diff --git "a/data/dnd_spell_split.txt" "b/data/dnd_spell_split.txt" new file mode 100644--- /dev/null +++ "b/data/dnd_spell_split.txt" @@ -0,0 +1,6458 @@ +Acid Splash +level 0 - conjuration +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Instantaneous +You hurl a bubble of acid. Choose one creature you can see within range, or choose +two creatures you can see within range that are within 5 feet of each other. A target +must succeed on a Dexterity saving throw or take 1d6 acid damage. +This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), +and 17th level (4d6). + +Aid +level 2 - abjuration +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a tiny strip of white cloth) +Duration: 8 hours +Your spell bolsters your allies with toughness and resolve. Choose up to three +creatures within range. Each target's hit point maximum and current hit points +increase by 5 for the duration. +At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, +a target's hit points increase by an additional 5 for each slot level above 2nd. + +Alarm +level 1 - abjuration (ritual) +Casting Time: 1 minute +Range: 30 feet +Components: V, S, M (a tiny bell and a piece of fine silver wire) +Duration: 8 hours +You set an alarm against unwanted intrusion. Choose a door, a window, or an area +within range that is no larger than a 20-foot cube. Until the spell ends, an alarm +alerts you whenever a Tiny or larger creature touches or enters the warded area. +When you cast the spell, you can designate creatures that won't set off the alarm. You +also choose whether the alarm is mental or audible. +A mental alarm alerts you with a ping in your mind if you are within 1 mile of the +warded area. This ping awakens you if you are sleeping. An audible alarm produces +the sound of a hand bell for 10 seconds within 60 feet. + +Alter Self +level 2 - transmutation +Casting Time: 1 action +Range: Self +Components: V, S +Duration: Concentration, up to 1 hour +You assume a different form. When you cast the spell, choose one of the following +options, the effects of which last for the duration of the spell. While the spell lasts, +you can end one option as an action to gain the benefits of a different one. +Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting +gills and growing webbing between your fingers. You can breathe underwater and +gain a swimming speed equal to your walking speed. +Change Appearance. You transform your appearance. You decide what you look +like, including your height, weight, facial features, sound of your voice, hair length, +coloration, and distinguishing characteristics, if any. You can make yourself appear +as a member of another race, though none of your statistics change. You also can't +appear as a creature of a different size than you, and your basic shape stays the same; +if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any +time for the duration of the spell, you can use your action to change your appearance +in this way again. +Natural Weapons. You grow claws, fangs, spines, horns, or a different natural +weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or +slashing damage, as appropriate to the natural weapon you chose, and you are +proficient with your unarmed strikes. Finally, the natural weapon is magic and you +have a +1 bonus to the attack and damage rolls you make using it. + +Animal Friendship +level 1 - enchantment +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a morsel of food) +Duration: 24 hours +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, the spell fails. Otherwise, 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, the spell ends. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +you can affect one additional beast for each slot level above 1st. + +Animal Messenger +level 2 - enchantment (ritual) +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a morsel of food) +Duration: 24 hours +By means of this spell, you use an animal to deliver a message. Choose a Tiny beast +you can see within range, such as a squirrel, a blue jay, or a bat. You specify a +location, which you must have visited, and a recipient who matches a general +description, such as "a man or woman dressed in the uniform of the town guard" or +"a red-haired dwarf wearing a pointed hat." You also speak a message of up to +twenty-five words. The target beast travels for the duration of the spell toward the +specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 +miles for other animals. +When the messenger arrives, it delivers your message to the creature that you +described, replicating the sound of your voice. The messenger speaks only to a +creature matching the description you gave. If the messenger doesn't reach its +destination before the spell ends, the message is lost, and the beast makes its way +back to where you cast this spell. +At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the +duration of the spell increases by 48 hours for each slot level above 2nd. + +Animal Shapes +level 8 - transmutation +Casting Time: 1 action +Range: 30 feet +Components: V, S +Duration: Concentration, 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, you can use your +action to transform affected creatures into new forms. +The transformation lasts for the duration for each target, 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, though the target retains +its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes +the hit points of its new form, and when it reverts to its normal form, it returns to the +number of hit points it had before it transformed. If it reverts as a result of dropping +to 0 hit points, any excess damage carries over to its normal form. As long as the +excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't +knocked unconscious. The creature is limited in the actions it can perform by the +nature of its new form, and it can't speak or cast spells. +The target's gear melds into the new form. The target can't activate, wield, or +otherwise benefit from any of its equipment. + +Animate Dead +level 3 - necromancy +Casting Time: 1 minute +Range: 10 feet +Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) +Duration: Instantaneous +This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium +or Small humanoid within range. Your spell imbues the target with a foul mimicry of +life, raising it as an undead creature. The target becomes a skeleton if you chose +bones or a zombie if you chose a corpse (the DM has the creature's game statistics). +On each of your turns, you can use a bonus action to mentally command any creature +you made with this spell if the creature is within 60 feet of you (if you control +multiple creatures, you can command any or all of them at the same time, issuing the +same command to each one). You decide what action the creature will take and +where it will move during its next turn, or you can issue a general command, such as +to guard a particular chamber or corridor. If you issue no commands, the creature +only defends itself against hostile creatures. Once given an order, the creature +continues to follow it until its task is complete. +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 again before the current 24-hour period +ends. This use of the spell reasserts your control over up to four creatures you have +animated with this spell, rather than animating a new one. +At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, + +you animate or reassert control over two additional undead creatures for each slot +level above 3rd. Each of the creatures must come from a different corpse or pile of +bones. + +Animate Objects +level 5 - transmutation +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: Concentration, up to 1 minute +Objects come to life at your command. Choose up to ten nonmagical objects within range +that are not being worn or carried. Medium targets count as two objects, Large targets count +as four objects, Huge targets count as eight objects. You can't animate any object larger than +Huge. Each target animates and becomes a creature under your control until the spell ends +or until reduced to 0 hit points. +As a bonus action, you can mentally command any creature you made with this spell if the +creature is within 500 feet of you (if you control multiple creatures, you can command any +or all of them at the same time, issuing the same command to each one). You decide what +action the creature will take and where it will move during its next turn, or you can issue a +general command, such as to guard a particular chamber or corridor. If you issue no +commands, the creature only defends itself against hostile creatures. Once given an order, +the creature continues to follow it until its task is complete. +Size HP AC Attack Str Dex +Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 +Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 +Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 +Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 +Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 +An animated object is a construct witd AC, hit points, attacks, Strength, and Dexterity +determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its +Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for +locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely +attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has +blindsight with a radius of 30 feet and is blind beyond that distance. When the animated +object drops to 0 hit points, it reverts to its original object form, and any remaining damage +carries over to its original object form. +If you command an object to attack, it can make a single melee attack against a creature +within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage +determined by its size. The DM might rule that a specific object inflicts slashing or piercing +damage based on its form. +At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can +animate two additional objects for each slot level above 5th. + +Antilife Shell +level 5 - abjuration +Casting Time: 1 action +Range: Self (10-foot radius) +Components: V, S +Duration: Concentration, up to 1 hour +A shimmering barrier extends out from you in a 10-foot radius and moves with you, +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 affected creature is forced to pass through the barrier, the +spell ends. + +Antimagic Field +level 8 - abjuration +Casting Time: 1 action +Range: Self (10-foot-radius sphere) +Components: V, S, M (a pinch of powdered iron or iron filings) +Duration: Concentration, up to 1 hour +A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the +magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, +summoned creatures disappear, and even magic items become mundane. Until the spell +ends, the sphere moves with you, centered on you. +Spells and other magical effects, except those created by an artifact or a deity, are suppressed +in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is +consumed. While an effect is suppressed, it doesn't function, but the time it spends +suppressed counts against its duration. +Targeted Effects. Spells and other magical effects, such as magic missile and charm +person, that target a creature or an object in the sphere have no effect on that target. +Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend +into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered +by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed +within the sphere, creating a gap in the wall if the overlap is large enough. +Spells. Any active spell or other magical effect on a creature or an object in the sphere is +suppressed while the creature or object is in it. +Magic Items. The properties and powers of magic items are suppressed in the sphere. For +example, a +1 longsword in the sphere functions as a nonmagical longsword. +A magic weapon's properties and powers are suppressed if it is used against a target in the +sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic +ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic +spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon +as it exits. +Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the +sphere is the destination or the departure point for such magical travel. A portal to another +location, world, or plane of existence, as well as an opening to an extradimensional space +such as that created by the rope trick spell, temporarily closes while in the sphere. +Creatures and Objects. A creature or object summoned or created by magic temporarily +winks out of existence in the sphere. Such a creature instantly reappears once the space the +creature occupied is no longer within the sphere. +Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. +Likewise, the spheres created by different antimagic field spells don't nullify each other. + +Antipathy/Sympathy +level 8 - enchantment +Casting Time: 1 hour +Range: 60 feet +Components: V, S, M (either a lump of alum soaked in vinegar for the antipathy +effect or a drop of honey for the sympathy effect) +Duration: 10 days +This spell attracts or repels creatures of your choice. You target something within +range, 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, such as red dragons, +goblins, 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, the creature must use +its movement to move to the nearest safe spot from which it can't see the target. If +the creature moves more than 60 feet from the target and can't see it, the creature is +no longer frightened, but the creature becomes frightened again if it regains sight of +the target or moves within 60 feet of it. +Sympathy. The enchantment causes the specified creatures to feel an intense urge +to approach the target while within 60 feet of it or able to see it. 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 use its movement on each of its turns to enter the area +or move within reach of the target. When the creature has done so, it can't willingly +move away from the target. +If the target damages or otherwise harms an affected creature, the affected creature +can make a Wisdom saving throw to end the effect, as described below. +Ending the Effect. If an affected creature ends its turn while not within 60 feet of +the target or able to see it, the creature makes a Wisdom saving throw. On a +successful save, the creature is no longer affected by the target and recognizes the +feeling of repugnance or attraction as magical. In addition, a creature affected by the +spell is allowed another Wisdom saving throw every 24 hours while the spell persists. +A creature that successfully saves against this effect is immune to it for 1 minute, +after which time it can be affected again. + +Arcane Eye +level 4 - divination +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a bit of bat fur) +Duration: Concentration, up to 1 hour +You create an invisible, magical eye within range that hovers in the air for the +duration. +You mentally receive visual information from the eye, which has normal vision and +darkvision out to 30 feet. The eye can look in every direction. +As an action, you can move the eye up to 30 feet in any direction. There is no limit to +how far away from you the eye can move, but it can't enter another plane of +existence. A solid barrier blocks the eye's movement, but the eye can pass through an +opening as small as 1 inch in diameter. + +Arcane Gate +level 6 - conjuration +Casting Time: 1 action +Range: 500 feet +Components: V, S +Duration: Concentration, up to 10 minutes +Description not available (not OGL). Summary: +Create 2 portals (max 500 ft between them) and allow teleport from one to the other. + +Arcane Lock +level 2 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) +Duration: Until dispelled +You touch a closed door, window, gate, chest, or other entryway, and it becomes +locked for the duration. You and the creatures you designate when you cast this spell +can open the object normally. You can also set a password that, when spoken within +5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable +until it is broken or the spell is dispelled or suppressed. Casting knock on the object +suppresses arcane lock for 10 minutes. +While affected by this spell, the object is more difficult to break or force open; the DC +to break it or pick any locks on it increases by 10. + +Armor of Agathys +level 1 - abjuration +Casting Time: 1 action +Range: Self +Components: V, S, M (a cup of water) +Duration: 1 hour +A protective magical force surrounds you, manifesting as a spectral frost that covers +you and your gear. You gain 5 temporary hit points for the duration. If a creature hits +you with a melee attack while you have these hit points, the creature takes 5 cold +damage. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +both the temporary hit points and the cold damage increase by 5 for each slot level +above 1st. + +Arms of Hadar +level 1 - conjuration +Casting Time: 1 action +Range: Self (10-foot radius) +Components: V, S +Duration: Instantaneous +You invoke the power of Hadar, the Dark Hunger. +Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. +Each creature in that area must make a Strength saving throw. On a failed save, a +target takes 2d6 necrotic damage and can't take reactions until its next turn. On a +successful save, the creature takes half damage, but suffers no other effect. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +the damage increases by 1d6 for each slot level above 1st. + +Astral Projection +level 9 - necromancy +Casting Time: 1 hour +Range: 10 feet +Components: V, S, M (for each creature you affect with this spell, you must provide +one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at +least 100 gp, all of which the spell consumes) +Duration: Special +You and up to eight willing creatures within range project your astral bodies into the +Astral Plane (the spell fails and the casting is wasted if you are already on that +plane). The material body you leave behind is unconscious and in a state of +suspended animation; it doesn't need food or air and doesn't age. +Your astral body resembles your mortal form in almost every way, replicating your +game statistics and possessions. The principal difference is the addition of a silvery +cord that extends from between your shoulder blades and trails behind you, fading to +invisibility after 1 foot. This cord is your tether to your material body. As long as the +tether remains intact, you can find your way home. If the cord is cut—something that +can happen only when an effect specifically states that it does—your soul and body +are separated, killing you instantly. +Your astral form can freely travel through the Astral Plane and can pass through +portals there leading to any other plane. If you enter a new plane or return to the +plane you were on when casting this spell, your body and possessions are +transported along the silver cord, allowing you to re-enter your body as you enter the +new plane. Your astral form is a separate incarnation. Any damage or other effects +that apply to it have no effect on your physical body, nor do they persist when you +return to it. +The spell ends for you and your companions when you use your action to dismiss it. +When the spell ends, the affected creature returns to its physical body, and it +awakens. +The spell might also end early for you or one of your companions. A successful dispel +magic spell used against an astral or physical body ends the spell for that creature. If +a creature's original body or its astral form drops to 0 hit points, the spell ends for +that creature. If the spell ends and the silver cord is intact, the cord pulls the +creature's astral form back to its body, ending its state of suspended animation. +If you are returned to your body prematurely, your companions remain in their +astral forms and must find their own way back to their bodies, usually by dropping to +0 hit points. + +Augury +level 2 - divination (ritual) +Casting Time: 1 minute +Range: Self +Components: V, S, M (specially marked sticks, bones, or similar tokens worth at +least 25 gp) +Duration: Instantaneous +By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or +employing some other divining tool, you receive an omen from an otherworldly +entity about the results of a specific course of action that you plan to take within the +next 30 minutes. The DM chooses from the following possible omens: +• Weal, for good results +• Woe, for bad results +• Weal and woe, for both good and bad results +• Nothing, for results that aren't especially good or bad +The spell doesn't take into account any possible circumstances that might change the +outcome, such as the casting of additional spells or the loss or gain of a companion. +If you cast the spell two or more times before completing your next long rest, there is +a cumulative 25 percent chance for each casting after the first that you get a random +reading. The DM makes this roll in secret. + +Aura of Life +level 4 - abjuration +Casting Time: 1 action +Range: Self (30-foot radius) +Components: V +Duration: Concentration, up to 10 minutes +Description not available (not OGL). Summary: +Creatures in a 30-ft radius gain resistance to necrotic damage and regain 1 hp when +at 0 hp. + +Aura of Purity +level 4 - abjuration +Casting Time: 1 action +Range: Self (30-foot radius) +Components: V +Duration: Concentration, up to 10 minutes +Description not available (not OGL). Summary: +Creatures in a 30-ft radius can not become diseased, gain resistance to poison, and +get advantage to various saving throws. + +Aura of Vitality +level 3 - evocation +Casting Time: 1 action +Range: Self (30-foot radius) +Components: V +Duration: Concentration, up to 1 minute +Description not available (not OGL). Summary: +One target in a 30-ft radius regains 2d6 hp. + +Awaken +level 5 - transmutation +Casting Time: 8 hours +Range: Touch +Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes) +Duration: Instantaneous +After spending the casting time tracing magical pathways within a precious +gemstone, 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, it gains the ability to move its limbs, roots, vines, creepers, and so forth, +and it gains senses similar to a human's. Your DM chooses statistics appropriate for +the awakened plant, such as the statistics for the awakened shrub or the awakened +tree. +The awakened beast or plant is charmed by you for 30 days or until you or your +companions do anything harmful to it. When the charmed condition ends, the +awakened creature chooses whether to remain friendly to you, based on how you +treated it while it was charmed. + +Bane +level 1 - enchantment +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a drop of blood) +Duration: Concentration, up to 1 minute +Up to three creatures of your choice that you can see within range must make +Charisma saving throws. Whenever a target that fails this saving throw makes an +attack roll or a saving throw before the spell ends, the target must roll a d4 and +subtract the number rolled from the attack roll or saving throw. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +you can target one additional creature for each slot level above 1st. + +Banishing Smite +level 5 - abjuration +Casting Time: 1 action bonus +Range: Self +Components: V +Duration: Concentration, up to 1 minute +Description not available (not OGL). Summary: +If the weapon attack hits, deal an extra 5d10 force damage. Target reduced to 50 hp +or fewer this way are banised. + +Banishment +level 4 - abjuration +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (an item distasteful to the target) +Duration: Concentration, up to 1 minute +You attempt to send one creature that you can see within range to another plane of +existence. The target must succeed on a Charisma saving throw or be banished. +If the target is native to the plane of existence you're on, you banish the target to a +harmless demiplane. While there, the target is incapacitated. The target remains +there until the spell ends, at which point the target reappears in the space it left or in +the nearest unoccupied space if that space is occupied. +If the target is native to a different plane of existence than the one you're on, the +target is banished with a faint popping noise, returning to its home plane. If the spell +ends before 1 minute has passed, the target reappears in the space it left or in the +nearest unoccupied space if that space is occupied. Otherwise, the target doesn't +return. +At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, +you can target one additional creature for each slot level above 4th. + +Barkskin +level 2 - transmutation +Casting Time: 1 action +Range: Touch +Components: V, S, M (a handful of oak bark) +Duration: Concentration, up to 1 hour +You touch a willing creature. Until the spell ends, the target's skin has a rough, barklike appearance, and the target's AC can't be less than 16, regardless of what kind of +armor it is wearing. + +Beacon of Hope +level 3 - abjuration +Casting Time: 1 action +Range: 30 feet +Components: V, S +Duration: Concentration, up to 1 minute +This spell bestows hope and vitality. Choose any number of creatures within range. +For the duration, each target has advantage on Wisdom saving throws and death +saving throws, and regains the maximum number of hit points possible from any +healing. + +Beast Sense +level 2 - divination (ritual) +Casting Time: 1 action +Range: Touch +Components: S +Duration: Concentration, up to 1 hour +You touch a willing beast. For the duration of the spell, you can use your action to see +through the beast's eyes and hear what it hears, and continue to do so until you use +your action to return to your normal senses. While perceiving through the beast's +senses, you gain the benefits of any special senses possessed by that creature, though +you are blinded and deafened to your own surroundings. + +Bestow Curse +level 3 - necromancy +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: Concentration, up to 1 minute +You touch a creature, and that creature must succeed on a Wisdom saving throw or +become cursed for the duration of the spell. When you cast this spell, choose the +nature of the curse from the following options: +• Choose one ability score. While cursed, the target has disadvantage on ability +checks and saving throws made with that ability score. +• While cursed, the target has disadvantage on attack rolls against you. +• While cursed, the target must make a Wisdom saving throw at the start of each of +its turns. If it fails, it wastes its action that turn doing nothing. +• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic +damage to the target. +A remove curse spell ends this effect. At the DM's option, you may choose an +alternative curse effect, but it should be no more powerful than those described +above. The DM has final say on such a curse's effect. +At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the +duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or +higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the +duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is +dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't +require concentration. + +Bigby's Hand +level 5 - evocation +Casting Time: 1 action +Range: 120 feet +Components: V, S, M (an eggshell and a snakeskin glove) +Duration: Concentration, up to 1 minute +You create a Large hand of shimmering, translucent force in an unoccupied space +that you can see within range. The hand lasts for the spell's duration, and it moves at +your command, mimicking the movements of your own hand. +The hand is an object that has AC 20 and hit points equal to your hit point +maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and +a Dexterity of 10 (+0). The hand doesn't fill its space. +When you cast the spell and as a bonus action on your subsequent turns, you can +move the hand up to 60 feet and then cause one of the following effects with it. +Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a +melee spell attack for the hand using your game statistics. On a hit, the target takes +4d8 force damage. +Forceful Hand. The hand attempts to push a creature within 5 feet of it in a +direction you choose. Make a check with the hand's Strength contested by the +Strength (Athletics) check of the target. If the target is Medium or smaller, you have +advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a +number of feet equal to five times your spellcasting ability modifier. The hand moves +with the target to remain within 5 feet of it. +Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 +feet of it. You use the hand's Strength score to resolve the grapple. If the target is +Medium or smaller, you have advantage on the check. While the hand is grappling +the target, you can use a bonus action to have the hand crush it. When you do so, the +target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. +Interposing Hand. The hand interposes itself between you and a creature you +choose until you give the hand a different command. The hand moves to stay +between you and the target, providing you with half cover against the target. The +target can't move through the hand's space if its Strength score is less than or equal +to the hand's Strength score. If its Strength score is higher than the hand's Strength +score, the target can move toward you through the hand's space, but that space is +difficult terrain for the target. +At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, +the damage from the clenched fist option increases by 2d8 and the damage from the +grasping hand increases by 2d6 for each slot level above 5th. + +Blade Barrier +level 6 - evocation +Casting Time: 1 action +Range: 90 feet +Components: V, S +Duration: Concentration, up to 10 minutes +You create a vertical wall of whirling, razor-sharp blades made of magical energy. +The wall appears within range and lasts for the duration. You can make a straight +wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet +in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to +creatures behind it, and its space is difficult terrain. +When a creature enters the wall's area for the first time on a turn or starts its turn +there, the creature must make a Dexterity saving throw. On a failed save, the +creature takes 6d10 slashing damage. On a successful save, the creature takes half as +much damage. + +Blade Ward +level 0 - abjuration +Casting Time: 1 action +Range: Self +Components: V, S +Duration: 1 round +You extend your hand and trace a sigil of warding in the air. Until the end of your +next turn, you have resistance against bludgeoning, piercing, and slashing damage +dealt by weapon attacks. + +Bless +level 1 - enchantment +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a sprinkling of holy water) +Duration: Concentration, up to 1 minute +You bless up to three creatures of your choice within range. Whenever a target makes +an attack roll or a saving throw before the spell ends, the target can roll a d4 and add +the number rolled to the attack roll or saving throw. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +you can target one additional creature for each slot level above 1st. + +Blight +level 4 - necromancy +Casting Time: 1 action +Range: 30 feet +Components: V, S +Duration: Instantaneous +Necromantic energy washes over a creature of your choice that you can see within +range, draining moisture and vitality from it. The target must make a Constitution +saving throw. The target takes 8d8 necrotic damage on a failed save, 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, it makes the saving throw with +disadvantage, and the spell deals maximum damage to it. +If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it +doesn't make a saving throw; it simply withers and dies. +At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, +the damage increases by 1d8 for each slot level above 4th. + +Blinding Smite +level 3 - evocation +Casting Time: 1 bonus action +Range: Self +Components: V +Duration: Concentration, up to 1 minute +Description not available (not OGL). Summary: +If the attack hits, deals an extra 3d8 radiant damage and the target must succeed on +a Con. save or be blinded. + +Blindness/Deafness +level 2 - necromancy +Casting Time: 1 action +Range: 30 feet +Components: V +Duration: 1 minute +You can blind or deafen a foe. Choose one creature that you can see within range to +make a Constitution saving throw. If it fails, the target is either blinded or deafened +(your choice) for the duration. At the end of each of its turns, the target can make a +Constitution saving throw. On a success, the spell ends. +At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, +you can target one additional creature for each slot level above 2nd. + +Blink +level 3 - transmutation +Casting Time: 1 action +Range: Self +Components: V, S +Duration: 1 minute +Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 +or higher, you vanish from your current plane of existence and appear in the +Ethereal Plane (the spell fails and the casting is wasted if you were already on that +plane). At the start of your next turn, and when the spell ends if you are on the +Ethereal Plane, you return to an unoccupied space of your choice that you can see +within 10 feet of the space you vanished from. If no unoccupied space is available +within that range, you appear in the nearest unoccupied space (chosen at random if +more than one space is equally near). You can dismiss this spell as an action. +While on the Ethereal Plane, you can see and hear the plane you originated from, +which is cast in shades of gray, and you can't see anything there more than 60 feet +away. You can only affect and be affected by other creatures on the Ethereal Plane. +Creatures that aren't there can't perceive you or interact with you, unless they have +the ability to do so. + +Blur +level 2 - illusion +Casting Time: 1 action +Range: Self +Components: V +Duration: Concentration, up to 1 minute +Your body becomes blurred, shifting and wavering to all who can see you. For the +duration, any creature has disadvantage on attack rolls against you. An attacker is +immune to this effect if it doesn't rely on sight, as with blindsight, or can see through +illusions, as with truesight. + +Branding Smite +level 2 - evocation +Casting Time: 1 bonus action +Range: Self +Components: V +Duration: Concentration, up to 1 minute +The next time you hit a creature with a weapon attack before this spell ends, the +weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 +radiant damage to the target, which becomes visible if it's invisible, and the target +sheds dim light in a 5-foot radius and can't become invisible until the spell ends. +At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, +the extra damage increases by 1d6 for each slot level above 2nd. + +Burning Hands +level 1 - evocation +Casting Time: 1 action +Range: Self (15-foot cone) +Components: V, S +Duration: Instantaneous +As you hold your hands with thumbs touching and fingers spread, a thin sheet of +flames shoots forth from your outstretched fingertips. Each creature in a 15-foot +cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a +failed save, or half as much damage on a successful one. +The fire ignites any flammable objects in the area that aren't being worn or carried. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +the damage increases by 1d6 for each slot level above 1st. + +Call Lightning +level 3 - conjuration +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: Concentration, up to 10 minutes +A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot +radius, centered on a point you can see within range directly above you. The spell +fails if you can't see a point in the air where the storm cloud could appear (for +example, if you are in a room that can't accommodate the cloud). +When you cast the spell, choose a point you can see under the cloud. 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, 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, targeting the same point or a different one. +If you are outdoors in stormy conditions when you cast this spell, the spell gives you +control over the existing storm instead of creating a new one. Under such conditions, +the spell's damage increases by 1d10. +At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, +the damage increases by 1d10 for each slot level above 3rd. + +Calm Emotions +level 2 - enchantment +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Concentration, up to 1 minute +You attempt to suppress strong emotions in a group of people. Each humanoid in a +20-foot-radius sphere centered on a point you choose within range must make a +Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If +a creature fails its saving throw, choose one of the following two effects. +You can suppress any effect causing a target to be charmed or frightened. When this +spell ends, any suppressed effect resumes, provided that its duration has not expired +in the meantime. +Alternatively, you can make a target indifferent about creatures of your choice that it +is hostile toward. This indifference ends if the target is attacked or harmed by a spell +or if it witnesses any of its friends being harmed. When the spell ends, the creature +becomes hostile again, unless the DM rules otherwise. + +Chain Lightning +level 6 - evocation +Casting Time: 1 action +Range: 150 feet +Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and +three silver pins) +Duration: Instantaneous +You create a bolt of lightning that arcs toward a target of your choice that you can see +within range. Three bolts then leap from that target to as many as three other +targets, each of which must be within 30 feet of the first target. A target can be a +creature or an object and can be targeted by only one of the bolts. +A target must make a Dexterity saving throw. The target takes 10d8 lightning +damage on a failed save, or half as much damage on a successful one. +At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, +one additional bolt leaps from the first target to another target for each slot level +above 6th. + +Charm Person +level 1 - enchantment +Casting Time: 1 action +Range: 30 feet +Components: V, S +Duration: 1 hour +You attempt to charm a humanoid you can see within range. It must make a Wisdom +saving throw, and does so with advantage if you or your companions are fighting it. +If it fails the saving throw, it is charmed by you until the spell ends or until you or +your companions do anything harmful to it. The charmed creature regards you as a +friendly acquaintance. When the spell ends, the creature knows it was charmed by +you. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +you can target one additional creature for each slot level above 1st. The creatures +must be within 30 feet of each other when you target them. + +Chill Touch +level 0 - necromancy +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: 1 round +You create a ghostly, skeletal hand in the space of a creature within range. Make a +ranged spell attack against the creature to assail it with the chill of the grave. On a +hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start +of your next turn. Until then, the hand clings to the target. If you hit an undead +target, it also has disadvantage on attack rolls against you until the end of your next +turn. +This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), +and 17th level (4d8). + +Chromatic Orb +level 1 - evocation +Casting Time: 1 action +Range: 90 feet +Components: V, S, M (a diamond worth at least 50 gp) +Duration: Instantaneous +You hurl a 4-inch-diameter sphere of energy at a creature that you can see within +range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb +you create, and then make a ranged spell attack against the target. If the attack hits, +the creature takes 3d8 damage of the type you chose. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +the damage increases by 1d8 for each slot level above 1st. + +Circle of Death +level 6 - necromancy +Casting Time: 1 action +Range: 150 feet +Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp) +Duration: Instantaneous +A sphere of negative energy ripples out in a 60-foot-radius sphere from a point +within range. Each creature in that area must make a Constitution saving throw. A +target takes 8d6 necrotic damage on a failed save, or half as much damage on a +successful one. +At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, +the damage increases by 2d6 for each slot level above 6th. + +Circle of Power +level 5 - abjuration +Casting Time: 1 action +Range: Self (30-foot radiuss) +Components: V +Duration: Concentration, up to 10 minutes +Description not available (not OGL). Summary: +Friendly creatures in a 30-ft radius have advantage on saving throws against spells +and other magicial effects. + +Clairvoyance +level 3 - divination +Casting Time: 10 minutes +Range: 1 mile +Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for +hearing or a glass eye for seeing) +Duration: Concentration, up to 10 minutes +You create an invisible sensor within range in a location familiar to you (a place you +have visited or seen before) or in an obvious location that is unfamiliar to you (such +as behind a door, around a corner, or in a grove of trees). The sensor remains in +place for the duration, and it can't be attacked or otherwise interacted with. +When you cast the spell, you choose seeing or hearing. You can use the chosen sense +through the sensor as if you were in its space. As your action, you can switch between +seeing and hearing. +A creature that can see the sensor (such as a creature benefiting from see invisibility +or truesight) sees a luminous, intangible orb about the size of your fist. + +Clone +level 8 - necromancy +Casting Time: 1 hour +Range: Touch +Components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch +of flesh of the creature that is to be cloned, which the spell consumes, and a vessel +worth at least 2,000 gp that has a sealable lid and is large enough to hold the +creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or +crystal container filled with salt water) +Duration: Instantaneous +This spell grows an inert duplicate of a living creature as a safeguard against death. +This clone forms inside the vessel used in the spell’s casting and grows to full size +and maturity after 120 days; you can also choose to have the clone be a younger +version of the same creature. It remains inert and endures indefinitely, as long as its +vessel remains undisturbed. +At any time after the clone matures, if the original creature dies, its soul transfers to +the clone, provided that the soul is free and willing to return. +The clone is physically identical to the original and has the same personality, +memories, and abilities, but none of the original's equipment. The original creature's +physical remains, if they still exist, become inert and can't thereafter be restored to +life, since the creature's soul is elsewhere. + +Cloud of Daggers +level 2 - conjuration +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a sliver of glass) +Duration: Concentration, up to 1 minute +You fill the air with spinning daggers in a cube 5 feet on each side, centered on a +point you choose within range. A creature takes 4d4 slashing damage when it enters +the spell's area for the first time on a turn or starts its turn there. +At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, +the damage increases by 2d4 for each slot level above 2nd. + +Cloudkill +level 5 - conjuration +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: Concentration, up to 10 minutes +You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a +point you choose within range. The fog spreads around corners. It lasts for the +duration or until strong wind disperses the fog, ending the spell. Its area is heavily +obscured. +When a creature enters the spell's area for the first time on a turn or starts its turn +there, that creature must make a Constitution saving throw. The creature takes 5d8 +poison damage on a failed save, or half as much damage on a successful one. +Creatures are affected even if they hold their breath or don't need to breathe. +The fog moves 10 feet away from you at the start of each of your turns, rolling along +the surface of the ground. The vapors, being heavier than air, sink to the lowest level +of the land, even pouring down openings. +At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, +the damage increases by 1d8 for each slot level above 5th. + +Color Spray +level 1 - illusion +Casting Time: 1 action +Range: Self (15-foot cone) +Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and +blue) +Duration: 1 round +A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the +total is how many hit points of creatures this spell can affect. Creatures in a 15-foot +cone originating from you are affected in ascending order of their current hit points +(ignoring unconscious creatures and creatures that can't see). +Starting with the creature that has the lowest current hit points, each creature +affected by this spell is blinded until the end of your next turn. Subtract each +creature's hit points from the total before moving on to the creature with the next +lowest hit points. A creature's hit points must be equal to or less than the remaining +total for that creature to be affected. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +roll an additional 2d10 for each slot level above 1st. + +Command +level 1 - enchantment +Casting Time: 1 action +Range: 60 feet +Components: V +Duration: 1 round +You speak a one-word command to a creature you can see within range. The target +must succeed on a Wisdom saving throw or follow the command on its next turn. +The spell has no effect if the target is undead, if it doesn't understand your language, +or if your command is directly harmful to it. +Some typical commands and their effects follow. You might issue a command other +than one described here. If you do so, the DM determines how the target behaves. If +the target is prevented from following your command, the spell ends. +Approach. The target moves toward you by the shortest and most direct route, +ending its turn if it moves within 5 feet of you. +Drop. The target drops whatever it is holding and then ends its turn. +Flee. The target spends its turn moving away from you by the fastest available +means. +Grovel. The target falls prone and then ends its turn. +Halt. The target stays where it is and takes no actions. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +you can affect one additional creature for each slot level above 1st. The creatures +must be within 30 feet of each other when you target them. + +Commune +level 5 - divination (ritual) +Casting Time: 1 minute +Range: Self +Components: V, S, M (incense and a vial of holy or unholy water) +Duration: 1 minute +You contact your deity or a divine proxy and ask up to three questions that can be +answered with a yes or no. You must ask your questions before the spell ends. You +receive a correct answer for each question. +Divine beings aren't necessarily omniscient, so you might receive "unclear" as an +answer if a question pertains to information that lies beyond the deity's knowledge. +In a case where a one-word answer could be misleading or contrary to the deity's +interests, the DM might offer a short phrase as an answer instead. +If you cast the spell two or more times before finishing your next long rest, there is a +cumulative 25 percent chance for each casting after the first that you get no answer. +The DM makes this roll in secret. + +Commune with Nature +level 5 - divination (ritual) +Casting Time: 1 minute +Range: Self +Components: V, S +Duration: Instantaneous +You briefly become one with nature and gain knowledge of the surrounding territory. +In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In +caves and other natural underground settings, the radius is limited to 300 feet. The +spell doesn't function where nature has been replaced by construction, 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, minerals, animals, or peoples +• powerful celestials, fey, fiends, elementals, or undead +• influence from other planes of existence +• buildings +For example, you could determine the location of powerful undead in the area, the +location of major sources of safe drinking water, and the location of any nearby +towns. + +Compelled Duel +level 1 - enchantment +Casting Time: 1 bonus action +Range: 30 feet +Components: V +Duration: Concentration, up to 1 minute +You attempt to compel a creature into a duel. One creature that you can see within +range must make a Wisdom saving throw. On a failed save, the creature is drawn to +you, compelled by your divine demand. For the duration, it has disadvantage on +attack rolls against creatures other than you, and must make a Wisdom saving throw +each time it attempts to move to a space that is more than 30 feet away from you; if it +succeeds on this saving throw, this spell doesn't restrict the target's movement for +that turn. +The spell ends if you attack any other creature, if you cast a spell that targets a +hostile creature other than the target, if a creature friendly to you damages the target +or casts a harmful spell on it, or if you end your turn more than 30 feet away from +the target. + +Comprehend Languages +level 1 - divination (ritual) +Casting Time: 1 action +Range: Self +Components: V, S, M (a pinch of soot and salt) +Duration: 1 hour +For the duration, you understand the literal meaning of any spoken language that +you hear. You also understand any written language that you see, but you must be +touching the surface on which the words are written. It takes about 1 minute to read +one page of text. +This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, +that isn't part of a written language. + +Compulsion +level 4 - enchantment +Casting Time: 1 action +Range: 30 feet +Components: V, S +Duration: Concentration, up to 1 minute +Creatures of your choice that you can see within range and that can hear you must +make a Wisdom saving throw. A target automatically succeeds on this saving throw if +it can't be charmed. On a failed save, a target is affected by this spell. Until the spell +ends, you can use a bonus action on each of your turns to designate a direction that is +horizontal to you. Each affected target must use as much of its movement as possible +to move in that direction on its next turn. It can take its action before it moves. After +moving in this way, it can make another Wisdom saving to try to end the effect. +A target isn't compelled to move into an obviously deadly hazard, such as a fire or +pit, but it will provoke opportunity attacks to move in the designated direction. + +Cone of Cold +level 5 - evocation +Casting Time: 1 action +Range: Self (60-foot cone) +Components: V, S, M (a small crystal or glass cone) +Duration: Instantaneous +A blast of cold air erupts from your hands. Each creature in a 60-foot cone must +make a Constitution saving throw. A creature takes 8d8 cold damage on a failed +save, or half as much damage on a successful one. +A creature killed by this spell becomes a frozen statue until it thaws. +At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, +the damage increases by 1d8 for each slot level above 5th. + +Confusion +level 4 - enchantment +Casting Time: 1 action +Range: 90 feet +Components: V, S, M (three nut shells) +Duration: Concentration, up to 1 minute +This spell assaults and twists creatures' minds, spawning delusions and provoking +uncontrolled action. 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. +d10 Behavior +1 The creature uses all its movement to move in a random direction. To determine +the direction, 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, the +creature does nothing this turn. +9-10 The creature can act and move normally. +At the end of each of its turns, an affected target can make a Wisdom saving throw. If +it succeeds, this effect ends for that target. +At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, +the radius of the sphere increases by 5 feet for each slot level above 4th. + +Conjure Animals +level 3 - conjuration +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Concentration, 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, 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, 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, they defend themselves +from hostile creatures, 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, and more creatures appear: twice +as many with a 5th-level slot, three times as many with a 7th-level slot, and four +times as many with a 9th-level slot. + +Conjure Barrage +level 3 - conjuration +Casting Time: 1 action +Range: Self (60-foot cone) +Components: V, S, M (one piece of ammunition or a thrown weapon) +Duration: Instantaneous +Description not available (not OGL). Summary: +Creatures in a 60-ft cone must succeed on a Dex. save or take 3d8 damage from the +weapon/ammunition used. + +Conjure Celestial +level 7 - conjuration +Casting Time: 1 minute +Range: 90 feet +Components: V, S +Duration: Concentration, up to 1 hour +You summon a celestial of challenge rating 4 or lower, which appears in an +unoccupied space that you can see within range. The celestial disappears when it +drops to 0 hit points or when the spell ends. +The celestial is friendly to you and your companions for the duration. Roll initiative +for the celestial, which has its own turns. It obeys any verbal commands that you +issue to it (no action required by you), as long as they don't violate its alignment. If +you don't issue any commands to the celestial, it defends itself from hostile creatures +but otherwise takes no actions. The DM has the celestial's statistics. +At Higher Levels. When you cast this spell using a 9th-level spell slot, you +summon a celestial of challenge rating 5 or lower. + +Conjure Elemental +level 5 - conjuration +Casting Time: 1 minute +Range: 90 feet +Components: V, S, M (burning incense for air, soft clay for earth, sulfur and +phosphorus for fire, or water and sand for water) +Duration: Concentration, up to 1 hour +You call forth an elemental servant. Choose an area of air, earth, fire, or water that +fills a 10-foot cube within range. An elemental of challenge rating 5 or lower +appropriate to the area you chose appears in an unoccupied space within 10 feet of it. +For example, a fire elemental emerges from a bonfire, and an earth elemental rises +up from the ground. The elemental disappears when it drops to 0 hit points or when +the spell ends. The elemental is friendly to you and your companions for the +duration. Roll initiative for the elemental, which has its own turns. It obeys any +verbal commands that you issue to it (no action required by you). If you don't issue +any commands to the elemental, it defends itself from hostile creatures but +otherwise takes no actions. +If your concentration is broken, the elemental doesn't disappear. Instead, you lose +control of the elemental, it becomes hostile toward you and your companions, and it +might attack. An uncontrolled elemental can't be dismissed by you, and it disappears +1 hour after you summoned it. The DM has the elemental's statistics. +At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, +the challenge rating increases by 1 for each slot level above 5th. + +Conjure Fey +level 6 - conjuration +Casting Time: 1 minute +Range: 90 feet +Components: V, S +Duration: Concentration, up to 1 hour +You summon a fey creature of challenge rating 6 or lower, 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, which has its own turns. It obeys any verbal commands +that you issue to it (no action required by you), as long as they don't violate its +alignment. If you don't issue any commands to the fey creature, 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, it becomes hostile toward you and your companions, and +it might attack. An uncontrolled fey creature can't be dismissed by you, and it +disappears 1 hour after you summoned it. The DM has the fey creature's statistics. +At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, +the challenge rating increases by 1 for each slot level above 6th. + +Conjure Minor Elementals +level 4 - conjuration +Casting Time: 1 minute +Range: 90 feet +Components: V, S +Duration: Concentration, 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, 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, they defend themselves from hostile creatures, 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, and more creatures appear: twice +as many with a 6th-level slot and three times as many with an 8th-level slot. + +Conjure Volley +level 5 - conjuration +Casting Time: 1 action +Range: 150 feet +Components: V, S, M (one piece of ammunition or one thrown weapon) +Duration: Instantaneous +Description not available (not OGL). Summary: +Creatures in a 40-ft-radius, 20-ft-high cylinder must succeed on a Dex. save or take +8d8 damage from the weapon/ammunition used. + +Conjure Woodland Beings +level 4 - conjuration +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (one holly berry per creature summoned) +Duration: Concentration, up to 1 hour +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, 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, they defend themselves from hostile creatures, 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, and more creatures appear: twice +as many with a 6th-level slot and three times as many with an 8th-level slot. + +Contact Other Plane +level 5 - divination (ritual) +Casting Time: 1 minute +Range: Self +Components: V +Duration: 1 minute +You mentally contact a demigod, the spirit of a long-dead sage, or some other +mysterious entity from another plane. Contacting this extraplanar intelligence can +strain or even break your mind. When you cast this spell, make a DC 15 Intelligence +saving throw. On a failure, you take 6d6 psychic damage and are insane until you +finish a long rest. While insane, you can't take actions, can't understand what other +creatures say, can't read, and speak only in gibberish. A greater restoration spell +cast on you ends this effect. +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. + +Contagion +level 5 - necromancy +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: 7 days +Your touch inflicts disease. Make a melee spell attack against a creature within your +reach. On a hit, the target is poisoned. +At the end of each of the poisoned target's turns, the target must make a Constitution +saving throw. If the target succeeds on three of these saving throws, it is no longer +poisoned, and the spell ends. If the target fails three of these saves, the target is no +longer poisoned, but choose one of the diseases below. The target is subjected to the +chosen disease for the spell's duration. +Since this spell induces a natural disease in its target, any effect that removes a +disease or otherwise ameliorates a disease's effects apply to it. +Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. +The creature has disadvantage on Wisdom checks and Wisdom saving throws and is +blinded. +Filth Fever. A raging fever sweeps through the creature's body. The creature has +disadvantage on Strength checks, Strength saving throws, and attack rolls that use +Strength. +Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma +checks and vulnerability to all damage. +Mindfire. The creature's mind becomes feverish. The creature has disadvantage on +Intelligence checks and Intelligence saving throws, and the creature behaves as if +under the effects of the confusion spell during combat. +Seizure. The creature is overcome with shaking. The creature has disadvantage on +Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. +Slimy Doom. The creature begins to bleed uncontrollably. The creature has +disadvantage on Constitution checks and Constitution saving throws. In addition, +whenever the creature takes damage, it is stunned until the end of its next turn. + +Contingency +level 6 - evocation +Casting Time: 10 minutes +Range: Self +Components: V, S, M (a statuette of yourself carved from ivory and decorated with +gems worth at least 1,500 gp) +Duration: 10 days +Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 +action, and that can target you. You cast that spell—called the contingent spell—as +part of casting contingency, expending spell slots for both, but the contingent spell +doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. +You describe that circumstance when you cast the two spells. For example, a +contingency cast with water breathing might stipulate that water breathing comes +into effect when you are engulfed in water or a similar liquid. +The contingent spell takes effect immediately after the circumstance is met for the +first time, whether or not you want it to, and then contingency ends. +The contingent spell takes effect only on you, even if it can normally target others. +You can use only one contingency spell at a time. If you cast this spell again, the +effect of another contingency spell on you ends. Also, contingency ends on you if its +material component is ever not on your person. + +Continual Flame +level 2 - evocation +Casting Time: 1 action +Range: Touch +Components: V, S, M (ruby dust worth 50 gp, which the spell consumes) +Duration: Until dispelled +A flame, equivalent in brightness to a torch, springs forth from an object that you +touch. The effect looks like a regular flame, but it creates no heat and doesn't use +oxygen. A continual flame can be covered or hidden but not smothered or quenched. + +Control Water +level 4 - transmutation +Casting Time: 1 action +Range: 300 feet +Components: V, S, M (a drop of water and a pinch of dust) +Duration: Concentration, up to 10 minutes +Until the spell ends, 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, 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, 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, the wave repeats on the +start of your next turn while the flood effect lasts. +Part Water. You cause water in the area to move apart and create a trench. The trench +extends across the spell's area, and the separated water forms a wall to either side. The +trench remains until the spell ends or you choose a different effect. The water then slowly +fills in the trench over the course of the next round until the normal water level is restored. +Redirect Flow. You cause flowing water in the area to move in a direction you choose, +even if the water has to flow over obstacles, up walls, or in other unlikely directions. The +water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes +its flow based on the terrain conditions. The water continues to move in the direction you +chose until the spell ends or you choose a different effect. +Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You +cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet +wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the +water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away +from the vortex by making a Strength (Athletics) check against your spell save DC. +When a creature enters the vortex for the first time on a turn or starts its turn there, it must +make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage +and is caught in the vortex until the spell ends. On a successful save, the creature takes half +damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to +try to swim away from the vortex as described above, but has disadvantage on the Strength +(Athletics) check to do so. +The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning +damage; this damage occurs each round it remains in the vortex. + +Control Weather +level 8 - transmutation +Casting Time: 10 minutes +Range: Self (5-mile radius) +Components: V, S, M (burning incense and bits of earth and wood mixed in water) +Duration: Concentration, up to 8 hours +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, you change the current weather conditions, which are +determined by the DM based on the climate and season. You can change +precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new +conditions to take effect. Once they do so, you can change the conditions again. +When the spell ends, the weather gradually returns to normal. When you change the +weather conditions, find a current condition on the following tables and change its +stage by one, up or down. When changing the wind, you can change its direction. +Precipitation +Stage Condition +1 Clear +2 Light clouds +3 Overcast or ground fog +4 Rain, hail, or snow +5 Torrential rain, driving hail, or blizzard +Temperature +Stage Condition +1 Unbearable heat +2 Hot +3 Warm +4 Cool +5 Cold +6 Arctic cold +Wind +Stage Condition +1 Calm +2 Moderate wind +3 Strong wind +4 Gale +5 Storm + +Cordon of Arrows +level 2 - transmutation +Casting Time: 1 action +Range: 5 feet +Components: V, S, M (four or more arrows or bolts) +Duration: 8 hours +Description not available (not OGL). Summary: +4 ammunition deal 1d6 piercing damage if the target doesn't succeed on a Dex. save +(nbr of ammunition/lvl). + +Counterspell +level 3 - abjuration +Casting Time: 1 reaction, which you take when you see a creature within 60 feet of +you casting a spell +Range: 60 feet +Components: S +Duration: Instantaneous +You attempt to interrupt a creature in the process of casting a spell. If the creature is +casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a +spell of 4th level or higher, make an ability check using your spellcasting ability. The +DC equals 10 + the spell's level. On a success, the creature's spell fails and has no +effect. +At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, +the interrupted spell has no effect if its level is less than or equal to the level of the +spell slot you used. + +Create Food and Water +level 3 - conjuration +Casting Time: 1 action +Range: 30 feet +Components: V, S +Duration: Instantaneous +You create 45 pounds of food and 30 gallons of water on the ground or in containers +within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. +The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is +clean and doesn't go bad. + +Create or Destroy Water +level 1 - transmutation +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a drop of water if creating water or a few grains of sand if +destroying it) +Duration: Instantaneous +You either create or destroy water. +Create Water. You create up to 10 gallons of clean water within range in an open +container. Alternatively, the water falls as rain in a 30-foot cube within range, +extinguishing exposed flames in the area. +Destroy Water. You destroy up to 10 gallons of water in an open container within +range. Alternatively, 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, +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. + +Create Undead +level 6 - necromancy +Casting Time: 1 minute +Range: 10 feet +Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with +brackish water, and one 150 gp black onyx stone for each corpse) +Duration: Instantaneous +You can cast this spell only at night. Choose up to three corpses of Medium or Small +humanoids within range. Each corpse becomes a ghoul under your control. (The DM +has game statistics for these creatures.) +As a bonus action on each of your turns, 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 or all of them at the same time, issuing the +same command to each one). You decide what action the creature will take and +where it will move during its next turn, or you can issue a general command, such as +to guard a particular chamber or corridor. If you issue no commands, the creature +only defends itself against hostile creatures. Once given an order, the creature +continues to follow it until its task is complete. +The creature is under your control for 24 hours, after which it stops obeying any +command you have 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. +At Higher Levels. When you cast this spell using a 7th-level spell slot, you can +animate or reassert control over four ghouls. When you cast this spell using an 8thlevel spell slot, you can animate or reassert control over five ghouls or two ghasts or +wights. When you cast this spell using a 9th-level spell slot, you can animate or +reassert control over six ghouls, three ghasts or wights, or two mummies. + +Creation +level 5 - illusion +Casting Time: 1 minute +Range: 30 feet +Components: V, S, M (a tiny piece of matter of the same type of the item you plan +to create) +Duration: Special +You pull wisps of shadow material from the Shadowfell to create a nonliving object of +vegetable matter within range: soft goods, rope, wood, or something similar. You can +also use this spell to create mineral objects such as stone, crystal, or metal. The +object created must be no larger than a 5-foot cube, and the object must be of a form +and material that you have seen before. +The duration depends on the object's material. If the object is composed of multiple +materials, use the shortest duration. +Material Duration +Vegetable matter 1 day +Stone or crystal 12 hours +Precious metals 1 hour +Gems 10 minutes +Adamantine or mithral 1 minute +Using any material created by this spell as another spell's material component causes +that spell to fail. +At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, +the cube increases by 5 feet for each slot level above 5th. + +Crown of Madness +level 2 - enchantment +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: Concentration, up to 1 minute +Description not available (not OGL). Summary: +The target must succeed on a Wis. save or be charmed. It then can attack a target +designated by the caster. + +Crusader's Mantle +level 3 - evocation +Casting Time: 1 action +Range: Self +Components: V +Duration: Concentration, up to 1 minute +Description not available (not OGL). Summary: +Friendly creatures in a 30-ft radius deal an extra 1d4 radiant damage when they hit +with a weapon attack. + +Cure Wounds +level 1 - evocation +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: Instantaneous +A creature you touch regains a number of hit points equal to 1d8 + your spellcasting +ability modifier. This spell has no effect on undead or constructs. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +the healing increases by 1d8 for each slot level above 1st. + +Dancing Lights +level 0 - evocation +Casting Time: 1 action +Range: 120 feet +Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) +Duration: Concentration, up to 1 minute +You create up to four torch-sized lights within range, making them appear as +torches, lanterns, or glowing orbs that hover in the air for the duration. You can also +combine the four lights into one glowing vaguely humanoid form of Medium size. +Whichever form you choose, each light sheds dim light in a 10-foot radius. +As a bonus action on your turn, you can move the lights up to 60 feet to a new spot +within range. A light must be within 20 feet of another light created by this spell, and +a light winks out if it exceeds the spell's range. + +Darkness +level 2 - evocation +Casting Time: 1 action +Range: 60 feet +Components: V, M (bat fur and a drop of pitch or piece of coal) +Duration: Concentration, up to 10 minutes +Magical darkness spreads from a point you choose within range to fill a 15-footradius sphere for the duration. The darkness spreads around corners. A creature +with darkvision can't see through this darkness, and nonmagical light can't +illuminate it. +If the point you choose is on an object you are holding or one that isn't being worn or +carried, the darkness emanates from the object and moves with it. Completely +covering the source of the darkness with an opaque object, such as a bowl or a helm, +blocks the darkness. +If any of this spell's area overlaps with an area of light created by a spell of 2nd level +or lower, the spell that created the light is dispelled. + +Darkvision +level 2 - transmutation +Casting Time: 1 action +Range: Touch +Components: V, S, M (either a pinch of dried carrot or an agate) +Duration: 8 hours +You touch a willing creature to grant it the ability to see in the dark. For the duration, +that creature has darkvision out to a range of 60 feet. + +Daylight +level 3 - evocation +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: 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, the light shines from the object and moves with it. Completely covering the +affected object with an opaque object, such as a bowl or a helm, blocks the light. + +If any of this spell's area overlaps with an area of darkness created by a spell of 3rd +level or lower, the spell that created the darkness is dispelled. + +Death Ward +level 4 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: 8 hours +You touch a creature and grant it a measure of protection from death. +The first time the target would drop to 0 hit points as a result of taking damage, the +target instead drops to 1 hit point, and the spell ends. +If the spell is still in effect when the target is subjected to an effect that would kill it +instantaneously without dealing damage, that effect is instead negated against the +target, and the spell ends. + +Delayed Blast Fireball +level 7 - evocation +Casting Time: 1 action +Range: 150 feet +Components: V, S, M (a tiny ball of bat guano and sulfur) +Duration: Concentration, up to 1 minute +A beam of yellow light flashes from your pointing finger, then condenses to linger at +a chosen point within range as a glowing bead for the duration. When the spell ends, +either because your concentration is broken or because you decide to end it, the bead +blossoms with a low roar into an explosion of flame that spreads around corners. +Each creature in a 20-foot-radius sphere centered on that point must make a +Dexterity saving throw. A creature takes fire damage equal to the total accumulated +damage on a failed save, or half as much damage on a successful one. +The spell's base damage is 12d6. If at the end of your turn the bead has not yet +detonated, the damage increases by 1d6. +If the glowing bead is touched before the interval has expired, the creature touching +it must make a Dexterity saving throw. On a failed save, the spell ends immediately, +causing the bead to erupt in flame. On a successful save, the creature can throw the +bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the +bead explodes. +The fire damages objects in the area and ignites flammable objects that aren't being +worn or carried. +At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, +the base damage increases by 1d6 for each slot level above 7th. + +Demiplane +level 8 - conjuration +Casting Time: 1 action +Range: 60 feet +Components: S +Duration: 1 hour +You create a shadowy door on a flat solid surface that you can see within range. The +door is large enough to allow Medium creatures to pass through unhindered. When +opened, the door leads to a demiplane that appears to be an empty room 30 feet in +each dimension, made of wood or stone. When the spell ends, the door disappears, +and any creatures or objects inside the demiplane remain trapped there, as the door +also disappears from the other side. +Each time you cast this spell, you can create a new demiplane, or have the shadowy +door connect to a demiplane you created with a previous casting of this spell. +Additionally, if you know the nature and contents of a demiplane created by a casting +of this spell by another creature, you can have the shadowy door connect to its +demiplane instead. + +Destructive Wave +level 5 - evocation +Casting Time: 1 action +Range: Self (30-foot radius) +Components: V +Duration: Instantaneous +Description not available (not OGL). Summary: +Targets in a 30-ft radius must succeed on a Con. save or take 5d6 thunder damage +and 5d6 radiant or necrotic damage. + +Detect Evil and Good +level 1 - divination +Casting Time: 1 action +Range: Self +Components: V, S +Duration: Concentration, up to 10 minutes +For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, +or undead within 30 feet of you, as well as where the creature is located. Similarly, +you know if there is a place or object within 30 feet of you that has been magically +consecrated or desecrated. +The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of +common metal, a thin sheet of lead, or 3 feet of wood or dirt. + +Detect Magic +level 1 - divination (ritual) +Casting Time: 1 action +Range: Self +Components: V, S +Duration: Concentration, up to 10 minutes +For the duration, you sense the presence of magic within 30 feet of you. If you sense +magic in this way, you can use your action to see a faint aura around any visible +creature or object in the area that bears magic, and you learn its school of magic, if +any. +The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of +common metal, a thin sheet of lead, or 3 feet of wood or dirt. + +Detect Poison and Disease +level 1 - divination (ritual) +Casting Time: 1 action +Range: Self +Components: V, S, M (a yew leaf) +Duration: Concentration, up to 10 minutes +For the duration, you can sense the presence and location of poisons, poisonous +creatures, and diseases within 30 feet of you. You also identify the kind of poison, +poisonous creature, or disease in each case. +The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of +common metal, a thin sheet of lead, or 3 feet of wood or dirt. + +Detect Thoughts +level 2 - divination +Casting Time: 1 action +Range: Self +Components: V, S, M (a copper piece) +Duration: Concentration, up to 1 minute +For the duration, you can read the thoughts of certain creatures. When you cast the +spell and as your action on each turn until the spell ends, you can focus your mind on +any one creature that you can see within 30 feet of you. If the creature you choose +has an Intelligence of 3 or lower or doesn't speak any language, the creature is +unaffected. +You initially learn the surface thoughts of the creature—what is most on its mind in +that moment. As an action, you can either shift your attention to another creature's +thoughts or attempt to probe deeper into the same creature's mind. If you probe +deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into +its reasoning (if any), its emotional state, and something that looms large in its mind +(such as something it worries over, loves, or hates). If it succeeds, the spell ends. +Either way, the target knows that you are probing into its mind, and unless you shift +your attention to another creature's thoughts, the creature can use its action on its +turn to make an Intelligence check contested by your Intelligence check; if it +succeeds, the spell ends. +Questions verbally directed at the target creature naturally shape the course of its +thoughts, so this spell is particularly effective as part of an interrogation. +You can also use this spell to detect the presence of thinking creatures you can't see. +When you cast the spell or as your action during the duration, you can search for +thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 +inches of any metal other than lead, or a thin sheet of lead blocks you. You can't +detect a creature with an Intelligence of 3 or lower or one that doesn't speak any +language. +Once you detect the presence of a creature in this way, you can read its thoughts for +the rest of the duration as described above, even if you can't see it, but it must still be +within range. + +Dimension Door +level 4 - conjuration +Casting Time: 1 action +Range: 500 feet +Components: V +Duration: Instantaneous +You teleport yourself from your current location to any other spot within range. You +arrive at exactly the spot desired. It can be a place you can see, one you can visualize, +or one you can describe by stating distance and direction, such as "200 feet straight +downward" or "upward to the northwest at a 45-degree angle, 300 feet." +You can bring along objects as long as their weight doesn't exceed what you can +carry. You can also bring one willing creature of your size or smaller who is carrying +gear up to its carrying capacity. The creature must be within 5 feet of you when you +cast this spell. +If you would arrive in a place already occupied by an object or a creature, you and +any creature traveling with you each take 4d6 force damage, and the spell fails to +teleport you. + +Disguise Self +level 1 - illusion +Casting Time: 1 action +Range: Self +Components: V, S +Duration: 1 hour +You make yourself—including your clothing, armor, weapons, and other belongings +on your person—look different until the spell ends or until you use your action to +dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in +between. You can't change your body type, so you must adopt a form that has the +same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. +The changes wrought by this spell fail to hold up to physical inspection. For example, +if you use this spell to add a hat to your outfit, objects pass through the hat, and +anyone who touches it would feel nothing or would feel your head and hair. If you +use this spell to appear thinner than you are, the hand of someone who reaches out +to touch you would bump into you while it was seemingly still in midair. +To discern that you are disguised, a creature can use its action to inspect your +appearance and must succeed on an Intelligence (Investigation) check against your +spell save DC. + +Disintegrate +level 6 - transmutation +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a lodestone and a pinch of dust) +Duration: Instantaneous +A thin green ray springs from your pointing finger to a target that you can see within +range. The target can be a creature, an object, or a creation of magical force, such as +the wall created by wall of force. +A creature targeted by this spell must make a Dexterity saving throw. On a failed +save, the target takes 10d6 + 40 force damage. The target is disintegrated if this +damage leaves it with 0 hit points. +A disintegrated creature and everything it is wearing and carrying, except magic +items, are reduced to a pile of fine gray dust. The creature can be restored to life only +by means of a true resurrection or a wish spell. +This spell automatically disintegrates a Large or smaller nonmagical object or a +creation of magical force. If the target is a Huge or larger object or creation of force, +this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this +spell. +At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, +the damage increases by 3d6 for each slot level above 6th. + +Dispel Evil and Good +level 5 - abjuration +Casting Time: 1 action +Range: Self +Components: V, S, M (holy water or powdered silver and iron) +Duration: Concentration, up to 1 minute +Shimmering energy surrounds and protects you from fey, undead, and creatures +originating from beyond the Material Plane. For the duration, celestials, elementals, +fey, fiends, and undead have disadvantage on attack rolls against you. +You can end the spell early by using either of the following special functions. +Break Enchantment. As your action, you touch a creature you can reach that is +charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an +undead. The creature you touch is no longer charmed, frightened, or possessed by +such creatures. +Dismissal. As your action, make a melee spell attack against a celestial, an +elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive +the creature back to its home plane. The creature must succeed on a Charisma saving +throw or be sent back to its home plane (if it isn't there already). If they aren't on +their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. + +Dispel Magic +level 3 - abjuration +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: Instantaneous +Choose one creature, object, or magical effect within range. Any spell of 3rd level or +lower on the target ends. For each spell of 4th level or higher on the target, make an +ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a +successful check, the spell ends. +At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, +you automatically end the effects of a spell on the target if the spell's level is equal to +or less than the level of the spell slot you used. + +Dissonant Whispers +level 1 - enchantment +Casting Time: 1 action +Range: 60 feet +Components: V +Duration: Instantaneous +You whisper a discordant melody that only one creature of your choice within range +can hear, wracking it with terrible pain. The target must make a Wisdom saving +throw. On a failed save, it takes 3d6 psychic damage and must immediately use its +reaction, if available, to move as far as its speed allows away from you. The creature +doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful +save, the target takes half as much damage and doesn't have to move away. A +deafened creature automatically succeeds on the save. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +the damage increases by 1d6 for each slot level above 1st. + +Divination +level 4 - divination (ritual) +Casting Time: 1 action +Range: Self +Components: V, S, M (incense and a sacrificial offering appropriate to your +religion, together worth at least 25 gp, which the spell consumes) +Duration: Instantaneous +Your magic and an offering put you in contact with a god or a god's servants. You ask +a single question concerning a specific goal, event, or activity to occur within 7 days. +The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or +an omen. +The spell doesn't take into account any possible circumstances that might change the +outcome, such as the casting of additional spells or the loss or gain of a companion. +If you cast the spell two or more times before finishing your next long rest, there is a +cumulative 25 percent chance for each casting after the first that you get a random +reading. The DM makes this roll in secret. + +Divine Favor +level 1 - evocation +Casting Time: 1 bonus action +Range: Self +Components: V, S +Duration: Concentration, up to 1 minute +Your prayer empowers you with divine radiance. Until the spell ends, your weapon +attacks deal an extra 1d4 radiant damage on a hit. + +Divine Word +level 7 - evocation +Casting Time: 1 bonus action +Range: 30 feet +Components: V +Duration: Instantaneous +You utter a divine word, imbued with the power that shaped the world at the dawn of +creation. Choose any number of creatures you can see within range. Each creature +that can hear you must make a Charisma saving throw. On a failed save, a creature +suffers an effect based on its current hit points: +• 50 hit points or fewer: deafened for 1 minute +• 40 hit points or fewer: deafened and blinded for 10 minutes +• 30 hit points or fewer: blinded, deafened, and stunned for 1 hour +• 20 hit points or fewer: killed instantly +Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that +fails its save is forced back to its plane of origin (if it isn't there already) and can't +return to your current plane for 24 hours by any means short of a wish spell. + +Dominate Beast +level 4 - enchantment +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Concentration, 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, it has advantage on the saving throw. +While the beast is charmed, you have a telepathic link with it as long as the two of +you are on the same plane of existence. You can use this telepathic link to issue +commands to the creature while you are conscious (no action required), which it +does its best to obey. You can specify a simple and general course of action, such as +"Attack that creature," "Run over there," or "Fetch that object." If the creature +completes the order and doesn't receive further direction from you, it defends and +preserves itself to the best of its ability. +You can use your action to take total and precise control of the target. Until the end +of your next turn, the creature takes only the actions you choose, and doesn't do +anything that you don't allow it to do. During this time, you can also cause the +creature to use a reaction, but this requires you to use your own reaction as well. +Each time the target takes damage, it makes a new Wisdom saving throw against the +spell. If the saving throw succeeds, the spell ends. +At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration +is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration +is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the +duration is concentration, up to 8 hours. + +Dominate Monster +level 8 - enchantment +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Concentration, up to 1 hour +You attempt to beguile a creature that you can see within range. It must succeed on a +Wisdom saving throw or be charmed by you for the duration. If you or creatures that +are friendly to you are fighting it, it has advantage on the saving throw. +While the creature is charmed, you have a telepathic link with it as long as the two of +you are on the same plane of existence. You can use this telepathic link to issue +commands to the creature while you are conscious (no action required), which it +does its best to obey. You can specify a simple and general course of action, such as +"Attack that creature," "Run over there," or "Fetch that object." If the creature +completes the order and doesn't receive further direction from you, it defends and +preserves itself to the best of its ability. +You can use your action to take total and precise control of the target. Until the end +of your next turn, the creature takes only the actions you choose, and doesn't do +anything that you don't allow it to do. During this time, you can also cause the +creature to use a reaction, but this requires you to use your own reaction as well. +Each time the target takes damage, it makes a new Wisdom saving throw against the +spell. If the saving throw succeeds, the spell ends. +At Higher Levels. When you cast this spell with a 9th level spell slot, the duration +is concentration, up to 8 hours. + +Dominate Person +level 5 - enchantment +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Concentration, up to 1 minute +You attempt to beguile a humanoid that you can see within range. It must succeed on +a Wisdom saving throw or be charmed by you for the duration. If you or creatures +that are friendly to you are fighting it, it has advantage on the saving throw. +While the target is charmed, you have a telepathic link with it as long as the two of +you are on the same plane of existence. You can use this telepathic link to issue +commands to the creature while you are conscious (no action required), which it +does its best to obey. You can specify a simple and general course of action, such as +"Attack that creature," "Run over there," or "Fetch that object." If the creature +completes the order and doesn't receive further direction from you, it defends and +preserves itself to the best of its ability. +You can use your action to take total and precise control of the target. Until the end +of your next turn, the creature takes only the actions you choose, and doesn't do +anything that you don't allow it to do. During this time you can also cause the +creature to use a reaction, but this requires you to use your own reaction as well. +Each time the target takes damage, it makes a new +Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. +At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration +is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration +is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the +duration is concentration, up to 8 hours. + +Drawmij's Instant Summons +level 6 - conjuration (ritual) +Casting Time: 1 minute +Range: Touch +Components: V, S, M (a sapphire worth 1,000 gp) +Duration: Until dispelled +You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or +less. The spell leaves an invisible mark on its surface and invisibly inscribes the name +of the item on the sapphire you use as the material component. Each time you cast +this spell, you must use a different sapphire. +At any time thereafter, you can use your action to speak the item's name and crush +the sapphire. The item instantly appears in your hand regardless of physical or +planar distances, and the spell ends. +If another creature is holding or carrying the item, crushing the sapphire doesn't +transport the item to you, but instead you learn who the creature possessing the +object is and roughly where that creature is located at that moment. +Dispel magic or a similar effect successfully applied to the sapphire ends this spell's +effect. + +Dream +level 5 - illusion +Casting Time: 1 minute +Range: Special +Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked +from a sleeping bird) +Duration: 8 hours +This spell shapes a creature's dreams. Choose a creature known to you as the target +of this spell. The target must be on the same plane of existence as you. Creatures that +don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature +you touch, enters a trance state, acting as a messenger. While in the trance, the +messenger is aware of his or her surroundings, but can't take actions or move. +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 duration of the spell. The +messenger can also shape the environment of the dream, creating landscapes, +objects, and other images. The messenger can emerge from the trance at any time, +ending the effect of the spell early. The target recalls the dream perfectly upon +waking. If the target is awake when you cast the spell, the messenger knows it, and +can either end the trance (and the spell) or wait for the target to fall asleep, at which +point the messenger appears in the target's dreams. +You can make the messenger appear monstrous and terrifying to the target. If you +do, the messenger can deliver a message of no more than ten words and then the +target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal +monstrosity spawn a nightmare that lasts the duration of the target's sleep and +prevents the target from gaining any benefit from that rest. In addition, when the +target wakes up, it takes 3d6 psychic damage. +If you have a body part, lock of hair, clipping from a nail, or similar portion of the +target's body, the target makes its saving throw with disadvantage. + +Druidcraft +level 0 - transmutation +Casting Time: 1 action +Range: 30 feet +Components: V, S +Duration: Instantaneous +Whispering to the spirits of nature, you create one of the following effects within +range: +• You create a tiny, harmless sensory effect that predicts what the weather will be at +your location for the next 24 hours. The effect might manifest as a golden orb for +clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect +persists for 1 round. +• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. +• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff +of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in +a 5-foot cube. +• You instantly light or snuff out a candle, a torch, or a small campfire. + +Earthquake +level 8 - evocation +Casting Time: 1 action +Range: 500 feet +Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) +Duration: Concentration, up to 1 minute +You create a seismic disturbance at a point on the ground that you can see within +range. For the duration, an intense tremor rips through the ground in a 100-footradius circle centered on that point and shakes creatures and structures in contact +with the ground in that area. +The ground in the area becomes difficult terrain. Each creature on the ground that is +concentrating must make a Constitution saving throw. On a failed save, the +creature's concentration is broken. +When you cast this spell and at the end of each turn you spend concentrating on it, +each creature on the ground in the area must make a Dexterity saving throw. On a +failed save, the creature is knocked prone. +This spell can have additional effects depending on the terrain in the area, as +determined by the DM. +Fissures. Fissures open throughout the spell's area at the start of your next turn +after you cast the spell. A total of 1d6 such fissures open in locations chosen by the +DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the +spell's area to the opposite side. A creature standing on a spot where a fissure opens +must succeed on a Dexterity saving throw or fall in. A creature that successfully saves +moves with the fissure's edge as it opens. +A fissure that opens beneath a structure causes it to automatically collapse (see +below). +Structures. The tremor deals 50 bludgeoning damage to any structure in contact +with the ground in the area when you cast the spell and at the start of each of your +turns until the spell ends. If a structure drops to 0 hit points, it collapses and +potentially damages nearby creatures. A creature within half the distance of a +structure's height must make a Dexterity saving throw. On a failed save, the creature +takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, +requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can +adjust the DC higher or lower, depending on the nature of the rubble. On a +successful save, the creature takes half as much damage and doesn't fall prone or +become buried. + +Eldritch Blast +level 0 - evocation +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: Instantaneous +A beam of crackling energy streaks toward a creature within range. Make a ranged +spell attack against the target. On a hit, the target takes 1d10 force damage. +The spell creates more than one beam when you reach higher levels: two beams at +5th level, three beams at 11th level, and four beams at 17th level. You can direct the +beams at the same target or at different ones. Make a separate attack roll for each +beam. + +Elemental Weapon +level 3 - transmutation +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: Concentration, up to 1 hour +Description not available (not OGL). Summary: +A weapon becomes magical with a +1 bonus to attack rolls and deal an extra 1d4 +damage of a chosen type (bonus/lvl). + +Enhance Ability +level 2 - transmutation +Casting Time: 1 action +Range: Touch +Components: V, S, M (fur or a feather from a beast) +Duration: Concentration, up to 1 hour +You touch a creature and bestow upon it a magical enhancement. Choose one of the +following effects; the target gains that effect until the spell ends. +Bear's Endurance. The target has advantage on Constitution checks. It also gains +2d6 temporary hit points, which are lost when the spell ends. +Bull's Strength. The target has advantage on Strength checks, 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, +you can target one additional creature for each slot level above 2nd. + +Enlarge/Reduce +level 2 - transmutation +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a pinch of powdered iron) +Duration: Concentration, up to 1 minute +You cause a creature or an object you can see within range to grow larger or smaller +for the duration. Choose either a creature or an object that is neither worn nor +carried. If the target is unwilling, it can make a Constitution saving throw. On a +success, the spell has no effect. +If the target is a creature, everything it is wearing and carrying changes size with it. +Any item dropped by an affected creature returns to normal size at once. +Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by +eight. This growth increases its size by one category—from Medium to Large, for +example. If there isn't enough room for the target to double its size, the creature or +object attains the maximum possible size in the space available. Until the spell ends, +the target also has advantage on Strength checks and Strength saving throws. The +target's weapons also grow to match its new size. While these weapons are enlarged, +the target's attacks with them deal 1d4 extra damage. +Reduce. The target's size is halved in all dimensions, and its weight is reduced to +one-eighth of normal. This reduction decreases its size by one category—from +Medium to Small, for example. Until the spell ends, the target also has disadvantage +on Strength checks and Strength saving throws. The target's weapons also shrink to +match its new size. While these weapons are reduced, the target's attacks with them +deal 1d4 less damage (this can't reduce the damage below 1). + +Ensnaring Strike +level 1 - conjuration +Casting Time: 1 bonus action +Range: Self +Components: V +Duration: Concentration, up to 1 minute +The next time you hit a creature with a weapon attack before this spell ends, a +writhing mass of thorny vines appears at the point of impact, and the target must +succeed on a Strength saving throw or be restrained by the magical vines until the +spell ends. A Large or larger creature has advantage on this saving throw. If the +target succeeds on the save, the vines shrivel away. While restrained by this spell, the +target takes 1d6 piercing damage at the start of each of its turns. A creature +restrained by the vines or one that can touch the creature can use its action to make a +Strength check against your spell save DC. On a success, the target is freed. +At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the +damage increases by 1d6 for each slot level above 1st. + +Entangle +level 1 - conjuration +Casting Time: 1 action +Range: 90 feet +Components: V, S +Duration: Concentration, 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, 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, it frees itself. +When the spell ends, the conjured plants wilt away. + +Enthrall +level 2 - enchantment +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: 1 minute +You weave a distracting string of words, causing creatures of your choice that you +can see within range and that can hear you to make a Wisdom saving throw. Any +creature that can't be charmed succeeds on this saving throw automatically, and if +you or your companions are fighting a creature, it has advantage on the save. On a +failed save, the target has disadvantage on Wisdom (Perception) checks made to +perceive any creature other than you until the spell ends or until the target can no +longer hear you. The spell ends if you are incapacitated or can no longer speak. + +Etherealness +level 7 - transmutation +Casting Time: 1 action +Range: Self +Components: V, S +Duration: Up to 8 hours +You step into the border regions of the Ethereal Plane, in the area where it overlaps +with your current plane. You remain in the Border Ethereal for the duration or until +you use your action to dismiss the spell. During this time, you can move in any +direction. If you move up or down, every foot of movement costs an extra foot. You +can see and hear the plane you originated from, but everything there looks gray, and +you can't see anything more than 60 feet away. +While on the Ethereal Plane, you can only affect and be affected by other creatures +on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and +can't interact with you, unless a special ability or magic has given them the ability to +do so. +You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to +move through objects you perceive on the plane you originated from. +When the spell ends, you immediately return to the plane you originated from in the +spot you currently occupy. If you occupy the same spot as a solid object or creature +when this happens, you are immediately shunted to the nearest unoccupied space +that you can occupy and take force damage equal to twice the number of feet you are +moved. +This spell has no effect 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. +At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, +you can target up to three willing creatures (including you) for each slot level above +7th. The creatures must be within 10 feet of you when you cast the spell. + +Evard's Black Tentacles +level 4 - conjuration +Casting Time: 1 action +Range: 90 feet +Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid) +Duration: Concentration, up to 1 minute +Squirming, ebony tentacles fill a 20-foot square on ground that you can see within +range. For the duration, these tentacles turn the ground in the area into difficult +terrain. +When a creature enters the affected area for the first time on a turn or starts its turn +there, the creature must succeed on a Dexterity saving throw or take 3d6 +bludgeoning damage and be restrained by the tentacles until the spell ends. A +creature that starts its turn in the area and is already restrained by the tentacles +takes 3d6 bludgeoning damage. +A creature restrained by the tentacles can use its action to make a Strength or +Dexterity check (its choice) against your spell save DC. On a success, it frees itself. + +Expeditious Retreat +level 1 - transmutation +Casting Time: 1 bonus action +Range: Self +Components: V, S +Duration: Concentration, up to 10 minutes +This spell allows you to move at an incredible pace. When you cast this spell, and +then as a bonus action on each of your turns until the spell ends, you can take the +Dash action. + +Eyebite +level 6 - necromancy +Casting Time: 1 action +Range: Self +Components: V, S +Duration: Concentration, up to 1 minute +For the spell's duration, your eyes become an inky void imbued with dread power. +One creature of your choice within 60 feet of you that you can see must succeed on a +Wisdom saving throw or be affected by one of the following effects of your choice for +the duration. On each of your turns until the spell ends, you can use your action to +target another creature but can't target a creature again if it has succeeded on a +saving throw against this casting of eyebite. +Asleep. The target falls unconscious. It wakes up if it takes any damage or if another +creature uses its action to shake the sleeper awake. +Panicked. The target is frightened of you. On each of its turns, the frightened +creature must take the Dash action and move away from you by the safest and +shortest available route, unless there is nowhere to move. If the target moves to a +place at least 60 feet away from you where it can no longer see you, this effect ends. +Sickened. The target has disadvantage on attack rolls and ability checks. At the end +of each of its turns, it can make another Wisdom saving throw. If it succeeds, the +effect ends. + +Fabricate +level 4 - transmutation +Casting Time: 10 minutes +Range: 120 feet +Components: V, S +Duration: Instantaneous +You convert raw materials into products of the same material. For example, you can +fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and +clothes from flax or wool. +Choose raw materials that you can see within range. You can fabricate a Large or +smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), +given a sufficient quantity of raw material. If you are working with metal, stone, or +another mineral substance, however, the fabricated object can be no larger than +Medium (contained within a single 5-foot cube). The quality of objects made by the +spell is commensurate with the quality of the raw materials. +Creatures or magic items can't be created or transmuted by this spell. You also can't +use it to create items that ordinarily require a high degree of craftsmanship, such as +jewelry, weapons, glass, or armor, unless you have proficiency with the type of +artisan's tools used to craft such objects. + +Faerie Fire +level 1 - evocation +Casting Time: 1 action +Range: 60 feet +Components: V +Duration: Concentration, up to 1 minute +Each object in a 20-foot cube within range is outlined in blue, green, or violet light +(your choice). Any creature in the area when the spell is cast is also outlined in light +if it fails a Dexterity saving throw. For the duration, objects and 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, and the affected creature or object can't benefit from being invisible. + +False Life +level 1 - necromancy +Casting Time: 1 action +Range: Self +Components: V, S, M (a small amount of alcohol or distilled spirits) +Duration: 1 hour +Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary +hit points for the duration. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +you gain 5 additional temporary hit points for each slot level above 1st. + +Fear +level 3 - illusion +Casting Time: 1 action +Range: Self (30-foot cone) +Components: V, S, M (a white feather or the heart of a hen) +Duration: Concentration, up to 1 minute +You project a phantasmal image of a creature's worst fears. Each creature in a 30- +foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and +become frightened for the duration. While frightened by this spell, a creature must +take the Dash action and move away from you by the safest available route on each of +its turns, unless there is nowhere to move. If the creature ends its turn in a location +where it doesn't have line of sight to you, the creature can make a Wisdom saving +throw. On a successful save, the spell ends for that creature. + +Feather Fall +level 1 - transmutation +Casting Time: 1 reaction, which you take when you or a creature within 60 feet of +you falls +Range: 60 feet +Components: V, M (a small feather or piece of down) +Duration: 1 minute +Choose up to five falling creatures within range. A falling creature's rate of descent +slows to 60 feet per round until the spell ends. If the creature lands before the spell +ends, it takes no falling damage and can land on its feet, and the spell ends for that +creature. + +Feeblemind +level 8 - enchantment +Casting Time: 1 action +Range: 150 feet +Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres) +Duration: Instantaneous +You blast the mind of a creature that you can see within range, 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, understand language, or +communicate in any intelligible way. The creature can, however, identify its friends, +follow them, and even protect them. +At the end of every 30 days, the creature can repeat its saving throw against this +spell. If it succeeds on its saving throw, the spell ends. +The spell can also be ended by greater restoration, heal, or wish. + +Feign Death +level 3 - necromancy (ritual) +Casting Time: 1 action +Range: Touch +Components: V, S, M (a pinch of graveyard dirt) +Duration: 1 hour +Description not available (not OGL). Summary: +The willing target appears dead to all outward inspection. + +Find Familiar +level 1 - conjuration (ritual) +Casting Time: 1 hour +Range: 10 feet +Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be +consumed by fire in a brass brazier) +Duration: Instantaneous +You gain the service of a familiar, a spirit that takes an animal form you choose: bat, +cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, +raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, +the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend +(your choice) instead of a beast. +Your familiar acts independently of you, but it always obeys your commands. In +combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but +it can take other actions as normal. +When the familiar drops to 0 hit points, it disappears, leaving behind no physical +form. It reappears after you cast this spell again. As an action, you can temporarily +dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. +As an action while it is temporarily dismissed, you can cause it to reappear in any +unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points +or disappears into the pocket dimension, it leaves behind in its space anything it was +wearing or carrying. +While your familiar is within 100 feet of you, you can communicate with it +telepathically. Additionally, as an action, you can see through your familiar's eyes +and hear what it hears until the start of your next turn, gaining the benefits of any +special senses that the familiar has. During this time, you are deaf and blind with +regard to your own senses. +You can't have more than one familiar at a time. If you cast this spell while you +already have a familiar, you instead cause it to adopt a new form. Choose one of the +forms from the above list. Your familiar transforms into the chosen creature. +Finally, when you cast a spell with a range of touch, your familiar can deliver the +spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it +must use its reaction to deliver the spell when you cast it. If the spell requires an +attack roll, you use your attack modifier for the roll. + +Find Steed +level 2 - conjuration +Casting Time: 10 minutes +Range: 30 feet +Components: V, S +Duration: Instantaneous +You summon a spirit that assumes the form of an unusually intelligent, strong, and +loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space +within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, +an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) +The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend +(your choice) instead of its normal type. Additionally, if your steed has an +Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to +understand one language of your choice that you speak. +Your steed serves you as a mount, both in combat and out, and you have an +instinctive bond with it that allows you to fight as a seamless unit. While mounted on +your steed, you can make any spell you cast that targets only you also target your +steed. +When the steed drops to 0 hit points, it disappears, leaving behind no physical form. +You can also dismiss your steed at any time as an action, causing it to disappear. In +either case, casting this spell again summons the same steed, restored to its hit point +maximum. +While your steed is within 1 mile of you, you can communicate with each other +telepathically. +You can't have more than one steed bonded by this spell at a time. As an action, you +can release the steed from its bond at any time, causing it to disappear. + +Find the Path +level 6 - divination +Casting Time: 1 minute +Range: Self +Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, +teeth, or carved runes-worth 100 gp and an object from the location you wish to find) +Duration: Concentration, up to 1 day +This spell allows you to find the shortest, most direct physical route to a specific +fixed location that you are familiar with on the same plane of existence. If you name +a destination on another plane of existence, a destination that moves (such as a +mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), +the spell fails. +For the duration, as long as you are on the same plane of existence as the +destination, you know how far it is and in what direction it lies. While you are +traveling there, whenever you are presented with a choice of paths along the way, +you automatically determine which path is the shortest and most direct route (but +not necessarily the safest route) to the destination. + +Find Traps +level 2 - divination +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: Instantaneous +You sense the presence of any trap within range that is within line of sight. A trap, +for the purpose of this spell, includes anything that would inflict a sudden or +unexpected effect you consider harmful or undesirable, which was specifically +intended as such by its creator. Thus, the spell would sense an area affected by the +alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a +natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. +This spell merely reveals that a trap is present. You don't learn the location of each +trap, but you do learn the general nature of the danger posed by a trap you sense. + +Finger of Death +level 7 - necromancy +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Instantaneous +You send negative energy coursing through a creature that you can see within range, +causing it searing pain. The target must make a Constitution saving throw. It takes +7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful +one. +A humanoid killed by this spell rises at the start of your next turn as a zombie that is +permanently under your command, following your verbal orders to the best of its +ability. + +Fire Bolt +level 0 - evocation +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: 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, 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), 11th level +(3d10), and 17th level (4d10). + +Fire Shield +level 4 - evocation +Casting Time: 1 action +Range: Self +Components: V, S, M (a bit of phosphorus or a firefly) +Duration: 10 minutes +Thin and wispy flames wreathe your body for the duration, shedding bright light in a +10-foot radius and dim light for an additional 10 feet. You can end the spell early by +using an action to dismiss it. +The flames provide you with a warm shield or a chill shield, as you choose. The warm +shield grants you resistance to cold damage, and the chill shield grants you +resistance to fire damage. +In addition, whenever a creature within 5 feet of you hits you with a melee attack, the +shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or +2d8 cold damage from a cold shield. + +Fire Storm +level 7 - evocation +Casting Time: 1 action +Range: 150 feet +Components: V, S +Duration: 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, which you can +arrange as you wish. Each cube must have at least one face adjacent to the face of +another cube. Each creature in the area must make a Dexterity saving throw. It takes +7d10 fire damage on a failed save, 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, plant life in the area is unaffected by this spell. + +Fireball +level 3 - evocation +Casting Time: 1 action +Range: 150 feet +Components: V, S, M (a tiny ball of bat guano and sulfur) +Duration: Instantaneous +A bright streak flashes from your pointing finger to a point you choose within range +and then blossoms with a low roar into an explosion of flame. Each creature in a 20- +foot-radius sphere centered on that point must make a Dexterity saving throw. A +target takes 8d6 fire damage on a failed save, or half as much damage on a successful +one. +The fire spreads around corners. It ignites flammable objects in the area that aren't +being worn or carried. +At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, +the damage increases by 1d6 for each slot level above 3rd. + +Flame Blade +level 2 - evocation +Casting Time: 1 bonus action +Range: Self +Components: V, S, M (leaf of sumac) +Duration: Concentration, up to 10 minutes +You evoke a fiery blade in your free hand. The blade is similar in size and shape to a +scimitar, and it lasts for the duration. If you let go of the blade, it disappears, 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, +the damage increases by 1d6 for every two slot levels above 2nd. + +Flame Strike +level 5 - evocation +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (pinch of sulfur) +Duration: Instantaneous +A vertical column of divine fire roars down from the heavens in a location you +specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point +within range must make a Dexterity saving throw. A creature takes 4d6 fire damage +and 4d6 radiant damage on a failed save, or half as much damage on a successful +one. +At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, + +the fire damage or the radiant damage (your choice) increases by 1d6 for each slot +level above 5th. + +Flaming Sphere +level 2 - conjuration +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of +powdered iron) +Duration: Concentration, up to 1 minute +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, or half as much damage on a successful one. +As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into +a creature, that creature must make the saving throw against the sphere's damage, +and the sphere stops moving this turn. +When you move the sphere, you can direct it over barriers up to 5 feet tall and jump +it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn +or carried, and it sheds bright light in a 20-foot radius and dim light for an +additional 20 feet. +At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, +the damage increases by 1d6 for each slot level above 2nd. + +Flesh to Stone +level 6 - transmutation +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a pinch of lime, water, and earth) +Duration: Concentration, up to 1 minute +You attempt to turn one creature that you can see within range into stone. If the +target's body is made of flesh, the creature must make a Constitution saving throw. +On a failed save, it is restrained as its flesh begins to harden. On a successful save, +the creature isn't affected. +A creature restrained by this spell must make another Constitution saving throw at +the end of each of its turns. If it successfully saves against this spell three times, the +spell ends. If it fails its saves three times, it is turned to stone and subjected to the +petrified condition for the duration. The successes and failures don't need to be +consecutive; keep track of both until the target collects three of a kind. +If the creature is physically broken while petrified, it suffers from similar deformities +if it reverts to its original state. +If you maintain your concentration on this spell for the entire possible duration, the +creature is turned to stone until the effect is removed. + +Fly +level 3 - transmutation +Casting Time: 1 action +Range: Touch +Components: V, S, M (a wing feather from any bird) +Duration: Concentration, up to 10 minutes +You touch a willing creature. The target gains a flying speed of 60 feet for the +duration. When the spell ends, the target falls if it is still aloft, unless it can stop the +fall. +At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, +you can target one additional creature for each slot level above 3rd. + +Fog Cloud +level 1 - conjuration +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: Concentration, up to 1 hour +You create a 20-foot-radius sphere of fog centered on a point within range. The +sphere spreads around corners, 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, +the radius of the fog increases by 20 feet for each slot level above 1st. + +Forbiddance +level 6 - abjuration (ritual) +Casting Time: 10 minutes +Range: Touch +Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby +worth at least 1,000 gp) +Duration: 1 day +You create a ward against magical travel that protects up to 40,000 square feet of +floor space to a height of 30 feet above the floor. For the duration, creatures can't +teleport into the area or use portals, such as those created by the gate spell, to enter +the area. The spell proofs the area against planar travel, and therefore prevents +creatures from accessing the area by way of the Astral Plane, Ethereal Plane, +Feywild, Shadowfell, or the plane shift spell. +In addition, the spell damages types of creatures that you choose when you cast it. +Choose one or more of the following: celestials, elementals, fey, fiends, and undead. +When a chosen creature enters the spell's area for the first time on a turn or starts its +turn there, the creature takes 5d10 radiant or necrotic damage (your choice when +you cast this spell). +When you cast this spell, you can designate a password. A creature that speaks the +password as it enters the area takes no damage from the spell. +The spell's area can't overlap with the area of another forbiddance spell. If you cast +forbiddance every day for 30 days in the same location, the spell lasts until it is +dispelled, and the material components are consumed on the last casting. + +Forcecage +level 7 - evocation +Casting Time: 1 action +Range: 100 feet +Components: V, S, M (ruby dust worth 1,500 gp) +Duration: 1 hour +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 the +area, are pushed away from the center of the area until they are completely outside +the area. +A creature inside the cage can't leave it by nonmagical means. If the creature tries to +use teleportation or interplanar travel to leave the cage, it must first make a +Charisma saving throw. On a success, the creature can use that magic to exit the +cage. On a failure, the creature can't exit the cage and wastes the use of the spell or +effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. +This spell can't be dispelled by dispel magic. + +Foresight +level 9 - divination +Casting Time: 1 minute +Range: Touch +Components: V, S, M (a hummingbird feather) +Duration: 8 hours +You touch a willing creature and bestow a limited ability to see into the immediate +future. For the duration, the target can't be surprised and has advantage on attack +rolls, ability checks, and saving throws. Additionally, other creatures have +disadvantage on attack rolls against the target for the duration. +This spell immediately ends if you cast it again before its duration ends. + +Freedom of Movement +level 4 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S, M (a leather strap, bound around the arm or a similar +appendage) +Duration: 1 hour +You touch a willing creature. For the duration, the target's movement is unaffected +by difficult terrain, and spells and other magical effects can neither reduce the +target's speed nor cause the target to be paralyzed or restrained. +The target can also spend 5 feet of movement to automatically escape from +nonmagical restraints, such as manacles or a creature that has it grappled. Finally, +being underwater imposes no penalties on the target's movement or attacks. + +Friends +level 0 - enchantment +Casting Time: 1 action +Range: Self +Components: S, M (a small amount of makeup applied to the face as this spell is +cast) +Duration: Concentration, up to 1 minute +For the duration, you have advantage on all Charisma checks directed at one +creature of your choice that isn't hostile toward you. When the spell ends, the +creature realizes that you used magic to influence its mood and becomes hostile +toward you. A creature prone to violence might attack you. Another creature might +seek retribution in other ways (at the DM's discretion), depending on the nature of +your interaction with it. + +Gaseous Form +level 3 - transmutation +Casting Time: 1 action +Range: Touch +Components: V, S, M (a bit of gauze and a wisp of smoke) +Duration: Concentration, up to 1 hour +You transform a willing creature you touch, along with everything it's wearing and +carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 +hit points. An incorporeal creature isn't affected. +While in this form, the target's only method of movement is a flying speed of 10 feet. +The target can enter and occupy the space of another creature. The target has +resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and +Constitution saving throws. The target can pass through small holes, narrow +openings, and even mere cracks, though it treats liquids as though they were solid +surfaces. The target can't fall and remains hovering in the air even when stunned or +otherwise incapacitated. +While in the form of a misty cloud, 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. The target can't attack or cast spells. + +Gate +level 9 - conjuration +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a diamond worth at least 5,000 gp) +Duration: Concentration, up to 1 minute +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. +The portal has a front and a back on each plane where it appears. Travel through the +portal is possible only by moving through its front. Anything that does so is instantly +transported to the other plane, appearing in the unoccupied space nearest to the +portal. +Deities and other planar rulers can prevent portals created by this spell from opening +in their presence or anywhere within their domains. +When you cast this spell, you can speak the name of a 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 in the named creature's immediate vicinity and +draws the creature through it to the nearest unoccupied space on your side of the +portal. You gain no special power over the creature, and it is free to act as the DM +deems appropriate. It might leave, attack you, or help you. + +Geas +level 5 - enchantment +Casting Time: 1 minute +Range: 60 feet +Components: V +Duration: 30 days +You place a magical command on a creature that you can see within range, 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, it must succeed on a Wisdom saving +throw or become charmed by you for the duration. While the creature is charmed by +you, it takes 5d10 psychic damage each time it acts in a manner directly counter to +your instructions, 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, short of an activity that would result in +certain death. Should you issue a suicidal command, the spell ends. +You can end the spell early by using an action to dismiss it. A remove curse, greater +restoration, or wish spell also ends it. +At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the +duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell +lasts until it is ended by one of the spells mentioned above. + +Gentle Repose +level 2 - necromancy (ritual) +Casting Time: 1 action +Range: Touch +Components: V, S, M (a pinch of salt and one copper piece placed on each of the +corpse's eyes, which must remain there for the duration +Duration: 10 days +You touch a corpse or other remains. For the duration, the target is protected from +decay and can't become undead. +The spell also effectively extends the time limit on raising the target from the dead, +since days spent under the influence of this spell don't count against the time limit of +spells such as raise dead. + +Giant Insect +level 4 - transmutation +Casting Time: 1 action +Range: 30 feet +Components: V, S +Duration: Concentration, up to 10 minutes +You transform up to ten centipedes, three spiders, five wasps, or one scorpion within +range into giant versions of their natural forms for the duration. A centipede +becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant +wasp, and a scorpion becomes a giant scorpion. +Each creature obeys your verbal commands, and in combat, they act on your turn +each round. The DM has the statistics for these creatures and resolves their actions +and movement. +A creature remains in its giant size for the duration, until it drops to 0 hit points, or +until you use an action to dismiss the effect on it. +The DM might allow you to choose different targets. For example, if you transform a +bee, its giant version might have the same statistics as a giant wasp. + +Glibness +level 8 - transmutation +Casting Time: 1 action +Range: Self +Components: V +Duration: 1 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. + +Globe of Invulnerability +level 6 - abjuration +Casting Time: 1 action +Range: Self (10-foot radius) +Components: V, S, M (a glass or crystal bead that shatters when the spell ends) +Duration: Concentration, up to 1 minute +An immobile, faintly shimmering barrier springs into existence in a 10-foot radius +around you and remains for the duration. +Any spell of 5th level or lower cast from outside the barrier can't affect creatures or +objects within it, even if the spell is cast using a higher level spell slot. Such a spell +can target creatures and objects within the barrier, but the spell has no effect on +them. Similarly, the area within the barrier is excluded from the areas affected by +such spells. +At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, +the barrier blocks spells of one level higher for each slot level above 6th. + +Glyph of Warding +level 3 - abjuration +Casting Time: 1 hour +Range: Touch +Components: V, S, M (incense and powdered diamond worth at least 200 gp, +which the spell consumes) +Duration: Until dispelled or triggered +When you cast this spell, you inscribe a glyph that harms other creatures, either upon a +surface (such as a table or a section of floor or wall) or within an object that can be closed +(such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an +area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet +from where you cast this spell, the glyph is broken, and the spell ends without being +triggered. +The glyph is nearly invisible and requires a successful Intelligence (Investigation) check +against your spell save DC to be found. +You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a +surface, the most typical triggers include touching or standing on the glyph, removing +another object covering the glyph, approaching within a certain distance of the glyph, or +manipulating the object on which the glyph is inscribed. For glyphs inscribed within an +object, the most common triggers include opening that object, approaching within a certain +distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell +ends. +You can further refine the trigger so the spell activates only under certain circumstances or +according to physical characteristics (such as height or weight), creature kind (for example, +the ward could be set to affect aberrations or drow), or alignment. You can also set +conditions for creatures that don't trigger the glyph, such as those who say a certain +password. +When you inscribe the glyph, choose explosive runes or a spell glyph. +Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-footradius sphere centered on the glyph. The sphere spreads around corners. Each creature in +the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, +or thunder damage on a failed saving throw (your choice when you create the glyph), or half +as much damage on a successful one. +Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as +part of creating the glyph. The spell must target a single creature or an area. The spell being +stored has no immediate effect when cast in this way. When the glyph is triggered, the stored +spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the +spell affects an area, the area is centered on that creature. If the spell summons hostile +creatures or creates harmful objects or traps, they appear as close as possible to the intruder +and attack it. If the spell requires concentration, it lasts until the end of its full duration. +At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the +damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you +create a spell glyph, you can store any spell of up to the same level as the slot you use for the +glyph of warding. + +Goodberry +level 1 - transmutation +Casting Time: 1 action +Range: Touch +Components: V, S, M (a sprig of mistletoe) +Duration: Instantaneous +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, 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. + +Grasping Vine +level 4 - conjuration +Casting Time: 1 bonus action +Range: 30 feet +Components: V, S +Duration: Concentration, up to 1 minute +Description not available (not OGL). Summary: +The target must succeed on a Dex. save or be pulled 20 ft toward the vine. + +Grease +level 1 - conjuration +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a bit of pork rind or butter) +Duration: 1 minute +Slick grease covers the ground in a 10-foot square centered on a point within range +and turns it into difficult terrain for the duration. +When the grease appears, each creature standing in its area must succeed on a +Dexterity saving throw or fall prone. A creature that enters the area or ends its turn +there must also succeed on a Dexterity saving throw or fall prone. + +Greater Invisibility +level 4 - illusion +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: Concentration, up to 1 minute +You or a creature you touch becomes invisible until the spell ends. Anything the +target is wearing or carrying is invisible as long as it is on the target's person. + +Greater Restoration +level 5 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S, M (diamond dust worth at least 100 gp, which the spell +consumes) +Duration: Instantaneous +You imbue a creature you touch with positive energy to undo a debilitating effect. +You can reduce the target's exhaustion level by one, or end one of the following +effects on the target: +• One effect that charmed or petrified the target +• One curse, 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 + +Guardian of Faith +level 4 - conjuration +Casting Time: 1 action +Range: 30 feet +Components: V +Duration: 8 hours +A Large spectral guardian appears and hovers for the duration in an unoccupied +space of your choice that you can see within range. The guardian occupies that space +and is indistinct except for a gleaming sword and shield emblazoned with the symbol +of your deity. +Any creature hostile to you that moves to a space within 10 feet of the guardian for +the first time on a turn must succeed on a Dexterity saving throw. The creature takes +20 radiant damage on a failed save, or half as much damage on a successful one. The +guardian vanishes when it has dealt a total of 60 damage. + +Guards and Wards +level 6 - abjuration +Casting Time: 10 minutes +Range: Touch +Components: V, S, M (burning incense, a small measure of brimstone and oil, a +knotted string, a small amount of umber hulk blood, and a small silver rod worth at +least 10 gp) +Duration: 24 hours +You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, +or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to +20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by +dividing the area among them, as long as you can walk into each contiguous area while you +are casting the spell. +When you cast this spell, you can specify individuals that are unaffected by any or all of the +effects that you choose. You can also specify a password that, when spoken aloud, makes the +speaker immune to these effects. +Guards and wards creates the following effects within the warded area. +Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at +each intersection or branching passage offering a choice of direction, there is a 50 percent +chance that a creature other than you will believe it is going in the opposite direction from +the one it chooses. +Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock +spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory +object function of the minor illusion spell) to make them appear as plain sections of wall. +Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These +strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. +Other Spell Effect. You can place your choice of one of the following magical effects within +the warded area of the stronghold. +• Place dancing lights in four corridors. You can designate a simple program that the lights +repeat as long as guards and wards lasts. +• Place magic mouth in two locations. +• Place stinking cloud in two locations. The vapors appear in the places you designate; they +return within 10 minutes if dispersed by wind while guards and wards lasts. +• Place a constant gust of wind in one corridor or room. +• Place a suggestion in one location. You select an area of up to 5 feet square, and any +creature that enters or passes through the area receives the suggestion mentally. +The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, +removes only that effect. +You can create a permanently guarded and warded structure by casting this spell there every +day for one year. + +Guidance +level 0 - divination +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: Concentration, up to 1 minute +You touch one willing creature. Once before the spell ends, the target can roll a d4 +and add the number rolled to one ability check of its choice. It can roll the die before +or after making the ability check. The spell then ends. + +Guiding Bolt +level 1 - evocation +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: 1 round +A flash of light streaks toward a creature of your choice within range. Make a ranged +spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the +next attack roll made against this target before the end of your next turn has +advantage, thanks to the mystical dim light glittering on the target until then. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +the damage increases by 1d6 for each slot level above 1st. + +Gust of Wind +level 2 - evocation +Casting Time: 1 action +Range: Self (60-foot line) +Components: V, S, M (a legume seed) +Duration: Concentration, up to 1 minute +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, and it extinguishes candles, torches, and similar +unprotected flames in the area. It causes protected flames, such as those of lanterns, +to dance wildly and has a 50 percent chance to extinguish them. +As a bonus action on each of your turns before the spell ends, you can change the +direction in which the line blasts from you. + +Hail of Thorns +level 1 - conjuration +Casting Time: 1 bonus action +Range: Self +Components: V +Duration: Concentration, up to 1 minute +The next time you hit a creature with a ranged weapon attack before the spell ends, +this spell creates a rain of thorns that sprouts from your ranged weapon or +ammunition. In addition to the normal effect of the attack, the target of the attack +and each creature within 5 feet of it must make a Dexterity saving throw. A creature +takes 1d10 piercing damage on a failed save, or half as much damage on a successful +one. +At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the +damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10). + +Hallow +level 5 - evocation +Casting Time: 24 hours +Range: Touch +Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the +spell consumes) +Duration: Until dispelled +You touch a point and infuse an area around it with holy (or unholy) power. The area can +have a radius up to 60 feet, and the spell fails if the radius includes an area already under the +effect a hallow spell. The affected area is subject to the following effects. +First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such +creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, +or possessed by such a creature is no longer charmed, frightened, or possessed upon +entering the area. You can exclude one or more of those types of creatures from this effect. +Second, you can bind an extra effect to the area. Choose the effect from the following list, or +choose an effect offered by the DM. Some of these effects apply to creatures in the area; you +can designate whether the effect applies to all creatures, creatures that follow a specific deity +or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be +affected enters the spell's area for the first time on a turn or starts its turn there, it can make +a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves +the area. +Courage. Affected creatures can't be frightened while in the area. +Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of +a lower level than the slot you used to cast this spell, can't illuminate the area. +Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than +the slot you used to cast this spell can't extinguish the light. +Energy Protection. Affected creatures in the area have resistance to one damage type of +your choice, except for bludgeoning, piercing, or slashing. +Energy Vulnerability. Affected creatures in the area have vulnerability to one damage +type of your choice, except for bludgeoning, piercing, or slashing. +Everlasting Rest. Dead bodies interred in the area can't be turned into undead. +Extradimensional Interference. Affected creatures can't move or travel using +teleportation or by extradimensional or interplanar means. +Fear. Affected creatures are frightened while in the area. +Silence. No sound can emanate from within the area, and no sound can reach into it. +Tongues. Affected creatures can communicate with any other creature in the area, even if +they don't share a common language. + +Hallucinatory Terrain +level 4 - illusion +Casting Time: 10 minutes +Range: 300 feet +Components: V, S, M (a stone, a twig, and a bit of green plant) +Duration: 24 hours +You make natural terrain in a 150-foot cube in range look, sound, and smell like +some other 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 in appearance. +The tactile characteristics of the terrain are unchanged, so creatures entering the +area are likely to see through the illusion. If the difference isn't obvious by touch, a +creature carefully examining the illusion can attempt an Intelligence (Investigation) +check against your spell save DC to disbelieve it. A creature who discerns the illusion +for what it is, sees it as a vague image superimposed on the terrain. + +Harm +level 6 - necromancy +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Instantaneous +You unleash a virulent disease on a creature that you can see within range. The +target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic +damage, or half as much damage on a successful save. The damage can't reduce the +target's hit points below 1. If the target fails the saving throw, its hit point maximum +is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect +that removes a disease allows a creature's hit point maximum to return to normal +before that time passes. + +Haste +level 3 - transmutation +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a shaving of licorice root) +Duration: Concentration, up to 1 minute +Choose a willing creature that you can see within range. Until the spell ends, the +target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity +saving throws, and it gains an additional action on each of its turns. That action can +be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or +Use an Object action. +When the spell ends, the target can't move or take actions until after its next turn, as +a wave of lethargy sweeps over it. + +Heal +level 6 - evocation +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Instantaneous +Choose a creature that you can see within range. A surge of positive energy washes +through the creature, causing it to regain 70 hit points. This spell also ends +blindness, deafness, 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, +the amount of healing increases by 10 for each slot level above 6th. + +Healing Word +level 1 - evocation +Casting Time: 1 bonus action +Range: 60 feet +Components: V +Duration: 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, +the healing increases by 1d4 for each slot level above 1st. + +Heat Metal +level 2 - transmutation +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a piece of iron and a flame) +Duration: Concentration, up to 1 minute +Choose a manufactured metal object, such as a metal weapon or a suit of heavy or +medium metal armor, 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, 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, it has disadvantage on attack rolls and ability checks until +the start of your next turn. +At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, +the damage increases by 1d8 for each slot level above 2nd. + +Hellish Rebuke +level 1 - evocation +Casting Time: 1 reaction, which you take in response to being damaged by a +creature within 60 feet of you that you can see +Range: 60 feet +Components: V, S +Duration: Instantaneous +You point your finger, and the creature that damaged you is momentarily +surrounded by hellish flames. The creature must make a Dexterity saving throw. It +takes 2d10 fire damage on a failed save, or half as much damage on a successful one. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +the damage increases by 1d10 for each slot level above 1st. + +Heroes' Feast +level 6 - conjuration +Casting Time: 10 minutes +Range: 30 feet +Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the +spell consumes) +Duration: Instantaneous +You bring forth a great feast, including magnificent food and drink. The feast takes 1 +hour to consume and disappears at the end of that time, and the beneficial effects +don't set in until this hour is over. Up to twelve 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, and makes +all Wisdom saving throws with advantage. Its hit point maximum also increases by +2d10, and it gains the same number of hit points. These benefits last for 24 hours. + +Heroism +level 1 - enchantment +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: Concentration, up to 1 minute +A willing creature you touch is imbued with bravery. Until the spell ends, the +creature is immune to being frightened and gains temporary hit points equal to your +spellcasting ability modifier at the start of each of its turns. When the spell ends, the +target loses any remaining temporary hit points from this spell. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +you can target one additional creature for each slot level above 1st. + +Hex +level 1 - enchantment +Casting Time: 1 bonus action +Range: 90 feet +Components: V, S, M (the petrified eye of a newt) +Duration: Concentration, up to 1 hour +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. 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 use a bonus action +on a subsequent turn of yours to curse a new creature. +A remove curse cast on the target ends this spell early. +At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, +you can maintain your concentration on the spell for up to 8 hours. When you use a +spell slot of 5th level or higher, you can maintain your concentration on the spell for +up to 24 hours. + +Hold Monster +level 5 - enchantment +Casting Time: 1 action +Range: 90 feet +Components: V, S, M (a small, straight piece of iron) +Duration: Concentration, up to 1 minute +Choose a creature that you can see within range. The target must succeed on a +Wisdom saving throw or be paralyzed for the duration. This spell has no effect on +undead. At the end of each of its turns, the target can make another Wisdom saving +throw. On a success, the spell ends on the target. +At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, +you can target one additional creature for each slot level above 5th. The creatures +must be within 30 feet of each other when you target them. + +Hold Person +level 2 - enchantment +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a small, straight piece of iron) +Duration: Concentration, up to 1 minute +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, the target can make another Wisdom saving throw. On a success, 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 one additional humanoid for each slot level above 2nd. The +humanoids must be within 30 feet of each other when you target them. + +Holy Aura +level 8 - abjuration +Casting Time: 1 action +Range: Self +Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred +relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a +religious text) +Duration: Concentration, up to 1 minute +Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius +around you. Creatures of your choice in that radius when you cast this spell shed dim +light in a 5-foot radius and have advantage on all saving throws, and other creatures +have disadvantage on attack rolls against them until the spell ends. In addition, +when a fiend or an undead hits an affected creature with a melee attack, the aura +flashes with brilliant light. The attacker must succeed on a Constitution saving throw +or be blinded until the spell ends. + +Hunger of Hadar +level 3 - conjuration +Casting Time: 1 action +Range: 150 feet +Components: V, S, M (a pickled octopus tentacle) +Duration: Concentration, up to 1 minute +Description not available (not OGL). Summary: +Creatures in a 20-ft-radius sphere take 2d6 cold damage et must succeed on a Dex. +save or take 2d6 acid damage. + +Hunter's Mark +level 1 - divination +Casting Time: 1 bonus action +Range: 90 feet +Components: V +Duration: Concentration, up to 1 hour +You choose a creature you can see within range and mystically mark it as your +quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever +you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) +or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points +before this spell ends, you can use a bonus action on a subsequent turn of yours to +mark a new creature. +At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, +you can maintain your concentration on the spell for up to 8 hours. When you use a +spell slot of 5th level or higher, you can maintain your concentration on the spell for +up to 24 hours. + +Hypnotic Pattern +level 3 - illusion +Casting Time: 1 action +Range: 120 feet +Components: S, M (a glowing stick of incense or a crystal vial filled with +phosphorescent material) +Duration: Concentration, up to 1 minute +You create a twisting pattern of colors that weaves through the air inside a 30-foot +cube within range. The pattern appears for a moment and vanishes. Each creature in +the area who sees the pattern must make a Wisdom saving throw. On a failed save, +the creature becomes charmed for the duration. While charmed by this spell, the +creature is incapacitated and has a speed of 0. The spell ends for an affected creature +if it takes any damage or if someone else uses an action to shake the creature out of +its stupor. + +Ice Storm +level 4 - evocation +Casting Time: 1 action +Range: 300 feet +Components: V, S, M (a pinch of dust and a few drops of water) +Duration: Instantaneous +A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 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, 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, +the bludgeoning damage increases by 1d8 for each slot level above 4th. + +Identify +level 1 - divination (ritual) +Casting Time: 1 minute +Range: Touch +Components: V, S, M (a pearl worth at least 100 gp and an owl feather) +Duration: Instantaneous +You choose one object that you must touch throughout the casting of the spell. If it is +a magic item or some other magic-imbued object, you learn its properties and how to +use them, whether it requires attunement to use, and how many charges it has, if +any. You learn whether any spells are affecting the item and what they are. If the +item was created by a spell, you learn which spell created it. +If you instead touch a creature throughout the casting, you learn what spells, if any, +are currently affecting it. + +Illusory Script +level 1 - illusion (ritual) +Casting Time: 1 minute +Range: Touch +Components: S, M (a lead-based ink worth at least 10 gp, which the spell +consumes) +Duration: 10 days +You write on parchment, paper, or some other suitable writing material and imbue it +with a potent illusion that lasts for the duration. +To you and any creatures you designate when you cast the spell, the writing appears +normal, 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, you can cause the +writing to appear to be an entirely different message, written in a different hand and +language, though the language must be one you know. +Should the spell be dispelled, the original script and the illusion both disappear. +A creature with truesight can read the hidden message. + +Imprisonment +level 9 - abjuration +Casting Time: 1 minute +Range: 30 feet +Components: V, S, M (a vellum depiction or a carved statuette in the likeness of +the target, and a special component that varies according to the version of the spell +you choose, worth at least 500 gp per Hit Die of the target) +Duration: Until dispelled +You create a magical restraint to hold a creature that you can see within range. The target +must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is +immune to this spell if you cast it again. While affected by this spell, the creature doesn't +need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive +the target. +When you cast the spell, you choose one of the following forms of imprisonment. +Burial. The target is entombed far beneath the earth in a sphere of magical force that is just +large enough to contain the target. Nothing can pass through the sphere, nor can any +creature teleport or use planar travel to get into or out of it. +The special component for this version of the spell is a small mithral orb. +Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is +restrained until the spell ends, and it can't move or be moved by any means until then. +The special component for this version of the spell is a fine chain of precious metal. +Hedged Prison. The spell transports the target into a tiny demiplane that is warded +against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or +any similar confined structure or area of your choice. +The special component for this version of the spell is a miniature representation of the +prison made from jade. +Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside +a gemstone or similar object. Light can pass through the gemstone normally (allowing the +target to see out and other creatures to see in), but nothing else can pass through, even by +means of teleportation or planar travel. The gemstone can't be cut or broken while the spell +remains in effect. +The special component for this version of the spell is a large, transparent gemstone, such as +a corundum, diamond, or ruby. +Slumber. The target falls asleep and can't be awoken. +The special component for this version of the spell consists of rare soporific herbs. +Ending the Spell. During the casting of the spell, in any of its versions, you can specify a +condition that will cause the spell to end and release the target. The condition can be as +specific or as elaborate as you choose, but the DM must agree that the condition is +reasonable and has a likelihood of coming to pass. The conditions can be based on a +creature's name, identity, or deity but otherwise must be based on observable actions or +qualities and not based on intangibles such as level, class, or hit points. +A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the +prison or the special component used to create it. +You can use a particular special component to create only one prison at a time. If you cast +the spell again using the same component, the target of the first casting is immediately freed +from its binding. + +Incendiary Cloud +level 8 - conjuration +Casting Time: 1 action +Range: 150 feet +Components: V, S +Duration: Concentration, up to 1 minute +A swirling cloud of smoke shot through with white-hot embers appears in a 20-footradius sphere centered on a point within range. +The cloud spreads around corners and is heavily obscured. It lasts for the duration or +until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. +When the cloud appears, each creature in it must make a Dexterity saving throw. A +creature takes 10d8 fire damage on a failed save, or half as much damage on a +successful one. A creature must also make this saving throw when it enters the spell's +area for the first time on a turn or ends its turn there. +The cloud moves 10 feet directly away from you in a direction that you choose at the +start of each of your turns. + +Inflict Wounds +level 1 - necromancy +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: Instantaneous +Make a melee spell attack against a creature you can reach. On a hit, the target takes +3d10 necrotic damage. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +the damage increases by 1d10 for each slot level above 1st. + +Insect Plague +level 5 - conjuration +Casting Time: 1 action +Range: 300 feet +Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of +fat) +Duration: Concentration, up to 10 minutes +Swarming, 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, each creature in it must make a Constitution saving throw. A +creature takes 4d10 piercing damage on a failed save, or half as much damage on a +successful one. A creature must also make this saving throw when it enters the spell's +area for the first time on a turn or ends its turn there. +At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, +the damage increases by 1d10 for each slot level above 5th. + +Invisibility +level 2 - illusion +Casting Time: 1 action +Range: Touch +Components: V, S, M (an eyelash encased in gum arabic) +Duration: Concentration, up to 1 hour +A creature you touch becomes invisible until the spell ends. Anything the target is +wearing or carrying is invisible as long as it is on the target's person. The spell ends +for a target that attacks or casts a spell. +At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, +you can target one additional creature for each slot level above 2nd. + +Jump +level 1 - transmutation +Casting Time: 1 action +Range: Touch +Components: V, S, M (a grasshopper's hind leg) +Duration: 1 minute +You touch a creature. The creature's jump distance is tripled until the spell ends. + +Knock +level 2 - transmutation +Casting Time: 1 action +Range: 60 feet +Components: V +Duration: Instantaneous +Choose an object that you can see within range. The object can be a door, a box, a +chest, a set of manacles, a padlock, or another object that contains a mundane or +magical means that prevents access. +A target that is held shut by a mundane lock or that is stuck or barred becomes +unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is +unlocked. +If you choose a target that is held shut with arcane lock, that spell is suppressed for +10 minutes, during which time the target can be opened and shut normally. +When you cast the spell, a loud knock, audible from as far away as 300 feet, +emanates from the target object. + +Legend Lore +level 5 - divination +Casting Time: 10 minutes +Range: Self +Components: V, S, M (incense worth at least 250 gp, which the spell consumes, +and four ivory strips worth at least 50 gp each) +Duration: Instantaneous +Name or describe a person, place, or object. The spell brings to your mind a brief +summary of the significant lore about the thing you named. The lore might consist of +current tales, forgotten stories, or even secret lore that has never been widely known. +If the thing you named isn't of legendary importance, you gain no information. The +more information you already have about the thing, the more precise and detailed +the information you receive is. +The information you learn is accurate but might be couched in figurative language. +For example, if you have a mysterious magic axe on hand, the spell might yield this +information: "Woe to the evildoer whose hand touches the axe, for even the haft +slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of +Moradin, may awaken the true powers of the axe, and only with the sacred word +Rudnogg on the lips." + +Leomund's Secret Chest +level 4 - conjuration +Casting Time: 1 action +Range: Touch +Components: V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed +from rare materials worth at least 5,000 gp, and a Tiny replica made from the same +materials worth at least 50 gp) +Duration: Instantaneous +You hide a chest, and all its contents, on the Ethereal Plane. You must touch the +chest and the miniature replica that serves as a material component for the spell. The +chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). +While the chest remains on the Ethereal Plane, you can use an action and touch the +replica to recall the chest. It appears in an unoccupied space on the ground within 5 +feet of you. You can send the chest back to the Ethereal Plane by using an action and +touching both the chest and the replica. +After 60 days, there is a cumulative 5 percent chance per day that the spell's effect +ends. This effect ends if you cast this spell again, if the smaller replica chest is +destroyed, or if you choose to end the spell as an action. If the spell ends and the +larger chest is on the Ethereal Plane, it is irretrievably lost. + +Leomund's Tiny Hut +level 3 - evocation (ritual) +Casting Time: 1 minute +Range: Self (10-foot-radius hemisphere) +Components: V, S, M (a small crystal bead) +Duration: 8 hours +A 10-foot-radius immobile dome of force springs into existence around and above +you and remains stationary for the duration. The spell ends if you leave its area. +Nine creatures of Medium size or smaller can fit inside the dome with you. The spell +fails if its area includes a larger creature or more than nine creatures. Creatures and +objects within the dome when you cast this spell can move through it freely. All other +creatures and objects are barred from passing through it. Spells and other magical +effects can't extend through the dome or be cast through it. The atmosphere inside +the space is comfortable and dry, regardless of the weather outside. +Until the spell ends, you can command the interior to become dimly lit or dark. The +dome is opaque from the outside, of any color you choose, but it is transparent from +the inside. + +Lesser Restoration +level 2 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: Instantaneous +You touch a creature and can end either one disease or one condition afflicting it. +The condition can be blinded, deafened, paralyzed, or poisoned. + +Levitate +level 2 - transmutation +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (either a small leather loop or a piece of golden wire bent +into a cup shape with a long shank on one end) +Duration: Concentration, up to 10 minutes +One creature or loose object of your choice that you can see within range rises +vertically, up to 20 feet, and remains suspended there for the duration. The spell can +levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds +on a Constitution saving throw is unaffected. +The target can move only by pushing or pulling against a fixed object or surface +within reach (such as a wall or a ceiling), which allows it to move as if it were +climbing. You can change the target's altitude by up to 20 feet in either direction on +your turn. If you are the target, you can move up or down as part of your move. +Otherwise, you can use your action to move the target, which must remain within the +spell's range. +When the spell ends, the target floats gently to the ground if it is still aloft. + +Light +level 0 - evocation +Casting Time: 1 action +Range: Touch +Components: V, M (a firefly or phosphorescent moss) +Duration: 1 hour +You touch one object that is no larger than 10 feet in any dimension. Until the spell +ends, the object sheds bright light in a 20-foot radius and dim light for an additional +20 feet. The light can be colored as you like. Completely covering the object with +something opaque blocks the light. The spell ends if you cast it again or dismiss it as +an action. +If you target an object held or worn by a hostile creature, that creature must succeed +on a Dexterity saving throw to avoid the spell. + +Lightning Arrow +level 3 - transmutation +Casting Time: 1 bonus action +Range: Self +Components: V, S +Duration: Concentration, up to 1 minute +Description not available (not OGL). Summary: +If the attack hits, deals 4d8 Iightning damage. Creatures within 10 ft must succeed +on a Dex. save or take 2d8 lightning damage. + +Lightning Bolt +level 3 - evocation +Casting Time: 1 action +Range: Self (100-foot line) +Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass) +Duration: Instantaneous +A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you +in a direction you choose. Each creature in the line must make a Dexterity saving +throw. A creature takes 8d6 lightning damage on a failed save, or half as much +damage on a successful one. +The lightning ignites flammable objects in the area that aren't being worn or carried. +At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, +the damage increases by 1d6 for each slot level above 3rd. + +Locate Animals or Plants +level 2 - divination (ritual) +Casting Time: 1 action +Range: Self +Components: V, S, M (a bit of fur from a bloodhound) +Duration: Instantaneous +Describe or name a specific kind of beast or plant. Concentrating on the voice of +nature in your surroundings, you learn the direction and distance to the closest +creature or plant of that kind within 5 miles, if any are present. + +Locate Creature +level 4 - divination +Casting Time: 1 action +Range: Self +Components: V, S, M (a bit of fur from a bloodhound) +Duration: Concentration, up to 1 hour +Describe or name a creature that is familiar to you. You sense the direction to the +creature's location, as long as that creature is within 1,000 feet of you. If the creature +is moving, 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), so long as you have seen such a +creature up close-within 30 feet-at least once. If the creature you described or named +is in a different form, such as being under the effects of a polymorph spell, this spell +doesn't locate the creature. +This spell can't locate a creature if running water at least 10 feet wide blocks a direct +path between you and the creature. + +Locate Object +level 2 - divination +Casting Time: 1 action +Range: Self +Components: V, S, M (a forked twig) +Duration: Concentration, up to 10 minutes +Describe or name an object that is familiar to you. You sense the direction to the +object's location, as long as that object is within 1,000 feet of you. If the object is in +motion, 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, the spell can locate the nearest +object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, +or weapon. +This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a +direct path between you and the object. + +Longstrider +level 1 - transmutation +Casting Time: 1 action +Range: Touch +Components: V, S, M (a pinch of dirt) +Duration: 1 hour +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, +you can target one additional creature for each slot level above 1st. + +Mage Armor +level 1 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S, M (a piece of cured leather) +Duration: 8 hours +You touch a willing creature who isn't wearing armor, and a protective magical force +surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity +modifier. The spell ends if the target dons armor or if you dismiss the spell as an +action. + +Mage Hand +level 0 - conjuration +Casting Time: 1 action +Range: 30 feet +Components: V, S +Duration: 1 minute +A spectral, floating hand appears at a point you choose within range. The hand lasts +for the duration or until you dismiss it as an action. The hand vanishes if it is ever +more than 30 feet away from you or if you cast this spell again. +You can use your action to control the hand. You can use the hand to manipulate an +object, open an unlocked door or container, stow or retrieve an item from an open +container, or pour the contents out of a vial. You can move the hand up to 30 feet +each time you use it. +The hand can't attack, activate magic items, or carry more than 10 pounds. + +Magic Circle +level 3 - abjuration +Casting Time: 1 minute +Range: 10 feet +Components: V, S, M (holy water or powdered silver and iron worth at least 100 +gp, which the spell consumes) +Duration: 1 hour +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 charmed, frightened, or possessed by the +creature. +When you cast this spell, you can elect to 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. +At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, +the duration increases by 1 hour for each slot level above 3rd. + +Magic Jar +level 6 - necromancy +Casting Time: 1 minute +Range: Self +Components: V, S, M (a gem, crystal, reliquary, or some other ornamental +container worth at least 500 gp) +Duration: Until dispelled +Your body falls into a catatonic state as your soul leaves it and enters the container +you used for the spell's material component. While your soul inhabits the container, +you are aware of your surroundings as if you were in the container's space. You can't +move or use reactions. The only action you can take is to project your soul up to 100 +feet out of the container, either returning to your living body (and ending the spell) +or attempting to possess a humanoids body. +You can attempt to possess any humanoid within 100 feet of you that you can see +(creatures warded by a protection from evil and good or magic circle spell can't be +possessed). The target must make a Charisma saving throw. On a failure, your soul +moves into the target's body, and the target's soul becomes trapped in the container. +On a success, the target resists your efforts to possess it, and you can't attempt to +possess it again for 24 hours. +Once you possess a creature's body, you control it. Your game statistics are replaced +by the statistics of the creature, though you retain your alignment and your +Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class +features. If the target has any class levels, you can't use any of its class features. +Meanwhile, the possessed creature's soul can perceive from the container using its +own senses, but it can't move or take actions at all. +While possessing a body, you can use your action to return from the host body to the +container if it is within 100 feet of you, returning the host creature's soul to its body. +If the host body dies while you're in it, the creature dies, and you must make a +Charisma saving throw against your own spellcasting DC. On a success, you return to +the container if it is within 100 feet of you. Otherwise, you die. +If the container is destroyed or the spell ends, your soul immediately returns to your +body. If your body is more than 100 feet away from you or if your body is dead when +you attempt to return to it, you die. If another creature's soul is in the container +when it is destroyed, the creature's soul returns to its body if the body is alive and +within 100 feet. Otherwise, that creature dies. +When the spell ends, the container is destroyed. + +Magic Missile +level 1 - evocation +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: 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, +the spell creates one more dart for each slot level above 1st. + +Magic Mouth +level 2 - illusion (ritual) +Casting Time: 1 minute +Range: 30 feet +Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, +which the spell consumes) +Duration: Until dispelled +You implant a message within an object in range, a message that is uttered when a +trigger condition is met. Choose an object that you can see and that isn't being worn +or carried by another creature. Then speak the message, which must be 25 words or +less, though it can be delivered over as long as 10 minutes. Finally, determine the +circumstance that will trigger the spell to deliver your message. +When that circumstance occurs, a magical mouth appears on the object and recites +the message in your voice and at the same volume you spoke. If the object you chose +has a mouth or something that looks like a mouth (for example, the mouth of a +statue), the magical mouth appears there so that the words appear to come from the +object's mouth. When you cast this spell, you can have the spell end after it delivers +its message, or it can remain and repeat its message whenever the trigger occurs. +The triggering circumstance can be as general or as detailed as you like, though it +must be based on visual or audible conditions that occur within 30 feet of the object. +For example, you could instruct the mouth to speak when any creature moves within +30 feet of the object or when a silver bell rings within 30 feet of it. + +Magic Weapon +level 2 - transmutation +Casting Time: 1 bonus action +Range: Touch +Components: V, S +Duration: Concentration, up to 1 hour +You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic +weapon with a +1 bonus to attack rolls and damage rolls. +At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, +the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus +increases to +3. + +Major Image +level 3 - illusion +Casting Time: 1 action +Range: 120 feet +Components: V, S, M (a bit of fleece) +Duration: Concentration, up to 10 minutes +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 completely real, including sounds, smells, +and temperature appropriate to the thing depicted. You can't create sufficient heat or +cold to cause damage, a sound loud enough to deal thunder damage or deafen a +creature, or a smell that might sicken a creature (like a troglodyte's stench). +As long as you are within range of the illusion, you can use your 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. +Physical interaction with the image reveals it to be an illusion, because things can +pass through it. A creature that uses its 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. +At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, +the spell lasts until dispelled, without requiring your concentration. + +Mass Cure Wounds +level 5 - evocation +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: 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, +the healing increases by 1d8 for each slot level above 5th. + +Mass Heal +level 9 - evocation +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Instantaneous +A flood of healing energy flows from you into injured creatures around you. You +restore up to 700 hit points, divided as you choose among any number of creatures +that you can see within range. Creatures healed by this spell are also cured of all +diseases and any effect making them blinded or deafened. This spell has no effect on +undead or constructs. + +Mass Healing Word +level 3 - evocation +Casting Time: 1 bonus action +Range: 60 feet +Components: V +Duration: Instantaneous +As you call out words of restoration, up to six creatures of your choice that you can +see within range regain hit points equal to 1d4 + your spellcasting ability modifier. +This spell has no effect on undead or constructs. +At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, +the healing increases by 1d4 for each slot level above 3rd. + +Mass Suggestion +level 6 - enchantment +Casting Time: 1 action +Range: 60 feet +Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of +sweet oil) +Duration: 24 hours +You suggest a course of activity (limited to a sentence or two) and magically +influence up to twelve creatures of your choice that you can see within range and that +can hear and understand you. Creatures that can't be charmed are immune to this +effect. The suggestion must be worded in such a manner as to make the course of +action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, +immolate itself, or do some other obviously harmful act automatically negates the +effect of the spell. +Each target must make a Wisdom saving throw. On a failed save, it pursues the +course of action you described to the best of its ability. The suggested course of +action can continue for the entire duration. If the suggested activity can be +completed in a shorter time, the spell ends when the subject finishes what it was +asked to do. +You can also specify conditions that will trigger a special activity during the duration. +For example, you might suggest that a group of soldiers give all their money to the +first beggar they meet. If the condition isn't met before the spell ends, the activity +isn't performed. +If you or any of your companions damage a creature affected by this spell, the spell +ends for that creature. +At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration +is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you +use a 9th-level spell slot, the duration is a year and a day. + +Maze +level 8 - conjuration +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Concentration, up to 10 minutes +You banish a creature that you can see within range into a labyrinthine demiplane. +The target remains there for the duration or until it escapes the maze. +The target can use its action to attempt to escape. When it does so, it makes a DC 20 +Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or +goristro demon automatically succeeds). +When the spell ends, the target reappears in the space it left or, if that space is +occupied, in the nearest unoccupied space. + +Meld into Stone +level 3 - transmutation (ritual) +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: 8 hours +You step into a stone object or surface large enough to fully contain your body, +melding yourself and all the equipment you carry with the stone for the duration. +Using your movement, 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, you can't see what occurs outside it, 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, 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, you fall prone in an unoccupied space closest to where +you first entered. + +Melf's Acid Arrow +level 2 - evocation +Casting Time: 1 action +Range: 90 feet +Components: V, S, M (powdered rhubarb leaf and an adder's stomach) +Duration: Instantaneous +A shimmering green arrow streaks toward a target within range and bursts in a spray +of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 +acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, +the arrow splashes the target with acid for half as much of the initial damage and no +damage at the end of its next turn. +At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, +the damage (both initial and later) increases by 1d4 for each slot level above 2nd. + +Mending +level 0 - transmutation +Casting Time: 1 minute +Range: Touch +Components: V, S, M (two lodestones) +Duration: Instantaneous +This spell repairs a single break or tear in an object you touch, such as a broken +chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as +the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no +trace of the former damage. This spell can physically repair a magic item or +construct, but the spell can't restore magic to such an object. + +Message +level 0 - transmutation +Casting Time: 1 action +Range: 120 feet +Components: V, S, M (a short piece of copper wire) +Duration: 1 round +You point your finger toward a creature within range and whisper a message. The +target (and only the target) hears the message and can reply in a whisper that only +you can hear. +You can cast this spell through solid objects if you re familiar with the target and +know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common +metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have +to follow a straight line and can travel freely around corners or through openings. + +Meteor Swarm +level 9 - evocation +Casting Time: 1 action +Range: 1 mile +Components: V, S +Duration: Instantaneous +Blazing orbs of fire plummet to the ground at four different points you can see within +range. Each creature in a 40-foot-radius sphere centered on each point you choose +must make a Dexterity saving throw. The sphere spreads around corners. A creature +takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as +much damage on a successful one. A creature in the area of more than one fiery burst +is affected only once. +The spell damages objects in the area and ignites flammable objects that aren't being +worn or carried. + +Mind Blank +level 8 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: 24 hours +Until the spell ends, one willing creature you touch is immune to psychic damage, +any effect that would sense its emotions or read its thoughts, divination spells, and +the charmed condition. The spell even foils wish spells and spells or effects of similar +power used to affect the target's mind or to gain information about the target. + +Minor Illusion +level 0 - illusion +Casting Time: 1 action +Range: 30 feet +Components: S, M (a bit of fleece) +Duration: 1 minute +You create a sound or an image of an object within range that lasts for the duration. +The illusion also ends if you dismiss it as an action or cast this spell again. +If you create a sound, 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. +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, because things can pass through it. +If a creature uses its 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. + +Mirage Arcane +level 7 - illusion +Casting Time: 10 minutes +Range: Sight +Components: V, S +Duration: 10 days +You make terrain in an area up to 1 mile square look, sound, smell, and even feel like +some other sort of terrain. The terrain's general shape remains the same, however. +Open fields or a road could 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. +Similarly, you can alter the appearance of structures, or add them where none are +present. The spell doesn't disguise, conceal, or add creatures. +The illusion includes audible, visual, tactile, and olfactory elements, so it can turn +clear ground into difficult terrain (or vice versa or otherwise impede movement +through the area. Any piece of the illusory terrain (such as a rock or stick that is +removed from the spell's area disappears immediately. +Creatures with truesight can see through the illusion to the terrain's true form; +however, all other elements of the illusion remain, so while the creature is aware of +the illusion's presence, the creature can still physically interact with the illusion. + +Mirror Image +level 2 - illusion +Casting Time: 1 action +Range: Self +Components: V, S +Duration: 1 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. You can use your action to dismiss the illusory +duplicates. +Each time a creature targets you with an attack during the spell's duration, roll a d20 +to determine whether the attack instead targets one of your duplicates. +If you have three duplicates, you must roll a 6 or higher to change the attack's target +to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, +you