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Hit Points [1/2]

  • casting time alignment
  • range ability to communicate

  • components and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form., , The target gains a number of Temporary Hit Points equal to the Beast form's Hit Points. The transformation lasts for the duration for each target, until the target has no Temporary Hit Points, or until the target leaves the form as a Bonus Action., , **Classes:** Druid, , #### Animate Dead, *Level 3 Necromancy*, ___, - **Casting Time:** 1 minute, - **Range:** 10 feet, - **Components:** V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust), - **Duration:** Instantaneous, ---, Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a **Skeleton** if you chose bones or a **Zombie** if you chose a corpse., , On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete., , The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.***Using a Higher-Level Spell Slot.*** You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones., , **Classes:** Cleric, Wizard, , #### Antilife Shell, *Level 5 Abjuration*, ___, - **Casting Time:** Action, - **Range:** Self (10-foot emanation), - **Components:** V, S, - **Duration:** Concentration, up to 1 hour, ---, An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier., , If you move so that an affected creature is forced to pass through the barrier, the spell ends., , **Classes:** Druid, , #### Antipathy/Sympathy, *Level 8 Enchantment*, ___, - **Casting Time:** 1 hour, - **Range:** 60 feet, - **Components:** V, S, M (a mix of vinegar and honey), - **Duration:** 10 days, ---, As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:, , - **Antipathy.** The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route., - **Sympathy.** The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below., , ***Ending the Effect.*** If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again., , **Classes:** Bard, Druid, Wizard, , #### Augury, *Level 2 Divination*, ___, - **Casting Time:** 1 minute or Ritual, - **Range:** Self, - **Components:** V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP), - **Duration:** Instantaneous, ---, You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table., , ##### Omens, Omen,For Results That Will Be... --------------,----------------------------- Weal,Good Woe,Bad Weal and woe,Good and bad Indifference,Neither good nor bad , The spell doesn't account for circumstances, such as other spells, that might change the results., , If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., , **Classes:** Cleric, Druid, Wizard, , #### Aura of Vitality, *Level 3 Abjuration*, ___, - **Casting Time:** Action, - **Range:** Self (30-foot emanation), - **Components:** V, - **Duration:** Concentration, up to 1 minute, ---, An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it., , **Classes:** Cleric, Druid, Paladin, , #### Awaken, *Level 5 Transmutation*, ___, - **Casting Time:** 8 hours, - **Range:** Touch, - **Components:** V, S, M (an agate worth 1,000+ GP, which the spell consumes), - **Duration:** Instantaneous, ---, You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the **Awakened Shrub** or **Awakened Tree** in the *Monster Manual*., , The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you., , **Classes:** Bard, Druid, , #### Barkskin, *Level 2 Transmutation*, ___, - **Casting Time:** Bonus action, - **Range:** Touch, - **Components:** V, S, M (a handful of oak bark), - **Duration:** 1 hour, ---, You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that., , **Classes:** Druid, Ranger, , #### Beast Bond, *Level 1 Divination*, ___, - **Casting Time:** Action, - **Range:** Touch, - **Components:** V, S, M (a bit of fur wrapped in a cloth), - **Duration:** Concentration, up to 10 minutes, ---, You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see., , **Classes:** Druid, Druid, Ranger, Ranger, , #### Beast Sense, *Level 2 Divination*, ___, - **Casting Time:** Action or Ritual, - **Range:** Touch, - **Components:** S, - **Duration:** Concentration, up to 1 