if it succeeds, the spell ends.Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range., Dimension Door,PHB,4th,Action,Instantaneous,Conjuration,500 feet,V,Bard, Sorcerer, Warlock, Wizard,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 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, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you., Disguise Self,PHB,1st,Action,1 hour,Illusion,Self,V, S,Artificer, Artificer, Artificer (Revisited), Bard, Sorcerer, Wizard,You make yourself—including your clothing, armor, weapons, and other belongings on your person—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, or in between. You can't 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 outfit, 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., Disintegrate,PHB,6th,Action,Instantaneous,Transmutation,60 feet,V, S, M (a lodestone and a pinch of dust),Sorcerer, Wizard,A thin green ray springs from your pointing finger 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 wall of force.A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish 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 unaffected 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. Dispel Magic,PHB,3rd,Action,Instantaneous,Abjuration,120 feet,V, S,Artificer, Artificer (Revisited), Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard,Choose one creature, object, 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, make an ability check using your spellcasting ability. The DC equals 10 + the spell's 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 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. Distort Value,AI,1st,1 Minute,8 hours,Illusion,Touch,V,Bard, Sorcerer, Warlock, Wizard,Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the
worth of some magical assets when the tax collector stops by? Distort value has you covered.You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st. Dominate Beast,PHB,4th,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Druid, Sorcerer,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, it has advantage on the saving throw.While the beast 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 doesn't 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 doesn't do anything that you don't 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 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. Dominate Monster,PHB,8th,Action,Concentration, up to 1 hour,Enchantment,60 feet,V, S,Bard, Sorcerer, Warlock, Wizard,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, 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 doesn't 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 doesn't do anything that you don't 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. Dominate Person,PHB,5th,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Bard, Sorcerer, Wizard,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, 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 doesn't 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 doesn't do anything that you don't 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. Dragon's Breath,XGE,2nd,Bonus acn.,Concentration, up to 1 minute,Transmutation,Touch,V, S, M (a hot pepper),Sorcerer, Wizard,You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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 3rd level or higher, the damage increases by 1d6 for each slot level above
2nd. Dust Devil,XGE,2nd,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S, M (a pinch of dust),Druid, Sorcerer, Wizard,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, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Earth Tremor,XGE,1st,Action,Instantaneous,Evocation,10 feet,V, S,Bard, Druid, Sorcerer, Wizard,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, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, 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, the damage increases by 1d6 for each slot level above 1st. Earthbind,XGE,2nd,Action,Concentration, up to 1 minute,Transmutation,300 feet,V,Druid, Sorcerer, Warlock, Wizard,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, 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., Earthquake,PHB,8th,Action,Concentration, up to 1 minute,Evocation,500 feet,V, S, M (a pinch of dirt, a piece of rock, and a lump of clay),Cleric, Druid, Sorcerer,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 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, 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 effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.A fissure 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 structure's 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 doesn't fall prone or become buried., Enemies Abound,XGE,3rd,Action,Concentration, up to 1 minute,Enchantment,120 feet,V, S,Bard, Sorcerer, Warlock, Wizard,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, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, 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, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to., Enervation,XGE,5th,Action,Concentration, up to 1 minute,Necromancy,60 feet,V, S,Sorcerer, Warlock, Wizard,A tendril of inky darkness reaches out from you, 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, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.,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. Enhance Ability,PHB,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather from a beast),Artificer, Artificer, Artificer (Revisited), Bard, Cleric, Druid, Sorcerer,You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects