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0

0 Acid Splash, Conjuration cantrip 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V, S (Instantaneous)
  • Speed You hurl a bubble of acid. Choose one creature within range, 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), 11th level (3d6), and 17th level (4d6).
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Aid, 2nd-level abjuration 0 xp

  • Armor class 1 action (30 feet)
  • Hit points V, S, M (8 hours)
  • Speed (a tiny strip of white cloth) Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each targets 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, a targets hit points increase by an additional 5 for each slot level above 2nd.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Antimagic Field, 8th-level abjuration 0 xp

  • Armor class 1 action (Self)
  • Hit points V, S, M (Concentration)
  • Speed (10-foot-radius sphere) (a pinch of powdered iron or ironilings) up to 1 hour A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that sufuses the multiverse. Within the sphere, spells cant be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical efects, except those created by an artifact or a deity, are suppressed in the sphere and cant protrude into it. A slot expended to cast a suppressed spell is consumed. While an efect is suppressed, it doesnt function, but the time it spends suppressed counts against its duration. Targeted Efects. Spells and other magical efects, such as and , that target a creature or an object in the sphere have no efect on that target. Areas of Magic. The area of another spell or magical efect, such as , cant extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the lames created by a are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical efect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a in the sphere functions as a nonmagical longsword. A magic weapons properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you ire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical efects such as have no efect on the sphere. Likewise, the spheres created by diferent spells dont nullify each other.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Arcane Eye, 4th-level divination 0 xp

  • Armor class 1 action (30 feet)
  • Hit points V, S, M (Concentration)
  • Speed (a bit of bat fur) up to 1 hour You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, 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 cant enter another plane of existence. A solid barrier blocks the eyes movement, but the eye can pass through an opening as small as 1 inch in diameter.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Arcane Lock, 2nd-level abjuration 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, S, M (Until dispelled)
  • Speed (gold dust worth at least 25 gp, which the spell consumes) You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting on the object suppresses for 10 minutes. While afected by this spell, the object is more diicult to break or force open. the DC to break it or pick any locks on it increases by 10.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Astral Projection, 9th-level necromancy 0 xp

  • Armor class 1 hour (10 feet)
  • Hit points V, S, M (Special)
  • Speed (for each creature you afect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, 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. it doesnt need food or air and doesnt age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal diference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can ind your way home. If the cord is cutsomething that can happen only when an efect speciically states that it doesyour soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other efects that apply to it have no efect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the afected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful spell used against an astral or physical body ends the spell for that creature. If a creatures original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creatures astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must ind their own way back to their bodies, usually by dropping to 0 hit points.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Augury, 2nd-level divination (ritual) 0 xp

  • Armor class 1 minute (Self)
  • Hit points V, S, M (Instantaneous)
  • Speed (specially marked sticks, bones, or similar tokens worth at least 25 gp) By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a speciic course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that arent especially good or bad The spell doesnt take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the irst that you get a random reading. The DM makes this roll in secret.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Beacon of Hope, 3rd-level abjuration 0 xp

  • Armor class 1 action (30 feet)
  • Hit points V, S (Concentration)
  • Speed up to 1 minute This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Blade Barrier, 6th-level evocation 0 xp

  • Armor class 1 action (90 feet)
  • Hit points V, S (Concentration)
  • Speed up to 10 minutes You create a vertical wall of whirling, 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, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is diicult terrain. When a creature enters the walls area for the irst time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Bless, 1st-level enchantment 0 xp

  • Armor class 1 action (30 feet)
  • Hit points V, S, M (Concentration)
  • Speed 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, 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, you can target one additional creature for each slot level above 1st.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Blur, 2nd-level illusion 0 xp

  • Armor class 1 action (Self)
  • Hit points V (Concentration)
  • Speed up to 1 minute Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this efect if it doesnt rely on sight, as with blindsight, or can see through illusions, as with truesight.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Burning Hands, 1st-level evocation 0 xp

  • Armor class 1 action (Self (15-foot cone))
  • Hit points V, S (Instantaneous)
  • Speed As you hold your hands with thumbs touching and ingers spread, a thin sheet of lames shoots forth from your outstretched ingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 ire damage on a failed save, or half as much damage on a successful one. The ire ignites any lammable objects in the area that arent being worn or carried. 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.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Chain Lightning, 6th-level evocation 0 xp

  • Armor class 1 action (150 feet)
  • Hit points V, S, M (Instantaneous)
  • Speed (a bit of fur. a piece of amber, glass, or a crystal rod. 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 irst 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, 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, one additional bolt leaps from the irst target to another target for each slot level above 6th.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Charm Person, 1st-level enchantment 0 xp

  • Armor class 1 action (30 feet)
  • Hit points V, S (1 hour)
  • Speed You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are ighting it. If it fails the saving throw, 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, 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, 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.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Command, 1st-level enchantment 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V (1 round)
  • Speed 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 efect if the target is undead, if it doesnt understand your language, or if your command is directly harmful to it. Some typical commands and their efects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target cant follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, 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 doesnt move and takes no actions. A lying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it lies 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, you can afect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Commune, 5th-level divination (ritual) 0 xp

  • Armor class 1 minute (Self)
  • Hit points V, S, M (1 minute)
  • Speed (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 arent necessarily omniscient, so you might receive unclear as an answer if a question pertains to information that lies beyond the deitys knowledge. In a case where a one-word answer could be misleading or contrary to the deitys interests, the DM might ofer a short phrase as an answer instead. If you cast the spell two or more times before inishing your next long rest, there is a cumulative 25 percent chance for each casting after the irst that you get no answer. The DM makes this roll in secret.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Comprehend Languages, 1st-level divination (ritual) 0 xp

  • Armor class 1 action (Self)
  • Hit points V, S, M (1 hour)
  • Speed (a pinch of soot and salt) For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesnt decode secret messages in a text or a glyph, such as an arcane sigil, that isnt part of a written language.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Cone of Cold, 5th-level evocation 0 xp

  • Armor class 1 action (Self (60-foot cone))
  • Hit points V, S, M (Instantaneous)
  • Speed (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, 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, the damage increases by 1d8 for each slot level above 5th.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Counterspell, 3rd-level abjuration 0 xp

  • Armor class 1 reaction (60 feet)
  • Hit points S (Instantaneous)
  • Speed , which you take when you see a creature within 60 feet of you casting a spell reaction, which you take when you see a creature within 60 feet of you casting a spell 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, its spell fails and has no efect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spells level. On a success, the creatures spell fails and has no efect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no efect if its level is less than or equal to the level of the spell slot you used.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Cure Wounds, 1st-level evocation 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, S (Instantaneous)
  • Speed A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modiier. This spell has no efect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Dancing Lights, Evocation cantrip 0 xp

  • Armor class 1 action (120 feet)
  • Hit points V, S, M (Concentration)
  • Speed up to 1 minute (a bit of phosphorus or wychwood, or a glowworm) You create up to four torch-sized lights within range, making them appear as torches, lanterns, 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, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spells range.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Darkness, 2nd-level evocation 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V, M (Concentration)
  • Speed 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 ill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision cant see through this darkness, and nonmagical light cant illuminate it. If the point you choose is on an object you are holding or one that isnt being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spells area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Death Ward, 4th-level abjuration 0 xp

  • Armor class 1 action (Touch)
  • Hit points V,S (8 hours)
  • Speed You touch a creature and grant it a measure of protection from death. The irst time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in efect when the target is subjected to an efect that would kill it instantaneously without dealing damage, that efect is instead negated against the target, and the spell ends.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Delayed Blast Fireball, 7th-level evocation 0 xp

  • Armor class 1 action (150 feet)
  • Hit points V, S, M (Concentration)
  • Speed up to 1 minute (a tiny ball of bat guano and sulfur) A beam of yellow light lashes from your pointing inger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of lame 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 ire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spells base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in lame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The ire damages objects in the area and ignites lammable objects that arent being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Detect Magic, 1st-level divination (ritual) 0 xp

