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S

  • casting time and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save
  • range or half as much damage on a successful one.
    Nonmagical plants in the area that aren't creatures

  • components such as trees and shrubs
  • duration wither and die instantly.;Wizard (XGE)

Cleric

Warlock M;Instantaneous;(a bit of sponge)You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected

S

  • casting time and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save
  • range or half as much damage on a successful one.
    Nonmagical plants in the area that aren't creatures

  • components such as trees and shrubs
  • duration wither and die instantly.;Sorcerer (XGE)

Warlock M;Instantaneous;(a bit of sponge)You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;The spell captures some of the incoming energy
  • duration 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

Warlock cold

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;The spell captures some of the incoming energy
  • duration 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

Warlock cold

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;The spell captures some of the incoming energy
  • duration 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

Warlock cold

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;The spell captures some of the incoming energy
  • duration 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

Warlock cold

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;The spell captures some of the incoming energy
  • duration 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

Warlock cold

S;Instantaneous;You hurl a bubble of acid. Choose one creature within range

  • casting time 11th level (3d6) and 17th level (4d6). ;Artificer
  • range

Warlock or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6)

S;Instantaneous;You hurl a bubble of acid. Choose one creature within range

  • casting time 11th level (3d6) and 17th level (4d6). ;Wizard
  • range

Warlock or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6)

8;Abi-Dalzim's Horrid Wilting;8th level Necromancy;1 action;150 feet;V 8;Abi-Dalzim's Horrid Wilting;8th level Necromancy;1 action;150 feet;V
8;Abi-Dalzim's Horrid Wilting;8th level Necromancy;1 action;150 feet;V 8;Abi-Dalzim's Horrid Wilting;8th level Necromancy;1 action;150 feet;V
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
0;Acid Splash;Conjuration cantrip;1 action;60 feet;V 0;Acid Splash;Conjuration cantrip;1 action;60 feet;V
0;Acid Splash;Conjuration cantrip;1 action;60 feet;V 0;Acid Splash;Conjuration cantrip;1 action;60 feet;V

S;Instantaneous;You hurl a bubble of acid. Choose one creature within range

  • casting time 11th level (3d6) and 17th level (4d6). ;Sorcerer
  • range

Warlock or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6)

S

  • casting time or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range the damage increases by 1d8 for each slot level above 2nd.;Wizard (XGE)

Warlock M;Instantaneous;(a red dragon's scale)A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save

S

  • casting time or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range the damage increases by 1d8 for each slot level above 2nd.;Sorcerer (XGE)

Warlock M;Instantaneous;(a red dragon's scale)A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save

S

  • casting time a target's hit points increase by an additional 5 for each slot level above 2nd. ;Cleric
  • range

Warlock M;8 hours;(a tiny strip of white cloth)Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time a target's hit points increase by an additional 5 for each slot level above 2nd. ;Cleric (Peace)
  • range

Warlock M;8 hours;(a tiny strip of white cloth)Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time a target's hit points increase by an additional 5 for each slot level above 2nd. ;Artificer
  • range

Warlock M;8 hours;(a tiny strip of white cloth)Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time a target's hit points increase by an additional 5 for each slot level above 2nd. ;Paladin
  • range

Warlock M;8 hours;(a tiny strip of white cloth)Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time a target's hit points increase by an additional 5 for each slot level above 2nd. ;Sorcerer (Clockwork Soul)
  • range

Warlock M;8 hours;(a tiny strip of white cloth)Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time a target's hit points increase by an additional 5 for each slot level above 2nd. ;Ranger (TCE)
  • range

Warlock M;8 hours;(a tiny strip of white cloth)Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

0;Acid Splash;Conjuration cantrip;1 action;60 feet;V 0;Acid Splash;Conjuration cantrip;1 action;60 feet;V
2;Aganazzar's Scorcher;2nd level Evocation;1 action;30 feet;V 2;Aganazzar's Scorcher;2nd level Evocation;1 action;30 feet;V
2;Aganazzar's Scorcher;2nd level Evocation;1 action;30 feet;V 2;Aganazzar's Scorcher;2nd level Evocation;1 action;30 feet;V
2;Aid;2nd level Abjuration;1 action;30 feet;V 2;Aid;2nd level Abjuration;1 action;30 feet;V
2;Aid;2nd level Abjuration;1 action;30 feet;V 2;Aid;2nd level Abjuration;1 action;30 feet;V
2;Aid;2nd level Abjuration;1 action;30 feet;V 2;Aid;2nd level Abjuration;1 action;30 feet;V
2;Aid;2nd level Abjuration;1 action;30 feet;V 2;Aid;2nd level Abjuration;1 action;30 feet;V
2;Aid;2nd level Abjuration;1 action;30 feet;V 2;Aid;2nd level Abjuration;1 action;30 feet;V
2;Aid;2nd level Abjuration;1 action;30 feet;V 2;Aid;2nd level Abjuration;1 action;30 feet;V

S

  • casting time a target's hit points increase by an additional 5 for each slot level above 2nd. ;Bard (TCE)
  • range

Warlock M;8 hours;(a tiny strip of white cloth)Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time a window
  • range or an area within range that is no larger than a 20-foot cube. Until the spell ends

  • components an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell
  • duration you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. ;Artificer

Warlock M;8 hours;(a tiny bell and a piece of fine silver wire)You set an alarm against unwanted intrusion. Choose a door

S

  • casting time a window
  • range or an area within range that is no larger than a 20-foot cube. Until the spell ends

  • components an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell
  • duration you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. ;Wizard

Warlock M;8 hours;(a tiny bell and a piece of fine silver wire)You set an alarm against unwanted intrusion. Choose a door

S

  • casting time a window
  • range or an area within range that is no larger than a 20-foot cube. Until the spell ends

  • components an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell
  • duration you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. ;Paladin (Watchers)

Warlock M;8 hours;(a tiny bell and a piece of fine silver wire)You set an alarm against unwanted intrusion. Choose a door

S

  • casting time a window
  • range or an area within range that is no larger than a 20-foot cube. Until the spell ends

  • components an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell
  • duration you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. ;Sorcerer (Clockwork Soul)

Warlock M;8 hours;(a tiny bell and a piece of fine silver wire)You set an alarm against unwanted intrusion. Choose a door

S

  • casting time a window
  • range or an area within range that is no larger than a 20-foot cube. Until the spell ends

  • components an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell
  • duration you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. ;Ranger

Warlock M;8 hours;(a tiny bell and a piece of fine silver wire)You set an alarm against unwanted intrusion. Choose a door

S;Concentration

  • casting time choose one of the following options
  • range the effects of which last for the duration of the spell. While the spell lasts

  • components you can end one option as an action to gain the benefits of a different one.
    Aquatic Adaptation: You adapt your body to an aquatic environment
  • duration sprouting gills

and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like

including your height up to 1 hour;You assume a different form. When you cast the spell

S;Concentration

  • casting time choose one of the following options
  • range the effects of which last for the duration of the spell. While the spell lasts

  • components you can end one option as an action to gain the benefits of a different one.
    Aquatic Adaptation: You adapt your body to an aquatic environment
  • duration sprouting gills

and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like

including your height up to 1 hour;You assume a different form. When you cast the spell

S;Concentration

  • casting time choose one of the following options
  • range the effects of which last for the duration of the spell. While the spell lasts

  • components you can end one option as an action to gain the benefits of a different one.
    Aquatic Adaptation: You adapt your body to an aquatic environment
  • duration sprouting gills

and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like

including your height up to 1 hour;You assume a different form. When you cast the spell

2;Aid;2nd level Abjuration;1 action;30 feet;V 2;Aid;2nd level Abjuration;1 action;30 feet;V
1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V 1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V
1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V 1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V
1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V 1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V
1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V 1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V
1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V 1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V
2;Alter Self;2nd level Transmutation;1 action;Self;V 2;Alter Self;2nd level Transmutation;1 action;Self;V
2;Alter Self;2nd level Transmutation;1 action;Self;V 2;Alter Self;2nd level Transmutation;1 action;Self;V
2;Alter Self;2nd level Transmutation;1 action;Self;V 2;Alter Self;2nd level Transmutation;1 action;Self;V

S

  • casting time the spell fails. Otherwise
  • range the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target

  • components the spell ends.
    At Higher Levels: When you cast this spell using a 2nd level spell slot or higher
  • duration you can affect one additional beast for each slot level above 1st. ;Cleric (Nature)

including your height M;24 hours;(a morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher

S

  • casting time the spell fails. Otherwise
  • range the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target

  • components the spell ends.
    At Higher Levels: When you cast this spell using a 2nd level spell slot or higher
  • duration you can affect one additional beast for each slot level above 1st. ;Druid

including your height M;24 hours;(a morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher

S

  • casting time the spell fails. Otherwise
  • range the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target

  • components the spell ends.
    At Higher Levels: When you cast this spell using a 2nd level spell slot or higher
  • duration you can affect one additional beast for each slot level above 1st. ;Ranger

including your height M;24 hours;(a morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher

S

  • casting time the spell fails. Otherwise
  • range the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target

  • components the spell ends.

    At Higher Levels: When you cast this spell using a 2nd level spell slot or higher
  • duration you can affect 1 additional beast for each slot level above 1st. ;Bard

including your height M;24 hours;(A morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher

S

  • casting time you use an animal to deliver a message. Choose a Tiny beast you can see within range
  • range such as a squirrel

  • components a blue ray
  • duration or a bird. You specify a location

which you must have visited

including your height M;24 hours;(a morsel of food)By means of this spell

S

  • casting time you use an animal to deliver a message. Choose a Tiny beast you can see within range
  • range such as a squirrel

  • components a blue ray
  • duration or a bird. You specify a location

which you must have visited

including your height M;24 hours;(a morsel of food)By means of this spell

S

  • casting time you use an animal to deliver a message. Choose a Tiny beast you can see within range
  • range such as a squirrel

  • components a blue ray
  • duration or a bird. You specify a location

which you must have visited

including your height M;24 hours;(A morsel of food)By means of this spell

S;Concentration

  • casting time you can use your actions to transform affected creatures into new forms.
    The transformation lasts for the duration for each target
  • range or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast

  • components though the target retains its alignment and Intelligence
  • duration Wisdom

and Charisma scores. The target assumes the hit points of its new form

and when it reverts to its normal form up to 24 hours;Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns

S

  • casting time a piece of flesh
  • range and a pinch of bone dust)This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life

  • components raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
    On each of your turns
  • duration you can use 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 or all of them at the same time

and when it reverts to its normal form M;Instantaneous;(a drop of blood

1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V 1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V
1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V 1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V
1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V 1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V
1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V 1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V
2;Animal Messenger (ritual);2nd level Enchantment ;1 action;30 feet;V 2;Animal Messenger (ritual);2nd level Enchantment ;1 action;30 feet;V
2;Animal Messenger (ritual);2nd level Enchantment ;1 action;30 feet;V 2;Animal Messenger (ritual);2nd level Enchantment ;1 action;30 feet;V
2;Animal Messenger (Ritual);2nd level Enchantment ;1 action;30 feet;V 2;Animal Messenger (Ritual);2nd level Enchantment ;1 action;30 feet;V
8;Animal Shapes;8th level Transmutation;1 action;30 feet;V 8;Animal Shapes;8th level Transmutation;1 action;30 feet;V
3;Animate Dead;3rd level Necromancy;1 minute;10 feet;V 3;Animate Dead;3rd level Necromancy;1 minute;10 feet;V

S

  • casting time a piece of flesh
  • range and a pinch of bone dust)This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life

  • components raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
    On each of your turns
  • duration you can use 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 or all of them at the same time

and when it reverts to its normal form M;Instantaneous;(a drop of blood

S

  • casting time a piece of flesh
  • range and a pinch of bone dust)This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life

  • components raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
    On each of your turns
  • duration you can use 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 or all of them at the same time

and when it reverts to its normal form M;Instantaneous;(a drop of blood

S

  • casting time a piece of flesh
  • range and a pinch of bone dust)This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life

  • components raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
    On each of your turns
  • duration you can use 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 or all of them at the same time

and when it reverts to its normal form M;Instantaneous;(a drop of blood

S;Concentration

  • casting time Large targets count as four objects
  • range Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
    As a bonus action

  • components you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures
  • duration you can command any or all of them at the same time

issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn

or you can issue a general command up to 1 minute;Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects

S;Concentration

  • casting time Large targets count as four objects
  • range Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
    As a bonus action

  • components you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures
  • duration you can command any or all of them at the same time

issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn

or you can issue a general command up to 1 minute;Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects

S;Concentration

  • casting time Large targets count as four objects
  • range Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
    As a bonus action

  • components you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures
  • duration you can command any or all of them at the same time

issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn

or you can issue a general command up to 1 minute;Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects

S;Concentration

  • casting time Large targets count as four objects
  • range Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
    As a bonus action

  • components you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures
  • duration you can command any or all of them at the same time

issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn

or you can issue a general command up to 1 minute;Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects

S;Concentration

  • casting time Large targets count as 4 objects
  • range Huge targets count as 8 objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
    As a bonus action

  • components you can mentally command any animated object if it is within 500 feet of you (if you control multiple
  • duration you can command any or all of them at the same time

issuing the same command to each.) You decide what action ti takes and where it moves during its next turn

or you can issue a general command up to 1 minute;Objects come to life at your command. Choose up to 10 nonmagical objects within range that are not being worn or carried. Medium targets count as 2 objects

S;Concentration

  • casting time remaining centered on you and hedging out creatures other than undead and constructs.
    The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
    If you move so that an affect creature is forced to pass through the barrier
  • range the spell ends. ;Cleric (Death)(Grave)

or you can issue a general command up to 1 hour;A shimmering barrier extends out from you in a 10-foot radius and moves with you

3;Animate Dead;3rd level Necromancy;1 minute;10 feet;V 3;Animate Dead;3rd level Necromancy;1 minute;10 feet;V
3;Animate Dead;3rd level Necromancy;1 minute;10 feet;V 3;Animate Dead;3rd level Necromancy;1 minute;10 feet;V
3;Animate Dead;3rd level Necromancy;1 minute;10 feet;V 3;Animate Dead;3rd level Necromancy;1 minute;10 feet;V
5;Animate Objects;5th level Transmutation;1 action;120 feet;V 5;Animate Objects;5th level Transmutation;1 action;120 feet;V
5;Animate Objects;5th level Transmutation;1 action;120 feet;V 5;Animate Objects;5th level Transmutation;1 action;120 feet;V
5;Animate Objects;5th level Transmutation;1 action;120 feet;V 5;Animate Objects;5th level Transmutation;1 action;120 feet;V
5;Animate Objects;5th level Transmutation;1 action;120 feet;V 5;Animate Objects;5th level Transmutation;1 action;120 feet;V
5;Animate Objects;5th level Transmutation;1 action;120 feet;V 5;Animate Objects;5th level Transmutation;1 action;120 feet;V
5;Antilife Shell;5th level Abjuration;1 action;Self (10-foot radius);V 5;Antilife Shell;5th level Abjuration;1 action;Self (10-foot radius);V

S;Concentration

  • casting time remaining centered on you and hedging out creatures other than undead and constructs.
    The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
    If you move so that an affect creature is forced to pass through the barrier
  • range the spell ends. ;Druid

or you can issue a general command up to 1 hour;A shimmering barrier extends out from you in a 10-foot radius and moves with you

S M;Concentration

  • casting time spells can't be cast
  • range summoned creatures disappear

  • components and even magic items become mundane. Until the spell ends
  • duration the sphere moves with you

centered on you.
Spells and other magical effects

or you can issue a general command up to 1 hour;(a pinch of powdered iron or iron filings)A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere

S M;Concentration

  • casting time spells can't be cast
  • range summoned creatures disappear

  • components and even magic items become mundane. Until the spell ends
  • duration the sphere moves with you

centered on you.
Spells and other magical effects

or you can issue a general command up to 1 hour;(a pinch of powdered iron or iron filings)A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere

S

  • casting time either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature
  • range such as red dragons

  • components goblins
  • duration or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
    Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it

the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target

or you can issue a general command M;10 days;(either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)This spell attracts or repels creatures of your choice. You target something within range

S

  • casting time either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature
  • range such as red dragons

  • components goblins
  • duration or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
    Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it

the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target

or you can issue a general command M;10 days;(either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)This spell attracts or repels creatures of your choice. You target something within range

S

  • casting time either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature
  • range such as red dragons

  • components goblins
  • duration or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
    Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it

the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target

or you can issue a general command M;10 days;(either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)This spell attracts or repels creatures of your choice. You target something within range

S

  • casting time up to 1 hour;(a bit of bat fur)You create an invisible
  • range magical eye within range that hovers in the air for the duration.
    You mentally receive visual information from the eye

  • components which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
    As an action
  • duration you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move

but it can't enter another plane of existence. A solid barrier blocks the eye's movement

or you can issue a general command M;Concentration

S

  • casting time up to 1 hour;(a bit of bat fur)You create an invisible
  • range magical eye within range that hovers in the air for the duration.
    You mentally receive visual information from the eye

  • components which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
    As an action
  • duration you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move

but it can't enter another plane of existence. A solid barrier blocks the eye's movement

or you can issue a general command M;Concentration

S

  • casting time up to 1 hour;(a bit of bat fur)You create an invisible
  • range magical eye within range that hovers in the air for the duration.
    You mentally receive visual information from the eye

  • components which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
    As an action
  • duration you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move

but it can't enter another plane of existence. A solid barrier blocks the eye's movement

or you can issue a general command M;Concentration

5;Antilife Shell;5th level Abjuration;1 action;Self (10-foot radius);V 5;Antilife Shell;5th level Abjuration;1 action;Self (10-foot radius);V
8;Antimagic Field;8th level Abjuration;1 action;Self (10-foot-radius sphere);V 8;Antimagic Field;8th level Abjuration;1 action;Self (10-foot-radius sphere);V
8;Antimagic Field;8th level Abjuration;1 action;Self (10-foot-radius sphere);V 8;Antimagic Field;8th level Abjuration;1 action;Self (10-foot-radius sphere);V
8;Antipathy/Sympathy;8th level Enchantment ;1 hour;60 feet;V 8;Antipathy/Sympathy;8th level Enchantment ;1 hour;60 feet;V
8;Antipathy/Sympathy;8th level Enchantment ;1 hour;60 feet;V 8;Antipathy/Sympathy;8th level Enchantment ;1 hour;60 feet;V
8;Antipathy/Sympathy;8th level Enchantment ;1 hour;60 feet;V 8;Antipathy/Sympathy;8th level Enchantment ;1 hour;60 feet;V
4;Arcane Eye;4th level Divination;1 action;30 feet;V 4;Arcane Eye;4th level Divination;1 action;30 feet;V
4;Arcane Eye;4th level Divination;1 action;30 feet;V 4;Arcane Eye;4th level Divination;1 action;30 feet;V
4;Arcane Eye;4th level Divination;1 action;30 feet;V 4;Arcane Eye;4th level Divination;1 action;30 feet;V

S

  • casting time up to 1 hour;(a bit of bat fur)You create an invisible
  • range magical eye within range that hovers in the air for the duration.
    You mentally receive visual information from the eye

  • components which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
    As an action
  • duration you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move

but it can't enter another plane of existence. A solid barrier blocks the eye's movement

or you can issue a general command M;Concentration

S;Concentration

  • casting time one point within 10 feet of you and one point within 500 feet of you. A circular portal
  • range 10 feet in diameter

  • components opens over each point. If the portal would open in the space occupied by a creature
  • duration the spell fails

and the casting is lost.
The portals are two-dimensional glowing rings filled with mist

or you can issue a general command up to 10 minutes;You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see

S;Concentration

  • casting time one point within 10 feet of you and one point within 500 feet of you. A circular portal
  • range 10 feet in diameter

  • components opens over each point. If the portal would open in the space occupied by a creature
  • duration the spell fails

and the casting is lost.
The portals are two-dimensional glowing rings filled with mist

or you can issue a general command up to 10 minutes;You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see

S;Concentration

  • casting time one point within 10 feet of you and one point within 500 feet of you. A circular portal
  • range 10 feet in diameter

  • components opens over each point. If the portal would open in the space occupied by a creature
  • duration the spell fails

and the casting is lost.
The portals are two-dimensional glowing rings filled with mist

or you can issue a general command up to 10 minutes;You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see

S

  • casting time which the spell consumes)You touch a closed door
  • range window

  • components gate
  • duration chest

or other entryway

or you can issue a general command M;Until dispelled;(gold dust worth at least 25 gp

S

  • casting time which the spell consumes)You touch a closed door
  • range window

  • components gate
  • duration chest

or other entryway

or you can issue a general command M;Until dispelled;(gold dust worth at least 25 gp

S

  • casting time manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points
  • range the creature takes 5 cold damage.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components both the temporary hit points and the cold damage increase by 5 for each slot level above 1st. ;Warlock
  • duration

or you can issue a general command M;1 hour;(a cup of water)A protective magical force surrounds you

S

  • casting time manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points
  • range the creature takes 5 cold damage.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components both the temporary hit points and the cold damage increase by 5 for each slot level above 1st. ;Paladin (Conquest)
  • duration

or you can issue a general command M;1 hour;(a cup of water)A protective magical force surrounds you

S;Instantaneous;You invoke the power of Hadar

  • casting time a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save
  • range the creature takes half damage

  • components but suffers no other effect.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d6 for each slot level above 1st. ;Warlock

or you can issue a general command the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save

4;Arcane Eye;4th level Divination;1 action;30 feet;V 4;Arcane Eye;4th level Divination;1 action;30 feet;V
6;Arcane Gate;6th level Conjuration;1 action;500 feet;V 6;Arcane Gate;6th level Conjuration;1 action;500 feet;V
6;Arcane Gate;6th level Conjuration;1 action;500 feet;V 6;Arcane Gate;6th level Conjuration;1 action;500 feet;V
6;Arcane Gate;6th level Conjuration;1 action;500 feet;V 6;Arcane Gate;6th level Conjuration;1 action;500 feet;V
2;Arcane Lock;2nd level Abjuration;1 action;Touch;V 2;Arcane Lock;2nd level Abjuration;1 action;Touch;V
2;Arcane Lock;2nd level Abjuration;1 action;Touch;V 2;Arcane Lock;2nd level Abjuration;1 action;Touch;V
1;Armor of Agathys;1st level Abjuration;1 action;Self;V 1;Armor of Agathys;1st level Abjuration;1 action;Self;V
1;Armor of Agathys;1st level Abjuration;1 action;Self;V 1;Armor of Agathys;1st level Abjuration;1 action;Self;V
1;Arms of Hadar;1st level Conjuration;1 action;Self (10-foot radius);V 1;Arms of Hadar;1st level Conjuration;1 action;Self (10-foot radius);V

S;Instantaneous;You invoke the power of Hadar

  • casting time a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save
  • range the creature takes half damage

  • components but suffers no other effect.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d6 for each slot level above 1st. ;Sorcerer (Aberrant Mind)

or you can issue a general command the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save

S

  • casting time you must provide one jacinth worth at least 1
  • range000 gp and one ornately carved bar of silver worth at least 100 gp

  • components all of which the spell consumes)You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation
  • duration it doesn't need food or air and doesn't age.
    Your astral body resembles your mortal form in almost every way

replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you

or you can issue a general command M;Special;(for each creature you affect with this spell

S

  • casting time you must provide one jacinth worth at least 1
  • range000 gp and one ornately carved bar of silver worth at least 100 gp

  • components all of which the spell consumes)You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation
  • duration it doesn't need food or air and doesn't age.
    Your astral body resembles your mortal form in almost every way

replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you

or you can issue a general command M;Special;(for each creature you affect with this spell

S

  • casting time you must provide one jacinth worth at least 1
  • range000 gp and one ornately carved bar of silver worth at least 100 gp

  • components all of which the spell consumes)You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation
  • duration it doesn't need food or air and doesn't age.
    Your astral body resembles your mortal form in almost every way

replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you

or you can issue a general command M;Special;(for each creature you affect with this spell

S

  • casting time bones
  • range or similar tokens worth at least 25 gp)By casting gem-inlaid sticks

  • components rolling dragon bones
  • duration laying out ornate cards

or employing some other divining tool

or you can issue a general command M;Instantaneous;(specially marked sticks

S

  • casting time bones
  • range or similar tokens worth at least 25 gp)By casting gem-inlaid sticks

  • components rolling dragon bones
  • duration laying out ornate cards

or employing some other divining tool

or you can issue a general command M;Instantaneous;(specially marked sticks

S

  • casting time bones
  • range or similar tokens worth at least 25 gp)By casting gem-inlaid sticks

  • components rolling dragon bones
  • duration laying out ornate cards

or employing some other divining tool

or you can issue a general command M;Instantaneous;(specially marked sticks

up to 10 minutes;Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage
  • range and its hit point maximum can't be reduced. In addition

  • components a non-hostile
  • duration living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.;Cleric (TCE)

or you can issue a general command the aura moves with you

up to 10 minutes;Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage
  • range and its hit point maximum can't be reduced. In addition

  • components a non-hostile
  • duration living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.;Cleric (Twilight)

or you can issue a general command the aura moves with you

1;Arms of Hadar;1st level Conjuration;1 action;Self (10-foot radius);V 1;Arms of Hadar;1st level Conjuration;1 action;Self (10-foot radius);V
9;Astral Projection;9th level Necromancy;1 hour;10 feet;V 9;Astral Projection;9th level Necromancy;1 hour;10 feet;V
9;Astral Projection;9th level Necromancy;1 hour;10 feet;V 9;Astral Projection;9th level Necromancy;1 hour;10 feet;V
9;Astral Projection;9th level Necromancy;1 hour;10 feet;V 9;Astral Projection;9th level Necromancy;1 hour;10 feet;V
2;Augury (ritual);2nd level Divination;1 minute;Self;V 2;Augury (ritual);2nd level Divination;1 minute;Self;V
2;Augury (ritual);2nd level Divination;1 minute;Self;V 2;Augury (ritual);2nd level Divination;1 minute;Self;V
2;Augury (ritual);2nd level Divination;1 minute;Self;V 2;Augury (ritual);2nd level Divination;1 minute;Self;V
4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration

up to 10 minutes;Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage
  • range and its hit point maximum can't be reduced. In addition

  • components a non-hostile
  • duration living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.;Warlock (Undying)

or you can issue a general command the aura moves with you

up to 10 minutes;Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage
  • range and its hit point maximum can't be reduced. In addition

  • components a non-hostile
  • duration living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.;Paladin

or you can issue a general command the aura moves with you

up to 10 minutes;Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage
  • range and its hit point maximum can't be reduced. In addition

  • components a non-hostile
  • duration living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.;Druid (Wildfire)

or you can issue a general command the aura moves with you

up to 10 minutes;Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) can't become diseased
  • range has resistance to poison damage

  • components and has advantage on saving throws against effects that cause any of the following conditions: blinded
  • duration charmed

deafened

frightened the aura moves with you

up to 10 minutes;Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) can't become diseased
  • range has resistance to poison damage

  • components and has advantage on saving throws against effects that cause any of the following conditions: blinded
  • duration charmed

deafened

frightened the aura moves with you

up to 10 minutes;Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) can't become diseased
  • range has resistance to poison damage

  • components and has advantage on saving throws against effects that cause any of the following conditions: blinded
  • duration charmed

deafened

frightened the aura moves with you

up to 10 minutes;Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) can't become diseased
  • range has resistance to poison damage

  • components and has advantage on saving throws against effects that cause any of the following conditions: blinded
  • duration charmed

deafened

frightened the aura moves with you

up to 10 minutes;Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) can't become diseased
  • range has resistance to poison damage

  • components and has advantage on saving throws against effects that cause any of the following conditions: blinded
  • duration charmed

deafened

frightened the aura moves with you

up to 1 minute;Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.;Cleric (TCE)
  • range

frightened the aura moves with you

4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
4;Aura of Purity;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Purity;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
4;Aura of Purity;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Purity;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
4;Aura of Purity;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Purity;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
4;Aura of Purity;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Purity;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
4;Aura of Purity;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Purity;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration 3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration

up to 1 minute;Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.;Cleric (Twilight)
  • range

frightened the aura moves with you

up to 1 minute;Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.;Artificer (Battle Smith)
  • range

frightened the aura moves with you

up to 1 minute;Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.;Paladin (*)(Crown)
  • range

frightened the aura moves with you

up to 1 minute;Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.;Druid (TCE)
  • range

frightened the aura moves with you

S

  • casting time000 gp
  • range which the spell consumes)After spending the casting time tracing magical pathways within a precious gemstone

  • components you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant
  • duration it gains the ability to move its limbs

roots

vines M;Instantaneous;(an agate worth at least 1

S

  • casting time000 gp
  • range Consumed)After spending the casting time tracing magical pathways within a precious gemstone

  • components you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak 1 language you know. If the target is a plant
  • duration it gains the ability to move its limbs

roots

vines M;Instantaneous;(An agate worth at least 1

S

  • casting time up to 1 minute;(a drop of blood)Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends
  • range the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target one additional creature for each slot level above 1st. ;Cleric (*)(Grave)
  • duration

vines M;Concentration

S

  • casting time up to 1 minute;(a drop of blood)Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends
  • range the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target one additional creature for each slot level above 1st. ;Paladin (Vengeance)
  • duration

vines M;Concentration

S

  • casting time up to 1 minute;(A drop of blood)Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends
  • range the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. ;Bard
  • duration

vines M;Concentration

3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration 3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration
3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration 3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration
3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration 3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration
3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration 3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration
5;Awaken;5th level Transmutation;8 hours;Touch;V 5;Awaken;5th level Transmutation;8 hours;Touch;V
5;Awaken;5th level Transmutation;8 hours;Touch;V 5;Awaken;5th level Transmutation;8 hours;Touch;V
1;Bane;1st level Enchantment ;1 action;30 feet;V 1;Bane;1st level Enchantment ;1 action;30 feet;V
1;Bane;1st level Enchantment ;1 action;30 feet;V 1;Bane;1st level Enchantment ;1 action;30 feet;V
1;Bane;1st level Enchantment ;1 action;30 feet;V 1;Bane;1st level Enchantment ;1 action;30 feet;V

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time and the attack deals an extra 5d10 force damage to the target. Additionally
  • range if this attack reduces the target to 50 hit points of fewer

  • components you banish it. If the target is native to a different plane of existence than the one you're on
  • duration the target disappears

returning to its home plane. If the target is native to the plane you're on

vines your weapon crackles with force

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time and the attack deals an extra 5d10 force damage to the target. Additionally
  • range if this attack reduces the target to 50 hit points of fewer

  • components you banish it. If the target is native to a different plane of existence than the one you're on
  • duration the target disappears

returning to its home plane. If the target is native to the plane you're on

vines your weapon crackles with force

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time and the attack deals an extra 5d10 force damage to the target. Additionally
  • range if this attack reduces the target to 50 hit points of fewer

  • components you banish it. If the target is native to a different plane of existence than the one you're on
  • duration the target disappears

returning to its home plane. If the target is native to the plane you're on

vines your weapon crackles with force

S

  • casting time up to 1 minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
    If the target is native to the plane of existence you're on
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is native to a different plane of existence that the one you're on

the target is banished with a faint popping noise

vines M;Concentration

S

  • casting time up to 1 minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
    If the target is native to the plane of existence you're on
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is native to a different plane of existence that the one you're on

the target is banished with a faint popping noise

vines M;Concentration

S

  • casting time up to 1 minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
    If the target is native to the plane of existence you're on
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is native to a different plane of existence than the one you're on

the target is banished with a faint popping noise

vines M;Concentration

S

  • casting time up to 1 minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
    If the target is native to the plane of existence you're on
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is native to a different plane of existence that the one you're on

the target is banished with a faint popping noise

vines M;Concentration

S

  • casting time up to 1 minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
    If the target is native to the plane of existence you're on
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is native to a different plane of existence that the one you're on

the target is banished with a faint popping noise

vines M;Concentration

S

  • casting time up to 1 minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
    If the target is native to the plane of existence you're on
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is native to a different plane of existence that the one you're on

the target is banished with a faint popping noise

vines M;Concentration

5;Banishing Smite;5th level Abjuration;1 bonus action;Self;V;Concentration 5;Banishing Smite;5th level Abjuration;1 bonus action;Self;V;Concentration
5;Banishing Smite;5th level Abjuration;1 bonus action;Self;V;Concentration 5;Banishing Smite;5th level Abjuration;1 bonus action;Self;V;Concentration
5;Banishing Smite;5th level Abjuration;1 bonus action;Self;V;Concentration 5;Banishing Smite;5th level Abjuration;1 bonus action;Self;V;Concentration
4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V
4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V
4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V
4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V
4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V
4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V

S

  • casting time up to 1 minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
    If the target is native to the plane of existence you're on
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is native to a different plane of existence that the one you're on

the target is banished with a faint popping noise

vines M;Concentration

S

  • casting time up to 1 hour;(a handful of oak bark)You touch a willing creature. Until the spell ends
  • range the target's skin has a rough

  • components bark-like appearance
  • duration and the target's AC can't be less than 16

regardless of what kind of armor it is wearing.;Cleric (Nature)

vines M;Concentration

S

  • casting time up to 1 hour;(a handful of oak bark)You touch a willing creature. Until the spell ends
  • range the target's skin has a rough

  • components bark-like appearance
  • duration and the target's AC can't be less than 16

regardless of what kind of armor it is wearing.;Druid (*)(Forest)

vines M;Concentration

S

  • casting time up to 1 hour;(a handful of oak bark)You touch a willing creature. Until the spell ends
  • range the target's skin has a rough

  • components bark-like appearance
  • duration and the target's AC can't be less than 16

regardless of what kind of armor it is wearing.;Ranger

vines M;Concentration

S;Concentration

  • casting time each target has advantage on Wisdom saving throws and death saving throws
  • range and regains the maximum number of hit points possible from any healing.;Cleric (*)(Life)

vines up to 1 minute;This spell bestows hope and vitality. Choose any number of creatures within range. For the duration

S;Concentration

  • casting time each target has advantage on Wisdom saving throws and death saving throws
  • range and regains the maximum number of hit points possible from any healing.;Cleric (Peace)

vines up to 1 minute;This spell bestows hope and vitality. Choose any number of creatures within range. For the duration

S;Concentration

  • casting time each target has advantage on Wisdom saving throws and death saving throws
  • range and regains the maximum number of hit points possible from any healing.;Paladin (Devotion)

vines up to 1 minute;This spell bestows hope and vitality. Choose any number of creatures within range. For the duration

S

  • casting time up to 10 minutes;(a bit of fur wrapped in a cloth)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 is 4 or higher. Until the spell ends
  • range the link is active while you and the beast are within line of sight of each other. Through the link

  • components the beast can understand your telepathic messages to it
  • duration 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.;Druid (XGE)

vines M;Concentration

S

  • casting time up to 10 minutes;(a bit of fur wrapped in a cloth)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 is 4 or higher. Until the spell ends
  • range the link is active while you and the beast are within line of sight of each other. Through the link

  • components the beast can understand your telepathic messages to it
  • duration 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.;Ranger (XGE)

vines M;Concentration

4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V
2;Barkskin;2nd level Transmutation;1 action;Touch;V 2;Barkskin;2nd level Transmutation;1 action;Touch;V
2;Barkskin;2nd level Transmutation;1 action;Touch;V 2;Barkskin;2nd level Transmutation;1 action;Touch;V
2;Barkskin;2nd level Transmutation;1 action;Touch;V 2;Barkskin;2nd level Transmutation;1 action;Touch;V
3;Beacon of Hope;3rd level Abjuration;1 action;30 feet;V 3;Beacon of Hope;3rd level Abjuration;1 action;30 feet;V
3;Beacon of Hope;3rd level Abjuration;1 action;30 feet;V 3;Beacon of Hope;3rd level Abjuration;1 action;30 feet;V
3;Beacon of Hope;3rd level Abjuration;1 action;30 feet;V 3;Beacon of Hope;3rd level Abjuration;1 action;30 feet;V
1;Beast Bond;1st level Divination;1 action;Touch;V 1;Beast Bond;1st level Divination;1 action;Touch;V
1;Beast Bond;1st level Divination;1 action;Touch;V 1;Beast Bond;1st level Divination;1 action;Touch;V

up to 1 hour;You touch a willing beast. For the duration of the spell

  • casting time and continue to do so until you use your action to return to your normal senses.;Druid
  • range

vines you can use your action to see through the beast's eyes and hear what it hears

up to 1 hour;You touch a willing beast. For the duration of the spell

  • casting time and continue to do so until you use your action to return to your normal senses.;Ranger
  • range

vines you can use your action to see through the beast's eyes and hear what it hears

S;Concentration

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

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

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

vines up to 1 minute;You touch a creature

S;Concentration

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

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

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

vines up to 1 minute;You touch a creature

S;Concentration

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

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

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

vines up to 1 minute;You touch a creature

S;Concentration

  • casting time and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell
  • range choose the nature of the curse from the following options.
    • Choose 1 ability score. While cursed

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

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

vines up to 1 minute;You touch a creature

S

  • casting time up to 1 minute;(an eggshell and a snakeskin glove)You create a Large hand of shimmering
  • range translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration

  • components and it moves at your command
  • duration mimicking the movements of your own hand.
    The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points

the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns

vines M;Concentration

S

  • casting time up to 1 minute;(an eggshell and a snakeskin glove)You create a Large hand of shimmering
  • range translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration

  • components and it moves at your command
  • duration mimicking the movements of your own hand.
    The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points

the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns

vines M;Concentration

S

  • casting time up to 1 minute;(an eggshell and a snakeskin glove)You create a Large hand of shimmering
  • range translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration

  • components and it moves at your command
  • duration mimicking the movements of your own hand.
    The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points

the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns

vines M;Concentration

2;Beast Sense (ritual);2nd level Divination;1 action;Touch;S;Concentration 2;Beast Sense (ritual);2nd level Divination;1 action;Touch;S;Concentration
2;Beast Sense (ritual);2nd level Divination;1 action;Touch;S;Concentration 2;Beast Sense (ritual);2nd level Divination;1 action;Touch;S;Concentration
3;Bestow Curse;3rd level Necromancy;1 action;Touch;V 3;Bestow Curse;3rd level Necromancy;1 action;Touch;V
3;Bestow Curse;3rd level Necromancy;1 action;Touch;V 3;Bestow Curse;3rd level Necromancy;1 action;Touch;V
3;Bestow Curse;3rd level Necromancy;1 action;Touch;V 3;Bestow Curse;3rd level Necromancy;1 action;Touch;V
3;Bestow Curse;3rd level Necromancy;1 action;Touch;V 3;Bestow Curse;3rd level Necromancy;1 action;Touch;V
5;Bigby's Hand;5th level Evocation;1 action;120 feet;V 5;Bigby's Hand;5th level Evocation;1 action;120 feet;V
5;Bigby's Hand;5th level Evocation;1 action;120 feet;V 5;Bigby's Hand;5th level Evocation;1 action;120 feet;V
5;Bigby's Hand;5th level Evocation;1 action;120 feet;V 5;Bigby's Hand;5th level Evocation;1 action;120 feet;V

S

  • casting time up to 1 minute;(an eggshell and a snakeskin glove)You create a Large hand of shimmering
  • range translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration

  • components and it moves at your command
  • duration mimicking the movements of your own hand.
    The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points

the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns

vines M;Concentration

S;Concentration

  • casting time razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long
  • range 20 feet high

  • components and 5 feet thick
  • duration or a ringed wall up to 60 feet in diameter

20 feet high

vines up to 10 minutes;You create a vertical wall of whirling

S;Concentration

  • casting time you can make up to two melee spell attacks with the blade
  • range each one against a creature

  • components loose object
  • duration or structure within 5 feet of the blade. On a hit

the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit

vines up to 1 minute;You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell

S;Concentration

  • casting time you can make up to two melee spell attacks with the blade
  • range each one against a creature

  • components loose object
  • duration or structure within 5 feet of the blade. On a hit

the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit

vines up to 1 minute;You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell

S;Concentration

  • casting time you can make up to two melee spell attacks with the blade
  • range each one against a creature

  • components loose object
  • duration or structure within 5 feet of the blade. On a hit

the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit

vines up to 1 minute;You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell

S;1 round;You extend your hand and trace a sigil of warding in the air. Until the end of your next turn

  • casting time piercing
  • range and slashing damage dealt by weapon attacks.;Warlock

vines you have resistance against bludgeoning

S;1 round;You extend your hand and trace a sigil of warding in the air. Until the end of your next turn

  • casting time piercing
  • range and slashing damage dealt by weapon attacks.;Wizard

vines you have resistance against bludgeoning

S;1 round;You extend your hand and trace a sigil of warding in the air. Until the end of your next turn

  • casting time piercing
  • range and slashing damage dealt by weapon attacks.;Sorcerer

vines you have resistance against bludgeoning

S;1 round;You extend your hand and trace a sigil of warding in the air. Until the end of your next turn

  • casting time piercing
  • range and slashing damage dealt by weapon attacks.;Bard

vines you have resistance against bludgeoning

5;Bigby's Hand (appears as a tentacle);5th level Evocation;1 action;120 feet;V 5;Bigby's Hand (appears as a tentacle);5th level Evocation;1 action;120 feet;V
6;Blade Barrier;6th level Evocation;1 action;90 feet;V 6;Blade Barrier;6th level Evocation;1 action;90 feet;V
9;Blade of Disaster;9th-level conjuration;1 bonus action;60 feet;V 9;Blade of Disaster;9th-level conjuration;1 bonus action;60 feet;V
9;Blade of Disaster;9th-level conjuration;1 bonus action;60 feet;V 9;Blade of Disaster;9th-level conjuration;1 bonus action;60 feet;V
9;Blade of Disaster;9th-level conjuration;1 bonus action;60 feet;V 9;Blade of Disaster;9th-level conjuration;1 bonus action;60 feet;V
0;Blade Ward;Abjuration cantrip;1 action;Self;V 0;Blade Ward;Abjuration cantrip;1 action;Self;V
0;Blade Ward;Abjuration cantrip;1 action;Self;V 0;Blade Ward;Abjuration cantrip;1 action;Self;V
0;Blade Ward;Abjuration cantrip;1 action;Self;V 0;Blade Ward;Abjuration cantrip;1 action;Self;V
0;Blade Ward;Abjuration cantrip;1 action;Self;V 0;Blade Ward;Abjuration cantrip;1 action;Self;V

S

  • casting time up to 1 minute;(a sprinkling of holy water)You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends
  • range the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target one additional creature for each slot level above 1st. ;Cleric (*)(Life)
  • duration

vines M;Concentration

S

  • casting time up to 1 minute;(a sprinkling of holy water)You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends
  • range the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target one additional creature for each slot level above 1st. ;Paladin
  • duration

vines M;Concentration

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

vines draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

vines draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

vines draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

vines draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

vines draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

vines draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

vines draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

1;Bless;1st level Enchantment ;1 action;30 feet;V 1;Bless;1st level Enchantment ;1 action;30 feet;V
1;Bless;1st level Enchantment ;1 action;30 feet;V 1;Bless;1st level Enchantment ;1 action;30 feet;V
4;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V
4;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V
4;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V
4;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V
4;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V
4;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V
4;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

vines draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

up to 1 minute;The next time you hit a creature with a melee weapon attack during this spell's duration

  • casting time and the attack deals an extra 3d8 radiant damage to the target. Additionally
  • range the target must succeed on a Constitution saving throw or be blinded until the spell ends.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save

  • components it is no longer blinded. ;Paladin
  • duration

vines you weapon flares with a bright light

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Cleric (*)(Death)

vines the target can make a Constitution saving throw. On a success

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Warlock (Fiend)(Undying)

vines the target can make a Constitution saving throw. On a success

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Wizard

vines the target can make a Constitution saving throw. On a success

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Sorcerer

vines the target can make a Constitution saving throw. On a success

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target 1 additional creature for each slot level above 2nd. ;Druid (Spores)

vines the target can make a Constitution saving throw. On a success

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target 1 additional creature for each slot level above 2nd. ;Bard

vines the target can make a Constitution saving throw. On a success

S;1 minute;Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher

  • casting time and when the spell ends if you are on the Ethereal Plane
  • range you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range

  • components you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
    While on the Ethereal Plane
  • duration you can see and hear the plane you originated from

which is cast in shades of gray

vines you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn

4;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V
3;Blinding Smite;3rd level Evocation;1 bonus action;Self;V;Concentration 3;Blinding Smite;3rd level Evocation;1 bonus action;Self;V;Concentration
2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails 2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails
2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails 2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails
2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails 2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails
2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails 2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails
2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails 2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails
2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails 2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails
3;Blink;3rd level Transmutation;1 action;Self;V 3;Blink;3rd level Transmutation;1 action;Self;V

S;1 minute;Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher

  • casting time and when the spell ends if you are on the Ethereal Plane
  • range you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range

  • components you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
    While on the Ethereal Plane
  • duration you can see and hear the plane you originated from

which is cast in shades of gray

vines you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn

S;1 minute;Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher

  • casting time and when the spell ends if you are on the Ethereal Plane
  • range you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range

  • components you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
    While on the Ethereal Plane
  • duration you can see and hear the plane you originated from

which is cast in shades of gray

vines you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn

S;1 minute;Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher

  • casting time and when the spell ends if you are on the Ethereal Plane
  • range you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range

  • components you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
    While on the Ethereal Plane
  • duration you can see and hear the plane you originated from

which is cast in shades of gray

vines you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn

S;1 minute;Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher

  • casting time and when the spell ends if you are on the Ethereal Plane
  • range you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range

  • components you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
    While on the Ethereal Plane
  • duration you can see and hear the plane you originated from

which is cast in shades of gray

vines you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn

up to 1 minute;Your body becomes blurred

  • casting time any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight
  • range as with blindsight

  • components or can see through illusions
  • duration as with truesight.;Artificer

vines shifting and wavering to all who can see you. For the duration

up to 1 minute;Your body becomes blurred

  • casting time any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight
  • range as with blindsight

  • components or can see through illusions
  • duration as with truesight.;Warlock

vines shifting and wavering to all who can see you. For the duration

up to 1 minute;Your body becomes blurred

  • casting time any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight
  • range as with blindsight

  • components or can see through illusions
  • duration as with truesight.;Warlock (Marid)

vines shifting and wavering to all who can see you. For the duration

up to 1 minute;Your body becomes blurred

  • casting time any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight
  • range as with blindsight

  • components or can see through illusions
  • duration as with truesight.;Wizard

vines shifting and wavering to all who can see you. For the duration

up to 1 minute;Your body becomes blurred

  • casting time any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight
  • range as with blindsight

  • components or can see through illusions
  • duration as with truesight.;Sorcerer

vines shifting and wavering to all who can see you. For the duration

3;Blink;3rd level Transmutation;1 action;Self;V 3;Blink;3rd level Transmutation;1 action;Self;V
3;Blink;3rd level Transmutation;1 action;Self;V 3;Blink;3rd level Transmutation;1 action;Self;V
3;Blink;3rd level Transmutation;1 action;Self;V 3;Blink;3rd level Transmutation;1 action;Self;V
3;Blink;3rd level Transmutation;1 action;Self;V 3;Blink;3rd level Transmutation;1 action;Self;V
2;Blur;2nd level Illusion;1 action;Self;V;Concentration 2;Blur;2nd level Illusion;1 action;Self;V;Concentration
2;Blur;2nd level Illusion;1 action;Self;V;Concentration 2;Blur;2nd level Illusion;1 action;Self;V;Concentration
2;Blur;2nd level Illusion;1 action;Self;V;Concentration 2;Blur;2nd level Illusion;1 action;Self;V;Concentration
2;Blur;2nd level Illusion;1 action;Self;V;Concentration 2;Blur;2nd level Illusion;1 action;Self;V;Concentration
2;Blur;2nd level Illusion;1 action;Self;V;Concentration 2;Blur;2nd level Illusion;1 action;Self;V;Concentration

up to 1 minute;Your body becomes blurred

  • casting time any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight
  • range as with blindsight

  • components or can see through illusions
  • duration as with truesight.;Druid (Desert)

vines shifting and wavering to all who can see you. For the duration

S;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

  • casting time a pillar crumbles into rubble
  • range 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

  • components 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
  • duration 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

vines and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points

M;1 round;(a melee weapon worth at least 1 sp)You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit

  • casting time the target takes 1d8 thunder damage
  • range and the spell ends.
    At Higher Levels. At 5th level

  • components the melee attack deals an extra 1d8 thunder damage to the target on a hit
  • duration and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).;Artificer (TCE)

vines the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then

M;1 round;(a melee weapon worth at least 1 sp)You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit

  • casting time the target takes 1d8 thunder damage
  • range and the spell ends.
    At Higher Levels. At 5th level

  • components the melee attack deals an extra 1d8 thunder damage to the target on a hit
  • duration and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).;Warlock (TCE)

vines the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then

M;1 round;(a weapon)As part of the action used to cast this spell

  • casting time otherwise the spell fails. On a hit
  • range the target suffers the attack's normal effects

  • components and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then
  • duration it immediately takes 1d8 thunder damage

and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level

vines you must make a melee attack with a weapon against one creature within the spell's range

M;1 round;(a melee weapon worth at least 1 sp)You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit

  • casting time the target takes 1d8 thunder damage
  • range and the spell ends.
    At Higher Levels. At 5th level

  • components the melee attack deals an extra 1d8 thunder damage to the target on a hit
  • duration and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).;Wizard (TCE)

vines the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then

M;1 round;(a weapon)As part of the action used to cast this spell

  • casting time otherwise the spell fails. On a hit
  • range the target suffers the attack's normal effects

  • components and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then
  • duration it immediately takes 1d8 thunder damage

and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level

vines you must make a melee attack with a weapon against one creature within the spell's range

M;1 round;(a melee weapon worth at least 1 sp)You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit

  • casting time the target takes 1d8 thunder damage
  • range and the spell ends.
    At Higher Levels. At 5th level

  • components the melee attack deals an extra 1d8 thunder damage to the target on a hit
  • duration and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).;Sorcerer (TCE)

vines the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then

M;1 round;(a weapon)As part of the action used to cast this spell

  • casting time otherwise the spell fails. On a hit
  • range the target suffers the attack's normal effects

  • components and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then
  • duration it immediately takes 1d8 thunder damage

and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level

vines you must make a melee attack with a weapon against one creature within the spell's range

2;Blur;2nd level Illusion;1 action;Self;V;Concentration 2;Blur;2nd level Illusion;1 action;Self;V;Concentration
6;Bones of the Earth;6th level Transmutation;1 action;120 feet;V 6;Bones of the Earth;6th level Transmutation;1 action;120 feet;V
0;Booming Blade;Evocation cantrip;1 action;Self (5-foot radius);S 0;Booming Blade;Evocation cantrip;1 action;Self (5-foot radius);S
0;Booming Blade;Evocation cantrip;1 action;Self (5-foot radius);S 0;Booming Blade;Evocation cantrip;1 action;Self (5-foot radius);S
0;Booming Blade;Evocation cantrip;1 action;5 feet;V 0;Booming Blade;Evocation cantrip;1 action;5 feet;V
0;Booming Blade;Evocation cantrip;1 action;Self (5-foot radius);S 0;Booming Blade;Evocation cantrip;1 action;Self (5-foot radius);S
0;Booming Blade;Evocation cantrip;1 action;5 feet;V 0;Booming Blade;Evocation cantrip;1 action;5 feet;V
0;Booming Blade;Evocation cantrip;1 action;Self (5-foot radius);S 0;Booming Blade;Evocation cantrip;1 action;Self (5-foot radius);S
0;Booming Blade;Evocation cantrip;1 action;5 feet;V 0;Booming Blade;Evocation cantrip;1 action;5 feet;V

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time which becomes visible if it is invisible
  • range and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components the extra damage increases by 1d6 for each slot level above 2nd. ;Artificer (Battle Smith)
  • duration

vines the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time which becomes visible if it is invisible
  • range and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components the extra damage increases by 1d6 for each slot level above 2nd. ;Warlock
  • duration

vines the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time which becomes visible if it is invisible
  • range and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components the extra damage increases by 1d6 for each slot level above 2nd. ;Paladin
  • duration

vines the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st. ;Cleric (Light)

vines a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st. ;Warlock (Fiend)

vines a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st. ;Warlock (Efreeti)

vines a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st. ;Wizard

vines a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st. ;Sorcerer

vines a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st. ;Druid (Wildfire)

vines a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save

2;Branding Smite;2nd level Evocation;1 bonus action;Self;V;Concentration 2;Branding Smite;2nd level Evocation;1 bonus action;Self;V;Concentration
2;Branding Smite;2nd level Evocation;1 bonus action;Self;V;Concentration 2;Branding Smite;2nd level Evocation;1 bonus action;Self;V;Concentration
2;Branding Smite;2nd level Evocation;1 bonus action;Self;V;Concentration 2;Branding Smite;2nd level Evocation;1 bonus action;Self;V;Concentration
1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V
1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V
1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V
1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V
1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V
1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V

S;Concentration

  • casting time centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example
  • range if you are in a room that can't accommodate the cloud).
    When you cast the spell

  • components choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save
  • duration or half as much damage on a successful one. On each of your turns until the spell ends

you can use your action to call down lightning in this way again

vines up to 10 minutes;A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius

S;Concentration

  • casting time centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example
  • range if you are in a room that can't accommodate the cloud).
    When you cast the spell

  • components choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save
  • duration or half as much damage on a successful one. On each of your turns until the spell ends

you can use your action to call down lightning in this way again

vines up to 10 minutes;A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius

S;Concentration

  • casting time choose one of the following two effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends
  • range any suppressed effect resumes

  • components provided that its duration has not expired in the meantime.
    Alternatively
  • duration you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends

the creature becomes hostile again

unless the DM rules otherwise. ;Cleric up to 1 minute;You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw

S;Concentration

  • casting time choose one of the following two effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends
  • range any suppressed effect resumes

  • components provided that its duration has not expired in the meantime.
    Alternatively
  • duration you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends

the creature becomes hostile again

unless the DM rules otherwise. ;Cleric up to 1 minute;You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw

S;Concentration

  • casting time choose one of the following two effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends
  • range any suppressed effect resumes

  • components provided that its duration has not expired in the meantime.
    Alternatively
  • duration you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends

the creature becomes hostile again

unless the DM rules otherwise. ;Cleric up to 1 minute;You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw

S;Concentration

  • casting time choose 1 of the following 2 effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends
  • range any suppressed effect resumes

  • components provided that its duration has not expired in the meantime.
    Alternatively
  • duration you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends

the creature becomes hostile again

unless the DM rules otherwise. ;Cleric up to 1 minute;You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw

S;Concentration

  • casting time choose 1 of the following 2 effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends
  • range any suppressed effect resumes

  • components provided that its duration has not expired in the meantime.
    Alternatively
  • duration you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends

the creature becomes hostile again

unless the DM rules otherwise. ;Bard up to 1 minute;You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw

stopping early if it impacts against a solid surface. If the object would strike a creature

  • casting time the object strikes the target and stops moving. When the object strikes something
  • range the object and what it strikes each take 3d8 bludgeoning damage.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the maximum weight of objects that you can target with this spell increases by 5 pounds
  • duration and the damage increases by 1d8

for each slot level above 1st.;Artificer

unless the DM rules otherwise. ;Bard that creature must make a Dexterity saving throw. On a failed save

stopping early if it impacts against a solid surface. If the object would strike a creature

  • casting time the object strikes the target and stops moving. When the object strikes something
  • range the object and what it strikes each take 3d8 bludgeoning damage.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the maximum weight of objects that you can target with this spell increases by 5 pounds
  • duration and the damage increases by 1d8

for each slot level above 1st.;Wizard (XGE)

unless the DM rules otherwise. ;Bard that creature must make a Dexterity saving throw. On a failed save

3;Call Lightning;3rd level Conjuration;1 action;120 feet;V 3;Call Lightning;3rd level Conjuration;1 action;120 feet;V
3;Call Lightning;3rd level Conjuration;1 action;120 feet;V 3;Call Lightning;3rd level Conjuration;1 action;120 feet;V
2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V 2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V
2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V 2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V
2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V 2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V
2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V 2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V
2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V 2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V
1;Catapult;1st level Transmutation;1 action;60 feet;S;Instantaneous;Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground 1;Catapult;1st level Transmutation;1 action;60 feet;S;Instantaneous;Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground
1;Catapult;1st level Transmutation;1 action;60 feet;S;Instantaneous;Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground 1;Catapult;1st level Transmutation;1 action;60 feet;S;Instantaneous;Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 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

  • casting time the object strikes the target and stops moving. When the object strikes something
  • range the object and what it strikes each take 3d8 bludgeoning damage.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the maximum weight of objects that you can target with this spell increases by 5 pounds
  • duration and the damage increases by 1d8

for each slot level above 1st.;Sorcerer (XGE)

unless the DM rules otherwise. ;Bard that creature must make a Dexterity saving throw. On a failed save

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

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

  • components you can target one additional willing creature for each slot level above 3rd.;Artificer
  • duration

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

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

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

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

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

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

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

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

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

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

  • casting time that target gains the benefit of a short rest
  • range and it can't be affected by this spell again until it finishes a long rest.

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

  • components you can target 1 additional willing creature for each slot level above 3rd.;Bard (XGE)
  • duration

unless the DM rules otherwise. ;Bard and up to 3 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

up to 1 minute;You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns

  • casting time 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.;Warlock (XGE)
  • range

unless the DM rules otherwise. ;Bard ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

up to 1 minute;You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns

  • casting time 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.;Wizard (XGE)
  • range

unless the DM rules otherwise. ;Bard ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S

  • casting time which the spell consumes)You perform a special religious ceremony that is infused with magic. When you cast the spell
  • range choose one of the following rites

  • components the target of which must be within 10 feet of you throughout the casting.
    Atonement: You touch one willing creature whose alignment has changed
  • duration and you make a DC 20 Wisdom (Insight) check. On a successful check

you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours

unless the DM rules otherwise. ;Bard M;Instantaneous;(25 gp worth of powdered silver

S

  • casting time which the spell consumes)You perform a special religious ceremony that is infused with magic. When you cast the spell
  • range choose one of the following rites

  • components the target of which must be within 10 feet of you throughout the casting.
    Atonement: You touch one willing creature whose alignment has changed
  • duration and you make a DC 20 Wisdom (Insight) check. On a successful check

you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours

unless the DM rules otherwise. ;Bard M;Instantaneous;(25 gp worth of powdered silver

1;Catapult;1st level Transmutation;1 action;60 feet;S;Instantaneous;Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground 1;Catapult;1st level Transmutation;1 action;60 feet;S;Instantaneous;Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground
3;Catnap;3rd level Enchantment;1 action;30 feet;S 3;Catnap;3rd level Enchantment;1 action;30 feet;S
3;Catnap;3rd level Enchantment;1 action;30 feet;S 3;Catnap;3rd level Enchantment;1 action;30 feet;S
3;Catnap;3rd level Enchantment;1 action;30 feet;S 3;Catnap;3rd level Enchantment;1 action;30 feet;S
3;Catnap;3rd level Enchantment;1 action;30 feet;S 3;Catnap;3rd level Enchantment;1 action;30 feet;S
1;Cause Fear;1st level Necromancy;1 action;60 feet;V;Concentration 1;Cause Fear;1st level Necromancy;1 action;60 feet;V;Concentration
1;Cause Fear;1st level Necromancy;1 action;60 feet;V;Concentration 1;Cause Fear;1st level Necromancy;1 action;60 feet;V;Concentration
1;Ceremony (ritual);1st level Abjuration;1 hour;Touch;V 1;Ceremony (ritual);1st level Abjuration;1 hour;Touch;V
1;Ceremony (ritual);1st level Abjuration;1 hour;Touch;V 1;Ceremony (ritual);1st level Abjuration;1 hour;Touch;V

S

  • casting time a piece of amber
  • range glass

  • components or crystal rod
  • duration and three silver pins)You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets

each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save

unless the DM rules otherwise. ;Bard M;Instantaneous;(a bit of fur

S

  • casting time a piece of amber
  • range glass

  • components or crystal rod
  • duration and three silver pins)You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets

each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save

unless the DM rules otherwise. ;Bard M;Instantaneous;(a bit of fur

S;Instantaneous;You hurl an undulating

  • casting time the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type. 1 Acid. 2 Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 Psychic. 8 Thunder.
    If you roll the same number on both d8s
  • range the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target

  • components and make a new damage roll
  • duration which could cause the chaotic energy to leap again.
    A creature can be targeted only once by each casting of this spell.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

each target takes 1d6 extra damage of the type rolled for each slot level above 1st.;Sorcerer (XGE)

unless the DM rules otherwise. ;Bard warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit

S;1 hour;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.;Warlock (XGE)
  • duration

unless the DM rules otherwise. ;Bard and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;1 hour;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.;Wizard (XGE)
  • duration

unless the DM rules otherwise. ;Bard and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;1 hour;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.;Sorcerer (XGE)
  • duration

unless the DM rules otherwise. ;Bard and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;1 hour;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.;Druid (XGE)
  • duration

unless the DM rules otherwise. ;Bard and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;1 hour;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends
  • range the creature knows it was charmed by you.

