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Blade Ward

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

PHB (2024) Abjuration cantrip

Chill Touch

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

PHB (2024) Necromancy cantrip

Eldritch Blast

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

PHB (2024) Evocation cantrip

Friends

  • casting timeAction
  • range10 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

some makeup

You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.

PHB (2024) Enchantment cantrip

Mage Hand

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can't attack, activate magic items, or carry more than 10 pounds.

PHB (2024) Conjuration cantrip

Mind Sliver

  • casting timeAction
  • range60 feet

  • componentsV
  • duration1 round

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

PHB (2024) Enchantment cantrip

Minor Illusion

  • casting timeAction
  • range30 feet

  • componentsS, M
  • duration1 minute

a bit of fleece

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.                                

PHB (2024) Illusion cantrip

Minor Illusion [2/1]

  • casting timeAction
  • range30 feet

  • componentsS, M
  • duration1 minute

a bit of fleece

Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.                                                                                                                                                                                                          

PHB (2024) Illusion cantrip

Poison Spray

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

PHB (2024) Necromancy cantrip

0 0
0 0
0 0
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Prestidigitation

  • casting timeAction
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

PHB (2024) Transmutation cantrip

Thunderclap

  • casting timeAction
  • rangeSelf

  • componentsS
  • durationInstantaneous

Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

PHB (2024) Evocation cantrip

True Strike

  • casting timeAction
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

a weapon with which you have proficiency and that is worth 1+ CP

Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

PHB (2024) Divination cantrip

Armor of Agathys

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a shard of blue glass

Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.
Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.

PHB (2024) 1st level Abjuration

Arms of Hadar

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

PHB (2024) 1st level Conjuration

Bane

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a drop of blood

Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

PHB (2024) 1st level Enchantment

Charm Person

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 hour

One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

PHB (2024) 1st level Enchantment

Comprehend Languages

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a pinch of soot and salt

For the duration, you understand the literal meaning of any language that you hear or see signed. 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 doesn't decode symbols or secret messages.

PHB (2024) 1st level Divination

Detect Magic

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

PHB (2024) 1st level Divination

0 0
0 0
0 0
1 1
1 1
1 1
1 1
1 1
1 1

Expeditious Retreat

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.

PHB (2024) 1st level Transmutation

Hellish Rebuke

  • casting timeReaction *
  • range60 feet

  • componentsV, S
  • durationInstantaneous

* which you take in response to taking damage from a creature that you can see within 60 feet of yourself

The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failedsave or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

PHB (2024) 1st level Evocation

Hex

  • casting timeBonus Action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (24 hours).

PHB (2024) 1st level Enchantment

Illusory Script

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsS, M
  • duration10 days

ink worth 10+ GP, which the spell consumes

You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.

PHB (2024) 1st level Illusion

Protection from Evil and Good

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a flask of Holy Water worth 25+ GP, which the spell consumes

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

PHB (2024) 1st level Abjuration

Speak with Animals

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S
  • duration10 minutes

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.
Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

PHB (2024) 1st level Divination

Tasha's Hideous Laughter

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.
At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.

PHB (2024) 1st level Enchantment

Unseen Servant

  • casting timeAction or Ritual
  • range60 feet

  • componentsV, S, M
  • duration1 hour

a bit of string and of wood

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

PHB (2024) 1st level Conjuration

Witch Bolt

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a twig struck by lightning

A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the target is ever outside the spell's range or if it has Total Cover from you.
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.

PHB (2024) 1st level Evocation

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Cloud of Daggers

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a sliver of glass

You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.

PHB (2024) 2nd level Conjuration

Crown of Madness

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid.
A spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.
On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.

PHB (2024) 2nd level Enchantment

Darkness

  • casting timeAction
  • range60 feet

  • componentsV, M
  • durationConcentration, up to 10 minutes

bat fur and a piece of coal

For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.
Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

PHB (2024) 2nd level Evocation

Enthrall

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.