hour, ---, You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has., , **Classes:** Druid, Ranger, , #### Befuddlement, *Level 8 Enchantment*, ___, - **Casting Time:** Action, - **Range:** 150 feet, - **Components:** V, S, M (a key ring with no keys), - **Duration:** Instantaneous, ---, You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw., , On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the *Greater Restoration*, *Heal*, or *Wish* spell., , On a successful save, the target takes half as much damage only., , **Classes:** Bard, Druid, Warlock, Wizard, , #### Blight, *Level 4 Necromancy*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, - **Duration:** Instantaneous, ---, A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save., , Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save
  • duration it simply withers and dies.***Using a Higher-Level Spell Slot.*** The damage increases by 1d8 for each spell slot level above 4., , **Classes:** Druid, Sorcerer, Warlock, Wizard, , #### Blindness/Deafness, *Level 2 Transmutation*, ___, - **Casting Time:** Action, - **Range:** 120 feet, - **Components:** V, - **Duration:** 1 minute, ---, One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.***Using a Higher-Level Spell Slot.*** You can target one additional creature for each spell slot level above 2., , **Classes:** Bard, Cleric, Sorcerer, Wizard, , #### Bones of the Earth, *Level 6 Transmutation*, ___, - **Casting Time:** Action, - **Range:** 120 feet, - **Components:** V, S, - **Duration:** Instantaneous, ---, You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand., , If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save., , If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th., , **Classes:** Druid, Druid, , #### Call Lightning, *Level 3 Conjuration*, ___, - **Casting Time:** Action, - **Range:** 120 feet, - **Components:** V, S, - **Duration:** Concentration, up to 10 minutes, ---, A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius., , When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one., , Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one., , If you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.***Using a Higher-Level Spell Slot.*** The damage increases by 1d10 for each spell slot level above 3., , **Classes:** Druid, , #### Charm Monster, *Level 4 Enchantment*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, - **Duration:** 1 hour, ---, One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.***Using a Higher-Level Spell Slot.*** You can target one additional creature for each spell slot level above 4., , **Classes:** Bard, Druid, Sorcerer, Warlock, Wizard, , #### Charm Person, *Level 1 Enchantment*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, - **Duration:** 1 hour, ---, One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.***Using a Higher-Level Spell Slot.*** You can target one additional creature for each spell slot level above 1., , **Classes:** Bard, Druid, Sorcerer, Warlock, Wizard, , #### Chill Touch, *Necromancy Cantrip*, ___, - **Casting Time:** Action, - **Range:** Touch, - **Components:** V, S, - **Duration:** Instantaneous, ---, Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.***Cantrip Upgrade.*** The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)., , **Classes:** Sorcerer, Warlock, Wizard, , #### Cloudkill, *Level 5 Conjuration*, ___, - **Casting Time:** Action, - **Range:** 120 feet, - **Components:** V, S, - **Duration:** Concentration, up to 10 minutes, ---, You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by *Gust of Wind*) disperses it, ending the spell. Its area is Heavily Obscured., , Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn., , The Sphere moves 10 feet away from you at the start of each of your turns.***Using a Higher-Level Spell Slot.*** The damage increases by 1d8 for each spell slot level above 5., , **Classes:** Sorcerer, Wizard, , #### Commune with Nature, *Level 5 Divination*, ___, - **Casting Time:** 1 minute or Ritual, - **Range:** Self, - **Components:** V, S, - **Duration:** 1 minute, ---, You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements., , Choose three of the following facts

