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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

Druid although doing so ends the spell. When you cast this spell

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

Druid M;1 minute;The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration

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

Druid 11th level (3d12)

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

Druid 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 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

Druid 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;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

Druid and does so with advantage if you or your companions are fighting it. If it fails the saving throw

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;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

for each slot level above 1st. ;Druid the healing increases by 1d8 for each slot level above 1st. ;Druid

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

0;Produce Flame;Conjuration cantrip;1 action;Self;V 0;Produce Flame;Conjuration cantrip;1 action;Self;V
0;Shillelagh;Transmutation cantrip;1 bonus action;Touch;V 0;Shillelagh;Transmutation cantrip;1 bonus action;Touch;V
0;Poison Spray (INT);Conjuration cantrip;1 action;10 feet;V 0;Poison Spray (INT);Conjuration cantrip;1 action;10 feet;V
0;Fire Bolt (INT);Evocation cantrip;1 action;120 feet;V 0;Fire Bolt (INT);Evocation cantrip;1 action;120 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;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;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;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);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;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

1 inch of common metal 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

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

1 inch of common metal green

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

1 inch of common metal 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 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

1 inch of common metal 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

the healing increases by 1d4 for each slot level above 1st. ;Druid

1 inch of common metal

S

1 inch of common metal 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

  • casting time you can target one additional creature for each slot level above 1st. ;Druid
  • range

1 inch of common metal 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;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

1 inch of common metal

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;Entangle;1st level Conjuration;1 action;90 feet;V 1;Entangle;1st level Conjuration;1 action;90 feet;V
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;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Goodberry;1st level Transmutation;1 action;Touch;V 1;Goodberry;1st level Transmutation;1 action;Touch;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;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;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;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;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

1 inch of common metal but at minimum

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

1 inch of common metal a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

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

1 inch of common metal the spell creates one more dart for each slot above 1st. ;Wizard

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

1 inch of common metal M;24 hours;(a morsel of food)By means of this spell

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

1 inch of common metal you can use your action to see through the beast's eyes and hear what it hears

S

  • casting time that creature has darkvision out to a range of 60 feet.;Druid
  • range

1 inch of common metal 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 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

1 inch of common metal 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

1 inch of common metal for the purpose of this spell

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

1 inch of common metal M;Concentration

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;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Magic Missile (INT);1st level Evocation;1 action;120 feet;V 1;Magic Missile (INT);1st level Evocation;1 action;120 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;Beast Sense (ritual);2nd level Divination;1 action;Touch;S;Concentration 2;Beast Sense (ritual);2nd level Divination;1 action;Touch;S;Concentration
2;Darkvision;2nd level Transmutation;1 action;Touch;V 2;Darkvision;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;Find Traps;2nd level Divination;1 action;120 feet;V 2;Find Traps;2nd level Divination;1 action;120 feet;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 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

1 inch of common metal 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

1 inch of common metal 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

1 inch of common metal M;Concentration

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

1 inch of common metal deafened

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

1 inch of common metal 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 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

1 inch of common metal 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

1 inch of common metal 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. ;Druid

1 inch of common metal you neutralize the poison. If more than one poison afflicts the target

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

1 inch of common metal 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;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;Heat Metal;2nd level Transmutation;1 action;60 feet;V 2;Heat Metal;2nd level Transmutation;1 action;60 feet;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;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 Object;2nd level Divination;1 action;Self;V 2;Locate Object;2nd level Divination;1 action;Self;V
2;Moonbeam;2nd level Evocation;1 action;120 feet;V 2;Moonbeam;2nd level Evocation;1 action;120 feet;V
2;Protection from Poison;2nd level Abjuration;1 action;Touch;V 2;Protection from Poison;2nd level Abjuration;1 action;Touch;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 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

1 inch of common metal 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
  • duration

1 inch of common metal 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
  • duration

1 inch of common metal 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

1 inch of common metal 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;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

1 inch of common metal object

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

1 inch of common metal 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;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

1 inch of common metal 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 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 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

smoke M;Concentration

2;Barkskin;2nd level Transmutation;1 action;Touch;V 2;Barkskin;2nd level Transmutation;1 action;Touch;V
2;Pass Without Trace;2nd level Abjuration;1 action;Self;V 2;Pass Without Trace;2nd level Abjuration;1 action;Self;V
2;Spike Growth;2nd level Transmutation;1 action;150 feet;V 2;Spike Growth;2nd level Transmutation;1 action;150 feet;V
3;Conjure Animals;3rd level Conjuration;1 action;60 feet;V 3;Conjure Animals;3rd level Conjuration;1 action;60 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;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V 3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;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;Wind Wall;3rd level Evocation;1 action;120 feet;V 3;Wind Wall;3rd level Evocation;1 action;120 feet;V
3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V

S

smoke 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

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

smoke up to 1 hour;For the duration

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

smoke 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;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

smoke granting either immediate or long-term benefits.
If you cast this spell using 1 action

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
  • duration

smoke the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

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

smoke melding yourself and all the equipment you carry with the stone for the duration. Using your movement

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

smoke 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;(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

smoke M;Concentration

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

smoke 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;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Call Lightning;3rd level Conjuration;1 action;120 feet;V 3;Call Lightning;3rd level Conjuration;1 action;120 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;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;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
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;Confusion;4th level Enchantment ;1 action;90 feet;V 4;Confusion;4th level Enchantment ;1 action;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