    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components you can target 1 additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.;Bard (XGE)
  • duration

unless the DM rules otherwise. ;Bard and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components 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. ;Cleric (Trickery)
  • duration

unless the DM rules otherwise. ;Bard and does so with advantage if you or your companions are fighting it. If it fails the saving throw

6;Chain Lightning;6th level Evocation;1 action;150 feet;V 6;Chain Lightning;6th level Evocation;1 action;150 feet;V
6;Chain Lightning;6th level Evocation;1 action;150 feet;V 6;Chain Lightning;6th level Evocation;1 action;150 feet;V
1;Chaos Bolt;1st level Evocation;1 action;120 feet;V 1;Chaos Bolt;1st level Evocation;1 action;120 feet;V
4;Charm Monster;4th level Enchantment ;1 action;30 feet;V 4;Charm Monster;4th level Enchantment ;1 action;30 feet;V
4;Charm Monster;4th level Enchantment ;1 action;30 feet;V 4;Charm Monster;4th level Enchantment ;1 action;30 feet;V
4;Charm Monster;4th level Enchantment ;1 action;30 feet;V 4;Charm Monster;4th level Enchantment ;1 action;30 feet;V
4;Charm Monster;4th level Enchantment ;1 action;30 feet;V 4;Charm Monster;4th level Enchantment ;1 action;30 feet;V
4;Charm Monster;4th level Enchantment ;1 action;30 feet;V 4;Charm Monster;4th level Enchantment ;1 action;30 feet;V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components 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. ;Warlock
  • duration

unless the DM rules otherwise. ;Bard and does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components 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. ;Wizard
  • duration

unless the DM rules otherwise. ;Bard and does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components 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. ;Sorcerer
  • duration

unless the DM rules otherwise. ;Bard and does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components 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. ;Druid
  • duration

unless the DM rules otherwise. ;Bard and does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ;Ranger (Fey Wanderer)
  • duration

unless the DM rules otherwise. ;Bard and does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ;Bard
  • duration

unless the DM rules otherwise. ;Bard and does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;1 round;You create a ghostly

  • casting time the target takes 1d8 necrotic damage
  • range and it can't regain hit points until the start of your next turn. Until then

  • components the hand clings to the target.
    If you hit an undead target
  • duration it also has disadvantage on attack rolls against you until the end of your next turn.
    This spell's damage increases by 1d8 when you reach 5th level (2d8)

11th level (3d8)

and 17th level (4d8). ;Warlock skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit

S;1 round;You create a ghostly

  • casting time the target takes 1d8 necrotic damage
  • range and it can't regain hit points until the start of your next turn. Until then

  • components the hand clings to the target.
    If you hit an undead target
  • duration it also has disadvantage on attack rolls against you until the end of your next turn.
    This spell's damage increases by 1d8 when you reach 5th level (2d8)

11th level (3d8)

and 17th level (4d8). ;Wizard skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit

S;1 round;You create a ghostly

  • casting time the target takes 1d8 necrotic damage
  • range and it can't regain hit points until the start of your next turn. Until then

  • components the hand clings to the target.
    If you hit an undead target
  • duration it also has disadvantage on attack rolls against you until the end of your next turn.
    This spell's damage increases by 1d8 when you reach 5th level (2d8)

11th level (3d8)

and 17th level (4d8). ;Sorcerer skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit

1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
0;Chill Touch;Necromancy cantrip;1 action;120 feet;V 0;Chill Touch;Necromancy cantrip;1 action;120 feet;V
0;Chill Touch;Necromancy cantrip;1 action;120 feet;V 0;Chill Touch;Necromancy cantrip;1 action;120 feet;V
0;Chill Touch;Necromancy cantrip;1 action;120 feet;V 0;Chill Touch;Necromancy cantrip;1 action;120 feet;V

S;1 round;You create a ghostly

  • casting time the target takes 1d8 necrotic damage
  • range and it can't regain hit points until the start of your next turn. Until then

  • components the hand clings to the target.
    If you hit an undead target
  • duration it also has disadvantage on attack rolls against you until the end of your next turn.
    This spell's damage increases by 1d8 when you reach 5th level (2d8)

11th level (3d8)

and 17th level (4d8). ;Druid (Spores) skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit

S

  • casting time cold
  • range fire

  • components lightning
  • duration poison

or thunder for the type of orb you create

and 17th level (4d8). ;Druid (Spores) M;Instantaneous;(a diamond worth at least 50 gp)You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid

S

  • casting time cold
  • range fire

  • components lightning
  • duration poison

or thunder for the type of orb you create

and 17th level (4d8). ;Druid (Spores) M;Instantaneous;(a diamond worth at least 50 gp)You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid

S

  • casting time or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher
  • range the damage increases by 2d6 for each slot level above 6th. ;Warlock

and 17th level (4d8). ;Druid (Spores) M;Instantaneous;(the powder of a crushed black pearl worth at least 500 gp)A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save

S

  • casting time or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher
  • range the damage increases by 2d6 for each slot level above 6th. ;Wizard

and 17th level (4d8). ;Druid (Spores) M;Instantaneous;(the powder of a crushed black pearl worth at least 500 gp)A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save

S

  • casting time or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher
  • range the damage increases by 2d6 for each slot level above 6th. ;Sorcerer

and 17th level (4d8). ;Druid (Spores) M;Instantaneous;(the powder of a crushed black pearl worth at least 500 gp)A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save

up to 10 minutes;Divine energy radiates from you

  • casting time the sphere moves with you
  • range centered on you. For the duration

  • components each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally
  • duration when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage

it instead takes no damage if it succeeds on the saving throw.;Cleric (Twilight)

and 17th level (4d8). ;Druid (Spores) distorting and diffusing magical energy within 30 feet of you. Until the spell ends

up to 10 minutes;Divine energy radiates from you

  • casting time the sphere moves with you
  • range centered on you. For the duration

  • components each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally
  • duration when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage

it instead takes no damage if it succeeds on the saving throw.;Paladin (*)(Crown)

and 17th level (4d8). ;Druid (Spores) distorting and diffusing magical energy within 30 feet of you. Until the spell ends

S

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

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

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

and 17th level (4d8). ;Druid (Spores) M;Concentration

0;Chill Touch;Necromancy cantrip;1 action;120 feet;V 0;Chill Touch;Necromancy cantrip;1 action;120 feet;V
1;Chromatic Orb;1st level Evocation;1 action;90 feet;V 1;Chromatic Orb;1st level Evocation;1 action;90 feet;V
1;Chromatic Orb;1st level Evocation;1 action;90 feet;V 1;Chromatic Orb;1st level Evocation;1 action;90 feet;V
6;Circle of Death;6th level Necromancy;1 action;150 feet;V 6;Circle of Death;6th level Necromancy;1 action;150 feet;V
6;Circle of Death;6th level Necromancy;1 action;150 feet;V 6;Circle of Death;6th level Necromancy;1 action;150 feet;V
6;Circle of Death;6th level Necromancy;1 action;150 feet;V 6;Circle of Death;6th level Necromancy;1 action;150 feet;V
5;Circle of Power;5th level Abjuration;1 action;Self (30-foot radius);V;Concentration 5;Circle of Power;5th level Abjuration;1 action;Self (30-foot radius);V;Concentration
5;Circle of Power;5th level Abjuration;1 action;Self (30-foot radius);V;Concentration 5;Circle of Power;5th level Abjuration;1 action;Self (30-foot radius);V;Concentration
3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V 3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V

S

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

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

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

and 17th level (4d8). ;Druid (Spores) M;Concentration

S

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

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

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

and 17th level (4d8). ;Druid (Spores) M;Concentration

S

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

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

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

and 17th level (4d8). ;Druid (Spores) M;Concentration

S

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

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

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

and 17th level (4d8). ;Druid (Spores) M;Concentration

S

  • casting time000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned
  • range which the spell consumes

  • components and a vessel worth at least 2
  • duration000 gp that has a sealable lid and is large enough to hold a Medium creature

such as a huge urn

coffin M;Instantaneous;(a diamond worth at least 1

S

  • casting time up to 1 minute;(a sliver of glass)You fill the air with spinning daggers in a cube 5 feet on each side
  • range centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
    At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher

  • components the damage increases by 2d4 for each slot level above 2nd. ;Warlock
  • duration

coffin M;Concentration

S

  • casting time up to 1 minute;(a sliver of glass)You fill the air with spinning daggers in a cube 5 feet on each side
  • range centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
    At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher

  • components the damage increases by 2d4 for each slot level above 2nd. ;Wizard
  • duration

coffin M;Concentration

S

  • casting time up to 1 minute;(a sliver of glass)You fill the air with spinning daggers in a cube 5 feet on each side
  • range centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
    At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher

  • components the damage increases by 2d4 for each slot level above 2nd. ;Sorcerer
  • duration

coffin M;Concentration

S

  • casting time up to 1 minute;(A sliver of glass)You fill the air with spinning daggers in a cube 5 feet on each side
  • range centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

    At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher

  • components the damage increases by 2d4 for each slot level above 2nd. ;Bard
  • duration

coffin M;Concentration

3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V 3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V
3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V 3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V
3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V 3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V
3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V 3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V
8;Clone;8th level Necromancy;1 hour;Touch;V 8;Clone;8th level Necromancy;1 hour;Touch;V
2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V 2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V
2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V 2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V
2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V 2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V
2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V 2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V

S;Concentration

  • casting time yellow-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
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air up to 10 minutes;You create a 20-foot-radius sphere of poisonous

S;Concentration

  • casting time yellow-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
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air up to 10 minutes;You create a 20-foot-radius sphere of poisonous

S;Concentration

  • casting time yellow-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
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air up to 10 minutes;You create a 20-foot-radius sphere of poisonous

S;Concentration

  • casting time yellow-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
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air up to 10 minutes;You create a 20-foot-radius sphere of poisonous

S;Concentration

  • casting time yellow-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
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air up to 10 minutes;You create a 20-foot-radius sphere of poisonous

S;Concentration

  • casting time yellow-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
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air up to 10 minutes;You create a 20-foot-radius sphere of poisonous

S;Concentration

  • casting time yellow-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
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air up to 10 minutes;You create a 20-foot-radius sphere of poisonous

S

  • casting time yellow
  • range and blue)A dazzling array of flashing

  • components colored light springs from your hand. Roll 6d10
  • duration the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
    Starting with the creature that has the lowest current hit points

each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

being heavier than air M;1 round;(a pinch of powder or sand that is colored red

S

  • casting time yellow
  • range and blue)A dazzling array of flashing

  • components colored light springs from your hand. Roll 6d10
  • duration the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
    Starting with the creature that has the lowest current hit points

each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

being heavier than air M;1 round;(a pinch of powder or sand that is colored red

5;Cloudkill;5th level Conjuration;1 action;120 feet;V 5;Cloudkill;5th level Conjuration;1 action;120 feet;V
5;Cloudkill;5th level Conjuration;1 action;120 feet;V 5;Cloudkill;5th level Conjuration;1 action;120 feet;V
5;Cloudkill;5th level Conjuration;1 action;120 feet;V 5;Cloudkill;5th level Conjuration;1 action;120 feet;V
5;Cloudkill;5th level Conjuration;1 action;120 feet;V 5;Cloudkill;5th level Conjuration;1 action;120 feet;V
5;Cloudkill;5th level Conjuration;1 action;120 feet;V 5;Cloudkill;5th level Conjuration;1 action;120 feet;V
5;Cloudkill;5th level Conjuration;1 action;120 feet;V 5;Cloudkill;5th level Conjuration;1 action;120 feet;V
5;Cloudkill;5th level Conjuration;1 action;120 feet;V 5;Cloudkill;5th level Conjuration;1 action;120 feet;V
1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V 1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V
1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V 1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V

S

  • casting time yellow
  • range and blue)A dazzling array of flashing

  • components colored light springs from your hand. Roll 6d10
  • duration the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
    Starting with the creature that has the lowest current hit points

each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

being heavier than air M;1 round;(a pinch of powder or sand that is colored red

if it doesn't understand your language

  • casting time the DM determines how the target behaves. If the target can't follow your command
  • range the spell ends.
    Approach: The target moves toward you by the shortest and most direct route

  • components ending its turn if it moves within 5 feet of you.
    Drop: The target drops whatever it is holding and then ends its turn.
    Flee: The target spends its turn moving away from you by the fastest available means.
    Grovel: The target falls prone and then ends its turn.
    Halt: The target doesn't move and takes no actions. A flying creature stays aloft
  • duration provided that it is able to do so. If it must move to stay aloft

it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

being heavier than air or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so

if it doesn't understand your language

  • casting time the DM determines how the target behaves. If the target can't follow your command
  • range the spell ends.
    Approach: The target moves toward you by the shortest and most direct route

  • components ending its turn if it moves within 5 feet of you.
    Drop: The target drops whatever it is holding and then ends its turn.
    Flee: The target spends its turn moving away from you by the fastest available means.
    Grovel: The target falls prone and then ends its turn.
    Halt: The target doesn't move and takes no actions. A flying creature stays aloft
  • duration provided that it is able to do so. If it must move to stay aloft

it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

being heavier than air or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so

if it doesn't understand your language

  • casting time the DM determines how the target behaves. If the target can't follow your command
  • range the spell ends.
    Approach: The target moves toward you by the shortest and most direct route

  • components ending its turn if it moves within 5 feet of you.
    Drop: The target drops whatever it is holding and then ends its turn.
    Flee: The target spends its turn moving away from you by the fastest available means.
    Grovel: The target falls prone and then ends its turn.
    Halt: The target doesn't move and takes no actions. A flying creature stays aloft
  • duration provided that it is able to do so. If it must move to stay aloft

it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

being heavier than air or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so

if it doesn't understand your language

  • casting time the DM determines how the target behaves. If the target can't follow your command
  • range the spell ends.
    Approach: The target moves toward you by the shortest and most direct route

  • components ending its turn if it moves within 5 feet of you.
    Drop: The target drops whatever it is holding and then ends its turn.
    Flee: The target spends its turn moving away from you by the fastest available means.
    Grovel: The target falls prone and then ends its turn.
    Halt: The target doesn't move and takes no actions. A flying creature stays aloft
  • duration provided that it is able to do so. If it must move to stay aloft

it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

being heavier than air or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so

if it doesn't understand your language

  • casting time the DM determines how the target behaves. If the target can't follow your command
  • range the spell ends.
    Approach: The target moves toward you by the shortest and most direct route

  • components ending its turn if it moves within 5 feet of you.
    Drop: The target drops whatever it is holding and then ends its turn.
    Flee: The target spends its turn moving away from you by the fastest available means.
    Grovel: The target falls prone and then ends its turn.
    Halt: The target doesn't move and takes no actions. A flying creature stays aloft
  • duration provided that it is able to do so. If it must move to stay aloft

it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

being heavier than air or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so

S

  • casting time so you might receive unclear as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests
  • range the DM might offer a short phrase as an answer instead.
    If you cast the spell two or more times before finishing your next long rest

  • components there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret. ;Cleric
  • duration

being heavier than air M;1 minute;(incense and a vial of holy or unholy water)You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient

S

  • casting time so you might receive unclear as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests
  • range the DM might offer a short phrase as an answer instead.
    If you cast the spell two or more times before finishing your next long rest

  • components there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret. ;Cleric (Order)
  • duration

being heavier than air M;1 minute;(incense and a vial of holy or unholy water)You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient

S

  • casting time so you might receive unclear as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests
  • range the DM might offer a short phrase as an answer instead.
    If you cast the spell two or more times before finishing your next long rest

  • components there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret. ;Paladin (Devotion)
  • duration

being heavier than air M;1 minute;(incense and a vial of holy or unholy water)You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient

1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V 1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V
1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead 1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead
1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead 1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead
1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead 1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead
1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead 1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead
1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead 1;Command;1st level Enchantment ;1 action;60 feet;V;1 round;You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead
5;Commune (ritual);5th level Divination;1 minute;Self;V 5;Commune (ritual);5th level Divination;1 minute;Self;V
5;Commune (ritual);5th level Divination;1 minute;Self;V 5;Commune (ritual);5th level Divination;1 minute;Self;V
5;Commune (ritual);5th level Divination;1 minute;Self;V 5;Commune (ritual);5th level Divination;1 minute;Self;V

S

  • casting time so you might receive unclear as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests
  • range the DM might offer a short phrase as an answer instead.
    If you cast the spell two or more times before finishing your next long rest

  • components there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret. ;Paladin (Glory)
  • duration

being heavier than air M;1 minute;(incense and a vial of holy or unholy water)You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient

S;Instantaneous;You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors

  • casting time the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction
  • range such as in dungeons and towns.
    You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
    • terrain and bodies of water
    • prevalent plants

  • components minerals
  • duration animals

or peoples
• powerful celestials

fey the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings

S;Instantaneous;You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors

  • casting time the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction
  • range such as in dungeons and towns.
    You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
    • terrain and bodies of water
    • prevalent plants

  • components minerals
  • duration animals

or peoples
• powerful celestials

fey the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings

S;Instantaneous;You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors

  • casting time the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction
  • range such as in dungeons and towns.
    You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
    • terrain and bodies of water
    • prevalent plants

  • components minerals
  • duration animals

or peoples
• powerful celestials

fey the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings

up to 1 minute;You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save

  • casting time compelled by your divine demand. For the duration
  • range it has disadvantage on attack rolls against creatures other than you

  • components and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you
  • duration if it succeeds on this saving throw

this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature

fey the creature is drawn to you

S

  • casting time you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see
  • range but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn't decode secret messages in a text or glyph

  • components such as an arcane sigil
  • duration that isn't part of a written language. ;Warlock

fey M;1 hour;(a pinch of soot and salt)For the duration

S

  • casting time you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see
  • range but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn't decode secret messages in a text or glyph

  • components such as an arcane sigil
  • duration that isn't part of a written language. ;Wizard

fey M;1 hour;(a pinch of soot and salt)For the duration

S

  • casting time you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see
  • range but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn't decode secret messages in a text or glyph

  • components such as an arcane sigil
  • duration that isn't part of a written language. ;Sorcerer

fey M;1 hour;(a pinch of soot and salt)For the duration

S

  • casting time you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see
  • range but you must be touching the surface of which the words are written. It takes about 1 minute to read 1 page of text.
    This spell doesn't decode secret messages in a text or glyph

  • components such as an arcane sigil
  • duration that isn't part of a written language. ;Bard

fey M;1 hour;(A pinch of soot and salt)For the duration

5;Commune (ritual);5th level Divination;1 minute;Self;V 5;Commune (ritual);5th level Divination;1 minute;Self;V
5;Commune with Nature (ritual);5th level Divination;1 minute;Self;V 5;Commune with Nature (ritual);5th level Divination;1 minute;Self;V
5;Commune with Nature (ritual);5th level Divination;1 minute;Self;V 5;Commune with Nature (ritual);5th level Divination;1 minute;Self;V
5;Commune with Nature (ritual);5th level Divination;1 minute;Self;V 5;Commune with Nature (ritual);5th level Divination;1 minute;Self;V
1;Compelled Duel;1st level Enchantment ;1 bonus action;30 feet;V;Concentration 1;Compelled Duel;1st level Enchantment ;1 bonus action;30 feet;V;Concentration
1;Comprehend Languages (ritual);1st level Divination;1 action;Self;V 1;Comprehend Languages (ritual);1st level Divination;1 action;Self;V
1;Comprehend Languages (ritual);1st level Divination;1 action;Self;V 1;Comprehend Languages (ritual);1st level Divination;1 action;Self;V
1;Comprehend Languages (ritual);1st level Divination;1 action;Self;V 1;Comprehend Languages (ritual);1st level Divination;1 action;Self;V
1;Comprehend Languages (Ritual);1st level Divination;1 action;Self;V 1;Comprehend Languages (Ritual);1st level Divination;1 action;Self;V

S;Concentration

  • casting time a target is affected by this spell. Until the spell ends
  • range you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way

  • components it can make another Wisdom saving throw to try to end the effect.
    A target isn't compelled to move into an obviously deadly hazard
  • duration such as a fire pit

but it will provoke opportunity attacks to move in the designated direction. ;Cleric (Order)

fey up to 1 minute;Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save

S;Concentration

  • casting time a target is affected by this spell. Until the spell ends
  • range you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way

  • components it can make another Wisdom saving throw to try to end the effect.
    A target isn't compelled to move into an obviously deadly hazard
  • duration such as a fire pit

but it will provoke opportunity attacks to move in the designated direction. ;Paladin (Glory)

fey up to 1 minute;Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save

S;Concentration

  • casting time a target is affected by this spell. Until the spell ends
  • range you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way

  • components it can make another Wisdom saving throw to try to end the effect.
    A target isn't compelled to move into an obviously deadly hazard
  • duration such as a fire pit

but it will provoke opportunity attacks to move in the designated direction. ;Bard

fey up to 1 minute;Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • range the damage increases by 1d8 for each slot level above 5th. ;Artificer (Artillerist)

fey M;Instantaneous;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • range the damage increases by 1d8 for each slot level above 5th. ;Warlock (Fathomless)

fey M;Instantaneous;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • range the damage increases by 1d8 for each slot level above 5th. ;Warlock (Marid)

fey M;Instantaneous;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • range the damage increases by 1d8 for each slot level above 5th. ;Wizard

fey M;Instantaneous;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • range the damage increases by 1d8 for each slot level above 5th. ;Sorcerer

fey M;Instantaneous;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • range the damage increases by 1d8 for each slot level above 5th. ;Druid (Arctic)

fey M;Instantaneous;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

4;Compulsion;4th level Enchantment ;1 action;30 feet;V 4;Compulsion;4th level Enchantment ;1 action;30 feet;V
4;Compulsion;4th level Enchantment ;1 action;30 feet;V 4;Compulsion;4th level Enchantment ;1 action;30 feet;V
4;Compulsion;4th level Enchantment ;1 action;30 feet;V 4;Compulsion;4th level Enchantment ;1 action;30 feet;V
5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V 5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V
5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V 5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V
5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V 5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V
5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V 5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V
5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V 5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V
5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V 5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • range the damage increases by 1d8 for each slot level above 5th. ;Druid (TCE)

fey M;Instantaneous;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

S

  • casting time up to 1 minute;(three nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

fey M;Concentration

S

  • casting time up to 1 minute;(three nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

fey M;Concentration

S

  • casting time up to 1 minute;(three nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

fey M;Concentration

S

  • casting time up to 1 minute;(three nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

fey M;Concentration

S

  • casting time up to 1 minute;(three nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

fey M;Concentration

S

  • casting time up to 1 minute;(3 nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

fey M;Concentration

S

  • casting time up to 1 minute;(3 nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

fey M;Concentration

S;Concentration

  • casting time and it disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group
  • range which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them

  • components they defend themselves from hostile creatures
  • duration but otherwise take no actions. The DM has the creatures' statistics.
    At Higher Levels: When you cast this spell using certain higher-level spell slots

you choose one of the summoning options above

fey up to 1 hour;You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey

5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V 5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V
4;Confusion;4th level Enchantment ;1 action;90 feet;V 4;Confusion;4th level Enchantment ;1 action;90 feet;V
4;Confusion;4th level Enchantment ;1 action;90 feet;V 4;Confusion;4th level Enchantment ;1 action;90 feet;V
4;Confusion;4th level Enchantment ;1 action;90 feet;V 4;Confusion;4th level Enchantment ;1 action;90 feet;V
4;Confusion;4th level Enchantment ;1 action;90 feet;V 4;Confusion;4th level Enchantment ;1 action;90 feet;V
4;Confusion;4th level Enchantment ;1 action;90 feet;V 4;Confusion;4th level Enchantment ;1 action;90 feet;V
4;Confusion;4th level Enchantment ;1 action;90 feet;V 4;Confusion;4th level Enchantment ;1 action;90 feet;V
4;Confusion;4th level Enchantment ;1 action;90 feet;V 4;Confusion;4th level Enchantment ;1 action;90 feet;V
3;Conjure Animals;3rd level Conjuration;1 action;60 feet;V 3;Conjure Animals;3rd level Conjuration;1 action;60 feet;V

S;Concentration

  • casting time and it disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group
  • range which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them

  • components they defend themselves from hostile creatures
  • duration but otherwise take no actions. The DM has the creatures' statistics.
    At Higher Levels: When you cast this spell using certain higher-level spell slots

you choose one of the summoning options above

fey up to 1 hour;You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey

S

  • casting time or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.;Artificer (Battle Smith)
  • range

fey M;Instantaneous;(one piece of ammunition or a thrown weapon)You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save

S

  • casting time or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.;Ranger
  • range

fey M;Instantaneous;(one piece of ammunition or a thrown weapon)You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save

S;Concentration

  • casting time which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
    The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial
  • range which has its own turns. It obeys any verbal commands that you issue to it (no action required by you)

  • components as long as they don't violate its alignment. If you don't issue any commands to the celestial
  • duration it defends itself from hostile creatures but otherwise takes no actions.
    The DM has the celestial's statistics.
    At Higher Levels: When you cast this spell using a 9th-level spell slot

you summon a celestial of challenge rating 5 or lower. ;Cleric

fey up to 1 hour;You summon a celestial of challenge rating 4 or lower

S

  • casting time up to 1 hour;(burning incense for air
  • range soft clay for earth

  • components sulfur and phosphorus for fire
  • duration or water and sand for water)You call forth an elemental servant. Choose an area of air

earth

fire M;Concentration

S

  • casting time up to 1 hour;(burning incense for air
  • range soft clay for earth

  • components sulfur and phosphorus for fire
  • duration or water and sand for water)You call forth an elemental servant. Choose an area of air

earth

fire M;Concentration

S;Concentration

  • casting time or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
    The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature
  • range which has its own turns. It obeys any verbal commands that you issue to it (no action required by you)

  • components as long as they don't violate its alignment. If you don't issue any commands to the fey creature
  • duration it defends itself from hostile creatures but otherwise takes no actions.
    If your concentration is broken

the fey creature doesn't disappear. Instead

you lose control of the fey creature up to 1 hour;You summon a fey creature of challenge rating 6 or lower

S;Concentration

  • casting time or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
    The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature
  • range which has its own turns. It obeys any verbal commands that you issue to it (no action required by you)

  • components as long as they don't violate its alignment. If you don't issue any commands to the fey creature
  • duration it defends itself from hostile creatures but otherwise takes no actions.
    If your concentration is broken

the fey creature doesn't disappear. Instead

you lose control of the fey creature up to 1 hour;You summon a fey creature of challenge rating 6 or lower

S;Concentration

  • casting time which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them
  • range they defend themselves from hostile creatures

  • components but otherwise take no actions.
    The DM has the creatures' statistics.
    At Higher Levels: When you cast this spell using certain higher-level spell slots
  • duration you choose one of the summoning options above

and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .;Wizard

you lose control of the fey creature up to 1 hour;You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.
• One elemental of challenge rating 2 or lower
• Two elementals of challenge rating 1 or lower
• Four elementals of challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group

3;Conjure Animals;3rd level Conjuration;1 action;60 feet;V 3;Conjure Animals;3rd level Conjuration;1 action;60 feet;V
3;Conjure Barrage;3rd level Conjuration;1 action;Self (60-foot cone);V 3;Conjure Barrage;3rd level Conjuration;1 action;Self (60-foot cone);V
3;Conjure Barrage;3rd level Conjuration;1 action;Self (60-foot cone);V 3;Conjure Barrage;3rd level Conjuration;1 action;Self (60-foot cone);V
7;Conjure Celestial;7th level Conjuration;1 minute;90 feet;V 7;Conjure Celestial;7th level Conjuration;1 minute;90 feet;V
5;Conjure Elemental;5th level Conjuration;1 minute;90 feet;V 5;Conjure Elemental;5th level Conjuration;1 minute;90 feet;V
5;Conjure Elemental;5th level Conjuration;1 minute;90 feet;V 5;Conjure Elemental;5th level Conjuration;1 minute;90 feet;V
6;Conjure Fey;6th level Conjuration;1 minute;90 feet;V 6;Conjure Fey;6th level Conjuration;1 minute;90 feet;V
6;Conjure Fey;6th level Conjuration;1 minute;90 feet;V 6;Conjure Fey;6th level Conjuration;1 minute;90 feet;V
4;Conjure Minor Elementals;4th level Conjuration;1 minute;90 feet;V 4;Conjure Minor Elementals;4th level Conjuration;1 minute;90 feet;V

S;Concentration

  • casting time which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them
  • range they defend themselves from hostile creatures

  • components but otherwise take no actions.
    The DM has the creatures' statistics.
    At Higher Levels: When you cast this spell using certain higher-level spell slots
  • duration you choose one of the summoning options above

and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .;Druid

you lose control of the fey creature up to 1 hour;You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.
• One elemental of challenge rating 2 or lower
• Two elementals of challenge rating 1 or lower
• Four elementals of challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group

S

  • casting time or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.;Ranger
  • range

you lose control of the fey creature M;Instantaneous;(one piece of ammunition or one thrown weapon)You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save

S

  • casting time up to 1 hour;(one holly berry per creature summoned)You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
    • One fey creature of challenge rating 2 or lower
    • Two fey creatures of challenge rating 1 or lower
    • Four fey creatures of challenge rating 1/2 or lower
    • Eight fey creatures of challenge rating 1/4 or lower
    A summoned creature disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group
  • range which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them

  • components they defend themselves from hostile creatures
  • duration but otherwise take no actions.
    The DM has the creatures' statistics.
    At Higher Levels: When you cast this spell using certain higher-level spell slots

you choose one of the summoning options above

you lose control of the fey creature M;Concentration

S

  • casting time up to 1 hour;(one holly berry per creature summoned)You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
    • One fey creature of challenge rating 2 or lower
    • Two fey creatures of challenge rating 1 or lower
    • Four fey creatures of challenge rating 1/2 or lower
    • Eight fey creatures of challenge rating 1/4 or lower
    A summoned creature disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group
  • range which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them

  • components they defend themselves from hostile creatures
  • duration but otherwise take no actions.
    The DM has the creatures' statistics.
    At Higher Levels: When you cast this spell using certain higher-level spell slots

you choose one of the summoning options above

you lose control of the fey creature M;Concentration

the spirit of a long-dead sage

  • casting time make a DC 15 Intelligence saving throw. On a failure
  • range you take 6d6 psychic damage and are insane until you finish a long rest. While insane

  • components you can't take actions
  • duration can't understand what other creatures say

can't read

you lose control of the fey creature or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell

the spirit of a long-dead sage

  • casting time make a DC 15 Intelligence saving throw. On a failure
  • range you take 6d6 psychic damage and are insane until you finish a long rest. While insane

  • components you can't take actions
  • duration can't understand what other creatures say

can't read

you lose control of the fey creature or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell

S;7 days;Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

you lose control of the fey creature you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

S;7 days;Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

you lose control of the fey creature you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

S;7 days;Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

you lose control of the fey creature you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

4;Conjure Minor Elementals;4th level Conjuration;1 minute;90 feet;V 4;Conjure Minor Elementals;4th level Conjuration;1 minute;90 feet;V
5;Conjure Volley;5th level Conjuration;1 action;150 feet;V 5;Conjure Volley;5th level Conjuration;1 action;150 feet;V
4;Conjure Woodland Beings;4th level Conjuration;1 action;60 feet;V 4;Conjure Woodland Beings;4th level Conjuration;1 action;60 feet;V
4;Conjure Woodland Beings;4th level Conjuration;1 action;60 feet;V 4;Conjure Woodland Beings;4th level Conjuration;1 action;60 feet;V
5;Contact Other Plane (ritual);5th level Divination;1 minute;Self;V;1 minute;You mentally contact a demigod 5;Contact Other Plane (ritual);5th level Divination;1 minute;Self;V;1 minute;You mentally contact a demigod
5;Contact Other Plane (ritual);5th level Divination;1 minute;Self;V;1 minute;You mentally contact a demigod 5;Contact Other Plane (ritual);5th level Divination;1 minute;Self;V;1 minute;You mentally contact a demigod
5;Contagion;5th level Necromancy;1 action;Touch;V 5;Contagion;5th level Necromancy;1 action;Touch;V
5;Contagion;5th level Necromancy;1 action;Touch;V 5;Contagion;5th level Necromancy;1 action;Touch;V
5;Contagion;5th level Necromancy;1 action;Touch;V 5;Contagion;5th level Necromancy;1 action;Touch;V

S;7 days;Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

you lose control of the fey creature you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

S;7 days;Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

you lose control of the fey creature you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

S

  • casting time500 gp)Choose a spell of 5th level or lower that you can cast
  • range that has a casting time of 1 action

  • components and that can target you. You cast that spell
  • duration called the contingent spell

as part of casting contingency

expending spell slots for both M;10 days;(a statuette of yourself carved from ivory and decorated with gems worth at least 1

S

  • casting time which the spell consumes)A flame
  • range equivalent in brightness to a torch

  • components springs forth from an object that you touch. The effect looks like a regular flame
  • duration but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.;Cleric

expending spell slots for both M;Until dispelled;(ruby dust worth 50 gp

S

  • casting time which the spell consumes)A flame
  • range equivalent in brightness to a torch

  • components springs forth from an object that you touch. The effect looks like a regular flame
  • duration but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.;Artificer

expending spell slots for both M;Until dispelled;(ruby dust worth 50 gp

S

  • casting time which the spell consumes)A flame
  • range equivalent in brightness to a torch

  • components springs forth from an object that you touch. The effect looks like a regular flame
  • duration but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.;Wizard

expending spell slots for both M;Until dispelled;(ruby dust worth 50 gp

S

  • casting time which the spell consumes)A flame
  • range equivalent in brightness to a torch

  • components springs forth from an object that you touch. The effect looks like a regular flame
  • duration but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.;Druid (TCE)

expending spell slots for both M;Until dispelled;(ruby dust worth 50 gp

provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame

  • casting time or both . The change lasts for 1 hour.
    • You cause simple shapes-such as the vague form of a creature
  • range an inanimate object

  • components or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
    If you cast this spell multiple times
  • duration you can have up to three non-instantaneous effects created by it active at a time

and you can dismiss such an effect as an action.;Wizard (XGE)

expending spell slots for both change its color

provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame

  • casting time or both . The change lasts for 1 hour.
    • You cause simple shapes-such as the vague form of a creature
  • range an inanimate object

  • components or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
    If you cast this spell multiple times
  • duration you can have up to three non-instantaneous effects created by it active at a time

and you can dismiss such an effect as an action.;Sorcerer (XGE)

expending spell slots for both change its color

5;Contagion;5th level Necromancy;1 action;Touch;V 5;Contagion;5th level Necromancy;1 action;Touch;V
5;Contagion;5th level Necromancy;1 action;Touch;V 5;Contagion;5th level Necromancy;1 action;Touch;V
6;Contingency;6th level Evocation;10 minutes;Self;V 6;Contingency;6th level Evocation;10 minutes;Self;V
2;Continual Flame;2nd level Evocation;1 action;Touch;V 2;Continual Flame;2nd level Evocation;1 action;Touch;V
2;Continual Flame;2nd level Evocation;1 action;Touch;V 2;Continual Flame;2nd level Evocation;1 action;Touch;V
2;Continual Flame;2nd level Evocation;1 action;Touch;V 2;Continual Flame;2nd level Evocation;1 action;Touch;V
2;Continual Flame;2nd level Evocation;1 action;Touch;V 2;Continual Flame;2nd level Evocation;1 action;Touch;V
0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction

provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame

  • casting time an inanimate object
  • range or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
    If you cast this spell multiple times

  • components you can have up to three non-instantaneous effects created by it active at a time
  • duration and you can dismiss such an effect as an action.;Druid (XGE)

expending spell slots for both change its color or both . The change lasts for 1 hour.
• You cause simple shapes-such as the vague form of a creature

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave

expending spell slots for both M;Concentration

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave

expending spell slots for both M;Concentration

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave

expending spell slots for both M;Concentration

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave

expending spell slots for both M;Concentration

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave

expending spell slots for both M;Concentration

S

  • casting time up to 8 hours;(burning incense and bits of earth and wood mixed in water)You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
    When you cast the spell
  • range you change the current weather conditions

  • components which are determined by the DM based on the climate and season.
    You can change precipitation
  • duration temperature

and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so

expending spell slots for both M;Concentration

S

  • casting time up to 8 hours;(burning incense and bits of earth and wood mixed in water)You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
    When you cast the spell
  • range you change the current weather conditions

  • components which are determined by the DM based on the climate and season.
    You can change precipitation
  • duration temperature

and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so

expending spell slots for both M;Concentration

S

  • casting time up to 8 hours;(burning incense and bits of earth and wood mixed in water)You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
    When you cast the spell
  • range you change the current weather conditions

  • components which are determined by the DM based on the climate and season.
    You can change precipitation
  • duration temperature

and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so

expending spell slots for both M;Concentration

0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
4;Control Water;4th level Transmutation;1 action;300 feet;V 4;Control Water;4th level Transmutation;1 action;300 feet;V
4;Control Water;4th level Transmutation;1 action;300 feet;V 4;Control Water;4th level Transmutation;1 action;300 feet;V
4;Control Water;4th level Transmutation;1 action;300 feet;V 4;Control Water;4th level Transmutation;1 action;300 feet;V
4;Control Water;4th level Transmutation;1 action;300 feet;V 4;Control Water;4th level Transmutation;1 action;300 feet;V
4;Control Water;4th level Transmutation;1 action;300 feet;V 4;Control Water;4th level Transmutation;1 action;300 feet;V
8;Control Weather;8th level Transmutation;10 minutes;Self (5-mile radius);V 8;Control Weather;8th level Transmutation;10 minutes;Self (5-mile radius);V
8;Control Weather;8th level Transmutation;10 minutes;Self (5-mile radius);V 8;Control Weather;8th level Transmutation;10 minutes;Self (5-mile radius);V
8;Control Weather;8th level Transmutation;10 minutes;Self (5-mile radius);V 8;Control Weather;8th level Transmutation;10 minutes;Self (5-mile radius);V

S;Concentration

  • casting time unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
    Gusts: A wind picks up within the cube
  • range continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm

  • components moderate
  • duration or strong. If the wind is moderate or strong

ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong

expending spell slots for both up to 1 hour;You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration

S;Concentration

  • casting time unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
    Gusts: A wind picks up within the cube
  • range continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm

  • components moderate
  • duration or strong. If the wind is moderate or strong

ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong

expending spell slots for both up to 1 hour;You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration

S;Concentration

  • casting time unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
    Gusts: A wind picks up within the cube
  • range continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm

  • components moderate
  • duration or strong. If the wind is moderate or strong

ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong

expending spell slots for both up to 1 hour;You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration

S

  • casting time whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there
  • range one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
    When you cast this spell

  • components you can designate any creatures you choose
  • duration and the spell ignores them.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

the amount of ammunition that can be affected increases by two for each slot level above 2nd.;Ranger

expending spell slots for both M;8 hours;(four or more arrows or bolts)You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

5;Control Winds;5th level Transmutation;1 action;300 feet;V 5;Control Winds;5th level Transmutation;1 action;300 feet;V
5;Control Winds;5th level Transmutation;1 action;300 feet;V 5;Control Winds;5th level Transmutation;1 action;300 feet;V
5;Control Winds;5th level Transmutation;1 action;300 feet;V 5;Control Winds;5th level Transmutation;1 action;300 feet;V
2;Cordon of Arrows;2nd level Transmutation;1 action;5 feet;V 2;Cordon of Arrows;2nd level Transmutation;1 action;5 feet;V
3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower 3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower
3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower 3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower
3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower 3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower
3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower 3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower
3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower 3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower

S;Concentration

  • casting time the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren't being worn or carried.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8).;Artificer
  • duration

expending spell slots for both up to 1 minute;You create a bonfire on ground that you can see within range. Until the spells ends

S;Concentration

  • casting time the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren't being worn or carried.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8).;Warlock (XGE)
  • duration

expending spell slots for both up to 1 minute;You create a bonfire on ground that you can see within range. Until the spells ends

S;Concentration

  • casting time the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren't being worn or carried.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8).;Wizard (XGE)
  • duration

expending spell slots for both up to 1 minute;You create a bonfire on ground that you can see within range. Until the spells ends

S;Concentration

  • casting time the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren't being worn or carried.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8).;Sorcerer (XGE)
  • duration

expending spell slots for both up to 1 minute;You create a bonfire on ground that you can see within range. Until the spells ends

S;Concentration

  • casting time the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren't being worn or carried.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8).;Druid (XGE)
  • duration

expending spell slots for both up to 1 minute;You create a bonfire on ground that you can see within range. Until the spells ends

S;Instantaneous;You create 45 pounds of food and 30 gallons of water on the ground or in containers within range

  • casting time and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.;Cleric
  • range

expending spell slots for both enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing

S;Instantaneous;You create 45 pounds of food and 30 gallons of water on the ground or in containers within range

  • casting time and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.;Artificer
  • range

expending spell slots for both enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing

S;Instantaneous;You create 45 pounds of food and 30 gallons of water on the ground or in containers within range

  • casting time and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.;Warlock (Genie)
  • range

expending spell slots for both enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing

S;Instantaneous;You create 45 pounds of food and 30 gallons of water on the ground or in containers within range

  • casting time and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.;Paladin
  • range

expending spell slots for both enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing

0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V 0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V
0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V 0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V
0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V 0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V
0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V 0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V
0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V 0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V
3;Create Food and Water;3rd level Conjuration;1 action;30 feet;V 3;Create Food and Water;3rd level Conjuration;1 action;30 feet;V
3;Create Food and Water;3rd level Conjuration;1 action;30 feet;V 3;Create Food and Water;3rd level Conjuration;1 action;30 feet;V
3;Create Food and Water;3rd level Conjuration;1 action;30 feet;V 3;Create Food and Water;3rd level Conjuration;1 action;30 feet;V
3;Create Food and Water;3rd level Conjuration;1 action;30 feet;V 3;Create Food and Water;3rd level Conjuration;1 action;30 feet;V

S;Instantaneous;You create 45 pounds of food and 30 gallons of water on the ground or in containers within range

  • casting time and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.;Druid (Desert)
  • range

expending spell slots for both enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing

S

  • casting time ash
  • range and mandrake root

  • components all of which the spell consumes
  • duration and a jewel-encrusted dagger worth at least 1

000 gp)While speaking an intricate incantation

expending spell slots for both M;Instantaneous;(clay

S

  • casting time the water falls as rain in a 30-foot cube within range
  • range extinguishing exposed flames in the area.
    Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively

  • components you destroy fog in a 30-foot cube within range.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration you create or destroy 10 additional gallons of water

or the size of the cube increases by 5 feet

for each slot level above 1st. ;Cleric M;Instantaneous;(a drop of water if creating water or a few grains of sand if destroying it)You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively

S

  • casting time the water falls as rain in a 30-foot cube within range
  • range extinguishing exposed flames in the area.
    Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively

  • components you destroy fog in a 30-foot cube within range.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration you create or destroy 10 additional gallons of water

or the size of the cube increases by 5 feet

for each slot level above 1st. ;Cleric M;Instantaneous;(a drop of water if creating water or a few grains of sand if destroying it)You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively

S

  • casting time the water falls as rain in a 30-foot cube within range
  • range extinguishing exposed flames in the area.
    Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively

  • components you destroy fog in a 30-foot cube within range.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration you create or destroy 10 additional gallons of water

or the size of the cube increases by 5 feet

for each slot level above 1st. ;Druid M;Instantaneous;(a drop of water if creating water or a few grains of sand if destroying it)You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively

S

  • casting time one clay pot filled with brackish water
  • range and one 150 gp black onyx stone for each corpse.)You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
    As a bonus action on each of your turns

  • components you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures
  • duration you can command any or all of them at the same time

issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn

or you can issue a general command M;Instantaneous;(one clay pot filled with grave dirt

S

  • casting time one clay pot filled with brackish water
  • range and one 150 gp black onyx stone for each corpse.)You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
    As a bonus action on each of your turns

  • components you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures
  • duration you can command any or all of them at the same time

issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn

or you can issue a general command M;Instantaneous;(one clay pot filled with grave dirt

S

  • casting time one clay pot filled with brackish water
  • range and one 150 gp black onyx stone for each corpse.)You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
    As a bonus action on each of your turns

  • components you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures
  • duration you can command any or all of them at the same time

issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn

or you can issue a general command M;Instantaneous;(one clay pot filled with grave dirt

S

  • casting time rope
  • range wood

  • components or something similar. You can also use this spell to create mineral objects such as stone
  • duration crystal

or metal. The object created must be no larger than a 5-foot cube

or you can issue a general command M;Special;(a tiny piece of matter of the same type of the item you plan to create)You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods

3;Create Food and Water;3rd level Conjuration;1 action;30 feet;V 3;Create Food and Water;3rd level Conjuration;1 action;30 feet;V
6;Create Homunculus;6th level Transmutation;1 hour;Touch;V 6;Create Homunculus;6th level Transmutation;1 hour;Touch;V
1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V 1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V
1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V 1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V
1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V 1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V
6;Create Undead;6th level Necromancy;1 minute;10 feet;V 6;Create Undead;6th level Necromancy;1 minute;10 feet;V
6;Create Undead;6th level Necromancy;1 minute;10 feet;V 6;Create Undead;6th level Necromancy;1 minute;10 feet;V
6;Create Undead;6th level Necromancy;1 minute;10 feet;V 6;Create Undead;6th level Necromancy;1 minute;10 feet;V
5;Creation;5th level Illusion;1 minute;30 feet;V 5;Creation;5th level Illusion;1 minute;30 feet;V

S

  • casting time rope
  • range wood

  • components or something similar. You can also use this spell to create mineral objects such as stone
  • duration crystal

or metal. The object created must be no larger than a 5-foot cube

or you can issue a general command M;Special;(a tiny piece of matter of the same type of the item you plan to create)You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods

S

  • casting time rope
  • range wood

  • components or something similar. You can also use this spell to create mineral objects such as stone
  • duration crystal

or metal. The object created must be no larger than a 5-foot cube

or you can issue a general command M;Special;(a tiny piece of matter of the same type of the item you plan to create)You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods

S

  • casting time rope
  • range wood

  • components or something similar. You can also use this spell to create mineral objects such as stone
  • duration crystal

or metal. The object created must be no larger than a 5-foot cube

or you can issue a general command M;Special;(a tiny piece of matter of the same type of the item you plan to create)You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods

S

  • casting time rope
  • range wood

  • components or something similar. You can also use this spell to create mineral objects such as stone
  • duration crystal

or metal. The object created must be no larger than a 5-foot cube

or you can issue a general command M;Special;(a tiny piece of matter of the same type of the item you plan to create)You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods

S;Concentration

  • casting time a twisted crown of jagged iron appears on its head
  • range and a madness glows in its eyes.
    The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
    On your subsequent turns

  • components you must use your action to maintain control over the target
  • duration or the spell ends. Also

the target can make a Wisdom saving throw at the end of each of its turns. On a success

the spell ends. ;Warlock up to 1 minute;One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way

S;Concentration

  • casting time a twisted crown of jagged iron appears on its head
  • range and a madness glows in its eyes.
    The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
    On your subsequent turns

  • components you must use your action to maintain control over the target
  • duration or the spell ends. Also

the target can make a Wisdom saving throw at the end of each of its turns. On a success

the spell ends. ;Wizard up to 1 minute;One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way

S;Concentration

  • casting time a twisted crown of jagged iron appears on its head
  • range and a madness glows in its eyes.
    The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
    On your subsequent turns

  • components you must use your action to maintain control over the target
  • duration or the spell ends. Also

the target can make a Wisdom saving throw at the end of each of its turns. On a success

the spell ends. ;Paladin (Oathbreaker) up to 1 minute;One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way

S;Concentration

  • casting time a twisted crown of jagged iron appears on its head
  • range and a madness glows in its eyes.
    The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
    On your subsequent turns

  • components you must use your action to maintain control over the target
  • duration or the spell ends. Also

the target can make a Wisdom saving throw at the end of each of its turns. On a success

the spell ends. ;Sorcerer up to 1 minute;One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way

S;Concentration

  • casting time a twisted crown of jagged iron appears on its head
  • range and a madness glows in its eyes.
    The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
    On your subsequent turns

  • components you must use your action to maintain control over the target
  • duration or the spell ends. Also

the target can make a Wisdom saving throw at the end of each of its turns. On a success

the spell ends. ;Bard up to 1 minute;1 humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way

5;Creation;5th level Illusion;1 minute;30 feet;V 5;Creation;5th level Illusion;1 minute;30 feet;V
5;Creation;5th level Illusion;1 minute;30 feet;V 5;Creation;5th level Illusion;1 minute;30 feet;V
5;Creation;5th level Illusion;1 minute;30 feet;V 5;Creation;5th level Illusion;1 minute;30 feet;V
5;Creation;5th level Illusion;1 minute;30 feet;V 5;Creation;5th level Illusion;1 minute;30 feet;V
2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V 2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V
2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V 2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V
2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V 2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V
2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V 2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V
2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V 2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V

S;1 hour;Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so

  • casting time the target takes 4d12 radiant damage. Whether you hit or miss
  • range the mote is expended. The spell ends early if you expend the last mote.
    If you have four or more motes remaining

  • components they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining
  • duration they shed dim light in a 30-foot radius.
    At Higher Levels: When you cast this spell using a spell slot of 8th level or higher

the number of motes created increases by two for each slot level above 7th.;Warlock (XGE)

the spell ends. ;Bard make a ranged spell attack. On a hit

S;1 hour;Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so

  • casting time the target takes 4d12 radiant damage. Whether you hit or miss
  • range the mote is expended. The spell ends early if you expend the last mote.
    If you have four or more motes remaining

  • components they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining
  • duration they shed dim light in a 30-foot radius.
    At Higher Levels: When you cast this spell using a spell slot of 8th level or higher

the number of motes created increases by two for each slot level above 7th.;Wizard (XGE)

the spell ends. ;Bard make a ranged spell attack. On a hit

S;1 hour;Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so

  • casting time the target takes 4d12 radiant damage. Whether you hit or miss
  • range the mote is expended. The spell ends early if you expend the last mote.
    If you have four or more motes remaining

  • components they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining
  • duration they shed dim light in a 30-foot radius.
    At Higher Levels: When you cast this spell using a spell slot of 8th level or higher

the number of motes created increases by two for each slot level above 7th.;Sorcerer (XGE)

the spell ends. ;Bard make a ranged spell attack. On a hit

up to 1 minute;Holy power radiates from you in an aura with a 30-foot radius

  • casting time the aura moves with you
  • range centered on you. While in the aura

  • components each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.;Cleric (War)
  • duration

the spell ends. ;Bard awakening boldness in friendly creatures. Until the spell ends

up to 1 minute;Holy power radiates from you in an aura with a 30-foot radius

  • casting time the aura moves with you
  • range centered on you. While in the aura

  • components each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.;Artificer
  • duration

the spell ends. ;Bard awakening boldness in friendly creatures. Until the spell ends

up to 1 minute;Holy power radiates from you in an aura with a 30-foot radius

  • casting time the aura moves with you
  • range centered on you. While in the aura

  • components each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.;Paladin
  • duration

the spell ends. ;Bard awakening boldness in friendly creatures. Until the spell ends

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the spell ends. ;Bard the healing increases by 1d8 for each slot level above 1st. ;Cleric (*)(Life)

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the spell ends. ;Bard the healing increases by 1d8 for each slot level above 1st. ;Artificer

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the spell ends. ;Bard the healing increases by 1d8 for each slot level above 1st. ;Paladin

7;Crown of Stars;7th level Evocation;1 action;Self;V 7;Crown of Stars;7th level Evocation;1 action;Self;V
7;Crown of Stars;7th level Evocation;1 action;Self;V 7;Crown of Stars;7th level Evocation;1 action;Self;V
7;Crown of Stars;7th level Evocation;1 action;Self;V 7;Crown of Stars;7th level Evocation;1 action;Self;V
3;Crusader's Mantle;3rd level Evocation;1 action;Self;V;Concentration 3;Crusader's Mantle;3rd level Evocation;1 action;Self;V;Concentration
3;Crusader's Mantle;3rd level Evocation;1 action;Self;V;Concentration 3;Crusader's Mantle;3rd level Evocation;1 action;Self;V;Concentration
3;Crusader's Mantle;3rd level Evocation;1 action;Self;V;Concentration 3;Crusader's Mantle;3rd level Evocation;1 action;Self;V;Concentration
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the spell ends. ;Bard the healing increases by 1d8 for each slot level above 1st. ;Druid

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the spell ends. ;Bard the healing increases by 1d8 for each slot level above 1st. ;Druid (Wildfire)

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the spell ends. ;Bard the healing increases by 1d8 for each slot level above 1st. ;Ranger

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the spell ends. ;Bard the healing increases by 1d8 for each slot level above 1st. ;Bard

S

  • casting time up to 1 minute;You create up to four torch-sized lights within range
  • range making them appear as torches

  • components lanterns
  • duration or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose

each light sheds dim light in a 10-foot radius.
As a bonus action on your turn

the spell ends. ;Bard M;Concentration

S

  • casting time up to 1 minute;You create up to four torch-sized lights within range
  • range making them appear as torches

  • components lanterns
  • duration or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose

each light sheds dim light in a 10-foot radius.
As a bonus action on your turn

the spell ends. ;Bard M;Concentration

S

  • casting time up to 1 minute;You create up to four torch-sized lights within range
  • range making them appear as torches

  • components lanterns
  • duration or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose

each light sheds dim light in a 10-foot radius.
As a bonus action on your turn

the spell ends. ;Bard M;Concentration

S

  • casting time up to 1 minute;(Phosphorus
  • range wychwood or glowworm)You create up to 4 torch-sized lights within range

  • components making them appear as torches
  • duration lanterns

or glowing orbs that hover in the air for the duration. You can also combine the 4 lights into 1 glowing vaguely humanoid form of Medium size. Whichever form you choose

the spell ends. ;Bard M;Concentration

S;Concentration

  • casting time and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
    You can use a bonus action to mentally command the creatures you make with this spell
  • range issuing the same command to all of them. To receive the command

  • components a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn
  • duration or you can issue a general command

such as to guard a chamber or passageway against your foes. If you issue no commands

the spell ends. ;Bard up to 1 hour;Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual)

1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
0;Dancing Lights;Evocation cantrip;1 action;120 feet;V 0;Dancing Lights;Evocation cantrip;1 action;120 feet;V
0;Dancing Lights;Evocation cantrip;1 action;120 feet;V 0;Dancing Lights;Evocation cantrip;1 action;120 feet;V
0;Dancing Lights;Evocation cantrip;1 action;120 feet;V 0;Dancing Lights;Evocation cantrip;1 action;120 feet;V
0;Dancing Lights;Evocation cantrip;1 action;120 feet;V 0;Dancing Lights;Evocation cantrip;1 action;120 feet;V
5;Danse Macabre;5th level Necromancy;1 action;60 feet;V 5;Danse Macabre;5th level Necromancy;1 action;60 feet;V

S;Concentration

  • casting time and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
    You can use a bonus action to mentally command the creatures you make with this spell
  • range issuing the same command to all of them. To receive the command

  • components a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn
  • duration or you can issue a general command

such as to guard a chamber or passageway against your foes. If you issue no commands

the spell ends. ;Bard up to 1 hour;Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual)

M;Concentration

  • casting time and nonmagical light can't illuminate it.
    If the point you choose is on an object you are holding or one that isn't being worn or carried
  • range the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object

  • components such as a bowl or a helm
  • duration blocks the darkness.
    If any of this spell's area overlaps with an area of light created by a spell of or lower

the spell that created the light is dispelled. ;Warlock

the spell ends. ;Bard up to 10 minutes;(bat fur and a drop of pitch or piece of coal)Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness

M;Concentration

  • casting time and nonmagical light can't illuminate it.
    If the point you choose is on an object you are holding or one that isn't being worn or carried
  • range the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object

  • components such as a bowl or a helm
  • duration blocks the darkness.
    If any of this spell's area overlaps with an area of light created by a spell of or lower

the spell that created the light is dispelled. ;Wizard

the spell ends. ;Bard up to 10 minutes;(bat fur and a drop of pitch or piece of coal)Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness

M;Concentration

  • casting time and nonmagical light can't illuminate it.
    If the point you choose is on an object you are holding or one that isn't being worn or carried
  • range the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object

  • components such as a bowl or a helm
  • duration blocks the darkness.
    If any of this spell's area overlaps with an area of light created by a spell of or lower

the spell that created the light is dispelled. ;Paladin (Oathbreaker)

the spell ends. ;Bard up to 10 minutes;(bat fur and a drop of pitch or piece of coal)Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness

M;Concentration

  • casting time and nonmagical light can't illuminate it.
    If the point you choose is on an object you are holding or one that isn't being worn or carried
  • range the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object

  • components such as a bowl or a helm
  • duration blocks the darkness.
    If any of this spell's area overlaps with an area of light created by a spell of or lower

the spell that created the light is dispelled. ;Sorcerer

the spell ends. ;Bard up to 10 minutes;(bat fur and a drop of pitch or piece of coal)Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness

M;Concentration

  • casting time and nonmagical light can't illuminate it.
    If the point you choose is on an object you are holding or one that isn't being worn or carried
  • range the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object

  • components such as a bowl or a helm
  • duration blocks the darkness.
    If any of this spell's area overlaps with an area of light created by a spell of or lower

the spell that created the light is dispelled. ;Druid (Swamp)

the spell ends. ;Bard up to 10 minutes;(bat fur and a drop of pitch or piece of coal)Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness

S

  • casting time that creature has darkvision out to a range of 60 feet.;Artificer
  • range

the spell ends. ;Bard M;8 hours;(either a pinch of dried carrot or an agate)You touch a willing creature to grant it the ability to see in the dark. For the duration

S

  • casting time that creature has darkvision out to a range of 60 feet.;Wizard
  • range

the spell ends. ;Bard M;8 hours;(either a pinch of dried carrot or an agate)You touch a willing creature to grant it the ability to see in the dark. For the duration

S

  • casting time that creature has darkvision out to a range of 60 feet.;Sorcerer
  • range

the spell ends. ;Bard M;8 hours;(either a pinch of dried carrot or an agate)You touch a willing creature to grant it the ability to see in the dark. For the duration

5;Danse Macabre;5th level Necromancy;1 action;60 feet;V 5;Danse Macabre;5th level Necromancy;1 action;60 feet;V
2;Darkness;2nd level Evocation;1 action;60 feet;V 2;Darkness;2nd level Evocation;1 action;60 feet;V
2;Darkness;2nd level Evocation;1 action;60 feet;V 2;Darkness;2nd level Evocation;1 action;60 feet;V
2;Darkness;2nd level Evocation;1 action;60 feet;V 2;Darkness;2nd level Evocation;1 action;60 feet;V
2;Darkness;2nd level Evocation;1 action;60 feet;V 2;Darkness;2nd level Evocation;1 action;60 feet;V
2;Darkness;2nd level Evocation;1 action;60 feet;V 2;Darkness;2nd level Evocation;1 action;60 feet;V
2;Darkvision;2nd level Transmutation;1 action;Touch;V 2;Darkvision;2nd level Transmutation;1 action;Touch;V
2;Darkvision;2nd level Transmutation;1 action;Touch;V 2;Darkvision;2nd level Transmutation;1 action;Touch;V
2;Darkvision;2nd level Transmutation;1 action;Touch;V 2;Darkvision;2nd level Transmutation;1 action;Touch;V