you learn those facts as they pertain to the spell's area:, , - Locations of settlements, - Locations of portals to other planes of existence, - Location of one Challenge Rating 10+ creature (DM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead, - The most prevalent kind of plant, mineral, or Beast (you choose which to learn), - Locations of bodies of water, , For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns., , **Classes:** Druid, Ranger, , #### Cone of Cold, *Level 5 Evocation*, ___, - **Casting Time:** Action, - **Range:** Self (60-foot cone), - **Components:** V, S, M (a small crystal or glass cone), - **Duration:** Instantaneous, ---, You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.***Using a Higher-Level Spell Slot.*** The damage increases by 1d8 for each spell slot level above 5., , **Classes:** Druid, Sorcerer, Wizard, , #### Confusion, *Level 4

**2**, east Hit Point Dice

Hit Points [2/2]

  • casting time alignment
  • range ability to communicate

  • components and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form., , The target gains a number of Temporary Hit Points equal to the Beast form's Hit Points. The transformation lasts for the duration for each target, until the target has no Temporary Hit Points, or until the target leaves the form as a Bonus Action., , **Classes:** Druid, , #### Animate Dead, *Level 3 Necromancy*, ___, - **Casting Time:** 1 minute, - **Range:** 10 feet, - **Components:** V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust), - **Duration:** Instantaneous, ---, Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a **Skeleton** if you chose bones or a **Zombie** if you chose a corpse., , On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete., , The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.***Using a Higher-Level Spell Slot.*** You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones., , **Classes:** Cleric, Wizard, , #### Antilife Shell, *Level 5 Abjuration*, ___, - **Casting Time:** Action, - **Range:** Self (10-foot emanation), - **Components:** V, S, - **Duration:** Concentration, up to 1 hour, ---, An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier., , If you move so that an affected creature is forced to pass through the barrier, the spell ends., , **Classes:** Druid, , #### Antipathy/Sympathy, *Level 8 Enchantment*, ___, - **Casting Time:** 1 hour, - **Range:** 60 feet, - **Components:** V, S, M (a mix of vinegar and honey), - **Duration:** 10 days, ---, As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:, , - **Antipathy.** The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route., - **Sympathy.** The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below., , ***Ending the Effect.*** If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again., , **Classes:** Bard, Druid, Wizard, , #### Augury, *Level 2 Divination*, ___, - **Casting Time:** 1 minute or Ritual, - **Range:** Self, - **Components:** V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP), - **Duration:** Instantaneous, ---, You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table., , ##### Omens, Omen,For Results That Will Be... --------------,----------------------------- Weal,Good Woe,Bad Weal and woe,Good and bad Indifference,Neither good nor bad , The spell doesn't account for circumstances, such as other spells, that might change the results., , If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., , **Classes:** Cleric, Druid, Wizard, , #### Aura of Vitality, *Level 3 Abjuration*, ___, - **Casting Time:** Action, - **Range:** Self (30-foot emanation), - **Components:** V, - **Duration:** Concentration, up to 1 minute, ---, An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it., , **Classes:** Cleric, Druid, Paladin, , #### Awaken, *Level 5 Transmutation*, ___, - **Casting Time:** 8 hours, - **Range:** Touch, - **Components:** V, S, M (an agate worth 1,000+ GP, which the spell consumes), - **Duration:** Instantaneous, ---, You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the **Awakened Shrub** or **Awakened Tree** in the *Monster Manual*., , The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you., , **Classes:** Bard, Druid, , #### Barkskin, *Level 2 Transmutation*, ___, - **Casting Time:** Bonus action, - **Range:** Touch, - **Components:** V, S, M (a handful of oak bark), - **Duration:** 1 hour, ---, You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that., , **Classes:** Druid, Ranger, , #### Beast Bond, *Level 1 Divination*, ___, - **Casting Time:** Action, - **Range:** Touch, - **Components:** V, S, M (a bit of fur wrapped in a cloth), - **Duration:** Concentration, up to 10 minutes, ---, You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see., , **Classes:** Druid, Druid, Ranger, Ranger, , #### Beast Sense, *Level 2 Divination*, ___, - **Casting Time:** Action or Ritual, - **Range:** Touch, - **Components:** S, - **Duration:** Concentration, up to 1 hour, ---, You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has., , **Classes:** Druid, Ranger, , #### Befuddlement, *Level 8 Enchantment*, ___, - **Casting Time:** Action, - **Range:** 150 feet, - **Components:** V, S, M (a key ring with no keys), - **Duration:** Instantaneous, ---, You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw., , On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the *Greater Restoration*, *Heal*, or *Wish* spell., , On a successful save, the target takes half as much damage only., , **Classes:** Bard, Druid, Warlock, Wizard, , #### Blight, *Level 4 Necromancy*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, - **Duration:** Instantaneous, ---, A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save., , Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save
  • duration it simply withers and dies.***Using a Higher-Level Spell Slot.*** The damage increases by 1d8 for each spell slot level above 4., , **Classes:** Druid, Sorcerer, Warlock, Wizard, , #### Blindness/Deafness, *Level 2 Transmutation*, ___, - **Casting Time:** Action, - **Range:** 120 feet, - **Components:** V, - **Duration:** 1 minute, ---, One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.***Using a Higher-Level Spell Slot.*** You can target one additional creature for each spell slot level above 2., , **Classes:** Bard, Cleric, Sorcerer, Wizard, , #### Bones of the Earth, *Level 6 Transmutation*, ___, - **Casting Time:** Action, - **Range:** 120 feet, - **Components:** V, S, - **Duration:** Instantaneous, ---, You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand., , If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save., , If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th., , **Classes:** Druid, Druid, , #### Call Lightning, *Level 3 Conjuration*, ___, - **Casting Time:** Action, - **Range:** 120 feet, - **Components:** V, S, - **Duration:** Concentration, up to 10 minutes, ---, A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius., , When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one., , Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one., , If you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.***Using a Higher-Level Spell Slot.*** The damage increases by 1d10 for each spell slot level above 3., , **Classes:** Druid, , #### Charm Monster, *Level 4 Enchantment*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, - **Duration:** 1 hour, ---, One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.***Using a Higher-Level Spell Slot.*** You can target one additional creature for each spell slot level above 4., , **Classes:** Bard, Druid, Sorcerer, Warlock, Wizard, , #### Charm Person, *Level 1 Enchantment*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, - **Duration:** 1 hour, ---, One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.***Using a Higher-Level Spell Slot.*** You can target one additional creature for each spell slot level above 1., , **Classes:** Bard, Druid, Sorcerer, Warlock, Wizard, , #### Chill Touch, *Necromancy Cantrip*, ___, - **Casting Time:** Action, - **Range:** Touch, - **Components:** V, S, - **Duration:** Instantaneous, ---, Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.***Cantrip Upgrade.*** The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)., , **Classes:** Sorcerer, Warlock, Wizard, , #### Cloudkill, *Level 5 Conjuration*, ___, - **Casting Time:** Action, - **Range:** 120 feet, - **Components:** V, S, - **Duration:** Concentration, up to 10 minutes, ---, You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by *Gust of Wind*) disperses it, ending the spell. Its area is Heavily Obscured., , Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn., , The Sphere moves 10 feet away from you at the start of each of your turns.***Using a Higher-Level Spell Slot.*** The damage increases by 1d8 for each spell slot level above 5., , **Classes:** Sorcerer, Wizard, , #### Commune with Nature, *Level 5 Divination*, ___, - **Casting Time:** 1 minute or Ritual, - **Range:** Self, - **Components:** V, S, - **Duration:** 1 minute, ---, You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements., , Choose three of the following facts

