D&D Next Spellbook Cleric

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GUIDANCE LIGHT MENDING RESISTANCE

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 minute Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, M 1 hour V, S, M Instantaneous V, S, M Concentration, up to 1
minute minute
a re y or phosphorescent moss two lodestones
You touch one willing creature. Once before the a miniature cloak
spell ends, the target can roll a d4 and add the You touch one object that is no larger than 10 This spell repairs a single break or tear in an
number rolled to one ability check of its choice. feet in any dimension. Until the spell ends, the object you touch, such as broken chain link, two You touch one willing creature. Once before the
It can roll the die before or after making the object sheds bright light in a 20-foot radius and halves of a broken key, a torn clack, or a leaking spell ends, the target can roll a d4 and add the
ability check. The spell then ends. dim light for an additional 20 feet. The light can wineskin. As long as the break or tear is no larger number rolled to one saving throw of its choice.
be colored as you like. Completely covering the than 1 foot in any dimension, you mend it, It can roll the die before or after the saving
object with something opaque blocks the light. leaving no trace of the former damage. throw. The spell then ends.
The spell ends if you cast it again or dismiss it as This spell can physically repair a magic item or
an action. construct, but the spell can't restore magic to
If you target an object held or worn by a hostile such an object.
creature, that creature must succeed on a
Dexterity saving throw to avoid the spell.

Cleric Divination cantrip Cleric Evocation cantrip Cleric Transmutation cantrip Cleric Abjuration cantrip

SACRED FLAME SPARE THE DYING THAUMATURGY TOLL THE DEAD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V Up to 1 minute V, S Instantaneous
Flame-like radiance descends on a creature that You touch a living creature that has 0 hit points. You manifest a minor wonder, a sign of You point at one creature you can see within
you can see within range. The target must The creature becomes stable. This spell has no supernatural power, within range. You create range, and the sound of a dolorous bell lls the
succeed on a Dexterity saving throw or take 1d8 effect on undead or constructs. one of the following magical effects within range. air around it for a moment. The target must
radiant damage. The target gains no bene t from • Your voice booms up to three times as loud as succeed on a Wisdom saving throw or take ld8
cover for this saving throw. normal for 1 minute. necrotic damage. If the target is missing any of
The spell's damage increases by 1d8 when you • You cause ames to icker, brighten, dim, or its hit points, it instead takes 1d12 necrotic
reach 5th level (2d8), 11th level (3d8), and 17th change color for 1 minute. damage.
level (4d8). • You cause harmless tremors in the ground for 1 The spell's damage increases by one die when
minute. you reach 5th level (2d8 or 2d12), 11th level
• You create an instantaneous sound that (3d8 or 3d12), and 17th level (4d8 or 4d12).
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 y 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.

Cleric Evocation cantrip Cleric Necromancy cantrip Cleric Transmutation cantrip Cleric (XGE) Necromancy cantrip
0 0 0 0

0 0 0 0

0 0 0 0

0 0 0 0
WORD OF RADIANCE ANIMAL FRIENDSHIP BANE BLESS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 5 feet 1 action 30 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Instantaneous V, S, M 24 hours V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
a holy symbol a morsel of food
a drop of blood a sprinkling of holy water
You utter a divine word, and burning radiance This spell lets you convince a beast that you
erupts from you. Each creature of your choice mean it no harm. Choose a beast that you can Up to three creatures of your choice that you can You bless up to three creatures of your choice
that you can see within range must succeed on a see within range. It must see and hear you. If the see within range must make Charisma saving within range. Whenever a target makes an attack
Constitution saving throw or take 1d6 radiant beast's Intelligence is 4 or higher, the spell fails. throws. Whenever a target that fails this saving roll or a saving throw before the spell ends, the
damage. Otherwise, the beast must succeed on a Wisdom throw makes an attack roll or a saving throw target can roll a d4 and add the number rolled to
The spell's damage increases by 1d6 when you saving throw or be charmed by you for the spell's before the spell ends, the target must roll a d4 the attack roll or saving throw.
reach 5th level (2d6), 11th level (3d6), and 17th duration. If you or one of your companions and subtract the number rolled from the attack At Higher Levels: When you cast this spell
level (4d6). harms the target, the spell ends. roll or saving throw. using a spell slot of 2nd level or higher, you can
At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell target one additional creature for each slot level
using a 2nd level spell slot or higher, you can using a spell slot of 2nd level or higher, you can above 1st.
affect one additional beast for each slot level target one additional creature for each slot level
above 1st. above 1st.

Cleric (XGE) Evocation cantrip Cleric (Nature) 1st level Enchantment Cleric (*)(Grave) 1st level Enchantment Cleric (*)(Life) 1st level Enchantment

BURNING HANDS CEREMONY (RITUAL) [1/2] CEREMONY (RITUAL) [2/2] CHARM PERSON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cone) 1 hour Touch 1 hour Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M Instantaneous V, S 1 hour
As you hold your hands with thumbs touching 25 gp worth of powdered silver, which the spell 25 gp worth of powdered silver, which the spell You attempt to charm a humanoid you can see
and ngers spread, a thin sheet of ames shoots consumes consumes within range. It must make a Wisdom saving
forth from your outstretched ngertips. Each throw, and does so with advantage if you or your
creature in a 15-foot cone must make a You perform a special religious ceremony that is corpse, and for the next 7 days, the target can't companions are ghting it. If it fails the saving
Dexterity saving throw. A creature takes 3d6 re infused with magic. When you cast the spell, choose become undead by any means short of a wish throw, it is charmed by you until the spell ends or
damage on a failed save, or half as much damage one of the following rites, the target of which must be spell. until you or your companions do anything
within 10 feet of you throughout the casting. Wedding: You touch adult humanoids willing to
on a successful one. Atonement: You touch one willing creature whose harmful to it. The charmed creature regards you
The re ignites any ammable objects in the area alignment has changed, and you make a DC 20 be bonded together in marriage. For the next 7 as a friendly acquaintance. When the spell ends,
that aren't being worn or carried. Wisdom (Insight) check. On a successful check, you days, each target gains a +2 bonus to AC while the creature knows it was charmed by you.
At Higher Levels: When you cast this spell restore the target to its original alignment. they are within 30 feet of each other. A creature At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the Bless Water: You touch one vial of water and cause it can bene t from this rite again only if widowed. using a spell slot of 2nd level or higher, you can
damage increases by 1d6 for each slot level to become holy water. target one additional creature for each slot level
above 1st. Coming of Age: You touch one humanoid who is a above 1st. The creatures must be within 30 feet
young adult. For the next 24 hours, whenever the of each other when you target them.
target makes an ability check, it can roll a d4 and add
the number rolled to the ability check. A creature can
bene t from this rite only once.
Dedication: You touch one humanoid who wishes to
be dedicated to your god's service. For the next 24
hours, whenever the target makes a saving throw, it
can roll a d4 and add the number rolled to the save. A
creature can bene t from this rite only once.
Funeral Rite: You touch one

Cleric (Light) 1st level Evocation Cleric (XGE) 1st level Abjuration Cleric (XGE) 1st level Abjuration Cleric (Trickery) 1st level Enchantment
1 1 1 0

1 1 1 0

1 1 1 1

1 1 1 1
COMMAND [1/2] COMMAND [2/2] CREATE OR DESTROY WATER CURE WOUNDS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 round V 1 round V, S, M Instantaneous V, S Instantaneous
You speak a one-word command to a creature you can one additional creature for each slot level above a drop of water if creating water or a few grains of A creature you touch regains a number of hit
see within range. The target must succeed on a 1st. The creatures must be within 30 feet of each sand if destroying it points equal to 1d8 + your spellcasting ability
Wisdom saving throw or follow the command on its other when you target them. modi er. This spell has no effect on undead or
next turn. The spell has no effect if the target is You either create or destroy water. constructs.
undead, if it doesn't understand your language, or if Create Water: You create up to 10 gallons of
your command is directly harmful to it. At Higher Levels: When you cast this spell
Some typical commands and their effects follow. clean water within range in an open container. using a spell slot of 2nd level or higher, the
You might issue a command other than one described Alternatively, the water falls as rain in a 30-foot healing increases by 1d8 for each slot level
here. If you do so, the DM determines how the target cube within range, extinguishing exposed ames above 1st.
behaves. If the target can't follow your command, the in the area.
spell ends. Destroy Water: You destroy up to 10 gallons of
Approach: The target moves toward you by the water in an open container within range.
shortest and most direct route, ending its turn if it Alternatively, you destroy fog in a 30-foot cube
moves within 5 feet of you. within range.
Drop: The target drops whatever it is holding and
then ends its turn. At Higher Levels: When you cast this spell
Flee: The target spends its turn moving away from using a spell slot of 2nd level or higher, you
you by the fastest available means. create or destroy 10 additional gallons of water,
Grovel: The target falls prone and then ends its turn. or the size of the cube increases by 5 feet, for
Halt: The target doesn't move and takes no actions. A each slot level above 1st.
ying creature stays aloft, provided that it is able to do
so. If it must move to stay aloft, it ies the minimum
distance needed to remain in the air.
At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, you can affect

Cleric (*)(Knowledge) 1st level Enchantment Cleric (*)(Knowledge) 1st level Enchantment Cleric 1st level Transmutation Cleric (*)(Life) 1st level Evocation

DETECT EVIL AND GOOD DETECT MAGIC (RITUAL) DETECT POISON AND DISEASE DISGUISE SELF
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S Concentration, up to 10 V, S, M Concentration, up to 10 V, S 1 hour
minutes minutes minutes
You make yourself, including your clothing, armor,
For the duration, you know if there is an For the duration, you sense the presence of a yew leaf weapons, and other belongings on your person, look
aberration, celestial, elemental, fey, end, or magic within 30 feet of you. If you sense magic in different until the spell ends or until you use your
undead within 30 feet of you, as well as where this way, you can use your action to see a faint For the duration, you can sense the presence and action to dismiss it. You can seem 1 foot shorter or
the creature is located. Similarly, you know if aura around any visible creature or object in the location of poisons, poisonous creatures, and taller and can appear thin, fat, or in between. You can't
diseases within 30 feet of you. You also identify change your body type, so you must adopt a form that
there is a place of object within 30 feet of you area that bears magic, and you learn its school of has the same basic arrangement of limbs. Otherwise,
that has been magically consecrated or magic, if any. the kind of poison, poisonous creature, or the extent of the illusion is up to you.
desecrated. The spell can penetrate most barriers, but is disease in each case. The changes wrought by this spell fail to hold up to
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common The spell can penetrate most barriers, but is physical inspection. For example, if you use this spell
blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or blocked by 1 foot of stone, 1 inch of common to add a hat to your out t, objects pass through the
metal, a thin sheet of lead, or 3 feet of wood or dirt. metal, a thin sheet of lead, or 3 feet of wood or hat, and anyone who touches it would feel nothing or
dirt. dirt. 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.

Cleric 1st level Divination Cleric (*)(Arcana) 1st level Divination Cleric 1st level Divination Cleric (Trickery) 1st level Illusion
1 1 1 1

1 1 1 1

1 1 1 1

1 1 1 1
DIVINE FAVOR FAERIE FIRE FALSE LIFE FOG CLOUD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action 60 feet 1 action Self 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V Concentration, up to 1 V, S, M 1 hour V, S Concentration, up to 1
minute minute hour
a small amount of alcohol or distilled spirits
Your prayer empowers you with divine radiance. Each object in a 20-foot cube within range is You create a 20-foot-radius sphere of fog
Until the spell ends, your weapon attacks deal outlined in blue, green, or violet light (your Bolstering yourself with a necromantic facsimile centered on a point within range. The sphere
and extra 1d4 radiant damage on a hit. choice). Any creature in the area when the spell of life, you gain 1d4+4 temporary hit points for spreads around corners, and its area is heavily
is cast is also outlined in light if it fails a Dexterity the duration. obscured. It lasts for the duration or until a wind
saving throw. For the duration, objects and At Higher Levels: When you cast this spell of moderate or greater speed (at least 10 miles
affected creatures shed dim light in a 10-foot using a spell slot of 2nd level or higher, you gain 5 per hour) disperses it.
radius. additional temporary hit points for each slot At Higher Levels: When you cast this spell
Any attack roll against an affected creature or level above 1st. using a spell slot of 2nd level or higher, the radius
object has advantage if the attacker can see it, of the fog increases by 20 feet for each slot level
and the affected creature or object can't bene t above 1st.
from being invisible.