  • 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

smoke M;Concentration

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

smoke 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 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

smoke up to 10 minutes;You transform up to ten centipedes

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

smoke 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 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

smoke 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

smoke M;Concentration

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
  • duration

smoke 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 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

smoke 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

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

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;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V
4;Giant Insect;4th level Transmutation;1 action;30 feet;V 4;Giant Insect;4th level Transmutation;1 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;Polymorph;4th level Transmutation;1 action;60 feet;V 4;Polymorph;4th level Transmutation;1 action;60 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;Ice Storm;4th level Evocation;1 action;300 feet;V 4;Ice Storm;4th level Evocation;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;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V

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 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

hill 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)

hill 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;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 make a small passage through a wall up to 1 hour;A shimmering barrier extends out from you in a 10-foot radius and 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;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

vines 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

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

vines 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 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

vines M;Instantaneous;(diamond dust worth 100 gp

4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V 4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V
4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V
4;Stone Shape;4th level Transmutation;1 action;Touch;V 4;Stone Shape;4th level Transmutation;1 action;Touch;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
5;Awaken;5th level Transmutation;8 hours;Touch;V 5;Awaken;5th level Transmutation;8 hours;Touch;V
5;Contagion;5th level Necromancy;1 action;Touch;V 5;Contagion;5th level Necromancy;1 action;Touch;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;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V

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

vines 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

vines the healing increases by 1d8 for each slot level above 5th. ;Druid

S

  • casting time000 gp
  • range which the spell consumes)With this spell

  • components you attempt to bind a celestial
  • duration an elemental

a fey

vines M;24 hours;(a jewel worth at least 1

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

vines M;Instantaneous;(rare oils and unguents worth at least 1

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 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

fire 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;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

  • 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

fey 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

fey M;Concentration

5;Insect Plague;5th level Conjuration;1 action;300 feet;V 5;Insect Plague;5th level Conjuration;1 action;300 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;Planar Binding;5th level Abjuration;1 hour;60 feet;V 5;Planar Binding;5th level Abjuration;1 hour;60 feet;V
5;Reincarnate;5th level Transmutation;1 hour;Touch;V 5;Reincarnate;5th level Transmutation;1 hour;Touch;V
5;Conjure Elemental;5th level Conjuration;1 minute;90 feet;V 5;Conjure Elemental;5th level Conjuration;1 minute;90 feet;V
5;Tree Stride;5th level Conjuration;1 action;Self;V 5;Tree Stride;5th level Conjuration;1 action;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;Wall of Stone;5th level Evocation;1 action;120 feet;V 5;Wall of Stone;5th 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

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

  • 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

you lose control of the fey creature 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. ;Druid
  • duration

you lose control of the fey creature causing it to regain 70 hit points. The spell also ends blindness

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

you lose control of the fey creature M;Instantaneous;(a gem-encrusted bowl worth at least 1

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 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

create or fill in a trench M;Concentration

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

create or fill in a trench at any distance

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

create or fill in a trench M;Concentration

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

create or fill in a trench 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

6;Conjure Fey;6th level Conjuration;1 minute;90 feet;V 6;Conjure Fey;6th level Conjuration;1 minute;90 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;Heal;6th level Evocation;1 action;60 feet;V 6;Heal;6th level Evocation;1 action;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;Move Earth;6th level Transmutation;1 action;120 feet;V 6;Move Earth;6th level Transmutation;1 action;120 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;Transport via Plants;6th level Conjuration;1 action;10 feet;V 6;Transport via Plants;6th level Conjuration;1 action;10 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
6;Wind Walk;6th level Transmutation;1 action;30 feet;V 6;Wind Walk;6th level Transmutation;1 action;30 feet;V

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

create or fill in a trench 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;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

create or fill in a trench sound

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

create or fill in a trench M;Instantaneous;(a forked

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

create or fill in a trench 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 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;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 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

and when it reverts to its normal form 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 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

and when it reverts to its normal form 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

and when it reverts to its normal form M;Concentration

7;Fire Storm;7th level Evocation;1 action;150 feet;V 7;Fire Storm;7th level Evocation;1 action;150 feet;V
7;Mirage Arcane;7th level Illusion;10 minutes;Sight;V 7;Mirage Arcane;7th level Illusion;10 minutes;Sight;V
7;Plane Shift;7th level Conjuration;1 action;Touch;V 7;Plane Shift;7th level Conjuration;1 action;Touch;V
7;Regenerate;7th level Transmutation;1 minute;Touch;V 7;Regenerate;7th level Transmutation;1 minute;Touch;V
7;Reverse Gravity;7th level Transmutation;1 action;100 feet;V 7;Reverse Gravity;7th level Transmutation;1 action;100 feet;V
8;Animal Shapes;8th level Transmutation;1 action;30 feet;V 8;Animal Shapes;8th level Transmutation;1 action;30 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;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;Earthquake;8th level Evocation;1 action;500 feet;V 8;Earthquake;8th level Evocation;1 action;500 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 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

activate magic items 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;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 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

the wall 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 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 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

the wall up to 1 minute;A churning storm cloud forms

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

the wall M;Instantaneous;(a sprinkle of holy water and diamonds worth at least 25

8;Feeblemind;8th level Enchantment ;1 action;150 feet;V 8;Feeblemind;8th level Enchantment ;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;Tsunami;8th level Conjuration;1 minute;Sight;V 8;Tsunami;8th level Conjuration;1 minute;Sight;V
9;Foresight;9th level Divination;1 minute;Touch;V 9;Foresight;9th level Divination;1 minute;Touch;V
9;Shapechange;9th level Transmutation;1 action;Self;V 9;Shapechange;9th level Transmutation;1 action;Self;V
9;Storm of Vengeance;9th level Conjuration;1 action;Sight;V 9;Storm of Vengeance;9th level Conjuration;1 action;Sight;V
9;True Resurrection;9th level Necromancy;1 hour;Touch;V 9;True Resurrection;9th level Necromancy;1 hour;Touch;V