PHB (2024) 2nd level Enchantment

Hold Person

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a straight piece of iron

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

PHB (2024) 2nd level Enchantment

Invisibility

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

PHB (2024) 2nd level Illusion

Mind Spike

  • casting timeAction
  • range120 feet

  • componentsS
  • durationConcentration, up to 1 hour

You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

PHB (2024) 2nd level Divination

Mirror Image

  • casting time1 minute
  • rangeSelf

  • componentsV, S
  • duration1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.
Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

PHB (2024) 2nd level Illusion

Misty Step

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

PHB (2024) 2nd level Conjuration

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Ray of Enfeeblement

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.

PHB (2024) 2nd level Necromancy

Spider Climb

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.

PHB (2024) 2nd level Transmutation

Suggestion

  • casting timeAction
  • range30 feet

  • componentsV, M
  • durationConcentration, up to 8 hours

a drop of honey

You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, Fetch the key to the cult's treasure vault, and give the key to me. Or you could say, Stop fighting, leave this library peacefully, and don't return.
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.

PHB (2024) 2nd level Enchantment

Counterspell

  • casting timeReaction *
  • range60 feet

  • componentsS
  • durationInstantaneous

* which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.

PHB (2024) 3rd level Abjuration

Dispel Magic

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.

PHB (2024) 3rd level Abjuration

Fear

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a white feather

Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.

PHB (2024) 3rd level Illusion

Fly

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a feather

You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

PHB (2024) 3rd level Transmutation

Gaseous Form

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of gauze

A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.
While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage, it has Immunity to the Prone condition, and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.
The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

PHB (2024) 3rd level Transmutation

Hunger of Hadar

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pickled tentacle

You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw ortake 2d6 Acid damage from otherworldly tentacles.
Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.

PHB (2024) 3rd level Conjuration

2 2
2 2
2 2
3 3
3 3
3 3
3 3
3 3
3 3

Hypnotic Pattern

  • casting timeAction
  • range120 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

a pinch of confetti

You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

PHB (2024) 3rd level Illusion

Magic Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:
• The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
• The creature has Disadvantage on attack rolls against targets within the Cylinder.
• Targets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature.

PHB (2024) 3rd level Abjuration

Magic Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.
Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.

PHB (2024) 3rd level Abjuration

Major Image [1/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.
If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

PHB (2024) 3rd level Illusion

Major Image [2/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a bit of fleece

Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.

PHB (2024) 3rd level Illusion

Remove Curse

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.

PHB (2024) 3rd level Abjuration

Summon Fey

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a gilded flower worth 300+ GP

You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

PHB (2024) 3rd level Conjuration

Summon Undead

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a gilded skull worth 300+ GP

You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

PHB (2024) 3rd level Conjuration

Tongues

  • casting timeAction
  • range Touch

  • componentsV, M
  • duration1 hour

a miniature ziggurat

This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.

PHB (2024) 3rd level Divination

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Vampiric Touch

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

PHB (2024) 3rd level Necromancy

Banishment

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

PHB (2024) 4th level Abjuration

Blight

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save, it simply withers and dies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

PHB (2024) 4th level Necromancy

Charm Monster

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 hour

One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

PHB (2024) 4th level Enchantment

Dimension Door

  • casting timeAction
  • range500 feet

  • componentsV
  • durationInstantaneous

You teleport to a location 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 300 feet upward to the northwest at a 45-degree angle.
You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.

PHB (2024) 4th level Conjuration

Hallucinatory Terrain

  • casting time10 minutes
  • range300 feet

  • componentsV, S, M
  • duration24 hours

a mushroom

You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.

PHB (2024) 4th level Illusion

Summon Aberration

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

PHB (2024) 4th level Conjuration

Contact Other Plane

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsV
  • duration1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, or unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.

PHB (2024) 5th level Divination

Dream

  • casting time1 minute
  • rangeSpecial

  • componentsV, S, M
  • duration8 hours

a handful of sand

You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. 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 sleep, atwhich point the messenger enters its dreams.

Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt ut labore et dolore magna aliquyam erat, sed diam voluptua. At vero eos et accusam et justo duo dolores et ea rebum.