Cleric (War) 1st level Evocation Cleric (Light) 1st level Evocation Cleric (Death)(Grave) 1st level Necromancy Cleric (Tempest) 1st level Conjuration

GUIDING BOLT HEALING WORD IDENTIFY (RITUAL) INFLICT WOUNDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 bonus action 60 feet 1 minute Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 round V Instantaneous V, S, M Instantaneous V, S Instantaneous
A ash of light streaks toward a creature of your A creature of your choice that you can see within a pearl worth at least 100 gp and an owl feather Make a melee spell attack against a creature you
choice within range. Make a ranged spell attack range regains hit points equal to 1d4 + your can reach. On a hit, the target takes 3d10
against the target. On a hit, the target takes 4d6 spellcasting ability modi er. This spell has no You choose one object that you must touch necrotic damage.
radiant damage, and the next attack roll made effect on undead or constructs. throughout the casting of the spell. If it is a magic At Higher Levels: When you cast this spell
against this target before the end of your next At Higher Levels: When you cast this spell item or some other magic-imbued object, you using a spell slot of 2nd level or higher, the
turn has advantage, thanks to the mystical dim using a spell slot of 2nd level or higher, the learn its properties and how to use them, damage increases by 1d10 for each slot level
light glittering on the target until then. healing increases by 1d4 for each slot level whether it requires attunement to use, and how above 1st.
At Higher Levels: When you cast this spell above 1st. many charges it has, if any. You learn whether
using a spell slot of 2nd level or higher, the any spells are affecting the item and what they
damage increases by 1d6 for each slot level are. If the item was created by a spell, you learn
above 1st. which spell created it.
If you instead touch a creature throughout the
casting, you learn what spells, if any, are
currently affecting it.

Cleric 1st level Evocation Cleric 1st level Evocation Cleric (Knowledge)(Forge) 1st level Divination Cleric 1st level Necromancy
1 1 1 1

1 1 1 1

1 1 1 1

1 1 1 1
MAGIC MISSILE PROTECTION FROM EVIL AND GOOD PURIFY FOOD AND DRINK (RITUAL) RAY OF SICKNESS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Touch 1 action 10 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Concentration, up to 10 V, S Instantaneous V, S Instantaneous
minutes
You create three glowing darts of magical force. All nonmagical food and drink within a 5-foot- A ray of sickening greenish energy lashes out
Each dart hits a creature of your choice that you holy water or powdered silver and iron, which the radius sphere centered on a point of your choice toward a creature within range. Make a ranged
can see within range. A dart deals 1d4+1 force spell consumes within range is puri ed and rendered free of spell attack against the target. On a hit, the
damage to its target. The darts all strike poison and disease. target takes 2d8 poison damage and must make
simultaneously and you can direct them to hit Until the spell ends, one willing creature you a Constitution saving throw. On a failed save, it is
one creature or several. touch is protected against certain types of also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell creatures - aberrations, celestials, elementals, At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the spell fey, ends, and undead. using a spell slot of 2nd level or higher, the
creates one more dart for each slot above 1st. The protection grants several bene ts. damage increases by 1d8 for each slot level
Creatures of those types have disadvantage on above 1st.
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.

Cleric (Arcana) 1st level Evocation Cleric 1st level Abjuration Cleric 1st level Transmutation Cleric (Death) 1st level Necromancy

SANCTUARY SEARING SMITE SHIELD OF FAITH SPEAK WITH ANIMALS (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 30 feet 1 bonus action Self 1 bonus action 60 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V Concentration, up to 1 V, S, M Concentration, up to 10 V, S 10 minutes
minute minutes
a small silver mirror You gain the ability to comprehend and verbally
The next time you hit a creature with a melee a small parchment with a bit of holy text written on communicate with beasts for the duration. The
You ward a creature within range against attack. weapon attack during the spell's duration, your it knowledge and awareness of many beasts is
Until the spell ends, any creature who targets weapon ares with white-hot intensity, and the limited by their intelligence, but at minimum,
the warded creature with an attack or a harmful attack deals an extra 1d6 re damage to the A shimmering eld appears and surrounds a beasts can give you information about nearby
spell must rst make a Wisdom saving throw. On target and causes the target to ignite in ames. creature of your choice within range, granting it locations and monsters, including whatever they
a failed save, the creature must choose a new At the start of each of its turns until the spell a +2 bonus to AC for the duration. can perceive or have perceived within the past
target or lose the attack or spell. This spell ends, the target must make a Constitution saving day. You might be able to persuade a beast to
doesn't protect the warded creature from area throw. On a failed save, it takes 1d6 re damage. perform a small favor for you, at the DM's
effects, such as the explosion of a reball. On a successful save, the spell ends. If the target discretion.
If the warded creature makes an attack or casts a or a creature within 5 feet of it uses an action to
spell that affects an enemy creature, this spell put out the ames, or if some other effect douses
ends. the ames (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 above the 1st.

Cleric 1st level Abjuration Cleric 1st level Evocation Cleric (*)(War) 1st level Abjuration Cleric (Nature) 1st level Divination
1 1 1 1

1 1 1 1

1 1 1 1

1 1 1 1
THUNDERWAVE AID AUGURY (RITUAL) BARKSKIN
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cube) 1 action 30 feet 1 minute Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M 8 hours V, S, M Instantaneous V, S, M Concentration, up to 1
hour
A wave of thunderous force sweeps out from a tiny strip of white cloth specially marked sticks, bones, or similar tokens
you. Each creature in a 15-foot cube originating worth at least 25 gp a handful of oak bark
from you must make a Constitution saving Your spell bolsters your allies with toughness
throw. On a failed save, a creature takes 2d8 and resolve. Choose up to three creatures within By casting gem-inlaid sticks, rolling dragon bones, You touch a willing creature. Until the spell ends,
thunder damage and is pushed 10 feet away range. Each target's hit point maximum and laying out ornate cards, or employing some other the target's skin has a rough, bark-like
from you. On a successful save, the creature current hit points increase by 5 for the duration. divining tool, you receive an omen from an appearance, and the target's AC can't be less
At Higher Levels: When you cast this spell otherworldly entity about the results of a speci c than 16, regardless of what kind of armor it is
takes half as much damage and isn't pushed. course of action that you plan to take within the next
In addition, unsecured objects that are using a spell slot of 3rd level or higher, a target's wearing.
30 minutes. The DM chooses from the following
completely within the area of effect are hit points increase by an additional 5 for each possible omens.
automatically pushed 10 feet away from you by slot level above 2nd. • Weal, for good results
the spell's effect, and the spell emits a • Woe, for bad results
thunderous boom audible out to 300 feet. • Weal and woe, for both good and bad results
At Higher Levels: When you cast this spell • Nothing, for results that aren't especially good or
using a spell slot of 2nd level or higher, the bad
damage increases by 1d8 for each slot level The spell doesn't take into account any possible
above 1st. 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 rst that
you get a random reading. The DM makes this roll in
secret.

Cleric (Tempest) 1st level Evocation Cleric 2nd level Abjuration Cleric (*)(Knowledge) 2nd level Divination Cleric (Nature) 2nd level Transmutation

BLINDNESS/DEAFNESS CALM EMOTIONS CONTINUAL FLAME ENHANCE ABILITY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 60 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 minute V, S Concentration, up to 1 V, S, M Until dispelled V, S, M Concentration, up to 1
minute hour
You can blind or deafen a foe. Choose one ruby dust worth 50 gp, which the spell consumes
creature that you can see within range to make a You attempt to suppress strong emotions in a fur or a feather from a beast
Constitution saving throw. If it fails, the target is group of people. Each humanoid in a 20-foot- A ame, equivalent in brightness to a torch,
either blinded or deafened (your choice) for the radius sphere centered on a point you choose springs forth from an object that you touch. The You touch a creature and bestow upon it a magical
within range must make a Charisma saving effect looks like a regular ame, but it creates no enhancement. Choose one of the following effects -
duration. At the end of each of its turns, the the target gains the effect until the spell ends.
target can make a Constitution saving throw. On throw a creature can choose to fail this saving heat and doesn't use oxygen. A continual ame Bear's Endurance: The target has advantage on
a success, the spell ends. throw if it wishes. If a creature fails its saving can be covered or hidden but not smothered or Constitution checks. It also gains 2d6 temporary hit
At Higher Levels: When you cast this spell throw, choose one of the following two effects. quenched. points, which are lost when the spell ends.
using a spell slot of 3rd level or higher, you can You can suppress any effect causing a target to Bull's Strength: The target has advantage on
target one additional creature for each slot level be charmed or frightened. When this spell ends, Strength checks, and his or her carrying capacity
above 2nd. any suppressed effect resumes, provided that its doubles.
duration has not expired in the meantime. Cat's Grace: The target has advantage on Dexterity
Alternatively, you can make a target indifferent checks. It also doesn't take damage from falling 20
feet or less if it isn't incapacitated.
about creatures of your choice that it is hostile Eagle's Splendor: The target has advantage on
toward. This indifference ends if the target is Charisma checks.
attacked or harmed by a spell or if it witnesses Fox's Cunning: The target has advantage on
any of its friends being harmed. When the spell Intelligence checks.
ends, the creature becomes hostile again, unless Owl's Wisdom: The target has advantage on
the DM rules otherwise. 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.

Cleric (*)(Death) 2nd level Necromancy Cleric 2nd level Enchantment Cleric 2nd level Evocation Cleric 2nd level Transmutation
2 2 2 1

2 2 2 1

2 2 2 2

2 2 2 2
FIND TRAPS FLAMING SPHERE GENTLE REPOSE (RITUAL) GUST OF WIND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 action Touch 1 action Self (60-foot line)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Concentration, up to 1 V, S, M 10 days V, S, M Concentration, up to 1
minute minute
You sense the presence of any trap within range a pinch of salt and one copper piece placed on each
that is within line of sight. A trap, for the purpose a bit of tallow, a pinch of brimstone, and a dusting of of the corpse's eyes, which must remain there for the a legume seed
of this spell, includes anything that would in ict powdered iron duration
a sudden or unexpected effect you consider A line of strong wind 60 feet long and 10 feet
harmful or undesirable, which was speci cally A 5-foot-diameter sphere of re appears in an You touch a corpse or other remains. For the wide blasts from you in a direction you choose
intended as such by its creator. Thus, the spell unoccupied space of your choice within range and duration, the target is protected from decay and for the spell's duration. Each creature that starts
lasts for the duration. Any creature that ends its turn its turn in the line must succeed on a Strength
would sense an area affected by the alarm spell, a within 5 feet of the sphere must make a Dexterity can't become undead.
glyph of warding, or a mechanical pit trap, but it The spell also effectively extends the time limit saving throw or be pushed 15 feet away from
saving throw. The creature takes 2d6 re damage on a you in a direction following the line.
would not reveal a natural weakness in the oor, failed save, or half as much damage on a successful on raising the target from the dead, since days
an unstable ceiling, or a hidden sinkhole. one. spent under the in uence of this spell don't Any creature in the line must spend 2 feet of
This spell merely reveals that a trap is present. As a bonus action, you can move the sphere up to 30 count against the time limit of spells such as raise movement for every 1 foot it moves when
You don't learn the location of each trap, but you feet. If you ram the sphere into a creature, that dead. moving closer to you.
do learn the general nature of the danger posed creature must make the saving throw against the The gust disperses gas or vapor, and it
by a trap you sense. sphere's damage, and the sphere stops moving this extinguishes candles, torches, and similar
turn. unprotected ames in the area. It causes
When you move the sphere, you can direct it over protected ames, such as those of lanterns, to
barriers up to 5 feet tall and jump it across pits up to dance wildly and has a 50 percent chance to
10 feet wide. The sphere ignites ammable objects
not being worn or carried, and it sheds bright light in a extinguish them.
20-foot radius and dim light for an additional 20 feet. As a bonus action on each of your turns before
At Higher Levels: When you cast this spell using a the spell ends, you can change the direction in
spell slot of 3rd level or higher, the damage increases which the line blasts from you.
by 1d6 for each slot level above 2nd.