  • Armor class 1 action (Self)
  • Hit points V, S (Concentration)
  • Speed up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Dimension Door, 4th-level conjuration 0 xp

  • Armor class 1 action (500 feet)
  • Hit points V (Instantaneous)
  • Speed 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, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet. You can bring along objects as long as their weight doesnt 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, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Disguise Self, 1st-level illusion 0 xp

  • Armor class 1 action (Self)
  • Hit points V, S (1 hour)
  • Speed You make yourselfincluding your clothing, armor, weapons, and other belongings on your personlook diferent 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, or in between. You cant change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Disintegrate, 6th-level transmutation 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V, S, M (Instantaneous)
  • Speed (a lodestone and a pinch of dust) A thin green ray springs from your pointing inger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by A creature targeted by this spell must make a Dexterity saving throw. On a failed save, 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, are reduced to a pile of ine gray dust. The creature can be restored to life only by means of a or a spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unafected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Dispel Magic, 3rd-level abjuration 0 xp

  • Armor class 1 action (120 feet)
  • Hit points V, S (Instantaneous)
  • Speed Choose one creature, object, or magical efect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spells level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the efects of a spell on the target if the spells level is equal to or less than the level of the spell slot you used.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Divination, 4th-level divination (ritual) 0 xp

  • Armor class 1 action (Self)
  • Hit points V, S, M (Instantaneous)
  • Speed (incense and a sacriicial ofering appropriate to your religion, together worth at least 25 gp, which the spell consumes) Your magic and an ofering put you in contact with a god or a gods servants. You ask a single question concerning a speciic goal, event, or activity to occur within 7 days. The DM ofers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesnt take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before inishing your next long rest, there is a cumulative 25 percent chance for each casting after the irst that you get a random reading. The DM makes this roll in secret.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Dominate Monster, 8th-level enchantment 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V, S (Concentration)
  • Speed 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 ighting it, it has advantage on the saving throw. While the creature is charmed, 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), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesnt receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesnt do anything that you dont allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Dominate Person, 5th-level enchantment 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V, S (Concentration)
  • Speed 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 ighting it, it has advantage on the saving throw. While the target is charmed, 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), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesnt receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesnt do anything that you dont allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Dream, 5th-level illusion 0 xp

  • Armor class 1 minute (Special)
  • Hit points V, S, M (8 hours)
  • Speed (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) This spell shapes a creatures 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 dont sleep, such as elves, cant be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but cant take actions or move. If the target is asleep, the messenger appears in the targets dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the efect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the targets dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the targets sleep and prevents the target from gaining any beneit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the targets body, the target makes its saving throw with disadvantage.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Earthquake, 8th-level evocation 0 xp

  • Armor class 1 action (500 feet)
  • Hit points V, S, M (Concentration)
  • Speed (a pinch of dirt, a piece of rock, and a lump of clay) up to 1 minute You create a seismic disturbance at a point on the ground that you can see within range. For the 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 diicult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creatures concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional efects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open throughout the spells area at the start of your next turn after you cast the spell. A total of 1d6 such issures open in locations chosen by the DM. Each is 1d10 ? 10 feet deep, 10 feet wide, and extends from one edge of the spells area to the opposite side. A creature standing on a spot where a issure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the issures edge as it opens. A issure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structures height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesnt fall prone or become buried.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Etherealness, 7th-level transmutation 0 xp

  • Armor class 1 action (Self)
  • Hit points V, S (Up to 8 hours)
  • Speed You step into the border regions of the Ethereal Plane, 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, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you cant see anything more than 60 feet away. While on the Ethereal Plane, you can only afect and be afected by other creatures on that plane. Creatures that arent on the Ethereal Plane cant perceive you and cant interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and efects that arent on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no efect if you cast it while you are on the Ethereal Plane or a plane that doesnt border it, such as one of the Outer Planes. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Find the Path, 6th-level divination 0 xp