S

  • casting time that creature has darkvision out to a range of 60 feet.;Druid
  • range

the spell ends. ;Bard M;8 hours;(either a pinch of dried carrot or an agate)You touch a willing creature to grant it the ability to see in the dark. For the duration

S

  • casting time that creature has darkvision out to a range of 60 feet.;Ranger
  • range

the spell ends. ;Bard M;8 hours;(either a pinch of dried carrot or an agate)You touch a willing creature to grant it the ability to see in the dark. For the duration

S

  • casting time up to 1 minute;(a sunburst pendant worth at least 100gp)The Light of dawn shines down on a location you specify within range. Until the spell ends
  • range a 30-foot-radius

  • components 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
    When the cylinder appears
  • duration each creature in it must make a Constitution saving throw

taking 4d10 radiant damage on a failed save

the spell ends. ;Bard M;Concentration

S

  • casting time up to 1 minute;(a sunburst pendant worth at least 100gp)The Light of dawn shines down on a location you specify within range. Until the spell ends
  • range a 30-foot-radius

  • components 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
    When the cylinder appears
  • duration each creature in it must make a Constitution saving throw

taking 4d10 radiant damage on a failed save

the spell ends. ;Bard M;Concentration

S;1 hour;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried

  • casting time such as a bowl or a helm
  • range blocks the light.
    If any of this spell's area overlaps with an area of darkness created by a spell of or lower

  • components the spell that created the darkness is dispelled. ;Cleric (*)(Light)
  • duration

the spell ends. ;Bard the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

S;1 hour;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried

  • casting time such as a bowl or a helm
  • range blocks the light.
    If any of this spell's area overlaps with an area of darkness created by a spell of or lower

  • components the spell that created the darkness is dispelled. ;Warlock
  • duration

the spell ends. ;Bard the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

S;1 hour;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried

  • casting time such as a bowl or a helm
  • range blocks the light.
    If any of this spell's area overlaps with an area of darkness created by a spell of or lower

  • components the spell that created the darkness is dispelled. ;Paladin
  • duration

the spell ends. ;Bard the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

S;1 hour;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried

  • casting time such as a bowl or a helm
  • range blocks the light.
    If any of this spell's area overlaps with an area of darkness created by a spell of or lower

  • components the spell that created the darkness is dispelled. ;Sorcerer
  • duration

the spell ends. ;Bard the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

S;1 hour;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried

  • casting time such as a bowl or a helm
  • range blocks the light.
    If any of this spell's area overlaps with an area of darkness created by a spell of or lower

  • components the spell that created the darkness is dispelled. ;Druid (*)(Grassland)
  • duration

the spell ends. ;Bard the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

2;Darkvision;2nd level Transmutation;1 action;Touch;V 2;Darkvision;2nd level Transmutation;1 action;Touch;V
2;Darkvision;2nd level Transmutation;1 action;Touch;V 2;Darkvision;2nd level Transmutation;1 action;Touch;V
5;Dawn;5th level Evocation;1 action;60 feet;V 5;Dawn;5th level Evocation;1 action;60 feet;V
5;Dawn;5th level Evocation;1 action;60 feet;V 5;Dawn;5th level Evocation;1 action;60 feet;V
3;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;1 action;60 feet;V
3;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;1 action;60 feet;V
3;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;1 action;60 feet;V
3;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;1 action;60 feet;V
3;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;1 action;60 feet;V

S;1 hour;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried

  • casting time such as a bowl or a helm
  • range blocks the light.
    If any of this spell's area overlaps with an area of darkness created by a spell of or lower

  • components the spell that created the darkness is dispelled. ;Ranger
  • duration

the spell ends. ;Bard the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

S;8 hours;You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage

  • casting time and the spell ends.
    If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage
  • range that effect is instead negated against the target

  • components and the spells ends.;Cleric (*)(Life)(Grave)
  • duration

the spell ends. ;Bard the target instead drops to 1 hit point

S;8 hours;You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage

  • casting time and the spell ends.
    If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage
  • range that effect is instead negated against the target

  • components and the spells ends.;Artificer (Alchemist)
  • duration

the spell ends. ;Bard the target instead drops to 1 hit point

S;8 hours;You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage

  • casting time and the spell ends.
    If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage
  • range that effect is instead negated against the target

  • components and the spells ends.;Warlock (Undying)
  • duration

the spell ends. ;Bard the target instead drops to 1 hit point

S;8 hours;You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage

  • casting time and the spell ends.
    If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage
  • range that effect is instead negated against the target

  • components and the spells ends.;Paladin
  • duration

the spell ends. ;Bard the target instead drops to 1 hit point

S

  • casting time up to 1 minute;(a tine ball of bat guano and sulfur)A beam of yellow light flashes from your pointing finger
  • range then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends

  • components either because your concentration is broken or because you decide to end it
  • duration the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save

or half as much damage on a successful one.
The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated

the spell ends. ;Bard M;Concentration

S

  • casting time up to 1 minute;(a tine ball of bat guano and sulfur)A beam of yellow light flashes from your pointing finger
  • range then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends

  • components either because your concentration is broken or because you decide to end it
  • duration the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save

or half as much damage on a successful one.
The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated

the spell ends. ;Bard M;Concentration

the door leads to a demiplane that appears to be an empty room 30 feet in each dimension

  • casting time the door disappears
  • range and any creatures or objects inside the demiplane remain trapped there

  • components as the door also disappears from the other side.
    Each time you cast this spell
  • duration you can create a new demiplane

or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally

the spell ends. ;Bard made of wood or stone. When the spell ends

the door leads to a demiplane that appears to be an empty room 30 feet in each dimension

  • casting time the door disappears
  • range and any creatures or objects inside the demiplane remain trapped there

  • components as the door also disappears from the other side.
    Each time you cast this spell
  • duration you can create a new demiplane

or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally

the spell ends. ;Bard made of wood or stone. When the spell ends

3;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;1 action;60 feet;V
4;Death Ward;4th level Abjuration;1 action;Touch;V 4;Death Ward;4th level Abjuration;1 action;Touch;V
4;Death Ward;4th level Abjuration;1 action;Touch;V 4;Death Ward;4th level Abjuration;1 action;Touch;V
4;Death Ward;4th level Abjuration;1 action;Touch;V 4;Death Ward;4th level Abjuration;1 action;Touch;V
4;Death Ward;4th level Abjuration;1 action;Touch;V 4;Death Ward;4th level Abjuration;1 action;Touch;V
7;Delayed Blast Fireball;7th level Evocation;1 action;150 feet;V 7;Delayed Blast Fireball;7th level Evocation;1 action;150 feet;V
7;Delayed Blast Fireball;7th level Evocation;1 action;150 feet;V 7;Delayed Blast Fireball;7th level Evocation;1 action;150 feet;V
8;Demiplane;8th level Conjuration;1 action;60 feet;S;1 hour;You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened 8;Demiplane;8th level Conjuration;1 action;60 feet;S;1 hour;You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened
8;Demiplane;8th level Conjuration;1 action;60 feet;S;1 hour;You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened 8;Demiplane;8th level Conjuration;1 action;60 feet;S;1 hour;You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened

the door leads to a demiplane that appears to be an empty room 30 feet in each dimension

  • casting time the door disappears
  • range and any creatures or objects inside the demiplane remain trapped there

  • components as the door also disappears from the other side.
    Each time you cast this spell
  • duration you can create a new demiplane

or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally

the spell ends. ;Bard made of wood or stone. When the spell ends

creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage

  • casting time and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.;Cleric (Tempest)
  • range

the spell ends. ;Bard as well as 5d6 radiant or necrotic damage (your choice)

creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage

  • casting time and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.;Paladin
  • range

the spell ends. ;Bard as well as 5d6 radiant or necrotic damage (your choice)

S;Concentration

  • casting time you know if there is an aberration
  • range celestial

  • components elemental
  • duration fey

fiend

or undead within 30 feet of you up to 10 minutes;For the duration

S;Concentration

  • casting time you know if there is an aberration
  • range celestial

  • components elemental
  • duration fey

fiend

or undead within 30 feet of you up to 10 minutes;For the duration

S;Concentration

  • casting time you know if there is an aberration
  • range celestial

  • components elemental
  • duration fey

fiend

or undead within 30 feet of you up to 10 minutes;For the duration

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

8;Demiplane;8th level Conjuration;1 action;60 feet;S;1 hour;You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened 8;Demiplane;8th level Conjuration;1 action;60 feet;S;1 hour;You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened
5;Destructive Wave;5th level Evocation;1 action;Self (30-foot radius);V;Instantaneous;You strike the ground 5;Destructive Wave;5th level Evocation;1 action;Self (30-foot radius);V;Instantaneous;You strike the ground
5;Destructive Wave;5th level Evocation;1 action;Self (30-foot radius);V;Instantaneous;You strike the ground 5;Destructive Wave;5th level Evocation;1 action;Self (30-foot radius);V;Instantaneous;You strike the ground
1;Detect Evil and Good;1st level Divination;1 action;Self;V 1;Detect Evil and Good;1st level Divination;1 action;Self;V
1;Detect Evil and Good;1st level Divination;1 action;Self;V 1;Detect Evil and Good;1st level Divination;1 action;Self;V
1;Detect Evil and Good;1st level Divination;1 action;Self;V 1;Detect Evil and Good;1st level Divination;1 action;Self;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S

  • casting time up to 10 minutes;(a yew leaf)For the duration
  • range you can sense the presence and location of poisons

  • components poisonous creatures
  • duration and diseases within 30 feet of you. You also identify the kind of poison

poisonous creature

1 inch of common metal M;Concentration

S

  • casting time up to 10 minutes;(a yew leaf)For the duration
  • range you can sense the presence and location of poisons

  • components poisonous creatures
  • duration and diseases within 30 feet of you. You also identify the kind of poison

poisonous creature

1 inch of common metal M;Concentration

S

  • casting time up to 10 minutes;(a yew leaf)For the duration
  • range you can sense the presence and location of poisons

  • components poisonous creatures
  • duration and diseases within 30 feet of you. You also identify the kind of poison

poisonous creature

1 inch of common metal M;Concentration

1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Detect Magic (Ritual);1st level Divination;1 action;Self;V 1;Detect Magic (Ritual);1st level Divination;1 action;Self;V
1;Detect Poison and Disease;1st level Divination;1 action;Self;V 1;Detect Poison and Disease;1st level Divination;1 action;Self;V
1;Detect Poison and Disease;1st level Divination;1 action;Self;V 1;Detect Poison and Disease;1st level Divination;1 action;Self;V
1;Detect Poison and Disease;1st level Divination;1 action;Self;V 1;Detect Poison and Disease;1st level Divination;1 action;Self;V

S

  • casting time up to 10 minutes;(a yew leaf)For the duration
  • range you can sense the presence and location of poisons

  • components poisonous creatures
  • duration and diseases within 30 feet of you. You also identify the kind of poison

poisonous creature

1 inch of common metal M;Concentration

S

  • casting time up to 1 minute;(a copper piece)For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language
  • duration the creature is unaffected.
    You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

1 inch of common metal M;Concentration

S

  • casting time up to 1 minute;(a copper piece)For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language
  • duration the creature is unaffected.
    You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

1 inch of common metal M;Concentration

S

  • casting time up to 1 minute;(a copper piece)For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language
  • duration the creature is unaffected.
    You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

1 inch of common metal M;Concentration

S

  • casting time up to 1 minute;(A copper piece)For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components you can focus your mind on any 1 creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language
  • duration the creature is unaffected.
    You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

1 inch of common metal M;Concentration

S

  • casting time up to 1 minute;(A copper piece)For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components you can focus your mind on any 1 creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language
  • duration the creature is unaffected.
    You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

1 inch of common metal M;Concentration

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Cleric (Trickery)

1 inch of common metal or one you can describe by stating distance and direction

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Warlock

1 inch of common metal or one you can describe by stating distance and direction

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Wizard

1 inch of common metal or one you can describe by stating distance and direction

1;Detect Poison and Disease;1st level Divination;1 action;Self;V 1;Detect Poison and Disease;1st level Divination;1 action;Self;V
2;Detect Thoughts;2nd level Divination;1 action;Self;V 2;Detect Thoughts;2nd level Divination;1 action;Self;V
2;Detect Thoughts;2nd level Divination;1 action;Self;V 2;Detect Thoughts;2nd level Divination;1 action;Self;V
2;Detect Thoughts;2nd level Divination;1 action;Self;V 2;Detect Thoughts;2nd level Divination;1 action;Self;V
2;Detect Thoughts;2nd level Divination;1 action;Self;V 2;Detect Thoughts;2nd level Divination;1 action;Self;V
2;Detect Thoughts;2nd level Divination;1 action;Self;V 2;Detect Thoughts;2nd level Divination;1 action;Self;V
4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Paladin (Vengeance)

1 inch of common metal or one you can describe by stating distance and direction

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Sorcerer

1 inch of common metal or one you can describe by stating distance and direction

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 1 willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Ranger (Fey Wanderer)

1 inch of common metal or one you can describe by stating distance and direction

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 1 willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Bard

1 inch of common metal or one you can describe by stating distance and direction

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin

fat

1 inch of common metal including your clothing

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin

fat

1 inch of common metal including your clothing

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin

fat

1 inch of common metal including your clothing

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin

fat

1 inch of common metal including your clothing

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin

fat

1 inch of common metal including your clothing

4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin

fat

1 inch of common metal including your clothing

S

  • casting time an object
  • range or a creation of magical force

  • components such as the wall created by Wall of Force.
    A creature targeted by this spell must make a Dexterity saving throw. On a failed save
  • duration the target takes 10d6+40 force damage. If this damage reduces the target to 0 hit points

it is disintegrated.
A disintegrated creature and everything it is wearing and carrying

except magic items M;Instantaneous;(a lodestone and a pinch of dust)A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature

S

  • casting time an object
  • range or a creation of magical force

  • components such as the wall created by Wall of Force.
    A creature targeted by this spell must make a Dexterity saving throw. On a failed save
  • duration the target takes 10d6+40 force damage. If this damage reduces the target to 0 hit points

it is disintegrated.
A disintegrated creature and everything it is wearing and carrying

except magic items M;Instantaneous;(a lodestone and a pinch of dust)A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature

S

  • casting time up to 1 minute;(holy water or powdered silver and iron)Shimmering energy surrounds and protects you from fey
  • range undead

  • components and creatures originating from beyond the Material Plane. For the duration
  • duration celestials

elementals

fey M;Concentration

S

  • casting time up to 1 minute;(holy water or powdered silver and iron)Shimmering energy surrounds and protects you from fey
  • range undead

  • components and creatures originating from beyond the Material Plane. For the duration
  • duration celestials

elementals

fey M;Concentration

S;Instantaneous;Choose any creature

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

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

fey object

S;Instantaneous;Choose any creature

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

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

fey object

S;Instantaneous;Choose any creature

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

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

fey object

S;Instantaneous;Choose any creature

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

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

fey object

1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V
6;Disintegrate;6th level Transmutation;1 action;60 feet;V 6;Disintegrate;6th level Transmutation;1 action;60 feet;V
6;Disintegrate;6th level Transmutation;1 action;60 feet;V 6;Disintegrate;6th level Transmutation;1 action;60 feet;V
5;Dispel Evil and Good;5th level Abjuration;1 action;Self;V 5;Dispel Evil and Good;5th level Abjuration;1 action;Self;V
5;Dispel Evil and Good;5th level Abjuration;1 action;Self;V 5;Dispel Evil and Good;5th level Abjuration;1 action;Self;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V

S;Instantaneous;Choose any creature

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

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

fey object

S;Instantaneous;Choose any creature

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

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

fey object

S;Instantaneous;Choose any creature

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

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

fey object

S;Instantaneous;Choose any creature

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

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

fey object

S;Instantaneous;Choose any creature

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

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

fey object

S;Instantaneous;Choose any creature

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

  • components the spell ends.

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

fey object

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
    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. ;Warlock (Great Old One)

fey it takes 3d6 psychic damage and must immediately use its reaction

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

    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. ;Sorcerer (Aberrant Mind)

fey it takes 3d6 psychic damage and must immediately use its reaction

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

    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. ;Bard

fey it takes 3d6 psychic damage and must immediately use its reaction

3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only one creature of your choice within range can hear 1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only one creature of your choice within range can hear
1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear 1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear
1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear 1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal

  • components event
  • duration or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase

a cryptic rhyme

fey M;Instantaneous;(incense and a sacrificial offering appropriate to your religion

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal

  • components event
  • duration or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase

a cryptic rhyme

fey M;Instantaneous;(incense and a sacrificial offering appropriate to your religion

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal

  • components event
  • duration or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase

a cryptic rhyme

fey M;Instantaneous;(incense and a sacrificial offering appropriate to your religion

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal

  • components event
  • duration or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase

a cryptic rhyme

fey M;Instantaneous;(incense and a sacrificial offering appropriate to your religion

S;Concentration

  • casting time your weapon attacks deal and extra 1d4 radiant damage on a hit.;Cleric (War)
  • range

fey up to 1 minute;Your prayer empowers you with divine radiance. Until the spell ends

S;Concentration

  • casting time your weapon attacks deal and extra 1d4 radiant damage on a hit.;Paladin
  • range

fey up to 1 minute;Your prayer empowers you with divine radiance. Until the spell ends

imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save

  • casting time deafened
  • range and stunned for 1 hour
    • 20 hit points or fewer: killed instantly
    Regardless of its current hit points

  • components a celestial
  • duration an elemental

a fey

fey a creature suffers an effect based on its current hit points.
• 50 hit points or fewer: deafened for 1 minute
• 40 hit points or fewer: deafened and blinded for 10 minutes
• 30 hit points or fewer: blinded

S;Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

4;Divination (ritual);4th level Divination;1 action;Self;V 4;Divination (ritual);4th level Divination;1 action;Self;V
4;Divination (ritual);4th level Divination;1 action;Self;V 4;Divination (ritual);4th level Divination;1 action;Self;V
4;Divination (ritual);4th level Divination;1 action;Self;V 4;Divination (ritual);4th level Divination;1 action;Self;V
4;Divination (ritual);4th level Divination;1 action;Self;V 4;Divination (ritual);4th level Divination;1 action;Self;V
1;Divine Favor;1st level Evocation;1 bonus action;Self;V 1;Divine Favor;1st level Evocation;1 bonus action;Self;V
1;Divine Favor;1st level Evocation;1 bonus action;Self;V 1;Divine Favor;1st level Evocation;1 bonus action;Self;V
7;Divine Word;7th level Evocation;1 bonus action;30 feet;V;Instantaneous;You utter a divine word 7;Divine Word;7th level Evocation;1 bonus action;30 feet;V;Instantaneous;You utter a divine word
4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V
4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V

S;Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time it has advantage on the saving throw.
    While the creature is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 hour;You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time it has advantage on the saving throw.
    While the creature is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 hour;You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time it has advantage on the saving throw.
    While the creature is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 hour;You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time it has advantage on the saving throw.
    While the creature is charmed
  • range you have a telepathic link with it as long as the 2 of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 hour;You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time it has advantage on the saving throw.
    While the target is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V
4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V
4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V
4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V
8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V 8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V
8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V 8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V
8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V 8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V
8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V 8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V
5;Dominate Person;5th level Enchantment ;1 action;60 feet;V 5;Dominate Person;5th level Enchantment ;1 action;60 feet;V

S;Concentration

  • casting time it has advantage on the saving throw.
    While the target is charmed
  • range you have a telepathic link with it as long as the 2 of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time it has advantage on the saving throw.
    While the target is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time it has advantage on the saving throw.
    While the target is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time it has advantage on the saving throw.
    While the target is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time it has advantage on the saving throw.
    While the target is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time it has advantage on the saving throw.
    While the target is charmed
  • range you have a telepathic link with it as long as the 2 of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey up to 1 minute;You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S

  • casting time up to 1 minute;(a hot pepper)You touch one willing creature and imbue it with the power to spew magical energy from its mouth
  • range provided it has one. Choose acid

  • components cold
  • duration fire

lightning

or poison. Until the spell ends M;Concentration

S

  • casting time up to 1 minute;(a hot pepper)You touch one willing creature and imbue it with the power to spew magical energy from its mouth
  • range provided it has one. Choose acid

  • components cold
  • duration fire

lightning

or poison. Until the spell ends M;Concentration

S

  • casting time000 gp)You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell
  • range you must use a different sapphire.
    At any time thereafter

  • components you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances
  • duration and the spell ends.
    If another creature is holding or carrying the item

crushing the sapphire doesn't transport the item to you

or poison. Until the spell ends M;Until dispelled;(a sapphire worth 1

5;Dominate Person;5th level Enchantment ;1 action;60 feet;V 5;Dominate Person;5th level Enchantment ;1 action;60 feet;V
5;Dominate Person;5th level Enchantment ;1 action;60 feet;V 5;Dominate Person;5th level Enchantment ;1 action;60 feet;V
5;Dominate Person;5th level Enchantment ;1 action;60 feet;V 5;Dominate Person;5th level Enchantment ;1 action;60 feet;V
5;Dominate Person;5th level Enchantment ;1 action;60 feet;V 5;Dominate Person;5th level Enchantment ;1 action;60 feet;V
5;Dominate Person;5th level Enchantment ;1 action;60 feet;V 5;Dominate Person;5th level Enchantment ;1 action;60 feet;V
5;Dominate Person;5th level Enchantment ;1 action;60 feet;V 5;Dominate Person;5th level Enchantment ;1 action;60 feet;V
2;Dragon's Breath;2nd level Transmutation;1 bonus action;Touch;V 2;Dragon's Breath;2nd level Transmutation;1 bonus action;Touch;V
2;Dragon's Breath;2nd level Transmutation;1 bonus action;Touch;V 2;Dragon's Breath;2nd level Transmutation;1 bonus action;Touch;V
6;Drawmij's Instant Summon (ritual);6th level Conjuration;1 minute;Touch;V 6;Drawmij's Instant Summon (ritual);6th level Conjuration;1 minute;Touch;V

S

  • casting time a dab of ink
  • range and a writing quill plucked from a sleeping bird)This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep

  • components such as elves
  • duration can't be contacted by this spell. You

or a willing creature you touch

enters a trance state M;8 hours;(a handful of sand

S

  • casting time a dab of ink
  • range and a writing quill plucked from a sleeping bird)This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep

  • components such as elves
  • duration can't be contacted by this spell. You

or a willing creature you touch

enters a trance state M;8 hours;(a handful of sand

S

  • casting time a dab of ink
  • range and a writing quill plucked from a sleeping bird)This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep

  • components such as elves
  • duration can't be contacted by this spell. You

or a willing creature you touch

enters a trance state M;8 hours;(a handful of sand

S

  • casting time a dab of ink
  • range and a writing quill plucked from a sleeping bird)This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep

  • components such as elves
  • duration can't be contacted by this spell. You

or a willing creature you touch

enters a trance state M;8 hours;(A handful of sand

S

  • casting time such as Oerth
  • range Toril

  • components Krynn
  • duration or Eberron. If the spell reaches its full duration

the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell

enters a trance state M;6 hours;(a magic item or a willing creature from the destination world)You and up to eight willing creatures within range fall unconscious for the spells' duration and experience visions of another world on the Material Plane

S

  • casting time such as Oerth
  • range Toril

  • components Krynn
  • duration or Eberron. If the spell reaches its full duration

the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell

enters a trance state M;6 hours;(a magic item or a willing creature from the destination world)You and up to eight willing creatures within range fall unconscious for the spells' duration and experience visions of another world on the Material Plane

S

  • casting time such as Oerth
  • range Toril

  • components Krynn
  • duration or Eberron. If the spell reaches its full duration

the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell

enters a trance state M;6 hours;(a magic item or a willing creature from the destination world)You and up to eight willing creatures within range fall unconscious for the spells' duration and experience visions of another world on the Material Plane

S

  • casting time such as Oerth
  • range Toril

  • components Krynn
  • duration or Eberron. If the spell reaches its full duration

the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell

enters a trance state M;6 hours;(a magic item or a willing creature from the destination world)You and up to eight willing creatures within range fall unconscious for the spells' duration and experience visions of another world on the Material Plane

S

  • casting time which the spell consumes
  • range that was harvested with a golden sickle under the light of a full moon)You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year

  • components the spell lasts until dispelled.
    The spell creates the following effects within the area. When you cast this spell
  • duration you can specify creatures as friends who are immune to the effects. You can also specify a password that

when spoken aloud

enters a trance state M;24 hours;(mistletoe

5;Dream;5th level Illusion;1 minute;Special;V 5;Dream;5th level Illusion;1 minute;Special;V
5;Dream;5th level Illusion;1 minute;Special;V 5;Dream;5th level Illusion;1 minute;Special;V
5;Dream;5th level Illusion;1 minute;Special;V 5;Dream;5th level Illusion;1 minute;Special;V
5;Dream;5th level Illusion;1 minute;Special;V 5;Dream;5th level Illusion;1 minute;Special;V
7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V 7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V
7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V 7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V
7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V 7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V
7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V 7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V
6;Druid Grove;6th level Abjuration;10 minutes;Touch;V 6;Druid Grove;6th level Abjuration;10 minutes;Touch;V

S;Instantaneous;Whispering to the spirits of nature

  • casting time harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies
  • range a cloud for rain

  • components falling snowflakes for snow
  • duration and so on. This effect persists for 1 round.
    • You instantly make a flower blossom

a seed pod open

enters a trance state you create one of the following effects within range.
• You create a tiny

S

  • casting time up to 1 minute;(a pinch of dust)Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
    Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save
  • range the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save

  • components the creature takes half as much damage and isn't pushed.
    As a bonus action
  • duration you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand

dust

loose dirt M;Concentration

S

  • casting time up to 1 minute;(a pinch of dust)Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
    Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save
  • range the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save

  • components the creature takes half as much damage and isn't pushed.
    As a bonus action
  • duration you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand

dust

loose dirt M;Concentration

S

  • casting time up to 1 minute;(a pinch of dust)Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
    Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save
  • range the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save

  • components the creature takes half as much damage and isn't pushed.
    As a bonus action
  • duration you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand

dust

loose dirt M;Concentration

S;Instantaneous;You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st.;Wizard (XGE)
  • duration

loose dirt a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

S;Instantaneous;You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st.;Sorcerer (XGE)
  • duration

loose dirt a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

S;Instantaneous;You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st.;Druid (XGE)
  • duration

loose dirt a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

S;Instantaneous;You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st.;Bard (XGE)
  • duration

loose dirt a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

up to 1 minute;Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw

loose dirt or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.;Warlock (XGE)

0;Druidcraft;Transmutation cantrip;1 action;30 feet;V 0;Druidcraft;Transmutation cantrip;1 action;30 feet;V
2;Dust Devil;2nd level Conjuration;1 action;60 feet;V 2;Dust Devil;2nd level Conjuration;1 action;60 feet;V
2;Dust Devil;2nd level Conjuration;1 action;60 feet;V 2;Dust Devil;2nd level Conjuration;1 action;60 feet;V
2;Dust Devil;2nd level Conjuration;1 action;60 feet;V 2;Dust Devil;2nd level Conjuration;1 action;60 feet;V
1;Earth Tremor;1st level Evocation;1 action;10 feet;V 1;Earth Tremor;1st level Evocation;1 action;10 feet;V
1;Earth Tremor;1st level Evocation;1 action;10 feet;V 1;Earth Tremor;1st level Evocation;1 action;10 feet;V
1;Earth Tremor;1st level Evocation;1 action;10 feet;V 1;Earth Tremor;1st level Evocation;1 action;10 feet;V
1;Earth Tremor;1st level Evocation;1 action;10 feet;V 1;Earth Tremor;1st level Evocation;1 action;10 feet;V
2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration 2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration

up to 1 minute;Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw

loose dirt or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.;Wizard (XGE)

up to 1 minute;Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw

loose dirt or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.;Sorcerer (XGE)

up to 1 minute;Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw

loose dirt or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.;Druid (XGE)

S

  • casting time up to 1 minute;(a pinch of dirt
  • range a piece of rock

  • components and a lump of clay)You create a seismic disturbance at a point on the ground that you can see within range. For the duration
  • duration an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
    The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save

the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it

loose dirt M;Concentration

S

  • casting time up to 1 minute;(a pinch of dirt
  • range a piece of rock

  • components and a lump of clay)You create a seismic disturbance at a point on the ground that you can see within range. For the duration
  • duration an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
    The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save

the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it

loose dirt M;Concentration

S

  • casting time up to 1 minute;(a pinch of dirt
  • range a piece of rock

  • components and a lump of clay)You create a seismic disturbance at a point on the ground that you can see within range. For the duration
  • duration an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
    The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save

the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it

loose dirt M;Concentration

S;Instantaneous;A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time three beams at 11th level
  • range and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. ;Warlock

loose dirt the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th level

S;Concentration

  • casting time and choose one of the following damage types - acid
  • range cold

  • components fire
  • duration lightning

or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type

loose dirt up to 1 minute;Choose one creature you can see within range

S;Concentration

  • casting time and choose one of the following damage types - acid
  • range cold

  • components fire
  • duration lightning

or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type

loose dirt up to 1 minute;Choose one creature you can see within range

2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration 2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration
2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration 2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration
2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration 2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration
8;Earthquake;8th level Evocation;1 action;500 feet;V 8;Earthquake;8th level Evocation;1 action;500 feet;V
8;Earthquake;8th level Evocation;1 action;500 feet;V 8;Earthquake;8th level Evocation;1 action;500 feet;V
8;Earthquake;8th level Evocation;1 action;500 feet;V 8;Earthquake;8th level Evocation;1 action;500 feet;V
0;Eldritch Blast;Evocation cantrip;1 action;120 feet;V 0;Eldritch Blast;Evocation cantrip;1 action;120 feet;V
4;Elemental Bane;4th level Transmutation;1 action;90 feet;V 4;Elemental Bane;4th level Transmutation;1 action;90 feet;V
4;Elemental Bane;4th level Transmutation;1 action;90 feet;V 4;Elemental Bane;4th level Transmutation;1 action;90 feet;V

S;Concentration

  • casting time and choose one of the following damage types - acid
  • range cold

  • components fire
  • duration lightning

or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type

loose dirt up to 1 minute;Choose one creature you can see within range

S;Concentration

  • casting time and choose one of the following damage types - acid
  • range cold

  • components fire
  • duration lightning

or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type

loose dirt up to 1 minute;Choose one creature you can see within range

S;Concentration

  • casting time cold
  • range fire

  • components lightning
  • duration or thunder. For the duration

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

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

S;Concentration

  • casting time cold
  • range fire

  • components lightning
  • duration or thunder. For the duration

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

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

S;Concentration

  • casting time cold
  • range fire

  • components lightning
  • duration or thunder. For the duration

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

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

S;Concentration

  • casting time cold
  • range fire

  • components lightning
  • duration or thunder. For the duration

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

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

S;Concentration

  • casting time cold
  • range fire

  • components lightning
  • duration or thunder. For the duration

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

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

S;Concentration

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

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

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

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

S;Concentration

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

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

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

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

4;Elemental Bane;4th level Transmutation;1 action;90 feet;V 4;Elemental Bane;4th level Transmutation;1 action;90 feet;V
4;Elemental Bane;4th level Transmutation;1 action;90 feet;V 4;Elemental Bane;4th level Transmutation;1 action;90 feet;V
3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V 3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V
3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V 3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V
3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V 3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V
3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V 3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V
3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V 3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V
3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V 3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V
3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V 3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V

S;Concentration

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

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

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

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

S;Concentration

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

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

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

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

S;Concentration

  • casting time touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save
  • range the target takes 2d8 necrotic damage

  • components and the spell ends . On a failed save
  • duration the target takes 4d8 necrotic damage

and until the spell ends

spell up to 1 minute;A tendril of inky darkness reaches out from you

S;Concentration

  • casting time touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save
  • range the target takes 2d8 necrotic damage

  • components and the spell ends . On a failed save
  • duration the target takes 4d8 necrotic damage

and until the spell ends

spell up to 1 minute;A tendril of inky darkness reaches out from you

S;Concentration

  • casting time touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save
  • range the target takes 2d8 necrotic damage

  • components and the spell ends . On a failed save
  • duration the target takes 4d8 necrotic damage

and until the spell ends

spell up to 1 minute;A tendril of inky darkness reaches out from you

S

  • casting time up to 1 hour;(fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target one additional creature for each slot level above 2nd.;Cleric

spell M;Concentration

S

  • casting time up to 1 hour;(fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target one additional creature for each slot level above 2nd.;Artificer

spell M;Concentration

S

  • casting time up to 1 hour;(fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target one additional creature for each slot level above 2nd.;Wizard (TCE)

spell M;Concentration

S

  • casting time up to 1 hour;(fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target one additional creature for each slot level above 2nd.;Paladin (Glory)

spell M;Concentration

3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V 3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V
3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V 3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V
5;Enervation;5th level Necromancy;1 action;60 feet;V 5;Enervation;5th level Necromancy;1 action;60 feet;V
5;Enervation;5th level Necromancy;1 action;60 feet;V 5;Enervation;5th level Necromancy;1 action;60 feet;V
5;Enervation;5th level Necromancy;1 action;60 feet;V 5;Enervation;5th level Necromancy;1 action;60 feet;V
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V

S

  • casting time up to 1 hour;(fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target one additional creature for each slot level above 2nd.;Sorcerer

spell M;Concentration

S

  • casting time up to 1 hour;(fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target one additional creature for each slot level above 2nd.;Druid

spell M;Concentration

S

  • casting time up to 1 hour;(fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target one additional creature for each slot level above 2nd.;Ranger (TCE)

spell M;Concentration

S

  • casting time up to 1 hour;(Fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose 1 of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target 1 additional creature for each slot level above 2nd.;Bard

spell M;Concentration

S

  • casting time up to 1 minute;(a pinch of powdered iron)You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.
    If the target is a creature
  • duration everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    Enlarge. The target's size doubles in all dimensions

and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large

spell M;Concentration

S

  • casting time up to 1 minute;(a pinch of powdered iron)You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.
    If the target is a creature
  • duration everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    Enlarge. The target's size doubles in all dimensions

and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large

spell M;Concentration

S

  • casting time up to 1 minute;(a pinch of powdered iron)You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.
    If the target is a creature
  • duration everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    Enlarge. The target's size doubles in all dimensions

and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large

spell M;Concentration

S

  • casting time up to 1 minute;(a pinch of powdered iron)You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.
    If the target is a creature
  • duration everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    Enlarge. The target's size doubles in all dimensions

and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large

spell M;Concentration

S

  • casting time up to 1 minute;(a pinch of powdered iron)You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.
    If the target is a creature
  • duration everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    Enlarge. The target's size doubles in all dimensions

and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large

spell M;Concentration

2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V 2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V
2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V 2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V
2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V 2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V
2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V 2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V
2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V 2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save
  • range the vines shrivel away.
    While restrained by this spell

  • components the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success
  • duration the target is freed.
    At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d6 for each slot level above 1st. ;Paladin (Ancients)

spell a writhing mass of thorny vines appears at the point of impact

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save
  • range the vines shrivel away.
    While restrained by this spell

  • components the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success
  • duration the target is freed.
    At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d6 for each slot level above 1st. ;Ranger

spell a writhing mass of thorny vines appears at the point of impact

S;Concentration

  • casting time these plants turn the ground in the area into difficult terrain.
    A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success
  • range it frees itself.
    When the spell ends

  • components the conjured plants wilt away. ;Druid
  • duration

spell up to 1 minute;Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration

S;Concentration

  • casting time these plants turn the ground in the area into difficult terrain.
    A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success
  • range it frees itself.
    When the spell ends

  • components the conjured plants wilt away. ;Ranger (TCE)
  • duration

spell up to 1 minute;Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration

S;1 minute;You weave a distracting string of words

  • casting time and if you or your companions are fighting a creature
  • range it has advantage on the save. On a failed save

  • components the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.;Warlock
  • duration

spell causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically

S;1 minute;You weave a distracting string of words

  • casting time and if you or your companions are fighting a creature
  • range it has advantage on the save. On a failed save

  • components the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.;Bard
  • duration

spell causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically

S

  • casting time or half as much damage on a successful one. Additionally
  • range the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components the damage increases by 1d12 for each slot level above 3rd.;Wizard (XGE)
  • duration

spell M;Instantaneous;(a piece of obsidian)Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save

S

  • casting time or half as much damage on a successful one. Additionally
  • range the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components the damage increases by 1d12 for each slot level above 3rd.;Sorcerer (XGE)
  • duration

spell M;Instantaneous;(a piece of obsidian)Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save

S

  • casting time or half as much damage on a successful one. Additionally
  • range the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components the damage increases by 1d12 for each slot level above 3rd.;Druid (XGE)
  • duration

spell M;Instantaneous;(a piece of obsidian)Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save

1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Entangle;1st level Conjuration;1 action;90 feet;V 1;Entangle;1st level Conjuration;1 action;90 feet;V
1;Entangle;1st level Conjuration;1 action;90 feet;V 1;Entangle;1st level Conjuration;1 action;90 feet;V
2;Enthrall;2nd level Enchantment ;1 action;60 feet;V 2;Enthrall;2nd level Enchantment ;1 action;60 feet;V
2;Enthrall;2nd level Enchantment ;1 action;60 feet;V 2;Enthrall;2nd level Enchantment ;1 action;60 feet;V
3;Erupting Earth;3rd level Transmutation;1 action;120 feet;V 3;Erupting Earth;3rd level Transmutation;1 action;120 feet;V
3;Erupting Earth;3rd level Transmutation;1 action;120 feet;V 3;Erupting Earth;3rd level Transmutation;1 action;120 feet;V
3;Erupting Earth;3rd level Transmutation;1 action;120 feet;V 3;Erupting Earth;3rd level Transmutation;1 action;120 feet;V

S;Up to 8 hours;You step into the border regions of the Ethereal Plane

  • casting time you can move in any direction. If you move up or down
  • range every foot of movement costs an extra foot. You can see and hear the plane you originated from

  • components but everything there looks gray
  • duration and you can't see anything more than 60 feet away.
    While on the Ethereal Plane

you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you

spell in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time

S;Up to 8 hours;You step into the border regions of the Ethereal Plane

  • casting time you can move in any direction. If you move up or down
  • range every foot of movement costs an extra foot. You can see and hear the plane you originated from

  • components but everything there looks gray
  • duration and you can't see anything more than 60 feet away.
    While on the Ethereal Plane

you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you

spell in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time

S;Up to 8 hours;You step into the border regions of the Ethereal Plane

  • casting time you can move in any direction. If you move up or down
  • range every foot of movement costs an extra foot. You can see and hear the plane you originated from

  • components but everything there looks gray
  • duration and you can't see anything more than 60 feet away.
    While on the Ethereal Plane

you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you

spell in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time

S;Up to 8 hours;You step into the border regions of the Ethereal Plane

  • casting time you can move in any direction. If you move up or down
  • range every foot of movement costs an extra foot. You can see and hear the plane you originated from

  • components but everything there looks gray
  • duration and you can't see anything more than 60 feet away.
    While on the Ethereal Plane

you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you

spell in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time

S;Up to 8 hours;You step into the border regions of the Ethereal Plane

  • casting time you can move in any direction. If you move up or down
  • range every foot of movement costs an extra foot. You can see and hear the plane you originated from

  • components but everything there looks gray
  • duration and you can't see anything more than 60 feet away.
    While on the Ethereal Plane

you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you

spell in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time

S

  • casting time up to 1 minute;(a piece of tentacle from a giant octopus or a giant squid)Squirming
  • range ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration

  • components these tentacles turn the ground in the area into difficult terrain.
    When a creature enters the affected area for the first time on a turn or starts its turn there
  • duration the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
    A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success

it frees itself. ;Warlock (Great Old One)

spell M;Concentration

S

  • casting time up to 1 minute;(a piece of tentacle from a giant octopus or a giant squid)Squirming
  • range ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration

  • components these tentacles turn the ground in the area into difficult terrain.
    When a creature enters the affected area for the first time on a turn or starts its turn there
  • duration the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
    A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success

it frees itself. ;Wizard

spell M;Concentration

S

  • casting time up to 1 minute;(a piece of tentacle from a giant octopus or a giant squid)Squirming
  • range ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration

  • components these tentacles turn the ground in the area into difficult terrain.
    When a creature enters the affected area for the first time on a turn or starts its turn there
  • duration the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
    A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success

it frees itself. ;Sorcerer (Aberrant Mind)

spell M;Concentration

S;Concentration

  • casting time and then as a bonus action on each of your turns until the spell ends
  • range you can take the Dash action.;Artificer

spell up to 10 minutes;This spell allows you to move at an incredible pace. When you cast this spell

7;Etherealness;7th level Transmutation;1 action;Self;V 7;Etherealness;7th level Transmutation;1 action;Self;V
7;Etherealness;7th level Transmutation;1 action;Self;V 7;Etherealness;7th level Transmutation;1 action;Self;V
7;Etherealness;7th level Transmutation;1 action;Self;V 7;Etherealness;7th level Transmutation;1 action;Self;V
7;Etherealness;7th level Transmutation;1 action;Self;V 7;Etherealness;7th level Transmutation;1 action;Self;V
7;Etherealness;7th level Transmutation;1 action;Self;V 7;Etherealness;7th level Transmutation;1 action;Self;V
4;Evard's Black Tentacles;4th level Conjuration;1 action;90 feet;V 4;Evard's Black Tentacles;4th level Conjuration;1 action;90 feet;V
4;Evard's Black Tentacles;4th level Conjuration;1 action;90 feet;V 4;Evard's Black Tentacles;4th level Conjuration;1 action;90 feet;V
4;Evard's Black Tentacles;4th level Conjuration;1 action;90 feet;V 4;Evard's Black Tentacles;4th level Conjuration;1 action;90 feet;V
1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V 1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V

S;Concentration

  • casting time and then as a bonus action on each of your turns until the spell ends
  • range you can take the Dash action.;Warlock

spell up to 10 minutes;This spell allows you to move at an incredible pace. When you cast this spell

S;Concentration

  • casting time and then as a bonus action on each of your turns until the spell ends
  • range you can take the Dash action.;Wizard

spell up to 10 minutes;This spell allows you to move at an incredible pace. When you cast this spell

S;Concentration

  • casting time and then as a bonus action on each of your turns until the spell ends
  • range you can take the Dash action.;Sorcerer

spell up to 10 minutes;This spell allows you to move at an incredible pace. When you cast this spell

S;Concentration

  • casting time your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends
  • range you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.
    Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
    Panicked: The target is frightened of you. On each of its turns

  • components the frightened creature must take the Dash action and move away from you by the safest and shortest available route
  • duration unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you

this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns

spell up to 1 minute;For the spell's duration

S;Concentration

  • casting time your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends
  • range you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.
    Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
    Panicked: The target is frightened of you. On each of its turns

  • components the frightened creature must take the Dash action and move away from you by the safest and shortest available route
  • duration unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you

this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns

spell up to 1 minute;For the spell's duration

S;Concentration

  • casting time your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends
  • range you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.
    Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
    Panicked: The target is frightened of you. On each of its turns

  • components the frightened creature must take the Dash action and move away from you by the safest and shortest available route
  • duration unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you

this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns

spell up to 1 minute;For the spell's duration

S;Concentration

  • casting time your eyes become an inky void imbued with dread power. 1 creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by 1 of the following effects of your choice for the duration. On each of your turns until the spell ends
  • range you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.
    Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
    Panicked: The target is frightened of you. On each of its turns

  • components the frightened creature must take the Dash action and move away from you by the safest and shortest available route
  • duration unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you

this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns

spell up to 1 minute;For the spell's duration

S;Instantaneous;You convert raw materials into products of the same material. For example

  • casting time a rope from a patch of hemp
  • range and clothes from flax or wool.
    Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube

  • components or eight connected 5-foot cubes)
  • duration given a sufficient quantity of raw material. If you are working with metal

stone

or another mineral substance you can fabricate a wooden bridge from a clump of trees

S;Instantaneous;You convert raw materials into products of the same material. For example

  • casting time a rope from a patch of hemp
  • range and clothes from flax or wool.
    Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube

  • components or eight connected 5-foot cubes)
  • duration given a sufficient quantity of raw material. If you are working with metal

stone

or another mineral substance you can fabricate a wooden bridge from a clump of trees

1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V 1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V
1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V 1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V
1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V 1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V
6;Eyebite;6th level Necromancy;1 action;Self;V 6;Eyebite;6th level Necromancy;1 action;Self;V
6;Eyebite;6th level Necromancy;1 action;Self;V 6;Eyebite;6th level Necromancy;1 action;Self;V
6;Eyebite;6th level Necromancy;1 action;Self;V 6;Eyebite;6th level Necromancy;1 action;Self;V
6;Eyebite;6th level Necromancy;1 action;Self;V 6;Eyebite;6th level Necromancy;1 action;Self;V
4;Fabricate;4th level Evocation;10 minutes;120 feet;V 4;Fabricate;4th level Evocation;10 minutes;120 feet;V
4;Fabricate;4th level Evocation;10 minutes;120 feet;V 4;Fabricate;4th level Evocation;10 minutes;120 feet;V

up to 1 minute;Each object in a 20-foot cube within range is outlined in blue

  • casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it

  • components and the affected creature or object can't benefit from being invisible. ;Cleric (Light)
  • duration

or another mineral substance green

up to 1 minute;Each object in a 20-foot cube within range is outlined in blue

  • casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it

  • components and the affected creature or object can't benefit from being invisible. ;Cleric (Twilight)
  • duration

or another mineral substance green

up to 1 minute;Each object in a 20-foot cube within range is outlined in blue

  • casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it

  • components and the affected creature or object can't benefit from being invisible. ;Artificer
  • duration

or another mineral substance green

up to 1 minute;Each object in a 20-foot cube within range is outlined in blue

  • casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it

  • components and the affected creature or object can't benefit from being invisible. ;Warlock (Archfey)
  • duration

or another mineral substance green

up to 1 minute;Each object in a 20-foot cube within range is outlined in blue

  • casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it

  • components and the affected creature or object can't benefit from being invisible. ;Druid
  • duration

or another mineral substance green

up to 1 minute;Each object in a 20-foot cube within range is outlined in blue

  • casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it

  • components and the affected creature or object can't benefit from being invisible. ;Ranger (Swarmkeeper)
  • duration

or another mineral substance green

up to 1 minute;Each object in a 20-foot cube within range is outlined in (A color) of light (Your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration

  • casting time and the affected creature or object can't benefit from being invisible. ;Bard
  • range

or another mineral substance objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it

S

  • casting time you gain 1d4+4 temporary hit points for the duration.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range you gain 5 additional temporary hit points for each slot level above 1st. ;Cleric (Death)(Grave)

or another mineral substance M;1 hour;(a small amount of alcohol or distilled spirits)Bolstering yourself with a necromantic facsimile of life

S

  • casting time you gain 1d4+4 temporary hit points for the duration.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range you gain 5 additional temporary hit points for each slot level above 1st. ;Artificer

or another mineral substance M;1 hour;(a small amount of alcohol or distilled spirits)Bolstering yourself with a necromantic facsimile of life

1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;False Life;1st level Necromancy;1 action;Self;V 1;False Life;1st level Necromancy;1 action;Self;V
1;False Life;1st level Necromancy;1 action;Self;V 1;False Life;1st level Necromancy;1 action;Self;V

S

  • casting time you gain 1d4+4 temporary hit points for the duration.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range you gain 5 additional temporary hit points for each slot level above 1st. ;Warlock (Undying)

or another mineral substance M;1 hour;(a small amount of alcohol or distilled spirits)Bolstering yourself with a necromantic facsimile of life

S

  • casting time you gain 1d4+4 temporary hit points for the duration.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range you gain 5 additional temporary hit points for each slot level above 1st. ;Wizard

or another mineral substance M;1 hour;(a small amount of alcohol or distilled spirits)Bolstering yourself with a necromantic facsimile of life

S

  • casting time you gain 1d4+4 temporary hit points for the duration.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range you gain 5 additional temporary hit points for each slot level above 1st. ;Sorcerer

or another mineral substance M;1 hour;(a small amount of alcohol or distilled spirits)Bolstering yourself with a necromantic facsimile of life

up to 1 minute;You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends

or another mineral substance you can use a bonus action to teleport in this way again.;Warlock (XGE)

up to 1 minute;You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends

or another mineral substance you can use a bonus action to teleport in this way again.;Wizard (XGE)

up to 1 minute;You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends

or another mineral substance you can use a bonus action to teleport in this way again.;Sorcerer (XGE)

S

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

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

the spell ends for that creature. ;Warlock

or another mineral substance M;Concentration

S

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

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

the spell ends for that creature. ;Wizard

or another mineral substance M;Concentration

S

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

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

the spell ends for that creature. ;Paladin (Conquest)

or another mineral substance M;Concentration

1;False Life;1st level Necromancy;1 action;Self;V 1;False Life;1st level Necromancy;1 action;Self;V
1;False Life;1st level Necromancy;1 action;Self;V 1;False Life;1st level Necromancy;1 action;Self;V
1;False Life;1st level Necromancy;1 action;Self;V 1;False Life;1st level Necromancy;1 action;Self;V
5;Far Step;5th level Conjuration;1 bonus action;Self;V;Concentration 5;Far Step;5th level Conjuration;1 bonus action;Self;V;Concentration
5;Far Step;5th level Conjuration;1 bonus action;Self;V;Concentration 5;Far Step;5th level Conjuration;1 bonus action;Self;V;Concentration
5;Far Step;5th level Conjuration;1 bonus action;Self;V;Concentration 5;Far Step;5th level Conjuration;1 bonus action;Self;V;Concentration
3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V
3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V
3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V

S

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

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

the spell ends for that creature. ;Sorcerer

or another mineral substance M;Concentration

S

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

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

the spell ends for that creature. ;Ranger (Gloom Stalker)

or another mineral substance M;Concentration

S

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

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

the spell ends for that creature. ;Bard

or another mineral substance M;Concentration

M;1 minute;(a white feather or the heart of a hen)Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends

  • casting time and the spell ends for that creature.;Artificer
  • range

or another mineral substance it takes no falling damage and can land on its feet

M;1 minute;(a white feather or the heart of a hen)Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends

  • casting time and the spell ends for that creature.;Wizard
  • range

or another mineral substance it takes no falling damage and can land on its feet

M;1 minute;(a white feather or the heart of a hen)Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends

  • casting time and the spell ends for that creature.;Sorcerer
  • range

or another mineral substance it takes no falling damage and can land on its feet

M;1 minute;(A white feather or the heart of a hen)Reaction - When you or a creature within 60 feet of you falls Choose up to 5 falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends

  • casting time and the spell ends for that creature.;Bard
  • range

or another mineral substance it takes no falling damage and can land on its feet

S

  • casting time crystal
  • range glass

  • components or mineral spheres)You blast the mind of a creature that you can see within range
  • duration attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
    On a failed save

the creature's Intelligence and Charisma scores become 1. The creature can't cast spells

activate magic items M;Instantaneous;(a handful of clay

S

  • casting time crystal
  • range glass

  • components or mineral spheres)You blast the mind of a creature that you can see within range
  • duration attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
    On a failed save

the creature's Intelligence and Charisma scores become 1. The creature can't cast spells

activate magic items M;Instantaneous;(a handful of clay

3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V
3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V
3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V
1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V 1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V
1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V 1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V
1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V 1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V
1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V 1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V
8;Feeblemind;8th level Enchantment ;1 action;150 feet;V 8;Feeblemind;8th level Enchantment ;1 action;150 feet;V
8;Feeblemind;8th level Enchantment ;1 action;150 feet;V 8;Feeblemind;8th level Enchantment ;1 action;150 feet;V

S

  • casting time crystal
  • range glass

  • components or mineral spheres)You blast the mind of a creature that you can see within range
  • duration attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
    On a failed save

the creature's Intelligence and Charisma scores become 1. The creature can't cast spells

activate magic items M;Instantaneous;(a handful of clay

S

  • casting time crystal
  • range glass

  • components or mineral spheres)You blast the mind of a creature that you can see within range
  • duration attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
    On a failed save

the creature's Intelligence and Charisma scores become 1. The creature can't cast spells

activate magic items M;Instantaneous;(A handful of clay

S

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

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

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

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

S

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

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

the disease and poison have no effect until the spell ends. ;Warlock (Undying)

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

S

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

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

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

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

S

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

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

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

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

S

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

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

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

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

S

  • casting time incense
  • range and herbs that must be consumed by fire in a brass brazier)You gain the service of a familiar

  • components a spirit that takes an animal form you choose - bat
  • duration cat

crab

frog (toad) M;Instantaneous;(10 gp worth of charcoal

S;Instantaneous;You summon a spirit that assumes the form of a loyal

  • casting time the spirit takes on a form you choose: a griffon
  • range a pegasus

  • components a peryton
  • duration a dire wolf

a rhinoceros

frog (toad) majestic mount. Appearing in an unoccupied space within range

8;Feeblemind;8th level Enchantment ;1 action;150 feet;V 8;Feeblemind;8th level Enchantment ;1 action;150 feet;V
8;Feeblemind;8th level Enchantment ;1 action;150 feet;V 8;Feeblemind;8th level Enchantment ;1 action;150 feet;V
3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V 3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V
3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V 3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V
3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V 3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V
3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V 3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V
3;Feign Death (Ritual);3rd level Necromancy;1 action;Touch;V 3;Feign Death (Ritual);3rd level Necromancy;1 action;Touch;V
1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V 1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V
4;Find Greater Steed;4th level Conjuration;10 minutes;30 feet;V 4;Find Greater Steed;4th level Conjuration;10 minutes;30 feet;V

S;Instantaneous;You summon a spirit that assumes the form of an unusually intelligent

  • casting time and loyal steed
  • range creating a long-lasting bond with it. Appearing in an unoccupied space within range

  • components the steed takes on a form that you choose
  • duration such as a warhorse

a pony

a camel strong

S

  • casting time up to 1 day;(a set of divinatory tools - such as bones
  • range ivory sticks

  • components cards
  • duration teeth

or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest

a camel M;Concentration

S

  • casting time up to 1 day;(a set of divinatory tools - such as bones
  • range ivory sticks

  • components cards
  • duration teeth

or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest

a camel M;Concentration

S

  • casting time up to 1 day;(A set of divinatory tools - such as bones
  • range ivory sticks

  • components cards
  • duration teeth

or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest

a camel M;Concentration

S;Instantaneous;You sense the presence of any trap within range that is within line of sight. A trap

  • casting time includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable
  • range which was specifically intended as such by its creator. Thus

  • components the spell would sense an area affected by the alarm spell
  • duration a glyph of warding

or a mechanical pit trap

a camel for the purpose of this spell

S;Instantaneous;You sense the presence of any trap within range that is within line of sight. A trap

  • casting time includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable
  • range which was specifically intended as such by its creator. Thus

  • components the spell would sense an area affected by the alarm spell
  • duration a glyph of warding

or a mechanical pit trap

a camel for the purpose of this spell

S;Instantaneous;You sense the presence of any trap within range that is within line of sight. A trap

  • casting time includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable
  • range which was specifically intended as such by its creator. Thus

  • components the spell would sense an area affected by the alarm spell
  • duration a glyph of warding

or a mechanical pit trap

a camel for the purpose of this spell

S;Instantaneous;You send negative energy coursing through a creature that you can see within range

  • casting time or half as much damage on a successful one.
    A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command
  • range following your verbal orders to the best of its ability. ;Warlock

a camel causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save

S;Instantaneous;You send negative energy coursing through a creature that you can see within range

  • casting time or half as much damage on a successful one.
    A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command
  • range following your verbal orders to the best of its ability. ;Wizard

a camel causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save

2;Find Steed;2nd level Conjuration;10 minutes;30 feet;V 2;Find Steed;2nd level Conjuration;10 minutes;30 feet;V
6;Find the Path;6th level Divination;1 minute;Self;V 6;Find the Path;6th level Divination;1 minute;Self;V
6;Find the Path;6th level Divination;1 minute;Self;V 6;Find the Path;6th level Divination;1 minute;Self;V
6;Find the Path;6th level Divination;1 minute;Self;V 6;Find the Path;6th level Divination;1 minute;Self;V
2;Find Traps;2nd level Divination;1 action;120 feet;V 2;Find Traps;2nd level Divination;1 action;120 feet;V
2;Find Traps;2nd level Divination;1 action;120 feet;V 2;Find Traps;2nd level Divination;1 action;120 feet;V
2;Find Traps;2nd level Divination;1 action;120 feet;V 2;Find Traps;2nd level Divination;1 action;120 feet;V
7;Finger of Death;7th level Necromancy;1 action;60 feet;V 7;Finger of Death;7th level Necromancy;1 action;60 feet;V
7;Finger of Death;7th level Necromancy;1 action;60 feet;V 7;Finger of Death;7th level Necromancy;1 action;60 feet;V

S;Instantaneous;You send negative energy coursing through a creature that you can see within range

  • casting time or half as much damage on a successful one.
    A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command
  • range following your verbal orders to the best of its ability. ;Sorcerer

a camel causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save

S;Instantaneous;You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit

  • casting time 11th level (3d10)
  • range and 17th level (4d10). ;Artificer

a camel the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10)

S;Instantaneous;You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit

  • casting time 11th level (3d10)
  • range and 17th level (4d10). ;Wizard

a camel the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10)

S;Instantaneous;You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit

  • casting time 11th level (3d10)
  • range and 17th level (4d10). ;Sorcerer

a camel the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10)

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

a camel M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

a camel M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

a camel M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

a camel M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

a camel M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

7;Finger of Death;7th level Necromancy;1 action;60 feet;V 7;Finger of Death;7th level Necromancy;1 action;60 feet;V
0;Fire Bolt;Evocation cantrip;1 action;120 feet;V 0;Fire Bolt;Evocation cantrip;1 action;120 feet;V
0;Fire Bolt;Evocation cantrip;1 action;120 feet;V 0;Fire Bolt;Evocation cantrip;1 action;120 feet;V
0;Fire Bolt;Evocation cantrip;1 action;120 feet;V 0;Fire Bolt;Evocation cantrip;1 action;120 feet;V
4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V
4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V
4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V
4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V
4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

a camel M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

a camel M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

a camel M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S;Instantaneous;A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes

  • casting time or half as much damage on a successful one.
    The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose
  • range plant life in the area is unaffected by this spell. ;Cleric

a camel which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save

S;Instantaneous;A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes

  • casting time or half as much damage on a successful one.
    The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose
  • range plant life in the area is unaffected by this spell. ;Sorcerer

a camel which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save

S;Instantaneous;A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes

  • casting time or half as much damage on a successful one.
    The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose
  • range plant life in the area is unaffected by this spell. ;Druid

a camel which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save

S

  • casting time or half as much damage on a successful one.
    The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the damage increases by 1d6 for each slot level above 3rd. ;Cleric (Light)

a camel M;Instantaneous;(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save

S

  • casting time or half as much damage on a successful one.
    The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the damage increases by 1d6 for each slot level above 3rd. ;Artificer (Artillerist)

a camel M;Instantaneous;(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save

S

  • casting time or half as much damage on a successful one.
    The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the damage increases by 1d6 for each slot level above 3rd. ;Warlock (Fiend)

a camel M;Instantaneous;(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save

4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V
4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V
4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V
7;Fire Storm;7th level Evocation;1 action;150 feet;V 7;Fire Storm;7th level Evocation;1 action;150 feet;V
7;Fire Storm;7th level Evocation;1 action;150 feet;V 7;Fire Storm;7th level Evocation;1 action;150 feet;V
7;Fire Storm;7th level Evocation;1 action;150 feet;V 7;Fire Storm;7th level Evocation;1 action;150 feet;V
3;Fireball;3rd level Evocation;1 action;150 feet;V 3;Fireball;3rd level Evocation;1 action;150 feet;V
3;Fireball;3rd level Evocation;1 action;150 feet;V 3;Fireball;3rd level Evocation;1 action;150 feet;V
3;Fireball;3rd level Evocation;1 action;150 feet;V 3;Fireball;3rd level Evocation;1 action;150 feet;V

S

  • casting time or half as much damage on a successful one.
    The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the damage increases by 1d6 for each slot level above 3rd. ;Warlock (Efreeti)

a camel M;Instantaneous;(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save

S

  • casting time or half as much damage on a successful one.
    The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the damage increases by 1d6 for each slot level above 3rd. ;Wizard

a camel M;Instantaneous;(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save

S

  • casting time or half as much damage on a successful one.
    The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the damage increases by 1d6 for each slot level above 3rd. ;Sorcerer

a camel M;Instantaneous;(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save

S;Concentration

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

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

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

S;Concentration

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

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

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

S;Concentration

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

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

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

S;Concentration

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

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

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

S;Concentration

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

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

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

S

  • casting time up to 10 minutes;(leaf of sumac)You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar
  • range and it lasts for the duration. If you let go of the blade

  • components it disappears
  • duration but you can evoke the blade again as a bonus action.
    You can use your action to make a melee spell attack with the fiery blade. On a hit

the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

a camel M;Concentration

3;Fireball;3rd level Evocation;1 action;150 feet;V 3;Fireball;3rd level Evocation;1 action;150 feet;V
3;Fireball;3rd level Evocation;1 action;150 feet;V 3;Fireball;3rd level Evocation;1 action;150 feet;V
3;Fireball;3rd level Evocation;1 action;150 feet;V 3;Fireball;3rd level Evocation;1 action;150 feet;V
3;Flame Arrows;3rd level Transmutation;1 action;Touch;V 3;Flame Arrows;3rd level Transmutation;1 action;Touch;V
3;Flame Arrows;3rd level Transmutation;1 action;Touch;V 3;Flame Arrows;3rd level Transmutation;1 action;Touch;V
3;Flame Arrows;3rd level Transmutation;1 action;Touch;V 3;Flame Arrows;3rd level Transmutation;1 action;Touch;V
3;Flame Arrows;3rd level Transmutation;1 action;Touch;V 3;Flame Arrows;3rd level Transmutation;1 action;Touch;V
3;Flame Arrows;3rd level Transmutation;1 action;Touch;V 3;Flame Arrows;3rd level Transmutation;1 action;Touch;V
2;Flame Blade;2nd level Evocation;1 bonus action;Self;V 2;Flame Blade;2nd level Evocation;1 bonus action;Self;V

S

  • casting time up to 10 minutes;(leaf of sumac)You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar
  • range and it lasts for the duration. If you let go of the blade

  • components it disappears
  • duration but you can evoke the blade again as a bonus action.
    You can use your action to make a melee spell attack with the fiery blade. On a hit

the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

a camel M;Concentration

S

  • casting time 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save
  • range 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

  • components the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ;Cleric (*)(War)(Light)
  • duration

a camel M;Instantaneous;(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius

S

  • casting time 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save
  • range 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

  • components the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ;Warlock (Celestial)(Fiend)
  • duration

a camel M;Instantaneous;(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius

S

  • casting time 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save
  • range 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

  • components the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ;Warlock (Efreeti)
  • duration

a camel M;Instantaneous;(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius

S

  • casting time 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save
  • range 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

  • components the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ;Paladin (Devotion)
  • duration

a camel M;Instantaneous;(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius

S

  • casting time 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save
  • range 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

  • components the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ;Paladin (Glory)
  • duration

a camel M;Instantaneous;(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius

S

  • casting time 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save
  • range 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

  • components the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ;Druid (Wildfire)
  • duration

a camel M;Instantaneous;(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

a camel M;Concentration

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

a camel M;Concentration

2;Flame Blade;2nd level Evocation;1 bonus action;Self;V 2;Flame Blade;2nd level Evocation;1 bonus action;Self;V
5;Flame Strike;5th level Evocation;1 action;60 feet;V 5;Flame Strike;5th level Evocation;1 action;60 feet;V
5;Flame Strike;5th level Evocation;1 action;60 feet;V 5;Flame Strike;5th level Evocation;1 action;60 feet;V
5;Flame Strike;5th level Evocation;1 action;60 feet;V 5;Flame Strike;5th level Evocation;1 action;60 feet;V
5;Flame Strike;5th level Evocation;1 action;60 feet;V 5;Flame Strike;5th level Evocation;1 action;60 feet;V
5;Flame Strike;5th level Evocation;1 action;60 feet;V 5;Flame Strike;5th level Evocation;1 action;60 feet;V
5;Flame Strike;5th level Evocation;1 action;60 feet;V 5;Flame Strike;5th level Evocation;1 action;60 feet;V
2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V
2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

a camel M;Concentration

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

a camel M;Concentration

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

a camel M;Concentration

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

a camel M;Concentration

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

a camel M;Concentration

S

  • casting time up to 1 minute;(a pinch of lime
  • range water

  • components and earth)You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh
  • duration the creature must make a Constitution saving throw. On a failed save

it is restrained as its flesh begins to harden. On a successful save

a camel M;Concentration

S

  • casting time up to 1 minute;(a pinch of lime
  • range water

  • components and earth)You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh
  • duration the creature must make a Constitution saving throw. On a failed save

it is restrained as its flesh begins to harden. On a successful save

a camel M;Concentration

S

  • casting time up to 1 minute;(a pinch of lime
  • range water

  • components and earth)You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh
  • duration the creature must make a Constitution saving throw. On a failed save

it is restrained as its flesh begins to harden. On a successful save

a camel M;Concentration

S

  • casting time up to 1 minute;(a pinch of lime
  • range water

  • components and earth)You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh
  • duration the creature must make a Constitution saving throw. On a failed save

it is restrained as its flesh begins to harden. On a successful save

a camel M;Concentration

2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V
2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V
2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V
2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V
2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V
6;Flesh to Stone;6th level Transmutation;1 action;60 feet;V 6;Flesh to Stone;6th level Transmutation;1 action;60 feet;V
6;Flesh to Stone;6th level Transmutation;1 action;60 feet;V 6;Flesh to Stone;6th level Transmutation;1 action;60 feet;V
6;Flesh to Stone;6th level Transmutation;1 action;60 feet;V 6;Flesh to Stone;6th level Transmutation;1 action;60 feet;V
6;Flesh to Stone;6th level Transmutation;1 action;60 feet;V 6;Flesh to Stone;6th level Transmutation;1 action;60 feet;V

S

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

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

a camel M;Concentration

S

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

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

a camel M;Concentration

S

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

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

a camel M;Concentration

S

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

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

a camel M;Concentration

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;Cleric (Tempest)

a camel up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;Warlock (Marid)

a camel up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;Wizard

a camel up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;Sorcerer

a camel up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;Druid

a camel up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

3;Fly;3rd level Transmutation;1 action;Touch;V 3;Fly;3rd level Transmutation;1 action;Touch;V
3;Fly;3rd level Transmutation;1 action;Touch;V 3;Fly;3rd level Transmutation;1 action;Touch;V
3;Fly;3rd level Transmutation;1 action;Touch;V 3;Fly;3rd level Transmutation;1 action;Touch;V
3;Fly;3rd level Transmutation;1 action;Touch;V 3;Fly;3rd level Transmutation;1 action;Touch;V
1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;Ranger

a camel up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

S

  • casting time rare incense
  • range and powdered ruby worth at least 1

  • components000 gp)You create a ward against magical travel that protects up to 40
  • duration000 square feet of floor space to a height of 30 feet above the floor. For the duration

creatures can't teleport into the area or use portals

a camel M;1 day;(a sprinkling of holy water

S

  • casting time500 gp)An immobile
  • range invisible

  • components cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
    A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
    A prison in the shape of a box can be up to 10 feet on a side
  • duration creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.
    When you cast the spell

any creature that is completely inside the cage's area is trapped. Creatures only partially within the area

a camel M;1 hour;(ruby dust worth 1

S

  • casting time500 gp)An immobile
  • range invisible

  • components cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
    A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
    A prison in the shape of a box can be up to 10 feet on a side
  • duration creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.
    When you cast the spell

any creature that is completely inside the cage's area is trapped. Creatures only partially within the area

a camel M;1 hour;(ruby dust worth 1

S

  • casting time500 gp)An immobile
  • range invisible

  • components cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
    A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
    A prison in the shape of a box can be up to 10 feet on a side
  • duration creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.
    When you cast the spell

any creature that is completely inside the cage's area is trapped. Creatures only partially within the area

a camel M;1 hour;(Ruby dust worth 1

S

  • casting time the target can't be surprised and has advantage on attack rolls
  • range ability checks

  • components and saving throws. Additionally
  • duration other creatures have disadvantage on attack rolls against the target for the duration.
    This spell immediately ends if you cast it again before its duration ends. ;Warlock

a camel M;8 hours;(a hummingbird feather)You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration

S

  • casting time the target can't be surprised and has advantage on attack rolls
  • range ability checks

  • components and saving throws. Additionally
  • duration other creatures have disadvantage on attack rolls against the target for the duration.
    This spell immediately ends if you cast it again before its duration ends. ;Wizard

a camel M;8 hours;(a hummingbird feather)You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration

S

  • casting time the target can't be surprised and has advantage on attack rolls
  • range ability checks

  • components and saving throws. Additionally
  • duration other creatures have disadvantage on attack rolls against the target for the duration.
    This spell immediately ends if you cast it again before its duration ends. ;Druid

a camel M;8 hours;(a hummingbird feather)You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration

S

  • casting time the target can't be surprised and has advantage on attack rolls
  • range ability checks

  • components and saving throws. Additionally
  • duration other creatures have disadvantage on attack rolls against the target for the duration.
    This spell immediately ends if you cast it again before its duration ends. ;Bard

a camel M;8 hours;(A hummingbird feather)You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration

1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
6;Forbiddance (ritual);6th level Abjuration;10 minutes;Touch;V 6;Forbiddance (ritual);6th level Abjuration;10 minutes;Touch;V
7;Forcecage;7th level Evocation;1 action;100 feet;V 7;Forcecage;7th level Evocation;1 action;100 feet;V
7;Forcecage;7th level Evocation;1 action;100 feet;V 7;Forcecage;7th level Evocation;1 action;100 feet;V
7;Forcecage;7th level Evocation;1 action;100 feet;V 7;Forcecage;7th level Evocation;1 action;100 feet;V
9;Foresight;9th level Divination;1 minute;Touch;V 9;Foresight;9th level Divination;1 minute;Touch;V
9;Foresight;9th level Divination;1 minute;Touch;V 9;Foresight;9th level Divination;1 minute;Touch;V
9;Foresight;9th level Divination;1 minute;Touch;V 9;Foresight;9th level Divination;1 minute;Touch;V
9;Foresight;9th level Divination;1 minute;Touch;V 9;Foresight;9th level Divination;1 minute;Touch;V

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Cleric (*)(War)

a camel M;1 hour;(a leather strap

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Artificer

a camel M;1 hour;(a leather strap

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Paladin (Devotion)

a camel M;1 hour;(a leather strap

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Paladin (Glory)

a camel M;1 hour;(a leather strap

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Sorcerer (Clockwork Soul)

a camel M;1 hour;(a leather strap

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Druid (XGE)

a camel M;1 hour;(a leather strap

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Ranger

a camel M;1 hour;(a leather strap

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Bard

a camel M;1 hour;(A leather strap

M;Concentration

  • casting time you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends
  • range the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion)

  • components depending on the nature of your interaction with it.;Warlock
  • duration

a camel up to 1 minute;For the duration

4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
0;Friends;Enchantment cantrip;1 action;Self;S 0;Friends;Enchantment cantrip;1 action;Self;S

M;Concentration

  • casting time you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends
  • range the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion)

  • components depending on the nature of your interaction with it.;Wizard
  • duration

a camel up to 1 minute;For the duration

M;Concentration

  • casting time you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends
  • range the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion)

  • components depending on the nature of your interaction with it.;Sorcerer
  • duration

a camel up to 1 minute;For the duration

M;Concentration

  • casting time or an arcane focus)For the duration
  • range you have advantage on all Charisma checks directed at 1 creature of your choice that isn't hostile toward you. When the spell ends

  • components the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (At the DM's discretion)
  • duration depending on the nature of your interaction with it.;Bard

a camel up to 1 minute;(A bit of makeup [applied to your face]

S;Instantaneous;You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save

  • casting time and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    The spell's damage increases by 1d6 when you reach 5th level (2d6)
  • range 11th level (3d6)

  • components and 17th level (4d6).;Artificer
  • duration

a camel the target takes 1d6 cold damage

S;Instantaneous;You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save

  • casting time and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    The spell's damage increases by 1d6 when you reach 5th level (2d6)
  • range 11th level (3d6)

  • components and 17th level (4d6).;Warlock (XGE)
  • duration

a camel the target takes 1d6 cold damage

S;Instantaneous;You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save

  • casting time and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    The spell's damage increases by 1d6 when you reach 5th level (2d6)
  • range 11th level (3d6)

  • components and 17th level (4d6).;Wizard (XGE)
  • duration

a camel the target takes 1d6 cold damage

S;Instantaneous;You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save

  • casting time and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    The spell's damage increases by 1d6 when you reach 5th level (2d6)
  • range 11th level (3d6)

  • components and 17th level (4d6).;Sorcerer (XGE)
  • duration

a camel the target takes 1d6 cold damage

S;Instantaneous;You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save

  • casting time and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    The spell's damage increases by 1d6 when you reach 5th level (2d6)
  • range 11th level (3d6)

  • components and 17th level (4d6).;Druid (XGE)
  • duration

a camel the target takes 1d6 cold damage

S

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

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

and it has advantage on Strength

Dexterity M;Concentration

0;Friends;Enchantment cantrip;1 action;Self;S 0;Friends;Enchantment cantrip;1 action;Self;S
0;Friends;Enchantment cantrip;1 action;Self;S 0;Friends;Enchantment cantrip;1 action;Self;S
0;Friends;Enchantment cantrip;1 action;Self;S 0;Friends;Enchantment cantrip;1 action;Self;S
0;Frostbite;Evocation cantrip;1 action;60 feet;V 0;Frostbite;Evocation cantrip;1 action;60 feet;V
0;Frostbite;Evocation cantrip;1 action;60 feet;V 0;Frostbite;Evocation cantrip;1 action;60 feet;V
0;Frostbite;Evocation cantrip;1 action;60 feet;V 0;Frostbite;Evocation cantrip;1 action;60 feet;V
0;Frostbite;Evocation cantrip;1 action;60 feet;V 0;Frostbite;Evocation cantrip;1 action;60 feet;V
0;Frostbite;Evocation cantrip;1 action;60 feet;V 0;Frostbite;Evocation cantrip;1 action;60 feet;V
3;Gaseous Form;3rd level Transmutation;1 action;Touch;V 3;Gaseous Form;3rd level Transmutation;1 action;Touch;V

S

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

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

and it has advantage on Strength

Dexterity M;Concentration

S

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

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

and it has advantage on Strength

Dexterity M;Concentration

S

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

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

and it has advantage on Strength

Dexterity M;Concentration

S

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

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

and it has advantage on Strength

Dexterity M;Concentration

S

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

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

and it has advantage on Strength

Dexterity M;Concentration

S

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

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

and it has advantage on Strength

Dexterity M;Concentration

S

  • casting time up to 1 minute;(a diamond worth at least 5
  • range000 gp)You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening

  • components which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
    The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane
  • duration appearing in the unoccupied space nearest to the portal.
    Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
    When you cast this spell

you can speak the name of a specific creature (a pseudonym

title M;Concentration

S

  • casting time up to 1 minute;(a diamond worth at least 5
  • range000 gp)You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening

  • components which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
    The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane
  • duration appearing in the unoccupied space nearest to the portal.
    Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
    When you cast this spell

you can speak the name of a specific creature (a pseudonym

title M;Concentration

S

  • casting time up to 1 minute;(a diamond worth at least 5
  • range000 gp)You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening

  • components which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
    The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane
  • duration appearing in the unoccupied space nearest to the portal.
    Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
    When you cast this spell

you can speak the name of a specific creature (a pseudonym

title M;Concentration

3;Gaseous Form;3rd level Transmutation;1 action;Touch;V 3;Gaseous Form;3rd level Transmutation;1 action;Touch;V
3;Gaseous Form;3rd level Transmutation;1 action;Touch;V 3;Gaseous Form;3rd level Transmutation;1 action;Touch;V
3;Gaseous Form;3rd level Transmutation;1 action;Touch;V 3;Gaseous Form;3rd level Transmutation;1 action;Touch;V
3;Gaseous Form;3rd level Transmutation;1 action;Touch;V 3;Gaseous Form;3rd level Transmutation;1 action;Touch;V
3;Gaseous Form;3rd level Transmutation;1 action;Touch;V 3;Gaseous Form;3rd level Transmutation;1 action;Touch;V
3;Gaseous Form;3rd level Transmutation;1 action;Touch;V 3;Gaseous Form;3rd level Transmutation;1 action;Touch;V
9;Gate;9th level Conjuration;1 action;60 feet;V 9;Gate;9th level Conjuration;1 action;60 feet;V
9;Gate;9th level Conjuration;1 action;60 feet;V 9;Gate;9th level Conjuration;1 action;60 feet;V
9;Gate;9th level Conjuration;1 action;60 feet;V 9;Gate;9th level Conjuration;1 action;60 feet;V

S

  • casting time up to 1 minute;(a diamond worth at least 5
  • range000 gp)You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening

  • components which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
    The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane
  • duration appearing in the unoccupied space nearest to the portal.
    Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
    When you cast this spell

you can speak the name of a specific creature (a pseudonym

title M;Concentration

forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you

  • casting time it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions
  • range but no more than once each day. A creature that can't understand you is unaffected by the spell.
    You can issue any command you choose

  • components short of an activity that would result in certain death. Should you issue a suicidal command
  • duration the spell ends.
    You can end the spell early by using an action to dismiss it. A remove curse

greater restoration

title it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you

forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you

  • casting time it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions
  • range but no more than once each day. A creature that can't understand you is unaffected by the spell.
    You can issue any command you choose

  • components short of an activity that would result in certain death. Should you issue a suicidal command
  • duration the spell ends.
    You can end the spell early by using an action to dismiss it. A remove curse

greater restoration

title it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you

forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you

  • casting time it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions
  • range but no more than once each day. A creature that can't understand you is unaffected by the spell.
    You can issue any command you choose

  • components short of an activity that would result in certain death. Should you issue a suicidal command
  • duration the spell ends.
    You can end the spell early by using an action to dismiss it. A remove curse

greater restoration

title it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you

forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you

  • casting time it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions
  • range but no more than once each day. A creature that can't understand you is unaffected by the spell.
    You can issue any command you choose

  • components short of an activity that would result in certain death. Should you issue a suicidal command
  • duration the spell ends.
    You can end the spell early by using an action to dismiss it. A remove curse

greater restoration

title it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you

forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you

  • casting time it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions
  • range but no more than once each day. A creature that can't understand you is unaffected by the spell.
    You can issue any command you choose

  • components short of an activity that would result in certain death. Should you issue a suicidal command
  • duration the spell ends.
    You can end the spell early by using an action to dismiss it. A remove curse

greater restoration

title it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you

S

  • casting time which must remain there for the duration)You touch a corpse or other remains. For the duration
  • range the target is protected from decay and can't become undead.
    The spell also effectively extends the time limit on raising the target from the dead

  • components since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. ;Cleric (*)(Grave)
  • duration

title M;10 days;(a pinch of salt and one copper piece placed on each of the corpse's eyes

S

  • casting time which must remain there for the duration)You touch a corpse or other remains. For the duration
  • range the target is protected from decay and can't become undead.
    The spell also effectively extends the time limit on raising the target from the dead

  • components since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. ;Wizard
  • duration

title M;10 days;(a pinch of salt and one copper piece placed on each of the corpse's eyes

S

  • casting time which must remain there for the duration)You touch a corpse or other remains. For the duration
  • range the target is protected from decay and can't become undead.
    The spell also effectively extends the time limit on raising the target from the dead

  • components since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. ;Paladin (TCE)
  • duration

title M;10 days;(a pinch of salt and one copper piece placed on each of the corpse's eyes

9;Gate;9th level Conjuration;1 action;60 feet;V 9;Gate;9th level Conjuration;1 action;60 feet;V
5;Geas;5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range 5;Geas;5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range
5;Geas;5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range 5;Geas;5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range
5;Geas;5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range 5;Geas;5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range
5;Geas;5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range 5;Geas;5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range
5;Geas [obligation or prohibition];5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range 5;Geas [obligation or prohibition];5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range
2;Gentle Repose (ritual);2nd level Necromancy;1 action;Touch;V 2;Gentle Repose (ritual);2nd level Necromancy;1 action;Touch;V
2;Gentle Repose (ritual);2nd level Necromancy;1 action;Touch;V 2;Gentle Repose (ritual);2nd level Necromancy;1 action;Touch;V
2;Gentle Repose (ritual);2nd level Necromancy;1 action;Touch;V 2;Gentle Repose (ritual);2nd level Necromancy;1 action;Touch;V

S

  • casting time which must remain there for the duration)You touch a corpse or other remains. For the duration
  • range the target is protected from decay and can't become undead.
    The spell also effectively extends the time limit on raising the target from the dead

  • components since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. ;Druid (Spores)
  • duration

title M;10 days;(a pinch of salt and one copper piece placed on each of the corpse's eyes

S;Concentration

  • casting time three spiders
  • range five wasps

  • components or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede
  • duration a spider becomes a giant spider

a wasp becomes a giant wasp

title up to 10 minutes;You transform up to ten centipedes

when you make a Charisma check

  • casting time no matter what you say
  • range magic that would determine if you are telling the truth indicates that you are being truthful.;Warlock

title you can replace the number you roll with a 15. Additionally

when you make a Charisma check

  • casting time no matter what you say
  • range magic that would determine if you are telling the truth indicates that you are being truthful.;Bard

title you can replace the number you roll with a 15. Additionally

S

  • casting time up to 1 minute;(a glass or crystal bead that shatters when the spell ends)An immobile
  • range faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
    Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it

  • components even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier
  • duration but the spell has no effect on them. Similarly

the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher

title M;Concentration

S

  • casting time up to 1 minute;(a glass or crystal bead that shatters when the spell ends)An immobile
  • range faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
    Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it

  • components even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier
  • duration but the spell has no effect on them. Similarly

the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher

title M;Concentration

S

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

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

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

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

S

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

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

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

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

S

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

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

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

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

2;Gentle Repose (ritual);2nd level Necromancy;1 action;Touch;V 2;Gentle Repose (ritual);2nd level Necromancy;1 action;Touch;V
4;Giant Insect;4th level Transmutation;1 action;30 feet;V 4;Giant Insect;4th level Transmutation;1 action;30 feet;V
8;Glibness;8th level Transmutation;1 action;Self;V;1 hour;Until the spell ends 8;Glibness;8th level Transmutation;1 action;Self;V;1 hour;Until the spell ends
8;Glibness;8th level Transmutation;1 action;Self;V;1 hour;Until the spell ends 8;Glibness;8th level Transmutation;1 action;Self;V;1 hour;Until the spell ends
6;Globe of Invulnerability;6th level Abjuration;1 action;Self (10-foot radius);V 6;Globe of Invulnerability;6th level Abjuration;1 action;Self (10-foot radius);V
6;Globe of Invulnerability;6th level Abjuration;1 action;Self (10-foot radius);V 6;Globe of Invulnerability;6th level Abjuration;1 action;Self (10-foot radius);V
3;Glyph of Warding;3rd level Abjuration;1 hour;Touch;V 3;Glyph of Warding;3rd level Abjuration;1 hour;Touch;V
3;Glyph of Warding;3rd level Abjuration;1 hour;Touch;V 3;Glyph of Warding;3rd level Abjuration;1 hour;Touch;V
3;Glyph of Warding;3rd level Abjuration;1 hour;Touch;V 3;Glyph of Warding;3rd level Abjuration;1 hour;Touch;V

S

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

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

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

title M;Until dispelled or triggered;(Incense and powdered diamond worth at least 200 gp

S

  • casting time and the berry provides enough nourishment to sustain a creature for one day.
    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. ;Druid
  • range

title M;Instantaneous;(a sprig of mistletoe)Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point

S

  • casting time and the berry provides enough nourishment to sustain a creature for one day.
    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. ;Ranger
  • range

title M;Instantaneous;(a sprig of mistletoe)Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point

S;Concentration

  • casting time you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
    Until the spell ends
  • range you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. ;Cleric (Nature)

title up to 1 minute;You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell

S;Concentration

  • casting time you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
    Until the spell ends
  • range you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. ;Druid

title up to 1 minute;You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell

S;Concentration

  • casting time you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
    Until the spell ends
  • range you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. ;Ranger

title up to 1 minute;You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell

S

  • casting time each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. ;Artificer
  • range

title M;1 minute;(a bit of pork rind or butter)Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears

S

  • casting time each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. ;Wizard
  • range

title M;1 minute;(a bit of pork rind or butter)Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears

S

  • casting time each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. ;Sorcerer (TCE)
  • range

title M;1 minute;(a bit of pork rind or butter)Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears

3;Glyph of Warding;3rd level Abjuration;1 hour;Touch;V 3;Glyph of Warding;3rd level Abjuration;1 hour;Touch;V
1;Goodberry;1st level Transmutation;1 action;Touch;V 1;Goodberry;1st level Transmutation;1 action;Touch;V
1;Goodberry;1st level Transmutation;1 action;Touch;V 1;Goodberry;1st level Transmutation;1 action;Touch;V
4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V 4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V
4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V 4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V
4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V 4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V
1;Grease;1st level Conjuration;1 action;60 feet;V 1;Grease;1st level Conjuration;1 action;60 feet;V
1;Grease;1st level Conjuration;1 action;60 feet;V 1;Grease;1st level Conjuration;1 action;60 feet;V
1;Grease;1st level Conjuration;1 action;60 feet;V 1;Grease;1st level Conjuration;1 action;60 feet;V

S;Concentration

title up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;Cleric (Twilight)

S;Concentration

title up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;Artificer (Armorer)

S;Concentration

title up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;Warlock (Archfey)

S;Concentration

title up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;Warlock (Djinni)

S;Concentration

title up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;Wizard

S;Concentration

title up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;Sorcerer

S;Concentration

title up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;Druid (Underdark)

S;Concentration

title up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;Ranger (Gloom Stalker)

S;Concentration

title up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;Bard

4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum ;Cleric
  • duration

title M;Instantaneous;(diamond dust worth 100 gp

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum ;Cleric (Peace)
  • duration

title M;Instantaneous;(diamond dust worth 100 gp

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum ;Artificer
  • duration

title M;Instantaneous;(diamond dust worth 100 gp

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum ;Warlock (Celestial)
  • duration

title M;Instantaneous;(diamond dust worth 100 gp

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum ;Sorcerer (Clockwork Soul)
  • duration

title M;Instantaneous;(diamond dust worth 100 gp

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum ;Druid
  • duration

title M;Instantaneous;(diamond dust worth 100 gp

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum ;Ranger (TCE)
  • duration

title M;Instantaneous;(diamond dust worth 100 gp

S

  • casting time Consumed)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by 1
  • range or end one of the following effects on the target.
    • 1 effect that charmed or petrified the target
    • 1 curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to 1 of the target's ability scores
    • 1 effect reducing the target's hit point maximum ;Bard
  • duration

title M;Instantaneous;(Diamond dust worth 100 gp

M;Instantaneous;(a melee weapon worth at least 1 sp)You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit

  • casting time and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    At Higher Levels. At 5th level
  • range the melee attack deals an extra 1d8 fire damage to the target on a hit

  • components and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).;Artificer (TCE)
  • duration

title the target suffers the weapon attack's normal effects

5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V
0;Green-Flame Blade;Evocation cantrip;1 action;Self (5-foot radius);S 0;Green-Flame Blade;Evocation cantrip;1 action;Self (5-foot radius);S

M;Instantaneous;(a melee weapon worth at least 1 sp)You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit

  • casting time and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    At Higher Levels. At 5th level
  • range the melee attack deals an extra 1d8 fire damage to the target on a hit

  • components and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).;Warlock (TCE)
  • duration

title the target suffers the weapon attack's normal effects

M;1 round;(a weapon)As part of the action used to cast this spell

  • casting time otherwise the spell fails. On a hit
  • range the target suffers the attack's normal effects

  • components and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    This spell's damage increases when you reach higher levels. At 5th level
  • duration the melee attack deals an extra 1d8 fire damage to the target

and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.;Warlock (SCAG)

title you must make a melee attack with a weapon against one creature within the spell's range

M;Instantaneous;(a melee weapon worth at least 1 sp)You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit

  • casting time and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    At Higher Levels. At 5th level
  • range the melee attack deals an extra 1d8 fire damage to the target on a hit

  • components and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).;Wizard (TCE)
  • duration

title the target suffers the weapon attack's normal effects

M;1 round;(a weapon)As part of the action used to cast this spell

  • casting time otherwise the spell fails. On a hit
  • range the target suffers the attack's normal effects

  • components and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    This spell's damage increases when you reach higher levels. At 5th level
  • duration the melee attack deals an extra 1d8 fire damage to the target

and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.;Wizard (SCAG)

title you must make a melee attack with a weapon against one creature within the spell's range

M;Instantaneous;(a melee weapon worth at least 1 sp)You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit

  • casting time and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    At Higher Levels. At 5th level
  • range the melee attack deals an extra 1d8 fire damage to the target on a hit

  • components and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).;Sorcerer (TCE)
  • duration

title the target suffers the weapon attack's normal effects

M;1 round;(a weapon)As part of the action used to cast this spell

  • casting time otherwise the spell fails. On a hit
  • range the target suffers the attack's normal effects

  • components and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    This spell's damage increases when you reach higher levels. At 5th level
  • duration the melee attack deals an extra 1d8 fire damage to the target

and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.;Sorcerer (SCAG)

title you must make a melee attack with a weapon against one creature within the spell's range

or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. ;Cleric (*)(Light)(Life)

title

or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. ;Warlock (Celestial)

title

or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. ;Paladin (Devotion)(Crown)

title

0;Green-Flame Blade;Evocation cantrip;1 action;Self (5-foot radius);S 0;Green-Flame Blade;Evocation cantrip;1 action;Self (5-foot radius);S
0;Green-Flame Blade;Evocation cantrip;1 action;5 feet;V 0;Green-Flame Blade;Evocation cantrip;1 action;5 feet;V
0;Green-Flame Blade;Evocation cantrip;1 action;Self (5-foot radius);S 0;Green-Flame Blade;Evocation cantrip;1 action;Self (5-foot radius);S
0;Green-Flame Blade;Evocation cantrip;1 action;5 feet;V 0;Green-Flame Blade;Evocation cantrip;1 action;5 feet;V
0;Green-Flame Blade;Evocation cantrip;1 action;Self (5-foot radius);S 0;Green-Flame Blade;Evocation cantrip;1 action;Self (5-foot radius);S
0;Green-Flame Blade;Evocation cantrip;1 action;5 feet;V 0;Green-Flame Blade;Evocation cantrip;1 action;5 feet;V
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save

up to 1 minute;A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast: Bestial fur covers your body

  • casting time and you gain the following benefits:
    • Your walking speed increases by 10 feet.
    • You gain darkvision with a range of 120 feet.
    • You make Strength-based attack rolls with advantage.
    • Your melee weapon attacks deal an extra 1d6 force damage on a hit.
    Great Tree: Your skin appears barky
  • range leaves sprout from your hair

  • components and you gain the following benefits:
    • You gain 10 temporary hit points.
    • You make Constitution saving throws with advantage.
    • You make Dexterity- and Wisdom-based attack rolls with advantage.
    • While you are on the ground
  • duration the ground within 15 feet of you is difficult terrain for your enemies.;Druid (XGE)

title your facial features become feral

S

  • casting time a small measure of brimstone and oil
  • range a knotted string

  • components a small amount of umber hulk blood
  • duration and a small silver rod worth at least 10 gp)You create a ward that protects up to 2

500 square feet of floor space (an area 50 feet square

title M;24 hours;(burning incense

S

  • casting time a small measure of brimstone and oil
  • range a knotted string

  • components a small amount of umber hulk blood
  • duration and a small silver rod worth at least 10 gp)You create a ward that protects up to 2

500 square feet of floor space (An area 50 feet square

title M;24 hours;(Burning incense

S;Concentration

  • casting time the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.;Cleric
  • range

title up to 1 minute;You touch one willing creature. Once before the spell ends

S;Concentration

  • casting time the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.;Artificer
  • range

title up to 1 minute;You touch one willing creature. Once before the spell ends

S;Concentration

  • casting time the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.;Druid
  • range

title up to 1 minute;You touch one willing creature. Once before the spell ends

S;1 round;A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit

  • casting time and the next attack roll made against this target before the end of your next turn has advantage
  • range thanks to the mystical dim light glittering on the target until then.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st. ;Cleric
  • duration

title the target takes 4d6 radiant damage

S;1 round;A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit

  • casting time and the next attack roll made against this target before the end of your next turn has advantage
  • range thanks to the mystical dim light glittering on the target until then.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st. ;Warlock
  • duration

title the target takes 4d6 radiant damage

S;1 round;A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit

  • casting time and the next attack roll made against this target before the end of your next turn has advantage
  • range thanks to the mystical dim light glittering on the target until then.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st. ;Paladin (Glory)
  • duration

title the target takes 4d6 radiant damage

4;Guardian of Nature;4th level Transmutation;1 bonus action;Self;V;Concentration 4;Guardian of Nature;4th level Transmutation;1 bonus action;Self;V;Concentration
6;Guards and Wards;6th level Abjuration;10 minutes;Touch;V 6;Guards and Wards;6th level Abjuration;10 minutes;Touch;V
6;Guards and Wards;6th level Abjuration;10 minutes;Touch;V 6;Guards and Wards;6th level Abjuration;10 minutes;Touch;V
0;Guidance;Divination cantrip;1 action;Touch;V 0;Guidance;Divination cantrip;1 action;Touch;V
0;Guidance;Divination cantrip;1 action;Touch;V 0;Guidance;Divination cantrip;1 action;Touch;V
0;Guidance;Divination cantrip;1 action;Touch;V 0;Guidance;Divination cantrip;1 action;Touch;V
1;Guiding Bolt;1st level Evocation;1 action;120 feet;V 1;Guiding Bolt;1st level Evocation;1 action;120 feet;V
1;Guiding Bolt;1st level Evocation;1 action;120 feet;V 1;Guiding Bolt;1st level Evocation;1 action;120 feet;V
1;Guiding Bolt;1st level Evocation;1 action;120 feet;V 1;Guiding Bolt;1st level Evocation;1 action;120 feet;V

S;Instantaneous;You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harm less sensory effect using air

  • casting time wind to slam shutters closed
  • range or your clothing to ripple in a breeze.;Wizard (XGE)

title such as causing leaves to rustle

S;Instantaneous;You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harm less sensory effect using air

  • casting time wind to slam shutters closed
  • range or your clothing to ripple in a breeze.;Sorcerer (XGE)

title such as causing leaves to rustle

S;Instantaneous;You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harm less sensory effect using air

  • casting time wind to slam shutters closed
  • range or your clothing to ripple in a breeze.;Druid (XGE)

title such as causing leaves to rustle

S

  • casting time up to 1 minute;(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

title M;Concentration

S

  • casting time up to 1 minute;(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

title M;Concentration

S

  • casting time up to 1 minute;(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

title M;Concentration

S

  • casting time up to 1 minute;(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

title M;Concentration

S

  • casting time up to 1 minute;(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

title M;Concentration

S

  • casting time up to 1 minute;(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

title M;Concentration

0;Gust;Transmutation cantrip;1 action;30 feet;V 0;Gust;Transmutation cantrip;1 action;30 feet;V
0;Gust;Transmutation cantrip;1 action;30 feet;V 0;Gust;Transmutation cantrip;1 action;30 feet;V
0;Gust;Transmutation cantrip;1 action;30 feet;V 0;Gust;Transmutation cantrip;1 action;30 feet;V
2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V
2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V
2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V
2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V
2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V
2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V

S

  • casting time up to 1 minute;(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

title M;Concentration

up to 1 minute;The next time you hit a creature with a ranged weapon attack before the spell ends

  • casting time the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save
  • range or half as much damage on a successful one.
    At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10). ;Ranger
  • duration

title this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack

S

  • casting time oils
  • range and incense worth at least 1

  • components000 gp
  • duration which the spell consumes)You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet

and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First

celestials M;Until dispelled;(herbs

S

  • casting time oils
  • range and incense worth at least 1

  • components000 gp
  • duration which the spell consumes)You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet

and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First

celestials M;Until dispelled;(herbs

S

  • casting time a twig
  • range and a bit of green plant)You make natural terrain in a 150-foot cube in range look

  • components sound
  • duration and smell like some other sort of natural terrain. Thus

open fields or a road can be made to resemble a swamp

hill M;24 hours;(a stone

S

  • casting time a twig
  • range and a bit of green plant)You make natural terrain in a 150-foot cube in range look

  • components sound
  • duration and smell like some other sort of natural terrain. Thus

open fields or a road can be made to resemble a swamp

hill M;24 hours;(a stone

S

  • casting time a twig
  • range and a bit of green plant)You make natural terrain in a 150-foot cube in range look

  • components sound
  • duration and smell like some other sort of natural terrain. Thus

open fields or a road can be made to resemble a swamp

hill M;24 hours;(a stone

S

  • casting time a twig
  • range and a bit of green plant)You make natural terrain in a 150-foot cube in range look

  • components sound
  • duration and smell like some other sort of natural terrain. Thus

open fields or a road can be made to resemble a swamp

hill M;24 hours;(A stone

S;Instantaneous;You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save

  • casting time or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw
  • range its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.;Cleric

hill it takes 14d6 necrotic damage

2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V
1;Hail of Thorns;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Hail of Thorns;1st level Conjuration;1 bonus action;Self;V;Concentration
5;Hallow;5th level Evocation;24 hours;Touch;V 5;Hallow;5th level Evocation;24 hours;Touch;V
5;Hallow;5th level Evocation;24 hours;Touch;V 5;Hallow;5th level Evocation;24 hours;Touch;V
4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V 4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V
4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V 4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V
4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V 4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V
4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V 4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V
6;Harm;6th level Necromancy;1 action;60 feet;V 6;Harm;6th level Necromancy;1 action;60 feet;V

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has advantage on Dexterity saving throws

and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)

Dash M;Concentration

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has advantage on Dexterity saving throws

and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)

Dash M;Concentration

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has advantage on Dexterity saving throws

and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)

Dash M;Concentration

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has advantage on Dexterity saving throws

and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)

Dash M;Concentration

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has advantage on Dexterity saving throws

and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)

Dash M;Concentration

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has advantage on Dexterity saving throws

and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)

Dash M;Concentration

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has advantage on Dexterity saving throws

and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)

Dash M;Concentration

S;Instantaneous;Choose a creature that you can see within range. A surge of positive energy washes through the creature

  • casting time deafness
  • range and any diseases affecting the target. This spell has no effect on constructs or undead.
    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher

  • components the amount of healing increases by 10 for each slot level above 6th. ;Cleric
  • duration

Dash causing it to regain 70 hit points. The spell also ends blindness

S;Instantaneous;Choose a creature that you can see within range. A surge of positive energy washes through the creature

  • casting time deafness
  • range and any diseases affecting the target. This spell has no effect on constructs or undead.
    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher

  • components the amount of healing increases by 10 for each slot level above 6th. ;Druid
  • duration

Dash causing it to regain 70 hit points. The spell also ends blindness

3;Haste;3rd level Transmutation;1 action;30 feet;V 3;Haste;3rd level Transmutation;1 action;30 feet;V
3;Haste;3rd level Transmutation;1 action;30 feet;V 3;Haste;3rd level Transmutation;1 action;30 feet;V
3;Haste;3rd level Transmutation;1 action;30 feet;V 3;Haste;3rd level Transmutation;1 action;30 feet;V
3;Haste;3rd level Transmutation;1 action;30 feet;V 3;Haste;3rd level Transmutation;1 action;30 feet;V
3;Haste;3rd level Transmutation;1 action;30 feet;V 3;Haste;3rd level Transmutation;1 action;30 feet;V
3;Haste;3rd level Transmutation;1 action;30 feet;V 3;Haste;3rd level Transmutation;1 action;30 feet;V
3;Haste;3rd level Transmutation;1 action;30 feet;V 3;Haste;3rd level Transmutation;1 action;30 feet;V
6;Heal;6th level Evocation;1 action;60 feet;V 6;Heal;6th level Evocation;1 action;60 feet;V
6;Heal;6th level Evocation;1 action;60 feet;V 6;Heal;6th level Evocation;1 action;60 feet;V

S;Concentration

  • casting time whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there
  • range you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.
    As a bonus action on your turn

  • components you can move the spirit up to 30 feet to a space you can see.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher
  • duration the healing increases by 1d6 for each slot level above 2nd.;Druid (XGE)

Dash up to 1 minute;You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends

the healing increases by 1d4 for each slot level above 1st. ;Cleric

Dash

the healing increases by 1d4 for each slot level above 1st. ;Artificer (Alchemist)

Dash

the healing increases by 1d4 for each slot level above 1st. ;Druid

Dash

the healing increases by 1d4 for each slot level above 1st. ;Bard

Dash

S

  • casting time up to 1 minute;(a piece of iron and a flame)Choose a manufactured metal object
  • range such as a metal weapon or a suit of heavy or medium metal armor

  • components that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends
  • duration you can use a bonus action on each of your subsequent turns to cause 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 doesn't drop the object

Dash M;Concentration

S

  • casting time up to 1 minute;(a piece of iron and a flame)Choose a manufactured metal object
  • range such as a metal weapon or a suit of heavy or medium metal armor

  • components that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends
  • duration you can use a bonus action on each of your subsequent turns to cause 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 doesn't drop the object

Dash M;Concentration

S

  • casting time up to 1 minute;(a piece of iron and a flame)Choose a manufactured metal object
  • range such as a metal weapon or a suit of heavy or medium metal armor

  • components that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends
  • duration you can use a bonus action on each of your subsequent turns to cause 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 doesn't drop the object

Dash M;Concentration

S

  • casting time up to 1 minute;(A piece of iron and a flame)Choose a manufactured metal object
  • range such as a metal weapon or a suit of heavy or medium metal armor

  • components that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends
  • duration you can use a bonus action on each of your subsequent turns to cause 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 doesn't drop the object

Dash M;Concentration

2;Healing Spirit;2nd level Conjuration;1 bonus action;60 feet;V 2;Healing Spirit;2nd level Conjuration;1 bonus action;60 feet;V
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
2;Heat Metal;2nd level Transmutation;1 action;60 feet;V 2;Heat Metal;2nd level Transmutation;1 action;60 feet;V
2;Heat Metal;2nd level Transmutation;1 action;60 feet;V 2;Heat Metal;2nd level Transmutation;1 action;60 feet;V
2;Heat Metal;2nd level Transmutation;1 action;60 feet;V 2;Heat Metal;2nd level Transmutation;1 action;60 feet;V
2;Heat Metal;2nd level Transmutation;1 action;60 feet;V 2;Heat Metal;2nd level Transmutation;1 action;60 feet;V

S;Instantaneous;You point your finger

  • casting time or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d10 for each slot level above 1st. ;Warlock

Dash and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save

S;Instantaneous;You point your finger

  • casting time or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d10 for each slot level above 1st. ;Paladin (Oathbreaker)

Dash and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save

S

  • casting time000 gp
  • range which the spell consumes)You bring forth a great feast

  • components including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time
  • duration and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.
    A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison

becomes immune to poison and being frightened

Dash M;Instantaneous;(a gem-encrusted bowl worth at least 1

S

  • casting time000 gp
  • range which the spell consumes)You bring forth a great feast

  • components including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time
  • duration and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.
    A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison

becomes immune to poison and being frightened

Dash M;Instantaneous;(a gem-encrusted bowl worth at least 1

S

  • casting time000 gp
  • range which the spell consumes)You bring forth a great feast

  • components including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time
  • duration and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.
    A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison

becomes immune to poison and being frightened

Dash M;Instantaneous;(a gem-encrusted bowl worth at least 1

S;Concentration

  • casting time the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends
  • range the target loses any remaining temporary hit points from this spell.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. ;Cleric (Order)
  • duration

Dash up to 1 minute;A willing creature you touch is imbued with bravery. Until the spell ends

S;Concentration

  • casting time the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends
  • range the target loses any remaining temporary hit points from this spell.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. ;Cleric (Peace)
  • duration

Dash up to 1 minute;A willing creature you touch is imbued with bravery. Until the spell ends

S;Concentration

  • casting time the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends
  • range the target loses any remaining temporary hit points from this spell.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. ;Artificer (Battle Smith)
  • duration

Dash up to 1 minute;A willing creature you touch is imbued with bravery. Until the spell ends

S;Concentration

  • casting time the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends
  • range the target loses any remaining temporary hit points from this spell.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target one additional creature for each slot level above 1st. ;Paladin
  • duration

Dash up to 1 minute;A willing creature you touch is imbued with bravery. Until the spell ends

1;Hellish Rebuke;1st level Evocation;1 reaction;60 feet;V 1;Hellish Rebuke;1st level Evocation;1 reaction;60 feet;V
1;Hellish Rebuke;1st level Evocation;1 reaction;60 feet;V 1;Hellish Rebuke;1st level Evocation;1 reaction;60 feet;V
6;Heroes' Feast;6th level Conjuration;10 minutes;30 feet;V 6;Heroes' Feast;6th level Conjuration;10 minutes;30 feet;V
6;Heroes' Feast;6th level Conjuration;10 minutes;30 feet;V 6;Heroes' Feast;6th level Conjuration;10 minutes;30 feet;V
6;Heroes' Feast;6th level Conjuration;10 minutes;30 feet;V 6;Heroes' Feast;6th level Conjuration;10 minutes;30 feet;V
1;Heroism;1st level Enchantment ;1 action;Touch;V 1;Heroism;1st level Enchantment ;1 action;Touch;V
1;Heroism;1st level Enchantment ;1 action;Touch;V 1;Heroism;1st level Enchantment ;1 action;Touch;V
1;Heroism;1st level Enchantment ;1 action;Touch;V 1;Heroism;1st level Enchantment ;1 action;Touch;V
1;Heroism;1st level Enchantment ;1 action;Touch;V 1;Heroism;1st level Enchantment ;1 action;Touch;V

S;Concentration

  • casting time the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends
  • range the target loses any remaining temporary hit points from this spell.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. ;Paladin (Glory)
  • duration

Dash up to 1 minute;A willing creature you touch is imbued with bravery. Until the spell ends

S;Concentration

  • casting time the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends
  • range the target loses any remaining temporary hit points from this spell.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. ;Bard
  • duration

Dash up to 1 minute;A willing creature you touch is imbued with bravery. Until the spell ends

S

  • casting time up to 1 hour;(the petrified eye of a newt)You place a curse on a creature that you can see within range. Until the spell ends
  • range you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also

  • components choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
    If the target drops to 0 hit points before this spell ends
  • duration you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
    At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level

you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher

Dash M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Cleric (War)

Dash M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Warlock

Dash M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Wizard

Dash M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Paladin (Vengeance)(Redemption)

Dash M;Concentration

S

  • casting time up to 1 minute;(A small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.

    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Paladin (Watchers)

Dash M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Sorcerer

Dash M;Concentration

1;Heroism;1st level Enchantment ;1 action;Touch;V 1;Heroism;1st level Enchantment ;1 action;Touch;V
1;Heroism;1st level Enchantment ;1 action;Touch;V 1;Heroism;1st level Enchantment ;1 action;Touch;V
1;Hex;1st level Enchantment ;1 bonus action;90 feet;V 1;Hex;1st level Enchantment ;1 bonus action;90 feet;V
5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V
5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V
5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V
5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V
5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V
5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Ranger (Monster Slayer)

Dash M;Concentration

S

  • casting time up to 1 minute;(A small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.

    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Bard

Dash M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Cleric

Dash M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Cleric (Order)

Dash M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Warlock

Dash M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Wizard

Dash M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Paladin

Dash M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Sorcerer

Dash M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Druid (*)(Arctic)

Dash M;Concentration

5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V
5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V

S

  • casting time up to 1 minute;(A small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Bard

Dash M;Concentration

S

  • casting time up to 1 minute;(a tiny reliquary worth at least 1
  • range000 gp containing a sacred relic

  • components such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws
  • duration and other creatures have disadvantage on attack rolls against them until the spell ends. In addition

when a fiend or an undead hits an affected creature with a melee attack

Dash M;Concentration

S;Concentration

  • casting time the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition
  • range weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon

  • components it becomes one for the duration.
    As a bonus action on your turn
  • duration you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save

a creature takes 4d8 radiant damage

Dash up to 1 hour;You imbue a weapon you touch with holy power. Until the spell ends

S;Concentration

  • casting time the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition
  • range weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon

  • components it becomes one for the duration.
    As a bonus action on your turn
  • duration you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save

a creature takes 4d8 radiant damage

Dash up to 1 hour;You imbue a weapon you touch with holy power. Until the spell ends

S

  • casting time up to 1 minute;(a pickled octopus tentacle)You open a gateway to the dark between the stars
  • range a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears

  • components centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light
  • duration magical or otherwise

can illuminate the area

Dash M;Concentration

S

  • casting time up to 1 minute;(a pickled octopus tentacle)You open a gateway to the dark between the stars
  • range a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears

  • components centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light
  • duration magical or otherwise

can illuminate the area

Dash M;Concentration

up to 1 hour;You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends

  • casting time and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends
  • range you can use a bonus action on a subsequent turn of yours to mark a new creature.
    At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level

  • components you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher
  • duration you can maintain your concentration on the spell for up to 24 hours. ;Paladin (Vengeance)

Dash you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack

up to 1 hour;You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends

  • casting time and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends
  • range you can use a bonus action on a subsequent turn of yours to mark a new creature.
    At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level

  • components you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher
  • duration you can maintain your concentration on the spell for up to 24 hours. ;Ranger

Dash you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack

M;Concentration

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

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

2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
8;Holy Aura;8th level Abjuration;1 action;Self;V 8;Holy Aura;8th level Abjuration;1 action;Self;V
5;Holy Weapon;5th level Evocation;1 bonus action;Touch;V 5;Holy Weapon;5th level Evocation;1 bonus action;Touch;V
5;Holy Weapon;5th level Evocation;1 bonus action;Touch;V 5;Holy Weapon;5th level Evocation;1 bonus action;Touch;V
3;Hunger of Hadar;3rd level Conjuration;1 action;150 feet;V 3;Hunger of Hadar;3rd level Conjuration;1 action;150 feet;V
3;Hunger of Hadar;3rd level Conjuration;1 action;150 feet;V 3;Hunger of Hadar;3rd level Conjuration;1 action;150 feet;V
1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration 1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration
1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration 1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration
3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S 3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S

M;Concentration

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

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

M;Concentration

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

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

M;Concentration

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

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

M;Concentration

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

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

M;Concentration

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

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

M;Instantaneous;(a drop of water or piece of ice)You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit

  • casting time the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher
  • range the cold damage increases by 1d6 for each slot level above 1st.;Wizard (XGE)

Dash the target takes 1d10 piercing damage. Hit or miss

M;Instantaneous;(a drop of water or piece of ice)You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit

  • casting time the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher
  • range the cold damage increases by 1d6 for each slot level above 1st.;Sorcerer (XGE)

Dash the target takes 1d10 piercing damage. Hit or miss

M;Instantaneous;(a drop of water or piece of ice)You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit

  • casting time the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher
  • range the cold damage increases by 1d6 for each slot level above 1st.;Druid (XGE)

Dash the target takes 1d10 piercing damage. Hit or miss

S

  • casting time 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save
  • range or half as much damage on a successful one.
    Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ;Cleric (Tempest)
  • duration

Dash M;Instantaneous;(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius

3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S 3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S
3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S 3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S
3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S 3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S
3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S 3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S
3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S 3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S
1;Ice Knife;1st level Conjuration;1 action;60 feet;S 1;Ice Knife;1st level Conjuration;1 action;60 feet;S
1;Ice Knife;1st level Conjuration;1 action;60 feet;S 1;Ice Knife;1st level Conjuration;1 action;60 feet;S
1;Ice Knife;1st level Conjuration;1 action;60 feet;S 1;Ice Knife;1st level Conjuration;1 action;60 feet;S
4;Ice Storm;4th level Evocation;1 action;300 feet;V 4;Ice Storm;4th level Evocation;1 action;300 feet;V

S

  • casting time 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save
  • range or half as much damage on a successful one.
    Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ;Artificer (Artillerist)
  • duration

Dash M;Instantaneous;(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius

S

  • casting time 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save
  • range or half as much damage on a successful one.
    Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ;Wizard
  • duration

Dash M;Instantaneous;(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius

S

  • casting time 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save
  • range or half as much damage on a successful one.
    Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ;Paladin (Ancients)
  • duration

Dash M;Instantaneous;(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius

S

  • casting time 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save
  • range or half as much damage on a successful one.
    Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ;Sorcerer
  • duration

Dash M;Instantaneous;(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius

S

  • casting time 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save
  • range or half as much damage on a successful one.
    Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ;Druid (*)(Arctic)
  • duration

Dash M;Instantaneous;(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius

S

  • casting time you learn its properties and how to use them
  • range whether it requires attunement to use

  • components and how many charges it has
  • duration if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell

you learn which spell created it.
If you instead touch a creature throughout the casting

you learn what spells M;Instantaneous;(a pearl worth at least 100 gp and an owl feather)You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object

S

  • casting time you learn its properties and how to use them
  • range whether it requires attunement to use

  • components and how many charges it has
  • duration if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell

you learn which spell created it.
If you instead touch a creature throughout the casting

you learn what spells M;Instantaneous;(a pearl worth at least 100 gp and an owl feather)You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object

S

  • casting time you learn its properties and how to use them
  • range whether it requires attunement to use

  • components and how many charges it has
  • duration if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell

you learn which spell created it.
If you instead touch a creature throughout the casting

you learn what spells M;Instantaneous;(a pearl worth at least 100 gp and an owl feather)You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object

S

  • casting time you learn its properties and how to use them
  • range whether it requires attunement to use

  • components and how many charges it has
  • duration if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell

you learn which spell created it.
If you instead touch a creature throughout the casting

you learn what spells M;Instantaneous;(A pearl worth at least 100 gp and an owl feather)You choose 1 object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object

4;Ice Storm;4th level Evocation;1 action;300 feet;V 4;Ice Storm;4th level Evocation;1 action;300 feet;V
4;Ice Storm;4th level Evocation;1 action;300 feet;V 4;Ice Storm;4th level Evocation;1 action;300 feet;V
4;Ice Storm;4th level Evocation;1 action;300 feet;V 4;Ice Storm;4th level Evocation;1 action;300 feet;V
4;Ice Storm;4th level Evocation;1 action;300 feet;V 4;Ice Storm;4th level Evocation;1 action;300 feet;V
4;Ice Storm;4th level Evocation;1 action;300 feet;V 4;Ice Storm;4th level Evocation;1 action;300 feet;V
1;Identify (ritual);1st level Divination;1 minute;Touch;V 1;Identify (ritual);1st level Divination;1 minute;Touch;V
1;Identify (ritual);1st level Divination;1 minute;Touch;V 1;Identify (ritual);1st level Divination;1 minute;Touch;V
1;Identify (ritual);1st level Divination;1 minute;Touch;V 1;Identify (ritual);1st level Divination;1 minute;Touch;V
1;Identify (Ritual);1st level Divination;1 minute;Touch;V 1;Identify (Ritual);1st level Divination;1 minute;Touch;V

up to 1 minute;By gathering threads of shadow material from the Shadowfell

  • casting time as if it were a creature.
    When the illusion appears
  • range any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion

  • components it can repeat the saving throw
  • duration ending the effect on itself on a success.
    As a bonus action on your turn

you can move the illusion up to 60 feet. At any point during its movement

you learn what spells you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space

M;10 days;(a lead-based ink worth at least 10 gp

  • casting time paper
  • range or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell

  • components the writing appears normal
  • duration written in your hand

and conveys whatever meaning you intended when you wrote the text. To all others

you learn what spells which the spell consumes)You write on parchment

M;10 days;(a lead-based ink worth at least 10 gp

  • casting time paper
  • range or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell

  • components the writing appears normal
  • duration written in your hand

and conveys whatever meaning you intended when you wrote the text. To all others

you learn what spells which the spell consumes)You write on parchment

M;10 days;(A lead-based ink worth at least 10 gp

  • casting time paper
  • range or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell

  • components the writing appears normal
  • duration written in your hand

and conveys whatever meaning you intended when you wrote the text. To all others

you learn what spells Consumed)You write on parchment

up to 1 minute;Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save

  • casting time the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns
  • range the target repeats the saving throw. It takes 4d6 fire damage on a failed save

  • components and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.
    If damage from this spell kills a target
  • duration the target is turned to ash.;Wizard (XGE)

you learn what spells or half as much damage on a successful one. On a failed save

up to 1 minute;Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save

  • casting time the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns
  • range the target repeats the saving throw. It takes 4d6 fire damage on a failed save

  • components and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.
    If damage from this spell kills a target
  • duration the target is turned to ash.;Sorcerer (XGE)

you learn what spells or half as much damage on a successful one. On a failed save

S

  • casting time and a special component that varies according to the version of the spell you choose
  • range worth at least 500 gp per Hit Die of the target)You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell

  • components if it succeeds
  • duration it is immune to this spell if you cast it again. While affected by this spell

the creature doesn't need to breathe

eat M;Until dispelled;(a vellum depiction or a carved statuette in the likeness of the target

S

  • casting time and a special component that varies according to the version of the spell you choose
  • range worth at least 500 gp per Hit Die of the target)You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell

  • components if it succeeds
  • duration it is immune to this spell if you cast it again. While affected by this spell

the creature doesn't need to breathe

eat M;Until dispelled;(a vellum depiction or a carved statuette in the likeness of the target

S;Concentration

  • casting time each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save
  • range or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
    The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. ;Wizard

eat up to 1 minute;A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears

8;Illusory Dragon;8th level Illusion;1 action;120 feet;S;Concentration 8;Illusory Dragon;8th level Illusion;1 action;120 feet;S;Concentration
1;Illusory Script (ritual);1st level Illusion;1 minute;Touch;S 1;Illusory Script (ritual);1st level Illusion;1 minute;Touch;S
1;Illusory Script (ritual);1st level Illusion;1 minute;Touch;S 1;Illusory Script (ritual);1st level Illusion;1 minute;Touch;S
1;Illusory Script (Ritual);1st level Illusion;1 minute;Touch;S 1;Illusory Script (Ritual);1st level Illusion;1 minute;Touch;S
5;Immolation;5th level Evocation;1 action;90 feet;V;Concentration 5;Immolation;5th level Evocation;1 action;90 feet;V;Concentration
5;Immolation;5th level Evocation;1 action;90 feet;V;Concentration 5;Immolation;5th level Evocation;1 action;90 feet;V;Concentration
9;Imprisonment;9th level Abjuration;1 minute;30 feet;V 9;Imprisonment;9th level Abjuration;1 minute;30 feet;V
9;Imprisonment;9th level Abjuration;1 minute;30 feet;V 9;Imprisonment;9th level Abjuration;1 minute;30 feet;V
8;Incendiary Cloud;8th level Conjuration;1 action;150 feet;V 8;Incendiary Cloud;8th level Conjuration;1 action;150 feet;V

S;Concentration

  • casting time each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save
  • range or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
    The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. ;Sorcerer

eat up to 1 minute;A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears

S;Concentration

  • casting time each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save
  • range or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
    The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. ;Druid (TCE)

eat up to 1 minute;A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears

S

  • casting time up to 1 hour;(a ruby worth at least 999 gp)Uttering a dark incantation
  • range you summon a devil from the Nine Hells. You choose the devil's type

  • components which must be one of challenge rating 6 or lower
  • duration such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.
    The devil is unfriendly toward you and your companions. Roll initiative for the devil

which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns

eat M;Concentration

S

  • casting time up to 1 hour;(a ruby worth at least 999 gp)Uttering a dark incantation
  • range you summon a devil from the Nine Hells. You choose the devil's type

  • components which must be one of challenge rating 6 or lower
  • duration such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.
    The devil is unfriendly toward you and your companions. Roll initiative for the devil

which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns

eat M;Concentration

S

  • casting time fleas
  • range and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw

  • components or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1
  • duration north: 2

south: 3

east: or 4 M;Instantaneous;(a living flea)You cause a cloud of mites

S

  • casting time fleas
  • range and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw

  • components or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1
  • duration north: 2

south: 3

east: or 4 M;Instantaneous;(a living flea)You cause a cloud of mites

S

  • casting time fleas
  • range and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw

  • components or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1
  • duration north: 2

south: 3

east: or 4 M;Instantaneous;(a living flea)You cause a cloud of mites

S

  • casting time fleas
  • range and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw

  • components or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1
  • duration north: 2

south: 3

east: or 4 M;Instantaneous;(a living flea)You cause a cloud of mites

S;Instantaneous;Make a melee spell attack against a creature you can reach. On a hit

  • casting time the damage increases by 1d10 for each slot level above 1st. ;Cleric
  • range

east: or 4 the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

8;Incendiary Cloud;8th level Conjuration;1 action;150 feet;V 8;Incendiary Cloud;8th level Conjuration;1 action;150 feet;V
8;Incendiary Cloud;8th level Conjuration;1 action;150 feet;V 8;Incendiary Cloud;8th level Conjuration;1 action;150 feet;V
5;Infernal Calling;5th level Conjuration;1 minute;90 feet;V 5;Infernal Calling;5th level Conjuration;1 minute;90 feet;V
5;Infernal Calling;5th level Conjuration;1 minute;90 feet;V 5;Infernal Calling;5th level Conjuration;1 minute;90 feet;V
0;Infestation;Conjuration cantrip;1 action;30 feet;V 0;Infestation;Conjuration cantrip;1 action;30 feet;V
0;Infestation;Conjuration cantrip;1 action;30 feet;V 0;Infestation;Conjuration cantrip;1 action;30 feet;V
0;Infestation;Conjuration cantrip;1 action;30 feet;V 0;Infestation;Conjuration cantrip;1 action;30 feet;V
0;Infestation;Conjuration cantrip;1 action;30 feet;V 0;Infestation;Conjuration cantrip;1 action;30 feet;V
1;Inflict Wounds;1st level Necromancy;1 action;Touch;V 1;Inflict Wounds;1st level Necromancy;1 action;Touch;V

S;Instantaneous;Make a melee spell attack against a creature you can reach. On a hit

  • casting time the damage increases by 1d10 for each slot level above 1st. ;Paladin (Oathbreaker)
  • range

east: or 4 the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S

  • casting time up to 10 minutes;(a few grains of sugar
  • range some kernels of grain

  • components and a smear of fat)Swarming
  • duration biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration

and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears

east: or 4 M;Concentration

S

  • casting time up to 10 minutes;(a few grains of sugar
  • range some kernels of grain

  • components and a smear of fat)Swarming
  • duration biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration

and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears

east: or 4 M;Concentration

S

  • casting time up to 10 minutes;(a few grains of sugar
  • range some kernels of grain

  • components and a smear of fat)Swarming
  • duration biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration

and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears

east: or 4 M;Concentration

S

  • casting time up to 10 minutes;(a few grains of sugar
  • range some kernels of grain

  • components and a smear of fat)Swarming
  • duration biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration

and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears

east: or 4 M;Concentration

up to 1 hour;For the duration

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

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

east: or 4 you or one willing creature you can see within range has resistance to psychic damage

up to 1 hour;For the duration

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

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

east: or 4 you or one willing creature you can see within range has resistance to psychic damage

up to 1 hour;For the duration

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

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

east: or 4 you or one willing creature you can see within range has resistance to psychic damage

up to 1 hour;For the duration

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

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

east: or 4 you or one willing creature you can see within range has resistance to psychic damage

1;Inflict Wounds;1st level Necromancy;1 action;Touch;V 1;Inflict Wounds;1st level Necromancy;1 action;Touch;V
5;Insect Plague;5th level Conjuration;1 action;300 feet;V 5;Insect Plague;5th level Conjuration;1 action;300 feet;V
5;Insect Plague;5th level Conjuration;1 action;300 feet;V 5;Insect Plague;5th level Conjuration;1 action;300 feet;V
5;Insect Plague;5th level Conjuration;1 action;300 feet;V 5;Insect Plague;5th level Conjuration;1 action;300 feet;V
5;Insect Plague;5th level Conjuration;1 action;300 feet;V 5;Insect Plague;5th level Conjuration;1 action;300 feet;V
3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration 3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration
3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration 3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration
3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration 3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration
3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration 3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration

up to 1 hour;For the duration

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

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

east: or 4 you or one willing creature you can see within range has resistance to psychic damage

S;Concentration

  • casting time shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends
  • range you gain the following benefits:
    • You are immune to fire damage and have resistance to cold damage.
    • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
    • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save

  • components or half as much damage on a successful one.;Warlock (XGE)
  • duration

east: or 4 up to 10 minutes;Flames race across your body

S;Concentration

  • casting time shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends
  • range you gain the following benefits:
    • You are immune to fire damage and have resistance to cold damage.
    • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
    • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save

  • components or half as much damage on a successful one.;Wizard (XGE)
  • duration

east: or 4 up to 10 minutes;Flames race across your body

S;Concentration

  • casting time shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends
  • range you gain the following benefits:
    • You are immune to fire damage and have resistance to cold damage.
    • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
    • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save

  • components or half as much damage on a successful one.;Sorcerer (XGE)
  • duration

east: or 4 up to 10 minutes;Flames race across your body

S;Concentration

  • casting time shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends
  • range you gain the following benefits:
    • You are immune to fire damage and have resistance to cold damage.
    • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
    • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save

  • components or half as much damage on a successful one.;Druid (XGE)
  • duration

east: or 4 up to 10 minutes;Flames race across your body

S;Concentration

  • casting time ice rimes your body
  • range and you gain the following benefits:
    • You are immune to cold damage and have resistance to fire damage.
    • You can move across difficult terrain created by ice or snow without spending extra movement.
    • The ground in a 10-foot radius around you is icy and is difficult terra in for creatures other than you. The radius moves with you.
    • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save

  • components or half as much da mage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.;Warlock (XGE)
  • duration

east: or 4 up to 10 minutes;Until the spell ends

S;Concentration

  • casting time ice rimes your body
  • range and you gain the following benefits:
    • You are immune to cold damage and have resistance to fire damage.
    • You can move across difficult terrain created by ice or snow without spending extra movement.
    • The ground in a 10-foot radius around you is icy and is difficult terra in for creatures other than you. The radius moves with you.
    • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save

  • components or half as much da mage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.;Wizard (XGE)
  • duration

east: or 4 up to 10 minutes;Until the spell ends

S;Concentration

  • casting time ice rimes your body
  • range and you gain the following benefits:
    • You are immune to cold damage and have resistance to fire damage.
    • You can move across difficult terrain created by ice or snow without spending extra movement.
    • The ground in a 10-foot radius around you is icy and is difficult terra in for creatures other than you. The radius moves with you.
    • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save

  • components or half as much da mage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.;Sorcerer (XGE)
  • duration

east: or 4 up to 10 minutes;Until the spell ends

S;Concentration

  • casting time ice rimes your body
  • range and you gain the following benefits:
    • You are immune to cold damage and have resistance to fire damage.
    • You can move across difficult terrain created by ice or snow without spending extra movement.
    • The ground in a 10-foot radius around you is icy and is difficult terra in for creatures other than you. The radius moves with you.
    • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save

  • components or half as much da mage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.;Druid (XGE)
  • duration

east: or 4 up to 10 minutes;Until the spell ends

3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration 3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration
6;Investiture of Flame;6th level Transmutation;1 action;Self;V 6;Investiture of Flame;6th level Transmutation;1 action;Self;V
6;Investiture of Flame;6th level Transmutation;1 action;Self;V 6;Investiture of Flame;6th level Transmutation;1 action;Self;V
6;Investiture of Flame;6th level Transmutation;1 action;Self;V 6;Investiture of Flame;6th level Transmutation;1 action;Self;V
6;Investiture of Flame;6th level Transmutation;1 action;Self;V 6;Investiture of Flame;6th level Transmutation;1 action;Self;V
6;Investiture of Ice;6th level Transmutation;1 action;Self;V 6;Investiture of Ice;6th level Transmutation;1 action;Self;V
6;Investiture of Ice;6th level Transmutation;1 action;Self;V 6;Investiture of Ice;6th level Transmutation;1 action;Self;V
6;Investiture of Ice;6th level Transmutation;1 action;Self;V 6;Investiture of Ice;6th level Transmutation;1 action;Self;V
6;Investiture of Ice;6th level Transmutation;1 action;Self;V 6;Investiture of Ice;6th level Transmutation;1 action;Self;V

S;Concentration

  • casting time bits of rock spread across your body
  • range and you gain the following benefits:
    • You have resistance to bludgeoning

  • components piercing
  • duration and slashing damage from nonmagical attacks.
    • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
    • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it

but you can't end your movement there. If you do so

east: or 4 up to 10 minutes;Until the spell ends

S;Concentration

  • casting time bits of rock spread across your body
  • range and you gain the following benefits:
    • You have resistance to bludgeoning

  • components piercing
  • duration and slashing damage from nonmagical attacks.
    • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
    • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it

but you can't end your movement there. If you do so

east: or 4 up to 10 minutes;Until the spell ends

S;Concentration

  • casting time bits of rock spread across your body
  • range and you gain the following benefits:
    • You have resistance to bludgeoning

  • components piercing
  • duration and slashing damage from nonmagical attacks.
    • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
    • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it

but you can't end your movement there. If you do so

east: or 4 up to 10 minutes;Until the spell ends

S;Concentration

  • casting time bits of rock spread across your body
  • range and you gain the following benefits:
    • You have resistance to bludgeoning

  • components piercing
  • duration and slashing damage from nonmagical attacks.
    • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
    • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it

but you can't end your movement there. If you do so

east: or 4 up to 10 minutes;Until the spell ends

S;Concentration

  • casting time wind whirls around you
  • range and you gain the following benefits:
    • Ranged weapon attacks made against you have disadvantage on the attack roll.
    • You gain a flying speed of 60 feet. If you are still flying when the spell ends

  • components you fall
  • duration unless you can somehow prevent it.
    • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save

or half as much damage on a successful one. If a Large or smaller creature fails the save

east: or 4 up to 10 minutes;Until the spell ends

S;Concentration

  • casting time wind whirls around you
  • range and you gain the following benefits:
    • Ranged weapon attacks made against you have disadvantage on the attack roll.
    • You gain a flying speed of 60 feet. If you are still flying when the spell ends

  • components you fall
  • duration unless you can somehow prevent it.
    • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save

or half as much damage on a successful one. If a Large or smaller creature fails the save

east: or 4 up to 10 minutes;Until the spell ends

S;Concentration

  • casting time wind whirls around you
  • range and you gain the following benefits:
    • Ranged weapon attacks made against you have disadvantage on the attack roll.
    • You gain a flying speed of 60 feet. If you are still flying when the spell ends

  • components you fall
  • duration unless you can somehow prevent it.
    • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save

or half as much damage on a successful one. If a Large or smaller creature fails the save

east: or 4 up to 10 minutes;Until the spell ends

S;Concentration

  • casting time wind whirls around you
  • range and you gain the following benefits:
    • Ranged weapon attacks made against you have disadvantage on the attack roll.
    • You gain a flying speed of 60 feet. If you are still flying when the spell ends

  • components you fall
  • duration unless you can somehow prevent it.
    • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save

or half as much damage on a successful one. If a Large or smaller creature fails the save

east: or 4 up to 10 minutes;Until the spell ends

S

  • casting time up to 1 hour;(an eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Artificer

east: or 4 M;Concentration

6;Investiture of Stone;6th level Transmutation;1 action;Self;V 6;Investiture of Stone;6th level Transmutation;1 action;Self;V
6;Investiture of Stone;6th level Transmutation;1 action;Self;V 6;Investiture of Stone;6th level Transmutation;1 action;Self;V
6;Investiture of Stone;6th level Transmutation;1 action;Self;V 6;Investiture of Stone;6th level Transmutation;1 action;Self;V
6;Investiture of Stone;6th level Transmutation;1 action;Self;V 6;Investiture of Stone;6th level Transmutation;1 action;Self;V
6;Investiture of Wind;6th level Transmutation;1 action;Self;V 6;Investiture of Wind;6th level Transmutation;1 action;Self;V
6;Investiture of Wind;6th level Transmutation;1 action;Self;V 6;Investiture of Wind;6th level Transmutation;1 action;Self;V
6;Investiture of Wind;6th level Transmutation;1 action;Self;V 6;Investiture of Wind;6th level Transmutation;1 action;Self;V
6;Investiture of Wind;6th level Transmutation;1 action;Self;V 6;Investiture of Wind;6th level Transmutation;1 action;Self;V
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V

S

  • casting time up to 1 hour;(an eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Warlock

east: or 4 M;Concentration

S

  • casting time up to 1 hour;(an eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Wizard

east: or 4 M;Concentration

S

  • casting time up to 1 hour;(an eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Sorcerer

east: or 4 M;Concentration

S

  • casting time up to 1 hour;(an eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Druid (Grassland)

east: or 4 M;Concentration

S

  • casting time up to 1 hour;(An eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target 1 additional creature for each slot level above 2nd. ;Bard

east: or 4 M;Concentration

S

  • casting time up to 10 minutes;(a small piece of adamantine worth at least 500 gp
  • range which the spell consumes)You are immune to all damage until the spell ends.;Wizard (XGE)

east: or 4 M;Concentration

S

east: or 4 M;1 minute;(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;Artificer

S

east: or 4 M;1 minute;(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;Wizard

S

east: or 4 M;1 minute;(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;Sorcerer

2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
9;Invulnerability;9th level Abjuration;1 action;Self;V 9;Invulnerability;9th level Abjuration;1 action;Self;V
1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V
1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V
1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V

S

east: or 4 M;1 minute;(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;Druid

S

east: or 4 M;1 minute;(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;Ranger

a box

  • casting time a set of manacles
  • range a padlock

  • components or another object that contains a mundane or magical means that prevents access.
    A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked
  • duration unstuck

or unbarred. If the object has multiple locks

east: or 4 a chest

a box

  • casting time a set of manacles
  • range a padlock

  • components or another object that contains a mundane or magical means that prevents access.
    A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked
  • duration unstuck

or unbarred. If the object has multiple locks

east: or 4 a chest

a box

  • casting time a set of manacles
  • range a padlock

  • components or another object that contains a mundane or magical means that prevents access.
    A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked
  • duration unstuck

or unbarred. If the object has multiple locks

east: or 4 a chest

S

  • casting time which the spell consumes
  • range and four ivory strips worth at least 50 gp each)Name or describe a person

  • components place
  • duration or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales

forgotten stories

east: or 4 M;Instantaneous;(incense worth at least 250 gp

S

  • casting time which the spell consumes
  • range and four ivory strips worth at least 50 gp each)Name or describe a person

  • components place
  • duration or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales

forgotten stories

east: or 4 M;Instantaneous;(incense worth at least 250 gp

S

  • casting time which the spell consumes
  • range and four ivory strips worth at least 50 gp each)Name or describe a person

  • components place
  • duration or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales

forgotten stories

east: or 4 M;Instantaneous;(incense worth at least 250 gp

S

  • casting time Consumed
  • range and 4 ivory strips worth at least 50 gp each)Name or describe a person

  • components place
  • duration or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales

forgotten stories

east: or 4 M;Instantaneous;(Incense worth at least 250 gp

1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V
1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V
2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door 2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door
2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door 2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door
2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door 2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door
5;Legend Lore;5th level Divination;10 minutes;Self;V 5;Legend Lore;5th level Divination;10 minutes;Self;V
5;Legend Lore;5th level Divination;10 minutes;Self;V 5;Legend Lore;5th level Divination;10 minutes;Self;V
5;Legend Lore;5th level Divination;10 minutes;Self;V 5;Legend Lore;5th level Divination;10 minutes;Self;V
5;Legend Lore;5th level Divination;10 minutes;Self;V 5;Legend Lore;5th level Divination;10 minutes;Self;V

S

  • casting time 3 feet by 2 feet by 2 feet
  • range constructed from rare materials worth at least 5

  • components000 gp
  • duration and a Tiny replica made from the same materials worth at least 50 gp)You hide a chest

and all its contents

east: or 4 M;Instantaneous;(an exquisite chest

S

  • casting time 3 feet by 2 feet by 2 feet
  • range constructed from rare materials worth at least 5

  • components000 gp
  • duration and a Tiny replica made from the same materials worth at least 50 gp)You hide a chest

and all its contents

east: or 4 M;Instantaneous;(an exquisite chest

S

  • casting time 3 feet by 2 feet by 2 feet
  • range constructed from rare materials worth at least 5

  • components000 gp
  • duration and a Tiny replica made from the same materials worth at least 50 gp)You hide a chest

and all its contents

east: or 4 M;Instantaneous;(an exquisite chest

S

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

  • components of any color you choose
  • duration but it is transparent from the inside. ;Cleric (Twilight)

east: or 4 M;8 hours;(A small crystal bead)A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
9 creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than 9 creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry

S

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

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

east: or 4 M;8 hours;(a small crystal bead)A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry

S

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

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

east: or 4 M;8 hours;(A small crystal bead)A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
9 creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than 9 creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Cleric (*)(Life)

east: or 4 deafened

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Artificer

east: or 4 deafened

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Warlock (Celestial)

east: or 4 deafened

4;Leomund's Secret Chest;4th level Conjuration;1 action;Touch;V 4;Leomund's Secret Chest;4th level Conjuration;1 action;Touch;V
4;Leomund's Secret Chest;4th level Conjuration;1 action;Touch;V 4;Leomund's Secret Chest;4th level Conjuration;1 action;Touch;V
4;Leomund's Secret Chest;4th level Conjuration;1 action;Touch;V 4;Leomund's Secret Chest;4th level Conjuration;1 action;Touch;V
3;Leomund's Tiny Hut (Ritual);3rd level Evocation;1 minute;Self (10-foot-radius hemisphere);V 3;Leomund's Tiny Hut (Ritual);3rd level Evocation;1 minute;Self (10-foot-radius hemisphere);V
3;Leomund's Tiny Hut (ritual);3rd level Evocation;1 minute;Self (10-foot-radius hemisphere);V 3;Leomund's Tiny Hut (ritual);3rd level Evocation;1 minute;Self (10-foot-radius hemisphere);V
3;Leomund's Tiny Hut (Ritual);3rd level Evocation;1 minute;Self (10-foot-radius hemisphere);V 3;Leomund's Tiny Hut (Ritual);3rd level Evocation;1 minute;Self (10-foot-radius hemisphere);V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Paladin (*)(Devotion)

east: or 4 deafened

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Sorcerer (Clockwork Soul)

east: or 4 deafened

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Druid

east: or 4 deafened

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Ranger

east: or 4 deafened

S;Instantaneous;You touch a creature and can end either 1 disease or 1 condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Bard

east: or 4 deafened

S

  • casting time up to 10 minutes;(either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)One creature or object of your choice that you can see within range rises vertically
  • range up to 20 feet

  • components and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
    The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling)
  • duration which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target

you can move up or down as part of your move. Otherwise

east: or 4 M;Concentration

S

  • casting time up to 10 minutes;(either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)One creature or object of your choice that you can see within range rises vertically
  • range up to 20 feet

  • components and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
    The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling)
  • duration which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target

you can move up or down as part of your move. Otherwise

east: or 4 M;Concentration

S

  • casting time up to 10 minutes;(either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)One creature or object of your choice that you can see within range rises vertically
  • range up to 20 feet

  • components and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
    The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling)
  • duration which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target

you can move up or down as part of your move. Otherwise

east: or 4 M;Concentration

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

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

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

2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Levitate;2nd level Transmutation;1 action;60 feet;V 2;Levitate;2nd level Transmutation;1 action;60 feet;V
2;Levitate;2nd level Transmutation;1 action;60 feet;V 2;Levitate;2nd level Transmutation;1 action;60 feet;V
2;Levitate;2nd level Transmutation;1 action;60 feet;V 2;Levitate;2nd level Transmutation;1 action;60 feet;V
3;Life Transference;3rd level Necromancy;1 action;30 feet;V 3;Life Transference;3rd level Necromancy;1 action;30 feet;V

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

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

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

M;1 hour;(a firefly or phosphorescent moss)You touch one object that is no larger than 10 feet in any dimension. Until the spell ends

  • casting time that creature must succeed on a Dexterity saving throw to avoid the spell. ;Cleric
  • range

east: or 4 the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature

M;1 hour;(a firefly or phosphorescent moss)You touch one object that is no larger than 10 feet in any dimension. Until the spell ends

  • casting time that creature must succeed on a Dexterity saving throw to avoid the spell. ;Artificer
  • range

east: or 4 the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature

M;1 hour;(a firefly or phosphorescent moss)You touch one object that is no larger than 10 feet in any dimension. Until the spell ends

  • casting time that creature must succeed on a Dexterity saving throw to avoid the spell. ;Wizard
  • range

east: or 4 the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature

M;1 hour;(a firefly or phosphorescent moss)You touch one object that is no larger than 10 feet in any dimension. Until the spell ends

  • casting time that creature must succeed on a Dexterity saving throw to avoid the spell. ;Sorcerer
  • range

east: or 4 the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature

M;1 hour;(A firefly or phosphorescent moss)You touch 1 object that is no larger than 10 feet in any dimension. Until the spell ends

  • casting time that creature must succeed on a Dexterity saving throw to avoid the spell. ;Bard
  • range

east: or 4 the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature

S;Concentration

  • casting time the weapon's ammunition
  • range or the weapon itself if it's a thrown weapon

  • components transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit
  • duration or half as much damage on a miss

instead of the weapon's normal damage.
Whether you hit or miss

east: or 4 up to 1 minute;The next time you make a ranged weapon attack during the spell's duration

S

  • casting time crystal
  • range or glass)A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save

  • components or half as much damage on a successful one.
    The lightning ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot above 3rd. ;Artificer (Armorer)

east: or 4 M;Instantaneous;(a bit of fur and a rod of amber

S

  • casting time crystal
  • range or glass)A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save

  • components or half as much damage on a successful one.
    The lightning ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot above 3rd. ;Warlock (Fathomless)

east: or 4 M;Instantaneous;(a bit of fur and a rod of amber

3;Life Transference;3rd level Necromancy;1 action;30 feet;V 3;Life Transference;3rd level Necromancy;1 action;30 feet;V
0;Light;Evocation cantrip;1 action;Touch;V 0;Light;Evocation cantrip;1 action;Touch;V
0;Light;Evocation cantrip;1 action;Touch;V 0;Light;Evocation cantrip;1 action;Touch;V
0;Light;Evocation cantrip;1 action;Touch;V 0;Light;Evocation cantrip;1 action;Touch;V
0;Light;Evocation cantrip;1 action;Touch;V 0;Light;Evocation cantrip;1 action;Touch;V
0;Light;Evocation cantrip;1 action;Touch;V 0;Light;Evocation cantrip;1 action;Touch;V
3;Lightning Arrow;3rd level Transmutation;1 bonus action;Self;V 3;Lightning Arrow;3rd level Transmutation;1 bonus action;Self;V
3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V 3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V
3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V 3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V

S

  • casting time crystal
  • range or glass)A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save

  • components or half as much damage on a successful one.
    The lightning ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot above 3rd. ;Wizard

east: or 4 M;Instantaneous;(a bit of fur and a rod of amber

S

  • casting time crystal
  • range or glass)A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save

  • components or half as much damage on a successful one.
    The lightning ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot above 3rd. ;Sorcerer

east: or 4 M;Instantaneous;(a bit of fur and a rod of amber

S

  • casting time crystal
  • range or glass)A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save

  • components or half as much damage on a successful one.
    The lightning ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot above 3rd. ;Druid (Mountain)

east: or 4 M;Instantaneous;(a bit of fur and a rod of amber

11th level (3d8)

east: or 4 and 17th level (4d8).;Artificer (TCE)

11th level (3d8)

east: or 4 and 17th level (4d8).;Warlock (TCE)

11th level (3d8)

east: or 4 and 17th level (4d8).;Warlock (SCAG)

11th level (3d8)

east: or 4 and 17th level (4d8).;Wizard (TCE)

11th level (3d8)

east: or 4 and 17th level (4d8).;Wizard (SCAG)

11th level (3d8)

east: or 4 and 17th level (4d8).;Sorcerer (TCE)

3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V 3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V
3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V 3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V
3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V 3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V
0;Lightning Lure;Evocation cantrip;1 action;15 feet;V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;15 feet;V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;Self (15-foot radius);V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;Self (15-foot radius);V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;15 feet;V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;15 feet;V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;Self (15-foot radius);V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;Self (15-foot radius);V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;15 feet;V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;15 feet;V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;Self (15-foot radius);V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;Self (15-foot radius);V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8)

11th level (3d8)

east: or 4 and 17th level (4d8).;Sorcerer (SCAG)

S

  • casting time you learn the direction and distance to the closest creature or plant of that kind within 5 miles
  • range if any are present.;Druid

east: or 4 M;Instantaneous;(a bit of fur from a bloodhound)Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings

S

  • casting time you learn the direction and distance to the closest creature or plant of that kind within 5 miles
  • range if any are present.;Ranger

east: or 4 M;Instantaneous;(a bit of fur from a bloodhound)Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings

S

  • casting time you learn the direction and distance to the closest creature or plant of that kind within 5 miles
  • range if any are present.;Bard

east: or 4 M;Instantaneous;(A bit of fur from a bloodhound)Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings

S

  • casting time up to 1 hour;(a bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration you know the direction of its movement.
    The spell can locate a specific creature known to you

or the nearest creature of a specific kind (such as a human or a unicorn)

east: or 4 M;Concentration

S

  • casting time up to 1 hour;(A bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration you know the direction of its movement.
    The spell can locate a specific creature known to you

or the nearest creature of a specific kind (such as a human or a unicorn)

east: or 4 M;Concentration

S

  • casting time up to 1 hour;(a bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration you know the direction of its movement.
    The spell can locate a specific creature known to you

or the nearest creature of a specific kind (such as a human or a unicorn)

east: or 4 M;Concentration

S

  • casting time up to 1 hour;(a bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration you know the direction of its movement.
    The spell can locate a specific creature known to you

or the nearest creature of a specific kind (such as a human or a unicorn)

east: or 4 M;Concentration

S

  • casting time up to 1 hour;(a bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration you know the direction of its movement.
    The spell can locate a specific creature known to you

or the nearest creature of a specific kind (such as a human or a unicorn)

east: or 4 M;Concentration

0;Lightning Lure;Evocation cantrip;1 action;15 feet;V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;15 feet;V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The spell's damage increases by 1d8 when you reach 5th level (2d8)
2;Locate Animals or Plants (ritual);2nd level Divination;1 action;Self;V 2;Locate Animals or Plants (ritual);2nd level Divination;1 action;Self;V
2;Locate Animals or Plants (ritual);2nd level Divination;1 action;Self;V 2;Locate Animals or Plants (ritual);2nd level Divination;1 action;Self;V
2;Locate Animals or Plants (Ritual);2nd level Divination;1 action;Self;V 2;Locate Animals or Plants (Ritual);2nd level Divination;1 action;Self;V
4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V
4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V
4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V
4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V
4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V

S

  • casting time up to 1 hour;(a bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration you know the direction of its movement.
    The spell can locate a specific creature known to you

or the nearest creature of a specific kind (such as a human or a unicorn)

east: or 4 M;Concentration

S

  • casting time up to 1 hour;(A bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration you know the direction of its movement.
    The spell can locate a specific creature known to you

or the nearest creature of a specific kind (such as a human or a unicorn)

east: or 4 M;Concentration

S

  • casting time up to 10 minutes;(a forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration you know the direction of its movement.
    The spell can locate a specific object known to you

as long as you have seen it up close - within 30 feet - at least once. Alternatively

east: or 4 M;Concentration

S

  • casting time up to 10 minutes;(a forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration you know the direction of its movement.
    The spell can locate a specific object known to you

as long as you have seen it up close - within 30 feet - at least once. Alternatively

east: or 4 M;Concentration

S

  • casting time up to 10 minutes;(a forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration you know the direction of its movement.
    The spell can locate a specific object known to you

as long as you have seen it up close - within 30 feet - at least once. Alternatively

east: or 4 M;Concentration

S

  • casting time up to 10 minutes;(a forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration you know the direction of its movement.
    The spell can locate a specific object known to you

as long as you have seen it up close - within 30 feet - at least once. Alternatively

east: or 4 M;Concentration

S

  • casting time up to 10 minutes;(a forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration you know the direction of its movement.
    The spell can locate a specific object known to you

as long as you have seen it up close - within 30 feet - at least once. Alternatively

east: or 4 M;Concentration

S

  • casting time up to 10 minutes;(A forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration you know the direction of its movement.
    The spell can locate a specific object known to you

as long as you have seen it up close - within 30 feet - at least once. Alternatively

east: or 4 M;Concentration

S

  • casting time you can target one additional creature for each slot level above 1st. ;Artificer
  • range

east: or 4 M;1 hour;(a pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V
4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V
2;Locate Object;2nd level Divination;1 action;Self;V 2;Locate Object;2nd level Divination;1 action;Self;V
2;Locate Object;2nd level Divination;1 action;Self;V 2;Locate Object;2nd level Divination;1 action;Self;V
2;Locate Object;2nd level Divination;1 action;Self;V 2;Locate Object;2nd level Divination;1 action;Self;V
2;Locate Object;2nd level Divination;1 action;Self;V 2;Locate Object;2nd level Divination;1 action;Self;V
2;Locate Object;2nd level Divination;1 action;Self;V 2;Locate Object;2nd level Divination;1 action;Self;V
2;Locate Object;2nd level Divination;1 action;Self;V 2;Locate Object;2nd level Divination;1 action;Self;V
1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V

S

  • casting time you can target one additional creature for each slot level above 1st. ;Wizard
  • range

east: or 4 M;1 hour;(a pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S

  • casting time you can target one additional creature for each slot level above 1st. ;Druid
  • range

east: or 4 M;1 hour;(a pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S

  • casting time you can target one additional creature for each slot level above 1st. ;Ranger
  • range

east: or 4 M;1 hour;(a pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S

  • casting time you can target 1 additional creature for each slot level above 1st. ;Bard
  • range

east: or 4 M;1 hour;(A pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

M;Concentration

  • casting time as well as light c reated by spells of 8th level or lower
  • range can't illuminate the area.
    Shrieks

  • components gibbering
  • duration and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere

it must make a Wisdom saving throw

east: or 4 up to 10 minutes;(a drop of pitch mixed with a drop of mercury)Magical darkness spreads from a point you choose with in range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light

M;Concentration

  • casting time as well as light c reated by spells of 8th level or lower
  • range can't illuminate the area.
    Shrieks

  • components gibbering
  • duration and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere

it must make a Wisdom saving throw

east: or 4 up to 10 minutes;(a drop of pitch mixed with a drop of mercury)Magical darkness spreads from a point you choose with in range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light

S

  • casting time up to 1 minute;(paper or leaf in the shape of a funnel)A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends
  • range that area is difficult terrain

  • components and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.;Druid (XGE)
  • duration

east: or 4 M;Concentration

S

  • casting time and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.;Wizard
  • range

east: or 4 M;8 hours;(a piece of cured leather)You touch a willing creature who isn't wearing armor

S

  • casting time and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.;Sorcerer
  • range

east: or 4 M;8 hours;(a piece of cured leather)You touch a willing creature who isn't wearing armor

1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V
1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V
1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V
1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V
8;Maddening Darkness;8th level Evocation;1 action;150 feet;V 8;Maddening Darkness;8th level Evocation;1 action;150 feet;V
8;Maddening Darkness;8th level Evocation;1 action;150 feet;V 8;Maddening Darkness;8th level Evocation;1 action;150 feet;V
5;Maelstrom;5th level Evocation;1 action;120 feet;V 5;Maelstrom;5th level Evocation;1 action;120 feet;V
1;Mage Armor;1st level Abjuration;1 action;Touch;V 1;Mage Armor;1st level Abjuration;1 action;Touch;V
1;Mage Armor;1st level Abjuration;1 action;Touch;V 1;Mage Armor;1st level Abjuration;1 action;Touch;V

S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Artificer

east: or 4 floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Warlock

east: or 4 floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Wizard

east: or 4 floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Sorcerer

east: or 4 floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Ranger (Swarmkeeper)

east: or 4 floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Bard

east: or 4 floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

S

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

  • components elementals
  • duration fey

fiends

east: or 4 M;1 hour;(holy water or powdered silver and iron worth at least 100 gp

S

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

  • components elementals
  • duration fey

fiends

east: or 4 M;1 hour;(holy water or powdered silver and iron worth at least 100 gp

S

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

  • components elementals
  • duration fey

fiends

east: or 4 M;1 hour;(holy water or powdered silver and iron worth at least 100 gp

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V 3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V
3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V 3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V
3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V 3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V

S

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

  • components elementals
  • duration fey

fiends

east: or 4 M;1 hour;(holy water or powdered silver and iron worth at least 100 gp

S

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

  • components elementals
  • duration fey

fiends

east: or 4 M;1 hour;(holy water or powdered silver and iron worth at least 100 gp

S

  • casting time crystal
  • range reliquary

  • components or some other ornamental container worth at least 500 gp)Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container
  • duration you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container

either returning to your living body (and ending the spell) or attempting to possess a humanoids body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can't be possessed). The target must make a Charisma saving throw. On a failure

your soul moves into the target's body M;Until dispelled;(a gem

S;Instantaneous;You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

your soul moves into the target's body the spell creates one more dart for each slot above 1st. ;Cleric (Arcana)

S;Instantaneous;You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

your soul moves into the target's body the spell creates one more dart for each slot above 1st. ;Artificer (Armorer)

S;Instantaneous;You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

your soul moves into the target's body the spell creates one more dart for each slot above 1st. ;Wizard

S;Instantaneous;You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

your soul moves into the target's body the spell creates one more dart for each slot above 1st. ;Sorcerer

S

  • casting time which the spell consumes)You implant a message within an object in range
  • range a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message

  • components which must be 25 words or less
  • duration though it can be delivered over as long as 10 minutes. Finally

determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs

your soul moves into the target's body M;Until dispelled;(a small bit of honeycomb and jade dust worth at least 10 gp

S

  • casting time which the spell consumes)You implant a message within an object in range
  • range a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message

  • components which must be 25 words or less
  • duration though it can be delivered over as long as 10 minutes. Finally

determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs

your soul moves into the target's body M;Until dispelled;(a small bit of honeycomb and jade dust worth at least 10 gp

3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V 3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V
3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V 3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V
6;Magic Jar;6th level Necromancy;1 minute;Self;V 6;Magic Jar;6th level Necromancy;1 minute;Self;V
1;Magic Missile;1st level Evocation;1 action;120 feet;V 1;Magic Missile;1st level Evocation;1 action;120 feet;V
1;Magic Missile;1st level Evocation;1 action;120 feet;V 1;Magic Missile;1st level Evocation;1 action;120 feet;V
1;Magic Missile;1st level Evocation;1 action;120 feet;V 1;Magic Missile;1st level Evocation;1 action;120 feet;V
1;Magic Missile;1st level Evocation;1 action;120 feet;V 1;Magic Missile;1st level Evocation;1 action;120 feet;V
2;Magic Mouth (ritual);2nd level Illusion;1 minute;30 feet;V 2;Magic Mouth (ritual);2nd level Illusion;1 minute;30 feet;V
2;Magic Mouth (ritual);2nd level Illusion;1 minute;30 feet;V 2;Magic Mouth (ritual);2nd level Illusion;1 minute;30 feet;V

S

  • casting time Consumed)You implant a message within an object in range
  • range a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message

  • components which must be 25 words or less
  • duration though it can be delivered over as long as 10 minutes. Finally

determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs

your soul moves into the target's body M;Until dispelled;(A small bit of honeycomb and jade dust worth at least 10 gp

S;1 minute;You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. lf thrown

  • casting time that attacker adds your spellcasting ability modifier
  • range not the attacker's

  • components to the attack roll. On a hit
  • duration the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses

the spell then ends on the stone.
If you cast this spell again

your soul moves into the target's body a pebble has a range of 60 feet. If someone else attacks with a pebble

S;1 minute;You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. lf thrown

  • casting time that attacker adds your spellcasting ability modifier
  • range not the attacker's

  • components to the attack roll. On a hit
  • duration the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses

the spell then ends on the stone.
If you cast this spell again

your soul moves into the target's body a pebble has a range of 60 feet. If someone else attacks with a pebble

S;1 minute;You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. lf thrown

  • casting time that attacker adds your spellcasting ability modifier
  • range not the attacker's

  • components to the attack roll. On a hit
  • duration the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses

the spell then ends on the stone.
If you cast this spell again

your soul moves into the target's body a pebble has a range of 60 feet. If someone else attacks with a pebble

S;Concentration

  • casting time that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the bonus increases to +2. When you use a spell slot of 6th level or higher

  • components the bonus increases to +3. ;Cleric (War)(Forge)(Arcana)
  • duration

your soul moves into the target's body up to 1 hour;You touch a nonmagical weapon. Until the spell ends

S;Concentration

  • casting time that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the bonus increases to +2. When you use a spell slot of 6th level or higher

  • components the bonus increases to +3. ;Artificer
  • duration

your soul moves into the target's body up to 1 hour;You touch a nonmagical weapon. Until the spell ends

S;Concentration

  • casting time that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the bonus increases to +2. When you use a spell slot of 6th level or higher

  • components the bonus increases to +3. ;Wizard
  • duration

your soul moves into the target's body up to 1 hour;You touch a nonmagical weapon. Until the spell ends

S;Concentration

  • casting time that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the bonus increases to +2. When you use a spell slot of 6th level or higher

  • components the bonus increases to +3. ;Paladin
  • duration

your soul moves into the target's body up to 1 hour;You touch a nonmagical weapon. Until the spell ends

S;Concentration

  • casting time that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the bonus increases to +2. When you use a spell slot of 6th level or higher

  • components the bonus increases to +3. ;Paladin (Glory)
  • duration

your soul moves into the target's body up to 1 hour;You touch a nonmagical weapon. Until the spell ends

2;Magic Mouth (Ritual);2nd level Illusion;1 minute;30 feet;V 2;Magic Mouth (Ritual);2nd level Illusion;1 minute;30 feet;V
0;Magic Stone;Transmutation cantrip;1 bonus action;Touch;V 0;Magic Stone;Transmutation cantrip;1 bonus action;Touch;V
0;Magic Stone;Transmutation cantrip;1 bonus action;Touch;V 0;Magic Stone;Transmutation cantrip;1 bonus action;Touch;V
0;Magic Stone;Transmutation cantrip;1 bonus action;Touch;V 0;Magic Stone;Transmutation cantrip;1 bonus action;Touch;V
2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V 2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V
2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V 2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V
2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V 2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V
2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V 2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V
2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V 2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V

S;Concentration

  • casting time that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the bonus increases to +2. When you use a spell slot of 6th level or higher

  • components the bonus increases to +3. ;Sorcerer (TCE)
  • duration

your soul moves into the target's body up to 1 hour;You touch a nonmagical weapon. Until the spell ends

S;Concentration

  • casting time that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the bonus increases to +2. When you use a spell slot of 6th level or higher

  • components the bonus increases to +3. ;Ranger (TCE)
  • duration

your soul moves into the target's body up to 1 hour;You touch a nonmagical weapon. Until the spell ends

S

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

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

smells

your soul moves into the target's body M;Concentration

S

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

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

smells

your soul moves into the target's body M;Concentration

S

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

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

smells

your soul moves into the target's body M;Concentration

S

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

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

smells

your soul moves into the target's body M;Concentration

S;Instantaneous;A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

your soul moves into the target's body the healing increases by 1d8 for each slot level above 5th. ;Cleric (*)(Life)

S;Instantaneous;A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

your soul moves into the target's body the healing increases by 1d8 for each slot level above 5th. ;Artificer (Battle Smith)

S;Instantaneous;A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

your soul moves into the target's body the healing increases by 1d8 for each slot level above 5th. ;Druid

2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V 2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V
2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V 2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V
3;Major Image;3rd level Illusion;1 action;120 feet;V 3;Major Image;3rd level Illusion;1 action;120 feet;V
3;Major Image;3rd level Illusion;1 action;120 feet;V 3;Major Image;3rd level Illusion;1 action;120 feet;V
3;Major Image;3rd level Illusion;1 action;120 feet;V 3;Major Image;3rd level Illusion;1 action;120 feet;V
3;Major Image;3rd level Illusion;1 action;120 feet;V 3;Major Image;3rd level Illusion;1 action;120 feet;V
5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V 5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V
5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V 5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V
5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V 5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V

S;Instantaneous;A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

your soul moves into the target's body the healing increases by 1d8 for each slot level above 5th. ;Druid (Wildfire)

S;Instantaneous;A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

your soul moves into the target's body the healing increases by 1d8 for each slot level above 5th. ;Bard

S;Instantaneous;A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points

your soul moves into the target's body divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.;Cleric

up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

your soul moves into the target's body the healing increases by 1d4 for each slot level above 3rd. ;Cleric

up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

your soul moves into the target's body the healing increases by 1d4 for each slot level above 3rd. ;Cleric (Order)

up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

your soul moves into the target's body the healing increases by 1d4 for each slot level above 3rd. ;Artificer (Alchemist)

up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

your soul moves into the target's body the healing increases by 1d4 for each slot level above 3rd. ;Bard (TCE)

S

  • casting time up to 1 hour;(a caterpillar cocoon)You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
    Each target assumes a beast form of your choice
  • range and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level

  • components if the target doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast

but the target retains its hit points M;Concentration

S

  • casting time up to 1 hour;(a caterpillar cocoon)You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
    Each target assumes a beast form of your choice
  • range and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level

  • components if the target doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast

but the target retains its hit points M;Concentration

5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V 5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V
5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V 5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V
9;Mass Heal;9th level Evocation;1 action;60 feet;V 9;Mass Heal;9th level Evocation;1 action;60 feet;V
3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration 3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration
3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration 3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration
3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration 3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration
3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration 3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration
9;Mass Polymorph;9th level Transmutation;1 action;120 feet;V 9;Mass Polymorph;9th level Transmutation;1 action;120 feet;V
9;Mass Polymorph;9th level Transmutation;1 action;120 feet;V 9;Mass Polymorph;9th level Transmutation;1 action;120 feet;V

S

  • casting time up to 1 hour;(A caterpillar cocoon)You transform up to 10 creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
    Each target assumes a beast form of your choice
  • range and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level

  • components if the target doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast

but the target retains its hit points M;Concentration

M;24 hours;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve 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. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

  • casting time immolate itself
  • range or do some other obviously harmful act automatically negates the effect of the spell.
    Each target must make a Wisdom saving throw. On a failed save

  • components it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time
  • duration the spell ends when the subject finishes what it was asked to do.
    You can also specify conditions that will trigger a special activity during the duration. For example

you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends

but the target retains its hit points throw itself onto a spear

M;24 hours;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve 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. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

  • casting time immolate itself
  • range or do some other obviously harmful act automatically negates the effect of the spell.
    Each target must make a Wisdom saving throw. On a failed save

  • components it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time
  • duration the spell ends when the subject finishes what it was asked to do.
    You can also specify conditions that will trigger a special activity during the duration. For example

you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends

but the target retains its hit points throw itself onto a spear

M;24 hours;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve 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. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

  • casting time immolate itself
  • range or do some other obviously harmful act automatically negates the effect of the spell.
    Each target must make a Wisdom saving throw. On a failed save

  • components it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time
  • duration the spell ends when the subject finishes what it was asked to do.
    You can also specify conditions that will trigger a special activity during the duration. For example

you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends

but the target retains its hit points throw itself onto a spear

M;24 hours;(A snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or 2) and magically influence up to twelve 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. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

  • casting time immolate itself
  • range or do some other obviously harmful act automatically negates the effect of the spell.
    Each target must make a Wisdom saving throw. On a failed save

  • components it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time
  • duration the spell ends when the subject finishes what it was asked to do.
    You can also specify conditions that will trigger a special activity during the duration. For example

you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends

but the target retains its hit points throw itself onto a spear

S

  • casting time up to 1 minute;(a miniature hand sculpted from clay)You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save
  • range the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
    As an action

  • components you can cause the hand to crush the restrained target
  • duration which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save

or half as much damage on a successful one.
To break out

but the target retains its hit points M;Concentration

S

  • casting time up to 1 minute;(a miniature hand sculpted from clay)You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save
  • range the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
    As an action

  • components you can cause the hand to crush the restrained target
  • duration which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save

or half as much damage on a successful one.
To break out

but the target retains its hit points M;Concentration

S;Concentration

  • casting time it makes a DC 20 Intelligence check. If it succeeds
  • range it escapes

  • components and the spell ends (a minotaur or goristro demon automatically succeeds).
    When the spell ends
  • duration the target reappears in the space it left or

if that space is occupied

but the target retains its hit points up to 10 minutes;You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can use its action to attempt to escape. When it does so

S;8 hours;You step into a stone object or surface large enough to fully contain your body

  • casting time you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
    While merged with the stone
  • range you can't see what occurs outside it

  • components and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it
  • duration which ends the spell. You otherwise can't move.
    Minor physical damage to the stone doesn't harm you

but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled

but the target retains its hit points melding yourself and all the equipment you carry with the stone for the duration. Using your movement

9;Mass Polymorph;9th level Transmutation;1 action;120 feet;V 9;Mass Polymorph;9th level Transmutation;1 action;120 feet;V
6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V 6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V
6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V 6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V
6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V 6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V
6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V 6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V
2;Maximilian's Earthen Grasp;2nd level Transmutation;1 action;30 feet;V 2;Maximilian's Earthen Grasp;2nd level Transmutation;1 action;30 feet;V
2;Maximilian's Earthen Grasp;2nd level Transmutation;1 action;30 feet;V 2;Maximilian's Earthen Grasp;2nd level Transmutation;1 action;30 feet;V
8;Maze;8th level Conjuration;1 action;60 feet;V 8;Maze;8th level Conjuration;1 action;60 feet;V
3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V 3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V

S;8 hours;You step into a stone object or surface large enough to fully contain your body

  • casting time you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
    While merged with the stone
  • range you can't see what occurs outside it

  • components and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it
  • duration which ends the spell. You otherwise can't move.
    Minor physical damage to the stone doesn't harm you

but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled

but the target retains its hit points melding yourself and all the equipment you carry with the stone for the duration. Using your movement

S;8 hours;You step into a stone object or surface large enough to fully contain your body

  • casting time you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
    While merged with the stone
  • range you can't see what occurs outside it

  • components and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it
  • duration which ends the spell. You otherwise can't move.
    Minor physical damage to the stone doesn't harm you

but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled

but the target retains its hit points melding yourself and all the equipment you carry with the stone for the duration. Using your movement

S;8 hours;You step into a stone object or surface large enough to fully contain your body

  • casting time you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
    While merged with the stone
  • range you can't see what occurs outside it

  • components and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it
  • duration which ends the spell. You otherwise can't move.
    Minor physical damage to the stone doesn't harm you

but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled

but the target retains its hit points melding yourself and all the equipment you carry with the stone for the duration. Using your movement

S

  • casting time the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss
  • range the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components the damage (both initial and later) increases by 1d4 for each slot level above 2nd. ;Artificer (Alchemist)
  • duration

but the target retains its hit points M;Instantaneous;(powdered rhubarb leaf and an adder's stomach)A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit

S

  • casting time the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss
  • range the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components the damage (both initial and later) increases by 1d4 for each slot level above 2nd. ;Wizard
  • duration

but the target retains its hit points M;Instantaneous;(powdered rhubarb leaf and an adder's stomach)A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit

S

  • casting time the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss
  • range the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components the damage (both initial and later) increases by 1d4 for each slot level above 2nd. ;Druid (Swamp)
  • duration

but the target retains its hit points M;Instantaneous;(powdered rhubarb leaf and an adder's stomach)A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit

S

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

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

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

but the target retains its hit points M;Concentration

S

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

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

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

but the target retains its hit points M;Concentration

S

  • casting time such as broken chain link
  • range two halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

but the target retains its hit points M;Instantaneous;(two lodestones)This spell repairs a single break or tear in an object you touch

3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V 3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V
3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V 3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V
3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V 3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V
2;Melf's Acid Arrow;2nd level Evocation;1 action;90 feet;V 2;Melf's Acid Arrow;2nd level Evocation;1 action;90 feet;V
2;Melf's Acid Arrow;2nd level Evocation;1 action;90 feet;V 2;Melf's Acid Arrow;2nd level Evocation;1 action;90 feet;V
2;Melf's Acid Arrow;2nd level Evocation;1 action;90 feet;V 2;Melf's Acid Arrow;2nd level Evocation;1 action;90 feet;V
3;Melf's Minute Meteors;3rd level Evocation;1 action;Self;V 3;Melf's Minute Meteors;3rd level Evocation;1 action;Self;V
3;Melf's Minute Meteors;3rd level Evocation;1 action;Self;V 3;Melf's Minute Meteors;3rd level Evocation;1 action;Self;V
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V

S

  • casting time such as broken chain link
  • range two halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

but the target retains its hit points M;Instantaneous;(two lodestones)This spell repairs a single break or tear in an object you touch

S

  • casting time such as broken chain link
  • range two halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

but the target retains its hit points M;Instantaneous;(two lodestones)This spell repairs a single break or tear in an object you touch

S

  • casting time such as broken chain link
  • range two halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

but the target retains its hit points M;Instantaneous;(two lodestones)This spell repairs a single break or tear in an object you touch

S

  • casting time such as broken chain link
  • range two halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

but the target retains its hit points M;Instantaneous;(two lodestones)This spell repairs a single break or tear in an object you touch

S

  • casting time such as broken chain link
  • range 2 halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

but the target retains its hit points M;Instantaneous;(2 lodestones)This spell repairs a single break or tear in an object you touch

up to 1 minute;You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save

  • casting time and the spell ends. On a failed save
  • range the target takes 5d10 psychic damage

  • components and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire
  • duration floating razors

or hideous maws filled with dripping teeth. Whatever form the illusion takes

but the target retains its hit points the target takes 5d10 psychic damage

up to 1 minute;You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save

  • casting time and the spell ends. On a failed save
  • range the target takes 5d10 psychic damage

  • components and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire
  • duration floating razors

or hideous maws filled with dripping teeth. Whatever form the illusion takes

but the target retains its hit points the target takes 5d10 psychic damage

up to 1 minute;You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save

  • casting time and the spell ends. On a failed save
  • range the target takes 5d10 psychic damage

  • components and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire
  • duration floating razors

or hideous maws filled with dripping teeth. Whatever form the illusion takes

but the target retains its hit points the target takes 5d10 psychic damage

S

  • casting time 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. ;Artificer

but the target retains its hit points M;1 round;(a short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence

0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
6;Mental Prison;6th level Illusion;1 action;60 feet;S;Concentration 6;Mental Prison;6th level Illusion;1 action;60 feet;S;Concentration
6;Mental Prison;6th level Illusion;1 action;60 feet;S;Concentration 6;Mental Prison;6th level Illusion;1 action;60 feet;S;Concentration
6;Mental Prison;6th level Illusion;1 action;60 feet;S;Concentration 6;Mental Prison;6th level Illusion;1 action;60 feet;S;Concentration
0;Message;Transmutation cantrip;1 action;120 feet;V 0;Message;Transmutation cantrip;1 action;120 feet;V

S

  • casting time 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. ;Wizard

but the target retains its hit points M;1 round;(a short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence

S

  • casting time 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. ;Sorcerer

but the target retains its hit points M;1 round;(a short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence

S

  • casting time 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. ;Bard

but the target retains its hit points M;1 round;(A short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence

S;Instantaneous;Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save

but the target retains its hit points or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. ;Wizard

S;Instantaneous;Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save

but the target retains its hit points or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. ;Sorcerer

S

  • casting time which the spell consumes)A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side
  • range and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.
    The fortress has four turrets with square bases

  • components each one 20 feet on a side and 30 feet tall
  • duration with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long

creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side

but the target retains its hit points M;Instantaneous;(a diamond worth at least 500 gp

S;24 hours;Until the spell ends

  • casting time any effect that would sense its emotions or read its thoughts
  • range divination spells

  • components and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.;Wizard
  • duration

but the target retains its hit points one willing creature you touch is immune to psychic damage

S;24 hours;Until the spell ends

  • casting time any effect that would sense its emotions or read its thoughts
  • range divination spells

  • components and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.;Bard
  • duration

but the target retains its hit points 1 willing creature you touch is immune to psychic damage

11th level (3d6)

but the target retains its hit points and 17th level (4d6).;Warlock (TCE)

0;Message;Transmutation cantrip;1 action;120 feet;V 0;Message;Transmutation cantrip;1 action;120 feet;V
0;Message;Transmutation cantrip;1 action;120 feet;V 0;Message;Transmutation cantrip;1 action;120 feet;V
0;Message;Transmutation cantrip;1 action;120 feet;V 0;Message;Transmutation cantrip;1 action;120 feet;V
9;Meteor Swarm;9th level Evocation;1 action;1 mile;V 9;Meteor Swarm;9th level Evocation;1 action;1 mile;V
9;Meteor Swarm;9th level Evocation;1 action;1 mile;V 9;Meteor Swarm;9th level Evocation;1 action;1 mile;V
8;Mighty Fortress;8th level Conjuration;1 minute;1 mile;V 8;Mighty Fortress;8th level Conjuration;1 minute;1 mile;V
8;Mind Blank;8th level Abjuration;1 action;Touch;V 8;Mind Blank;8th level Abjuration;1 action;Touch;V
8;Mind Blank;8th level Abjuration;1 action;Touch;V 8;Mind Blank;8th level Abjuration;1 action;Touch;V
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)

11th level (3d6)

but the target retains its hit points and 17th level (4d6).;Wizard (TCE)

11th level (3d6)

but the target retains its hit points and 17th level (4d6).;Sorcerer

11th level (3d6)

but the target retains its hit points and 17th level (4d6).;Sorcerer (Aberrant Mind)

up to 1 hour;You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw

  • casting time or half as much damage on a successful one. On a failed save
  • range you also always know the target's location until the spell ends

  • components but only while the two of you are on the same plane of existence. While you have this knowledge
  • duration the target can't become hidden from you

and if it's invisible

but the target retains its hit points taking 3d8 psychic damage on a failed save

up to 1 hour;You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw

  • casting time or half as much damage on a successful one. On a failed save
  • range you also always know the target's location until the spell ends

  • components but only while the two of you are on the same plane of existence. While you have this knowledge
  • duration the target can't become hidden from you

and if it's invisible

but the target retains its hit points taking 3d8 psychic damage on a failed save

up to 1 hour;You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw

  • casting time or half as much damage on a successful one. On a failed save
  • range you also always know the target's location until the spell ends

  • components but only while the two of you are on the same plane of existence. While you have this knowledge
  • duration the target can't become hidden from you

and if it's invisible

but the target retains its hit points taking 3d8 psychic damage on a failed save

M;1 minute;You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound

  • casting time someone else's voice
  • range a lion's roar

  • components a beating of drums
  • duration or any other sound you choose. The sound continues unabated throughout the duration

or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair

muddy footprints its volume can range from a whisper to a scream. It can be your voice

M;1 minute;(A bit of fleece)You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound

  • casting time someone else's voice
  • range a lion's roar

  • components a beating of drums
  • duration or any other sound you choose. The sound continues unabated throughout the duration

or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair

muddy footprints its volume can range from a whisper to a scream. It can be your voice

M;1 minute;(A bit of fleece)You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound

  • casting time someone else's voice
  • range a lion's roar

  • components a beating of drums
  • duration or any other sound you choose. The sound continues unabated throughout the duration

or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair

muddy footprints its volume can range from a whisper to a scream. It can be your voice

0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
2;Mind Spike;2nd level Divination;1 action;60 feet;S;Concentration 2;Mind Spike;2nd level Divination;1 action;60 feet;S;Concentration
2;Mind Spike;2nd level Divination;1 action;60 feet;S;Concentration 2;Mind Spike;2nd level Divination;1 action;60 feet;S;Concentration
2;Mind Spike;2nd level Divination;1 action;60 feet;S;Concentration 2;Mind Spike;2nd level Divination;1 action;60 feet;S;Concentration
0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S

M;1 minute;(A bit of fleece)You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound

  • casting time someone else's voice
  • range a lion's roar

  • components a beating of drums
  • duration or any other sound you choose. The sound continues unabated throughout the duration

or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair

muddy footprints its volume can range from a whisper to a scream. It can be your voice

S;10 days;You make terrain in an area up to 1 mile square look

  • casting time smell
  • range and even feel like some other sort of terrain. The terrain's general shape remains the same

  • components however. Open fields or a road could be made to resemble a swamp
  • duration hill

crevasse

muddy footprints sound

S;10 days;You make terrain in an area up to 1 mile square look

  • casting time smell
  • range and even feel like some other sort of terrain. The terrain's general shape remains the same

  • components however. Open fields or a road could be made to resemble a swamp
  • duration hill

crevasse

muddy footprints sound

S;10 days;You make terrain in an area up to 1 mile square look

  • casting time smell
  • range and even feel like some other sort of terrain. The terrain's general shape remains the same

  • components however. Open fields or a road could be made to resemble a swamp
  • duration hill

crevasse

muddy footprints sound

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

muddy footprints the duplicates move with you and mimic your actions

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

muddy footprints the duplicates move with you and mimic your actions

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

muddy footprints the duplicates move with you and mimic your actions

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

muddy footprints the duplicates move with you and mimic your actions

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

muddy footprints the duplicates move with you and mimic your actions

0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
7;Mirage Arcane;7th level Illusion;10 minutes;Sight;V 7;Mirage Arcane;7th level Illusion;10 minutes;Sight;V
7;Mirage Arcane;7th level Illusion;10 minutes;Sight;V 7;Mirage Arcane;7th level Illusion;10 minutes;Sight;V
7;Mirage Arcane;7th level Illusion;10 minutes;Sight;V 7;Mirage Arcane;7th level Illusion;10 minutes;Sight;V
2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;V
2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;V
2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;V
2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;V
2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;V

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

muddy footprints the duplicates move with you and mimic your actions

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

muddy footprints the duplicates move with you and mimic your actions

up to 1 hour;You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration

  • casting time speak
  • range and behave in whatever way you choose.
    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action

  • components you can switch from using its senses to using your own
  • duration or back again. While you are using its senses

you are blinded and deafened in regard to your own surroundings. ;Cleric (Twilight)

muddy footprints but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture

up to 1 hour;You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration

  • casting time speak
  • range and behave in whatever way you choose.
    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action

  • components you can switch from using its senses to using your own
  • duration or back again. While you are using its senses

you are blinded and deafened in regard to your own surroundings. ;Warlock (TCE)

muddy footprints but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture

up to 1 hour;You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration

  • casting time speak
  • range and behave in whatever way you choose.
    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action

  • components you can switch from using its senses to using your own
  • duration or back again. While you are using its senses

you are blinded and deafened in regard to your own surroundings. ;Wizard

muddy footprints but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture

up to 1 hour;You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration

  • casting time speak
  • range and behave in whatever way you choose.
    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action

  • components you can switch from using its senses to using your own
  • duration or back again. While you are using its senses

you are blinded and deafened in regard to your own surroundings. ;Ranger (Fey Wanderer)

muddy footprints but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture

up to 1 hour;You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration

  • casting time speak
  • range and behave in whatever way you choose.
    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action