Cleric 2nd level Divination Cleric (Light) 2nd level Conjuration Cleric (*)(Grave) 2nd level Necromancy Cleric (Tempest) 2nd level Evocation

HEAT METAL HOLD PERSON LESSER RESTORATION LOCATE OBJECT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Instantaneous V, S, M Concentration, up to 10
minute minute minutes
You touch a creature and can end either one
a piece of iron and a ame a small, straight piece of iron disease or one condition af icting it. The a forked twig
condition can be blinded, deafened, paralyzed, or
Choose a manufactured metal object, such as a Choose a humanoid that you can see within poisoned. Describe or name an object that is familiar to
metal weapon or a suit of heavy or medium range. The target must succeed on a Wisdom you. You sense the direction to the object's
metal armor, that you can see within range. You saving throw or be paralyzed for the duration. At location, as long as that object is within 1,000
cause the object to glow red-hot. Any creature in the end of each of its turns, the target can make feet of you. If the object is in motion, you know
physical contact with the object takes 2d8 re another Wisdom saving throw. On a success, the the direction of its movement.
damage when you cast the spell. Until the spell spell ends on the target. The spell can locate a speci c object known to
ends, you can use a bonus action on each of your At Higher Levels: When you cast this spell you, as long as you have seen it up close - within
subsequent turns to cause this damage again. using a spell slot of 3rd level or higher, you can 30 feet - at least once. Alternatively, the spell can
If a creature is holding or wearing the object and target on additional humanoid for each slot level locate the nearest object of a particular kind,
takes the damage from it, the creature must above 2nd. The humanoids must be within 30 such as a certain kind of apparel, jewelry,
succeed on a Constitution saving throw or drop feet of each other when you target them. furniture, tool, or weapon.
the object if it can. If it doesn't drop the object, it This spell can't locate an object if any thickness
has disadvantage on attack rolls and ability of lead, even a thin sheet, blocks a direct path
checks until the start of your next turn. between you and the object.
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 above
2nd.

Cleric 2nd level Transmutation Cleric 2nd level Enchantment Cleric (*)(Life) 2nd level Abjuration Cleric 2nd level Divination
2 2 2 2

2 2 2 2

2 2 2 2

2 2 2 2
MAGIC WEAPON MIRROR IMAGE NYSTUL'S MAGIC AURA [1/2] NYSTUL'S MAGIC AURA [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Touch 1 action Self 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S 1 minute V, S, M 24 hours V, S, M 24 hours
hour
Three illusory duplicates of yourself appear in your a small square of silk a small square of silk
You touch a nonmagical weapon. Until the spell space. Until the spell ends, the duplicates move with
ends, that weapon becomes a magic weapon you and mimic your actions, shifting position so it's You place an illusion on a creature or an object you detect creature types, such as a paladin's Divine
with a +1 bonus to attack rolls and damage rolls. impossible to track which image is real. You can use touch so that divination spells reveal false information Sense or the trigger of a symbol spell. You choose
At Higher Levels: When you cast this spell your action to dismiss the illusory duplicates. about it. The target can be a willing creature or an a creature type and other spells and magical
Each time a creature targets you with an attack during object that isn't being carried or worn by another effects treat the target as if it were a creature of
using a spell slot of 4th level or higher, the bonus the spell's duration, roll a d20 to determine whether creature.
increases to +2. When you use a spell slot of 6th the attack instead targets one of your duplicates. When you cast the spell, choose one or both of the that type or of that alignment.
level or higher, the bonus increases to +3. If you have three duplicates, you must roll a 6 or following effects. The effect lasts for the duration. If
higher to change the attack's target to a duplicate. you cast this spell on the same creature or object
With two duplicates, you must roll an 8 or higher. With every day for 30 days, placing the same effect on it
one duplicate, you must roll an 11 or higher. each time, the illusion lasts until it is dispelled.
A duplicate's AC equals 10 + your Dexterity modi er. False Aura: You change the way the target appears
If an attack hits a duplicate, the duplicate is destroyed. to spells and magical effects, such as detect magic,
A duplicate can be destroyed only by an attack that that detect magical auras. You can make a nonmagical
hits it. It ignores all other damage and effects. The object appear magical, a magical object appear
spell ends when all three duplicates are destroyed. nonmagical, or change the object's magical aura so
A creature is unaffected by this spell if it can't see, if it that it appears to belong to a speci c school of magic
relies on senses other than sight, such as blindsight, or that you choose. When you use this effect on an
if it can perceive illusions as false, as with truesight. 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

Cleric (War)(Forge)(Arcana) 2nd level Transmutation Cleric (Trickery) 2nd level Illusion Cleric (Arcana) 2nd level Illusion Cleric (Arcana) 2nd level Illusion

PASS WITHOUT TRACE PRAYER OF HEALING PROTECTION FROM POISON RAY OF ENFEEBLEMENT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 10 minutes 30 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Instantaneous V, S 1 hour V, S Concentration, up to 1
hour minute
Up to six creatures of your choice that you can You touch a creature. If it is poisoned, you
ashes from a burned leaf of mistletoe and a sprig of see within range each regain hit points equal to neutralize the poison. If more than one poison A black beam of enervating energy springs from
spruce 2d8 + your spellcasting ability modi er. This spell af icts the target, you neutralize on poison that your nger toward a creature within range.
has no effect on undead or constructs. you know is present, or you neutralize one at Make a ranged spell attack against the target. On
A veil of shadows and silence radiates from you, At Higher Levels: When you cast this spell random. a hit, the target deals only half damage with
masking you and your companions from using a spell slot of 3rd level or higher, the For the duration, the target has advantage on weapon attacks that use Strength until the spell
detection. For the duration, each creature you healing increases by 1d8 for each slot level saving throws against being poisoned, and it has ends.
choose within 30 feet of you (including you) has a above 2nd. resistance to poison damage. At the end of each of the target's turns, it can
+10 bonus to Dexterity (Stealth) checks and make a Constitution saving throw against the
can't be tracked except by magical means. A spell. On a success, the spell ends.
creature that receives this bonus leaves behind
no tracks or other traces of its passage.

Cleric (Trickery) 2nd level Abjuration Cleric 2nd level Evocation Cleric 2nd level Abjuration Cleric (Death)(Grave) 2nd level Necromancy
2 2 2 2

2 2 2 2

2 2 2 2

2 2 2 2
SCORCHING RAY SHATTER SILENCE (RITUAL) SPIKE GROWTH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 action 120 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes
You create three rays of re and hurl them at a chip of mica
targets within range. You can hurl them at one For the duration, no sound can be created within seven sharp thorns or seven small twigs, each
target or several. A sudden loud ringing noise, painfully intense, or pass through a 20-foot-radius sphere sharpened to a point
Make a ranged spell attack for each ray. On a hit, erupts from a point of your choice within range. centered on a point you choose within range.
the target takes 2d6 re damage. Each creature in a 10-foot-radius sphere Any creature or object entirely inside the sphere The ground in a 20-foot radius centered on a
At Higher Levels: When you cast this spell centered on that point must make a Constitution is immune to thunder damage, and creatures are point within range twists and sprouts hard spikes
using a spell slot of 3rd level or higher, you create saving throw. A creature takes 3d8 thunder deafened while entirely inside it. Casting a spell and thorns. The area becomes dif cult terrain
one additional ray for each slot level above 2nd. damage on a failed save, or half as much damage that includes a verbal component is impossible for the duration. When a creature moves into or
on a successful one. A creature made of there. within the area, it takes 2d4 piercing damage for
inorganic material such as stone, crystal, or every 5 feet it travels.
metal has disadvantage on this saving throw. The transformation of the ground is
A nonmagical object that isn't being worn or camou aged to look natural. Any creature that
carried also takes the damage if it's in the spell's can't see the area at the time the spell is case
area. must make a Wisdom (Perception) check against
At Higher Levels: When you cast this spell your spell save DC to recognize the terrain as
using a spell slot of or higher, the damage hazardous before entering it.
increases by 1d8 for each slot level above 2nd.

Cleric (Light) 2nd level Evocation Cleric (Tempest) 2nd level Evocation Cleric 2nd level Illusion Cleric (Nature) 2nd level Transmutation

SPIRITUAL WEAPON SUGGESTION [1/2] SUGGESTION [2/2] WARDING BOND


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 60 feet 1 action 30 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V, M Concentration, up to 8 V, M Concentration, up to 8 V, S, M 1 hour
hours hours
You create a oating, spectral weapon within a pair of platinum rings worth at least 50 gp each,
range that lasts for the duration or until you cast a snake's tongue and either a bit of honeycomb or a a snake's tongue and either a bit of honeycomb or a which you and target must wear for the duration
this spell again. When you cast the spell, you can drop of sweet oil drop of sweet oil
make a melee spell attack against a creature This spell wards a willing creature you touch and
within 5 feet of the weapon. On a hit, the target You suggest a course of activity (limited to a sentence performed. creates a mystic connection between you and
takes force damage equal to 1d8 + your or two) and magically in uence a creature you can see If you or any of your companions damage the the target until the spell ends. While the target is
within range that can hear and understand you. target, the spell ends. within 60 feet of you, it gains a +1 bonus to AC
spellcasting ability modi er. Creatures that can't be charmed are immune to this
As a bonus action on your turn, you can move the effect. The suggestion must be worded in such a and saving throws, and it has resistance to all
weapon up to 20 feet and repeat the attack manner as to make the course of action sound damage. Also, each time it takes damage, you
against a creature within 5 feet of it. reasonable. Asking the creature to stab itself, throw take the same amount of damage.
The weapon can take whatever form you choose. itself onto a spear, immolate itself, or do some other The spell ends if you drop to 0 hit points or if you
Clerics of deities who are associated with a obviously harmful act ends the spell. and the target become separated by more than
particular weapon (as St. Cuthbert is known for The target must make a Wisdom saving throw. On a 60 feet. It also ends if the spell is cast again on
his mace and Thor for his hammer) make this failed save, it purses the course of action you either of the connected creatures. You can also
described to the best of its ability. The suggested dismiss the spell as an action.
spell's effect resemble that weapon. course of action can continue for the entire duration.
At Higher Levels: When you cast this spell If the suggested activity can be completed in a shorter
using a spell slot 3rd level of or higher, the time, the spell ends when the subject nishes what it
damage increases by 1d8 for every two slot was asked to do.
levels above the 2nd. You can also specify conditions that will trigger a
special activity during the duration. For example, you
might suggest that a knight ve her warhorse to the
rst beggar she meets. If the condition isn't met
before the spell expires, the activity isn't

Cleric (*)(War)(Life) 2nd level Evocation Cleric (Knowledge) 2nd level Enchantment Cleric (Knowledge) 2nd level Enchantment Cleric 2nd level Abjuration
2 2 2 2

