 4 or lower are immune to this spell.
A creature you can see within range is hit on the head with an illusion of a forging hammer.
The creature must make an Intelligence saving throw or take 2d6 psychic damage. Additionally, on a failed saving throw, it must subtract your spellcasting modifier from each attack roll it makes for the duration of the spell.
On a successful saving throw, the target takes half as much damage and does not suffer the penalty on attack rolls. The spell then ends for this creature.
This spell has no effect on Constructs, Undead, and creatures that lack brains or a head. Creatures composed primarily of a head or brain have disadvantage on the saving throw.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Choose a creature that is Medium or smaller that you can see within range. A cage of enormous tusks forms around this creature. For the duration of the spell, the target is restrained, but it also has half cover.
The cage has 15 AC and 25 HP. The material is immune to poison and psychic damage, and vulnerable to thunder damage and to bludgeoning damage from a magical or adamantine weapon.
At Higher Levels: When you cast this spell with a spell slot of level 3 or higher, each cage gains 5 extra hp per spell slot level, and you can designate an additional target per spell slot level above 2.
If you cast the spell with a spell slot of level 4 or higher, you can also trap Large creatures.
With a spell slot of level 6 or higher you can trap creatures that are Huge.
You fill a group of creatures with a sense of impending doom. Each creature within a 20-foot-radius sphere centered on a point you can see within range must succeed on a Wisdom saving throw or become frightened of you until the spell ends.
While frightened by this spell, a creature sees formless shadowy figures in its peripheral vision, rendering it unable to use reactions. A creature that failed the saving throw by 5 or more is incapacitated instead of being unable to use reactions.
If the creature takes damage or ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
You create an small bubbling ball of lava and hurl it at a point within range, where it explodes in a 5-foot-radius sphere. Each creature in that sphere must make a Dexterity saving throw. A target takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
The lava ignites flammable objects in the area that aren't being worn or carried. It disappears immediately after impact.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
The chosen object is filled with an unknown drink with a high percentage of alcohol. The liquid is colder than room temperature, but not uncomfortably so.
As part of the spell, you can drink the liquid yourself, or hand the container to a willing creature within 15 feet, who uses its reaction to take the container from you and drink its content. Regardless of if and who drinks the liquid, the chosen container is empty and clean when the spell ends.
Whoever drank the liquid recovers a number of hit points equal to 5d4 + your spellcasting modifier. The Wisdom score of the drinker decreases by 2 until the end of this spell.
In addition, the drinker must make a Constitution saving throw against your spell save DC. On a failed saving throw, the dinker's Constitution score also decreases by 2. This spell cannot lower ability scores below 1.
You point at an enemy creature's (natural) weapon that you can see within range, and force that creature to make an Intelligence saving throw. On a failed saving throw, you enchant the designated weapon. The targeted creature is unaware of this enchantment.
The next time your target hits another creature with an attack with the enchanted weapon, that weapon deals as much healing as it would normally deal in damage. Disregards any resistance, immunity, or vulnerability of the target of that attack when calculating the amount of damage healed.
The spell then ends.
You summon a spirit of heroism, which takes the form of a lion. The creature manifests in an unoccupied space that you can see within range. This corporeal form uses the Heroic Spirit stat block. The creature disappears when its hit points are reduced to 0, or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature has the same initiative as you, but its turn comes immediately after you. It follows your verbal commands, which requires no action from you. If you do not command, the creature takes the Dodge action and moves to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
Choose a creature that you can see within range, that must make an Intelligence saving throw.
On a failed saving throw, you disrupt your target's language skills for the duration of the spell, with the following consequences:
• The creature makes spelling mistakes in every sentence
• Reading a scroll or a page from a book takes 10 minutes for the creature
• Every time the creature casts a spell, if possible, the spell is replaced by its counterpart from Dorian's Dyslexic Spells of Doom.
If a replaced spell requires materials as components, then the required materials of the original spell apply.
If a spell has no dyslexic counterpart, that spell fails. Any items or spell slots that would be consumed by the failed spell are lost.
You absorb a text with magical speed, by singing a short song about it in a language of your choice that you speak and understand. The words of the song are inspired by the magic of the spell.
By singing the song you gain one of these benefits:
• You have magically read through the entire text and understand its literal meaning.
• Choose a skill relevant to the text you read. You have proficiency with this skill for the duration of the spell.
If you already have proficiency, you have expertise instead.