PHB (2024) 5th level Illusion

3 3
4 4
4 4
4 4
4 4
4 4
4 4
5 5
5 5

Dream [2/1]

  • casting time1 minute
  • rangeSpecial

  • componentsV, S, M
  • duration8 hours

a handful of sand

You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.

Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt ut labore et dolore magna aliquyam erat, sed diam voluptua. At vero eos et accusam et justo duo dolores et ea rebum. Stet clita kasd gubergren, no sea takimata sanctus est Lorem ipsum dolor sit amet. Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt ut labore et dolore magna aliquyam erat, sed diam voluptua. At vero eos et accusam et justo duo dolores et ea rebum. Stet clita kasd gubergren, no sea takimata sanctus est Lorem ipsum dolor sit amet. Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt ut labore et dolore magna aliquyam erat, sed diam voluptua.

PHB (2024) 5th level Illusion

Hold Monster

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a straight piece of iron

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for theduration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.

PHB (2024) 5th level Enchantment

Jallarzi's Storm of Radiance

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of phosphorus

You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can't cast spells with a Verbal component.
When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.

PHB (2024) 5th level Evocation

Mislead

  • casting timeAction
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 hour

You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.
You can see through its eyes and hear through its ears as if you were located where it is.

PHB (2024) 5th level Illusion

Planar Binding [1/2]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration24 hours

a jewel worth 1,000+ GP, which the spell consumes

You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives.

PHB (2024) 5th level Abjuration

Planar Binding [2/2]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration24 hours

a jewel worth 1,000+ GP, which the spell consumes

If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).

PHB (2024) 5th level Abjuration

Scrying [1.5/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font

You Have the Target's...                              Save Modifier
Picture or other likeness                                     -2
Garment or other possession                           -4
Body part, lock of hair, or bit of nail             -10                                                                                                                                                    

PHB (2024) 5th level Divination

Scrying [1/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font

You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.

Your Knowledge of the Target is...    Save Modifier
Secondhand (heard of the target)              +5
Firsthand (met the target)                              +0
Extensive (know the target well)                 -5
                                                                                     

PHB (2024) 5th level Divination

Scrying [2/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font

On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.
On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.                                                                                                                

PHB (2024) 5th level Divination

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Synaptic Static

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.
On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

PHB (2024) 5th level Enchantment

Teleportation Circle

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

rare inks worth 50+ GP, which the spell consumes

As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.                                                                          

PHB (2024) 5th level Conjuration

Teleportation Circle [2/1]

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You
might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.                                                                                                                                                                        

PHB (2024) 5th level Conjuration

Arcane Gate

  • casting timeAction
  • range500 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.

PHB (2024) 6th level Conjuration

Circle of Death

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

the powder of a crushed black pearl worth 500+ GP

Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.

PHB (2024) 6th level Necromancy

Create Undead [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

one 150+ GP black onyx stone for each corpse

You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.

PHB (2024) 6th level Necromancy

Create Undead [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

one 150+ GP black onyx stone for each corpse

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.
Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.

PHB (2024) 6th level Necromancy

Eyebite

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.
On each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.
Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.
Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you bythe safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.
Sickened. The target has the Poisoned condition.

PHB (2024) 6th level Necromancy

Programmed Illusion [1/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

jade dust worth 25+ GP

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.
The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.

PHB (2024) 6th level Illusion

5 5
5 5
5 5
6 6
6 6
6 6
6 6
6 6
6 6

Programmed Illusion [2/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

jade dust worth 25+ GP

Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

PHB (2024) 6th level Illusion

Summon Fiend

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bloody vial worth 600+ GP

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

PHB (2024) 6th level Conjuration

Tasha's Bubbling Cauldron

  • casting timeAction
  • range5 feet

  • componentsV, S, M
  • duration10 minutes

a gilded ladle worth 500+ GP

You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can't be moved and disappears when the spell ends, along with the bubbling liquid inside it.
The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.
Potions obtained from the cauldron that aren't consumed disappear when you cast this spell again.

PHB (2024) 6th level Conjuration

True Seeing

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

mushroom powder worth 25+ GP, which the spell consumes

For the duration, the willing creature you touch has Truesight with a range of 120 feet.