2 2 2 2

2 2 2 2

2 2 2 2
ZONE OF TRUTH ANIMATE DEAD [1/2] ANIMATE DEAD [2/2] BEACON OF HOPE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute 10 feet 1 minute 10 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 minutes V, S, M Instantaneous V, S, M Instantaneous V, S Concentration, up to 1
minute
You create a magical zone that guards against a drop of blood, a piece of esh, and a pinch of bone a drop of blood, a piece of esh, and a pinch of bone
deception in a 15-foot-radius sphere centered dust dust This spell bestows hope and vitality. Choose any
on a point of your choice within range. Until the number of creatures within range. For the
spell ends, a creature that enters the spell's area This spell creates an undead servant. Choose a pile of any command you've given it. To maintain the duration, each target has advantage on Wisdom
for the rst time on a turn or starts its turn there bones or a corpse of a Medium or Small humanoid control of the creature for another 24 hours, you saving throws and death saving throws, and
must make a Charisma saving throw. On a failed within range. Your spell imbues the target with a foul must cast this spell on the creature again before regains the maximum number of hit points
mimicry of life, raising it as an undead creature. The the current 24-hour period ends. This use of the possible from any healing.
save, a creature can't speak a deliberate lie while target becomes a skeleton if you chose bones or a
in the radius. You know whether each creature zombie if you chose a corpse (the DM has the spell reasserts your control over up to four
succeeds or fails on its saving throw. creature's game statistics). creatures you have animated with this spell,
An affected creature is aware of the spell and On each of your turns, you can use a bonus action to rather than animating a new one.
can thus avoid answering questions to which it mentally command any creature you made with this At Higher Levels: When you cast this spell
would normally respond with a lie. Such spell if the creature is within 60 feet of you (if you using a spell slot of 4th level or higher, you
creatures can be evasive in its answers as long as control multiple creatures, you can command any or animate or reassert control over two additional
it remains within the boundaries of the truth. all of them at the same time, issuing the same undead creatures for each slot above 3rd. Each
command to each one). You decide what action the of the creatures must come from a different
creature will take and where it will move during its
next turn, or you can issue a general command, such as corpse or pile of bones.
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

Cleric 2nd level Enchantment Cleric (*)(Death) 3rd level Necromancy Cleric (*)(Death) 3rd level Necromancy Cleric (*)(Life) 3rd level Abjuration

BESTOW CURSE [1/2] BESTOW CURSE [2/2] BLINK CALL LIGHTNING


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Self 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S 1 minute V, S Concentration, up to 10
minute minute minutes
Roll a d20 at the end of each of your turns for the
You touch a creature, and that creature must succeed level spell slot, the spell lasts until it is dispelled. duration of the spell. On a roll of 11 or higher, you A storm cloud appears in the shape of a cylinder that is
on a Wisdom saving throw or become cursed for the Using a spell slot of 5th level or higher grants a vanish from your current plane of existence and 10 feet tall with a 60-foot radius, centered on a point
duration of the spell. When you cast this spell, choose duration that doesn't require concentration. appear in the Ethereal Plane (the spell fails and the you can see 100 feet directly above you. The spell fails
the nature of the curse from the following options. casting is wasted if you were already on that plane). At if you can't see a point in the air where the storm cloud
• Choose one ability score. While cursed, the target the start of you next turn, and when the spell ends if could appear (for example, if you are in a room that
has disadvantage on ability checks and saving throws you are on the Ethereal Plane, you return to an can't accommodate the cloud).
made with that ability score. unoccupied space of your choice that you can see When you cast the spell, choose a point you can see
• While cursed, the target has disadvantage on attack within 10 feet of the space you vanished from. If no within range. A bolt of lightning ashes down from the
rolls against you. unoccupied space is available within that range, you cloud to that point. Each creature within 5 feet of that
• While cursed, the target must make a Wisdom appear in the nearest unoccupied space (chosen at point must make a Dexterity saving throw. A creature
saving throw at the start of each of its turns. If it fails, random if more than one space is equally near). You takes 3d10 lightning damage on a failed save, or half
it wastes its action that turn doing nothing. can dismiss this spell as an action. as much damage on a successful one. On each of your
• While the target is cursed, your attacks and spells While on the Ethereal Plane, you can see and hear the turns until the spell ends, you can use your action to
deal an extra 1d8 necrotic damage to the target. plane you originated from, which is cast in shades of call down lightning in this way again, targeting the
A remove curse spell ends this effect. At the DM's gray, and you can't see anything more than 60 feet same point or a different one.
option, you may choose an alternative curse effect, away. You can only affect and be affected by other If you are outdoors in stormy conditions when you
but it should be no more powerful than those creatures on the Ethereal Plane. Creature that aren't cast this spell, the spell gives you control over the
described above. The DM has nal say on such a there can't perceive you or interact with you, unless existing storm instead of creating a new one. Under
curse's effect. they have the ability to do so. such conditions, the spell's damage increases by 1d10.
At Higher Levels: If you cast this spell using a spell At Higher Levels: When you cast this spell using a
slot of 4th level or higher, the duration is spell slot of 4th level or higher level, the damage
concentration, up to 10 minutes. If you use a spell slot increases by 1d10 for each slot level above 3rd.
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

Cleric 3rd level Necromancy Cleric 3rd level Necromancy Cleric (Trickery) 3rd level Transmutation Cleric (Tempest) 3rd level Conjuration
3 3 3 2

3 3 3 2

3 3 3 3

3 3 3 3
CLAIRVOYANCE [1/2] CLAIRVOYANCE [2/2] CREATE FOOD AND WATER CRUSADER'S MANTLE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 1 mile 10 minutes 1 mile 1 action 30 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S Instantaneous V Concentration, up to 1
minutes minutes minute
You create 45 pounds of food and 30 gallons of
a focus worth at least 100 gp, either a jeweled horn a focus worth at least 100 gp, either a jeweled horn water on the ground or in containers within Holy power radiates from you in an aura with a
for hearing or a glass eye for scrying for hearing or a glass eye for scrying range, enough to sustain up to fteen humanoids 30-foot radius, awakening boldness in friendly
or ve steeds for 24 hours. The food is bland but creatures. Until the spell ends, the aura moves
You create an invisible sensor within range in a st. nourishing, and spoils if uneaten after 24 hours. with you, centered on you. While in the aura,
location familiar to you (a place you have visited or A creature that can see the sensor (such as a The water is clean and doesn't go bad. each non-hostile creature in the aura (including
seen before) or in an obvious location that is creature bene tting from see invisibility or you) deals an extra 1d4 radiant damage when it
unfamiliar to you (such as behind a door, around a truesight) sees a luminous, intangible orb about
corner, or in a grove of trees). The sensor remains in hits with a weapon attack.
place for the duration, and it can't be attacked or the size of your st.
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 bene tting from see invisibility or truesight)
sees a luminous, intangible orb about the size of your
st.
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 bene tting from see
invisibility or truesight) sees a luminous, intangible
orb about the size of your

Cleric 3rd level Divination Cleric 3rd level Divination Cleric 3rd level Conjuration Cleric (War) 3rd level Evocation

DAYLIGHT DISPEL MAGIC FEIGN DEATH (RITUAL) FIREBALL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action Touch 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S Instantaneous V, S, M 1 hour V, S, M Instantaneous
A 60-foot-radius sphere of light spreads out Choose any creature, object, or magical effect a pinch of graveyard dirt a tiny ball of bat guano and sulfur
from a point you choose within range. The within range. Any spell of 3rd level or lower on
sphere is bright light and sheds dim light for an the target ends. For each spell of 4th level or You touch a willing creature and put it into a A bright streak ashes from your pointing nger
additional 60 feet. higher on the target, make an ability check using cataleptic state that is indistinguishable from to a point you choose within range then
If you chose a point on an object you are holding your spellcasting ability. The DC equals 10 + the death. blossoms with a low roar into an explosion of
or one that isn't being worn or carried, the light spell's level. On a successful check, the spell For the spell's duration, or until you use an action ame. Each creature in a 20-foot radius must
shines from the object with and moves with it. ends. to touch the target and dismiss the spell, the make a Dexterity saving throw. A target takes
Completely covering the affected object with an At Higher Levels: When you cast this spell target appears dead to all outward inspection 8d6 re damage on a failed save, or half as much
opaque object, such as a bowl or a helm, blocks using a spell slot of 4th level or higher, you and to spells used to determine the target's damage on a successful one.
the light. automatically end the effects of a spell on the status. The target is blinded and incapacitated, The re spreads around corners. It ignites
If any of this spell's area overlaps with an area of target if the spell's level is equal to or less than and its speed drops to 0. The target has ammable objects in the area that aren't being
darkness created by a spell of or lower, the spell the level of the spell slot you used. resistance to all damage except psychic damage. worn or carried.
that created the darkness is dispelled. If the target is diseased or poisoned when you At Higher Levels: When you cast this spell
cast the spell, or becomes diseased or poisoned using a spell slot of 4th level or higher, the
while under the spell's effect, the disease and damage increases by 1d6 for each slot level
poison have no effect until the spell ends. above 3rd.

Cleric (*)(Light) 3rd level Evocation Cleric (*)(Trickery)(Arcana) 3rd level Abjuration Cleric 3rd level Necromancy Cleric (Light) 3rd level Evocation
3 3 3 3

3 3 3 3

3 3 3 3

3 3 3 3
GLYPH OF WARDING [1/3] GLYPH OF WARDING [2/3] GLYPH OF WARDING [3/3] LIFE TRANSFERENCE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 1 hour Touch 1 hour Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled or V, S, M Until dispelled or V, S, M Until dispelled or V, S Instantaneous
triggered triggered triggered
You sacri ce some of your health to mend
incense and powdered diamond worth at least 200 incense and powdered diamond worth at least 200 incense and powdered diamond worth at least 200 another creature's injuries. You take 4d8
gp, which the spell consumes gp, which the spell consumes gp, which the spell consumes necrotic damage, and one creature of your
choice that you can see within range regains a
When you cast this spell, you inscribe a glyph that object, the most common triggers include opening Spell Glyph: You can store a prepared spell of or number of hit points equal to twice the necrotic
harms other creatures, either upon a surface (such as that object, approaching within a certain distance of lower in the glyph by casting it as part of creating the damage you take. AtHigher Levels. When you
a table or a section of oor or wall) or within an object the object, or seeing or reading the glyph. Once a glyph. The spell must target a single creature or an
that can be closed (such as a book, a scroll, or a glyph is triggered, this spell ends. area. The spell being stored has no immediate effect cast this spell using a spell slot of 4th level or
treasure chest) to conceal the glyph. If you choose a You can further re ne the trigger so the spell activates when cast in this way. When the glyph is triggered, the higher, the damage increases by 1d8 for each
surface, the glyph can cover an area of the surface no only under certain circumstances or according to stored spell is cast. If the spell has a target, it targets slot level above 3rd.
larger than 10 feet in diameter. If you choose an physical characteristics (such as height or weight), the creature that triggered the glyph. If the spell
object, that object must remain in its place, if the creature kind (for example, the ward could be set to affects an area, the area is centered on that creature.
object is moved more than 10 feet from where you affect aberrations or drow), or alignment. You can also If the spell summons hostile creatures or creates
cast this spell, the glyph is broken and the spell ends set conditions for creatures that don't trigger the harmful objects or traps, they appear as close as
without being triggered. glyph, such as those who say a certain password. possible to the intruder and attack it. If the spell
The glyph is nearly invisible and requires a successful When you inscribe the glyph, choose explosive runes requires concentration, it lasts until the end of its full
Intelligence (Investigation) check against your spell or a spell glyph. duration.
save DC to be found. Explosive Runes: When triggered, the glyph erupts At Higher Levels: When you cast this spell using a
You decide what triggers the glyph when you cast the with magical energy in a 20-foot-radius sphere spell slot of 4th level or higher, the damage of an
spell. For glyphs inscribed on a surface, the most centered on the glyph. The sphere spreads around explosive runes glyph increases by 1d8 for each slot
typical triggers include touching or standing on the corners. Each creature in the aura must make a level above 3rd. If you create a spell glyph, you can
glyph, removing another object covering the glyph, Dexterity saving throw. A creature takes 5d8 acid, store any spell of up to the same level as the slot you
approaching within a certain distance of the glyph, or cold, re, lightning, or thunder damage on a failed use for the glyph of warding.
manipulating the object on which the glyph is saving throw (your choice when you create the glyph),
inscribed. For glyphs inscribed within an or half as much damage on a successful one.

Cleric 3rd level Abjuration Cleric 3rd level Abjuration Cleric 3rd level Abjuration Cleric (XGE) 3rd level Necromancy

MAGIC CIRCLE [1/2] MAGIC CIRCLE [2/2] MASS HEALING WORD MELD INTO STONE (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 minute 10 feet 1 bonus action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M 1 hour V Instantaneous V, S 8 hours
holy water or powdered silver and iron worth at holy water or powdered silver and iron worth at As you call out words of restoration, up to six You step into a stone object or surface large enough to
least 100 gp, which the spell consumes least 100 gp, which the spell consumes creatures of your choice that you can see within fully contain your body, melding yourself and all the
range regain hit points equal to 1d4 + your equipment you carry with the stone for the duration.
You create a 10-foot-radius, 20-foot-tall cylinder of using a spell slot of 4th level or higher, the spellcasting ability modi er. This spell has no Using your movement, you step into the stone at a
magical energy centered on a point on the ground that duration increases by 1 hour for each slot level point you can touch. Nothing of your presence
effect on undead or constructs. remains visible or otherwise detectable by nonmagical
you can see within range. Glowing runes appear above 3rd. At Higher Levels: When you cast this spell
wherever the cylinder intersects with the oor or senses.
other surface. using a spell slot of 4th level or higher, the While merged with the stone, you can't see what
Choose one or more of the following types of healing increases by 1d4 for each slot level occurs outside it, and any Wisdom (Perception) checks
creatures - celestials, elementals, fey, ends, or above 3rd. you make to hear sounds outside it are made with
undead. The circle affects a creature of the chosen disadvantage. You remain aware of the passage of
type in the following ways. time and can cast spells on yourself while merged in
• The creature can't willingly enter the cylinder by the stone. You can use your movement to leave the
nonmagical means. If the creature tries to use stone where you entered it, which ends the spell. You
teleportation or interplanar travel to do so, it must otherwise can't move.
rst succeed on a Charisma saving throw. Minor physical damage to the stone doesn't harm you,
• The creature has disadvantage on attack rolls but its partial destruction or a change in its shape (to
against targets within the cylinder. the extent that you no longer t within it) expels you
• Targets within the cylinder can't be charmed, and deals 6d6 bludgeoning damage to you. The stone's
frightened, or possessed by the creature. When you complete destruction (or transmutation into a
cast this spell, you can elect to cause its magic to different substance) expels you and deals 50
operate in the reverse direction, preventing a creature bludgeoning damage to you. If expelled, you fall prone
of the speci ed type from leaving the cylinder and in an unoccupied space closest to where you rst
protecting targets outside it. entered.
At Higher Levels: When you cast this spell

Cleric (*)(Arcana) 3rd level Abjuration Cleric (*)(Arcana) 3rd level Abjuration Cleric 3rd level Evocation Cleric 3rd level Transmutation
3 3 3 3

3 3 3 3

3 3 3 3

3 3 3 3
NONDETECTION PLANT GROWTH PROTECTION FROM ENERGY REMOVE CURSE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action or 8 hours 150 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S Instantaneous V, S Concentration, up to 1 V, S Instantaneous
hour
a pinch of diamond dust worth 25 gp sprinkled over This spell channels vitality into plants within a At your touch, all curses affecting one creature
the target, which the spell consumes speci c area. There are two possible uses for the For the duration, the willing creature you touch or object end. If the object is a cursed magic item,
spell, granting either immediate or long-term has resistance to one damage type of your its curse remains, but the spell breaks its owner's
For the duration, you hide a target that you bene ts. choice: acid, cold, re, lightning, or thunder. attunement to the object so it can be removed or
touch from divination magic. The target can be a If you cast this spell using 1 action, choose a discarded.
willing creature or a place or an object no larger point within range. All normal plants in a 100-
than 10 feet in any dimension. The target can't foot radius centered on that point become thick
be targeted by any divination magic or perceived and overgrown. A creature moving through the
through magical scrying sensors. 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.

Cleric (Knowledge) 3rd level Abjuration Cleric (Nature) 3rd level Transmutation Cleric (*)(Forge) 3rd level Abjuration Cleric 3rd level Abjuration

REVIVIFY SENDING SLEET STORM SPEAK WITH DEAD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Unlimited 1 action 150 feet 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 1 round V, S, M Concentration, up to 1 V, S, M 10 minutes
minute
diamonds worth 300 gp, which the spell consumes A short piece of ne copper wire burning incense
a pinch of dust and a few drops of water
You touch a creature that has died within the last You send a short message of twenty- ve words You grant the semblance of life and intelligence
minute. That creature returns to life with 1 hit or less to a creature with you are familiar. The Until the spell ends, freezing rain and sleet fall in to a corpse of your choice within range, allowing
point. This spell can't return to life a creature creature hears the message in its mind, a 20-foot-tall cylinder with a 40-foot radius it to answer the questions you pose. The corpse
that has died of old age, nor can it restore any recognizes you as the sender if it knows you, and centered on a point you choose within range. must still have a mouth and can't be undead. The
missing body parts. can answer in a like manner immediately. The The area is heavily obscured, and exposed ames spell fails if the corpse was the target of this spell
spell enables creatures with Intelligence scores in the area are doused. within the last 10 days.
of at least 1 to understand the meaning of your The ground in the area is covered with slick ice, Until the spell ends, you can ask the corpse up to
message. making it dif cult terrain. When a creature ve questions. The corpse knows only what it
You can send the message across any distance enters the spell's area for the rst time on a turn knew in life, including the languages it knew.
and even to other planes of existence, but if the or starts its turn there, it must make a Dexterity Answers are usually brief, cryptic, or repetitive,
target is on a different plane than you, there is a saving throw. On a failed save, it falls prone. and the corpse is under no compulsion to offer a
5 percent chance that the message doesn't If a creature is concentrating in the spell's area, truthful answer if you are hostile to it or it
arrive. the creature must make a successful recognizes you as an enemy. This spell doesn't
Constitution saving throw against your spell return the creature's soul to its body, only its
save DC or lose concentration. 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.

Cleric (*)(Life)(Grave) 3rd level Necromancy Cleric 3rd level Evocation Cleric (Tempest) 3rd level Conjuration Cleric (*)(Knowledge) 3rd level Necromancy
3 3 3 3

3 3 3 3

3 3 3 3

3 3 3 3
SPIRIT GUARDIANS TONGUES VAMPIRIC TOUCH WATER WALK (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot-radius) 1 action Touch 1 action Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, M 1 hour V, S Concentration, up to 1 V, S, M 1 hour
minutes minute
a small clay model of a ziggurat a piece of cork
a holy symbol The touch of your shadow-wreathed hand can
This spell grants the creature you touch the siphon force from others to heal your wounds. This spell grants the ability to move across any
You call forth spirits to protect you. They it ability to understand any spoken language it Make a melee spell attack against a creature liquid surface - such as water, acid, mud, snow,
around you to a distance of 15 feet for the hears. Moreover, when the target speaks, any within your reach. On a hit, the target takes 3d6 quicksand, or lava - as if it were harmless solid
duration. If you are good or neutral, their creature that knows at least one language and necrotic damage, and you regain hit points equal ground (creatures crossing molten lava can still
spectral form appears angelic or fey (your can hear the target understands what it says. to half the amount of necrotic damage dealt. take damage from the heat). Up to ten willing
choice). If you are evil, they appear endish. Until the spell ends, you can make the attack creatures you can see within range gain this
When you cast this spell, you can designate any again on each of your turns as an action. ability for the duration.
number of creatures you can see to be At Higher Levels: When you cast this spell If your target a creature submerged in a liquid,
unaffected by it. An affected creature's speed is using a spell slot of 4th level or higher, the the spell carries the target to the surface of the
halved in the area, and when the creature enters damage increases by 1d6 for each slot level liquid at a rate of 60 feet per round.
the area for the rst time on a turn or starts its above 3rd.
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.

Cleric (*)(War) 3rd level Conjuration Cleric 3rd level Divination Cleric (Death)(Grave) 3rd level Necromancy Cleric 3rd level Transmutation

WIND WALL ARCANE EYE BANISHMENT BLIGHT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 30 feet 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Instantaneous
minute hour minute
Necromantic energy washes over a creature of
a tiny fan and a feather of exotic origin a bit of bat fur an item distasteful to the target your choice that you can see within range,
A wall of strong wind rises from the ground at a point
draining moisture and vitality from it. The target
You create an invisible, magical eye within range You attempt to send one creature that you can see must make a Constitution saving throw. The
you choose within range. You can make the wall up to that hovers in the air for the duration. within range to another place of existence. The target
50 feet long, 15 feet high, and 1 foot thick. You can must succeed on a Charisma saving throw or be target takes 8d8 necrotic damage on a failed
shape the wall in any way you choose so long as it
You mentally receive visual information from the banished. save, or half as much damage on a successful
makes one continuous path along the ground. The wall eye, which has normal vision and darkvision out If the target is native to the plane of existence you're one. This spell has no effect on undead or
lasts for the duration. to 30 feet. The eye can look in every direction. on, you banish the target to a harmless demiplane. constructs.
When the wall appears, each creature within its area As an action, you can move the eye up to 30 feet While there, the target is incapacitated. The target If you target a plant creature or a magical plant,
must make a Strength saving throw. A creature takes in any direction. There is no limit to how far away remains there until the spell ends, at which point the it makes the saving throw with disadvantage,
3d8 bludgeoning damage on a failed save, or half as from you the eye can move, but it can't enter target reappears in the space it left or in the nearest and the spell deals maximum damage to it.
much damage on a successful one. another plane of existence. A solid barrier blocks unoccupied space if that space is occupied. If you target a nonmagical plant that isn't a
The strong wind keeps fog, smoke, and other gases at the eye's movement, but the eye can pass If the target is native to a different plane of existence
bay. Small or smaller ying creatures or objects can't that the one you're on, the target is banished with a creature, such as a tree or shrub, it doesn't make
through an opening as small as 1 inch in a saving throw, it simply withers and dies.
pass through the wall. Loose, lightweight materials diameter. faint popping noise, returning to its home plane. If the
brought into the wall y upward. Arrows, bolts, and spell ends before 1 minute has passed, the target At Higher Levels: When you cast this spell
other ordinary projectiles launched at targets behind reappears in the space it left or in the nearest using a spell slot of 5th level or higher, the
the wall are de ected upward and automatically miss. unoccupied space if that space is occupied. Otherwise, damage increases by 1d8 for each slot level
(Boulders hurled by giants or siege engines, and the target doesn't return. above 4th.
similar projectiles, are unaffected.) Creatures in At Higher Levels: When you cast this spell using a
gaseous form can't pass through it. spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th.

Cleric (Nature) 3rd level Evocation Cleric (Knowledge)(Arcana) 4th level Divination Cleric 4th level Abjuration Cleric (Death)(Grave) 4th level Necromancy
3 3 3 3

3 3 3 3

4 4 4 3

4 4 4 3
CONFUSION [1/2] CONFUSION [2/2] CONTROL WATER [1/3] CONTROL WATER [2/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 90 feet 1 action 300 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minute minute minutes minutes
three nut shells three nut shells a drop of water and a pinch of dust a drop of water and a pinch of dust
This spell assaults and twists creatures' minds, target. Until the spell ends, you control any freestanding water in the area to move apart and create a trench.
spawning delusions and provoking uncontrolled At Higher Levels: When you cast this spell water inside an area you choose that is a cube up to The trench extends across the spell's area, and the
actions. Each creature in a 10-foot-radius sphere using a spell slot of 5th level or higher, the radius 100 feet on a side. You can choose from any of the separated water forms a wall to either side. The
centered on a point you choose within range must of the sphere increases by 5 feet for each slot following effects when you cast this spell. As an action trench remains until the spell ends or you choose a
succeed on a Wisdom saving throw when you cast this on your turn, you can repeat the same effect or choose different effect. The water then slowly lls in the
spell or be affected by it. above 4th. a different one. trench over the course of the next round until the
An affected target can't take reactions and must roll a Flood: You cause the water level of all standing water normal water level is restored.
d10 at the start of each of its turns to determine its in the area to rise by as much as 20 feet. If the area Redirect Flow: You cause owing water in the area
behavior for that turn. includes a shore, the ooding water spills over onto to move in a direction you choose, even if the water
1: The creature uses all its movement to move in a dry land. has to ow over obstacles, up walls, or in other
random direction. To determine the direction, roll a d8 If you choose an area in a large body of water, you unlikely directions. The water in the area moves as
and assign a direction to each die face. The creature instead create a 20-foot tall wave that travels from you direct it, but once it moves beyond the spell's area,
doesn't take an action this turn. one side of the area to the other and then crashes it resumes its ow based on the terrain conditions.
2-6: The creature doesn't move or take actions this down. Any Huge or smaller vehicles in the wave's path The water continues to move in the direction you
turn. are carried with it to the other side. Any Huge or chose until the spell ends or you choose a different
7-8: The creature uses its action to make a melee smaller vehicles struck by the wave have a 25 percent effect.
attack against a randomly determined creature within chance of capsizing. Whirlpool: This effect requires a body of water at
its reach. If there is no creature within its reach, the The water level remains elevated until the spell ends least 50 feet square and 25 feet deep. You cause a
creature does nothing this turn. or you choose a different effect. If this effect produced whirlpool to form in the center of the area. The
9-10: The creature can act and move normally. At the a wave, the wave repeats on the start of your next turn whirlpool forms a vortex that is 5 feet wide at the
end of its turns, an affected target can make a Wisdom while the ood effect lasts. base, up to 50 feet wide at the top, and 25 feet tall.
saving throw. If it succeeds, this effect ends for that Part Water: You cause

Cleric (Knowledge) 4th level Enchantment Cleric (Knowledge) 4th level Enchantment Cleric (*)(Tempest) 4th level Transmutation Cleric (*)(Tempest) 4th level Transmutation

CONTROL WATER [3/3] DEATH WARD DIMENSION DOOR DIVINATION (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action Touch 1 action 500 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S 8 hours V Instantaneous V, S, M Instantaneous
minutes
You touch a creature and grant it a measure of You teleport yourself from your current location incense and a sacri cial offering appropriate to your
a drop of water and a pinch of dust protection from death. to any other spot within range. You arrive at religion, together worth at least 25 gp, which the
The rst time the target would drop to 0 hit exactly the spot desired. It can be a place you can spell consumes
Any creature or object in the water and within points as a result of taking damage, the target see, one you can visualize, or one you can
25 feet of the vortex is pulled 10 feet toward it. instead drops to 1 hit point, and the spell ends. describe by stating distance and direction, such Your magic and an offering put you in contact
A creature can swim away from the vortex by If the spell is still in effect when the target is as 200 feet straight downward or upward to the with a god or a god's servants. You ask a single
making a Strength (Athletics) check against your subjected to an effect that would kill it northwest at a 45-degree angle, 300 feet. question concerning a speci c goal, event, or
spell save DC. instantaneously without dealing damage, that You can bring along objects as long as their activity to occur within 7 days. The DM offers a
When a creature enters the vortex for the rst effect is instead negated against the target, and weight doesn't exceed what you can carry. You truthful reply. The reply might be a short phrase,
time on a turn or starts its turn there, it must the spells ends. can also bring one willing creature of your size or a cryptic rhyme, or an omen.
make a Strength saving throw. On a failed save, smaller who is carrying gear up to its carrying The spell doesn't take into account any possible
the creature takes 2d8 bludgeoning damage and capacity. The creature must be within 5 feet of circumstances that might change the outcome,
is caught in the vortex until the spell ends. On a you when you cast this spell. such as the casting of additional spells or the loss
successful save, the creature takes half damage, If you would arrive in a place already occupied by or gain of a companion.
and isn't caught in the vortex. A creature caught an object or a creature, you and any creature If you cast this spell two or more times before
in the vortex can use its action to try to swim traveling with you each take 4d6 force damage, nishing your next long rest, there is a
away from the vortex as described above, but and the spell fails to teleport you. cumulative 25 percent chance for each casting
has disadvantage on the Strength (Athletics) after the rst that you get a random reading. The
check to do so. DM makes this roll in secret.
The rst 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.

Cleric (*)(Tempest) 4th level Transmutation Cleric (*)(Life)(Grave) 4th level Abjuration Cleric (Trickery) 4th level Conjuration Cleric 4th level Divination
4 4 4 4

4 4 4 4

4 4 4 4

4 4 4 4
DOMINATE BEAST [1/2] DOMINATE BEAST [2/2] FABRICATE FREEDOM OF MOVEMENT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 10 minutes 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S Instantaneous V, S, M 1 hour
minute minute
You convert raw materials into products of the same a leather strap, bound around the arm or a similar
You attempt to beguile a beast that you can see within succeeds, the spell ends. material. For example, you can fabricate a wooden appendage
range. It must succeed on a Wisdom saving throw or At Higher Levels: When you cast this spell bridge from a clump of trees, a rope from a patch of
be charmed by you for the duration. If you or with a 5th-level spell slot, the duration is hemp, and clothes from ax or wool. You touch a willing creature. For the duration,
creatures that are friendly to you are ghting it, it has concentration, up to 10 minutes. When you use a Choose raw materials that you can see within range. the target's movement is unaffected by dif cult
advantage on the saving throw. You can fabricate a Large or smaller object (contained
While the beast is charmed, you have a telepathic link 6th-level spell slot, the duration is concentration, within a 10-foot cube, or eight connected 5-foot terrain, and spells and other magical effects can
with it as long as the two of you are on the same plane up to 1 hour. When you use a spell slot of 7th cubes), given a suf cient quantity of raw material. If neither reduce the target's speed nor cause the
of existence. You can use this telepathic link to issue level or higher, the duration is concentration, up you are working with metal, stone, or another mineral target to be paralyzed or restrained.
commands to the creature while you are conscious (no to 8 hours. substance, however, the fabricated object can be no The target can also spend 5 feet of movement to
action required), which it does its best to obey. You larger than Medium (contained within a single 5-foot automatically escape from nonmagical
can specify a simple and general course of action, such cube). The quality of objects made by the spell is restraints, such as manacles or a creature that
as Attack that creature, Run over there, or Fetch that commensurate with the quality of the raw materials. has it grappled. Finally, being underwater
object. If the creature completes the order and Creatures or magic items can't be created or imposes no penalties on the target's movement
doesn't receive further direction from you, it defends transmuted by this spell. You also can't use it to create
and preserves itself to the best of its ability. items that ordinarily require a high degree of or attacks.
You can use your action to take total and precise craftsmanship, such as jewelry, weapons, glass, or
control of the target. Until the end of your next turn, armor, unless you have pro ciency with the type of
the creature takes only the actions you choose, and artisan's tools used to craft such objects.
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

Cleric (Nature) 4th level Enchantment Cleric (Nature) 4th level Enchantment Cleric 4th level Evocation Cleric (*)(War) 4th level Abjuration

GRASPING VINE GUARDIAN OF FAITH ICE STORM LEOMUND'S SECRET CHEST


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 30 feet 1 action 30 feet 1 action 300 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V 8 hours V, S, M Instantaneous V, S, M Instantaneous
minute
A Large spectral guardian appears and hovers for a pinch of dust and a few drops of water an exquisite chest, 3 feet by 2 feet by 2 feet,
You conjure a vine that sprouts from the ground the duration in an unoccupied space of your constructed from rare materials worth at least
in an unoccupied space of your choice that you choice that you can see within range. The A hail of rock-hard ice pounds to the ground in a 5,000 gp, and a Tiny replica made from the same
can see within range. When you cast this spell, guardian occupies that space and is indistinct 20-foot-radius, 40-foot-high cylinder centered
you can direct the vine to lash out at a creature except for a gleaming sword and shield on a point within range. Each creature in the materials worth at least 50 gp
within 30 feet of it that you can see. That emblazoned with the symbol of your deity. cylinder must make a Dexterity saving throw. A You hide a chest, and all its contents, on the
creature must succeed on a Dexterity saving Any creature hostile to you that moves to a creature takes 2d8 bludgeoning damage and 4d6 Ethereal Plane. You must touch the chest and the
throw or be pulled 20 feet directly toward the space within 10 feet of the guardian for the rst cold damage on a failed save, or half as much miniature replica that serves as a material
vine. time on a turn must succeed on a Dexterity damage on a successful one. component for the spell. The chest can contain
Until the spell ends, you can direct the vine to saving throw. The creature takes 20 radiant Hailstones turn the storm's area of effect into up to 12 cubic feet of nonliving material (3 feet
lash out at the same creature or another one as a damage on a failed save, or half as much damage dif cult terrain until the end of your next turn. by 2 feet by 2 feet).
bonus action on each of your turns. on a successful one. The guardian vanishes when At Higher Levels: When you cast this spell While the chest remains on the Ethereal Plane,
it has dealt a total of 60 damage. using a spell slot of 5th level or higher, the you can use an action and touch the replica to
bludgeoning damage increases by 1d8 for each recall the chest. It appears in an unoccupied
slot level above 4th. 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
Pl it i i t i bl l t
Cleric (Nature) 4th level Conjuration Cleric (*)(Light)(Life) 4th level Conjuration Cleric (Tempest) 4th level Evocation Cleric (Arcana) 4th level Conjuration
4 4 4 4

4 4 4 4

4 4 4 4

4 4 4 4
LOCATE CREATURE POLYMORPH [1/2] POLYMORPH [2/2] STONE SHAPE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Instantaneous
hour hour hour
soft clay, which must be worked into roughly the
a bit of fur from a bloodhound a caterpillar cocoon a caterpillar cocoon desired shape of the stone object
Describe or name a creature that is familiar to This spell transforms a creature with at least 1 hit The creature is limited in the actions it can You touch a stone object of Medium size or
you. You sense the direction to the creature's point that you can see within range into a new form. perform by the nature of its new form, and it smaller or a section of stone no more than 5 feet
location, as long as that creature is within 1,000 An unwilling creature must make a Wisdom saving can't speak, cast spells, or take any other action
throw to avoid the effect. A shapechanger in any dimension and form it into any shape that
feet of you. If the creature is moving, you know automatically succeeds on this saving throw. that requires hands or speech. suits your purpose. So, for example, you could
the direction of its movement. The transformation lasts for the duration, or until the The target's gear melds into the new form. The shape a large rock into a weapon, idol, or coffer,
The spell can locate a speci c creature known to target drops to 0 hit points or dies. The new form can creature can't activate, use, wield, or otherwise or make a small passage through a wall, as long
you, or the nearest creature of a speci c kind be any beast whose challenge rating is equal to or less bene t from any of its equipment. as the wall is less than 5 feet thick. You could also
(such as a human or a unicorn), so long as you than the target's (or the target's level, if it doesn't have shape a stone door or its frame to seal the door
have seen such a creature up close - within 30 a challenge rating). The target's game statistics, shut. The object you create can have up to two
feet - at least once. If the creature you described including mental ability scores, are replaced by the hinges and a latch, but ner mechanical detail
or named is in a different form, such as being statistics of the chosen beast. It retains its alignment
and personality. isn't possible.
under the effects of a polymorph spell, this spell The target assumes the hit points of its new form.
doesn't locate the creature. When it reverts to its normal form, the creature
This spell can't locate a creature if running water returns to the number of hit points it had before it
at least 10 feet wide blocks a direct path transformed. If it reverts as a result of dropping to 0
between you and the creature. 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.