This effect disappears you end the spell as a bonus action, or when you cast this spell again.
The song can be heard up to 100 feet from you. Anyone who can hear the song and understand the lyrics gains basic knowledge of the subject sung at the end of the song.
You create a 10-foot-radius sphere of nauseating, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration of the spell. Its area is lightly obscured. A moderate wind (at least 10 miles per hour) dissipates the cloud after 4 rounds. A strong wind (at least 20 miles per hour) will dissipate the cloud after 1 round.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw against disease. Constructs and creatures that do not need to breathe automatically succeed on this saving throw.
On a failed saving throw, the creature becomes infected with Filth Fever, giving it disadvantage on all Strength checks, Strength saving throws, and attack rolls that use Strength. The creature is healed of Filth Fever after 1 minute, or when the spell ends.
For the duration, invisible objects appear ghostly and translucent to you, as if they were visible. Additionally, you have advantage on Wisdom (Perception) checks that involve sight, for instance to notice hidden objects or traps.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 10 minutes (2nd), 1 hour (3rd), or 8 hours (4th).
A golden beam of light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, bright light fills the cylinder. The beam does not emit dim light beyond this area.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in the burning light and scorching heat of the midday sun, and it must make a Constitution saving throw. It takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
A creatures with the Sunlight Sensitivity trait makes its saving throw with disadvantage.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Choose a Humanoid within range that you can see. The target must make a Constitution saving throw, or suddenly become elderly. The creature may repeat the saving throw at the end of each of its turns. On a success, the spell ends for that creature.
An elderly creature has a penalty of -3 to its Strength, Dexterity, and Constitution scores, but a bonus of +2 to its Intelligence, Wisdom, and Charisma scores. This spell cannot alter scores below 1 nor raise scores above 20.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
A tangible illusion of a horse appears on the ground, in an unoccupied space of your choice within range. The horse is equipped with a saddle, bit and bridle. The equipment summoned by this spell disappears in a puff of smoke if it is moved more than 10 feet away from the horse.
You or a creature of your choice can ride this horse until the end of the spell. The illusion has the same properties as a Riding Horse and can travel at 3 miles per hour.
One minute before the spell ends, the horse slowly fades away, giving the rider time to dismount. The spell ends prematurely if you stop it with an action, or if the horse takes damage.
At Higher Levels: When you cast this spell using spell slot of 3rd level or higher, the duration increases by 1 hour per slot level above 2nd.
Touch one of your weapons, or one carried by a willing creature within 5 feet of you.
For the duration of the spell, the wielder can determine per attack which of the following damage types it deals: bludgeoning, piercing or slashing.
If the target of the attack is a creature, the weapon deals the most effective type of damage of the three types mentioned. The damage dealt by the chosen weapon is considered magical for the purpose of bypassing damage resistance.
Choose a cube with a side of 5 feet of empty space, which you can see within range. For the duration of the spell, there is an elemental force that resembles a dust devil, but with a rusty color.
Any creature that ends its turn within 5 feet of the rust devil must make a Constitution saving throw. A creature that fails its saving throw takes 1d8 acid damage and must subtract your spellcasting modifier from its next attack roll made with a metal object. On a success, the creature takes half damage and suffers no penalty.
As a bonus action, you can move the rust devil up to 30 feet in a direction of your choosing.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
You disrupt the brain of a creature you can see within range. For the duration of the spell, the creature has disadvantage on Intelligence and Wisdom saving throws, and on Constitution saving throws to maintain concentration.
At the end of each of its subsequent turns, the creature may make a Charisma saving throw. On a success, the spell ends.
This spell has no effect on Constructs, Undead, and creatures without a brain or head. Creatures consisting of only a head or brain have disadvantage on this saving throw.
The ground in a radius of 20 feet, centered on a point within range, suddenly becomes scorching hot. The area is considered difficult terrain for the duration of the spell. Plants, trees, and wooden objects that are not being worn or carried turn to ash, but produce no open fire.
When a creature enters or moves in the area, it takes 2d6 fire damage for every 5 feet it travels in the are.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Choose a point that you can see within range. A huge pile of manure appears in a circle with a radius of 10 feet, centered on the chosen point. The dunghill counts as difficult terrain and disappears at the start of your next turn.