  • Armor class 1 minute (Self)
  • Hit points V, S, M (Concentration)
  • Speed (a set of divinatory toolssuch as bones, ivory sticks, cards, teeth, or carved runes worth 100 gp and an object from the location you wish to ind) up to 1 day This spell allows you to ind the shortest, most direct physical route to a speciic ixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isnt speciic (such as a green dragons lair), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Faerie Fire, 1st-level evocation 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V (Concentration)
  • Speed up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, 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, objects and afected creatures shed dim light in a 10-foot radius. Any attack roll against an afected creature or object has advantage if the attacker can see it, and the afected creature or object cant beneit from being invisible.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Finger of Death, 7th-level necromancy 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V, S (Instantaneous)
  • Speed You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, 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, following your verbal orders to the best of its ability.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Fireball, 3rd-level evocation 0 xp

  • Armor class 1 action (150 feet)
  • Hit points V, S, M (Instantaneous)
  • Speed (a tiny ball of bat guano and sulfur) A bright streak lashes from your pointing inger to a point you choose within range and then blossoms with a low roar into an explosion of lame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 ire damage on a failed save, or half as much damage on a successful one. The ire spreads around corners. It ignites lammable objects in the area that arent being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Fire Bolt, Evocation cantrip 0 xp

  • Armor class 1 action (120 feet)
  • Hit points V, S (Instantaneous)
  • Speed You hurl a mote of ire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 ire damage. A lammable object hit by this spell ignites if it isnt being worn or carried. This spells damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Fire Storm, 7th-level evocation 0 xp

  • Armor class 1 action (150 feet)
  • Hit points V, S (Instantaneous)
  • Speed A storm made up of sheets of roaring lame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, 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 a Dexterity saving throw. It takes 7d10 ire damage on a failed save, or half as much damage on a successful one. The ire damages objects in the area and ignites lammable objects that arent being worn or carried. If you choose, plant life in the area is unafected by this spell.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Flame Strike, 5th-level evocation 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V, S, M (Instantaneous)
  • Speed (pinch of sulfur) A vertical column of divine ire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 ire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the ire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Flaming Sphere, 2nd-level conjuration 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V, S, M (Concentration)
  • Speed (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) up to 1 minute A 5-foot-diameter sphere of ire 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 ire damage on a failed save, 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, that creature must make the saving throw against the spheres damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites lammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Fly, 3rd-level transmutation 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, S, M (Concentration)
  • Speed (a wing feather from any bird) up to 10 minutes You touch a willing creature. The target gains a lying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Foresight, 9th-level divination 0 xp

  • Armor class 1 minute (Touch)
  • Hit points V, S, M (8 hours)
  • Speed (a hummingbird feather) You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target cant be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, 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.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Freedom of Movement, 4th-level abjuration 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, S, M (1 hour)
  • Speed (a leather strap, bound around the arm or a similar appendage) You touch a willing creature. For the duration, the targets movement is unafected by diicult terrain, and spells and other magical efects can neither reduce the targets 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, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the targets movement or attacks.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Gate, 9th-level conjuration 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V, S, M (Concentration)
  • Speed (a diamond worth at least 5,000 gp) up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a diferent plane of existence. The portal is a circular opening, 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, 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 speciic creature (a pseudonym, title, or nickname doesnt work). If that creature is on a plane other than the one you are on, the portal opens in the named creatures immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Globe of Invulnerability, 6th-level abjuration 0 xp

  • Armor class 1 action (Self (10-foot radius))
  • Hit points V, S, M (Concentration)
  • Speed (a glass or crystal bead that shatters when the spell ends) up to 1 minute An immobile, 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 cant afect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no efect on them. Similarly, the area within the barrier is excluded from the areas afected by such spells. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Greater Invisibility, 4th-level illusion 0 xp

  • Armor class 1 action (Touch)
  • Hit points V,S (Concentration)
  • Speed 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 targets person.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

0

0 Greater Restoration, 5th-level abjuration 0 xp

  • Armor class 1 action (Touch)
  • Hit points