  • components you can switch from using its senses to using your own
  • duration or back again. While you are using its senses

you are blinded and deafened in regard to your own surroundings. ;Bard

muddy footprints but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture

you teleport up to 30 feet to an unoccupied space that you can see.;Warlock

muddy footprints

you teleport up to 30 feet to an unoccupied space that you can see.;Wizard

muddy footprints

2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;V
2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;V
5;Mislead;5th level Illusion;1 action;Self;S;Concentration 5;Mislead;5th level Illusion;1 action;Self;S;Concentration
5;Mislead;5th level Illusion;1 action;Self;S;Concentration 5;Mislead;5th level Illusion;1 action;Self;S;Concentration
5;Mislead;5th level Illusion;1 action;Self;S;Concentration 5;Mislead;5th level Illusion;1 action;Self;S;Concentration
5;Mislead;5th level Illusion;1 action;Self;S;Concentration 5;Mislead;5th level Illusion;1 action;Self;S;Concentration
5;Mislead;5th level Illusion;1 action;Self;S;Concentration 5;Mislead;5th level Illusion;1 action;Self;S;Concentration
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist

you teleport up to 30 feet to an unoccupied space that you can see.;Paladin (Ancients)(Vengeance)

muddy footprints

you teleport up to 30 feet to an unoccupied space that you can see.;Sorcerer

muddy footprints

you teleport up to 30 feet to an unoccupied space that you can see.;Druid (Coast)

muddy footprints

you teleport up to 30 feet to an unoccupied space that you can see.;Ranger (Horizon Walker)

muddy footprints

you teleport up to 30 feet to an unoccupied space that you can see.;Ranger (Fey Wanderer)

muddy footprints

S;Concentration

  • casting time it has advantage on the saving throw. On a failed save
  • range the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings

  • components though it can still hear you. If it takes any damage or is targeted by another spell
  • duration this spell ends

and none of the target's memories are modified.
While this charm lasts

muddy footprints up to 1 minute;You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature

S;Concentration

  • casting time it has advantage on the saving throw. On a failed save
  • range the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings

  • components though it can still hear you. If it takes any damage or is targeted by another spell
  • duration this spell ends

and none of the target's memories are modified.
While this charm lasts

muddy footprints up to 1 minute;You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature

S;Concentration

  • casting time it has advantage on the saving throw. On a failed save
  • range the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings

  • components though it can still hear you. If it takes any damage or is targeted by another spell
  • duration this spell ends

and none of the target's memories are modified.
While this charm lasts

muddy footprints up to 1 minute;You attempt to reshape another creature's memories. 1 creature that you can see must make a Wisdom saving throw. If you are fighting the creature

you can instantaneously excavate it

  • casting time and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
    • You cause shapes
  • range colors

  • components or both to appear on the dirt or stone
  • duration spelling out words

creating images

muddy footprints move it along the ground

2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
5;Modify Memory;5th level Enchantment ;1 action;30 feet;V 5;Modify Memory;5th level Enchantment ;1 action;30 feet;V
5;Modify Memory;5th level Enchantment ;1 action;30 feet;V 5;Modify Memory;5th level Enchantment ;1 action;30 feet;V
5;Modify Memory;5th level Enchantment ;1 action;30 feet;V 5;Modify Memory;5th level Enchantment ;1 action;30 feet;V
0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth
0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth

you can instantaneously excavate it

  • casting time and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
    • You cause shapes
  • range colors

  • components or both to appear on the dirt or stone
  • duration spelling out words

creating images

muddy footprints move it along the ground

you can instantaneously excavate it

  • casting time and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
    • You cause shapes
  • range colors

  • components or both to appear on the dirt or stone
  • duration spelling out words

creating images

muddy footprints move it along the ground

S

  • casting time up to 1 minute;(several seeds of any moonseed plant and a piece of opalescent feldspar)A silvery beam of pale light shines down in a 5-foot radius
  • range 40-foot-high cylinder centered on a point within range. Until the spell ends

  • components dim light fills the cylinder.
    When a creature enters the spell's area for the first time on a turn or starts its turn there
  • duration it is engulfed in ghostly flames that cause searing pain

and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save

muddy footprints M;Concentration

S

  • casting time up to 1 minute;(several seeds of any moonseed plant and a piece of opalescent feldspar)A silvery beam of pale light shines down in a 5-foot radius
  • range 40-foot-high cylinder centered on a point within range. Until the spell ends

  • components dim light fills the cylinder.
    When a creature enters the spell's area for the first time on a turn or starts its turn there
  • duration it is engulfed in ghostly flames that cause searing pain

and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save

muddy footprints M;Concentration

S

  • casting time up to 1 minute;(several seeds of any moonseed plant and a piece of opalescent feldspar)A silvery beam of pale light shines down in a 5-foot radius
  • range 40-foot-high cylinder centered on a point within range. Until the spell ends

  • components dim light fills the cylinder.
    When a creature enters the spell's area for the first time on a turn or starts its turn there
  • duration it is engulfed in ghostly flames that cause searing pain

and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save

muddy footprints M;Concentration

S

  • casting time up to 1 minute;(several seeds of any moonseed plant and a piece of opalescent feldspar)A silvery beam of pale light shines down in a 5-foot radius
  • range 40-foot-high cylinder centered on a point within range. Until the spell ends

  • components dim light fills the cylinder.
    When a creature enters the spell's area for the first time on a turn or starts its turn there
  • duration it is engulfed in ghostly flames that cause searing pain

and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save

muddy footprints M;Concentration

S

  • casting time a piece of bone
  • range and a thread)You conjure a phantom watchdog in an unoccupied space that you can see within range

  • components where it remains for the duration
  • duration until you dismiss it as an action

or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell

muddy footprints M;8 hours;(a tiny silver whistle

S

  • casting time a piece of bone
  • range and a thread)You conjure a phantom watchdog in an unoccupied space that you can see within range

  • components where it remains for the duration
  • duration until you dismiss it as an action

or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell

muddy footprints M;8 hours;(a tiny silver whistle

S

  • casting time a small piece of polished marble
  • range and a tiny silver spoon

  • components each item worth at least 5 gp)You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed
  • duration the portal is invisible.
    Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean

fresh

muddy footprints M;24 hours;(a miniature portal carved from ivory

0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth
0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth
0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth
0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth
2;Moonbeam;2nd level Evocation;1 action;120 feet;V 2;Moonbeam;2nd level Evocation;1 action;120 feet;V
2;Moonbeam;2nd level Evocation;1 action;120 feet;V 2;Moonbeam;2nd level Evocation;1 action;120 feet;V
2;Moonbeam;2nd level Evocation;1 action;120 feet;V 2;Moonbeam;2nd level Evocation;1 action;120 feet;V
2;Moonbeam;2nd level Evocation;1 action;120 feet;V 2;Moonbeam;2nd level Evocation;1 action;120 feet;V
4;Mordenkainen's Faithful Hound;4th level Conjuration;1 action;30 feet;V 4;Mordenkainen's Faithful Hound;4th level Conjuration;1 action;30 feet;V
4;Mordenkainen's Faithful Hound;4th level Conjuration;1 action;30 feet;V 4;Mordenkainen's Faithful Hound;4th level Conjuration;1 action;30 feet;V
7;Mordenkainen's Magnificent Mansion;7th level Conjuration;1 minute;300 feet;V 7;Mordenkainen's Magnificent Mansion;7th level Conjuration;1 minute;300 feet;V

S

  • casting time a small piece of polished marble
  • range and a tiny silver spoon

  • components each item worth at least 5 gp)You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its 1 entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed
  • duration the portal is invisible.
    Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean

fresh

muddy footprints M;24 hours;(A miniature portal carved from ivory

S

  • casting time a piece of opaque glass
  • range a wad of cotton or cloth

  • components and powdered chrysolite)You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
    When you cast the spell
  • duration you decide what sort of security the spell provides

choosing any or all of the following properties.
• Sound can't pass through the barrier at the edge of the warded area.
• The barrier of the warded area appears dark and foggy

muddy footprints M;24 hours;(a thin sheet of lead

S

  • casting time up to 1 minute;(a miniature platinum sword with a grip and pommel of copper and zinc
  • range worth 250 gp)You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
    When the sword appears

  • components you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends
  • duration you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. ;Wizard

muddy footprints M;Concentration

S

  • casting time up to 1 minute;(A miniature platinum sword with a grip and pommel of copper and zinc
  • range worth 250 gp)You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
    When the sword appears

  • components you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends
  • duration you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. ;Bard

muddy footprints M;Concentration

S

  • casting time up to 2 hours;(an iron blade and a small bag containing a mixture of soils - clay
  • range loam

  • components and sand)Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt
  • duration sand

or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation

create or fill in a trench M;Concentration

S

  • casting time up to 2 hours;(an iron blade and a small bag containing a mixture of soils - clay
  • range loam

  • components and sand)Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt
  • duration sand

or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation

create or fill in a trench M;Concentration

S

  • casting time up to 2 hours;(an iron blade and a small bag containing a mixture of soils - clay
  • range loam

  • components and sand)Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt
  • duration sand

or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation

create or fill in a trench M;Concentration

M;Instantaneous;(a broken bone and a square of black silk)You send ribbons of negative energy at one creature you can see within range. Unless the target is undead

  • casting time taking 5d12 necrotic damage on a failed save
  • range or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.
    If you target an undead with this spell

  • components the target doesn't make a saving throw. Instead
  • duration roll 5d12. The target gains half the total as temporary hit points.;Warlock (XGE)

create or fill in a trench it mus t make a Constitution saving throw

M;Instantaneous;(a broken bone and a square of black silk)You send ribbons of negative energy at one creature you can see within range. Unless the target is undead

  • casting time taking 5d12 necrotic damage on a failed save
  • range or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.
    If you target an undead with this spell

  • components the target doesn't make a saving throw. Instead
  • duration roll 5d12. The target gains half the total as temporary hit points.;Wizard (XGE)

create or fill in a trench it mus t make a Constitution saving throw

7;Mordenkainen's Magnificent Mansion;7th level Conjuration;1 minute;300 feet;V 7;Mordenkainen's Magnificent Mansion;7th level Conjuration;1 minute;300 feet;V
4;Mordenkainen's Private Sanctum;4th level Abjuration;10 minutes;120 feet;V 4;Mordenkainen's Private Sanctum;4th level Abjuration;10 minutes;120 feet;V
7;Mordenkainen's Sword;7th level Evocation;1 action;60 feet;V 7;Mordenkainen's Sword;7th level Evocation;1 action;60 feet;V
7;Mordenkainen's Sword;7th level Evocation;1 action;60 feet;V 7;Mordenkainen's Sword;7th level Evocation;1 action;60 feet;V
6;Move Earth;6th level Transmutation;1 action;120 feet;V 6;Move Earth;6th level Transmutation;1 action;120 feet;V
6;Move Earth;6th level Transmutation;1 action;120 feet;V 6;Move Earth;6th level Transmutation;1 action;120 feet;V
6;Move Earth;6th level Transmutation;1 action;120 feet;V 6;Move Earth;6th level Transmutation;1 action;120 feet;V
5;Negative Energy Flood;5th level Necromancy;1 action;60 feet;V 5;Negative Energy Flood;5th level Necromancy;1 action;60 feet;V
5;Negative Energy Flood;5th level Necromancy;1 action;60 feet;V 5;Negative Energy Flood;5th level Necromancy;1 action;60 feet;V

S

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

create or fill in a trench M;8 hours;(a pinch of diamond dust worth 25 gp sprinkled over the target

S

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

create or fill in a trench M;8 hours;(a pinch of diamond dust worth 25 gp sprinkled over the target

S

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

create or fill in a trench M;8 hours;(A pinch of diamond dust worth 25 gp sprinkled over the target

S

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

create or fill in a trench M;8 hours;(a pinch of diamond dust worth 25 gp sprinkled over the target

S

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

create or fill in a trench M;8 hours;(A pinch of diamond dust worth 25 gp sprinkled over the target

S

  • casting time choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days
  • range placing the same effect on it each time

  • components the illusion lasts until it is dispelled.
    False Aura: You change the way the target appears to spells and magical effects
  • duration such as detect magic

that detect magical auras. You can make a nonmagical object appear magical

a magical object appear nonmagical M;24 hours;(a small square of silk)You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell

S

  • casting time choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days
  • range placing the same effect on it each time

  • components the illusion lasts until it is dispelled.
    False Aura: You change the way the target appears to spells and magical effects
  • duration such as detect magic

that detect magical auras. You can make a nonmagical object appear magical

a magical object appear nonmagical M;24 hours;(a small square of silk)You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell

S

  • casting time where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save
  • range a creature takes 10d6 cold damage. On successful save

  • components it takes half as much damage.
    If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures)
  • duration it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
    You can refrain from firing the globe after completing the spell

if you wish. A small globe about the size of a sling stone

cool to the touch M;Instantaneous;(a small crystal sphere)A frigid globe of cold energy streaks from your fingertips to a point of your choice within range

S

  • casting time where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save
  • range a creature takes 10d6 cold damage. On successful save

  • components it takes half as much damage.
    If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures)
  • duration it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
    You can refrain from firing the globe after completing the spell

if you wish. A small globe about the size of a sling stone

cool to the touch M;Instantaneous;(a small crystal sphere)A frigid globe of cold energy streaks from your fingertips to a point of your choice within range

3;Nondetection;3rd level Abjuration;1 action;Touch;V 3;Nondetection;3rd level Abjuration;1 action;Touch;V
3;Nondetection;3rd level Abjuration;1 action;Touch;V 3;Nondetection;3rd level Abjuration;1 action;Touch;V
3;Nondetection;3rd level Abjuration;1 action;Touch;V 3;Nondetection;3rd level Abjuration;1 action;Touch;V
3;Nondetection;3rd level Abjuration;1 action;Touch;V 3;Nondetection;3rd level Abjuration;1 action;Touch;V
3;Nondetection;3rd level Abjuration;1 action;Touch;V 3;Nondetection;3rd level Abjuration;1 action;Touch;V
2;Nystul's Magic Aura;2nd level Illusion;1 action;Touch;V 2;Nystul's Magic Aura;2nd level Illusion;1 action;Touch;V
2;Nystul's Magic Aura;2nd level Illusion;1 action;Touch;V 2;Nystul's Magic Aura;2nd level Illusion;1 action;Touch;V
6;Otiluke's Freezing Sphere;6th level Evocation;1 action;300 feet;V 6;Otiluke's Freezing Sphere;6th level Evocation;1 action;300 feet;V
6;Otiluke's Freezing Sphere;6th level Evocation;1 action;300 feet;V 6;Otiluke's Freezing Sphere;6th level Evocation;1 action;300 feet;V

S

  • casting time up to 1 minute;(a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save
  • range the creature is enclosed for the duration.
    Nothing

  • components not physical objects
  • duration energy

or other spell effects

can pass through the barrier M;Concentration

S

  • casting time up to 1 minute;(a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save
  • range the creature is enclosed for the duration.
    Nothing

  • components not physical objects
  • duration energy

or other spell effects

can pass through the barrier M;Concentration

S

  • casting time up to 1 minute;(a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save
  • range the creature is enclosed for the duration.
    Nothing

  • components not physical objects
  • duration energy

or other spell effects

can pass through the barrier M;Concentration

S

  • casting time up to 1 minute;(a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save
  • range the creature is enclosed for the duration.
    Nothing

  • components not physical objects
  • duration energy

or other spell effects

can pass through the barrier M;Concentration

up to 1 minute;Choose one creature that you can see within range. The target begins a comic dance in place - shuffling

  • casting time and capering for the duration. Creatures that can't be charmed are immune to this spell.
    A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell
  • range other creatures have advantage on attack rolls against it. As an action

  • components a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save
  • duration the spell ends. ;Wizard

can pass through the barrier tapping its feet

up to 1 minute;Choose 1 creature that you can see within range. The target begins a comic dance in place - shuffling

  • casting time and capering for the duration. Creatures that can't be charmed are immune to this spell.
    A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell
  • range other creatures have advantage on attack rolls against it. As an action

  • components a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save
  • duration the spell ends. ;Bard

can pass through the barrier tapping its feet

S

  • casting time up to 1 hour;(ashes from a burned leaf of mistletoe and a sprig of spruce)A veil of shadows and silence radiates from you
  • range masking you and your companions from detection. For the duration

  • components each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.;Cleric (Trickery)
  • duration

can pass through the barrier M;Concentration

S

  • casting time up to 1 hour;(ashes from a burned leaf of mistletoe and a sprig of spruce)A veil of shadows and silence radiates from you
  • range masking you and your companions from detection. For the duration

  • components each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.;Druid (*)(Grassland)
  • duration

can pass through the barrier M;Concentration

S

  • casting time up to 1 hour;(ashes from a burned leaf of mistletoe and a sprig of spruce)A veil of shadows and silence radiates from you
  • range masking you and your companions from detection. For the duration

  • components each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.;Ranger
  • duration

can pass through the barrier M;Concentration

4;Otiluke's Resilient Sphere;4th level Evocation;1 action;30 feet;V 4;Otiluke's Resilient Sphere;4th level Evocation;1 action;30 feet;V
4;Otiluke's Resilient Sphere;4th level Evocation;1 action;30 feet;V 4;Otiluke's Resilient Sphere;4th level Evocation;1 action;30 feet;V
4;Otiluke's Resilient Sphere;4th level Evocation;1 action;30 feet;V 4;Otiluke's Resilient Sphere;4th level Evocation;1 action;30 feet;V
4;Otiluke's Resilient Sphere;4th level Evocation;1 action;30 feet;V 4;Otiluke's Resilient Sphere;4th level Evocation;1 action;30 feet;V
6;Otto's Irresistible Dance;6th level Enchantment ;1 action;30 feet;V;Concentration 6;Otto's Irresistible Dance;6th level Enchantment ;1 action;30 feet;V;Concentration
6;Otto's Irresistible Dance;6th level Enchantment ;1 action;30 feet;V;Concentration 6;Otto's Irresistible Dance;6th level Enchantment ;1 action;30 feet;V;Concentration
2;Pass Without Trace;2nd level Abjuration;1 action;Self;V 2;Pass Without Trace;2nd level Abjuration;1 action;Self;V
2;Pass Without Trace;2nd level Abjuration;1 action;Self;V 2;Pass Without Trace;2nd level Abjuration;1 action;Self;V
2;Pass Without Trace;2nd level Abjuration;1 action;Self;V 2;Pass Without Trace;2nd level Abjuration;1 action;Self;V

S

  • casting time plaster
  • range or stone surface (such as a wall

  • components a ceiling
  • duration or a floor) within range

and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide

8 feet tall M;1 hour;(a pinch of sesame seeds)A passage appears at a point of your choice that you can see on a wooden

S

  • casting time plaster
  • range or stone surface (such as a wall

  • components a ceiling
  • duration or a floor) within range

and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide

8 feet tall M;1 hour;(a pinch of sesame seeds)A passage appears at a point of your choice that you can see on a wooden

S

  • casting time plaster
  • range or stone surface (such as a wall

  • components a ceiling
  • duration or a floor) within range

and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide

8 feet tall M;1 hour;(a pinch of sesame seeds)A passage appears at a point of your choice that you can see on a wooden

S

  • casting time up to 1 minute;(a bit of fleece)You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
  • range you create a phantasmal object

  • components creature
  • duration or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
    The phantasm includes sound

temperature

and other stimuli M;Concentration

S

  • casting time up to 1 minute;(A bit of fleece)You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
  • range you create a phantasmal object

  • components creature
  • duration or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
    The phantasm includes sound

temperature

and other stimuli M;Concentration

S

  • casting time up to 1 minute;(a bit of fleece)You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
  • range you create a phantasmal object

  • components creature
  • duration or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
    The phantasm includes sound

temperature

and other stimuli M;Concentration

S

  • casting time up to 1 minute;(a bit of fleece)You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
  • range you create a phantasmal object

  • components creature
  • duration or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
    The phantasm includes sound

temperature

and other stimuli M;Concentration

S

  • casting time up to 1 minute;(A bit of fleece)You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
  • range you create a phantasmal object

  • components creature
  • duration or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
    The phantasm includes sound

temperature

and other stimuli M;Concentration

S;Concentration

  • casting time visible only to that creature. The target must make a Wisdom saving throw. On a failed save
  • range the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends

  • components the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save
  • duration the spell ends.
    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. ;Warlock (Hexblade)

and other stimuli up to 1 minute;You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears

5;Passwall;5th level Transmutation;1 action;30 feet;V 5;Passwall;5th level Transmutation;1 action;30 feet;V
5;Passwall;5th level Transmutation;1 action;30 feet;V 5;Passwall;5th level Transmutation;1 action;30 feet;V
5;Passwall;5th level Transmutation;1 action;30 feet;V 5;Passwall;5th level Transmutation;1 action;30 feet;V
2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V 2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V
2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V 2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V
2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V 2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V
2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V 2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V
2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V 2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V
4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V 4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V

S;Concentration

  • casting time visible only to that creature. The target must make a Wisdom saving throw. On a failed save
  • range the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends

  • components the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save
  • duration the spell ends.
    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. ;Warlock (Genie)

and other stimuli up to 1 minute;You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears

S;Concentration

  • casting time visible only to that creature. The target must make a Wisdom saving throw. On a failed save
  • range the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends

  • components the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save
  • duration the spell ends.
    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. ;Wizard

and other stimuli up to 1 minute;You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears

S;Concentration

  • casting time visible only to that creature. The target must make a Wisdom saving throw. On a failed save
  • range the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends

  • components the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save
  • duration the spell ends.
    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. ;Bard (TCE)

and other stimuli up to 1 minute;You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears

S;1 hour;A Large quasi-real

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

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

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

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

S;Instantaneous;You beseech an otherworldly entity for aid. The being must be known to you - a god

  • casting time a demon prince
  • range or some other being of cosmic power. That entity sends a celestial

  • components an elemental
  • duration or a fiend loyal to it to aid you

making the creature appear in an unoccupied space within range. If you know a specific creature's name

and other stimuli a primordial

S

  • casting time000 gp
  • range which the spell consumes)With this spell

  • components you attempt to bind a celestial
  • duration an elemental

a fey

and other stimuli M;24 hours;(a jewel worth at least 1

S

  • casting time000 gp
  • range Consumed)With this spell

  • components you attempt to bind a celestial
  • duration an elemental

a fey

and other stimuli M;24 hours;(A jewel worth at least 1

S

  • casting time000 gp
  • range which the spell consumes)With this spell

  • components you attempt to bind a celestial
  • duration an elemental

a fey

and other stimuli M;24 hours;(a jewel worth at least 1

S

  • casting time000 gp
  • range which the spell consumes)With this spell

  • components you attempt to bind a celestial
  • duration an elemental

a fey

and other stimuli M;24 hours;(a jewel worth at least 1

4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V 4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V
4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V 4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V
4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V 4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V
3;Phantom Steed (ritual);3rd level Illusion;1 minute;30 feet;V 3;Phantom Steed (ritual);3rd level Illusion;1 minute;30 feet;V
6;Planar Ally;6th level Conjuration;10 minutes;60 feet;V 6;Planar Ally;6th level Conjuration;10 minutes;60 feet;V
5;Planar Binding;5th level Abjuration;1 hour;60 feet;V 5;Planar Binding;5th level Abjuration;1 hour;60 feet;V
5;Planar Binding;5th level Abjuration;1 hour;60 feet;V 5;Planar Binding;5th level Abjuration;1 hour;60 feet;V
5;Planar Binding;5th level Abjuration;1 hour;60 feet;V 5;Planar Binding;5th level Abjuration;1 hour;60 feet;V
5;Planar Binding;5th level Abjuration;1 hour;60 feet;V 5;Planar Binding;5th level Abjuration;1 hour;60 feet;V

S

  • casting time000 gp
  • range Consumed)With this spell

  • components you attempt to bind a celestial
  • duration an elemental

a fey

and other stimuli M;24 hours;(A jewel worth at least 1

S

  • casting time metal rod worth at least 250 gp
  • range attuned to a particular plane of existence)You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms

  • components such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells
  • duration and you appear in or near that destination. If you are trying to reach the City of Brass

for example

and other stimuli M;Instantaneous;(a forked

S

  • casting time metal rod worth at least 250 gp
  • range attuned to a particular plane of existence)You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms

  • components such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells
  • duration and you appear in or near that destination. If you are trying to reach the City of Brass

for example

and other stimuli M;Instantaneous;(a forked

S

  • casting time metal rod worth at least 250 gp
  • range attuned to a particular plane of existence)You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms

  • components such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells
  • duration and you appear in or near that destination. If you are trying to reach the City of Brass

for example

and other stimuli M;Instantaneous;(a forked

S

  • casting time metal rod worth at least 250 gp
  • range attuned to a particular plane of existence)You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms

  • components such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells
  • duration and you appear in or near that destination. If you are trying to reach the City of Brass

for example

and other stimuli M;Instantaneous;(a forked

S

  • casting time metal rod worth at least 250 gp
  • range attuned to a particular plane of existence)You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms

  • components such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells
  • duration and you appear in or near that destination. If you are trying to reach the City of Brass

for example

and other stimuli M;Instantaneous;(a forked

S;Instantaneous;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;Cleric (Nature)

and other stimuli granting either immediate or long-term benefits.
If you cast this spell using 1 action

S;Instantaneous;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;Warlock (Archfey)

and other stimuli granting either immediate or long-term benefits.
If you cast this spell using 1 action

S;Instantaneous;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;Paladin (Ancients)

and other stimuli granting either immediate or long-term benefits.
If you cast this spell using 1 action

5;Planar Binding;5th level Abjuration;1 hour;60 feet;V 5;Planar Binding;5th level Abjuration;1 hour;60 feet;V
7;Plane Shift;7th level Conjuration;1 action;Touch;V 7;Plane Shift;7th level Conjuration;1 action;Touch;V
7;Plane Shift;7th level Conjuration;1 action;Touch;V 7;Plane Shift;7th level Conjuration;1 action;Touch;V
7;Plane Shift;7th level Conjuration;1 action;Touch;V 7;Plane Shift;7th level Conjuration;1 action;Touch;V
7;Plane Shift;7th level Conjuration;1 action;Touch;V 7;Plane Shift;7th level Conjuration;1 action;Touch;V
7;Plane Shift;7th level Conjuration;1 action;Touch;V 7;Plane Shift;7th level Conjuration;1 action;Touch;V
3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V 3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V
3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V 3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V
3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V 3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V

S;Instantaneous;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;Druid (*)(Forest)

and other stimuli granting either immediate or long-term benefits.
If you cast this spell using 1 action

S;Instantaneous;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;Druid (Wildfire)

and other stimuli granting either immediate or long-term benefits.
If you cast this spell using 1 action

S;Instantaneous;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;Ranger

and other stimuli granting either immediate or long-term benefits.
If you cast this spell using 1 action

S;Instantaneous;You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12)

  • casting time and 17 level (4d12). ;Artificer
  • range

and other stimuli 11th level (3d12)

S;Instantaneous;You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12)

  • casting time and 17 level (4d12). ;Warlock
  • range

and other stimuli 11th level (3d12)

S;Instantaneous;You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12)

  • casting time and 17 level (4d12). ;Wizard
  • range

and other stimuli 11th level (3d12)

S;Instantaneous;You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12)

  • casting time and 17 level (4d12). ;Sorcerer
  • range

and other stimuli 11th level (3d12)

S;Instantaneous;You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12)

  • casting time and 17 level (4d12). ;Druid
  • range

and other stimuli 11th level (3d12)

S

  • casting time up to 1 hour;(a caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
    The transformation lasts for the duration
  • range or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form

and other stimuli M;Concentration

3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V 3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V
3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V 3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V
3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V 3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V
0;Poison Spray;Conjuration cantrip;1 action;10 feet;V 0;Poison Spray;Conjuration cantrip;1 action;10 feet;V
0;Poison Spray;Conjuration cantrip;1 action;10 feet;V 0;Poison Spray;Conjuration cantrip;1 action;10 feet;V
0;Poison Spray;Conjuration cantrip;1 action;10 feet;V 0;Poison Spray;Conjuration cantrip;1 action;10 feet;V
0;Poison Spray;Conjuration cantrip;1 action;10 feet;V 0;Poison Spray;Conjuration cantrip;1 action;10 feet;V
0;Poison Spray;Conjuration cantrip;1 action;10 feet;V 0;Poison Spray;Conjuration cantrip;1 action;10 feet;V
4;Polymorph;4th level Transmutation;1 action;60 feet;V 4;Polymorph;4th level Transmutation;1 action;60 feet;V

S

  • casting time up to 1 hour;(a caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
    The transformation lasts for the duration
  • range or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form

and other stimuli M;Concentration

S

  • casting time up to 1 hour;(a caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
    The transformation lasts for the duration
  • range or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form

and other stimuli M;Concentration

S

  • casting time up to 1 hour;(a caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
    The transformation lasts for the duration
  • range or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form

and other stimuli M;Concentration

S

  • casting time up to 1 hour;(A caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
    The transformation lasts for the duration
  • range or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form

and other stimuli M;Concentration

S;Instantaneous;A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed

  • casting time paralyzed
  • range or stunned

  • components the condition ends. If the creature is prone
  • duration it can use its reaction to stand up. This spell has no effect on undead or constructs.;Cleric (TCE)

and other stimuli frightened

S;Instantaneous;A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed

  • casting time paralyzed
  • range or stunned

  • components the condition ends. If the creature is prone
  • duration it can use its reaction to stand up. This spell has no effect on undead or constructs.;Bard

and other stimuli frightened

it dies. Otherwise

and other stimuli the spell has no effect.;Warlock

it dies. Otherwise

and other stimuli the spell has no effect.;Wizard

it dies. Otherwise

and other stimuli the spell has no effect.;Sorcerer

4;Polymorph;4th level Transmutation;1 action;60 feet;V 4;Polymorph;4th level Transmutation;1 action;60 feet;V
4;Polymorph;4th level Transmutation;1 action;60 feet;V 4;Polymorph;4th level Transmutation;1 action;60 feet;V
4;Polymorph;4th level Transmutation;1 action;60 feet;V 4;Polymorph;4th level Transmutation;1 action;60 feet;V
4;Polymorph;4th level Transmutation;1 action;60 feet;V 4;Polymorph;4th level Transmutation;1 action;60 feet;V
9;Power Word Heal;9th level Evocation;1 action;Touch;V 9;Power Word Heal;9th level Evocation;1 action;Touch;V
9;Power Word Heal;9th level Evocation;1 action;Touch;V 9;Power Word Heal;9th level Evocation;1 action;Touch;V
9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer 9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer
9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer 9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer
9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer 9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer

it dies. Otherwise

and other stimuli the spell has no effect.;Bard

it is subject to crippling pain. Otherwise

  • casting time any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls
  • range ability checks

  • components and saving throws
  • duration other than Constitution saving throws. Finally

if the target tries to cast a spell

and other stimuli the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain

it is subject to crippling pain. Otherwise

  • casting time any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls
  • range ability checks

  • components and saving throws
  • duration other than Constitution saving throws. Finally

if the target tries to cast a spell

and other stimuli the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain

it is subject to crippling pain. Otherwise

  • casting time any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls
  • range ability checks

  • components and saving throws
  • duration other than Constitution saving throws. Finally

if the target tries to cast a spell

and other stimuli the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain

leaving it dumbfounded. If the target has 150 hit points or fewer

  • casting time the spell has no effect.
    The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save
  • range this stunning effect ends. ;Warlock

and other stimuli it is stunned. Otherwise

leaving it dumbfounded. If the target has 150 hit points or fewer

  • casting time the spell has no effect.
    The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save
  • range this stunning effect ends. ;Wizard

and other stimuli it is stunned. Otherwise

leaving it dumbfounded. If the target has 150 hit points or fewer

  • casting time the spell has no effect.
    The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save
  • range this stunning effect ends. ;Sorcerer

and other stimuli it is stunned. Otherwise

leaving it dumbfounded. If the target has 150 hit points or fewer

  • casting time the spell has no effect.
    The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save
  • range this stunning effect ends. ;Bard

and other stimuli it is stunned. Otherwise

the healing increases by 1d8 for each slot level above 2nd. ;Cleric

and other stimuli

9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;You utter a word of power that can compel 1 creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer 9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;You utter a word of power that can compel 1 creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer
7;Power Word Pain;7th level Enchantment;1 action;60 feet;V;Instantaneous;You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer 7;Power Word Pain;7th level Enchantment;1 action;60 feet;V;Instantaneous;You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer
7;Power Word Pain;7th level Enchantment;1 action;60 feet;V;Instantaneous;You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer 7;Power Word Pain;7th level Enchantment;1 action;60 feet;V;Instantaneous;You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer
7;Power Word Pain;7th level Enchantment;1 action;60 feet;V;Instantaneous;You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer 7;Power Word Pain;7th level Enchantment;1 action;60 feet;V;Instantaneous;You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer
8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of one creature you can see within range 8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of one creature you can see within range
8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of one creature you can see within range 8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of one creature you can see within range
8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of one creature you can see within range 8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of one creature you can see within range
8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of 1 creature you can see within range 8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of 1 creature you can see within range
2;Prayer of Healing;2nd level Evocation;10 minutes;30 feet;V;Instantaneous;Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
2;Prayer of Healing;2nd level Evocation;10 minutes;30 feet;V;Instantaneous;Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

the healing increases by 1d8 for each slot level above 2nd. ;Paladin (TCE)

and other stimuli

S;Up to 1 hour;This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

and other stimuli harmless sensory effect

S;Up to 1 hour;This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

and other stimuli harmless sensory effect

S;Up to 1 hour;This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

and other stimuli harmless sensory effect

S;Up to 1 hour;This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

and other stimuli harmless sensory effect

S;Up to 1 hour;This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

and other stimuli harmless sensory effect

ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit

  • casting time your teeth or fingernails return to normal.
    The spell's damage increases by 1d10 when you reach 5th level (2d10)
  • range 11th level (3d10)

  • components a nd 17th level (4d10).;Druid (XGE)
  • duration

and other stimuli the target takes 1d10 acid damage. After you make the attack

S;Concentration

  • casting time cold
  • range fire

  • components lightning
  • duration and thunder damage for the spell's duration.
    When you take damage of one of those types

you can use your reaction to gain immunity to that type of damage

and other stimuli up to 1 minute;You have resistance to acid

S;Instantaneous;Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target

  • casting time or half as much damage on a successful one.
    2-Orange: The target takes 10d6 acid damage on a failed save
  • range or half as much damage on a successful one.
    3-Yellow: The target takes 10d6 lightning damage on a failed save

  • components or half as much damage on a successful one.
    4-Green: The target takes 10d6 poison damage on a failed save
  • duration or half as much damage on a successful one.
    5-Blue: The target takes 10d6 cold damage on a failed save

or half as much damage on a successful one.
6-Indigo: On a failed save

and other stimuli roll a d8 to determine which color ray affects it.
1-Red: The target takes 10d6 fire damage on a failed save

2;Prayer of Healing;2nd level Evocation;10 minutes;30 feet;V;Instantaneous;Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
2;Prayer of Healing;2nd level Evocation;10 minutes;30 feet;V;Instantaneous;Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Primal Savagery;Transmutation cantrip;1 action;Self;S;Instantaneous;You channel primal magic to cause your teeth or fingernails to sharpen 0;Primal Savagery;Transmutation cantrip;1 action;Self;S;Instantaneous;You channel primal magic to cause your teeth or fingernails to sharpen
6;Primordial Ward;6th level Abjuration;1 action;Self;V 6;Primordial Ward;6th level Abjuration;1 action;Self;V
7;Prismatic Spray;7th level Evocation;1 action;Self (60 foot cone);V 7;Prismatic Spray;7th level Evocation;1 action;Self (60 foot cone);V

S;Instantaneous;Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target

  • casting time or half as much damage on a successful one.
    2-Orange: The target takes 10d6 acid damage on a failed save
  • range or half as much damage on a successful one.
    3-Yellow: The target takes 10d6 lightning damage on a failed save

  • components or half as much damage on a successful one.
    4-Green: The target takes 10d6 poison damage on a failed save
  • duration or half as much damage on a successful one.
    5-Blue: The target takes 10d6 cold damage on a failed save

or half as much damage on a successful one.
6-Indigo: On a failed save

and other stimuli roll a d8 to determine which color ray affects it.
1-Red: The target takes 10d6 fire damage on a failed save

S;Instantaneous;Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target

  • casting time or half as much damage on a successful one.
    2-Orange: The target takes 10d6 acid damage on a failed save
  • range or half as much damage on a successful one.
    3-Yellow: The target takes 10d6 lightning damage on a failed save

  • components or half as much damage on a successful one.
    4-Green: The target takes 10d6 poison damage on a failed save
  • duration or half as much damage on a successful one.
    5-Blue: The target takes 10d6 cold damage on a failed save

or half as much damage on a successful one.
6-Indigo: On a failed save

and other stimuli roll a d8 to determine which color ray affects it.
1-Red: The target takes 10d6 fire damage on a failed save

S;10 minutes;A shimmering

  • casting time 30 feet high
  • range and 1 inch thick - entered on a point you can see within range. Alternatively

  • components you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature
  • duration the spell fails

and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there

and other stimuli multicolored plane of light forms a vertical opaque wall - up to 90 feet long

S;10 minutes;A shimmering

  • casting time 30 feet high
  • range and 1 inch thick - entered on a point you can see within range. Alternatively

  • components you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature
  • duration the spell fails

and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there

and other stimuli multicolored plane of light forms a vertical opaque wall - up to 90 feet long

S;10 minutes;A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame

  • casting time or as an action on a later turn
  • range you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit

  • components the target takes 1d8 fire damage.
    This spell's damage increases by 1d8 when you reach 5th level (2d8)
  • duration 11th level (3d8)

and 17th level (4d8). ;Druid

and other stimuli although doing so ends the spell. When you cast this spell

S

  • casting time a creature
  • range or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube

  • components and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
    When the condition you specify occurs
  • duration the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing

it disappears and remains dormant for 10 minutes. After this time

and other stimuli M;Until dispelled;You create an illusion of an object

S

  • casting time a creature
  • range or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube

  • components and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
    When the condition you specify occurs
  • duration the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing

it disappears and remains dormant for 10 minutes. After this time

and other stimuli M;Until dispelled;(A bit of fleece and jade dust worth at least 25 gp)You create an illusion of an object

S

  • casting time up to 1 day;(a small replica of you made from materials worth at least 5 gp)You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before
  • range regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage

  • components it disappears
  • duration and the spell ends.
    You can use your action to move this illusion up to twice your speed

and make it gesture

speak M;Concentration

S

  • casting time up to 1 day;(A small replica of you made from materials worth at least 5 gp)You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before
  • range regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage

  • components it disappears
  • duration and the spell ends.
    You can use your action to move this illusion up to twice your speed

and make it gesture

speak M;Concentration

7;Prismatic Spray;7th level Evocation;1 action;Self (60 foot cone);V 7;Prismatic Spray;7th level Evocation;1 action;Self (60 foot cone);V
7;Prismatic Spray;7th level Evocation;1 action;Self (60 foot cone);V 7;Prismatic Spray;7th level Evocation;1 action;Self (60 foot cone);V
9;Prismatic Wall;9th level Abjuration;1 action;60 feet;V 9;Prismatic Wall;9th level Abjuration;1 action;60 feet;V
9;Prismatic Wall;9th level Abjuration;1 action;60 feet;V 9;Prismatic Wall;9th level Abjuration;1 action;60 feet;V
0;Produce Flame;Conjuration cantrip;1 action;Self;V 0;Produce Flame;Conjuration cantrip;1 action;Self;V
6;Programmed Illusion;6th level Illusion;1 action;120 feet;V 6;Programmed Illusion;6th level Illusion;1 action;120 feet;V
6;Programmed Illusion;6th level Illusion;1 action;120 feet;V 6;Programmed Illusion;6th level Illusion;1 action;120 feet;V
7;Project Image;7th level Illusion;1 action;500 miles;V 7;Project Image;7th level Illusion;1 action;500 miles;V
7;Project Image;7th level Illusion;1 action;500 miles;V 7;Project Image;7th level Illusion;1 action;500 miles;V

S;Concentration

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

  • components fire
  • duration lightning

or thunder.;Cleric (*)(Forge)

speak up to 1 hour;For the duration

S;Concentration

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

  • components fire
  • duration lightning

or thunder.;Artificer

speak up to 1 hour;For the duration

S;Concentration

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

  • components fire
  • duration lightning

or thunder.;Wizard

speak up to 1 hour;For the duration

S;Concentration

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

  • components fire
  • duration lightning

or thunder.;Paladin (Ancients)(Vengeance)

speak up to 1 hour;For the duration

S;Concentration

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

  • components fire
  • duration lightning

or thunder.;Paladin (Glory)

speak up to 1 hour;For the duration

S;Concentration

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

  • components fire
  • duration lightning

or thunder.;Sorcerer

speak up to 1 hour;For the duration

S;Concentration

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

  • components fire
  • duration lightning

or thunder.;Sorcerer (Clockwork Soul)

speak up to 1 hour;For the duration

S;Concentration

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

  • components fire
  • duration lightning

or thunder.;Druid (*)(Desert)

speak up to 1 hour;For the duration

S;Concentration

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

  • components fire
  • duration lightning

or thunder.;Ranger

speak up to 1 hour;For the duration

3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V

S

  • casting time up to 10 minutes;(holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M;Concentration

S

  • casting time up to 10 minutes;(holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M;Concentration

S

  • casting time up to 10 minutes;(holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M;Concentration

S

  • casting time up to 10 minutes;(holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M;Concentration

S

  • casting time up to 10 minutes;(holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M;Concentration

S

  • casting time up to 10 minutes;(holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M;Concentration

S

  • casting time up to 10 minutes;(holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M;Concentration

S;1 hour;You touch a creature. If it is poisoned

  • casting time you neutralize on poison that you know is present
  • range or you neutralize one at random.
    For the duration

  • components the target has advantage on saving throws against being poisoned
  • duration and it has resistance to poison damage. ;Cleric

fey you neutralize the poison. If more than one poison afflicts the target

S;1 hour;You touch a creature. If it is poisoned

  • casting time you neutralize on poison that you know is present
  • range or you neutralize one at random.
    For the duration

  • components the target has advantage on saving throws against being poisoned
  • duration and it has resistance to poison damage. ;Artificer

fey you neutralize the poison. If more than one poison afflicts the target

1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V
1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V
1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V
1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V
1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V
1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V
1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V
2;Protection from Poison;2nd level Abjuration;1 action;Touch;V 2;Protection from Poison;2nd level Abjuration;1 action;Touch;V
2;Protection from Poison;2nd level Abjuration;1 action;Touch;V 2;Protection from Poison;2nd level Abjuration;1 action;Touch;V

S;1 hour;You touch a creature. If it is poisoned

  • casting time you neutralize on poison that you know is present
  • range or you neutralize one at random.
    For the duration

  • components the target has advantage on saving throws against being poisoned
  • duration and it has resistance to poison damage. ;Paladin

fey you neutralize the poison. If more than one poison afflicts the target

S;1 hour;You touch a creature. If it is poisoned

  • casting time you neutralize on poison that you know is present
  • range or you neutralize one at random.
    For the duration

  • components the target has advantage on saving throws against being poisoned
  • duration and it has resistance to poison damage. ;Druid

fey you neutralize the poison. If more than one poison afflicts the target

S;1 hour;You touch a creature. If it is poisoned

  • casting time you neutralize on poison that you know is present
  • range or you neutralize one at random.
    For the duration

  • components the target has advantage on saving throws against being poisoned
  • duration and it has resistance to poison damage. ;Ranger

fey you neutralize the poison. If more than one poison afflicts the target

a target takes 14d6 psychic damage and is stunned. On a successful save

  • casting time its head explodes
  • range assuming it has one.
    A stunned target can make an Intelligence saving throw at the end ofeach of its turns. On a successful save

  • components the stunning effect ends.;Warlock (XGE)
  • duration

fey a target takes half as much damage and isn't stunned. If a target is killed by this damage

a target takes 14d6 psychic damage and is stunned. On a successful save

  • casting time its head explodes
  • range assuming it has one.
    A stunned target can make an Intelligence saving throw at the end ofeach of its turns. On a successful save

  • components the stunning effect ends.;Wizard (XGE)
  • duration

fey a target takes half as much damage and isn't stunned. If a target is killed by this damage

a target takes 14d6 psychic damage and is stunned. On a successful save

  • casting time its head explodes
  • range assuming it has one.
    A stunned target can make an Intelligence saving throw at the end ofeach of its turns. On a successful save

  • components the stunning effect ends.;Sorcerer (XGE)
  • duration

fey a target takes half as much damage and isn't stunned. If a target is killed by this damage

a target takes 14d6 psychic damage and is stunned. On a successful save

  • casting time its head explodes
  • range assuming it has one.
    A stunned target can make an Intelligence saving throw at the end ofeach of its turns. On a successful save

  • components the stunning effect ends.;Bard (XGE)
  • duration

fey a target takes half as much damage and isn't stunned. If a target is killed by this damage

S;Instantaneous;All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.;Cleric

fey

S;Instantaneous;All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.;Artificer

fey

2;Protection from Poison;2nd level Abjuration;1 action;Touch;V 2;Protection from Poison;2nd level Abjuration;1 action;Touch;V
2;Protection from Poison;2nd level Abjuration;1 action;Touch;V 2;Protection from Poison;2nd level Abjuration;1 action;Touch;V
2;Protection from Poison;2nd level Abjuration;1 action;Touch;V 2;Protection from Poison;2nd level Abjuration;1 action;Touch;V
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;You unleash the power of your mind to blast the intellect of up to 10 creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;You unleash the power of your mind to blast the intellect of up to 10 creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V 1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V
1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V 1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V

S;Instantaneous;All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.;Paladin

fey

S;Instantaneous;All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.;Druid

fey

S;Instantaneous;Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area

  • casting time moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.;Artificer
  • range

fey and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius

S;Instantaneous;Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area

  • casting time moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.;Wizard (XGE)
  • range

fey and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius

S;Instantaneous;Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area

  • casting time moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.;Sorcerer (XGE)
  • range

fey and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius

S;Instantaneous;Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area

  • casting time moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.;Bard (XGE)
  • range

fey and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius

S

  • casting time which the spell consumes)You return a dead creature you touch to life
  • range provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body

  • components the creature returns to life with 1 hit point.
    This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't
  • duration however

remove magical diseases

curses M;Instantaneous;(a diamond worth at least 500 gp

S

  • casting time Consumed)You return a dead creature you touch to life
  • range provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body

  • components the creature returns to life with 1 hit point.
    This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't
  • duration however

remove magical diseases

curses M;Instantaneous;(A diamond worth at least 500 gp

S

  • casting time which the spell consumes)You return a dead creature you touch to life
  • range provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body

  • components the creature returns to life with 1 hit point.
    This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't
  • duration however

remove magical diseases

curses M;Instantaneous;(a diamond worth at least 500 gp

1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V 1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V
1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V 1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V
2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V 2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V
2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V 2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V
2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V 2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V
2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V 2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V
5;Raise Dead;5th level Necromancy;1 hour;Touch;V 5;Raise Dead;5th level Necromancy;1 hour;Touch;V
5;Raise Dead;5th level Necromancy;1 hour;Touch;V 5;Raise Dead;5th level Necromancy;1 hour;Touch;V
5;Raise Dead;5th level Necromancy;1 hour;Touch;V 5;Raise Dead;5th level Necromancy;1 hour;Touch;V

S

  • casting time Consumed)You return a dead creature you touch to life
  • range provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body

  • components the creature returns to life with 1 hit point.
    This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't
  • duration however

remove magical diseases

curses M;Instantaneous;(A diamond worth at least 500 gp

S

  • casting time psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
    Until the spell ends
  • range the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance

  • components though it can't extend to other planes of existence. ;Cleric (Peace)
  • duration

curses M;1 hour;(pieces of eggshell from two different kinds of creatures)You forge a telepathic link among up to eight willing creatures of your choice within range

S

  • casting time psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
    Until the spell ends
  • range the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance

  • components though it can't extend to other planes of existence. ;Wizard
  • duration

curses M;1 hour;(pieces of eggshell from two different kinds of creatures)You forge a telepathic link among up to eight willing creatures of your choice within range

S

  • casting time psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
    Until the spell ends
  • range the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance

  • components though it can't extend to other planes of existence. ;Sorcerer (Aberrant Mind)
  • duration

curses M;1 hour;(pieces of eggshell from two different kinds of creatures)You forge a telepathic link among up to eight willing creatures of your choice within range

S

  • casting time psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
    Until the spell ends
  • range the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance

  • components though it can't extend to other planes of existence. ;Bard (TCE)
  • duration

curses M;1 hour;(pieces of eggshell from two different kinds of creatures)You forge a telepathic link among up to eight willing creatures of your choice within range

S;Concentration

  • casting time the target deals only half damage with weapon attacks that use Strength until the spell ends.
    At the end of each of the target's turns
  • range it can make a Constitution saving throw against the spell. On a success

  • components the spell ends. ;Cleric (Death)(Grave)
  • duration

curses up to 1 minute;A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit

S;Concentration

  • casting time the target deals only half damage with weapon attacks that use Strength until the spell ends.
    At the end of each of the target's turns
  • range it can make a Constitution saving throw against the spell. On a success

  • components the spell ends. ;Warlock
  • duration

curses up to 1 minute;A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit

S;Concentration

  • casting time the target deals only half damage with weapon attacks that use Strength until the spell ends.
    At the end of each of the target's turns
  • range it can make a Constitution saving throw against the spell. On a success

  • components the spell ends. ;Wizard
  • duration

curses up to 1 minute;A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit

S;Instantaneous;A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time and its speed is reduced by 10 feet until the start of your next turn.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8). ;Artificer
  • duration

curses it takes 1d8 cold damage

5;Raise Dead;5th level Necromancy;1 hour;Touch;V 5;Raise Dead;5th level Necromancy;1 hour;Touch;V
5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V 5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V
5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V 5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V
5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V 5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V
5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V 5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V
2;Ray of Enfeeblement;2nd level Necromancy;1 action;60 feet;V 2;Ray of Enfeeblement;2nd level Necromancy;1 action;60 feet;V
2;Ray of Enfeeblement;2nd level Necromancy;1 action;60 feet;V 2;Ray of Enfeeblement;2nd level Necromancy;1 action;60 feet;V
2;Ray of Enfeeblement;2nd level Necromancy;1 action;60 feet;V 2;Ray of Enfeeblement;2nd level Necromancy;1 action;60 feet;V
0;Ray of Frost;Evocation cantrip;1 action;60 feet;V 0;Ray of Frost;Evocation cantrip;1 action;60 feet;V

S;Instantaneous;A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time and its speed is reduced by 10 feet until the start of your next turn.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8). ;Wizard
  • duration

curses it takes 1d8 cold damage

S;Instantaneous;A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time and its speed is reduced by 10 feet until the start of your next turn.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8). ;Sorcerer
  • duration

curses it takes 1d8 cold damage

S;Instantaneous;A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time it is also poisoned until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d8 for each slot level above 1st. ;Cleric (Death)

curses the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save

S;Instantaneous;A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time it is also poisoned until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d8 for each slot level above 1st. ;Artificer (Alchemist)

curses the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save

S;Instantaneous;A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time it is also poisoned until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d8 for each slot level above 1st. ;Warlock (Undying)

curses the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save

S;Instantaneous;A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time it is also poisoned until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d8 for each slot level above 1st. ;Wizard

curses the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save

S;Instantaneous;A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time it is also poisoned until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d8 for each slot level above 1st. ;Sorcerer

curses the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save

S

  • casting time the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
    The target's severed body members (fingers
  • range legs

  • components tails
  • duration and so on)

if any

curses M;1 hour;(a prayer wheel and holy water)You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell

S

  • casting time the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
    The target's severed body members (fingers
  • range legs

  • components tails
  • duration and so on)

if any

curses M;1 hour;(a prayer wheel and holy water)You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell

0;Ray of Frost;Evocation cantrip;1 action;60 feet;V 0;Ray of Frost;Evocation cantrip;1 action;60 feet;V
0;Ray of Frost;Evocation cantrip;1 action;60 feet;V 0;Ray of Frost;Evocation cantrip;1 action;60 feet;V
1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V 1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V
1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V 1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V
1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V 1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V
1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V 1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V
1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V 1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V
7;Regenerate;7th level Transmutation;1 minute;Touch;V 7;Regenerate;7th level Transmutation;1 minute;Touch;V
7;Regenerate;7th level Transmutation;1 minute;Touch;V 7;Regenerate;7th level Transmutation;1 minute;Touch;V

S

  • casting time the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
    The target's severed body members (fingers
  • range legs

  • components tails
  • duration and so on)

if any

curses M;1 hour;(A prayer wheel and holy water)You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell

S

  • casting time000 gp
  • range which the spell consumes)You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days

  • components the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so
  • duration the spell fails.
    The magic fashions a new body for the creature to inhabit

which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life

curses M;Instantaneous;(rare oils and unguents worth at least 1

S;Instantaneous;At your touch

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

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

S;Instantaneous;At your touch

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

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

S;Instantaneous;At your touch

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

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

S;Instantaneous;At your touch

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

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

S

  • casting time up to 1 minute;(a miniature cloak)You touch one willing creature. Once before the spell ends
  • range the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.;Cleric

curses M;Concentration

S

  • casting time up to 1 minute;(a miniature cloak)You touch one willing creature. Once before the spell ends
  • range the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.;Artificer

curses M;Concentration

S

  • casting time up to 1 minute;(a miniature cloak)You touch one willing creature. Once before the spell ends
  • range the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.;Druid

curses M;Concentration

7;Regenerate;7th level Transmutation;1 minute;Touch;V 7;Regenerate;7th level Transmutation;1 minute;Touch;V
5;Reincarnate;5th level Transmutation;1 hour;Touch;V 5;Reincarnate;5th level Transmutation;1 hour;Touch;V
3;Remove Curse;3rd level Abjuration;1 action;Touch;V 3;Remove Curse;3rd level Abjuration;1 action;Touch;V
3;Remove Curse;3rd level Abjuration;1 action;Touch;V 3;Remove Curse;3rd level Abjuration;1 action;Touch;V
3;Remove Curse;3rd level Abjuration;1 action;Touch;V 3;Remove Curse;3rd level Abjuration;1 action;Touch;V
3;Remove Curse;3rd level Abjuration;1 action;Touch;V 3;Remove Curse;3rd level Abjuration;1 action;Touch;V
0;Resistance;Abjuration cantrip;1 action;Touch;V 0;Resistance;Abjuration cantrip;1 action;Touch;V
0;Resistance;Abjuration cantrip;1 action;Touch;V 0;Resistance;Abjuration cantrip;1 action;Touch;V
0;Resistance;Abjuration cantrip;1 action;Touch;V 0;Resistance;Abjuration cantrip;1 action;Touch;V

S

  • casting time000 gp
  • range which the spell consumes)You touch a dead creature that has been dead for no more than a century

  • components that didn't die of old age
  • duration and that isn't undead. If its soul is free and willing

the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't

however M;Instantaneous;(a diamond worth at least 1

S

  • casting time000 gp
  • range Consumed)You touch a dead creature that has been dead for no more than a century

  • components that didn't die of old age
  • duration and that isn't undead. If its soul is free and willing

the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't

however M;Instantaneous;(A diamond worth at least 1

S

  • casting time up to 1 minute;(a lodestone and iron filings)This spell reverses gravity in a 50-foot-radius
  • range 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach

  • components thus avoiding the fall.
    If some solid object (such as a ceiling) is encountered in this fall
  • duration falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything

it remains there

oscillating slightly M;Concentration

S

  • casting time up to 1 minute;(a lodestone and iron filings)This spell reverses gravity in a 50-foot-radius
  • range 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach

  • components thus avoiding the fall.
    If some solid object (such as a ceiling) is encountered in this fall
  • duration falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything

it remains there

oscillating slightly M;Concentration

S

  • casting time up to 1 minute;(a lodestone and iron filings)This spell reverses gravity in a 50-foot-radius
  • range 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach

  • components thus avoiding the fall.
    If some solid object (such as a ceiling) is encountered in this fall
  • duration falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything

it remains there

oscillating slightly M;Concentration

S

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Cleric (*)(Life)(Grave)

oscillating slightly M;Instantaneous;(diamonds worth 300 gp

S

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Artificer

oscillating slightly M;Instantaneous;(diamonds worth 300 gp

S

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Warlock (Celestial)

oscillating slightly M;Instantaneous;(diamonds worth 300 gp

S

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Paladin

oscillating slightly M;Instantaneous;(diamonds worth 300 gp

7;Resurrection;7th level Necromancy;1 hour;Touch;V 7;Resurrection;7th level Necromancy;1 hour;Touch;V
7;Resurrection;7th level Necromancy;1 hour;Touch;V 7;Resurrection;7th level Necromancy;1 hour;Touch;V
7;Reverse Gravity;7th level Transmutation;1 action;100 feet;V 7;Reverse Gravity;7th level Transmutation;1 action;100 feet;V
7;Reverse Gravity;7th level Transmutation;1 action;100 feet;V 7;Reverse Gravity;7th level Transmutation;1 action;100 feet;V
7;Reverse Gravity;7th level Transmutation;1 action;100 feet;V 7;Reverse Gravity;7th level Transmutation;1 action;100 feet;V
3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V
3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V
3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V
3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V

S

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Druid (TCE)

oscillating slightly M;Instantaneous;(diamonds worth 300 gp

S

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Druid (Wildfire)

oscillating slightly M;Instantaneous;(diamonds worth 300 gp

S

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Ranger (TCE)

oscillating slightly M;Instantaneous;(diamonds worth 300 gp

S

  • casting time an invisible entrance opens to an extradimensional space that lasts until the spell ends.
    The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space
  • range making the rope disappear from view outside the space.
    Attacks and spells can't cross through the entrance into or out of the extradimensional space

  • components but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
    Anything inside the extradimensional space drops out when the spell ends. ;Artificer
  • duration

oscillating slightly M;1 hour;(powdered corn extract and a twisted loop of parchment)You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope

S

  • casting time an invisible entrance opens to an extradimensional space that lasts until the spell ends.
    The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space
  • range making the rope disappear from view outside the space.
    Attacks and spells can't cross through the entrance into or out of the extradimensional space

  • components but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
    Anything inside the extradimensional space drops out when the spell ends. ;Wizard
  • duration

oscillating slightly M;1 hour;(powdered corn extract and a twisted loop of parchment)You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope

S

  • casting time an invisible entrance opens to an extradimensional space that lasts until the spell ends.
    The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space
  • range making the rope disappear from view outside the space.
    Attacks and spells can't cross through the entrance into or out of the extradimensional space

  • components but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
    Anything inside the extradimensional space drops out when the spell ends. ;Ranger (Gloom Stalker)
  • duration

oscillating slightly M;1 hour;(powdered corn extract and a twisted loop of parchment)You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope

S;Instantaneous;Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8)

  • casting time and 17th level (4d8). ;Cleric
  • range

oscillating slightly 11th level (3d8)

S

  • casting time any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save
  • range the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects

  • components such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature
  • duration this spell ends. ;Cleric

oscillating slightly M;1 minute;(a small silver mirror)You ward a creature within range against attack. Until the spell ends

S

  • casting time any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save
  • range the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects

  • components such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature
  • duration this spell ends. ;Cleric (Peace)

oscillating slightly M;1 minute;(a small silver mirror)You ward a creature within range against attack. Until the spell ends

3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V
3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V
3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V
2;Rope Trick;2nd level Transmutation;1 action;Touch;V 2;Rope Trick;2nd level Transmutation;1 action;Touch;V
2;Rope Trick;2nd level Transmutation;1 action;Touch;V 2;Rope Trick;2nd level Transmutation;1 action;Touch;V
2;Rope Trick;2nd level Transmutation;1 action;Touch;V 2;Rope Trick;2nd level Transmutation;1 action;Touch;V
0;Sacred Flame;Evocation cantrip;1 action;60 feet;V 0;Sacred Flame;Evocation cantrip;1 action;60 feet;V
1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V 1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V
1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V 1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V

S

  • casting time any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save
  • range the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects

  • components such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature
  • duration this spell ends. ;Artificer

oscillating slightly M;1 minute;(a small silver mirror)You ward a creature within range against attack. Until the spell ends

S

  • casting time any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save
  • range the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects

  • components such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature
  • duration this spell ends. ;Warlock (Dao)

oscillating slightly M;1 minute;(a small silver mirror)You ward a creature within range against attack. Until the spell ends

S

  • casting time any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save
  • range the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects

  • components such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature
  • duration this spell ends. ;Paladin (Devotion)(Redemption)

oscillating slightly M;1 minute;(a small silver mirror)You ward a creature within range against attack. Until the spell ends

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Cleric (Light)
  • range

oscillating slightly the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Artificer (Artillerist)
  • range

oscillating slightly the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Warlock (Fiend)
  • range

oscillating slightly the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Warlock (Efreeti)
  • range

oscillating slightly the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Wizard
  • range

oscillating slightly the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Sorcerer
  • range

oscillating slightly the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V 1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V
1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V 1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V
1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V 1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V
2;Scorching Ray;2nd level Evocation;1 action;120 feet;V 2;Scorching Ray;2nd level Evocation;1 action;120 feet;V
2;Scorching Ray;2nd level Evocation;1 action;120 feet;V 2;Scorching Ray;2nd level Evocation;1 action;120 feet;V
2;Scorching Ray;2nd level Evocation;1 action;120 feet;V 2;Scorching Ray;2nd level Evocation;1 action;120 feet;V
2;Scorching Ray;2nd level Evocation;1 action;120 feet;V 2;Scorching Ray;2nd level Evocation;1 action;120 feet;V
2;Scorching Ray;2nd level Evocation;1 action;120 feet;V 2;Scorching Ray;2nd level Evocation;1 action;120 feet;V
2;Scorching Ray;2nd level Evocation;1 action;120 feet;V 2;Scorching Ray;2nd level Evocation;1 action;120 feet;V

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Druid (Wildfire)
  • range

oscillating slightly the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time up to 10 minutes;(a focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw

oscillating slightly M;Concentration

S

  • casting time up to 10 minutes;(a focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw

oscillating slightly M;Concentration

S

  • casting time up to 10 minutes;(a focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw

oscillating slightly M;Concentration

S

  • casting time up to 10 minutes;(a focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw

oscillating slightly M;Concentration

S

  • casting time up to 10 minutes;(A focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw

oscillating slightly M;Concentration

S

  • casting time up to 10 minutes;(a focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw

oscillating slightly M;Concentration

S

  • casting time up to 10 minutes;(A focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw

oscillating slightly M;Concentration

up to 1 minute;The next time you hit a creature with a melee weapon attack during the spell's duration

  • casting time and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends
  • range the target must make a Constitution saving throw. On a failed save

  • components it takes 1d6 fire damage. On a successful save
  • duration the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames

or if some other effect douses the flames (such as the target being submerged in water)

oscillating slightly your weapon flares with white-hot intensity

2;Scorching Ray;2nd level Evocation;1 action;120 feet;V 2;Scorching Ray;2nd level Evocation;1 action;120 feet;V
5;Scrying;5th level Divination;10 minutes;Self;V 5;Scrying;5th level Divination;10 minutes;Self;V
5;Scrying;5th level Divination;10 minutes;Self;V 5;Scrying;5th level Divination;10 minutes;Self;V
5;Scrying;5th level Divination;10 minutes;Self;V 5;Scrying;5th level Divination;10 minutes;Self;V
5;Scrying;5th level Divination;10 minutes;Self;V 5;Scrying;5th level Divination;10 minutes;Self;V
5;Scrying;5th level Divination;10 minutes;Self;V 5;Scrying;5th level Divination;10 minutes;Self;V
5;Scrying;5th level Divination;10 minutes;Self;V 5;Scrying;5th level Divination;10 minutes;Self;V
5;Scrying;5th level Divination;10 minutes;Self;V 5;Scrying;5th level Divination;10 minutes;Self;V
1;Searing Smite;1st level Evocation;1 bonus action;Self;V;Concentration 1;Searing Smite;1st level Evocation;1 bonus action;Self;V;Concentration

up to 1 minute;The next time you hit a creature with a melee weapon attack during the spell's duration

  • casting time and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends
  • range the target must make a Constitution saving throw. On a failed save

  • components it takes 1d6 fire damage. On a successful save
  • duration the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames

or if some other effect douses the flames (such as the target being submerged in water)

oscillating slightly your weapon flares with white-hot intensity

up to 1 minute;The next time you hit a creature with a melee weapon attack during the spell's duration

  • casting time and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends
  • range the target must make a Constitution saving throw. On a failed save

  • components it takes 1d6 fire damage. On a successful save
  • duration the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames

or if some other effect douses the flames (such as the target being submerged in water)

oscillating slightly your weapon flares with white-hot intensity

S

  • casting time you see invisible creatures and objects as if they were visible
  • range and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.;Cleric (Twilight)

oscillating slightly M;1 hour;(A pinch of Talc and a small sprinkling of powdered silver)For the duration

S

  • casting time you see invisible creatures and objects as if they were visible
  • range and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.;Artificer

oscillating slightly M;1 hour;(A pinch of Talc and a small sprinkling of powdered silver)For the duration

S

  • casting time you see invisible creatures and objects as if they were visible
  • range and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.;Wizard

oscillating slightly M;1 hour;(A pinch of Talc and a small sprinkling of powdered silver)For the duration

S

  • casting time you see invisible creatures and objects as if they were visible
  • range and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.;Paladin (Watchers)

oscillating slightly M;1 hour;(A pinch of Talc and a small sprinkling of powdered silver)For the duration

S

  • casting time you see invisible creatures and objects as if they were visible
  • range and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.;Sorcerer

oscillating slightly M;1 hour;(A pinch of Talc and a small sprinkling of powdered silver)For the duration

S

  • casting time you see invisible creatures and objects as if they were visible
  • range and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.;Bard

oscillating slightly M;1 hour;(A pinch of Talc and a small sprinkling of powdered silver)For the duration

S;8 hours;This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new

  • casting time and if it succeeds
  • range it is unaffected by this spell.
    The spell disguises physical appearances as well as clothing

  • components armor
  • duration weapons

and equipment. You can make each creature seem 1 foot shorter or taller and appear thin

fat illusory appearance. An unwilling target can make a Charisma saving throw

1;Searing Smite;1st level Evocation;1 bonus action;Self;V;Concentration 1;Searing Smite;1st level Evocation;1 bonus action;Self;V;Concentration
1;Searing Smite;1st level Evocation;1 bonus action;Self;V;Concentration 1;Searing Smite;1st level Evocation;1 bonus action;Self;V;Concentration
2;See Invisibility;2nd level Divination;1 action;Self;V 2;See Invisibility;2nd level Divination;1 action;Self;V
2;See Invisibility;2nd level Divination;1 action;Self;V 2;See Invisibility;2nd level Divination;1 action;Self;V
2;See Invisibility;2nd level Divination;1 action;Self;V 2;See Invisibility;2nd level Divination;1 action;Self;V
2;See Invisibility;2nd level Divination;1 action;Self;V 2;See Invisibility;2nd level Divination;1 action;Self;V
2;See Invisibility;2nd level Divination;1 action;Self;V 2;See Invisibility;2nd level Divination;1 action;Self;V
2;See Invisibility;2nd level Divination;1 action;Self;V 2;See Invisibility;2nd level Divination;1 action;Self;V
5;Seeming;5th level Illusion;1 action;30 feet;V 5;Seeming;5th level Illusion;1 action;30 feet;V

S;8 hours;This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new

  • casting time and if it succeeds
  • range it is unaffected by this spell.
    The spell disguises physical appearances as well as clothing

  • components armor
  • duration weapons

and equipment. You can make each creature seem 1 foot shorter or taller and appear thin

fat illusory appearance. An unwilling target can make a Charisma saving throw

S;8 hours;This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new

  • casting time and if it succeeds
  • range it is unaffected by this spell.
    The spell disguises physical appearances as well as clothing

  • components armor
  • duration weapons

and equipment. You can make each creature seem 1 foot shorter or taller and appear thin

fat illusory appearance. An unwilling target can make a Charisma saving throw

S;8 hours;This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new

  • casting time and if it succeeds
  • range it is unaffected by this spell.
    The spell disguises physical appearances as well as clothing

  • components armor
  • duration weapons

and equipment. You can make each creature seem 1 foot shorter or taller and appear thin

fat illusory appearance. An unwilling target can make a Charisma saving throw

S;8 hours;This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new

  • casting time and if it succeeds
  • range it is unaffected by this spell.
    The spell disguises physical appearances as well as clothing

  • components armor
  • duration weapons

and equipment. You can make each creature seem 1 foot shorter or taller and appear thin

fat illusory appearance. An unwilling target can make a Charisma saving throw

S;8 hours;This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new

  • casting time and if it succeeds
  • range it is unaffected by this spell.
    The spell disguises physical appearances as well as clothing

  • components armor
  • duration weapons

and equipment. You can make each creature seem 1 foot shorter or taller and appear thin

fat illusory appearance. An unwilling target can make a Charisma saving throw

S

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

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

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

S

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

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

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

S

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

  • components but if the target is on a different plane than you
  • duration there is a 5 percent chance that the message doesn't arrive. ;Warlock (Great Old One)

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

S

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

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

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

5;Seeming;5th level Illusion;1 action;30 feet;V 5;Seeming;5th level Illusion;1 action;30 feet;V
5;Seeming;5th level Illusion;1 action;30 feet;V 5;Seeming;5th level Illusion;1 action;30 feet;V
5;Seeming;5th level Illusion;1 action;30 feet;V 5;Seeming;5th level Illusion;1 action;30 feet;V
5;Seeming;5th level Illusion;1 action;30 feet;V 5;Seeming;5th level Illusion;1 action;30 feet;V
5;Seeming;5th level Illusion;1 action;30 feet;V 5;Seeming;5th level Illusion;1 action;30 feet;V
3;Sending;3rd level Evocation;1 action;Unlimited;V 3;Sending;3rd level Evocation;1 action;Unlimited;V
3;Sending;3rd level Evocation;1 action;Unlimited;V 3;Sending;3rd level Evocation;1 action;Unlimited;V
3;Sending;3rd level Evocation;1 action;Unlimited;V 3;Sending;3rd level Evocation;1 action;Unlimited;V
3;Sending;3rd level Evocation;1 action;Unlimited;V 3;Sending;3rd level Evocation;1 action;Unlimited;V

S

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

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

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

S

  • casting time emerald
  • range ruby

  • components and sapphire dust worth at least 5
  • duration000 gp

which the spell consumes)By means of this spell

fat M;Until dispelled;(a powder composed of diamond

S;Concentration

  • casting time light
  • range and thrown properties (range 20/60). In addition

  • components when you use the sword to attack a target that is in dim light or darkness
  • duration you make the attack roll with advantage.
    If you drop the weapon or throw it

it dissipates at the end of the turn. Thereafter

while the spell persists up to 1 minute;You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse

S;Concentration

  • casting time light
  • range and thrown properties (range 20/60). In addition

  • components when you use the sword to attack a target that is in dim light or darkness
  • duration you make the attack roll with advantage.
    If you drop the weapon or throw it

it dissipates at the end of the turn. Thereafter

while the spell persists up to 1 minute;You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse

S;Concentration

  • casting time light
  • range and thrown properties (range 20/60). In addition

  • components when you use the sword to attack a target that is in dim light or darkness
  • duration you make the attack roll with advantage.
    If you drop the weapon or throw it

it dissipates at the end of the turn. Thereafter

while the spell persists up to 1 minute;You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse

S

  • casting time up to 1 minute;(an undead eyeball encased in a gem worth at least 150 gp)Flame-like shadows wreathe your body until the spell ends
  • range causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness

  • components and bright light in the same area to dim light.
    Until the spell ends
  • duration you have resistance to radiant damage. In addition

whenever a creature within 10 feet of you hits you with an attack

the shadows lash out at that creature M;Concentration

up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water

  • casting timeyou can have no more than two of its non-instantaneous effects active at a time
  • range and you can dismiss such an effect as an action.;Wizard (XGE)

the shadows lash out at that creature provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times

up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water

  • casting timeyou can have no more than two of its non-instantaneous effects active at a time
  • range and you can dismiss such an effect as an action.;Sorcerer (XGE)

the shadows lash out at that creature provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times

up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water

  • casting timeyou can have no more than two of its non-instantaneous effects active at a time
  • range and you can dismiss such an effect as an action.;Druid (XGE)

the shadows lash out at that creature provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times

3;Sending;3rd level Evocation;1 action;Unlimited;V 3;Sending;3rd level Evocation;1 action;Unlimited;V
7;Sequester;7th level Transmutation;1 action;Touch;V 7;Sequester;7th level Transmutation;1 action;Touch;V
2;Shadow Blade;2nd level Illusion;1 bonus action;Self;V 2;Shadow Blade;2nd level Illusion;1 bonus action;Self;V
2;Shadow Blade;2nd level Illusion;1 bonus action;Self;V 2;Shadow Blade;2nd level Illusion;1 bonus action;Self;V
2;Shadow Blade;2nd level Illusion;1 bonus action;Self;V 2;Shadow Blade;2nd level Illusion;1 bonus action;Self;V
4;Shadow of Moil;4th level Necromancy;1 action;Self;V 4;Shadow of Moil;4th level Necromancy;1 action;Self;V
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct

S

  • casting time up to 1 hour;(a jade circlet worth at least 1
  • range500 gp

  • components which you must place on your head before you cast the spell)You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead
  • duration and you must have seen the sort of creature at least once. You transform into an average example of that creature

one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 hour;(a jade circlet worth at least 1
  • range500 gp

  • components which you must place on your head before you cast the spell)You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead
  • duration and you must have seen the sort of creature at least once. You transform into an average example of that creature

one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature

the shadows lash out at that creature M;Concentration

S

  • casting time painfully intense
  • range erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save

  • components or half as much damage on a successful one. A creature made of inorganic material such as stone
  • duration crystal

or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher

the shadows lash out at that creature M;Instantaneous;(a chip of mica)A sudden loud ringing noise

S

  • casting time painfully intense
  • range erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save

  • components or half as much damage on a successful one. A creature made of inorganic material such as stone
  • duration crystal

or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels: When you cast this spell using a spell slot of or higher

the shadows lash out at that creature M;Instantaneous;(A chip of mica)A sudden loud ringing noise

S

  • casting time painfully intense
  • range erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save

  • components or half as much damage on a successful one. A creature made of inorganic material such as stone
  • duration crystal

or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher

the shadows lash out at that creature M;Instantaneous;(a chip of mica)A sudden loud ringing noise

S

  • casting time painfully intense
  • range erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save

  • components or half as much damage on a successful one. A creature made of inorganic material such as stone
  • duration crystal

or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher

the shadows lash out at that creature M;Instantaneous;(a chip of mica)A sudden loud ringing noise

S

  • casting time painfully intense
  • range erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save

  • components or half as much damage on a successful one. A creature made of inorganic material such as stone
  • duration crystal

or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher

the shadows lash out at that creature M;Instantaneous;(a chip of mica)A sudden loud ringing noise

S

  • casting time painfully intense
  • range erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save

  • components or half as much damage on a successful one. A creature made of inorganic material such as stone
  • duration crystal

or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels: When you cast this spell using a spell slot of or higher

the shadows lash out at that creature M;Instantaneous;(A chip of mica)A sudden loud ringing noise

S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from magic missile.;Artificer (Artillerist)

the shadows lash out at that creature you have a +5 bonus to AC

9;Shapechange;9th level Transmutation;1 action;Self;V 9;Shapechange;9th level Transmutation;1 action;Self;V
9;Shapechange;9th level Transmutation;1 action;Self;V 9;Shapechange;9th level Transmutation;1 action;Self;V
2;Shatter;2nd level Evocation;1 action;60 feet;V 2;Shatter;2nd level Evocation;1 action;60 feet;V
2;Shatter;2nd level Evocation;1 action;60 feet;V 2;Shatter;2nd level Evocation;1 action;60 feet;V
2;Shatter;2nd level Evocation;1 action;60 feet;V 2;Shatter;2nd level Evocation;1 action;60 feet;V
2;Shatter;2nd level Evocation;1 action;60 feet;V 2;Shatter;2nd level Evocation;1 action;60 feet;V
2;Shatter;2nd level Evocation;1 action;60 feet;V 2;Shatter;2nd level Evocation;1 action;60 feet;V
2;Shatter;2nd level Evocation;1 action;60 feet;V 2;Shatter;2nd level Evocation;1 action;60 feet;V
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V

S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from magic missile.;Artificer (Battle Smith)

the shadows lash out at that creature you have a +5 bonus to AC

S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from magic missile.;Warlock

the shadows lash out at that creature you have a +5 bonus to AC

S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from magic missile.;Wizard

the shadows lash out at that creature you have a +5 bonus to AC

S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from magic missile.;Sorcerer

the shadows lash out at that creature you have a +5 bonus to AC

S

  • casting time up to 10 minutes;(a small parchment with a bit of holy text written on it)A shimmering field appears and surrounds a creature of your choice within range
  • range granting it a +2 bonus to AC for the duration.;Cleric (*)(War)

the shadows lash out at that creature M;Concentration

S

  • casting time up to 10 minutes;(a small parchment with a bit of holy text written on it)A shimmering field appears and surrounds a creature of your choice within range
  • range granting it a +2 bonus to AC for the duration.;Paladin

the shadows lash out at that creature M;Concentration

S

  • casting time you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon
  • range and the weapon's damage die becomes a d8. The weapon also becomes magical

  • components if it isn't already. The spell ends if you cast it again or if you let go of the weapon.;Druid
  • duration

the shadows lash out at that creature M;1 minute;The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration

S;Instantaneous;Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit

  • casting time and it can't take reactions until the start of its next turn.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8). ;Artificer
  • duration

the shadows lash out at that creature the target takes 1d8 lightning damage

S;Instantaneous;Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit

  • casting time and it can't take reactions until the start of its next turn.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8). ;Wizard
  • duration

the shadows lash out at that creature the target takes 1d8 lightning damage

1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V
1;Shield of Faith;1st level Abjuration;1 bonus action;60 feet;V 1;Shield of Faith;1st level Abjuration;1 bonus action;60 feet;V
1;Shield of Faith;1st level Abjuration;1 bonus action;60 feet;V 1;Shield of Faith;1st level Abjuration;1 bonus action;60 feet;V
0;Shillelagh;Transmutation cantrip;1 bonus action;Touch;V 0;Shillelagh;Transmutation cantrip;1 bonus action;Touch;V
0;Shocking Grasp;Evocation cantrip;1 action;Touch;V 0;Shocking Grasp;Evocation cantrip;1 action;Touch;V
0;Shocking Grasp;Evocation cantrip;1 action;Touch;V 0;Shocking Grasp;Evocation cantrip;1 action;Touch;V

S;Instantaneous;Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit

  • casting time and it can't take reactions until the start of its next turn.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8). ;Sorcerer
  • duration

the shadows lash out at that creature the target takes 1d8 lightning damage

S;Concentration

  • casting time greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners
  • range and it lasts until the spell ends.
    When a creature moves into the spell's area for the first time on a turn or starts its turn there

  • components that creature must succeed on a Constitution saving throw or take 4d10 radiant damage
  • duration and it suffers one level of exhaustion and emits a dim

greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.;Warlock (XGE)

the shadows lash out at that creature up to 10 minutes;Dim

S;Concentration

  • casting time greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners
  • range and it lasts until the spell ends.
    When a creature moves into the spell's area for the first time on a turn or starts its turn there

  • components that creature must succeed on a Constitution saving throw or take 4d10 radiant damage
  • duration and it suffers one level of exhaustion and emits a dim

greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.;Wizard (XGE)

the shadows lash out at that creature up to 10 minutes;Dim

S;Concentration

  • casting time greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners
  • range and it lasts until the spell ends.
    When a creature moves into the spell's area for the first time on a turn or starts its turn there

  • components that creature must succeed on a Constitution saving throw or take 4d10 radiant damage
  • duration and it suffers one level of exhaustion and emits a dim

greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.;Sorcerer (XGE)

the shadows lash out at that creature up to 10 minutes;Dim

S;Concentration

  • casting time no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;Cleric

the shadows lash out at that creature up to 10 minutes;For the duration

S;Concentration

  • casting time no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;Warlock (Undying)

the shadows lash out at that creature up to 10 minutes;For the duration

S;Concentration

  • casting time no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;Warlock (Fathomless)

the shadows lash out at that creature up to 10 minutes;For the duration

S;Concentration

  • casting time no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;Druid (Desert)

the shadows lash out at that creature up to 10 minutes;For the duration

S;Concentration

  • casting time no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;Ranger

the shadows lash out at that creature up to 10 minutes;For the duration

0;Shocking Grasp;Evocation cantrip;1 action;Touch;V 0;Shocking Grasp;Evocation cantrip;1 action;Touch;V
4;Sickening Radiance;4th level Evocation;1 action;120 feet;V 4;Sickening Radiance;4th level Evocation;1 action;120 feet;V
4;Sickening Radiance;4th level Evocation;1 action;120 feet;V 4;Sickening Radiance;4th level Evocation;1 action;120 feet;V
4;Sickening Radiance;4th level Evocation;1 action;120 feet;V 4;Sickening Radiance;4th level Evocation;1 action;120 feet;V
2;Silence (ritual);2nd level Illusion;1 action;120 feet;V 2;Silence (ritual);2nd level Illusion;1 action;120 feet;V
2;Silence (ritual);2nd level Illusion;1 action;120 feet;V 2;Silence (ritual);2nd level Illusion;1 action;120 feet;V
2;Silence (Ritual);2nd level Illusion;1 action;120 feet;V 2;Silence (Ritual);2nd level Illusion;1 action;120 feet;V
2;Silence (ritual);2nd level Illusion;1 action;120 feet;V 2;Silence (ritual);2nd level Illusion;1 action;120 feet;V
2;Silence (ritual);2nd level Illusion;1 action;120 feet;V 2;Silence (ritual);2nd level Illusion;1 action;120 feet;V

S;Concentration

  • casting time no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;Bard

the shadows lash out at that creature up to 10 minutes;For the duration

S

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

  • components or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual
  • duration it isn't accompanied by sound

smell

the shadows lash out at that creature M;Concentration

S

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

  • components or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual
  • duration it isn't accompanied by sound

smell

the shadows lash out at that creature M;Concentration

S

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

  • components or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual
  • duration it isn't accompanied by sound

smell

the shadows lash out at that creature M;Concentration

S

  • casting time fingernail clippings
  • range or other piece of that creature's body placed inside the snow or ice and powdered ruby worth 1

  • components500 gp
  • duration sprinkled over the duplicate and consumed by the spell)You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature

partially real and formed from ice or snow

the shadows lash out at that creature M;Until dispelled;(snow or ice in quantities sufficient to made a life-size copy of the duplicated creature some hair

S;Concentration

  • casting time the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
    You must choose a skill in which the target is proficient and that isn't already benefiting from an effect
  • range such as Expertise

  • components that doubles its proficiency bonus.;Artificer
  • duration

the shadows lash out at that creature up to 1 hour;Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice. Until the spell ends

S;Concentration

  • casting time the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
    You must choose a skill in which the target is proficient and that isn't already benefiting from an effect
  • range such as Expertise

  • components that doubles its proficiency bonus.;Wizard (XGE)
  • duration

the shadows lash out at that creature up to 1 hour;Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice. Until the spell ends

S;Concentration

  • casting time the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
    You must choose a skill in which the target is proficient and that isn't already benefiting from an effect
  • range such as Expertise

  • components that doubles its proficiency bonus.;Sorcerer (XGE)
  • duration

the shadows lash out at that creature up to 1 hour;Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice. Until the spell ends

S;Concentration

  • casting time the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
    You must choose a skill in which the target is proficient and that isn't already benefiting from an effect
  • range such as Expertise

  • components that doubles its proficiency bonus.;Bard (XGE)
  • duration

the shadows lash out at that creature up to 1 hour;Your magic deepens a creature's understanding of its own talent. You touch 1 willing creature and give it expertise in 1 skill of your choice. Until the spell ends

2;Silence (Ritual);2nd level Illusion;1 action;120 feet;V 2;Silence (Ritual);2nd level Illusion;1 action;120 feet;V
1;Silent Image;1st level Illusion;1 action;60 feet;V 1;Silent Image;1st level Illusion;1 action;60 feet;V
1;Silent Image;1st level Illusion;1 action;60 feet;V 1;Silent Image;1st level Illusion;1 action;60 feet;V
1;Silent Image;1st level Illusion;1 action;60 feet;V 1;Silent Image;1st level Illusion;1 action;60 feet;V
7;Simulacrum;7th level Illusion;12 hours;Touch;V 7;Simulacrum;7th level Illusion;12 hours;Touch;V
5;Skill Empowerment;5th level Transmutation;1 action;Touch;V 5;Skill Empowerment;5th level Transmutation;1 action;Touch;V
5;Skill Empowerment;5th level Transmutation;1 action;Touch;V 5;Skill Empowerment;5th level Transmutation;1 action;Touch;V
5;Skill Empowerment;5th level Transmutation;1 action;Touch;V 5;Skill Empowerment;5th level Transmutation;1 action;Touch;V
5;Skill Empowerment;5th level Transmutation;1 action;Touch;V 5;Skill Empowerment;5th level Transmutation;1 action;Touch;V

S;Concentration

the shadows lash out at that creature up to 1 hour;You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.;Artificer

S;Concentration

the shadows lash out at that creature up to 1 hour;You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.;Wizard (XGE)

S;Concentration

the shadows lash out at that creature up to 1 hour;You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.;Druid (XGE)

S;Concentration

the shadows lash out at that creature up to 1 hour;You cause up to 10 words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.;Bard (XGE)

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

the shadows lash out at that creature M;1 minute;(A pinch of find sand

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

the shadows lash out at that creature M;1 minute;(a pinch of find sand

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

the shadows lash out at that creature M;1 minute;(a pinch of find sand

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

the shadows lash out at that creature M;1 minute;(a pinch of find sand

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

the shadows lash out at that creature M;1 minute;(a pinch of find sand

2;Skywrite (ritual);2nd level Transmutation;1 action;Sight;V 2;Skywrite (ritual);2nd level Transmutation;1 action;Sight;V
2;Skywrite (ritual);2nd level Transmutation;1 action;Sight;V 2;Skywrite (ritual);2nd level Transmutation;1 action;Sight;V
2;Skywrite (ritual);2nd level Transmutation;1 action;Sight;V 2;Skywrite (ritual);2nd level Transmutation;1 action;Sight;V
2;Skywrite (Ritual);2nd level Transmutation;1 action;Sight;V 2;Skywrite (Ritual);2nd level Transmutation;1 action;Sight;V
1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V
1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V
1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V
1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V
1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

the shadows lash out at that creature M;1 minute;(A pinch of find sand

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

it must make a Dexterity saving throw. On a failed save

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

it must make a Dexterity saving throw. On a failed save

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

it must make a Dexterity saving throw. On a failed save

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

it must make a Dexterity saving throw. On a failed save

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

it must make a Dexterity saving throw. On a failed save

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

it must make a Dexterity saving throw. On a failed save

the shadows lash out at that creature M;Concentration

S

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

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

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

the shadows lash out at that creature M;Concentration

S

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

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

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

the shadows lash out at that creature M;Concentration

1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V
3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V
3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V
3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V
3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V
3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V
3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V
3;Slow;3rd level Transmutation;1 action;120 feet;V 3;Slow;3rd level Transmutation;1 action;120 feet;V
3;Slow;3rd level Transmutation;1 action;120 feet;V 3;Slow;3rd level Transmutation;1 action;120 feet;V

S

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

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

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

the shadows lash out at that creature M;Concentration

S

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

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

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

the shadows lash out at that creature M;Concentration

S

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

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

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

the shadows lash out at that creature M;Concentration

M;8 hours;(25 feet of rope

  • casting time you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting
  • range the rope disappears and the circle becomes a magic trap.
    This trap is nearly invisible

  • components requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
    The trap triggers when a Small
  • duration Medium

or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air

the shadows lash out at that creature which the spell consumes)As you cast this spell

M;8 hours;(25 feet of rope

  • casting time you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting
  • range the rope disappears and the circle becomes a magic trap.
    This trap is nearly invisible

  • components requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
    The trap triggers when a Small
  • duration Medium

or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air

the shadows lash out at that creature which the spell consumes)As you cast this spell

M;8 hours;(25 feet of rope

  • casting time you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting
  • range the rope disappears and the circle becomes a magic trap.
    This trap is nearly invisible

  • components requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
    The trap triggers when a Small
  • duration Medium

or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air

the shadows lash out at that creature which the spell consumes)As you cast this spell

S

  • casting time or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range the damage increases by 1d6 for each slot level above 2nd.;Wizard (XGE)

the shadows lash out at that creature M;Instantaneous;(a piece of ice or a small white rock chip)A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save

S

  • casting time or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range the damage increases by 1d6 for each slot level above 2nd.;Sorcerer (XGE)

the shadows lash out at that creature M;Instantaneous;(a piece of ice or a small white rock chip)A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save

which you take when a humanoid you can see within 60 feet of you dies;60 feet;V

  • casting time M;8 hours;(a tiny silver cage worth 100 gp)This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage
  • range which ends the spell. While you have a soul inside the cage

  • components you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time
  • duration it is released

and the spell ends. While a soul is trapped

the shadows lash out at that creature S

3;Slow;3rd level Transmutation;1 action;120 feet;V 3;Slow;3rd level Transmutation;1 action;120 feet;V
3;Slow;3rd level Transmutation;1 action;120 feet;V 3;Slow;3rd level Transmutation;1 action;120 feet;V
3;Slow;3rd level Transmutation;1 action;120 feet;V 3;Slow;3rd level Transmutation;1 action;120 feet;V
1;Snare;1st level Abjuration;1 minute;Touch;S 1;Snare;1st level Abjuration;1 minute;Touch;S
1;Snare;1st level Abjuration;1 minute;Touch;S 1;Snare;1st level Abjuration;1 minute;Touch;S
1;Snare;1st level Abjuration;1 minute;Touch;S 1;Snare;1st level Abjuration;1 minute;Touch;S
2;Snilloc's Snowball Swarm;2nd level Evocation;1 action;90 feet;V 2;Snilloc's Snowball Swarm;2nd level Evocation;1 action;90 feet;V
2;Snilloc's Snowball Swarm;2nd level Evocation;1 action;90 feet;V 2;Snilloc's Snowball Swarm;2nd level Evocation;1 action;90 feet;V
6;Soul Cage;6th level Necromancy;1 reaction 6;Soul Cage;6th level Necromancy;1 reaction

which you take when a humanoid you can see within 60 feet of you dies;60 feet;V

  • casting time M;8 hours;(a tiny silver cage worth 100 gp)This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage
  • range which ends the spell. While you have a soul inside the cage

  • components you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time
  • duration it is released

and the spell ends. While a soul is trapped

the shadows lash out at that creature S

S;Instantaneous;You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.;Cleric

the shadows lash out at that creature

S;Instantaneous;You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.;Artificer

the shadows lash out at that creature

S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence

  • casting time beasts can give you information about nearby locations and monsters
  • range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you

  • components at the DM's discretion.;Cleric (Nature)
  • duration

the shadows lash out at that creature but at minimum

S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence

  • casting time beasts can give you information about nearby locations and monsters
  • range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you

  • components at the DM's discretion.;Paladin (Ancients)
  • duration

the shadows lash out at that creature but at minimum

S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence

  • casting time beasts can give you information about nearby locations and monsters
  • range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you

  • components at the DM's discretion.;Druid
  • duration

the shadows lash out at that creature but at minimum

S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence

  • casting time beasts can give you information about nearby locations and monsters
  • range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you

  • components at the DM's discretion.;Ranger
  • duration

the shadows lash out at that creature but at minimum

S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence

  • casting time beasts can give you information about nearby locations and monsters
  • range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you

  • components at the DM's discretion.;Bard
  • duration

the shadows lash out at that creature but at minimum

S

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

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

or repetitive

the shadows lash out at that creature M;10 minutes;(burning incense)You grant the semblance of life and intelligence to a corpse of your choice within range

6;Soul Cage;6th level Necromancy;1 reaction 6;Soul Cage;6th level Necromancy;1 reaction
0;Spare the Dying;Necromancy cantrip;1 action;Touch;V 0;Spare the Dying;Necromancy cantrip;1 action;Touch;V
0;Spare the Dying;Necromancy cantrip;1 action;Touch;V 0;Spare the Dying;Necromancy cantrip;1 action;Touch;V
1;Speak with Animals (ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (ritual);1st level Divination;1 action;Self;V
1;Speak with Animals (ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (ritual);1st level Divination;1 action;Self;V
1;Speak with Animals (ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (ritual);1st level Divination;1 action;Self;V
1;Speak with Animals (ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (ritual);1st level Divination;1 action;Self;V
1;Speak with Animals (Ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (Ritual);1st level Divination;1 action;Self;V
3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V 3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V

S

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

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

or repetitive

the shadows lash out at that creature M;10 minutes;(burning incense)You grant the semblance of life and intelligence to a corpse of your choice within range

S

  • casting time allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
    Until the spell ends
  • range you can ask the corpse up to 5 questions. The corpse knows only what it knew in life

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

or repetitive

the shadows lash out at that creature M;10 minutes;(Burning incense)You grant the semblance of life and intelligence to a corpse of your choice within range

S

  • casting time allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
    Until the spell ends
  • range you can ask the corpse up to 5 questions. The corpse knows only what it knew in life

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

or repetitive

the shadows lash out at that creature M;10 minutes;(Burning incense)You grant the semblance of life and intelligence to a corpse of your choice within range

S;10 minutes;You imbue plants within 30 feet of you with limited sentience and animation

  • casting time gaining information about creatures that have passed
  • range weather

  • components and other circumstances.
    You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration
  • duration causing vines and branches to hinder pursuers

for example.
Plants might be able to perform other tasks on your behalf

the shadows lash out at that creature giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day

S;10 minutes;You imbue plants within 30 feet of you with limited sentience and animation

  • casting time gaining information about creatures that have passed
  • range weather

  • components and other circumstances.
    You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration
  • duration causing vines and branches to hinder pursuers

for example.
Plants might be able to perform other tasks on your behalf

the shadows lash out at that creature giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day

S;10 minutes;You imbue plants within 30 feet of you with limited sentience and animation

  • casting time gaining information about creatures that have passed
  • range weather

  • components and other circumstances.
    You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration
  • duration causing vines and branches to hinder pursuers

for example.
Plants might be able to perform other tasks on your behalf

the shadows lash out at that creature giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day

S

  • casting time up to 1 hour;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you touch gains the ability to move up

  • components down
  • duration and across vertical surfaces and upside down along ceilings

while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Artificer

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 hour;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you touch gains the ability to move up

  • components down
  • duration and across vertical surfaces and upside down along ceilings

while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Warlock

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 hour;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you touch gains the ability to move up

  • components down
  • duration and across vertical surfaces and upside down along ceilings

while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Wizard

the shadows lash out at that creature M;Concentration

3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V 3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V
3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V 3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V
3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V 3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V
3;Speak with Plants;3rd level Transmutation;1 action;Self (30-foot radius);V 3;Speak with Plants;3rd level Transmutation;1 action;Self (30-foot radius);V
3;Speak with Plants;3rd level Transmutation;1 action;Self (30-foot radius);V 3;Speak with Plants;3rd level Transmutation;1 action;Self (30-foot radius);V
3;Speak with Plants;3rd level Transmutation;1 action;Self (30-foot radius);V 3;Speak with Plants;3rd level Transmutation;1 action;Self (30-foot radius);V
2;Spider Climb;2nd level Transmutation;1 action;Touch;V 2;Spider Climb;2nd level Transmutation;1 action;Touch;V
2;Spider Climb;2nd level Transmutation;1 action;Touch;V 2;Spider Climb;2nd level Transmutation;1 action;Touch;V
2;Spider Climb;2nd level Transmutation;1 action;Touch;V 2;Spider Climb;2nd level Transmutation;1 action;Touch;V

S

  • casting time up to 1 hour;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you touch gains the ability to move up

  • components down
  • duration and across vertical surfaces and upside down along ceilings

while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Sorcerer

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 hour;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you touch gains the ability to move up

  • components down
  • duration and across vertical surfaces and upside down along ceilings

while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Druid (Underdark)(Forest)(Mountain)

the shadows lash out at that creature M;Concentration

S

  • casting time up to 10 minutes;(seven sharp thorns or seven small twigs
  • range each sharpened to a point)The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area

  • components it takes 2d4 piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. ;Cleric (Nature)
  • duration

the shadows lash out at that creature M;Concentration

S

  • casting time up to 10 minutes;(seven sharp thorns or seven small twigs
  • range each sharpened to a point)The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area

  • components it takes 2d4 piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. ;Warlock (Dao)
  • duration

the shadows lash out at that creature M;Concentration

S

  • casting time up to 10 minutes;(seven sharp thorns or seven small twigs
  • range each sharpened to a point)The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area

  • components it takes 2d4 piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. ;Druid (*)(Mountain)(Arctic)
  • duration

the shadows lash out at that creature M;Concentration

S

  • casting time up to 10 minutes;(seven sharp thorns or seven small twigs
  • range each sharpened to a point)The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area

  • components it takes 2d4 piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. ;Ranger
  • duration

the shadows lash out at that creature M;Concentration

S

  • casting time up to 10 minutes;(a holy symbol)You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral
  • range their spectral form appears angelic or fey (your choice). If you are evil

  • components they appear fiendish.
    When you cast this spell
  • duration you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area

and when the creature enters the area for the first time on a turn or starts its turn there

the shadows lash out at that creature M;Concentration

S

  • casting time up to 10 minutes;(a holy symbol)You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral
  • range their spectral form appears angelic or fey (your choice). If you are evil

  • components they appear fiendish.
    When you cast this spell
  • duration you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area

and when the creature enters the area for the first time on a turn or starts its turn there

the shadows lash out at that creature M;Concentration

S;Concentration

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

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

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

the shadows lash out at that creature up to 1 minute;You call forth spirits of the dead

2;Spider Climb;2nd level Transmutation;1 action;Touch;V 2;Spider Climb;2nd level Transmutation;1 action;Touch;V
2;Spider Climb;2nd level Transmutation;1 action;Touch;V 2;Spider Climb;2nd level Transmutation;1 action;Touch;V
2;Spike Growth;2nd level Transmutation;1 action;150 feet;V 2;Spike Growth;2nd level Transmutation;1 action;150 feet;V
2;Spike Growth;2nd level Transmutation;1 action;150 feet;V 2;Spike Growth;2nd level Transmutation;1 action;150 feet;V
2;Spike Growth;2nd level Transmutation;1 action;150 feet;V 2;Spike Growth;2nd level Transmutation;1 action;150 feet;V
2;Spike Growth;2nd level Transmutation;1 action;150 feet;V 2;Spike Growth;2nd level Transmutation;1 action;150 feet;V
3;Spirit Guardians;3rd level Conjuration;1 action;Self (15-foot-radius);V 3;Spirit Guardians;3rd level Conjuration;1 action;Self (15-foot-radius);V
3;Spirit Guardians;3rd level Conjuration;1 action;Self (15-foot-radius);V 3;Spirit Guardians;3rd level Conjuration;1 action;Self (15-foot-radius);V
3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V 3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V

S;Concentration

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

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

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

the shadows lash out at that creature up to 1 minute;You call forth spirits of the dead

S;Concentration

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

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

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

the shadows lash out at that creature up to 1 minute;You call forth spirits of the dead

S;Concentration

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

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

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

the shadows lash out at that creature up to 1 minute;You call forth spirits of the dead

S;1 minute;You create a floating

  • casting time you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit
  • range the target takes force damage equal to 1d8 + your spellcasting ability modifier.
    As a bonus action on your turn

  • components you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
    The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
    At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher
  • duration the damage increases by 1d8 for every two slot levels above the 2nd. ;Cleric (*)(War)(Life)

the shadows lash out at that creature spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell

S;1 minute;You create a floating

  • casting time you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit
  • range the target takes force damage equal to 1d8 + your spellcasting ability modifier.
    As a bonus action on your turn

  • components you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
    The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
    At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher
  • duration the damage increases by 1d8 for every two slot levels above the 2nd. ;Paladin (Conquest)

the shadows lash out at that creature spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell

up to 1 minute;The next time you hit a creature with a melee weapon attack during this spell's duration

  • casting time and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save
  • range it has disadvantage on attack rolls and ability checks

  • components and can't take reactions
  • duration until the end of its next turn.;Warlock (Hexblade)

the shadows lash out at that creature your weapon pierces both body and mind

up to 1 minute;The next time you hit a creature with a melee weapon attack during this spell's duration

  • casting time and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save
  • range it has disadvantage on attack rolls and ability checks

  • components and can't take reactions
  • duration until the end of its next turn.;Paladin

the shadows lash out at that creature your weapon pierces both body and mind

M;Instantaneous;(a melee weapon worth at least 1 sp)You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit

the shadows lash out at that creature a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.;Wizard (XGE)

S

  • casting time up to 1 minute;(a rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow
  • range nauseating gas centered on a point within range. The cloud spreads around corners

  • components and its area is heavily obscured. The cloud lingers in the air for the duration.
    Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save
  • duration the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
    A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. ;Warlock (Fiend)

the shadows lash out at that creature M;Concentration

3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V 3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V
3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V 3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V
3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V 3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V
2;Spiritual Weapon;2nd level Evocation;1 bonus action;60 feet;V 2;Spiritual Weapon;2nd level Evocation;1 bonus action;60 feet;V
2;Spiritual Weapon;2nd level Evocation;1 bonus action;60 feet;V 2;Spiritual Weapon;2nd level Evocation;1 bonus action;60 feet;V
4;Staggering Smite;4th level Evocation;1 bonus action;Self;V;Concentration 4;Staggering Smite;4th level Evocation;1 bonus action;Self;V;Concentration
4;Staggering Smite;4th level Evocation;1 bonus action;Self;V;Concentration 4;Staggering Smite;4th level Evocation;1 bonus action;Self;V;Concentration
5;Steel Wind Strike;5th level Conjuration;1 action;30 feet;S 5;Steel Wind Strike;5th level Conjuration;1 action;30 feet;S
3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V 3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V

S

  • casting time up to 1 minute;(a rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow
  • range nauseating gas centered on a point within range. The cloud spreads around corners

  • components and its area is heavily obscured. The cloud lingers in the air for the duration.
    Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save
  • duration the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
    A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. ;Wizard

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 minute;(a rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow
  • range nauseating gas centered on a point within range. The cloud spreads around corners

  • components and its area is heavily obscured. The cloud lingers in the air for the duration.
    Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save
  • duration the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
    A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. ;Sorcerer

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 minute;(a rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow
  • range nauseating gas centered on a point within range. The cloud spreads around corners

  • components and its area is heavily obscured. The cloud lingers in the air for the duration.
    Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save
  • duration the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
    A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. ;Druid (Underdark)(Swamp)

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 minute;(A rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow
  • range nauseating gas centered on a point within range. The cloud spreads around corners

  • components and its area is heavily obscured. The cloud lingers in the air for the duration.
    Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save
  • duration the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
    A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. ;Bard

the shadows lash out at that creature M;Concentration

S

  • casting time which must be worked into roughly the desired shape of the stone object)You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So
  • range for example

  • components you could shape a large rock into a weapon
  • duration idol

or coffer

or make a small passage through a wall M;Instantaneous;(soft clay

S

  • casting time which must be worked into roughly the desired shape of the stone object)You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So
  • range for example

  • components you could shape a large rock into a weapon
  • duration idol

or coffer

or make a small passage through a wall M;Instantaneous;(soft clay

S

  • casting time which must be worked into roughly the desired shape of the stone object)You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So
  • range for example

  • components you could shape a large rock into a weapon
  • duration idol

or coffer

or make a small passage through a wall M;Instantaneous;(soft clay

S

  • casting time which must be worked into roughly the desired shape of the stone object)You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So
  • range for example

  • components you could shape a large rock into a weapon
  • duration idol

or coffer

or make a small passage through a wall M;Instantaneous;(soft clay

S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Cleric (War)

or make a small passage through a wall M;Concentration

3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V 3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V
3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V 3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V
3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V 3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V
3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V 3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V
4;Stone Shape;4th level Transmutation;1 action;Touch;V 4;Stone Shape;4th level Transmutation;1 action;Touch;V
4;Stone Shape;4th level Transmutation;1 action;Touch;V 4;Stone Shape;4th level Transmutation;1 action;Touch;V
4;Stone Shape;4th level Transmutation;1 action;Touch;V 4;Stone Shape;4th level Transmutation;1 action;Touch;V
4;Stone Shape;4th level Transmutation;1 action;Touch;V 4;Stone Shape;4th level Transmutation;1 action;Touch;V
4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V

S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Artificer

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Wizard

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Paladin

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Sorcerer

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Druid (*)(Mountain)

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Ranger

or make a small passage through a wall M;Concentration

S;Concentration

  • casting time centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area
  • range thunder booms

  • components and strong winds roar. Each creature under the cloud (no more than 5
  • duration000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save

a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell

or make a small passage through a wall up to 1 minute;A churning storm cloud forms

S;Concentration

  • casting time you can use a bonus action on each ofyour turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit
  • range the target takes 4d6 lightning damage.
    Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components the damage for each of its effects increases by 1d6 for each slot level above 4th.;Wizard (XGE)
  • duration

or make a small passage through a wall up to 1 minute;A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
Until the spell ends

S;Concentration

  • casting time you can use a bonus action on each ofyour turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit
  • range the target takes 4d6 lightning damage.
    Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components the damage for each of its effects increases by 1d6 for each slot level above 4th.;Sorcerer (XGE)
  • duration

or make a small passage through a wall up to 1 minute;A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
Until the spell ends

4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
9;Storm of Vengeance;9th level Conjuration;1 action;Sight;V 9;Storm of Vengeance;9th level Conjuration;1 action;Sight;V
4;Storm Sphere;4th level Evocation;1 action;150 feet;V 4;Storm Sphere;4th level Evocation;1 action;150 feet;V
4;Storm Sphere;4th level Evocation;1 action;150 feet;V 4;Storm Sphere;4th level Evocation;1 action;150 feet;V

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time

the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example

or make a small passage through a wall up to 8 hours;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time

the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example

or make a small passage through a wall up to 8 hours;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time

the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example

or make a small passage through a wall up to 8 hours;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time

the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example

or make a small passage through a wall up to 8 hours;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time

the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example

or make a small passage through a wall up to 8 hours;(A snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or 2) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

S

  • casting time up to 1 hour;(a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell
  • range choose Beholderkin

  • components Slaad
  • duration or Star Spawn. The creature resembles an aberration of that kind

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

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell
  • range choose Beholderkin

  • components Slaad
  • duration or Star Spawn. The creature resembles an aberration of that kind

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

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell
  • range choose Beholderkin

  • components Slaad
  • duration or Star Spawn. The creature resembles an aberration of that kind

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

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(a feather
  • range tuft of fur

  • components and fish tail inside a gilded acorn worth at least 200 gp)You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell
  • duration choose an environment: Air

Land

or make a small passage through a wall M; Concentration

2;Suggestion;2nd level Enchantment ;1 action;30 feet;V 2;Suggestion;2nd level Enchantment ;1 action;30 feet;V
2;Suggestion;2nd level Enchantment ;1 action;30 feet;V 2;Suggestion;2nd level Enchantment ;1 action;30 feet;V
2;Suggestion;2nd level Enchantment ;1 action;30 feet;V 2;Suggestion;2nd level Enchantment ;1 action;30 feet;V
2;Suggestion;2nd level Enchantment ;1 action;30 feet;V 2;Suggestion;2nd level Enchantment ;1 action;30 feet;V
2;Suggestion;2nd level Enchantment ;1 action;30 feet;V 2;Suggestion;2nd level Enchantment ;1 action;30 feet;V
4;Summon Aberration;4th-level conjuration;1 action;90 feet;V 4;Summon Aberration;4th-level conjuration;1 action;90 feet;V
4;Summon Aberration;4th-level conjuration;1 action;90 feet;V 4;Summon Aberration;4th-level conjuration;1 action;90 feet;V
4;Summon Aberration;4th-level conjuration;1 action;90 feet;V 4;Summon Aberration;4th-level conjuration;1 action;90 feet;V
2;Summon Beast;2nd-level conjuration;1 action;90 feet;V 2;Summon Beast;2nd-level conjuration;1 action;90 feet;V

S

  • casting time up to 1 hour;(a feather
  • range tuft of fur

  • components and fish tail inside a gilded acorn worth at least 200 gp)You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell
  • duration choose an environment: Air

Land

or make a small passage through a wall M; Concentration

S

  • casting time up to 1 hour;(a golden reliquary worth at least 500 gp)You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell
  • range choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
    The creature is an ally to you and your companions. In combat

  • components the creature shares your initiative count
  • duration 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.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(a golden reliquary worth at least 500 gp)You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell
  • range choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
    The creature is an ally to you and your companions. In combat

  • components the creature shares your initiative count
  • duration 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.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(an ornate stone and metal lockbox worth at least 400 gp)You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell
  • range choose a material: Clay

  • components Metal
  • duration or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material

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

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(an ornate stone and metal lockbox worth at least 400 gp)You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell
  • range choose a material: Clay

  • components Metal
  • duration or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material

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

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(an ornate stone and metal lockbox worth at least 400 gp)You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell
  • range choose a material: Clay

  • components Metal
  • duration or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material

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

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(air
  • range a pebble

  • components ash
  • duration and water inside a crystal vial worth at least 400 gp)You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell

choose an element: Air

Earth M;Concentration

S

  • casting time up to 1 hour;(air
  • range a pebble

  • components ash
  • duration and water inside a crystal vial worth at least 400 gp)You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell

choose an element: Air

Earth M;Concentration

S

  • casting time up to 1 hour;(air
  • range a pebble

  • components ash
  • duration and water inside a crystal vial worth at least 400 gp)You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell

choose an element: Air

Earth M;Concentration

2;Summon Beast;2nd-level conjuration;1 action;90 feet;V 2;Summon Beast;2nd-level conjuration;1 action;90 feet;V
5;Summon Celestial;5th-level conjuration;1 action;90 feet;V 5;Summon Celestial;5th-level conjuration;1 action;90 feet;V
5;Summon Celestial;5th-level conjuration;1 action;90 feet;V 5;Summon Celestial;5th-level conjuration;1 action;90 feet;V
4;Summon Construct;4th-level conjuration;1 action;90 feet;V 4;Summon Construct;4th-level conjuration;1 action;90 feet;V
4;Summon Construct;4th-level conjuration;1 action;90 feet;V 4;Summon Construct;4th-level conjuration;1 action;90 feet;V
4;Summon Construct;4th-level conjuration;1 action;90 feet;V 4;Summon Construct;4th-level conjuration;1 action;90 feet;V
4;Summon Elemental;4th-level conjuration;1 action;90 feet;V 4;Summon Elemental;4th-level conjuration;1 action;90 feet;V
4;Summon Elemental;4th-level conjuration;1 action;90 feet;V 4;Summon Elemental;4th-level conjuration;1 action;90 feet;V
4;Summon Elemental;4th-level conjuration;1 action;90 feet;V 4;Summon Elemental;4th-level conjuration;1 action;90 feet;V

S

  • casting time up to 1 hour;(air
  • range a pebble

  • components ash
  • duration and water inside a crystal vial worth at least 400 gp)You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell

choose an element: Air

Earth M;Concentration

S

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

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

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

Earth M;Concentration

S

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

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

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

Earth M;Concentration

S

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

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

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

Earth M;Concentration

S

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

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

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

Earth M;Concentration

S

  • casting time up to 1 hour;(humanoid blood inside a ruby vial worth at least 600 gp)You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell
  • range choose Demon

  • components Devil
  • duration or Yugoloth. The creature resembles a fiend of the chosen type

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

Earth M;Concentration

S

  • casting time up to 1 hour;(humanoid blood inside a ruby vial worth at least 600 gp)You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell
  • range choose Demon

  • components Devil
  • duration or Yugoloth. The creature resembles a fiend of the chosen type

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

Earth M;Concentration

S

  • casting time up to 1 hour;(a vial of blood from a humanoid killed within the past 24 hours)You utter foul words
  • range summoning one demon from the chaos of the Abyss. You choose the demon's type

  • components which must be one of challenge rating 5 or lower
  • duration such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range

and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon

Earth M;Concentration

S

  • casting time up to 1 hour;(a vial of blood from a humanoid killed within the past 24 hours)You utter foul words
  • range summoning one demon from the chaos of the Abyss. You choose the demon's type

  • components which must be one of challenge rating 5 or lower
  • duration such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range

and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon

Earth M;Concentration

4;Summon Elemental;4th-level conjuration;1 action;90 feet;V 4;Summon Elemental;4th-level conjuration;1 action;90 feet;V
3;Summon Fey;3rd-level conjuration;1 action;90 feet;V 3;Summon Fey;3rd-level conjuration;1 action;90 feet;V
3;Summon Fey;3rd-level conjuration;1 action;90 feet;V 3;Summon Fey;3rd-level conjuration;1 action;90 feet;V
3;Summon Fey;3rd-level conjuration;1 action;90 feet;V 3;Summon Fey;3rd-level conjuration;1 action;90 feet;V
3;Summon Fey;3rd-level conjuration;1 action;90 feet;V 3;Summon Fey;3rd-level conjuration;1 action;90 feet;V
6;Summon Fiend;6th-level conjuration;1 action;90 feet;V 6;Summon Fiend;6th-level conjuration;1 action;90 feet;V
6;Summon Fiend;6th-level conjuration;1 action;90 feet;V 6;Summon Fiend;6th-level conjuration;1 action;90 feet;V
4;Summon Greater Demon;4th level Conjuration;1 action;60 feet;V 4;Summon Greater Demon;4th level Conjuration;1 action;60 feet;V
4;Summon Greater Demon;4th level Conjuration;1 action;60 feet;V 4;Summon Greater Demon;4th level Conjuration;1 action;60 feet;V

S

  • casting time up to 1 hour;(a vial of blood from a humanoid killed within the past 24 hours)You utter foul words
  • range summoning demons from the chaos of the Abyss. Roll a d6 to determine what appears. 1-2: Two demons of challenge rating 1 or lower. 3-4: Four demons of challenge rating 1/2 or lower. 5-6: Eight demons ofchallenge rating 1/4 or lower.
    The DM chooses the demons

  • components such as manes or dretches
  • duration and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
    The demons are hostile to all creatures

including you. Roll initiative for the summoned demons as a group

Earth M;Concentration

S

  • casting time up to 1 hour;(a vial of blood from a humanoid killed within the past 24 hours)You utter foul words
  • range summoning demons from the chaos of the Abyss. Roll a d6 to determine what appears. 1-2: Two demons of challenge rating 1 or lower. 3-4: Four demons of challenge rating 1/2 or lower. 5-6: Eight demons ofchallenge rating 1/4 or lower.
    The DM chooses the demons

  • components such as manes or dretches
  • duration and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
    The demons are hostile to all creatures

including you. Roll initiative for the summoned demons as a group

Earth M;Concentration

S

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

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

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

Earth M;Concentration

S

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

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

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

Earth M;Concentration

S

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

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

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

Earth M;Concentration

S

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

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

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

Earth M;Concentration

S

  • casting time up to 1 minute;(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide
  • range 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save

  • components a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save
  • duration it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    You can create a new line of radiance as your action on any turn until the spell ends.
    For the duration

a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;Cleric (TCE)

Earth M;Concentration

S

  • casting time up to 1 minute;(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide
  • range 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save

  • components a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save
  • duration it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    You can create a new line of radiance as your action on any turn until the spell ends.
    For the duration

a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;Wizard

Earth M;Concentration

S

  • casting time up to 1 minute;(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide
  • range 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save

  • components a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save
  • duration it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    You can create a new line of radiance as your action on any turn until the spell ends.
    For the duration

a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;Sorcerer

Earth M;Concentration

3;Summon Lesser demons;3rd level Conjuration;1 action;60 feet;V 3;Summon Lesser demons;3rd level Conjuration;1 action;60 feet;V
3;Summon Lesser demons;3rd level Conjuration;1 action;60 feet;V 3;Summon Lesser demons;3rd level Conjuration;1 action;60 feet;V
3;Summon Shadowspawn;3rd-level conjuration;1 action;90 feet;V 3;Summon Shadowspawn;3rd-level conjuration;1 action;90 feet;V
3;Summon Shadowspawn;3rd-level conjuration;1 action;90 feet;V 3;Summon Shadowspawn;3rd-level conjuration;1 action;90 feet;V
3;Summon Undead;3rd-level necromancy;1 action;90 feet;V 3;Summon Undead;3rd-level necromancy;1 action;90 feet;V
3;Summon Undead;3rd-level necromancy;1 action;90 feet;V 3;Summon Undead;3rd-level necromancy;1 action;90 feet;V
6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V 6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V
6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V 6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V
6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V 6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V

S

  • casting time up to 1 minute;(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide
  • range 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save

  • components a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save
  • duration it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    You can create a new line of radiance as your action on any turn until the spell ends.
    For the duration

a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;Druid

Earth M;Concentration

S

  • casting time a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save
  • range it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save

  • components it is no longer blinded.
    This spell dispels any darkness in its area that was created by a spell. ;Cleric (TCE)
  • duration

Earth M;Instantaneous;(fire and a piece of sunstone)Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save

S

  • casting time a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save
  • range it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save

  • components it is no longer blinded.
    This spell dispels any darkness in its area that was created by a spell. ;Wizard
  • duration

Earth M;Instantaneous;(fire and a piece of sunstone)Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save

S

  • casting time a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save
  • range it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save

  • components it is no longer blinded.
    This spell dispels any darkness in its area that was created by a spell. ;Sorcerer
  • duration

Earth M;Instantaneous;(fire and a piece of sunstone)Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save

S

  • casting time a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save
  • range it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save

  • components it is no longer blinded.
    This spell dispels any darkness in its area that was created by a spell. ;Druid
  • duration

Earth M;Instantaneous;(fire and a piece of sunstone)Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save

S

  • casting time up to 1 minute;(a quiver containing at least one piece of ammunition)You transmute your quiver so it produces an endless supply of nonmagical ammunition
  • range which seems to leap into your hand when you reach for it.
    On each of your turns until the spell ends

  • components you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack
  • duration your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession

the spell ends. ;Ranger

Earth M;Concentration

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Artificer (TCE)

Earth must succeed on a Dexterity saving throw or take 1d6 force damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

11th level (3d6)

Earth and 17th level (4d6).;Warlock (TCE)

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Warlock (SCAG)

Earth must succeed on a Dexterity saving throw or take 1d6 force damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V 6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V
8;Sunburst;8th level Evocation;1 action;150 feet;V 8;Sunburst;8th level Evocation;1 action;150 feet;V
8;Sunburst;8th level Evocation;1 action;150 feet;V 8;Sunburst;8th level Evocation;1 action;150 feet;V
8;Sunburst;8th level Evocation;1 action;150 feet;V 8;Sunburst;8th level Evocation;1 action;150 feet;V
8;Sunburst;8th level Evocation;1 action;150 feet;V 8;Sunburst;8th level Evocation;1 action;150 feet;V
5;Swift Quiver;5th level Transmutation;1 bonus action;Touch;V 5;Swift Quiver;5th level Transmutation;1 bonus action;Touch;V
0;Sword Burst;Conjuration cantrip;1 action;5 feet;V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. Each creature within range 0;Sword Burst;Conjuration cantrip;1 action;5 feet;V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. Each creature within range
0;Sword Burst;Conjuration cantrip;1 action;Self (5-foot radius);V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6)
0;Sword Burst;Conjuration cantrip;1 action;Self (5-foot radius);V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6)
0;Sword Burst;Conjuration cantrip;1 action;5 feet;V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. Each creature within range 0;Sword Burst;Conjuration cantrip;1 action;5 feet;V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. Each creature within range

11th level (3d6)

Earth and 17th level (4d6).;Wizard (TCE)

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Wizard (SCAG)

Earth must succeed on a Dexterity saving throw or take 1d6 force damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

11th level (3d6)

Earth and 17th level (4d6).;Sorcerer (TCE)

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Sorcerer (SCAG)

Earth must succeed on a Dexterity saving throw or take 1d6 force damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

S

  • casting time phosphorus
  • range and powdered diamond and opal with a total value of at least 1

  • components000 gp
  • duration which the spell consumes)When you cast this spell

you inscribe a harmful glyph either on a surface (such as a section of floor

a wall M;Until dispelled or triggered;(mercury

S

  • casting time phosphorus
  • range and powdered diamond and opal with a total value of at least 1