Each creature in that area must make a Constitution saving throw against poisoning. A creature that fails the saving throw takes 3d10 poison damage, and remains poisoned until the start of your next turn. On a successful roll, a creature takes half as much damage and is spared the poisoned condition.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
You hurl an insult based on appearance, ethnicity or race, at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 2d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.If the creature succeeds on the saving throw, it takes half as much damage and suffers no disadvantage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
With the aspergilium in hand, you invoke the power of a deity of Life. For one minute, the holy water has healing powers.
Each creature you sprinkle with it recovers 4d4 + 4 hit points. You may roll these dice with advantage. There is enough holy water to sprinkle four creatures.
If the holy water hits a creature that is Undead, adheres to an evil deity, or has an evil alignment, this spell instead deals 4d4 + 4 radiant damage to that creature. In that case you can roll these dice with advantage as well.
A bright yellow mist envelops an ally you can see within. That creature teleports to an unoccupied space within 10 feet of you that you can see.
The point of arrival must be a solid surface, and closer to you than the point of departure.
If your target has the grappled or restrained condition, make a ranged spell attack against that condition's escape DC. If you succeed, that condition ends and your ally teleports. If your attack fails, your ally keeps the condition and is not teleported.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
You let the air around you stir up dust and sand at enormous speed, forming a narrow horizontal whirlwind the size of a spear. This 'wind spear' flies towards a creature within range that you can see.
Make a ranged spell attack against the target. On a hit, the target takes 4d10 piercing damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
You invoke the power of Dark Hunger, who sends four Star Spawn Grues in response. You choose four unoccupied spaces that you can see within range, where these creatures appear. A summoned Grue disappears when its hit points are reduced to 0, or when the spell ends.
The Grues are hostile to all creatures except you and followers of the Dark Hunger. In combat, the grues share your initiative count, but they take their turns immediately after yours. They will attack the nearest creature that is not an Aberration to the best of their ability.
As part of casting the spell, you can draw a circle around yourself on the ground with the magical ink. While the spell lasts, the Grues cannot cross the line of the circle nor target those within the circle. If you draw a circle, all the ink will disappear at the end of the spell.
The number of Grues increases to 8 when you cast the spell with a spell slot of 6th or 7th level. With a spell slot of 8th or 9th level, 12 Grues appear.
You reach out your hand and throw a little sand away from you. The spell causes the sand to streak to a point within range that you can see, where it explodes in a sandstorm on arrival. The sandstorm covers a 20-foot radius sphere, centered on the chosen point.
Each creature in that area must make a Constitution saving throw. On a failed saving throw, a creature takes 4d10 piercing damage and is blinded for the duration of the spell. A creature that succeeds on the saving throw takes half as much damage and is not blinded.
Incorporeal Undead and creatures without eyes automatically succeed on this saving throw.
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.
This spell induces a desire for alcoholic beverages. Any number of creatures of your choice within range must make a Constitusion saving throw.
A creature that fails this saving throw is blinded to anything more than 60 feet away from it.
In addition, the creature can become flexible at will and move through a space at least 1 foot wide, without having to squeeze. This effect does not apply to the equipment and items the creature carries.
A creature that fails its saving throw by 5 or more also has its speed reduced by 15 feet and becomes vulnerable to weapons made of leibrast, for the duration of the spell.
You smile with your teeth bared. Each creature in a 60-foot cone must make a Constitution saving throw. Creatures with more than two eyes have advantage on this saving throw, while creatures with only one eye suffer disadvantage.
A creature that fails the saving throw is blinded for the duration of the spell. On a success, a creature is blinded only until the end of its next turn. Creatures that make the saving throw with more than 5, or have no eyes, are not affected by this spell.
The range of this spell is 30 feet in dim light and 15 feet in darkness.
You blow on the pouch of catnip, that is on your open hand. An illusion of glittering dust flies towards all creatures in a 30-foot cone.
Each creature in that area must make a Constitution saving throw. Felines and Tabaxi have disadvantage on this roll. A creature that fails the saving throw has a +2 bonus on Dexterity saving throws until the end of its next turn. After that, the harmful effects begin.
For the next minute, the creature has the dazed condition, meaning it cannot take bonus actions or reactions. As a long-term effect, the creature's Wisdom score decreases by 2 (but not lower than 1). In addition, the creature gains a level of exhaustion.
The long term effects last until the creature takes a short or long rest, or is healed with lesser restoration or a similar spell.