Enchantment*, ___, - **Casting Time:** Action, - **Range:** 90 feet, - **Components:** V, S, M (three nut shells), - **Duration:** Concentration, up to 1 minute, ---, Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below., , 1d10,Behavior for the Turn :----:,-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1,The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: **1**, north

**2**, east Hit Point Dice

#### Absorb Elements, *Level 1 Abjuration*, ___, - **Casting Time:** Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage, - **Range:** Self, - **Components:** S, - **Duration:** 1 round, ---, The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st., , **Classes:** Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard, , #### Aid, *Level 2 Abjuration*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, M (a strip of white cloth), - **Duration:** 8 hours, ---, Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.***Using a Higher-Level Spell Slot.*** Each target's Hit Points increase by 5 for each spell slot level above 2., , **Classes:** Artificer, Bard, Cleric, Druid, Paladin, Ranger, , #### Air Bubble, *Level 2 Conjuration*, ___, - **Casting Time:** Action, - **Range:** 60 feet, - **Components:** S, - **Duration:** 24 hours, ---, You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd., , **Classes:** Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard, , #### Animal Friendship, *Level 1 Enchantment*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, M (a morsel of food), - **Duration:** 24 hours, ---, Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.***Using a Higher-Level Spell Slot.*** You can target one additional Beast for each spell slot level above 1., , **Classes:** Bard, Druid, Ranger, , #### Animal Messenger, *Level 2 Enchantment*, ___, - **Casting Time:** Action or Ritual, - **Range:** 30 feet, - **Components:** V, S, M (a morsel of food), - **Duration:** 24 hours, ---, A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as a person dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly., , When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.***Using a Higher-Level Spell Slot.*** The spell's duration increases by 48 hours for each spell slot level above 2., , **Classes:** Bard, Druid, Ranger, , #### Animal Shapes, *Level 8 Transmutation*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, - **Duration:** Concentration, up to 24 hours, ---, Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again., , A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type #### Absorb Elements, *Level 1 Abjuration*, ___, - **Casting Time:** Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage, - **Range:** Self, - **Components:** S, - **Duration:** 1 round, ---, The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st., , **Classes:** Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard, , #### Aid, *Level 2 Abjuration*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, M (a strip of white cloth), - **Duration:** 8 hours, ---, Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.***Using a Higher-Level Spell Slot.*** Each target's Hit Points increase by 5 for each spell slot level above 2., , **Classes:** Artificer, Bard, Cleric, Druid, Paladin, Ranger, , #### Air Bubble, *Level 2 Conjuration*, ___, - **Casting Time:** Action, - **Range:** 60 feet, - **Components:** S, - **Duration:** 24 hours, ---, You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd., , **Classes:** Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard, , #### Animal Friendship, *Level 1 Enchantment*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, M (a morsel of food), - **Duration:** 24 hours, ---, Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.***Using a Higher-Level Spell Slot.*** You can target one additional Beast for each spell slot level above 1., , **Classes:** Bard, Druid, Ranger, , #### Animal Messenger, *Level 2 Enchantment*, ___, - **Casting Time:** Action or Ritual, - **Range:** 30 feet, - **Components:** V, S, M (a morsel of food), - **Duration:** 24 hours, ---, A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as a person dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly., , When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.***Using a Higher-Level Spell Slot.*** The spell's duration increases by 48 hours for each spell slot level above 2., , **Classes:** Bard, Druid, Ranger, , #### Animal Shapes, *Level 8 Transmutation*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, - **Duration:** Concentration, up to 24 hours, ---, Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again., , A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type
#### Absorb Elements, *Level 1 Abjuration*, ___, - **Casting Time:** Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage, - **Range:** Self, - **Components:** S, - **Duration:** 1 round, ---, The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st., , **Classes:** Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard, , #### Aid, *Level 2 Abjuration*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, M (a strip of white cloth), - **Duration:** 8 hours, ---, Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.***Using a Higher-Level Spell Slot.*** Each target's Hit Points increase by 5 for each spell slot level above 2., , **Classes:** Artificer, Bard, Cleric, Druid, Paladin, Ranger, , #### Air Bubble, *Level 2 Conjuration*, ___, - **Casting Time:** Action, - **Range:** 60 feet, - **Components:** S, - **Duration:** 24 hours, ---, You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd., , **Classes:** Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard, , #### Animal Friendship, *Level 1 Enchantment*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, M (a morsel of food), - **Duration:** 24 hours, ---, Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.***Using a Higher-Level Spell Slot.*** You can target one additional Beast for each spell slot level above 1., , **Classes:** Bard, Druid, Ranger, , #### Animal Messenger, *Level 2 Enchantment*, ___, - **Casting Time:** Action or Ritual, - **Range:** 30 feet, - **Components:** V, S, M (a morsel of food), - **Duration:** 24 hours, ---, A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as a person dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly., , When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.***Using a Higher-Level Spell Slot.*** The spell's duration increases by 48 hours for each spell slot level above 2., , **Classes:** Bard, Druid, Ranger, , #### Animal Shapes, *Level 8 Transmutation*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, - **Duration:** Concentration, up to 24 hours, ---, Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again., , A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type #### Absorb Elements, *Level 1 Abjuration*, ___, - **Casting Time:** Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage, - **Range:** Self, - **Components:** S, - **Duration:** 1 round, ---, The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st., , **Classes:** Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard, , #### Aid, *Level 2 Abjuration*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, M (a strip of white cloth), - **Duration:** 8 hours, ---, Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.***Using a Higher-Level Spell Slot.*** Each target's Hit Points increase by 5 for each spell slot level above 2., , **Classes:** Artificer, Bard, Cleric, Druid, Paladin, Ranger, , #### Air Bubble, *Level 2 Conjuration*, ___, - **Casting Time:** Action, - **Range:** 60 feet, - **Components:** S, - **Duration:** 24 hours, ---, You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd., , **Classes:** Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard, , #### Animal Friendship, *Level 1 Enchantment*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, M (a morsel of food), - **Duration:** 24 hours, ---, Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.***Using a Higher-Level Spell Slot.*** You can target one additional Beast for each spell slot level above 1., , **Classes:** Bard, Druid, Ranger, , #### Animal Messenger, *Level 2 Enchantment*, ___, - **Casting Time:** Action or Ritual, - **Range:** 30 feet, - **Components:** V, S, M (a morsel of food), - **Duration:** 24 hours, ---, A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as a person dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly., , When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.***Using a Higher-Level Spell Slot.*** The spell's duration increases by 48 hours for each spell slot level above 2., , **Classes:** Bard, Druid, Ranger, , #### Animal Shapes, *Level 8 Transmutation*, ___, - **Casting Time:** Action, - **Range:** 30 feet, - **Components:** V, S, - **Duration:** Concentration, up to 24 hours, ---, Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again., , A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type