must roll an 11 or higher. +A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the +duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It +ignores all other damage and effects. The spell ends when all three duplicates are +destroyed. +A creature is unaffected by this spell if it can't see, if it relies on senses other than +sight, such as blindsight, or if it can perceive illusions as false, as with truesight. + +Mislead +level 5 - illusion +Casting Time: 1 action +Range: Self +Components: S +Duration: Concentration, up to 1 hour +You become invisible at the same time that an illusory double of you appears where +you are standing. The double lasts for the duration, but the invisibility ends if you +attack or cast a spell. +You can use your action to move your illusory double up to twice your speed and +make it gesture, speak, and behave in whatever way you choose. +You can see through its eyes and hear through its ears as if you were located where it +is. On each of your turns as a bonus action, you can switch from using its senses to +using your own, or back again. While you are using its senses, you are blinded and +deafened in regard to your own surroundings. + +Misty Step +level 2 - conjuration +Casting Time: 1 bonus action +Range: Self +Components: V +Duration: Instantaneous +Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space +that you can see. + +Modify Memory +level 5 - enchantment +Casting Time: 1 action +Range: 30 feet +Components: V, S +Duration: Concentration, up to 1 minute +You attempt to reshape another creature's memories. One creature that you can see +must make a Wisdom saving throw. If you are fighting the creature, it has advantage +on the saving throw. On a failed save, the target becomes charmed by you for the +duration. The charmed target is incapacitated and unaware of its surroundings, +though it can still hear you. If it takes any damage or is targeted by another spell, this +spell ends, and none of the target's memories are modified. +While this charm lasts, you can affect the target's memory of an event that it +experienced within the last 24 hours and that lasted no more than 10 minutes. You +can permanently eliminate all memory of the event, allow the target to recall the +event with perfect clarity and exacting detail, change its memory of the details of the +event, or create a memory of some other event. +You must speak to the target to describe how its memories are affected, and it must +be able to understand your language for the modified memories to take root. Its +mind fills in any gaps in the details of your description. If the spell ends before you +have finished describing the modified memories, the creature's memory isn't altered. +Otherwise, the modified memories take hold when the spell ends. +A modified memory doesn't necessarily affect how a creature behaves, particularly if +the memory contradicts the creature's natural inclinations, alignment, or beliefs. An +illogical modified memory, such as implanting a memory of how much the creature +enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might +deem a modified memory too nonsensical to affect a creature in a significant +manner. +A remove curse or greater restoration spell cast on the target restores the creature's +true memory. +At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you + +can alter the target's memories of an event that took place up to 7 days ago (6th +level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past +(9th level). + +Moonbeam +level 2 - evocation +Casting Time: 1 action +Range: 120 feet +Components: V, S, M (several seeds of any moonseed plant and a piece of +opalescent feldspar) +Duration: Concentration, up to 1 minute +A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder +centered on a point within range. Until the spell ends, 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, 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, or half as +much damage on a successful one. +A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly +reverts to its original form and can't assume a different form until it leaves the spell's +light. +On each of your turns after you cast this spell, you can use an action to move the +beam up to 60 feet in any direction. +At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, +the damage increases by 1d10 for each slot level above 2nd. + +Mordenkainen's Faithful Hound +level 4 - conjuration +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread) +Duration: 8 hours +You conjure a phantom watchdog in an unoccupied space that you can see within +range, where it remains for the duration, until you dismiss it as an action, or until +you move more than 100 feet away from it. +The hound is invisible to all creatures except you and can't be harmed. When a Small +or larger creature comes within 30 feet of it without first speaking the password that +you specify when you cast this spell, the hound starts barking loudly. The hound sees +invisible creatures and can see into the Ethereal Plane. It ignores illusions. +At the start of each of your turns, the hound attempts to bite one creature within 5 +feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting +ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. + +Mordenkainen's Magnificent Mansion +level 7 - conjuration +Casting Time: 1 minute +Range: 300 feet +Components: V, S, M (a miniature portal carved from ivory, a small piece of +polished marble, and a tiny silver spoon, each item worth at least 5 gp) +Duration: 24 hours +You conjure an extradimensional dwelling in range that lasts for the duration. You +choose where its one entrance is located. The entrance shimmers faintly and is 5 feet +wide and 10 feet tall. You and any creature you designate when you cast the spell can +enter the extradimensional dwelling as long as the portal remains open. You can +open or close the portal if you are within 30 feet of it. While closed, the portal is +invisible. +Beyond the portal is a magnificent foyer with numerous chambers beyond. The +atmosphere is clean, fresh, and warm. +You can create any floor plan you like, but the space can't exceed 50 cubes, each cube +being 10 feet on each side. The place is furnished and decorated as you choose. It +contains sufficient food to serve a nine-course banquet for up to 100 people. A staff +of 100 near-transparent servants attends all who enter. You decide the visual +appearance of these servants and their attire. They are completely obedient to your +orders. Each servant can perform any task a normal human servant could perform, +but they can't attack or take any action that would directly harm another creature. +Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, +pour wine, and so on. The servants can go anywhere in the mansion but can't leave +it. Furnishings and other objects created by this spell dissipate into smoke if +removed from the mansion. When the spell ends, any creatures or objects left inside +the extradimensional space are expelled into the open spaces nearest to the entrance. + +Mordenkainen's Private Sanctum +level 4 - abjuration +Casting Time: 10 minutes +Range: 120 feet +Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton +or cloth, and powdered chrysolite) +Duration: 24 hours +You make an area within range magically secure. The area is a cube that can be as +small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or +until you use an action to dismiss it. +When you cast the spell, you decide what sort of security the spell provides, choosing +any or all of the following properties: +• Sound can't pass through the barrier at the edge of the warded area. +• The barrier of the warded area appears dark and foggy, preventing vision +(including darkvision through it. +• Sensors created by divination spells can't appear inside the protected area or pass +through the barrier at its perimeter. +• Creatures in the area can't be targeted by divination spells. +• Nothing can teleport into or out of the warded area. +• Planar travel is blocked within the warded area. +Casting this spell on the same spot every day for a year makes this effect permanent. +At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, +you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus +you could protect a cube that can be up to 200 feet on one side by using a spell slot of +5th level. + +Mordenkainen's Sword +level 7 - evocation +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a miniature platinum sword with a grip and pommel of +copper and zinc, worth 250 gp) +Duration: Concentration, up to 1 minute +You create a sword-shaped plane of force that hovers within range. It lasts for the +duration. +When the sword appears, you make a melee spell attack against a target of your +choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until +the spell ends, you can use a bonus action on each of your turns to move the sword +up to 20 feet to a spot you can see and repeat this attack against the same target or a +different one. + +Move Earth +level 6 - transmutation +Casting Time: 1 action +Range: 120 feet +Components: V, S, M (an iron blade and a small bag containing a mixture of soils— +clay, loam, and sand) +Duration: Concentration, up to 2 hours +Choose an area of terrain no larger than 40 feet on a side within range. You can +reshape dirt, 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, erect or flatten a +wall, or form a pillar. The extent of any such changes can't exceed half the area's +largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 +feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 +feet deep, and so on. It takes 10 minutes for these changes to complete. +At the end of every 10 minutes you spend concentrating on the spell, you can choose +a new area of terrain to affect. +Because the terrain's transformation occurs slowly, creatures in the area can't usually +be trapped or injured by the ground's movement. +This spell can't manipulate natural stone or stone construction. Rocks and structures +shift to accommodate the new terrain. If the way you shape the terrain would make a +structure unstable, it might collapse. +Similarly, this spell doesn't directly affect plant growth. The moved earth carries any +plants along with it. + +Nondetection +level 3 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the +target, which the spell consumes) +Duration: 8 hours +For the duration, you hide a target that you touch from divination magic. The target +can be a willing creature or a place or an object no larger than 10 feet in any +dimension. The target can't be targeted by any divination magic or perceived through +magical scrying sensors. + +Nystul's Magic Aura +level 2 - illusion +Casting Time: 1 action +Range: Touch +Components: V, S, M (a small square of silk) +Duration: 24 hours +You place an illusion on a creature or an object you touch so that divination spells +reveal false information about it. The target can be a willing creature or an object +that isn't being carried or worn by another creature. +When you cast the spell, choose one or both of the following effects. The effect lasts +for the duration. If you cast this spell on the same creature or object every day for 30 +days, placing the same effect on it each time, the illusion lasts until it is dispelled. +False Aura. You change the way the target appears to spells and magical effects, +such as detect magic, that detect magical auras. You can make a nonmagical object +appear magical, a magical object appear nonmagical, or change the object's magical +aura so that it appears to belong to a specific school of magic that you choose. When +you use this effect on an object, you can make the false magic apparent to any +creature that handles the item. +Mask. You change the way the target appears to spells and magical effects that +detect creature types, such as a paladin's Divine Sense or the trigger of a symbol +spell. You choose a creature type and other spells and magical effects treat the target +as if it were a creature of that type or of that alignment. + +Otiluke's Freezing Sphere +level 6 - evocation +Casting Time: 1 action +Range: 300 feet +Components: V, S, M (a small crystal sphere +Duration: Instantaneous +A frigid globe of cold energy streaks from your fingertips to a point of your choice +within range, where it explodes in a 60-foot-radius sphere. Each creature within the +area must make a Constitution saving throw. On a failed save, a creature takes 10d6 +cold damage. On a successful save, it takes half as much damage. +If the globe strikes a body of water or a liquid that is principally water (not including +water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 +feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface +of frozen water are trapped in the ice. A trapped creature can use an action to make a +Strength check against your spell save DC to break free. +You can refrain from firing the globe after completing the spell, if you wish. A small +globe about the size of a sling stone, cool to the touch, appears in your hand. At any +time, you or a creature you give the globe to can throw the globe (to a range of 40 +feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with +the same effect as the normal casting of the spell. You can also set the globe down +without shattering it. After 1 minute, if the globe hasn't already shattered, it +explodes. +At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, +the damage increases by 1d6 for each slot level above 6th. + +Otiluke's Resilient Sphere +level 4 - evocation +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a hemispherical piece of clear crystal and a matching +hemispherical piece of gum arabic) +Duration: Concentration, up to 1 minute +A sphere of shimmering force encloses a creature or object of Large size or smaller +within range. An unwilling creature must make a Dexterity saving throw. On a failed +save, the creature is enclosed for the duration. +Nothing—not physical objects, energy, or other spell effects—can pass through the +barrier, in or out, though a creature in the sphere can breathe there. The sphere is +immune to all damage, and a creature or object inside can't be damaged by attacks or +effects originating from outside, nor can a creature inside the sphere damage +anything outside it. +The sphere is weightless and just large enough to contain the creature or object +inside. An enclosed creature can use its action to push against the sphere's walls and +thus roll the sphere at up to half the creature's speed. Similarly, the globe can be +picked up and moved by other creatures. +A disintegrate spell targeting the globe destroys it without harming anything inside +it. + +Otto's Irresistible Dance +level 6 - enchantment +Casting Time: 1 action +Range: 30 feet +Components: V +Duration: Concentration, up to 1 minute +Choose one creature that you can see within range. The target begins a comic dance +in place: shuffling, tapping its feet, and capering for the duration. Creatures that +can't be charmed are immune to this spell. +A dancing creature must use all its movement to dance without leaving its space and +has disadvantage on Dexterity saving throws and attack rolls. While the target is +affected by this spell, other creatures have advantage on attack rolls against it. As an +action, a dancing creature makes a Wisdom saving throw to regain control of itself. +On a successful save, the spell ends. + +Pass without Trace +level 2 - abjuration +Casting Time: 1 action +Range: Self +Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) +Duration: Concentration, up to 1 hour +A veil of shadows and silence radiates from you, masking you and your companions +from detection. For the duration, 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. + +Passwall +level 5 - transmutation +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a pinch of sesame seeds) +Duration: 1 hour +A passage appears at a point of your choice that you can see on a wooden, plaster, or +stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the +duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 +feet deep. The passage creates no instability in a structure surrounding it. +When the opening disappears, any creatures or objects still in the passage created by +the spell are safely ejected to an unoccupied space nearest to the surface on which +you cast the spell. + +Phantasmal Force +level 2 - illusion +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a bit of fleece) +Duration: Concentration, up to 1 minute +You craft an illusion that takes root in the mind of a creature that you can see within +range. The target must make an Intelligence saving throw. On a failed save, you +create a phantasmal object, creature, or other visible phenomenon of your choice +that is no larger than a 10-foot cube and that is perceivable only to the target for the +duration. This spell has no effect on undead or constructs. +The phantasm includes sound, temperature, and other stimuli, also evident only to +the creature. +The target can use its action to examine the phantasm with an Intelligence +(Investigation) check against your spell save DC. If the check succeeds, the target +realizes that the phantasm is an illusion, and the spell ends. +While a target is affected by the spell, the target treats the phantasm as if it were real. +The target rationalizes any illogical outcomes from interacting with the phantasm. +For example, a target attempting to walk across a phantasmal bridge that spans a +chasm falls once it steps onto the bridge. If the target survives the fall, it still believes +that the bridge exists and comes up with some other explanation for its fall—it was +pushed, it slipped, or a strong wind might have knocked it off. +An affected target is so convinced of the phantasm's reality that it can even take +damage from the illusion. A phantasm created to appear as a creature can attack the +target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can +burn the target. Each round on your turn, the phantasm can deal 1d6 psychic +damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, +provided that the illusion is of a creature or hazard that could logically deal damage, +such as by attacking. The target perceives the damage as a type appropriate to the +illusion. + +Phantasmal Killer +level 4 - illusion +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: Concentration, up to 1 minute +You tap into the nightmares of a creature you can see within range and create an +illusory manifestation of its deepest fears, visible only to that creature. The target +must make a Wisdom saving throw. On a failed save, the target becomes frightened +for the duration. At the end of each of the target's turns before the spell ends, the +target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a +successful save, the spell ends. +At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, +the damage increases by 1d10 for each slot level above 4th. + +Phantom Steed +level 3 - illusion (ritual) +Casting Time: 1 minute +Range: 30 feet +Components: V, S +Duration: 1 hour +A Large quasi-real, horselike creature appears on the ground in an unoccupied space +of your choice within range. You decide the creature's appearance, but it is equipped +with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a +puff of smoke if it is carried more than 10 feet away from the steed. +For the duration, you or a creature you choose can ride the steed. The creature uses +the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 +miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually +fades, giving the rider 1 minute to dismount. The spell ends if you use an action to +dismiss it or if the steed takes any damage. + +Planar Ally +level 6 - conjuration +Casting Time: 10 minutes +Range: 60 feet +Components: V, S +Duration: Instantaneous +You beseech an otherworldly entity for aid. The being must be known to you: a god, a +primordial, a demon prince, or some other being of cosmic power. That entity sends +a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear +in an unoccupied space within range. If you know a specific creature's name, you can +speak that name when you cast this spell to request that creature, though you might +get a different creature anyway (DM's choice). +When the creature appears, it is under no compulsion to behave in any particular +way. You can ask the creature to perform a service in exchange for payment, but it +isn't obliged to do so. The requested task could range from simple (fly us across the +chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during +our foray into the dungeon). You must be able to communicate with the creature to +bargain for its services. +Payment can take a variety of forms. A celestial might require a sizable donation of +gold or magic items to an allied temple, while a fiend might demand a living sacrifice +or a gift of treasure. Some creatures might exchange their service for a quest +undertaken by you. +As a rule of thumb, a task that can be measured in minutes requires a payment worth +100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task +measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust +these payments based on the circumstances under which you cast the spell. If the +task is aligned with the creature's ethos, the payment might be halved or even +waived. Nonhazardous tasks typically require only half the suggested payment, while +especially dangerous tasks might require a greater gift. Creatures rarely accept tasks +that seem suicidal. +After the creature completes the task, or when the agreed-upon duration of service +expires, the creature returns to its home plane after reporting back to you, if +appropriate to the task and if possible. +If you are unable to agree on a price for the creature's service, the creature +immediately returns to its home plane. +A creature enlisted to join your group counts as a member of it, receiving a full share +of experience points awarded. + +Planar Binding +level 5 - abjuration +Casting Time: 1 hour +Range: 60 feet +Components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) +Duration: 24 hours +With this spell, 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 an inverted magic circle +in order to keep it trapped while this spell is cast.) At the completion of the casting, +the target must make a Charisma saving throw. On a failed save, it is 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 instructions 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. The creature obeys the letter of your instructions, but if the +creature is hostile to you, it strives to twist your words to achieve its own objectives. +If the creature carries out your instructions 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 of existence, it returns to the place where you bound it and +remains there until the spell ends. +At Higher Levels. When you cast this spell using a spell slot of a higher level, the +duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to +180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot. + +Plane Shift +level 7 - conjuration +Casting Time: 1 action +Range: Touch +Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a +particular plane of existence) +Duration: Instantaneous +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. If you +are trying to reach the City of Brass, for example, you might arrive in its Street of +Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at +the DM's discretion. +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. +You can use this spell to banish an unwilling creature to another plane. Choose a +creature within your reach and make a melee spell attack against it. On a hit, the +creature must make a Charisma saving throw. If the creature fails this save, it is +transported to a random location on the plane of existence you specify. A creature so +transported must find its own way back to your current plane of existence. + +Plant Growth +level 3 - transmutation +Casting Time: 1 action or 8 hours +Range: 150 feet +Components: V, S +Duration: Instantaneous +This spell channels vitality into plants within a specific area. There are two possible +uses for the spell, granting either immediate or long-term benefits. +If you cast this spell using 1 action, 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, 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. + +Poison Spray +level 0 - conjuration +Casting Time: 1 action +Range: 10 feet +Components: V, S +Duration: 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), 11th level +(3d12), and 17th level (4d12). + +Polymorph +level 4 - transmutation +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a caterpillar cocoon) +Duration: Concentration, up to 1 hour +This spell transforms a creature that you can see within range into a new form. An +unwilling creature must make a Wisdom saving throw to avoid the effect. The spell +has no effect on a shapechanger or a creature with 0 hit points. +The transformation lasts for the duration, 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, if it doesn't have a challenge rating). The target's +game statistics, 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, +the creature returns to the number of hit points it had before it transformed. If it +reverts as a result of dropping to 0 hit points, any excess damage carries over to its +normal form. As long as the excess damage doesn't reduce the creature's normal +form to 0 hit points, it isn't knocked unconscious. +The creature is limited in the actions it can perform by he nature of its new form, and +it can't speak, cast spells, or take any other action that requires hands or speech. +The target's gear melds into the new form. The creature can't activate, use, wield, or +otherwise benefit from any of its equipment. + +Power Word Heal +level 9 - evocation +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: Instantaneous +Description not available (not OGL). Summary: +The target regains all its hp and charmed, frightened, paralyzed, and stunned +conditions end. + +Power Word Kill +level 9 - enchantment +Casting Time: 1 action +Range: 60 feet +Components: V +Duration: Instantaneous +You utter a word of power that can compel one creature you can see within range to +die instantly. If the creature you choose has 100 hit points or fewer, it dies. +Otherwise, the spell has no effect. + +Power Word Stun +level 8 - enchantment +Casting Time: 1 action +Range: 60 feet +Components: V +Duration: Instantaneous +You speak a word of power that can overwhelm the mind of one creature you can see +within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is +stunned. Otherwise, the spell has no effect. +The stunned target must make a Constitution saving throw at the end of each of its +turns. On a successful save, this stunning effect ends. + +Prayer of Healing +level 2 - evocation +Casting Time: 10 minutes +Range: 30 feet +Components: V +Duration: Instantaneous +Up to six creatures of your choice that you can see within range each regain hit +points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on +undead or constructs. +At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, +the healing increases by 1d8 for each slot level above 2nd. + +Prestidigitation +level 0 - transmutation +Casting Time: 1 action +Range: 10 feet +Components: V, S +Duration: Up to 1 hour +This spell is a minor magical trick that novice spellcasters use for practice. You create +one of the following magical effects within range: +• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a +puff of wind, faint musical notes, or an odd odor. +• You instantaneously light or snuff out a candle, a torch, or a small campfire. +• You instantaneously clean or soil an object no larger than 1 cubic foot. +• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. +• You make a color, a small mark, or a symbol appear on an object or a surface for 1 +hour. +• You create a nonmagical trinket or an illusory image that can fit in your hand and +that lasts until the end of your next turn. +If you cast this spell multiple times, you can have up to three of its noninstantaneous effects active at a time, and you can dismiss such an effect as an +action. + +Prismatic Spray +level 7 - evocation +Casting Time: 1 action +Range: Self (60-foot cone) +Components: V, S +Duration: Instantaneous +Eight multicolored rays of light flash from your hand. Each ray is a different color +and has a different power and purpose. Each creature in a 60-foot cone must make a +Dexterity saving throw. For each target, roll a d8 to determine which color ray affects +it. +1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage +on a successful one. +2. Orange. The target takes 10d6 acid damage on a failed save, or half as much +damage on a successful one. +3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much +damage on a successful one. +4. Green. The target takes 10d6 poison damage on a failed save, or half as much +damage on a successful one. +5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage +on a successful one. +6. Indigo. On a failed save, the target is restrained. It must then make a +Constitution saving throw at the end of each of its turns. If it successfully saves three +times, the spell ends. If it fails its save three times, it permanently turns to stone and +is subjected to the petrified condition. The successes and failures don't need to be +consecutive; keep track of both until the target collects three of a kind. +7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving +throw at the start of your next turn. A successful save ends the blindness. If it fails +that save, the creature is transported to another plane of existence of the DM's +choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't +its home plane is banished home, while other creatures are usually cast into the +Astral or Ethereal planes.) +8. Special. The target is struck by two rays. Roll twice more, rerolling any 8. + +Prismatic Wall +level 9 - abjuration +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: 10 minutes +A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet +high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the +wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall +remains in place for the duration. If you position the wall so that it passes through a space occupied +by a creature, the spell fails, and your action and the spell slot are wasted. +The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and +creatures you designate at the time you cast the spell can pass through and remain near the wall +without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn +there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. +The wall consists of seven layers, each with a different color. When a creature attempts to reach into +or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or +reaches through each layer, the creature must make a Dexterity saving throw or be affected by that +layer's properties as described below. +The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to +each layer. Once a layer is destroyed, it remains so for the duration of the spell. Antimagic field has no +effect on the wall and dispel magic can affect only the violet layer. +1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful +one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can +be destroyed by dealing at least 25 cold damage to it. +2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a +successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The +layer is destroyed by a strong wind. +3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a +successful one. This layer can be destroyed by dealing at least 60 force damage to it. +4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a +successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a +solid surface, destroys this layer. +5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a +successful one. This layer can be destroyed by dealing at least 25 fire damage to it. +6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw +at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three +times, it permanently turns to stone and is subjected to the petrified condition. The successes and +failures don't need to be consecutive; keep track of both until the creature collects three of a kind. +While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light +shed by a daylight spell or a similar spell of equal or higher level. +7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the +start of your next turn. A successful save ends the blindness. If it fails that save, the creature is +transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that +is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the +Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or +higher level that can end spells and magical effects. + +Produce Flame +level 0 - conjuration +Casting Time: 1 action +Range: Self +Components: V, S +Duration: 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, although doing so ends the spell. When you cast +this spell, or as an action on a later turn, you can hurl the flame at a creature within +30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. +This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), +and 17th level (4d8). + +Programmed Illusion +level 6 - illusion +Casting Time: 1 action +Range: 120 feet +Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp) +Duration: Until dispelled +You create an illusion of an object, a creature, or some other visible phenomenon +within range that activates when a specific condition occurs. The illusion is +imperceptible until then. It must be no larger than a 30-foot cube, and you decide +when you cast the spell how the illusion behaves and what sounds it makes. This +scripted performance can last up to 5 minutes. +When the condition you specify occurs, the illusion springs into existence and +performs in the manner you described. Once the illusion finishes performing, it +disappears and remains dormant for 10 minutes. After this time, the illusion can be +activated again. +The triggering condition can be as general or as detailed as you like, though it must +be based on visual or audible conditions 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, or you could set the illusion to trigger only when a +creature says the correct word or phrase. +Physical interaction with the image reveals it to be an illusion, because things can +pass through it. A creature that uses its 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. + +Project Image +level 7 - illusion +Casting Time: 1 action +Range: 500 miles +Components: V, S, M (a small replica of you made from materials worth at least 5 +gp) +Duration: Concentration, up to 1 day +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 is intangible. If the +illusion takes any damage, it disappears, and the spell ends. +You can use your action to move this illusion up to twice your speed, and make it +gesture, speak, and behave in whatever way you choose. It mimics your mannerisms +perfectly. +You can see through its eyes and hear through its ears as if you were in its space. On +your turn as a bonus action, you can switch from using its senses to using your own, +or back again. While you are using its senses, you are blinded and deafened in regard +to your own surroundings. +Physical interaction with the image reveals it to be an illusion, because things can +pass through it. A creature that uses its 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. + +Protection from Energy +level 3 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: Concentration, up to 1 hour +For the duration, the willing creature you touch has resistance to one damage type of +your choice: acid, cold, fire, lightning, or thunder. + +Protection from Evil and Good +level 1 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S, M (holy water or powdered silver and iron, which the spell +consumes) +Duration: Concentration, up to 10 minutes +Until the spell ends, one willing creature you touch is protected against certain types +of creatures: aberrations, celestials, elementals, fey, fiends, and undead. +The protection grants several benefits. Creatures of those types have disadvantage on +attack rolls against the target. The target also can't be charmed, frightened, or +possessed by them. If the target is already charmed, frightened, or possessed by such +a creature, the target has advantage on any new saving throw against the relevant +effect. + +Protection from Poison +level 2 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: 1 hour +You touch a creature. If it is poisoned, you neutralize the poison. If more than one +poison afflicts the targe you neutralize one poison that you know is present, or you +neutralize one at random. +For the duration, the target has advantage on saving throws against being poisoned, +and it has resistance to poison damage. + +Purify Food and Drink +level 1 - transmutation (ritual) +Casting Time: 1 action +Range: 10 feet +Components: V, S +Duration: 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. + +Raise Dead +level 5 - necromancy +Casting Time: 1 hour +Range: Touch +Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) +Duration: Instantaneous +You return a dead creature you touch to life, provided that it has been dead no longer +than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, +the creature returns to life with 1 hit point. +This spell also neutralizes any poisons and cures nonmagical diseases that affected +the creature at the time it died. This spell doesn't, however, remove magical diseases, +curses, or similar effects; if these aren't first removed prior to casting the spell, they +take effect when the creature returns to life. The spell can't return an undead +creature to life. +This spell closes all mortal wounds, but it doesn't restore missing body parts. If the +creature is lacking body parts or organs integral for its survival—its head, for +instance—the spell automatically fails. +Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack +rolls, saving throws, and ability checks. Every time the target finishes a long rest, the +penalty is reduced by 1 until it disappears. + +Rary's Telepathic Bond +level 5 - divination (ritual) +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (pieces of eggshell from two different kinds of creatures) +Duration: 1 hour +You forge a telepathic link among up to eight willing creatures of your choice within +range, psychically linking each creature to all the others for the duration. Creatures +with Intelligence scores of 2 or less aren't affected by this spell. +Until the spell ends, the targets can communicate telepathically through the bond +whether or not they have a common language. The communication is possible over +any distance, though it can't extend to other planes of existence. + +Ray of Enfeeblement +level 2 - necromancy +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Concentration, up to 1 minute +A black beam of enervating energy springs from your finger toward a creature within +range. Make a ranged spell attack against the target. On a hit, the target deals only +half damage with weapon attacks that use Strength until the spell ends. +At the end of each of the target's turns, it can make a Constitution saving throw +against the spell. On a success, the spell ends. + +Ray of Frost +level 0 - evocation +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Instantaneous +A frigid beam of blue-white light streaks toward a creature within range. Make a +ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its +speed is reduced by 10 feet until the start of your next turn. +The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), +and 17th level (4d8). + +Ray of Sickness +level 1 - necromancy +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Instantaneous +A ray of sickening greenish energy lashes out toward a creature within range. Make a +ranged spell attack against the target. On a hit, the target takes 2d8 poison damage +and must make a Constitution saving throw. On a failed save, it is also poisoned until +the end of your next turn. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +the damage increases by 1d8 for each slot level above 1st. + +Regenerate +level 7 - transmutation +Casting Time: 1 minute +Range: Touch +Components: V, S, M (a prayer wheel and holy water) +Duration: 1 hour +You touch a creature and stimulate its natural healing ability. The target regains 4d8 ++ 15 hit points. For the duration of the spell, 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, legs, tails, and so on), if any, are +restored after 2 minutes. If you have the severed part and hold it to the stump, the +spell instantaneously causes the limb to knit to the stump. + +Reincarnate +level 5 - transmutation +Casting Time: 1 hour +Range: Touch +Components: V, S, M (rare oils and unguents worth at least 1,000 gp, which the +spell consumes) +Duration: Instantaneous +You touch a dead humanoid or a piece of a dead humanoid. Provided that the +creature has been dead no longer than 10 days, 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, 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, or the DM chooses a +form. +d100 Race +01-04 Dragonborn +05-13 Dwarf, hill +14-21 Dwarf, mountain +22-25 Elf, dark +26-34 Elf, high +35-42 Elf, wood +43-46 Gnome, forest +47-52 Gnome, rock +53-56 Half-elf +57-60 Half-orc +61-68 Halfling, lightfoot +69-76 Halfling, stout +77-96 Human +97-00 Tiefling +The reincarnated creature recalls its former life and experiences. It retains the +capabilities it had in its original form, except it exchanges its original race for the +new one and changes its racial traits accordingly. + +Remove Curse +level 3 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: Instantaneous +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. + +Resistance +level 0 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S, M (a miniature cloak) +Duration: Concentration, up to 1 minute +You touch one willing creature. Once before the spell ends, the target can roll a d4 +and add the number rolled to one saving throw of its choice. It can roll the die before +or after making the saving throw. The spell then ends. + +Resurrection +level 7 - necromancy +Casting Time: 1 hour +Range: Touch +Components: V, S, M (a diamond worth at least 1,000 gp, which the spell +consumes) +Duration: Instantaneous +You touch a dead creature that has been dead for no more than a century, that didn't +die of old age, and that isn't undead. If its soul is free and willing, the target returns +to life with all its hit points. +This spell neutralizes any poisons and cures normal diseases afflicting the creature +when it died. It doesn't, however, remove magical diseases, curses, and the like; if +such effects aren't removed prior to casting the spell, they afflict the target on its +return to life. +This spell closes all mortal wounds and restores any missing body parts. +Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack +rolls, saving throws, and ability checks. Every time the target finishes a long rest, the +penalty is reduced by 1 until it disappears. +Casting this spell to restore life to a creature that has been dead for one year or +longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and +you have disadvantage on all attack rolls, ability checks, and saving throws. + +Reverse Gravity +level 7 - transmutation +Casting Time: 1 action +Range: 100 feet +Components: V, S, M (a lodestone and iron filings) +Duration: Concentration, up to 1 minute +This spell reverses gravity in a 50-foot-radius, 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, +thus avoiding the fall. +If some solid object (such as a ceiling) is encountered in this fall, 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, for the duration. +At the end of the duration, affected objects and creatures fall back down. + +Revivify +level 3 - necromancy +Casting Time: 1 action +Range: Touch +Components: V, S, M (diamonds worth 300 gp, which the spell consumes) +Duration: Instantaneous +You touch a creature that has died within the last minute. That creature returns to +life with 1 hit point. This spell can't return to life a creature that has died of old age, +nor can it restore any missing body parts. + +Rope Trick +level 2 - transmutation +Casting Time: 1 action +Range: Touch +Components: V, S, M (powdered corn extract and a twisted loop of parchment) +Duration: 1 hour +You touch a length of rope that is up to 60 feet long. One end of the rope then rises +into the air until the whole rope hangs perpendicular to the ground. At the upper end +of the rope, an invisible entrance opens to an extradimensional space that lasts until +the spell ends. +The extradimensional space can be reached by climbing to the top of the rope. The +space can hold as many as eight Medium or smaller creatures. The rope can be +pulled into the space, making the rope disappear from view outside the space. +Attacks and spells can't cross through the entrance into or out of the +extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- +foot window centered on the rope. +Anything inside the extradimensional space drops out when the spell ends. + +Sacred Flame +level 0 - evocation +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Instantaneous +Flame like radiance descends on a creature that you can see within range. The target +must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target +gains no benefit from cover for this saving throw. +The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), +and 17th level (4d8). + +Sanctuary +level 1 - abjuration +Casting Time: 1 bonus action +Range: 30 feet +Components: V, S, M (a small silver mirror) +Duration: 1 minute +You ward a creature within range against attack. Until the spell ends, any creature +who targets the warded creature with an attack or a harmful spell must first make a +Wisdom saving throw. On a failed save, the creature must choose a new target or lose +the attack or spell. This spell doesn't protect the warded creature from area effects, +such as the explosion of a fireball. +If the warded creature makes an attack, casts a spell that affects an enemy creature, +or deal dommage to another creature, this spell ends. + +Scorching Ray +level 2 - evocation +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: Instantaneous +You create three rays of fire and hurl them at targets within range. You can hurl +them at one target or several. +Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. +At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, +you create one additional ray for each slot level above 2nd. + +Scrying +level 5 - divination +Casting Time: 10 minutes +Range: Self +Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver +mirror, or a font filled with holy water) +Duration: Concentration, up to 10 minutes +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, which is modified by +how well you know the target and the sort of physical connection you have to it. If a +target knows you're casting this spell, it can fail the saving throw voluntarily if it +wants to be observed. +Knowledge Save Modifier +Secondhand (you have heard of the target) +5 +Firsthand (you have met the target) +0 +Familiar (you know the target well) −5 +Connection Save Modifier +Likeness or picture −2 +Possession or garment −4 +Body part, lock of hair, bit of nail, or the like −10 +On a successful save, the target isn't affected, and you can't use this spell against it +again for 24 hours. On a failed save, the spell creates an invisible 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. A +creature that can see invisible objects sees the sensor as a luminous orb about the +size of your fist. Instead of targeting a creature, you can choose a location you have +seen before as the target of this spell. When you do, the sensor appears at that +location and doesn't move. + +Searing Smite +level 1 - evocation +Casting Time: 1 bonus action +Range: Self +Components: V +Duration: Concentration, up to 1 minute +The next time you hit a creature with a melee weapon attack during the spell's +duration, your weapon flares with white-hot intensity, and the attack deals an extra +1d6 fire damage to the target and causes the target to ignite in flames. At the start of +each of its turns until the spell ends, the target must make a Constitution saving +throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. +If the target or a creature within 5 feet of it uses an action to put out the flames, or if +some other effect douses the flames (such as the target being submerged in water), +the spell ends. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +the initial extra damage dealt by the attack increases by 1d6 for each slot level above +1st. + +See Invisibility +level 2 - divination +Casting Time: 1 action +Range: Self +Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver) +Duration: 1 hour +For the duration, you see invisible creatures and objects as if they were visible, and +you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly +and translucent. + +Seeming +level 5 - illusion +Casting Time: 1 action +Range: 30 feet +Components: V, S +Duration: 8 hours +This spell allows you to change the appearance of any number of creatures that you +can see within range. You give each target you choose a new, illusory appearance. An +unwilling target can make a Charisma saving throw, and if it succeeds, it is +unaffected by this spell. +The spell disguises physical appearance as well as clothing, armor, weapons, and +equipment. You can make each creature seem 1 foot shorter or taller and appear +thin, fat, or in between. You can't change a target's body type, so you must choose a +form that has the same basic arrangement of limbs. Otherwise, the extent of the +illusion is up to you. The spell lasts for the duration, unless you use your action to +dismiss it sooner. +The changes wrought by this spell fail to hold up to physical inspection. For example, +if you use this spell to add a hat to a creature's outfit, objects pass through the hat, +and anyone who touches it would feel nothing or would feel the creature's head and +hair. If you use this spell to appear thinner than you are, the hand of someone who +reaches out to touch you would bump into you while it was seemingly still in midair. +A creature can use its action to inspect a target and make an Intelligence +(Investigation) check against your spell save DC. If it succeeds, it becomes aware that +the target is disguised. + +Sending +level 3 - evocation +Casting Time: 1 action +Range: Unlimited +Components: V, S, M (a short piece of fine copper wire) +Duration: 1 round +You send a short message of twenty-five words or less to a creature with which you +are familiar. The creature hears the message in its mind, recognizes you as the +sender if it knows you, and can answer in a like manner immediately. The spell +enables creatures with Intelligence scores of at least 1 to understand the meaning of +your message. +You can send the message across any distance and even to other planes of existence, +but if the target is on a different plane than you, there is a 5 percent chance that the +message doesn't arrive. + +Sequester +level 7 - transmutation +Casting Time: 1 action +Range: Touch +Components: V, S, M (a powder composed of diamond, emerald, ruby, and +sapphire dust worth at least 5,000 gp, which the spell consumes) +Duration: Until dispelled +By means of this spell, a willing creature or an object can be hidden away, safe from +detection for the duration. When you cast the spell and touch the target, it becomes +invisible and can't be targeted by divination spells or perceived through scrying +sensors created by divination spells. +If the target is a creature, it falls into a state of suspended animation. Time ceases to +flow for it, and it doesn't grow older. +You can set a condition for the spell to end early. The condition can be anything you +choose, but it must occur or be visible within 1 mile of the target. Examples include +"after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target +takes any damage. + +Shapechange +level 9 - transmutation +Casting Time: 1 action +Range: Self +Components: V, S, M (a jade circlet worth at least 1,500 gp, which you must place +on your head before you cast the spell) +Duration: Concentration, up to 1 hour +You assume the form of a different creature for the duration. The new form can be of +any creature with a challenge rating equal to your level or lower. The creature can't +be a construct or an undead, 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, though you +retain your alignment and Intelligence, Wisdom, and Charisma scores. You also +retain all of your skill and saving throw proficiencies, in addition to gaining those of +the creature. If the creature has the same proficiency as you and the bonus listed in +its statistics is higher than yours, use the creature's bonus in place of yours. You can't +use any legendary actions or lair actions of the new form. +You assume the hit points and Hit Dice of the new form. When you revert to your +normal form, you return to the number of hit points you had before you +transformed. If you revert as a result of dropping to 0 hit points, any excess damage +carries over to your normal form. As long as the excess damage doesn't reduce your +normal form to 0 hit points, you aren't knocked unconscious. +You retain the benefit of any features from your class, race, or other source and can +use them, provided that your new form is physically capable of doing so. You can't +use any special senses you have (for example, darkvision unless your new form also +has that sense. You can only speak if the creature can normally speak. +When you transform, you choose whether your equipment falls to the ground, +merges into the new form, or is worn by it. Worn equipment functions as normal. +The DM determines whether it is practical for the new form to wear a piece of +equipment, based on the creature's shape and size. Your equipment doesn't change +shape or size to match the new form, and any equipment that the new form can't +wear must either fall to the ground or merge into your new form. Equipment that +merges has no effect in that state. +During this spell's duration, you can use your action to assume a different form +following the same restrictions and rules for the original form, with one exception: if +your new form has more hit points than your current one, your hit points remain at +their current value. + +Shatter +level 2 - evocation +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a chip of mica) +Duration: Instantaneous +A sudden loud ringing noise, painfully intense, erupts from a point of your choice +within range. Each creature in a 10-foot-radius sphere centered on that point must +make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed +save, or half as much damage on a successful one. A creature made of inorganic +material such as stone, crystal, or metal has disadvantage on this saving throw. +A nonmagical object that isn't being worn or carried also takes the damage if it's in +the spell's area. +At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, +the damage increases by 1d8 for each slot level above 2nd. + +Shield +level 1 - abjuration +Casting Time: 1 reaction, which you take when you are hit by an attack or targeted +by the magic missile spell +Range: Self +Components: V, S +Duration: 1 round +An invisible barrier of magical force appears and protects you. Until the start of your +next turn, you have a +5 bonus to AC, including against the triggering attack, and +you take no damage from magic missile. + +Shield of Faith +level 1 - abjuration +Casting Time: 1 bonus action +Range: 60 feet +Components: V, S, M (a small parchment with a bit of holy text written on it) +Duration: Concentration, up to 10 minutes +A shimmering field appears and surrounds a creature of your choice within range, +granting it a +2 bonus to AC for the duration. + +Shillelagh +level 0 - transmutation +Casting Time: 1 bonus action +Range: Touch +Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) +Duration: 1 minute +The wood of a club or quarterstaff you are holding is imbued with nature's power. +For the duration, you can use your spellcasting ability instead of Strength for the +attack and damage rolls of melee attacks using that weapon, and the weapon's +damage die becomes a d8. The weapon also becomes magical, if it isn't already. The +spell ends if you cast it again or if you let go of the weapon. + +Shocking Grasp +level 0 - evocation +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: Instantaneous +Lightning springs from your hand to deliver a shock to a creature you try to touch. +Make a melee spell attack against the target. You have advantage on the attack roll if +the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning +damage, and it can't take reactions until the start of its next turn. +The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), +and 17th level (4d8). + +Silence +level 2 - illusion (ritual) +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: Concentration, up to 10 minutes +For the duration, no sound can be created within or pass through a 20-foot-radius +sphere centered on a point you choose within range. Any creature or object entirely +inside the sphere is immune to thunder damage, and creatures are deafened while +entirely inside it. +Casting a spell that includes a verbal component is impossible there. + +Silent Image +level 1 - illusion +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a bit of fleece) +Duration: Concentration, up to 10 minutes +You create the image of an object, a creature, or some other visible phenomenon that +is no larger than a 15-foot cube. The image appears at a spot within range and lasts +for the duration. The image is purely visual; it isn't accompanied by sound, smell, or +other sensory effects. +You can use your action to cause the image to move to any 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. +Physical interaction with the image reveals it to be an illusion, because things can +pass through it. A creature that uses its 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. + +Simulacrum +level 7 - illusion +Casting Time: 12 hours +Range: Touch +Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy +of the duplicated creature; some hair, fingernail clippings, or other piece of that +creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, +sprinkled over the duplicate and consumed by the spell) +Duration: Until dispelled +You shape an illusory duplicate of one beast or humanoid that is within range for the +entire casting time of the spell. The duplicate is a creature, partially real and formed +from ice or snow, and it can take actions and otherwise be affected as a normal +creature. It appears to be the same as the original, but it has half the creature's hit +point maximum and is formed without any equipment. Otherwise, the illusion uses +all the statistics of the creature it duplicates, except that it is a construct. +The simulacrum is friendly to you and creatures you designate. It obeys your spoken +commands, moving and acting in accordance with your wishes and acting on your +turn in combat. The simulacrum lacks the ability to learn or become more powerful, +so it never increases its level or other abilities, nor can it regain expended spell slots. +If the simulacrum is damaged, you can repair it in an alchemical laboratory, using +rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts +until it drops to 0 hit points, at which point it reverts to snow and melts instantly. +If you cast this spell again, any currently active duplicates you created with this spell +are instantly destroyed. + +Sleep +level 1 - enchantment +Casting Time: 1 action +Range: 90 feet +Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) +Duration: 1 minute +This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit +points of creatures this spell can affect. Creatures within 20 feet of a point you +choose within range are affected in ascending order of their current hit points +(ignoring unconscious creatures). +Starting with the creature that has the lowest current hit points, each creature +affected by this spell falls unconscious until the spell ends, the sleeper takes damage, +or someone uses an action to shake or slap the sleeper awake. Subtract each +creature's hit points from the total before moving on to the creature with the next +lowest hit points. A creature's hit points must be equal to or less than the remaining +total for that creature to be affected. +Undead and creatures immune to being charmed aren't affected by this spell. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +roll an additional 2d8 for each slot level above 1st. + +Sleet Storm +level 3 - conjuration +Casting Time: 1 action +Range: 150 feet +Components: V, S, M (a pinch of dust and a few drops of water) +Duration: Concentration, up to 1 minute +Until the spell ends, 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, and exposed flames in the area are doused. +The ground in the area is covered with slick ice, 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, it falls prone. +If a creature starts its turn in the spell's area and is concentrating on a spell, the +creature must make a successful Constitution saving throw against your spell save +DC or lose concentration. + +Slow +level 3 - transmutation +Casting Time: 1 action +Range: 120 feet +Components: V, S, M (a drop of molasses) +Duration: Concentration, up to 1 minute +You alter time around up to six creatures of your choice in a 40-foot cube within +range. Each target must succeed on a Wisdom saving throw or be affected by this +spell for the duration. +An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving +throws, and it can't use reactions. On its turn, it can use either an action or a bonus +action, not both. Regardless of the creature's abilities or magic items, it can't make +more than one melee or ranged attack during its turn. +If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On +an 11 or higher, the spell doesn't take effect until the creature's next turn, and the +creature must use its action on that turn to complete the spell. If it can't, the spell is +wasted. +A creature affected by this spell makes another Wisdom saving throw at the end of +each of its turns. On a successful save, the effect ends for it. + +Spare the Dying +level 0 - necromancy +Casting Time: 1 action +Range: Touch +Components: V, S +Duration: Instantaneous +You touch a living creature that has 0 hit points. The creature becomes stable. This +spell has no effect on undead or constructs. + +Speak with Animals +level 1 - divination (ritual) +Casting Time: 1 action +Range: Self +Components: V, S +Duration: 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, but at minimum, beasts can give you information about nearby +locations and monsters, 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, at the DM's discretion. + +Speak with Dead +level 3 - necromancy +Casting Time: 1 action +Range: 10 feet +Components: V, S, M (burning incense) +Duration: 10 minutes +You grant the semblance of life and intelligence to a corpse of your choice within +range, allowing it to answer the questions you pose. The corpse must still have a +mouth and can't be undead. The spell fails if the corpse was the target of this spell +within the last 10 days. +Until the spell ends, you can ask the corpse up to five questions. The corpse knows +only what it knew in life, including the languages it knew. Answers are usually brief, +cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful +answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't +return the creature's soul to its body, only its animating spirit. Thus, the corpse can't +learn new information, doesn't comprehend anything that has happened since it +died, and can't speculate about future events. + +Speak with Plants +level 3 - transmutation +Casting Time: 1 action +Range: Self (30-foot radius) +Components: V, S +Duration: 10 minutes +You imbue plants within 30 feet of you with limited sentience and animation, 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, gaining +information about creatures that have passed, weather, 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, causing vines and branches to hinder pursuers, for example. +Plants might be able to perform other tasks on your behalf, at the DM's discretion. +The spell doesn't enable plants to uproot themselves and move about, but they can +freely move branches, tendrils, and stalks. +If a plant creature is in the area, you can communicate with it as if you shared a +common language, but you gain no magical ability to influence it. +This spell can cause the plants created by the entangle spell to release a restrained +creature. + +Spider Climb +level 2 - transmutation +Casting Time: 1 action +Range: Touch +Components: V, S, M (a drop of bitumen and a spider) +Duration: Concentration, up to 1 hour +Until the spell ends, one willing creature you touch gains the ability to move up, +down, and across vertical surfaces and upside down along ceilings, while leaving its +hands free. The target also gains a climbing speed equal to its walking speed. + +Spike Growth +level 2 - transmutation +Casting Time: 1 action +Range: 150 feet +Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to +a point) +Duration: Concentration, up to 10 minutes +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, 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 cast must make a Wisdom (Perception) +check against your spell save DC to recognize the terrain as hazardous before +entering it. + +Spirit Guardians +level 3 - conjuration +Casting Time: 1 action +Range: Self (15-foot radius) +Components: V, S, M (a holy symbol) +Duration: Concentration, up to 10 minutes +You call forth spirits to protect you. They flit around you to a distance of 15 feet for +the duration. If you are good or neutral, their spectral form appears angelic or fey +(your choice). If you are evil, they appear fiendish. +When you cast this spell, you can designate any number of creatures you can see to +be unaffected by it. An affected creature's speed is halved in the area, and when the +creature enters the area for the first time on a turn or starts its turn there, it must +make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant +damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a +successful save, the creature takes half as much damage. +At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, +the damage increases by 1d8 for each slot level above 3rd. + +Spiritual Weapon +level 2 - evocation +Casting Time: 1 bonus action +Range: 60 feet +Components: V, S +Duration: 1 minute +You create a floating, spectral weapon within range that lasts for the duration or +until you cast this spell again. When you cast the spell, you can make a melee spell +attack against a creature within 5 feet of the weapon. On a hit, the target takes force +damage equal to 1d8 + your spellcasting ability modifier. +As a bonus action on your turn, you can move the weapon up to 20 feet and repeat +the attack against a creature within 5 feet of it. +The weapon can take whatever form you choose. Clerics of deities who are associated +with a particular weapon (as St. Cuthbert is known for his mace and Thor for his +hammer) make this spell's effect resemble that weapon. +At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, +the damage increases by 1d8 for every two slot levels above the 2nd. + +Staggering Smite +level 4 - evocation +Casting Time: 1 bonus action +Range: Self +Components: V +Duration: Concentration, up to 1 minute +Description not available (not OGL). Summary: +If the attack hits, deals an extra 4d6 pyschic damage and the target must succeed on +a Wis. save or have a disadvantage. + +Stinking Cloud +level 3 - conjuration +Casting Time: 1 action +Range: 90 feet +Components: V, S, M (a rotten egg or several skunk cabbage leaves) +Duration: Concentration, up to 1 minute +You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point +within range. The cloud spreads around corners, and its area is heavily obscured. +The cloud lingers in the air for the duration. +Each creature that is completely within the cloud at the start of its turn must make a +Constitution saving throw against poison. On a failed save, the creature spends its +action that turn retching and reeling. Creatures that don't need to breathe or are +immune to poison automatically succeed on this saving throw. +A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A +strong wind (at least 20 miles per hour) disperses it after 1 round. + +Stone Shape +level 4 - transmutation +Casting Time: 1 action +Range: Touch +Components: V, S, M (soft clay, which must be worked into roughly the desired +shape of the stone object) +Duration: Instantaneous +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, +for example, you could shape a large rock into a weapon, idol, or coffer, or make a +small passage through a wall, as long as the wall is less than 5 feet thick. You could +also shape a stone door or its frame to seal the door shut. The object you create can +have up to two hinges and a latch, but finer mechanical detail isn't possible. + +Stoneskin +level 4 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S, M (diamond dust worth 100 gp, which the spell consumes) +Duration: Concentration, up to 1 hour +This spell turns the flesh of a willing creature you touch as hard as stone. Until the +spell ends, the target has resistance to nonmagical bludgeoning, piercing, and +slashing damage. + +Storm of Vengeance +level 9 - conjuration +Casting Time: 1 action +Range: Sight +Components: V, S +Duration: Concentration, up to 1 minute +A churning storm cloud forms, centered on a point you can see and spreading to a +radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds +roar. Each creature under the cloud (no more than 5,000 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 storm produces different +effects on your turn. +Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud +takes 1d6 acid damage. +Round 3. You call six bolts of lightning from the cloud to strike six creatures or +objects of your choice beneath the cloud. A given creature or object can't be struck by +more than one bolt. A struck creature must make a Dexterity saving throw. The +creature takes 10d6 lightning damage on a failed save, or half as much damage on a +successful one. +Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes +2d6 bludgeoning damage. +Round 5-10. Gusts and freezing rain assail the area under the cloud. The area +becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold +damage. Ranged weapon attacks in the area are impossible. The wind and rain count +as a severe distraction for the purposes of maintaining concentration on spells. +Finally, gusts of strong wind (ranging from 20 to 50 miles per hour automatically +disperse fog, mists, and similar phenomena in the area, whether mundane or +magical. + +Suggestion +level 2 - enchantment +Casting Time: 1 action +Range: 30 feet +Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of +sweet oil) +Duration: Concentration, up to 8 hours +You suggest a course of activity (limited to a sentence or two) and magically +influence a creature you can see within range that can hear and understand you. +Creatures that can't be charmed are immune to this effect. The suggestion must be +worded in such a manner as to make the course of action sound reasonable. Asking +the creature to stab itself, throw itself onto a spear, immolate itself, or do some other +obviously harmful act ends the spell. +The target must make a Wisdom saving throw. On a failed save, it pursues the course +of action you described to the best of its ability. The suggested course of action can +continue for the entire duration. If the suggested activity can be completed in a +shorter time, the spell ends when the subject finishes what it was asked to do. +You can also specify conditions that will trigger a special activity during the duration. +For example, you might suggest that a knight give her warhorse to the first beggar +she meets. If the condition isn't met before the spell expires, the activity isn't +performed. +If you or any of your companions damage the target, the spell ends. + +Sunbeam +level 6 - evocation +Casting Time: 1 action +Range: Self (60-foot line) +Components: V, S, M (a magnifying glass) +Duration: Concentration, up to 1 minute +A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long +line. Each creature in the line must make a Constitution saving throw. On a failed +save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a +successful save, 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. This light is sunlight. + +Sunburst +level 8 - evocation +Casting Time: 1 action +Range: 150 feet +Components: V, S, M (fire and a piece of sunstone) +Duration: Instantaneous +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, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a +successful save, 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, it is no longer blinded. +This spell dispels any darkness in its area that was created by a spell. + +Swift Quiver +level 5 - transmutation +Casting Time: 1 bonus action +Range: Touch +Components: V, S, M (a quiver containing at least one piece of ammunition) +Duration: Concentration, up to 1 minute +Description not available (not OGL). Summary: +Make a quiver to produce an endless supply of nonmagical ammunition, allowing 2 +attacks per round with a bonus action. + +Symbol +level 7 - abjuration +Casting Time: 1 minute +Range: Touch +Components: V, S, M (mercury, phosphorus, and powdered diamond and opal +with a total value of at least 1,000 gp, which the spell consumes) +Duration: Until dispelled or triggered +When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section +of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as +a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of +the surface no larger than 10 feet in diameter. If you choose an object, that object must +remain in its place; if the object is moved more than 10 feet from where you cast this spell, +the glyph is broken, and the spell ends without being triggered. +The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your +spell save DC to find it. +You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a +surface, the most typical triggers include touching or stepping on the glyph, removing +another object covering it, approaching within a certain distance of it, or manipulating the +object that holds it. For glyphs inscribed within an object, the most common triggers are +opening the object, approaching within a certain distance of it, or seeing or reading the +glyph. +You can further refine the trigger so the spell is activated only under certain circumstances +or according to a creature's physical characteristics (such as height or weight), or physical +kind (for example, the ward could be set to affect hags or shapechangers). You can also +specify creatures that don't trigger the glyph, such as those who say a certain password. +When you inscribe the glyph, choose one of the options below for its effect. Once triggered, +the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which +time the spell ends. Each creature in the sphere when the glyph activates is targeted by its +effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. +Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage +on a failed save, or half as much damage on a successful save. +Discord. Each target must make a Constitution saving throw. On a failed save, a target +bickers and argues with other creatures for 1 minute. During this time, it is incapable of +meaningful communication and has disadvantage on attack rolls and ability checks. +Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute +on a failed save. While frightened, the target drops whatever it is holding and must move at +least 30 feet away from the glyph on each of its turns, if able. +Hopelessness. Each target must make a Charisma saving throw. On a failed save, the +target is overwhelmed with despair for 1 minute. During this time, it can't attack or target +any creature with harmful abilities, spells, or other magical effects. +Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is +driven insane for 1 minute. An insane creature can't take actions, can't understand what +other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, +which is erratic. +Pain. Each target must make a Constitution saving throw and becomes incapacitated with +excruciating pain for 1 minute on a failed save. +Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes +on a failed save. A creature awakens if it takes damage or if someone uses an action to shake +or slap it awake. +Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 +minute on a failed save. + +Tasha's Hideous Laughter +level 1 - enchantment +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (tiny tarts and a feather that is waved in the air) +Duration: Concentration, up to 1 minute +A creature of your choice that you can see within range perceives everything as +hilariously funny and falls into fits of laughter if this spell affects it. The target must +succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable +to stand up for the duration. A creature with an Intelligence score of 4 or less isn't +affected. +At the end of each of its turns, and each time it takes damage, the target can make +another Wisdom saving throw. The target has advantage on the saving throw if it's +triggered by damage. On a success, the spell ends. + +Telekinesis +level 5 - transmutation +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: Concentration, up to 10 minutes +You gain the ability to move or manipulate creatures or objects by thought. When +you cast the spell, and as your action each round for the duration, you can exert your +will on one creature or object that you can see within range, causing the appropriate +effect below. You can affect the same target round after round, or choose a new one +at any time. If you switch targets, the prior target is no longer affected by the spell. +Creature. You can try to move a Huge or smaller creature. Make an ability check +with your spellcasting ability contested by the creature's Strength check. If you win +the contest, you move the creature up to 30 feet in any direction, including upward +but not beyond the range of this spell. Until the end of your next turn, the creature is +restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. +On subsequent rounds, you can use your action to attempt to maintain your +telekinetic grip on the creature by repeating the contest. +Object. You can try to move an object that weighs up to 1,000 pounds. If the object +isn't being worn or carried, you automatically move it up to 30 feet in any direction, +but not beyond the range of this spell. If the object is worn or carried by a creature, +you must make an ability check with your spellcasting ability contested by that +creature's Strength check. If you succeed, you pull the object away from that creature +and can move it up to 30 feet in any direction but not beyond the range of this spell. +You can exert fine control on objects with your telekinetic grip, such as manipulating +a simple tool, opening a door or a container, stowing or retrieving an item from an +open container, or pouring the contents from a vial. + +Telepathy +level 8 - evocation +Casting Time: 1 action +Range: Unlimited +Components: V, S, M (a pair of linked silver rings) +Duration: 24 hours +Description not available (not OGL). Summary: +Comunicate via telepathy with a known and willing creature on the same plane of +existence. + +Teleport +level 7 - conjuration +Casting Time: 1 action +Range: 10 feet +Components: V +Duration: Instantaneous +This spell instantly transports you and up to eight willing creatures of your choice that you can see +within range, or a single object that you can see within range, to a destination you select. If you target +an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an +unwilling creature. +The destination you choose must be known to you, and it must be on the same plane of existence as +you. Your familiarity with the destination determines whether you arrive there successfully. The DM +rolls d100 and consults the table. +Familiarity Mishap Similar Area Off Target On Target +Permanent circle — — — 01-100 +Associated object — — — 01-100 +Very familiar 01-05 06-13 14-24 25-100 +Seen casually 01-33 34-43 44-53 54-100 +Viewed once 01-43 44-53 54-73 74-100 +Description 01-43 44-53 54-73 74-100 +False destination 01-50 51-100 — — +Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you +know. +"Associated object" means that you possess an object taken from the desired destination within the +last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of +marble from a lich's secret tomb. +"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you +can see when you cast the spell. +"Seen casually" is someplace you have seen more than once but with which you aren't very familiar. +"Viewed once" is a place you have seen once, possibly using magic. +"Description" is a place whose location and appearance you know through someone else's description, +perhaps from a map. +"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but +instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer +exists. +On Target. You and your group (or the target object) appear where you want to. +Off Target. You and your group (or the target object) appear a random distance away from the +destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was +to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on +the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the +direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and +so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 +miles out at sea, you could be in trouble. +Similar Area. You and your group (or the target object) wind up in a different area that's visually or +thematically similar to the target area. If you are heading for your home laboratory, for example, you +might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the +same tools and implements as your laboratory. Generally, you appear in the closest similar place, but +since the spell has no range limit, you could conceivably wind up anywhere on the plane. +Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or +the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up +(multiple mishaps can occur, dealing damage each time). + +Teleportation Circle +level 5 - conjuration +Casting Time: 1 minute +Range: 10 feet +Components: V, M (rare chalks and inks infused with precious gems with 50 gp, +which the spell consumes) +Duration: 1 round +As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed +with sigils that link your location to a permanent teleportation circle of your choice +whose sigil sequence you know and that is on the same plane of existence as you. A +shimmering portal opens within the circle you drew and remains open until the end +of your next turn. Any creature that enters the portal instantly appears within 5 feet +of the destination circle or in the nearest unoccupied space if that space is occupied. +Many major temples, guilds, and other important places have permanent +teleportation circles inscribed somewhere within their confines. Each such circle +includes a unique sigil sequence—a string of magical runes arranged in a particular +pattern. When you first gain the ability to cast this spell, you learn the sigil sequences +for two destinations on the Material Plane, determined by the DM. You can learn +additional sigil sequences during your adventures. You can commit a new sigil +sequence to memory after studying it for 1 minute. +You can create a permanent teleportation circle by casting this spell in the same +location every day for one year. You need not use the circle to teleport when you cast +the spell in this way. + +Tenser's Floating Disk +level 1 - conjuration (ritual) +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a drop of mercury) +Duration: 1 hour +This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch +thick, that floats 3 feet above the ground in an unoccupied space of your choice that +you can see within range. The disk remains for the duration, and can hold up to 500 +pounds. If more weight is placed on it, the spell ends, and everything on the disk falls +to the ground. +The disk is immobile while you are within 20 feet of it. If you move more than 20 feet +away from it, the disk follows you so that it remains within 20 feet of you. It can +move across uneven terrain, up or down stairs, slopes and the like, but it can't cross +an elevation change of 10 feet or more. For example, the disk can't move across a 10- +foot-deep pit, nor could it leave such a pit if it was created at the bottom. +If you move more than 100 feet from the disk (typically because it can't move around +an obstacle to follow you), the spell ends. + +Thaumaturgy +level 0 - transmutation +Casting Time: 1 action +Range: 30 feet +Components: V +Duration: Up to 1 minute +You manifest a minor wonder, a sign of supernatural power, within range. You create +one of the following magical effects within range: +• Your voice booms up to three times as loud as normal for 1 minute. +• You cause flames to flicker, brighten, dim, or change color for 1 minute. +• You cause harmless tremors in the ground for 1 minute. +• You create an instantaneous sound that originates from a point of your choice +within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. +• You instantaneously cause an unlocked door or window to fly open or slam shut. +• You alter the appearance of your eyes for 1 minute. +If you cast this spell multiple times, you can have up to three of its 1-minute effects +active at a time, and you can dismiss such an effect as an action. + +Thorn Whip +level 0 - transmutation +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (the stem of a plant with thorns) +Duration: Instantaneous +You create a long, vine-like whip covered in thorns that lashes out at your command +toward a creature in range. Make a melee spell attack against the target. If the attack +hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, +you pull the creature up to 10 feet closer to you. +This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), +and 17th level (4d6). + +Thunderous Smite +level 1 - evocation +Casting Time: 1 bonus action +Range: Self +Components: V +Duration: Concentration, up to 1 minute +The first time you hit with a melee weapon attack during this spell's duration, your +weapon rings with thunder that is audible within 300 feet of you, and the attack +deals an extra 2d6 thunder damage to the target. Additionally, if the target is a +creature, it must succeed on a Strength saving throw or be pushed 10 feet away from +you and knocked prone. + +Thunderwave +level 1 - evocation +Casting Time: 1 action +Range: Self (15-foot cube) +Components: V, S +Duration: 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, a +creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a +successful save, the creature takes half as much damage and isn't pushed. +In addition, unsecured objects that are completely within the area of effect are +automatically pushed 10 feet away from you by the spell's effect, 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, +the damage increases by 1d8 for each slot level above 1st. + +Time Stop +level 9 - transmutation +Casting Time: 1 action +Range: Self +Components: V +Duration: Instantaneous +You briefly stop the flow of time for everyone but yourself. No time passes for other +creatures, while you take 1d4 + 1 turns in a row, during which you can use actions +and move as normal. +This spell ends if one of the actions you use during this period, or any effects that you +create during this period, affects a creature other than you or an object being worn or +carried by someone other than you. In addition, the spell ends if you move to a place +more than 1,000 feet from the location where you cast it. + +Tongues +level 3 - divination +Casting Time: 1 action +Range: Touch +Components: V, M (a small clay model of a ziggurat) +Duration: 1 hour +This spell grants the creature you touch the ability to understand any spoken +language it hears. Moreover, when the target speaks, any creature that knows at least +one language and can hear the target understands what it says. + +Transport via Plants +level 6 - conjuration +Casting Time: 1 action +Range: 10 feet +Components: V, S +Duration: 1 round +This spell creates a magical link between a Large or larger inanimate plant within +range and another plant, at any distance, on the same plane of existence. You must +have seen or touched the destination plant at least once before. For the duration, any +creature can step into the target plant and exit from the destination plant by using 5 +feet of movement. + +Tree Stride +level 5 - conjuration +Casting Time: 1 action +Range: Self +Components: V, S +Duration: Concentration, 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, as part of the move +used to enter the tree, 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, +using another 5 feet of movement. If you have no movement left, 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. + +True Polymorph +level 9 - transmutation +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of +smoke) +Duration: Concentration, up to 1 hour +Choose one creature or nonmagical object that you can see within range. You transform the +creature into a different creature, the creature into a nonmagical object, or the object into a +creature (the object must be neither worn nor carried by another creature). The +transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you +concentrate on this spell for the full duration, the transformation lasts until it is dispelled. +This spell has no effect on a shapechanger or a creature with 0 hit points. 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 whose challenge rating is equal to or less than the target's +(or its level, if the target doesn't have a challenge rating). The target's game statistics, +including mental ability scores, are replaced by the statistics of the new form. It retains its +alignment and personality. +The target assumes the hit points of its new form, and when it reverts to its normal form, the +creature returns to the number of hit points it had before it transformed. If it reverts as a +result of dropping to 0 hit points, any excess damage carries over to its normal form. As long +as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't +knocked unconscious. +The creature is limited in the actions it can perform by the nature of its new form, and it +can't speak, cast spells, or take any other action that requires hands or speech, unless its new +form is capable of such actions. +The target's gear melds into the new form. The creature can't activate, use, wield, or +otherwise benefit from any of its 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's challenge rating is 9 or +lower. The creature is friendly to you and your companions. It acts on each of your turns. +You decide what action it takes and how it moves. The DM has the creature's statistics and +resolves all of its actions and movement. +If the spell becomes permanent, you no longer control the creature. It might remain friendly +to you, depending on how you have treated it. +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 its normal +form. + +True Resurrection +level 9 - necromancy +Casting Time: 1 hour +Range: Touch +Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 +gp, which the spell consumes) +Duration: Instantaneous +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, the creature is +restored to life with all its hit points. +This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any +curses affecting the creature when it died. The spell replaces damaged or missing +organs and limbs. If the creature was undead, it is restored to its non-undead form. +The spell can even provide a new body if the original no longer exists, in which case +you must speak the creature's name. The creature then appears in an unoccupied +space you choose within 10 feet of you. + +True Seeing +level 6 - divination +Casting Time: 1 action +Range: Touch +Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from +mushroom powder, saffron, and fat; and is consumed by the spell) +Duration: 1 hour +This spell gives the willing creature you touch the ability to see things as they actually +are. For the duration, the creature has truesight, notices secret doors hidden by +magic, and can see into the Ethereal Plane, all out to a range of 120 feet. + +True Strike +level 0 - divination +Casting Time: 1 action +Range: 30 feet +Components: S +Duration: Concentration, up to 1 round +You extend your hand and point a finger at a target in range. Your magic grants you a +brief insight into the target's defenses. On your next turn, you gain advantage on +your first attack roll against the target, provided that this spell hasn't ended. + +Tsunami +level 8 - conjuration +Casting Time: 1 minute +Range: Sight +Components: V, S +Duration: Concentration, up to 6 rounds +Description not available (not OGL). Summary: +Creatures in a 300-ft-long, 300-ft-high, 50-ft-thick area must succeed on a Str. save +or take 6d10 bludgeoning damage. + +Unseen Servant +level 1 - conjuration (ritual) +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a piece of string and a bit of wood) +Duration: 1 hour +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 servant could do, such as fetching things, cleaning, +mending, folding clothes, lighting fires, serving food, and pouring wine. 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. + +Vampiric Touch +level 3 - necromancy +Casting Time: 1 action +Range: Self +Components: V, S +Duration: Concentration, 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 a creature within your 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 an action. +At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, +the damage increases by 1d6 for each slot level above 3rd. + +Vicious Mockery +level 0 - enchantment +Casting Time: 1 action +Range: 60 feet +Components: V +Duration: Instantaneous +You unleash a string of insults laced with subtle enchantments at a creature you can +see within range. If the target can hear you (though it need not understand you), it +must succeed on a Wisdom saving throw or take 1d4 psychic damage and have +disadvantage on the next attack roll it makes before the end of its next turn. +This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), +and 17th level (4d4). + +Wall of Fire +level 4 - evocation +Casting Time: 1 action +Range: 120 feet +Components: V, S, M (a small piece of phosphorus) +Duration: Concentration, up to 1 minute +You create a wall of fire on a solid surface within range. You can make the wall up to +60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, +20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. +When the wall appears, each creature within its area must make a Dexterity saving +throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on +a successful save. +One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage +to each creature that ends its turn within 10 feet of that side or inside the wall. A +creature takes the same damage when it enters the wall for the first time on a turn or +ends its turn there. +The other side of the wall deals no damage. +At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, +the damage increases by 1d8 for each slot level above 4th. + +Wall of Force +level 5 - evocation +Casting Time: 1 action +Range: 120 feet +Components: V, S, M (a pinch of powder made by crushing a clear gemstone) +Duration: Concentration, up to 10 minutes +An invisible wall of force springs into existence at a point you choose within range. +The wall appears in any orientation you choose, as a horizontal or vertical barrier or +at an angle. It can be free floating or resting on a solid surface. You can form it into a +hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat +surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous +with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If +the wall cuts through a creature's space when it appears, the creature is pushed to +one side of the wall (your choice which side). +Nothing can physically pass through the wall. It is immune to all damage and can't +be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, +however. The wall also extends into the Ethereal Plane, blocking ethereal travel +through the wall. + +Wall of Ice +level 6 - evocation +Casting Time: 1 action +Range: 120 feet +Components: V, S, M (a small piece of quartz) +Duration: Concentration, up to 10 minutes +You create a wall of ice on a solid surface within range. You can form it into a +hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat +surface made up of ten 10-foot-square panels. Each panel must be contiguous with +another panel. In any form, the wall is 1 foot thick and lasts for the duration. +If the wall cuts through a creature's space when it appears, the creature within its +area is pushed to one side of the wall and must make a Dexterity saving throw. On a +failed save, the creature takes 10d6 cold damage, or half as much damage on a +successful save. +The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit +points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot +section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the +space the wall occupied. A creature moving through the sheet of frigid air for the first +time on a turn must make a Constitution saving throw. That creature takes 5d6 cold +damage on a failed save, or half as much damage on a successful one. +At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, +the damage the wall deals when it appears increases by 2d6, and the damage from +passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. + +Wall of Stone +level 5 - evocation +Casting Time: 1 action +Range: 120 feet +Components: V, S, M (a small block of granite) +Duration: Concentration, up to 10 minutes +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 one other panel. Alternatively, 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, 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), 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, though it can't occupy the same space as a +creature or object. The wall doesn't need to be vertical or rest on any firm +foundation. It must, however, merge with and be solidly supported by existing stone. +Thus, you can use this spell to bridge a chasm or create a ramp. +If you create a span greater than 20 feet in length, you must halve the size of each +panel to create supports. You can crudely shape the wall to create crenellations, +battlements, and so on. +The wall is an object made of stone that can be damaged and thus breached. Each +panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit +points destroys it and might cause connected panels to collapse at the DM's +discretion. +If you maintain your concentration on this spell for its whole duration, the wall +becomes permanent and can't be dispelled. Otherwise, the wall disappears when the +spell ends. + +Wall of Thorns +level 6 - conjuration +Casting Time: 1 action +Range: 120 feet +Components: V, S, M (a handful of thorns) +Duration: Concentration, up to 10 minutes +You create a wall of tough, pliable, 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, 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, each creature within its area must make a Dexterity saving +throw. On a failed save, a creature takes 7d8 piercing damage, or half as much +damage on a successful save. +A creature can move through the wall, albeit slowly and painfully. For every 1 foot a +creature moves through the wall, it must spend 4 feet of movement. Furthermore, +the first time a creature enters the wall on a turn or ends its turn there, the creature +must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, +or half as much damage on a successful one. +At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, +both types of damage increase by 1d8 for each slot level above 6th. + +Warding Bond +level 2 - abjuration +Casting Time: 1 action +Range: Touch +Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you +and the target must wear for the duration) +Duration: 1 hour +This spell wards a willing creature you touch and creates a mystic connection +between you and the target until the spell ends. While the target is within 60 feet of +you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. +Also, each time it takes damage, you take the same amount of damage. +The spell ends if you drop to 0 hit points or if you and the target become separated +by more than 60 feet. It also ends if the spell is cast again on either of the connected +creatures. You can also dismiss the spell as an action. + +Water Breathing +level 3 - transmutation (ritual) +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a short reed or piece of straw) +Duration: 24 hours +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. + +Water Walk +level 3 - transmutation (ritual) +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a piece of cork) +Duration: 1 hour +This spell grants the ability to move across any liquid surface—such as water, acid, +mud, snow, 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 you target a creature submerged in a liquid, the spell carries the target to the +surface of the liquid at a rate of 60 feet per round. + +Web +level 2 - conjuration +Casting Time: 1 action +Range: 60 feet +Components: V, S, M (a bit of spiderweb) +Duration: Concentration, up to 1 hour +You conjure a mass of thick, sticky webbing at a point of your choice within range. +The webs fill a 20-foot cube from that point for the duration. The webs are difficult +terrain and lightly obscure their area. +If the webs aren't anchored between two solid masses (such as walls or trees) or +layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the +spell ends at the start of your next turn. Webs layered over a flat surface have a depth +of 5 feet. +Each creature that starts its turn in the webs or that enters them during its turn must +make a Dexterity saving throw. On a failed save, the creature is restrained as long as +it remains in the webs or until it breaks free. +A creature restrained by the webs can use its action to make a Strength check against +your spell save DC. If it succeeds, it is no longer restrained. +The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 +round, dealing 2d4 fire damage to any creature that starts its turn in the fire. + +Weird +level 9 - illusion +Casting Time: 1 action +Range: 120 feet +Components: V, S +Duration: Concentration, up to 1 minute +Drawing on the deepest fears of a group of creatures, you create illusory creatures in +their minds, visible only to them. Each creature in a 30-foot-radius sphere centered +on a point of your choice within range must make a Wisdom saving throw. On a +failed save, a creature becomes frightened for the duration. The illusion calls on the +creature's deepest fears, manifesting its worst nightmares as an implacable threat. At +the end of each of the frightened creature's turns, it must succeed on a Wisdom +saving throw or take 4d10 psychic damage. On a successful save, the spell ends for +that creature. + +Wind Walk +level 6 - transmutation +Casting Time: 1 minute +Range: 30 feet +Components: V, S, M (fire and holy water) +Duration: 8 hours +You and up to ten willing creatures you can see within range assume a gaseous form +for the duration, appearing as wisps of cloud. While in this cloud form, 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, during which time a creature is +incapacitated and can't move. Until the spell ends, a creature can revert to cloud +form, which also requires the 1-minute transformation. +If a creature is in cloud form and flying when the effect ends, the creature descends +60 feet per round for 1 minute until it lands, which it does safely. If it can't land after +1 minute, the creature falls the remaining distance. + +Wind Wall +level 3 - evocation +Casting Time: 1 action +Range: 120 feet +Components: V, S, M (a tiny fan and a feather of exotic origin) +Duration: Concentration, up to 1 minute +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, 15 feet high, 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, 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, and other gases at bay. Small or smaller flying +creatures or objects can't pass through the wall. Loose, lightweight materials brought +into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at +targets behind the wall are deflected upward and automatically miss. (Boulders +hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures +in gaseous form can't pass through it. + +Wish +level 9 - conjuration +Casting Time: 1 action +Range: Self +Components: V +Duration: Instantaneous +Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can +alter the very foundations of reality in accord with your desires. +The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need +to meet any requirements in that spell, including costly components. The spell simply takes +effect. +Alternatively, you can create one of the following effects of your choice: +• You create one object of up to 25,000 gp in value that isn't a magic item. The object can be +no more than 300 feet in any dimension, and it appears in an unoccupied space you can see +on the ground. +• You allow up to twenty creatures that you can see to regain all hit points, and you end all +effects on them described in the greater restoration spell. +• You grant up to ten creatures that you can see resistance to a damage type you choose. +• You grant up to ten creatures you can see immunity to a single spell or other magical effect +for 8 hours. For instance, you could make yourself and all your companions immune to a +lich's life drain attack. +• You undo a single recent event by forcing a reroll of any roll made within the last round +(including your last turn). Reality reshapes itself to accommodate the new result. For +example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a +friend's failed save. You can force the reroll to be made with advantage or disadvantage, and +you can choose whether to use the reroll or the original roll. +You might be able to achieve something beyond the scope of the above examples. State your +wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in +such an instance; the greater the wish, the greater the likelihood that something goes wrong. +This spell might simply fail, the effect you desire might only be partly achieved, or you might +suffer some unforeseen consequence as a result of how you worded the wish. For example, +wishing that a villain were dead might propel you forward in time to a period when that +villain is no longer alive, effectively removing you from the game. Similarly, wishing for a +legendary magic item or artifact might instantly transport you to the presence of the item's +current owner. +The stress of casting this spell to produce any effect other than duplicating another spell +weakens you. After enduring that stress, each time you cast a spell until you finish a long +rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or +prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for +2d4 days. For each of those days that you spend resting and doing nothing more than light +activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent +chance that you are unable to cast wish ever again if you suffer this stress. + +Witch Bolt +level 1 - evocation +Casting Time: 1 action +Range: 30 feet +Components: V, S, M (a twig from a tree that has been struck by lightning) +Duration: Concentration, up to 1 minute +A beam of crackling, blue energy lances out toward a creature within range, forming +a sustained arc of lightning between you and the target. Make a ranged spell attack +against that creature. On a hit, the target takes 1d12 lightning damage, and on each +of your turns for the duration, you can use your action to deal 1d12 lightning damage +to the target automatically. The spell ends if you use your action to do anything else. +The spell also ends if the target is ever outside the spell's range or if it has total cover +from you. +At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, +the initial damage increases by 1d12 for each slot level above 1st. + +Word of Recall +level 6 - conjuration +Casting Time: 1 action +Range: 5 feet +Components: V +Duration: Instantaneous +You and up to five willing creatures within 5 feet of you instantly teleport to a +previously designated sanctuary. You and any creatures that teleport with you +appear in the nearest unoccupied space to the spot you designated when you +prepared your sanctuary (see below). If you cast this spell without first preparing a +sanctuary, the spell has no effect. +You must designate a sanctuary by casting this spell within a location, such as a +temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell +in this manner in an area that isn't dedicated to your deity, the spell has no effect. + +Wrathful Smite +level 1 - evocation +Casting Time: 1 bonus action +Range: Self +Components: V +Duration: Concentration, up to 1 minute +The next time you hit with a melee weapon attack during this spell's duration, your +attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it +must make a Wisdom saving throw or be frightened of you until the spell ends. As an +action, the creature can make a Wisdom check against your spell save DC to steel its +resolve and end this spell. + +Zone of Truth +level 2 - enchantment +Casting Time: 1 action +Range: 60 feet +Components: V, S +Duration: 10 minutes +You create a magical zone that guards against deception in a 15-foot-radius sphere +centered on a point of your choice within range. Until the spell ends, a creature that +enters the spell's area for the first time on a turn or starts its turn there must make a +Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while +in the radius. You know whether each creature succeeds or fails on its saving throw. +An affected creature is aware of the spell and can thus avoid answering questions to +which it would normally respond with a lie. Such a creature can be evasive in its +answers as long as it remains within the boundaries of the truth.