A corrosive, sticky substance covers the ground in a square with a side of 20 feet, centered on a point within range. For the duration of the spell, this area counts as difficult terrain.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed saving throw, the creature takes 3d6 acid damage and is restrained. If the saving throw is successful, the creature takes half damage and does not become restrained.
A creature may repeat the saving throw at the start of each subsequent turn, before the damage occurs, attempting to break free.
Every 5 feet a creature moves through the designated area deals 1d4 acid damage, regardless of whether the creature succeeds on the saving throw.
You remind up to six creatures of your choice in a 40-foot cube within range of a significantly sad event they experienced.
Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. A creature without eyes or with an Intelligence score of 4 or less isn't affected. Creatures with more than two eyes have advantage on this saving throw, while creatures with only one eye suffer disadvantage.
On a failed save, the creature becomes charmed for the duration. While charmed, the creature is dazed, which means it can't take bonus actions or reactions.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for that creature.
A concentrated sound wave blasts from your outstretched fist. Each creature in a 30-foot cone, in a direction of your choosing, must make a Constitution saving throw.
On a failed saving throw, the creature takes 5d8 thunder damage and is pushed 20 feet away from you. A creature that succeeds the saving throw takes half as much damage and is pushed only 10 feet. If a creature succeeds the saving throw by 5 or more, it is not moved at all.
Loose objects in the area of this spell automatically move 20 feet away from you due to this spell. The spell produces a loud bang that can be heard up to 450 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Choose a point that you can see within range. Each creature within 20 feet of that point must make a Wisdom saving throw.
A creature that fails this saving throw becomes incapacitated and has its speed reduced to 0, as it deems itself in paradise. The creature also gains 2d4 temporary hit points. These effects all last for the duration of the spell.
If the creature is currently concentrating on a spell, it must make a Constitution saving throw to remain concentrated.
On a succesful Wisdom saving throw, a creature is not entranced, but it must still make Constitution saving throw to maintain its concentration, if relevant.
This spell ends early when the target takes damage, or when another creature uses its action shake the target.
A creature you can see within range gains troll-like properties. If the target is an unwilling creature, it can make a Constitution saving throw. On a success, the spell has no effect.
The creature gains the following benefits:
• Immunity to lightning damage
• Resistance to fire damage, and to piercing and slashing damage from non-magical attacks
• Vulnerability to bludgeoning and thunder damage
• Advantage on Wisdom (Perception) checks that rely on smell
The creature recovers 10 hit points at the start of each turn. If the creature takes thunder or radiant damage, this trait doesn't function at the start of the creature's next turn. The creature's swim speed becomes 0. The creature sinks in water at a rate of 30 feet per round.
If the creature is in sunlight, it must make a Constitution saving throw against your spell save DC. On a failed saving throw, the creature begins to turn into stone as per the flesh to stone spell.
Until the spell ends, burning sulfur falls in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The sulfur fumes make this area lightly obscured. Highly flammable objects that are not worn or carried, such as paper and straw, burn to ash. This does not create an open fire.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. It takes 4d6 fire damage and becomes poisoned on a failed save. On a successful save, it takes half as much damage and is not poisoned.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
A white-hot bubbling ball of fat the size of a fist streaks from your outstretched palm to a point within range, where it explodes in a sphere of hot greasy splatters.
Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d8 fire damage and 4d6 lightning damage on a failed saving throw, or half as much damage on a successful one.
Unpackaged raw food in the sphere's area is fried immediately.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d8 for each slot level above 3rd.
You create a 20-foot-radius sphere of poisonous, light green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. The gas cloud swirls and rotates due to a constant force of wind, causing its area to be lightly obscured. Creatures in the storm have disadvantage on ranged attack rolls.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Strength saving throw. On a failed saving throw, the creature takes 4d6 poison damage, or as much poison damage as the consumed component (whichever is greater). On a successful save, the creature takes half as much damage and suffers no harmful effects from the poison.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
This spell bypasses resistance to poison
damage, but creatures with immunity to poison and creatures that do no need to breathe automatically succeed on the saving throw and take no damage from the poison.
A barely noticeable twinkling wave of light spreads from you, in a spherical shape around you. The light does not expand around corners.
Each creature within the spell's range must make a Dexterity saving throw. On a failed saving throw, a glows in a warm yellow light, and takes 2d6 radiant damage and 2d6 fire damage. For the duration of the spell, a glowing creature emits dim light within a 15-foot radius.
Attack rolls against a glowing creature are made with advantage, provided the attacker can see the creature.