PHB (2024) 6th level Divination

Etherealness

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationUp to 8 hours

You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. 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 perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.
While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.

PHB (2024) 7th level Conjuration

Etherealness [2/1]

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationUp to 8 hours

This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.                                                                                                                                                                                                            

PHB (2024) 7th level Conjuration

Finger of Death

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 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 (see appendix B) that follows your verbal orders.

PHB (2024) 7th level Necromancy

Forcecage [1/2]

  • casting timeAction
  • range100 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

ruby dust worth 1,500+ GP, which the spell consumes

An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.

PHB (2024) 7th level Evocation

Forcecage [2/2]

  • casting timeAction
  • range100 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

ruby dust worth 1,500+ GP, which the spell consumes

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by Dispel Magic.

PHB (2024) 7th level Evocation

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Plane Shift

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a forked, metal rod worth 250+ GP and attuned to a 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, 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, and you appear in or near that destination, as determined by the DM.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

PHB (2024) 7th level Conjuration

Project Image

  • casting timeAction
  • range500 miles

  • componentsV, S, M
  • durationConcentration, up to 1 day

a statuette of yourself worth 5+ GP

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

PHB (2024) 7th level Illusion

Befuddlement

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a key ring with no keys

You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.

PHB (2024) 8th level Enchantment

Demiplane

  • casting timeAction
  • range60 feet

  • componentsS
  • duration1 hour

You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).
When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space.
Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.

PHB (2024) 8th level Conjuration

Dominate Monster

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as Attack that creature, Move over there, or Fetch that object. The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).

PHB (2024) 8th level Enchantment

Gilbness

  • casting timeAction
  • rangeSelf

  • componentsV
  • duration1 hour

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

PHB (2024) 8th level Enchantment

Power Word Stun

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.
The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.

PHB (2024) 8th level Enchantment

Astral Projection [1/2]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationUntil dispelled

for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 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 ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation, it has the Unconscious condition, doesn't need food or air, and doesn't age.
A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target's body and astral form both die.
A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.

PHB (2024) 9th level Necromancy

Astral Projection [2/2]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationUntil dispelled

for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes

Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.
When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.

PHB (2024) 9th level Necromancy

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Foresight

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a hummingbird feather

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.

PHB (2024) 9th level Divination

Gate [1/2]

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a diamond worth 5,000+ GP

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, 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, and the portal's destination is visible through it.
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.

PHB (2024) 9th level Conjuration

Gate [2/2]

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a diamond worth 5,000+ GP

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports 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.

PHB (2024) 9th level Conjuration

Imprisonment [1.5/2]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a statuette of the target worth 5,000+ GP

Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.                                                                                                                                                                                                                                                          

PHB (2024) 9th level Abjuration

Imprisonment [1/2]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a statuette of the target worth 5,000+ GP

You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:
Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means.                                                

PHB (2024) 9th level Abjuration

Imprisonment [2/2]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a statuette of the target worth 5,000+ GP

Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.
Slumber. The target has the Unconscious condition and can't be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.

PHB (2024) 9th level Abjuration

Power Word Kill

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.

PHB (2024) 9th level Enchantment

True Polymorph [1.5/2]

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a drop of mercury, a dollop of gum arabic, and a wisp of smoke

The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. The spell ends early on the target if it has no Temporary Hit Points left.                                                                                                                                                                                                                                                                  

PHB (2024) 9th level Transmutation

True Polymorph [1/2]

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a drop of mercury, a dollop of gum arabic, and a wisp of smoke

Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.
An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.
Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.

PHB (2024) 9th level Transmutation

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True Polymorph [2.5/2]

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a drop of mercury, a dollop of gum arabic, and a wisp of smoke

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.

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PHB (2024) 9th level Transmutation

True Polymorph [2/2]

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a drop of mercury, a dollop of gum arabic, and a wisp of smoke

The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.
Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.
If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.

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PHB (2024) 9th level Transmutation

Weird

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.
A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.

PHB (2024) 9th level Illusion

Weird

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.
A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.

PHB (2024) 9th level Illusion

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