  • components000 gp
  • duration which the spell consumes)When you cast this spell

you inscribe a harmful glyph either on a surface (such as a section of floor

a wall M;Until dispelled or triggered;(mercury

S

  • casting time phosphorus
  • range and powdered diamond and opal with a total value of at least 1

  • components000 gp
  • duration Consumed)When you cast this spell

you inscribe a harmful glyph either on a surface (such as a section of floor

a wall M;Until dispelled or triggered;(Mercury

S

  • casting time phosphorus
  • range and powdered diamond and opal with a total value of at least 1

  • components000 gp
  • duration Consumed)When you cast this spell

you inscribe a harmful glyph either on a surface (such as a section of floor

a wall M;Until dispelled or triggered;(Mercury

S;Instantaneous;You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save

  • casting time a target has muddled thoughts for 1 minute. During that time
  • range it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks

  • components as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns
  • duration ending the effect on itself on a success.;Warlock (XGE)

a wall or half as much damage on a successful one.
After a failed save

0;Sword Burst;Conjuration cantrip;1 action;Self (5-foot radius);V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6)
0;Sword Burst;Conjuration cantrip;1 action;Self (5-foot radius);V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6)
0;Sword Burst;Conjuration cantrip;1 action;5 feet;V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. Each creature within range 0;Sword Burst;Conjuration cantrip;1 action;5 feet;V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. Each creature within range
0;Sword Burst;Conjuration cantrip;1 action;Self (5-foot radius);V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6)
0;Sword Burst;Conjuration cantrip;1 action;Self (5-foot radius);V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6)
0;Sword Burst;Conjuration cantrip;1 action;5 feet;V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. Each creature within range 0;Sword Burst;Conjuration cantrip;1 action;5 feet;V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. Each creature within range
7;Symbol;7th level Abjuration;1 minute;Touch;V 7;Symbol;7th level Abjuration;1 minute;Touch;V
7;Symbol;7th level Abjuration;1 minute;Touch;V 7;Symbol;7th level Abjuration;1 minute;Touch;V
7;Symbol;7th level Abjuration;1 minute;Touch;V 7;Symbol;7th level Abjuration;1 minute;Touch;V
7;Symbol;7th level Abjuration;1 minute;Touch;V 7;Symbol;7th level Abjuration;1 minute;Touch;V
5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V 5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V

S;Instantaneous;You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save

  • casting time a target has muddled thoughts for 1 minute. During that time
  • range it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks

  • components as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns
  • duration ending the effect on itself on a success.;Wizard (XGE)

a wall or half as much damage on a successful one.
After a failed save

S;Instantaneous;You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save

  • casting time a target has muddled thoughts for 1 minute. During that time
  • range it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks

  • components as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns
  • duration ending the effect on itself on a success.;Sorcerer (XGE)

a wall or half as much damage on a successful one.
After a failed save

S;Instantaneous;You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save

  • casting time a target has muddled thoughts for 1 minute. During that time
  • range it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks

  • components as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns
  • duration ending the effect on itself on a success.;Bard (XGE)

a wall or half as much damage on a successful one.
After a failed save

S

  • casting time up to 1 minute;(a bit of rotten food)A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
    At Higher Levels: When you cast this spell using a spell slot 2nd level or higher
  • range the damage increases by 2d4 for each slot level above 1st.;Artificer (TCE)

a wall M;Concentration

S

  • casting time up to 1 minute;(a bit of rotten food)A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
    At Higher Levels: When you cast this spell using a spell slot 2nd level or higher
  • range the damage increases by 2d4 for each slot level above 1st.;Wizard (TCE)

a wall M;Concentration

S

  • casting time up to 1 minute;(a bit of rotten food)A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
    At Higher Levels: When you cast this spell using a spell slot 2nd level or higher
  • range the damage increases by 2d4 for each slot level above 1st.;Sorcerer (TCE)

a wall M;Concentration

S

  • casting time up to 1 minute;(tiny tarts and a feather that waved in the air)A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone
  • range becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
    At the end of each of its turns

  • components and each time it takes damage
  • duration the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success

the spell ends. ;Warlock (Great Old One)

a wall M;Concentration

S

  • casting time up to 1 minute;(tiny tarts and a feather that waved in the air)A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone
  • range becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
    At the end of each of its turns

  • components and each time it takes damage
  • duration the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success

the spell ends. ;Wizard

a wall M;Concentration

S

  • casting time up to 1 minute;(Tiny tarts and a feather waved in the air)A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone
  • range becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
    At the end of each of its turns

  • components and each time it takes damage
  • duration the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success

the spell ends. ;Bard

a wall M;Concentration

5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V 5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V
5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V 5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V
5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V 5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V
1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V 1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V
1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V 1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V
1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V 1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V
1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V 1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V
1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V 1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V
1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V 1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V

the target takes 3d6 psychic damage

  • casting time on its next turn
  • range it must choose whether it gets a move

  • components an action
  • duration or a bonus action;Wizard

a wall and it can't take a reaction until the end of its next turn. Moreover

the target takes 3d6 psychic damage

  • casting time on its next turn
  • range it must choose whether it gets a move

  • components an action
  • duration or a bonus action;Sorcerer

a wall and it can't take a reaction until the end of its next turn. Moreover

S

  • casting time up to 1 minute;(an object engraved with a symbol of the Outer Planes
  • range worth at least 500 gp)Uttering an incantation

  • components you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
    -You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
    -You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
    -Spectral wings appear on your back
  • duration giving you a flying speed of 40 feet.
    -You have a +2 bonus to AC.
    -All your weapon attacks are magical

and when you make a weapon attack

a wall M;Concentration

S

  • casting time up to 1 minute;(an object engraved with a symbol of the Outer Planes
  • range worth at least 500 gp)Uttering an incantation

  • components you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
    -You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
    -You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
    -Spectral wings appear on your back
  • duration giving you a flying speed of 40 feet.
    -You have a +2 bonus to AC.
    -All your weapon attacks are magical

and when you make a weapon attack

a wall M;Concentration

S

  • casting time up to 1 minute;(an object engraved with a symbol of the Outer Planes
  • range worth at least 500 gp)Uttering an incantation

  • components you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
    -You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
    -You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
    -Spectral wings appear on your back
  • duration giving you a flying speed of 40 feet.
    -You have a +2 bonus to AC.
    -All your weapon attacks are magical

and when you make a weapon attack

a wall M;Concentration

S;Concentration

  • casting time and as your action each round for the duration
  • range you can exert your will on one creature or object that you can see within range

  • components causing the appropriate effect below. You can affect the same target round after round
  • duration or choose a new one at any time. If you switch targets

the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest

a wall up to 10 minutes;You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell

S;Concentration

  • casting time and as your action each round for the duration
  • range you can exert your will on one creature or object that you can see within range

  • components causing the appropriate effect below. You can affect the same target round after round
  • duration or choose a new one at any time. If you switch targets

the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest

a wall up to 10 minutes;You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell

S;Concentration

  • casting time and as your action each round for the duration
  • range you can exert your will on one creature or object that you can see within range

  • components causing the appropriate effect below. You can affect the same target round after round
  • duration or choose a new one at any time. If you switch targets

the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest

a wall up to 10 minutes;You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell

S;Concentration

  • casting time and as your action each round for the duration
  • range you can exert your will on one creature or object that you can see within range

  • components causing the appropriate effect below. You can affect the same target round after round
  • duration or choose a new one at any time. If you switch targets

the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest

a wall up to 10 minutes;You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell

2;Tasha's Mind Whip;2nd-level enchantment;1 action;90 feet;V;1 round;You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save 2;Tasha's Mind Whip;2nd-level enchantment;1 action;90 feet;V;1 round;You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save
2;Tasha's Mind Whip;2nd-level enchantment;1 action;90 feet;V;1 round;You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save 2;Tasha's Mind Whip;2nd-level enchantment;1 action;90 feet;V;1 round;You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save
6;Tasha's Otherworldly Guise;6th-level transmutation;1 bonus action;Self;V 6;Tasha's Otherworldly Guise;6th-level transmutation;1 bonus action;Self;V
6;Tasha's Otherworldly Guise;6th-level transmutation;1 bonus action;Self;V 6;Tasha's Otherworldly Guise;6th-level transmutation;1 bonus action;Self;V
6;Tasha's Otherworldly Guise;6th-level transmutation;1 bonus action;Self;V 6;Tasha's Otherworldly Guise;6th-level transmutation;1 bonus action;Self;V
5;Telekinesis;5th level Transmutation;1 action;60 feet;V 5;Telekinesis;5th level Transmutation;1 action;60 feet;V
5;Telekinesis;5th level Transmutation;1 action;60 feet;V 5;Telekinesis;5th level Transmutation;1 action;60 feet;V
5;Telekinesis;5th level Transmutation;1 action;60 feet;V 5;Telekinesis;5th level Transmutation;1 action;60 feet;V
5;Telekinesis;5th level Transmutation;1 action;60 feet;V 5;Telekinesis;5th level Transmutation;1 action;60 feet;V

S

  • casting time you and the target can instantaneously share words
  • range images

  • components sounds
  • duration and other sensory messages with one another through the link

and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it. ;Wizard

a wall M;24 hours;(a pair of linked silver rings)You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.
Until the spell ends

or a single object that you can see within range

  • casting time it must be able to fit entirely inside a 10-foot cube
  • range and it can't be held or carried by an unwilling creature. The destination you choose must be known to you

  • components and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
    Familiarity-Mishap-Similar Area-Off Target-On Target
    Perm. Circle - xxxx - xxxxxxxxxx - xxxxxxxx - 01-100
    Assoc. Object - xxxx - xxxxxxxxx - xxxxxxxx - 01-100
    Very Familiar - 01-05 - 06-13. - - - 14-24. - - - 25-100
    Seen Casually- 01-33 - 34-43. - - - 44-53. - - - 54-100
    Viewed Once - 01-43 - 44-53. - - - 54-73. - - - 74-100
    Description. - - 01-43 - 44-53. - - - 54-73. - - - 74-100
    False Dest. - - - 01-50 - 51-100. - - xxxxxxxx - xxxxxx
    Familiarity: Permanent Circle means a permanent teleportation circle whose sigil sequence you know. Associated Object means that you possess an object taken from the desired destination within the last six months
  • duration such as a book from a wizard's library

bed linen from a royal suite

a wall to a destination you select. If you target an object

or a single object that you can see within range

  • casting time it must be able to fit entirely inside a 10-foot cube
  • range and it can't be held or carried by an unwilling creature. The destination you choose must be known to you

  • components and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
    Familiarity-Mishap-Similar Area-Off Target-On Target
    Perm. Circle - xxxx - xxxxxxxxxx - xxxxxxxx - 01-100
    Assoc. Object - xxxx - xxxxxxxxx - xxxxxxxx - 01-100
    Very Familiar - 01-05 - 06-13. - - - 14-24. - - - 25-100
    Seen Casually- 01-33 - 34-43. - - - 44-53. - - - 54-100
    Viewed Once - 01-43 - 44-53. - - - 54-73. - - - 74-100
    Description. - - 01-43 - 44-53. - - - 54-73. - - - 74-100
    False Dest. - - - 01-50 - 51-100. - - xxxxxxxx - xxxxxx
    Familiarity: Permanent Circle means a permanent teleportation circle whose sigil sequence you know. Associated Object means that you possess an object taken from the desired destination within the last six months
  • duration such as a book from a wizard's library

bed linen from a royal suite

a wall to a destination you select. If you target an object

or a single object that you can see within range

  • casting time it must be able to fit entirely inside a 10-foot cube
  • range and it can't be held or carried by an unwilling creature. The destination you choose must be known to you

  • components and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
    Familiarity-Mishap-Similar Area-Off Target-On Target
    Perm. Circle - xxxx - xxxxxxxxxx - xxxxxxxx - 01-100
    Assoc. Object - xxxx - xxxxxxxxx - xxxxxxxx - 01-100
    Very Familiar - 01-05 - 06-13. - - - 14-24. - - - 25-100
    Seen Casually- 01-33 - 34-43. - - - 44-53. - - - 54-100
    Viewed Once - 01-43 - 44-53. - - - 54-73. - - - 74-100
    Description. - - 01-43 - 44-53. - - - 54-73. - - - 74-100
    False Dest. - - - 01-50 - 51-100. - - xxxxxxxx - xxxxxx
    Familiarity: Permanent Circle means a permanent teleportation circle whose sigil sequence you know. Associated Object means that you possess an object taken from the desired destination within the last 6 months
  • duration such as a book from a wizard's library

bed linen from a royal suite

a wall to a destination you select. If you target an object

M;1 round;(rare chalks and inks infused with precious gems with 50 gp

  • casting time you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
    Many major temples
  • range guilds

  • components and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for two destinations on the Material Plane

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Cleric (Arcana)

a wall which the spell consumes)As you cast the spell

M;1 round;(Rare chalks and inks infused with precious gems with 50 gp

  • casting time you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
    Many major temples
  • range guilds

  • components and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for 2 destinations on the Material Plane

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for 1 year. You need not use the circle to teleport when you cast the spell in this way. ;Warlock (TCE)

a wall Consumed)As you cast the spell

M;1 round;(rare chalks and inks infused with precious gems with 50 gp

  • casting time you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
    Many major temples
  • range guilds

  • components and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for two destinations on the Material Plane

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Wizard

a wall which the spell consumes)As you cast the spell

M;1 round;(rare chalks and inks infused with precious gems with 50 gp

  • casting time you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
    Many major temples
  • range guilds

  • components and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for two destinations on the Material Plane

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Sorcerer

a wall which the spell consumes)As you cast the spell

M;1 round;(rare chalks and inks infused with precious gems with 50 gp

  • casting time you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
    Many major temples
  • range guilds

  • components and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for two destinations on the Material Plane

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Ranger (Horizon Walker)

a wall which the spell consumes)As you cast the spell

8;Telepathy;8th level Evocation;1 action;Unlimited;V 8;Telepathy;8th level Evocation;1 action;Unlimited;V
7;Teleport;7th level Conjuration;1 action;10 feet;V;Instantaneous;This spell instantly transports you and up to eight willing creatures of your choice that you can see within range 7;Teleport;7th level Conjuration;1 action;10 feet;V;Instantaneous;This spell instantly transports you and up to eight willing creatures of your choice that you can see within range
7;Teleport;7th level Conjuration;1 action;10 feet;V;Instantaneous;This spell instantly transports you and up to eight willing creatures of your choice that you can see within range 7;Teleport;7th level Conjuration;1 action;10 feet;V;Instantaneous;This spell instantly transports you and up to eight willing creatures of your choice that you can see within range
7;Teleport;7th level Conjuration;1 action;10 feet;V;Instantaneous;This spell instantly transports you and up to 8 willing creatures of your choice that you can see within range 7;Teleport;7th level Conjuration;1 action;10 feet;V;Instantaneous;This spell instantly transports you and up to 8 willing creatures of your choice that you can see within range
5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V
5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V
5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V
5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V
5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V

M;1 round;(Rare chalks and inks infused with precious gems with 50 gp

  • casting time you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
    Many major temples
  • range guilds

  • components and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for 2 destinations on the Material Plane

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for 1 year. You need not use the circle to teleport when you cast the spell in this way. ;Bard

a wall Consumed)As you cast the spell

S

  • casting time up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god
  • range pantheon

  • components or philosophy is represented by the holy symbol used in the casting.
    You make all decisions about the temple's appearance. The interior is enclosed by a floor
  • duration walls

and a roof

a wall M;24 hours;You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space

S

  • casting time horizontal plane of force
  • range 3 feet in diameter and 1 inch thick

  • components that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration
  • duration and can hold up to 500 pounds. If more weight is placed on it

the spell ends

a wall M;1 hour;(a drop of mercury)This spell creates a circular

S

  • casting time up to 10 minutes;(a few hairs from a bull)You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends
  • range you can't cast spells

  • components and you gain the following benefits:
    • You gain 50 temporary hit points. If any of these remain when the spell ends
  • duration they are lost.
    • You have advantage on attack rolls that you make with simple and martial weapons.
    • When you hit a target with a weapon attack

that target takes an extra 2d12 force damage.
• You have proficiency with all armor

shields M;Concentration

a sign of supernatural power

  • casting time brighten
  • range dim

  • components or change color for 1 minute.
    • You cause harmless tremors in the ground for 1 minute.
    • You create an instantaneous sound that originates from a point of your choice within range
  • duration such as a rumble of thunder

the cry of a raven

shields within range. You create one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker

S

  • casting time vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits
  • range the creature takes 1d6 piercing damage

  • components and if the creature is Large or smaller
  • duration you pull the creature up to 10 feet closer to you.
    This spell's damage increases by 1d6 when you reach 5th level (2d6)

11th level (3d6)

and 17th level (4d6). ;Artificer M;Instantaneous;(the stem of a plant with thorns)You create a long

S

  • casting time vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits
  • range the creature takes 1d6 piercing damage

  • components and if the creature is Large or smaller
  • duration you pull the creature up to 10 feet closer to you.
    This spell's damage increases by 1d6 when you reach 5th level (2d6)

11th level (3d6)

and 17th level (4d6). ;Druid M;Instantaneous;(the stem of a plant with thorns)You create a long

a thunderous boom sounds

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

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

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

and 17th level (4d6). ;Druid and each creature within 10 feet of the space you left must make a Constitution saving throw

a thunderous boom sounds

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

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

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

and 17th level (4d6). ;Druid and each creature within 10 feet of the space you left must make a Constitution saving throw

5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V
7;Temple of the Gods;7th level Conjuration;1 hour;120 feet;V 7;Temple of the Gods;7th level Conjuration;1 hour;120 feet;V
1;Tenser's Floating Disk (ritual);1st level Conjuration;1 action;30 feet;V 1;Tenser's Floating Disk (ritual);1st level Conjuration;1 action;30 feet;V
6;Tenser's Transformation;6th level Transmutation;1 action;Self;V 6;Tenser's Transformation;6th level Transmutation;1 action;Self;V
0;Thaumaturgy;Transmutation cantrip;1 action;30 feet;V;Up to 1 minute;You manifest a minor wonder 0;Thaumaturgy;Transmutation cantrip;1 action;30 feet;V;Up to 1 minute;You manifest a minor wonder
0;Thorn Whip;Transmutation cantrip;1 action;30 feet;V 0;Thorn Whip;Transmutation cantrip;1 action;30 feet;V
0;Thorn Whip;Transmutation cantrip;1 action;30 feet;V 0;Thorn Whip;Transmutation cantrip;1 action;30 feet;V
3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear 3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear
3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear 3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear

a thunderous boom sounds

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

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

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

and 17th level (4d6). ;Druid and each creature within 10 feet of the space you left must make a Constitution saving throw

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Artificer

and 17th level (4d6). ;Druid must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Warlock (XGE)

and 17th level (4d6). ;Druid must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Wizard (XGE)

and 17th level (4d6). ;Druid must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Sorcerer (XGE)

and 17th level (4d6). ;Druid must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Druid (XGE)

and 17th level (4d6). ;Druid must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Bard (XGE)

and 17th level (4d6). ;Druid must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

up to 1 minute;The first time you hit with a melee weapon attack during this spell's duration

  • casting time and the attack deals an extra 2d6 thunder damage to the target. Additionally
  • range if the target is a creature

  • components it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.;Paladin
  • duration

and 17th level (4d6). ;Druid your weapon rings with thunder that is audible within 300 feet of you

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Cleric (Tempest)

and 17th level (4d6). ;Druid a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear 3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear
0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range 0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range
0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range 0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range
0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range 0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range
0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range 0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range
0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range 0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range
0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range 0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range
1;Thunderous Smite;1st level Evocation;1 bonus action;Self;V;Concentration 1;Thunderous Smite;1st level Evocation;1 bonus action;Self;V;Concentration
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Artificer (Armorer)

and 17th level (4d6). ;Druid a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Artificer (Artillerist)

and 17th level (4d6). ;Druid a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Warlock (Djinni)

and 17th level (4d6). ;Druid a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Warlock (Fathomless)

and 17th level (4d6). ;Druid a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Wizard

and 17th level (4d6). ;Druid a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Sorcerer

and 17th level (4d6). ;Druid a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Druid

and 17th level (4d6). ;Druid a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Bard

and 17th level (4d6). ;Druid a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S

  • casting time up to 10 feet wide
  • range and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save

  • components a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save
  • duration a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions

extinguishing unprotected flames in its area and within 30 feet of it

and then it vanishes.;Wizard (XGE) M;Instantaneous;(a drop of water)You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long

1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
3;Tidal Wave;3rd level Conjuration;1 action;120 feet;V 3;Tidal Wave;3rd level Conjuration;1 action;120 feet;V

S

  • casting time up to 10 feet wide
  • range and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save

  • components a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save
  • duration a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions

extinguishing unprotected flames in its area and within 30 feet of it

and then it vanishes.;Sorcerer (XGE) M;Instantaneous;(a drop of water)You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long

S

  • casting time up to 10 feet wide
  • range and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save

  • components a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save
  • duration a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions

extinguishing unprotected flames in its area and within 30 feet of it

and then it vanishes.;Druid (XGE) M;Instantaneous;(a drop of water)You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long

while you take 1d4+1 turns in a row

  • casting time or any effects that you create during this period
  • range affects a creature other than you or an object being worn or carried by someone other than you. In addition

  • components the spell ends if you move to a place more than 1
  • duration000 feet from the location where you cast it. ;Wizard

and then it vanishes.;Druid (XGE) during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period

while you take 1d4+1 turns in a row

  • casting time or any effects that you create during this period
  • range affects a creature other than you or an object being worn or carried by someone other than you. In addition

  • components the spell ends if you move to a place more than 1
  • duration000 feet from the location where you cast it. ;Sorcerer

and then it vanishes.;Druid (XGE) during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period

S;8 hours;You touch one Tiny

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

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

or you can issue a simple

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

S;8 hours;You touch one Tiny

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

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

or you can issue a simple

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

S;Instantaneous;You point at one creature you can see within range

  • casting time it instead takes 1d12 necrotic damage.
    The spell's damage increases by one die when you reach 5th level (2d8 or 2d12)
  • range 11th level (3d8 or 3d12)

  • components and 17th level (4d8 or 4d12).;Cleric (XGE)
  • duration

general command and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take ld8 necrotic damage. If the target is missing any of its hit points

S;Instantaneous;You point at one creature you can see within range

  • casting time it instead takes 1d12 necrotic damage.
    The spell's damage increases by one die when you reach 5th level (2d8 or 2d12)
  • range 11th level (3d8 or 3d12)

  • components and 17th level (4d8 or 4d12).;Warlock (XGE)
  • duration

general command and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take ld8 necrotic damage. If the target is missing any of its hit points

S;Instantaneous;You point at one creature you can see within range

  • casting time it instead takes 1d12 necrotic damage.
    The spell's damage increases by one die when you reach 5th level (2d8 or 2d12)
  • range 11th level (3d8 or 3d12)

  • components and 17th level (4d8 or 4d12).;Wizard (XGE)
  • duration

general command and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take ld8 necrotic damage. If the target is missing any of its hit points

3;Tidal Wave;3rd level Conjuration;1 action;120 feet;V 3;Tidal Wave;3rd level Conjuration;1 action;120 feet;V
3;Tidal Wave;3rd level Conjuration;1 action;120 feet;V 3;Tidal Wave;3rd level Conjuration;1 action;120 feet;V
9;Time Stop;9th level Transmutation;1 action;Self;V;Instantaneous;You briefly stop the flow of time for everyone but yourself. No time passes for other creatures 9;Time Stop;9th level Transmutation;1 action;Self;V;Instantaneous;You briefly stop the flow of time for everyone but yourself. No time passes for other creatures
9;Time Stop;9th level Transmutation;1 action;Self;V;Instantaneous;You briefly stop the flow of time for everyone but yourself. No time passes for other creatures 9;Time Stop;9th level Transmutation;1 action;Self;V;Instantaneous;You briefly stop the flow of time for everyone but yourself. No time passes for other creatures
3;Tiny Servant;3rd level Transmutation;1 minute;Touch;V 3;Tiny Servant;3rd level Transmutation;1 minute;Touch;V
3;Tiny Servant;3rd level Transmutation;1 minute;Touch;V 3;Tiny Servant;3rd level Transmutation;1 minute;Touch;V
0;Toll the Dead;Necromancy cantrip;1 action;60 feet;V 0;Toll the Dead;Necromancy cantrip;1 action;60 feet;V
0;Toll the Dead;Necromancy cantrip;1 action;60 feet;V 0;Toll the Dead;Necromancy cantrip;1 action;60 feet;V
0;Toll the Dead;Necromancy cantrip;1 action;60 feet;V 0;Toll the Dead;Necromancy cantrip;1 action;60 feet;V

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

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

general command when the target speaks

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

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

general command when the target speaks

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

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

general command when the target speaks

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

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

general command when the target speaks

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

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

general command when the target speaks

S

  • casting time and choose one of the following effects.
    Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick
  • range flowing mud that remains for the spell's duration.
    The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement

  • components and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save
  • duration a creature sinks into the mud and is restrained

though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling

general command M;Until dispelled;(clay and water)You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range

S

  • casting time and choose one of the following effects.
    Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick
  • range flowing mud that remains for the spell's duration.
    The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement

  • components and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save
  • duration a creature sinks into the mud and is restrained

though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling

general command M;Until dispelled;(clay and water)You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range

S

  • casting time and choose one of the following effects.
    Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick
  • range flowing mud that remains for the spell's duration.
    The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement

  • components and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save
  • duration a creature sinks into the mud and is restrained

though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling

general command M;Until dispelled;(clay and water)You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range

S;1 round;This spell creates a magical link between a Large or larger inanimate plant within range and another plant

  • casting time on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration
  • range any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.;Druid

general command at any distance

3;Tongues;3rd level Divination;1 action;Touch;V 3;Tongues;3rd level Divination;1 action;Touch;V
3;Tongues;3rd level Divination;1 action;Touch;V 3;Tongues;3rd level Divination;1 action;Touch;V
3;Tongues;3rd level Divination;1 action;Touch;V 3;Tongues;3rd level Divination;1 action;Touch;V
3;Tongues;3rd level Divination;1 action;Touch;V 3;Tongues;3rd level Divination;1 action;Touch;V
3;Tongues;3rd level Divination;1 action;Touch;V 3;Tongues;3rd level Divination;1 action;Touch;V
5;Transmute Rock;5th level Transmutation;1 action;120 feet;V 5;Transmute Rock;5th level Transmutation;1 action;120 feet;V
5;Transmute Rock;5th level Transmutation;1 action;120 feet;V 5;Transmute Rock;5th level Transmutation;1 action;120 feet;V
5;Transmute Rock;5th level Transmutation;1 action;120 feet;V 5;Transmute Rock;5th level Transmutation;1 action;120 feet;V
6;Transport via Plants;6th level Conjuration;1 action;10 feet;V 6;Transport via Plants;6th level Conjuration;1 action;10 feet;V

S;Concentration

  • casting time as part of the move used to enter the tree
  • range can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree

  • components using another 5 feet of movement. If you have no movement left
  • duration you appear within 5 feet of the tree you entered.
    You can use this transportation ability once per round for the duration. You must end each turn outside a tree. ;Cleric (Nature)

general command up to 1 minute;You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and

S;Concentration

  • casting time as part of the move used to enter the tree
  • range can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree

  • components using another 5 feet of movement. If you have no movement left
  • duration you appear within 5 feet of the tree you entered.
    You can use this transportation ability once per round for the duration. You must end each turn outside a tree. ;Paladin (Ancients)

general command up to 1 minute;You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and

S;Concentration

  • casting time as part of the move used to enter the tree
  • range can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree

  • components using another 5 feet of movement. If you have no movement left
  • duration you appear within 5 feet of the tree you entered.
    You can use this transportation ability once per round for the duration. You must end each turn outside a tree. ;Druid (*)(Forest)

general command up to 1 minute;You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and

S;Concentration

  • casting time as part of the move used to enter the tree
  • range can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree

  • components using another 5 feet of movement. If you have no movement left
  • duration you appear within 5 feet of the tree you entered.
    You can use this transportation ability once per round for the duration. You must end each turn outside a tree. ;Ranger

general command up to 1 minute;You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and

S

  • casting time up to 1 hour;(a drop of mercury
  • range a dollop of gum arabic

  • components and a wisp of smoke)Choose one creature with at least 1 hit point or nonmagical object that you can see within range. You transform the creature into a different creature
  • duration the creature into an object

or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration

general command M;Concentration

S

  • casting time up to 1 hour;(a drop of mercury
  • range a dollop of gum arabic

  • components and a wisp of smoke)Choose one creature with at least 1 hit point or nonmagical object that you can see within range. You transform the creature into a different creature
  • duration the creature into an object

or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration

general command M;Concentration

S

  • casting time up to 1 hour;(A drop of mercury
  • range a dollop of gum arabic

  • components and a wisp of smoke)Choose 1 creature with at least 1 hit point or nonmagical object that you can see within range. You transform the creature into a different creature
  • duration the creature into an object

or the object into a creature (The object must be neither worn nor carried by another creature). The transformation lasts for the duration

general command M;Concentration

S

  • casting time000 gp
  • range which the spell consumes)You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing

  • components the creature is restored to life with all its hit points.
    This spell closes all wounds
  • duration neutralizes any poison

cures all diseases

general command M;Instantaneous;(a sprinkle of holy water and diamonds worth at least 25

S

  • casting time000 gp
  • range which the spell consumes)You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing

  • components the creature is restored to life with all its hit points.
    This spell closes all wounds
  • duration neutralizes any poison

cures all diseases

general command M;Instantaneous;(a sprinkle of holy water and diamonds worth at least 25

5;Tree Stride;5th level Conjuration;1 action;Self;V 5;Tree Stride;5th level Conjuration;1 action;Self;V
5;Tree Stride;5th level Conjuration;1 action;Self;V 5;Tree Stride;5th level Conjuration;1 action;Self;V
5;Tree Stride;5th level Conjuration;1 action;Self;V 5;Tree Stride;5th level Conjuration;1 action;Self;V
5;Tree Stride;5th level Conjuration;1 action;Self;V 5;Tree Stride;5th level Conjuration;1 action;Self;V
9;True Polymorph;9th level Transmutation;1 action;30 feet;V 9;True Polymorph;9th level Transmutation;1 action;30 feet;V
9;True Polymorph;9th level Transmutation;1 action;30 feet;V 9;True Polymorph;9th level Transmutation;1 action;30 feet;V
9;True Polymorph;9th level Transmutation;1 action;30 feet;V 9;True Polymorph;9th level Transmutation;1 action;30 feet;V
9;True Resurrection;9th level Necromancy;1 hour;Touch;V 9;True Resurrection;9th level Necromancy;1 hour;Touch;V
9;True Resurrection;9th level Necromancy;1 hour;Touch;V 9;True Resurrection;9th level Necromancy;1 hour;Touch;V

S

  • casting time is made from mushroom powder
  • range saffron

  • components and fat
  • duration and is consumed by the spell)This spell gives the willing creature you touch the ability to see things as they actually are. For the duration

the creature has truesight

notices secret doors hidden by magic M;1 hour;(an ointment for the eyes that costs 25 gp

S

  • casting time is made from mushroom powder
  • range saffron

  • components and fat
  • duration and is consumed by the spell)This spell gives the willing creature you touch the ability to see things as they actually are. For the duration

the creature has truesight

notices secret doors hidden by magic M;1 hour;(an ointment for the eyes that costs 25 gp

S

  • casting time is made from mushroom powder
  • range saffron

  • components and fat
  • duration and is consumed by the spell)This spell gives the willing creature you touch the ability to see things as they actually are. For the duration

the creature has truesight

notices secret doors hidden by magic M;1 hour;(an ointment for the eyes that costs 25 gp

S

  • casting time is made from mushroom powder
  • range saffron

  • components and fat
  • duration and is consumed by the spell)This spell gives the willing creature you touch the ability to see things as they actually are. For the duration

the creature has truesight

notices secret doors hidden by magic M;1 hour;(an ointment for the eyes that costs 25 gp

S

  • casting time is made from mushroom powder
  • range saffron

  • components and fat
  • duration Consumed)This spell gives the willing creature you touch the ability to see things as they actually are. For the duration

the creature has truesight

notices secret doors hidden by magic M;1 hour;(An ointment for the eyes that costs 25 gp

up to 1 round;You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn

  • casting time provided that this spell hasn't ended.;Warlock
  • range

notices secret doors hidden by magic you gain advantage on your first attack roll against the target

up to 1 round;You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn

  • casting time provided that this spell hasn't ended.;Wizard
  • range

notices secret doors hidden by magic you gain advantage on your first attack roll against the target

up to 1 round;You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn

  • casting time provided that this spell hasn't ended.;Sorcerer
  • range

notices secret doors hidden by magic you gain advantage on your first attack roll against the target

up to 1 round;You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn

  • casting time provided that this spell hasn't ended.;Bard
  • range

notices secret doors hidden by magic you gain advantage on your first attack roll against the target

6;True Seeing;6th level Divination;1 action;Touch;V 6;True Seeing;6th level Divination;1 action;Touch;V
6;True Seeing;6th level Divination;1 action;Touch;V 6;True Seeing;6th level Divination;1 action;Touch;V
6;True Seeing;6th level Divination;1 action;Touch;V 6;True Seeing;6th level Divination;1 action;Touch;V
6;True Seeing;6th level Divination;1 action;Touch;V 6;True Seeing;6th level Divination;1 action;Touch;V
6;True Seeing;6th level Divination;1 action;Touch;V 6;True Seeing;6th level Divination;1 action;Touch;V
0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration 0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration
0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration 0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration
0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration 0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration
0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration 0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration

S;Concentration

  • casting time 300 feet high
  • range and 50 feet thick. The wall lasts for the duration.
    When the wall appears

  • components each creature within its area must make a Strength saving throw. On a failed save
  • duration a creature takes 6d10 bludgeoning damage

or half as much damage on a successful save.
At the start of each of your turns after the wall appears

the wall up to 6 rounds;A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long

S

  • casting time mindless
  • range shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10

  • components 1 hit point
  • duration and a Strength of 2

and it can't attack. If it drops to 0 hit points

the wall M;1 hour;(a piece of string and a bit of wood)This spell creates an invisible

S

  • casting time mindless
  • range shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10

  • components 1 hit point
  • duration and a Strength of 2

and it can't attack. If it drops to 0 hit points

the wall M;1 hour;(a piece of string and a bit of wood)This spell creates an invisible

S

  • casting time mindless
  • range shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10

  • components 1 hit point
  • duration and a Strength of 2

and it can't attack. If it drops to 0 hit points

the wall M;1 hour;(A piece of string and a bit of wood)This spell creates an invisible

S;Concentration

  • casting time the target takes 3d6 necrotic damage
  • range and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends

  • components you can make the attack again on each of your turns as an action.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot level above 3rd. ;Cleric (Death)(Grave)

the wall up to 1 minute;The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit

S;Concentration

  • casting time the target takes 3d6 necrotic damage
  • range and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends

  • components you can make the attack again on each of your turns as an action.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot level above 3rd. ;Warlock

the wall up to 1 minute;The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit

S;Concentration

  • casting time the target takes 3d6 necrotic damage
  • range and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends

  • components you can make the attack again on each of your turns as an action.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot level above 3rd. ;Wizard

the wall up to 1 minute;The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit

S;Concentration

  • casting time the target takes 3d6 necrotic damage
  • range and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends

  • components you can make the attack again on each of your turns as an action.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot level above 3rd. ;Sorcerer (TCE)

the wall up to 1 minute;The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit

it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4)

the wall 11th level (3d4) and 17th level (4d4). ;Bard

8;Tsunami;8th level Conjuration;1 minute;Sight;V 8;Tsunami;8th level Conjuration;1 minute;Sight;V
1;Unseen Servant (ritual);1st level Conjuration;1 action;60 feet;V 1;Unseen Servant (ritual);1st level Conjuration;1 action;60 feet;V
1;Unseen Servant (ritual);1st level Conjuration;1 action;60 feet;V 1;Unseen Servant (ritual);1st level Conjuration;1 action;60 feet;V
1;Unseen Servant (Ritual);1st level Conjuration;1 action;60 feet;V 1;Unseen Servant (Ritual);1st level Conjuration;1 action;60 feet;V
3;Vampiric Touch;3rd level Necromancy;1 action;Self;V 3;Vampiric Touch;3rd level Necromancy;1 action;Self;V
3;Vampiric Touch;3rd level Necromancy;1 action;Self;V 3;Vampiric Touch;3rd level Necromancy;1 action;Self;V
3;Vampiric Touch;3rd level Necromancy;1 action;Self;V 3;Vampiric Touch;3rd level Necromancy;1 action;Self;V
3;Vampiric Touch;3rd level Necromancy;1 action;Self;V 3;Vampiric Touch;3rd level Necromancy;1 action;Self;V
0;Vicious Mockery;Enchantment cantrip;1 action;60 feet;V;Instantaneous;You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you) 0;Vicious Mockery;Enchantment cantrip;1 action;60 feet;V;Instantaneous;You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you)

S

  • casting time and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save
  • range a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save

  • components a creature takes half the initial damage and no damage at the end of its next turn.
    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher
  • duration the initial damage increases by 2d4 for each slot level above 4th.;Wizard (XGE)

the wall M;Instantaneous;(a drop of giant slug bile)You point at a location within range

S

  • casting time and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save
  • range a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save

  • components a creature takes half the initial damage and no damage at the end of its next turn.
    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher
  • duration the initial damage increases by 2d4 for each slot level above 4th.;Sorcerer (XGE)

the wall M;Instantaneous;(a drop of giant slug bile)You point at a location within range

S

  • casting time up to 1 minute;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

the wall M;Concentration

S

  • casting time up to 1 minute;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

the wall M;Concentration

S

  • casting time up to 1 minute;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

the wall M;Concentration

S

  • casting time up to 1 minute;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

the wall M;Concentration

S

  • casting time up to 1 minute;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

the wall M;Concentration

S

  • casting time up to 1 minute;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

the wall M;Concentration

S

  • casting time up to 10 minutes;(a pinch of powder made by crushing a clear gemstone)An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose
  • range as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet

  • components or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form
  • duration the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears

the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly

the wall M;Concentration

4;Vitriolic Sphere;4th level Evocation;1 action;150 feet;V 4;Vitriolic Sphere;4th level Evocation;1 action;150 feet;V
4;Vitriolic Sphere;4th level Evocation;1 action;150 feet;V 4;Vitriolic Sphere;4th level Evocation;1 action;150 feet;V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V
5;Wall of Force;5th level Evocation;1 action;120 feet;V 5;Wall of Force;5th level Evocation;1 action;120 feet;V

S

  • casting time up to 10 minutes;(a pinch of powder made by crushing a clear gemstone)An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose
  • range as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet

  • components or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form
  • duration the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears

the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly

the wall M;Concentration

S

  • casting time up to 10 minutes;(a pinch of powder made by crushing a clear gemstone)An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose
  • range as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet

  • components or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form
  • duration the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears

the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly

the wall M;Concentration

S

  • casting time up to 10 minutes;(a pinch of powder made by crushing a clear gemstone)An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose
  • range as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet

  • components or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form
  • duration the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears

the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly

the wall M;Concentration

S

  • casting time up to 10 minutes;(a pinch of powder made by crushing a clear gemstone)An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose
  • range as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet

  • components or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form
  • duration the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears

the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly

the wall M;Concentration

S

  • casting time up to 10 minutes;(a small piece of quartz)You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radium of up to 10 feet
  • range or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form

  • components the wall is 1 foot thick and lasts for the duration.
    If the wall cuts through a creature's space when it appears
  • duration the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save

the creature takes 10d6 cold damage

the wall M;Concentration

S

  • casting time up to 10 minutes;(a hand mirror)A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally
  • range vertically

  • components or diagonally. It can be free floating
  • duration or it can rest on a solid surface. The wall can be up to 60 feet long

10 feet high

the wall M;Concentration

S

  • casting time up to 10 minutes;(a hand mirror)A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally
  • range vertically

  • components or diagonally. It can be free floating
  • duration or it can rest on a solid surface. The wall can be up to 60 feet long

10 feet high

the wall M;Concentration

S

  • casting time up to 10 minutes;(a hand mirror)A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally
  • range vertically

  • components or diagonally. It can be free floating
  • duration or it can rest on a solid surface. The wall can be up to 60 feet long

10 feet high

the wall M;Concentration

S

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

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

the wall M;Concentration

5;Wall of Force;5th level Evocation;1 action;120 feet;V 5;Wall of Force;5th level Evocation;1 action;120 feet;V
5;Wall of Force;5th level Evocation;1 action;120 feet;V 5;Wall of Force;5th level Evocation;1 action;120 feet;V
5;Wall of Force;5th level Evocation;1 action;120 feet;V 5;Wall of Force;5th level Evocation;1 action;120 feet;V
5;Wall of Force;5th level Evocation;1 action;120 feet;V 5;Wall of Force;5th level Evocation;1 action;120 feet;V
6;Wall of Ice;6th level Evocation;1 action;120 feet;V 6;Wall of Ice;6th level Evocation;1 action;120 feet;V
5;Wall of Light;5th level Evocation;1 action;120 feet;V 5;Wall of Light;5th level Evocation;1 action;120 feet;V
5;Wall of Light;5th level Evocation;1 action;120 feet;V 5;Wall of Light;5th level Evocation;1 action;120 feet;V
5;Wall of Light;5th level Evocation;1 action;120 feet;V 5;Wall of Light;5th level Evocation;1 action;120 feet;V
3;Wall of Sand;3rd level Evocation;1 action;90 feet;V 3;Wall of Sand;3rd level Evocation;1 action;90 feet;V

S

  • casting time up to 10 minutes;(a small block of granite)A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively
  • range you can create 10-foot-by-20-foot panels that are only 3 inches thick.
    If the wall cuts through a creature's space when it appears

  • components the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface)
  • duration that creature can make a Dexterity saving throw. On a success

it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire

the wall M;Concentration

S

  • casting time up to 10 minutes;(a small block of granite)A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively
  • range you can create 10-foot-by-20-foot panels that are only 3 inches thick.
    If the wall cuts through a creature's space when it appears

  • components the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface)
  • duration that creature can make a Dexterity saving throw. On a success

it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire

the wall M;Concentration

S

  • casting time up to 10 minutes;(a small block of granite)A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively
  • range you can create 10-foot-by-20-foot panels that are only 3 inches thick.
    If the wall cuts through a creature's space when it appears

  • components the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface)
  • duration that creature can make a Dexterity saving throw. On a success

it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire

the wall M;Concentration

S

  • casting time up to 10 minutes;(a small block of granite)A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively
  • range you can create 10-foot-by-20-foot panels that are only 3 inches thick.
    If the wall cuts through a creature's space when it appears

  • components the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface)
  • duration that creature can make a Dexterity saving throw. On a success

it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire

the wall M;Concentration

S

  • casting time up to 10 minutes;(a small block of granite)A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively
  • range you can create 10-foot-by-20-foot panels that are only 3 inches thick.
    If the wall cuts through a creature's space when it appears

  • components the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface)
  • duration that creature can make a Dexterity saving throw. On a success

it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire

the wall M;Concentration

S

  • casting time up to 10 minutes;(a handful of thorns)You create a wall of tough
  • range pliable

  • components tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long
  • duration 10 feet high

and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears

the wall M;Concentration

S

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

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

20 feet high

the wall M;Concentration

S

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

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

20 feet high

the wall M;Concentration

S

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

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

20 feet high

the wall M;Concentration

5;Wall of Stone;5th level Evocation;1 action;120 feet;V 5;Wall of Stone;5th level Evocation;1 action;120 feet;V
5;Wall of Stone;5th level Evocation;1 action;120 feet;V 5;Wall of Stone;5th level Evocation;1 action;120 feet;V
5;Wall of Stone;5th level Evocation;1 action;120 feet;V 5;Wall of Stone;5th level Evocation;1 action;120 feet;V
5;Wall of Stone;5th level Evocation;1 action;120 feet;V 5;Wall of Stone;5th level Evocation;1 action;120 feet;V
5;Wall of Stone;5th level Evocation;1 action;120 feet;V 5;Wall of Stone;5th level Evocation;1 action;120 feet;V
6;Wall of Thorns;6th level Conjuration;1 action;120 feet;V 6;Wall of Thorns;6th level Conjuration;1 action;120 feet;V
3;Wall of Water;3rd level Evocation;1 action;60 feet;V 3;Wall of Water;3rd level Evocation;1 action;60 feet;V
3;Wall of Water;3rd level Evocation;1 action;60 feet;V 3;Wall of Water;3rd level Evocation;1 action;60 feet;V
3;Wall of Water;3rd level Evocation;1 action;60 feet;V 3;Wall of Water;3rd level Evocation;1 action;60 feet;V

S

  • casting time which you and target must wear for the duration)This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you
  • range it gains a +1 bonus to AC and saving throws

  • components and it has resistance to all damage. Also
  • duration each time it takes damage

you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. ;Cleric

the wall M;1 hour;(a pair of platinum rings worth at least 50 gp each

S

  • casting time which you and target must wear for the duration)This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you
  • range it gains a +1 bonus to AC and saving throws

  • components and it has resistance to all damage. Also
  • duration each time it takes damage

you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. ;Cleric (Peace)

the wall M;1 hour;(a pair of platinum rings worth at least 50 gp each

S

  • casting time which you and target must wear for the duration)This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you
  • range it gains a +1 bonus to AC and saving throws

  • components and it has resistance to all damage. Also
  • duration each time it takes damage

you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. ;Artificer (Battle Smith)

the wall M;1 hour;(a pair of platinum rings worth at least 50 gp each

S

  • casting time which you and target must wear for the duration)This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you
  • range it gains a +1 bonus to AC and saving throws

  • components and it has resistance to all damage. Also
  • duration each time it takes damage

you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. ;Paladin (Crown)

the wall M;1 hour;(a pair of platinum rings worth at least 50 gp each

S

  • casting time which you and target must wear for the duration)This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you
  • range it gains a +1 bonus to AC and saving throws

  • components and it has resistance to all damage. Also
  • duration each time it takes damage

you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. ;Paladin (TCE)

the wall M;1 hour;(a pair of platinum rings worth at least 50 gp each

up to 10 minutes;A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you

  • casting time gas
  • range and fog that can be dispersed by strong wind.
    • The area is difficult terrain for creatures other than you.
    • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.;Wizard (XGE)

the wall remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor

up to 10 minutes;A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you

  • casting time gas
  • range and fog that can be dispersed by strong wind.
    • The area is difficult terrain for creatures other than you.
    • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.;Sorcerer (XGE)

the wall remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor

up to 10 minutes;A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you

  • casting time gas
  • range and fog that can be dispersed by strong wind.
    • The area is difficult terrain for creatures other than you.
    • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.;Druid (XGE)

the wall remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor

up to 10 minutes;A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you

  • casting time gas
  • range and fog that can be dispersed by strong wind.
    • The area is difficult terrain for creatures other than you.
    • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.;Bard (XGE)

the wall remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor

2;Warding Bond;2nd level Abjuration;1 action;Touch;V 2;Warding Bond;2nd level Abjuration;1 action;Touch;V
2;Warding Bond;2nd level Abjuration;1 action;Touch;V 2;Warding Bond;2nd level Abjuration;1 action;Touch;V
2;Warding Bond;2nd level Abjuration;1 action;Touch;V 2;Warding Bond;2nd level Abjuration;1 action;Touch;V
2;Warding Bond;2nd level Abjuration;1 action;Touch;V 2;Warding Bond;2nd level Abjuration;1 action;Touch;V
2;Warding Bond;2nd level Abjuration;1 action;Touch;V 2;Warding Bond;2nd level Abjuration;1 action;Touch;V
2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration 2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration
2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration 2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration
2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration 2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration
2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration 2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration

S

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

S

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

S

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

S

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

S

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

S

  • casting time acid
  • range mud

  • components snow
  • duration quicksand

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

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

S

  • casting time acid
  • range mud

  • components snow
  • duration quicksand

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

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

S

  • casting time acid
  • range mud

  • components snow
  • duration quicksand

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

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

S

  • casting time acid
  • range mud

  • components snow
  • duration quicksand

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

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

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

S

  • casting time acid
  • range mud

  • components snow
  • duration quicksand

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

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

S

  • casting time up to 1 minute;(a droplet of water)You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
    Any creature in the sphere's space must make a Strength saving throw. On a successful save
  • range a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically

  • components and a Large or smaller creature can choose to fail it. On a failed save
  • duration a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns

a restrained target can repeat the saving throw

the wall M;Concentration

S

  • casting time up to 1 minute;(a droplet of water)You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
    Any creature in the sphere's space must make a Strength saving throw. On a successful save
  • range a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically

  • components and a Large or smaller creature can choose to fail it. On a failed save
  • duration a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns

a restrained target can repeat the saving throw

the wall M;Concentration

S

  • casting time up to 1 minute;(a droplet of water)You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
    Any creature in the sphere's space must make a Strength saving throw. On a successful save
  • range a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically

  • components and a Large or smaller creature can choose to fail it. On a failed save
  • duration a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns

a restrained target can repeat the saving throw

the wall M;Concentration

S

  • casting time up to 1 hour;(a bit of spider web)You conjure a mass of thick
  • range sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
    If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor

  • components wall
  • duration or ceiling

the conjured web collapses on itself

the wall M;Concentration

S

  • casting time up to 1 hour;(a bit of spider web)You conjure a mass of thick
  • range sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
    If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor

  • components wall
  • duration or ceiling

the conjured web collapses on itself

the wall M;Concentration

S

  • casting time up to 1 hour;(a bit of spider web)You conjure a mass of thick
  • range sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
    If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor

  • components wall
  • duration or ceiling

the conjured web collapses on itself

the wall M;Concentration

S

  • casting time up to 1 hour;(a bit of spider web)You conjure a mass of thick
  • range sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
    If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor

  • components wall
  • duration or ceiling

the conjured web collapses on itself

the wall M;Concentration

S

  • casting time up to 1 hour;(a bit of spider web)You conjure a mass of thick
  • range sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
    If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor

  • components wall
  • duration or ceiling

the conjured web collapses on itself

the wall M;Concentration

3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V
4;Watery Sphere;4th level Conjuration;1 action;90 feet;V 4;Watery Sphere;4th level Conjuration;1 action;90 feet;V
4;Watery Sphere;4th level Conjuration;1 action;90 feet;V 4;Watery Sphere;4th level Conjuration;1 action;90 feet;V
4;Watery Sphere;4th level Conjuration;1 action;90 feet;V 4;Watery Sphere;4th level Conjuration;1 action;90 feet;V
2;Web;2nd level Conjuration;1 action;60 feet;V 2;Web;2nd level Conjuration;1 action;60 feet;V
2;Web;2nd level Conjuration;1 action;60 feet;V 2;Web;2nd level Conjuration;1 action;60 feet;V
2;Web;2nd level Conjuration;1 action;60 feet;V 2;Web;2nd level Conjuration;1 action;60 feet;V
2;Web;2nd level Conjuration;1 action;60 feet;V 2;Web;2nd level Conjuration;1 action;60 feet;V
2;Web;2nd level Conjuration;1 action;60 feet;V 2;Web;2nd level Conjuration;1 action;60 feet;V

S;Concentration

  • casting time you create illusory creatures in their minds
  • range visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save

  • components a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears
  • duration manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns

it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save

the wall up to 1 minute;Drawing on the deepest fears of a group of creatures

S;Concentration

  • casting time you create illusory creatures in their minds
  • range visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save

  • components a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears
  • duration manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns

it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save

the wall up to 1 minute;Drawing on the deepest fears of a group of creatures

M;Concentration

  • casting time 30-foot-high cylinder centered on that point. Until the spell ends
  • range you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
    A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space

  • components including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save
  • duration or half as much damage on a successful one. In addition

a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind

the wall up to 1 minute;(a piece of straw)A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius

M;Concentration

  • casting time 30-foot-high cylinder centered on that point. Until the spell ends
  • range you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
    A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space

  • components including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save
  • duration or half as much damage on a successful one. In addition

a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind

the wall up to 1 minute;(a piece of straw)A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius

M;Concentration

  • casting time 30-foot-high cylinder centered on that point. Until the spell ends
  • range you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
    A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space

  • components including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save
  • duration or half as much damage on a successful one. In addition

a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind

the wall up to 1 minute;(a piece of straw)A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius

S

  • casting time appearing as wisps of cloud. While in this cloud form
  • range a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute

  • components during which time a creature is incapacitated and can't move. Until the spell ends
  • duration a creature can revert to cloud form

which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends

the wall M;8 hours;(fire and holy water)You and up to ten willing creatures you can see within range assume a gaseous form for the duration

S

  • casting time up to 1 minute;(a tiny fan and a feather of exotic origin)A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long
  • range 15 feet high

  • components and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
    When the wall appears
  • duration each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save

or half as much damage on a successful one.
The strong wind keeps fog

smoke M;Concentration

S

  • casting time up to 1 minute;(a tiny fan and a feather of exotic origin)A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long
  • range 15 feet high

  • components and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
    When the wall appears
  • duration each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save

or half as much damage on a successful one.
The strong wind keeps fog

smoke M;Concentration

S

  • casting time up to 1 minute;(a tiny fan and a feather of exotic origin)A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long
  • range 15 feet high

  • components and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
    When the wall appears
  • duration each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save

or half as much damage on a successful one.
The strong wind keeps fog

smoke M;Concentration

9;Weird;9th level Illusion;1 action;120 feet;V 9;Weird;9th level Illusion;1 action;120 feet;V
9;Weird;9th level Illusion;1 action;120 feet;V 9;Weird;9th level Illusion;1 action;120 feet;V
7;Whirlwind;7th level Evocation;1 action;300 feet;V 7;Whirlwind;7th level Evocation;1 action;300 feet;V
7;Whirlwind;7th level Evocation;1 action;300 feet;V 7;Whirlwind;7th level Evocation;1 action;300 feet;V
7;Whirlwind;7th level Evocation;1 action;300 feet;V 7;Whirlwind;7th level Evocation;1 action;300 feet;V
6;Wind Walk;6th level Transmutation;1 action;30 feet;V 6;Wind Walk;6th level Transmutation;1 action;30 feet;V
3;Wind Wall;3rd level Evocation;1 action;120 feet;V 3;Wind Wall;3rd level Evocation;1 action;120 feet;V
3;Wind Wall;3rd level Evocation;1 action;120 feet;V 3;Wind Wall;3rd level Evocation;1 action;120 feet;V
3;Wind Wall;3rd level Evocation;1 action;120 feet;V 3;Wind Wall;3rd level Evocation;1 action;120 feet;V

S

  • casting time up to 1 minute;(a tiny fan and a feather of exotic origin)A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long
  • range 15 feet high

  • components and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
    When the wall appears
  • duration each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save

or half as much damage on a successful one.
The strong wind keeps fog

smoke M;Concentration

S

  • casting time up to 1 minute;(a tiny fan and a feather of exotic origin)A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long
  • range 15 feet high

  • components and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
    When the wall appears
  • duration each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save

or half as much damage on a successful one.
The strong wind keeps fog

smoke M;Concentration

S

  • casting time you can alter the very foundations of reality in accord with your desires.
    The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell
  • range including costly components. The spell simply takes effect. Alternatively

  • components you can create one of the following effects of your choice.
    • You create one object of up to 25
  • duration000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension

and it appears in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points

smoke M;Instantaneous;Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud

S

  • casting time you can alter the very foundations of reality in accord with your desires.
    The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell
  • range including costly components. The spell simply takes effect. Alternatively

  • components you can create one of the following effects of your choice.
    • You create one object of up to 25
  • duration000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension

and it appears in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points

smoke M;Instantaneous;Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud

S

  • casting time you can alter the very foundations of reality in accord with your desires.
    The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell
  • range including costly components. The spell simply takes effect. Alternatively

  • components you can create one of the following effects of your choice.
    • You create one object of up to 25
  • duration000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension

and it appears in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points

smoke M;Instantaneous;Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud

S

  • casting time up to 1 minute;(a twig from a tree that has been struck by lightning)A beam of crackling
  • range blue energy lances out toward a creature within range

  • components forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit
  • duration the target takes 1d12 lightning damage

and on each of your turns for the duration

smoke M;Concentration

S

  • casting time up to 1 minute;(a twig from a tree that has been struck by lightning)A beam of crackling
  • range blue energy lances out toward a creature within range

  • components forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit
  • duration the target takes 1d12 lightning damage

and on each of your turns for the duration

smoke M;Concentration

S

  • casting time up to 1 minute;(a twig from a tree that has been struck by lightning)A beam of crackling
  • range blue energy lances out toward a creature within range

  • components forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit
  • duration the target takes 1d12 lightning damage

and on each of your turns for the duration

smoke M;Concentration

M;Instantaneous;(a holy symbol)You utter a divine word

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Cleric (XGE)

smoke and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

3;Wind Wall;3rd level Evocation;1 action;120 feet;V 3;Wind Wall;3rd level Evocation;1 action;120 feet;V
3;Wind Wall;3rd level Evocation;1 action;120 feet;V 3;Wind Wall;3rd level Evocation;1 action;120 feet;V
9;Wish;9th level Conjuration;1 action;Self;V 9;Wish;9th level Conjuration;1 action;Self;V
9;Wish;9th level Conjuration;1 action;Self;V 9;Wish;9th level Conjuration;1 action;Self;V
9;Wish;9th level Conjuration;1 action;Self;V 9;Wish;9th level Conjuration;1 action;Self;V
1;Witch Bolt;1st level Evocation;1 action;30 feet;V 1;Witch Bolt;1st level Evocation;1 action;30 feet;V
1;Witch Bolt;1st level Evocation;1 action;30 feet;V 1;Witch Bolt;1st level Evocation;1 action;30 feet;V
1;Witch Bolt;1st level Evocation;1 action;30 feet;V 1;Witch Bolt;1st level Evocation;1 action;30 feet;V
0;Word of Radiance;Evocation cantrip;1 action;5 feet;V 0;Word of Radiance;Evocation cantrip;1 action;5 feet;V

S

  • casting time the spell has no effect.
    You must designate a sanctuary by casting this spell within a location
  • range such as a temple

  • components dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity
  • duration the spell has no effect. ;Cleric

smoke M;Instantaneous;You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary

S;Concentration

  • casting time rocks
  • range and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
    Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
    Trees: At the start of each of your turns

  • components each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
    Roots and Vines: At the end of each of your turns
  • duration one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC

ending the effect on itself on a success.
Rocks: As a bonus action on your turn

smoke up to 1 minute;You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock

smoke M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Paladin

smoke M;Concentration

up to 1 minute;You move like the wind. Until the spell ends

  • casting time you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss
  • range your walking speed increases by 30 feet until the end of that turn.;Ranger (XGE)

smoke your movement doesn't provoke opportunity attacks.
Once before the spell ends

S;10 minutes;You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends

  • casting time a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
    An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. ;Cleric
  • range

smoke a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save

S;10 minutes;You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends

  • casting time a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
    An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. ;Cleric (Order)
  • range

smoke a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save

S;10 minutes;You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends

  • casting time a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
    An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. ;Paladin (*)(Devotion)(Crown)
  • range

smoke a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save

S;10 minutes;You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends

  • casting time a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
    An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. ;Ranger
  • range

smoke a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save

6;Word of Recall;6th level Conjuration;1 action;5 feet;V 6;Word of Recall;6th level Conjuration;1 action;5 feet;V
5;Wrath of Nature;5th level Evocation;1 action;120 feet;V 5;Wrath of Nature;5th level Evocation;1 action;120 feet;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Zephyr Strike;1st level Transmutation;1 bonus action;Self;V;Concentration 1;Zephyr Strike;1st level Transmutation;1 bonus action;Self;V;Concentration
2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V 2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V
2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V 2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V
2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V 2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V
2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V 2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V

S;10 minutes;You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends

  • casting time a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
    An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. ;Bard
  • range

smoke a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save

2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V 2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V