Glowing creatures cannot become invisible. Creatures that already were invisible when this spell was cast have disadvantage on their saving throw.
When you cast this spell, you draw a teleportation circle between 1 and 10 feet in diameter. You inscribe it either on 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, a scroll, or a treasure chest) to conceal the glyph. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
Your inscription includes symbols that describe the destination of the teleportation. The destination It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 100 feet straight downward or upward to the northwest at a 45-degree angle, 150 feet.
When the circle is activated, every creature within 5 feet from the center of the circle must make an Intelligence saving throw. A creature that fails the save will be teleported to the specified location. A creature may choose to willingly miss the saving throw.
Any creature
teleported by this spell arrives at a distance from the destination equal to the distance it is from the center of the circle. A creature can bring along objects, as long as their weight does not exceed what it can carry. A creature that should arrive at a location that is currently occupied by a creature or object takes 3d8 force damage and is not teleported.
Drawing this circle takes 1 minute. If desired, you can add additional characters so that the circle is virtually invisible. If you do, the circle will take a total of 10 minutes to draw, and it can only be found with a successful Intelligence (Investigation) check against your spell save DC.
A tiny porcelain cup appears in your hand, filled with a black liquid. The liquid is hot, as fluid as water, and tastes slightly bitter.
As part of the spell, you can drink the cup yourself, or give it to a willing creature within 15 feet, who uses its reaction to accept the cup and drink. Once empty, the cup disappears again, regardless of who emptied it.
The creature that drank the liquid gains a +2 bonus to its AC. Its speed is doubled, it has advantage on Dexterity saving throws, and it may take an extra action each turn. That action can only be used for the actions Attack (with a single weapon), Dash, Disengage, Hide, or Use an Item.
Once the effect of the black liquid wears off, the creature cannot move or perform actions, until the end of its next turn, because fatigue suddenly strikes.
You summon a young Arclight Phoenix, which takes flight towards a creature you can see within range. The young phoenix can move through openings as small as an inch if necessary, temporarily turning into pure lightning.
Make a ranged spell attack. On a hit, the target takes 4d6 lightning damage.
If you wish, this lightning can leap to a creature you can see within 30 feet of your target. The second creature must make a Dexterity saving throw, taking 4d6 lightning damage on a failed saving throw, or half that on a successful save.
You point at the head of a creature you can see within range. Make a ranged spell attack. You have advantage on the attack roll if the target has multiple heads. On a hit, the target takes 3d10 cold damage.
Hit or miss, the creature must then make a Constitution saving throw. Beholderkin, Illithid, and creatures composed primarily of a head or brain have disadvantage on the saving throw. Creatures with multiple heads have advantage on the saving throw.
On a failed saving throw, a creature takes 3d6 psychic damage and becomes muddled. A muddled creature has disadvantage on concentration checks and cannot cast spells or use abilities that require concentration.
A creature affected by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d10 for each slot level above 3rd.
A creature of your choice that you can see within range is overwhelmed by weariness. The creature must make a Constitution saving throw.
On a failed saving throw, the creature falls into a magical sleep. It is unconscious until the spell ends, until the creature takes damage, or until another creature uses its action to wake or strike the target.
The sleeping creature snores loudly, dealing 2d8 thunder damage to every other creature within 20 feet every turn. Creatures with the Keen Senses (Hearing) trait always take maximum damage.
This spell cannot put Undead, creatures without breathing, and creatures immune to the charmed condition to sleep.
Make a ranged spell attack against a creature within range. On a hit, your target's soul is briefly affected by a magical plague.
The creature takes 5d8 necrotic damage and must make a Charisma saving throw. On a failed saving throw, the creature becomes mad for 1 minute. At the end of each of its subsequent turns, it can repeat the saving throw.
Roll 1d10 for the effect:
• 1-2: The creature retreats into its mind and becomes paralyzed. The effect ends if the creature takes any damage.
• 3-4: The creature begins babbling and is incapable of normal speech or spellcasting.
• 5-6: The creature becomes incapacitated and spends the duration screaming, laughing, or weeping.
• 7-8: The creature must use its action each round to attack the nearest creature.
• 9: The creature is stunned.
• 10: The creature falls unconscious.
A sudden loud bang sounds around a creature you can see within range. The creature must make a Constitution saving throw. Creatures that are deafened automatically succeed on this saving throw. Creatures with Keen Senses (Hearing) and creatures with tremorsense have disadvantage on this saving throw.
A creature takes 4d8 thunder damage on a failed saving throw, or half as much on a successful save. Two more booms then sound, for 2d8 and 1d8 thunder damage respectively.
You can choose to direct the latter booms at the same creature, or you can make one or two of the subsequent blasts form around one or two creatures that are within 30 feet of the original target.
Regardless of whether you designate a new target, the target(s) of the second and third blast must make a Constitution saving throw against each individual blast. You do not need to be able to see any additional targets, but there may be no obstruction of sound in a straight line between the first target and the other targets. A creature that is Medium or
larger also counts as an obstruction. The booms can be heard up to 400, 200 and 100 feet from their origin, respectively.
You turn the pumpkin or miniature into a sturdy covered wagon large enough for eight people, of which up to six can sit under the hood. Creatures under the hood have total cover. The front has room for a coachman and a lookout, both of whom have half cover.
The covered wagon is equipped with four tangible illusions of horses, which are connected to the cart with a harness. The illusions obey the coachman's verbal commands.
The destination can be any existing point of interest. The place must have a name and at least one traveler must have been there before. If the place no longer exists, the animals do nothing.
The boot can accommodate up to 1500 pounds or 150 cubic feet of luggage.
The covered wagon and the animals gradually fade when the spell ends, giving the travelers 1 minute to dismount. The spell ends early if you use an action to dismiss it. Luggage that does not touch the ground when the spell ends gently floats down without being damaged.
You attempt to contact a specific other mirror, which will begin to emanate a clear sound a ringing bronze bell for one minute, or until the call is answered. If the call is not answered, the spell ends. A recipient can answer the call by horizontally swiping a finger or similar appendage across the mirror.
As soon as the call is answered, you and the recipient can see and hear each other for a maximum of 10 minutes, or until either of you end the spell early as an action. The mirror shows each caller what the other participant would see in their mirror. Any sound made at one end of the connection is audible at the other side, as if both mirrors were physically held against one another. The size of mirror is unimportant.
You can send the message across any distance, as long as the target mirror is on the same plane of existence. If the target mirror is on a different plane than you, you must make a Charisma saving throw against your own spell save DC. On a failed saving throw, you take 3d6 force damage, or half as much
damage on a successful save.
A vertical 1-inch thick glass pane appears between two points within range that you can see. You can make the pane up to 60 feet long and 20 feet high, or a semicircle up to 20 feet in diameter and 20 foot high. If the pane is not connected to at least two solid objects (such as walls or trees), or resting on a solid surface, this spell ends at the start of your next turn.
Choose one of the following types: acid, cold, fire, lightning or thunder. The plane is immune to attacks and harmful effects of the chosen type. The glass is transparent in the color that symbolizes its type, has an AC of 15, and 50 Hit Points. The pane is immune to poison, psychic, and radiant damage, and to slashing damage from non-magical sources.
The glass is vulnerable to bludgeoning damage from magical weapons made of adamantine, mubralt, or olivine.
The shatter spell always deals maximum damage against the glass pane (unless thunder was chosen).
When the spell ends, the pane turns to dust.
You call forth a gaggle of agressive and vigilant geese. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Swarm of Geese stat block. The swarm disappears when it drops to 0 hit points or when the spell ends.
The swarm is an ally to you and your companions. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
A ghostly beam of deathly energy streaks toward one creature within range, which must make a Strength saving throw.
The target takes 8d6 necrotic damage, or half as much on a successful save. The spell ignores any resistance to necrotic damage.
Plants have disadvantage on this saving throw, Constructs and Undead have advantage on this saving throw.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Point at an Undead creature you can see within range. If possible, that creature transforms back to its original living form, as per DM fiat.
If the creature is incorporeal or has no living counterpart, the target takes 5d12 radiant damage instead.
If the creature is unwilling, it can make a Charisma saving throw against your spell save DC. If the target succeeds on that saving throw, nothing happens and the spell ends.
This spell can be performed as a ritual. If you do, the creature must remain within 10 feet of you during that ritual, and it may not harm you during your performance.
For the duration of the spell, your body takes the shape of a moving ice statue. The consequences of this transformation are:
• You gain 6d4 temporary hit points
• You may add 1d4 to the attack and damage rolls of spells that deal cold damage, and reroll each '1' you roll
• You have resistance to cold and slashing damage
• You have resistance to edurnite and silver weapons, and to harmful effects from enchantments on such weapons
• You are vulnerable to fire damage, and bludgeoning damage from weapons made of adamantine, ambronite, or obsidian
• Your weight doubles
• Your fly speed becomes 0 and cannot increase
• Your swim speed halves, but you cannot sink.
You throw a dagger at a creature within range. Make a ranged spell attack. Using a dagger, you can also attack a creature within 5 feet, in which case you make a melee spell attack.
On a hit, the target takes 6d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
You designate up to six (natural) weapons, distributed among up to six enemy creatures you can see within range, and force those creatures to make an Intelligence saving throw. On a failed saving throw, you enchant the designated weapon. If you designate multiple weapons belonging to the same wielder, that creature must make a saving throw for each individual weapon.
The next time your target hits another creature with an attack with the enchanted weapon, that weapon deals as much healing as it would normally deal in damage. Disregards any resistance, immunity, or vulnerability of the target of that attack when calculating the amount of damage healed.
The spell then ends for that weapon.
One creature you can see within range becomes magically marked. You attempt to magically influence up to three other creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect.
Each target must make a Wisdom saving throw. On a failed save, the creature must use its action (and, if necessary, its movement) to attack the marked creature for the duration of the spell.
At Higher Levels:When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
You invoke the power of Iggwilv the Witch Queen, who sends two Maw Demons in response. You choose two unoccupied spaces that you can see within range, where these creatures appear. A summoned Maw Demon disappears when its hit points are reduced to 0, or when the spell ends.
The Maw Demons are hostile to all creatures except you, and followers of the Witch Queen. In combat, they share your initiative count, but they take their turns immediately after yours. They attack the nearest creature that is not a Fiend to the best of their ability.
As part of casting the spell, you can form a circle on the ground with the quicklime used as a material component. The circle is large enough to encompass your space. While the spell lasts, a summoned Maw Demons can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
At Higher Levels: The number of Maw Demons increases to 4 when you cast the spell using a spell slot 6th or 7th
level. Using a spell slot of level 8th level or higher will make 6 Maw Demons appear.
You make a calming gesture, and up to four 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, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.
While unconscious by this spell, a creature is heavily obscured and cannot be detected by divination magic, as long as it stays covered by a sleeping bag or a sheet of silk.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional willing creature for each slot level above 4th.
You point to a space within range that you can see. A glowing violet orb of pure magical energy flashes to that location and explodes into a 20-foot-radius sphere.
Each creature in a 20-foot-radius sphere centered on that point must make a Intelligence saving throw. A target takes 8d4 force damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
You create an orb the size of a fist and hurl it at a point you can see within range. When the orb hits the chosen point, it explodes into burst of light that has the same color as the golden hour.
Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.
The burst of light is bright light, but it is not powerful enough to make a creature blinded.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
A whirlwind of black mold and poisonous spores erupts from your outstretched hands. Each creature in a 60-foot cone must make a Constitution saving throw.
Creatures with the Keen Senses (Scent) trait have disadvantage on this roll. Creatures without breathing and creatures that are immune to poison automatically succeed.
A creature takes 4d12 poison damage and 4d8 necrotic damage from the poisonous spores on a failed save. A creature that succeeds the save takes only the necrotic damage. This spell bypasses resistance to poison damage.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the necrotic damage increases by 1d8 for each slot level above 5th.
Choose a creature that you can see within range. That creature must make a Constitution saving throw, or be rammed into a magical non-Euclidean pocket dimension. The spatial distortion causes the creature's body to fold and deform in ways that are not anatomically feasible.
The creature takes 4d12 bludgeoning damage and 4d6 force damage. If the target succeeds the save, it takes only the force damage.
This spell has no effect on Ooze and incorporeal creatures.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the bludgeoning damage increases by 1d12 for each slot level above 5th.
Choose a point that you can see within range. Up to six creatures of your choice within a 30-foot radius of this point are surrounded and attacked by a herd of rabbits. Each target must make a Dexterity saving throw to avoid the rabbits.
A creature takes 3d8 + your spellcasting modifier of slashing damage on a failed saving throw, or half as much on a successful one.
Plants have disadvantage on this saving throw. Beasts and Humanoids that belong, in whole or in part, to the Thousand Enemies (such as Kenku, Wulfkin, and Tabaxi) have advantage on this saving throw.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.