Cleric 4th level Divination Cleric (Trickery) 4th level Transmutation Cleric (Trickery) 4th level Transmutation Cleric 4th level Transmutation

STONESKIN WALL OF FIRE ANIMATE OBJECTS [1/2] ANIMATE OBJECTS [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S Concentration, up to 1
hour minute minute minute
diamond dust worth 100 gp, which the spell a small piece of phosphorus Objects come to life at your command. Choose up to objects lack legs or other appendages it can use for
consumes ten nonmagical objects within range that are not being locomotion, it instead has a ying speed of 30 feet and
You create a wall of re on a solid surface within worn or carried. Medium targets count as two objects, can hover. If the object is securely attached to a
This spell turns the esh of a willing creature you range. You can make the wall up to 60 feet long, 20 Large targets count as four objects, Huge targets surface or larger object, such as a chain bolted to a
touch as hard as stone. Until the spell ends, the feet high, and 1 foot think, or a ringed wall up to 20 count as eight objects. You can't animate any object wall, its speed is 0. It has blindsight with a radius of 30
feet in diameter, 20 feet high, and 1 foot think. The larger than Huge. Each target animates and becomes a feet and is blind beyond that distance. When the
target has resistance to nonmagical bludgeoning, wall is opaque and lasts for the duration. creature under your control until the spell ends or animated object drops to 0 hit points, it reverts to its
piercing, and slashing damage. When the wall appears, each creature within its area until reduced to 0 hit points. original object form, and any remaining damage
must make a Dexterity saving throw. On a failed save, As a bonus action, you can mentally command any carries over to its original object form.
a creature takes 5d8 re damage, or half as much creature you made with this spell if the creature is If you command an object to attack, it can make a
damage on a successful save. within 500 feet of you (if you control multiple single melee attack against a creature within 5 feet of
One side of the wall, selected by you when you cast creatures, you can command any or all of them at the it. It makes a slam attack with an attack bonus and
this spell, deals 5d8 re damage to each creature that same time, issuing the same command to each one). bludgeoning damage determine by its size. The DM
ends its turn within 10 feet of that side or inside the You decide what action the creature will take and might rule that a speci c object in icts slashing or
wall. A creature takes the same damage when it enters where it will move during its next turn, or you can piercing damage based on its form.
the wall for the rst time on a turn or ends its turn issue a general command, such as to guard a particular Animated Object Statistics
there. The other side of the wall deals no damage. chamber or corridor. If you issue no commands, the Size. . , HP, AC, Hit, Damage,Str,Dex
At Higher Levels: When you cast this spell using a creature only defends itself against hostile creatures. Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18
spell slot of 5th level or higher, the damage increases Once given an order, the creature continues to follow Small , 25, 16, +6 , 1d8 + 2. , 6 , 14
by 1d8 for each slot level above 4th. it until its task is complete. Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12
An animated object is a construct with AC, hit points, Large , 50, 10, +6 , 2d10 +2,14, 10
attacks, Strength, and Dexterity determine by its size. Huge. , 80, 10, +8 , 2d12 +4,18 , 6
Its Constitution is 10 and its Intelligence and Wisdom At Higher Levels: If you cast this spell using a spell
are 3, and its Charisma is 1. Its speed is 30 feet, if the slot of 6th level or higher, you can animate two
additional objects for each slot level above 5th.

Cleric (War) 4th level Abjuration Cleric (Light)(Forge) 4th level Evocation Cleric 5th level Transmutation Cleric 5th level Transmutation
4 4 4 4

4 4 4 4

5 5 4 4

5 5 4 4
ANTILIFE SHELL CLOUDKILL COMMUNE (RITUAL) CONTAGION [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (10-foot radius) 1 action 120 feet 1 minute Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 10 V, S, M 1 minute V, S 7 days
hour minutes
incense and a vial of holy or unholy water Your touch in icts disease. Make a melee spell attack
A shimmering barrier extends out from you in a You create a 20-foot-radius sphere of poisonous, against a creature within your reach. On a hit, you
10-foot radius and moves with you, remaining yellow-green fog centered on a point you choose You contact your deity or a divine proxy and ask af ict the creature with a disease of your choice from
centered on you and hedging out creatures other within range. The fog spreads around corners. It lasts up to three questions that can be answered with any of the ones described below.
than undead and constructs. for the duration or until strong wind disperses the fog, a yes or no. You must ask your questions before At the end of each of the target's turns, it must make a
ending the spell. Its area is heavily obscured. the spell ends. You receive a correct answer for Constitution saving throw. After failing three of these
The barrier lasts for the duration. The barrier When a creature enters the spell's area for the rst saving throws, the disease's effects last for the
prevents an affected creature from passing or time on a turn or starts its turn there, that creature each question. duration, and the creature stops making these saves.
reaching through. An affected creature can cast must make a Constitution saving throw. The creature Divine beings aren't necessarily omniscient, so After succeeding on three of these saving throws, the
spells or make attacks with ranged or reach takes 5d8 poison damage on a failed save, or half as you might receive unclear as an answer if a creature recovers from the disease, and the spell ends.
weapons through the barrier. much damage on a successful one. Creatures are question pertains to information that lies beyond Since this spell induces a natural disease in its target,
If you move so that an affect creature is forced to affected even if they hold their breath or don't need to the deity's knowledge. In a case where a one- any effect that removes a disease or otherwise
pass through the barrier, the spell ends. breathe. word answer could be misleading or contrary to ameliorates a disease's effects apply to it.
The fog moves 10 feet away from you at the start of the deity's interests, the DM might offer a short Blinding Sickness: Pain grips the creature's mind,
each of your turns, rolling along the surface of the phrase as an answer instead. and its eyes turn milky white. The creature has
ground. The vapors, being heavier than air, sink to the disadvantage on Wisdom checks and Wisdom saving
lowest level of the land, even pouring down openings. If you cast the spell two or more times before throws and is blinded.
At Higher Levels: When you cast this spell using a nishing your next long rest, there is a Filth Fever: A raging fever sweeps through the
spell slot of 6th level or higher, the damage increases cumulative 25 percent chance for each casting creature's body. The creature has disadvantage on
by 1d8 for each slot level above 5th. after the rst that you get no answer. The DM Strength checks, Strength saving throws, and attack
makes this roll in secret. rolls that use Strength.
Flesh Rot: The creature's esh decays. The creature
has disadvantage on Charisma checks and
vulnerability to all damage.
Mindfire: The creature's mind becomes

Cleric (Death)(Grave) 5th level Abjuration Cleric (Death) 5th level Conjuration Cleric 5th level Divination Cleric 5th level Necromancy

CONTAGION [2/2] CREATION DAWN DESTRUCTIVE WAVE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 minute 30 feet 1 action 60 feet 1 action Self (30-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 7 days V, S, M Special V, S, M Concentration, up to 1 V Instantaneous
minute
feverish. The creature has disadvantage on a tiny piece of matter of the same type of the item You strike the ground, creating a burst of divine
Intelligence checks and Intelligence saving you plan to create a sunburst pendant worth at least 100gp energy that ripples outward from you. Each
throws, and the creature behaves as if under the creature you choose within 30 feet of you must
effects of the confusion spell during combat. You pull wisps of shadow material from the The Light of dawn shines down on a location you succeed on a Constitution saving throw or take
Seizure: The creature is overcome with shaking. Shadowfell to create a nonliving object of vegetable specify within range. Until the spell ends, a 30- 5d6 thunder damage, as well as 5d6 radiant or
The creature has disadvantage on Dexterity matter within range - soft goods, rope, wood, or foot-radius, 40-foot-high cylinder of bright light necrotic damage (your choice), and be knocked
something similar. You can also use this spell to create glimmers there. This light is sunlight.
checks, Dexterity saving throws, and attack rolls mineral objects such as stone, crystal, or metal. The prone. A creature that succeeds on its saving
that use Dexterity. When the cylinder appears, each creature in it throw takes half as much damage and isn't
object created must be no larger than a 5-foot cube, must make a Constitution saving throw, taking
Slimy Doom: The creature begins to bleed and the object must be of a form and material that you knocked prone.
uncontrollably. The creature has disadvantage have seen before. 4d10 radiant damage on a failed save, or half as
on Constitution checks and Constitution saving The duration depends on the object's material. If the much damage on a successful one. A creature
throws. In addition, whenever the creature takes object is composed of multiple materials, use the must also make this saving throw whenever it
damage, it is stunned until the end of its next shortest duration. ends its turn in the cylinder.
turn. Duration: Vegetable matter - 1 day. Stone/crystal - 12 If you're within 60 feet of the cylinder, you can
hours. Precious metals - 1 hour. Gems - 10 minutes. move it up to 60 feet as a bonus action on your
Adamantine/Mithral - 1 minute. turn.
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.

Cleric 5th level Necromancy Cleric 5th level Illusion Cleric (XGE) 5th level Evocation Cleric (Tempest) 5th level Evocation
5 5 5 5

5 5 5 5

5 5 5 5

5 5 5 5
DISPEL EVIL AND GOOD DOMINATE PERSON [1/2] DOMINATE PERSON [2/2] FLAME STRIKE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous
minute minute minute
pinch of sulfur
holy water or powdered silver and iron You attempt to beguile a humanoid that you can see throw succeeds, the spell ends.
within range. It must succeed on a Wisdom saving At Higher Levels: When you cast this spell A vertical column of divine re roars down from
Shimmering energy surrounds and protects you from throw or be charmed by you for the duration. If you or using a 6th-level spell slot, the duration is the heavens in a location you specify. Each
fey, undead, and creatures originating from beyond creatures that are friendly to you are ghting it, it has concentration, up to 10 minutes. When you use a creature in a 10-foot radius, 40-foot-high
the Material Plane. For the duration, celestials, advantage on the saving throw. cylinder centered on a point within range must
elementals, fey, ends, and undead have disadvantage While the target is charmed, you have a telepathic link 7th-level spell slot, the duration is concentration,
on attack rolls against you. with it as long as the two of you are on the same plane up to 1 hour. When you use a spell slot of 8th make a Dexterity saving throw. A creature takes
You can end the spell early by using either of the of existence. You can use this telepathic link to issue level or higher, the duration is concentration, up 4d6 re damage and 4d6 radiant damage on a
following special functions. commands to the creature while you are conscious (no to 8 hours. failed save, or half as much damage on a
Break Enchantment: As your action, you touch a action required), which it does its best to obey. You successful one.
creature you can reach that is charmed, frightened, or can specify a simple and general course of action, such At Higher Levels: When you cast this spell
possessed by a celestial, an elemental, a fey, a end, or as Attack that creature, Run over there, or Fetch that using a spell slot of 6th level or higher, the re
an undead. The creature you touch is no longer object. If the creature completes the order and damage or the radiant damage (your choice)
charmed, frightened, or possessed by such creatures. doesn't receive further direction from you, it defends increases by 1d6 for each slot level above 5th.
Dismissal: As your action, make a melee spell attack and preserves itself to the best of its ability.
against a celestial, an elemental, a fey, a end, or an You can use your action to take total and precise
undead you can reach. On a hit, you attempt to drive control of the target. Until the end of your next turn,
the creature back to its home plane. The creature the creature takes only the actions you choose, and
must succeed on a Charisma saving throw or be sent doesn't do anything that you don't allow it to do.
back to its home plane (if it isn't there already). If they During this time you can also cause the creature to
aren't on their home plane, undead are sent to the use a reaction, but this requires you to use your own
Shadowfell, and fey are sent to the Feywild. reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving

Cleric 5th level Abjuration Cleric (Trickery) 5th level Enchantment Cleric (Trickery) 5th level Enchantment Cleric (*)(War)(Light) 5th level Evocation

GEAS GREATER RESTORATION HALLOW [1/3] HALLOW [2/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 60 feet 1 action Touch 24 hours Touch 24 hours Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 30 days V, S, M Instantaneous V, S, M Until dispelled V, S, M Until dispelled
You place a magical command on a creature that you diamond dust worth 100 gp, which the spell herbs, oils, and incense worth at least 1,000 gp, herbs, oils, and incense worth at least 1,000 gp,
can see within range, forcing it to carry out some consumes which the spell consumes which the spell consumes
service or refrain from some action or course of
activity as you decide. If the creature can understand You imbue a creature you touch with positive You touch a point and infuse an area around it with spell's area for the rst time on a turn or starts its turn
you, it must succeed on a Wisdom saving throw or energy to undo a debilitating effect. You can holy (or unholy) power. The area can have a radius up there, it can make a Charisma saving throw. On a
become charmed by you for the duration. While the to 60 feet, and the spell fails if the radius includes an success, the creature ignores the extra effect until it
creature is charmed by you, it takes 5d10 psychic reduce the target's exhaustion level by one, or
end one of the following effects on the target. area already under the effect a hallow spell. The leaves the area.
damage each time it acts in a manner directly counter affected area is subject to the following effects. Courage: Affected creatures can't be frightened
to your instructions, but no more than once each day. • One effect that charmed or petri ed the target First, celestials, elementals, fey, ends, and undead while in the area.
A creature that can't understand you is unaffected by • One curse, including the target's attunement can't enter the area, nor can such creatures charm, Darkness: Darkness lls the area. Normal light, as
the spell. to a cursed magic item frighten, or possess creatures within it. Any creature well as magical light created by spells of a lower level
You can issue any command you choose, short of an • Any reduction to one of the target's ability charmed, frightened, or possessed by such a creature than the slot you used to cast this spell, can't
activity that would result in certain death. Should you scores is no longer charmed, frightened, or possessed upon illuminate the area.
issue a suicidal command, the spell ends. • One effect reducing the target's hit point entering the area. You can exclude one or more of Daylight: Bright light lls the area. Magical darkness
You can end the spell early by using an action to those types of creatures from this effect. created by spells of a lower level than the slot you
dismiss it. A remove curse, greater restoration, or maximum used to cast this spell can't extinguish the light.
Second, you can bind an extra effect to the area.
wish spell also ends it. Choose the effect from the following list, or choose an Energy Protection: Affected creatures in the area
At Higher Levels: When you cast this spell using a effect offered by the DM. Some of these effects apply have resistance to one damage type of your choice,
spell slot of 7th or 8th level, the duration is 1 year. to creatures in the area, you can designate whether except for bludgeoning, piercing, or slashing.
When you cast this spell using a spell slot of the spell the effect applies to all creatures, creatures that Energy Vulnerability: Affected creatures in the area
lasts until it is ended by one of the spells mentioned follow a speci c deity or leader, or creatures of a have vulnerability to one damage type of your choice,
above. speci c sort, such as ores or trolls. When a creature except for bludgeoning, piercing, or slashing.
that would be affected enters the Everlasting Rest: Dead bodies interred in the area
can't be turned into undead.

Cleric 5th level Enchantment Cleric 5th level Abjuration Cleric 5th level Evocation Cleric 5th level Evocation
5 5 5 5

5 5 5 5

5 5 5 5

5 5 5 5
HALLOW [3/3] HOLD MONSTER HOLY WEAPON INSECT PLAGUE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
24 hours Touch 1 action 90 feet 1 bonus action Touch 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S, M Concentration, up to 10
minute hour minutes
herbs, oils, and incense worth at least 1,000 gp,
which the spell consumes a small, straight piece of iron You imbue a weapon you touch with holy power. a few grains of sugar, some kernels of grain, and a
Until the spell ends, the weapon emits bright smear of fat
Extradimensional Interference: Affected Choose a creature that you can see within range. light in a 30-foot radius and dim light for an
creatures can't move or travel using The target must succeed on a Wisdom saving additional 30 feet. In addition, weapon attacks Swarming, biting locusts ll a 20-foot-radius
teleportation or by extradimensional or throw or be paralyzed for the duration. This spell made with it deal an extra 2d8 radiant damage sphere centered on a point you choose within
interplanar means. has no effect on undead. At the end of each of its on a hit. If the weapon isn't already a magic range. The sphere spreads around corners. The
Fear: Affected creatures are frightened while in turns, the target can make another Wisdom weapon, it becomes one for the duration. sphere remains for the duration, and its area is
the area. saving throw. On a success, the spell ends on the As a bonus action on your turn, you can dismiss lightly obscured. The sphere's area is dif cult
Silence: No sound can emanate from within the target. this spell and cause the weapon to emit a burst terrain.
area, and no sound can reach into it. At Higher Levels: When you cast this spell of radiance. Each creature of your choice that When the area appears, each creature in it must
Tongues: Affected creatures can communicate using a spell slot of 6th level or higher, you can you can see within 30 feet of you must make a make a Constitution saving throw. A creature
with any other creature in the area, even if they target on additional creature for each slot level Constitution saving throw. On a failed save, a takes 4d10 piercing damage on a failed save, or
don't share a common language. above 5th. The creatures must be within 30 feet creature takes 4d8 radiant damage, and it is half as much damage on a successful one. A
of each other when you target them. blinded for 1 minute. On a successful save, a creature must also make this saving throw when
creature takes half as much damage and isn't it enters the spell's area for the rst time on a
blinded. At the end of each of its turns, a blinded turn or ends its turn there.
creature can make a Constitution saving throw, At Higher Levels: When you cast this spell
ending the effect on itself on a success. using a spell slot of 6th level or higher, the
damage increases by 1d10 for each slot level
above 5th.

Cleric 5th level Evocation Cleric (War) 5th level Enchantment Cleric (XGE) 5th level Evocation Cleric (*)(Tempest)(Nature) 5th level Conjuration

LEGEND LORE MASS CURE WOUNDS MODIFY MEMORY [1/2] MODIFY MEMORY [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self 1 action 60 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Instantaneous V, S Concentration, up to 1 V, S Concentration, up to 1
minute minute
incense worth at least 250 gp, which the spell A wave of healing energy washes out from a
consumes, and four ivory strips worth at least 50 gp point of your choice within range. Choose up to You attempt to reshape another creature's memories. take hold when the spell ends.
six creatures in a 30-foot-radius sphere centered One creature that you can see must make a Wisdom A modi ed memory doesn't necessarily affect
each saving throw. If you are ghting the creature, it has
on that point. Each target regains hit points advantage on the saving throw. On a failed save, the
how a creature behaves, particularly if the
Name or describe a person, place, or object. The equal to 3d8 + your spellcasting ability modi er. target becomes charmed by you for the duration. The memory contradicts the creature's natural
spell brings to your mind a brief summary of the This spell has no effect on undead or constructs. charmed target is incapacitated and unaware of its inclinations, alignment, or beliefs. An illogical
signi cant lore about the thing you named. The At Higher Levels: When you cast this spell surroundings, though it can still hear you. If it takes modi ed memory, such as implanting a memory
lore might consist of current tales, forgotten using a spell slot of 6th level or higher, the any damage or is targeted by another spell, this spell of how much the creature enjoyed dousing itself
stories, or even secret lore that has never been healing increases by 1d8 for each slot level ends, and none of the target's memories are modi ed. in acid, is dismissed, perhaps as a bad dream. The
widely known. If the thing you named isn't of above 5th. While this charm lasts, you can affect the target's DM might deem a modi ed memory too
legendary importance, you gain no information. memory of an event that it experienced within the last nonsensical to affect a creature in a signi cant
The more information you already have about 24 hours and that lasted no more than 10 minutes. manner.
You can permanently eliminate all memory of the A remove curse or greater restoration spell cast on
the thing, the more precise and detailed the event, allow the target to recall the event with perfect
information you receive is. clarity and exacting detail, change its memory of the the target restores the creature's true memory.
The information you learn is accurate but might details of the event, or create a memory of some other At Higher Levels: If you cast this spell using a
be couched in gurative language. For example, event. spell slot of 6th level or higher, you can alter the
if you have a mysterious magic axe on hand, the You must speak to the target to describe how its target's memories of an event that took place up
spell might yield this information - Woe to the memories are affected, and it must be able to to 7 days ago (6th level), 30 days ago (7th level),
evildoer whose hand touches the axe, for even understand your language for the modi ed memories 1 year ago (8th level), or any time in the
the haft slices the hand of the evil ones. Only a to take root. Its mind lls in any gaps in the details of creature's past (9th level).
your description. If the spell ends before you have
true Child of Stone, lover and beloved of nished describing the modi ed memories, the
Moradin, may awaken the true powers of the creature's memory isn't altered. Otherwise, the
axe, and only with the sacred word Rudnogg on modi ed memories
the lips.
Cleric (*)(Knowledge) 5th level Divination Cleric (*)(Life) 5th level Evocation Cleric (Trickery) 5th level Enchantment Cleric (Trickery) 5th level Enchantment
5 5 5 5

5 5 5 5

5 5 5 5

5 5 5 5
PLANAR BINDING [1/2] PLANAR BINDING [2/2] RAISE DEAD SCRYING [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 60 feet 1 hour 60 feet 1 hour Touch 10 minutes Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M 24 hours V, S, M Instantaneous V, S, M Concentration, up to 10
minutes
a jewel worth at least 1,000 gp, which the spell a jewel worth at least 1,000 gp, which the spell a diamond worth at least 500 gp, which the spell
consumes consumes consumes a focus worth at least 1,000 gp, such as a crystal
ball, a silver mirror, or a font lled with holy water
With this spell, you attempt to bind a celestial, an fact if you are on the same plane of existence. If You return a dead creature you touch to life, provided
elemental, a fey, or a end to your service. The you are on a different plane of existence, it that it has been dead no longer than 10 days. If the You can see and hear a particular creature you choose
creature must be within range for the entire casting of returns to the place where you bound it and creature's soul is both willing and at liberty to rejoin that is on the same plane of existence as you. The
the spell. (Typically, the creature is rst summoned remains there until the spell ends. the body, the creature returns to life with 1 hit point. target must make a Wisdom saving throw, which is
into the center of an inverted magic circle in order to At Higher Levels: When you cast this spell This spell also neutralizes any poison and cures modi ed by how well you know the target and the sort
keep it trapped while this spell is cast.) At the nonmagical diseases that affected the creature at the of physical connection you have to it. If a target knows
completion of the casting, the target must make a using a spell slot of a higher level, the duration time it died. This spell doesn't, however, remove you're casting this spell, it can fail the saving throw
Charisma saving throw. On a failed save, it is bound to increases to 10 days with a 6th-level slot, to 30 magical diseases, curses, or similar effects, if these voluntarily if it wants to be observed.
serve you for the duration. If the creature was days with a 7th-level slot, to 180 days with an aren't rst removed prior to casting the spell, they Knowledge - Secondhand (you have heard of the
summoned or created by another spell, that spell's 8th-level slot, and to a year and a day with a 9th- take effect when the creature returns to life. The spell target) +5. Firsthand (you have met the target) +0.
duration is extended to match the duration of this level spell slot. can't return an undead creature to life. Familiar (you know the target well) -5.
spell. This spell closes all mortal wounds, but it doesn't Connection Likeness or picture -2. Possession or
A bound creature must follow your instructions to the restore missing body parts. If the creature is lacking garment -4. Body part, lock of hair, bit of nail, or the
best of its ability. You might command the creature to body parts or organs integral for its survival - its head, like -10.
accompany you on an adventure, to guard a location, for instance - the spell automatically fails. On a successful save, the target isn't affected, and you
or to deliver a message. The creature obeys the letter Coming back from the dead is an ordeal. The target can't use this spell against it again for 24 hours.
of your instructions, but if the creature is hostile to takes a -4 penalty to all attack rolls, saving throws, and On a failed save, the spell creates an invisible sensor
you, it strives to twist your words to achieve its own ability checks. Every time the target nishes a long within 10 feet of the target. You can see and hear
objectives. If the creature carries out your rest, the penalty is reduced by 1 until it disappears. through the sensor as if you were there. The sensor
instructions completely before the spell ends, it moves with the target, remaining within 10 feet of it
travels to you to report this for the duration. A creature that can see invisible
objects sees the sensor as a

Cleric (*)(Arcana) 5th level Abjuration Cleric (*)(Arcana) 5th level Abjuration Cleric (*)(Life)(Grave) 5th level Necromancy Cleric (*)(Light)(Knowledge) 5th level Divination

SCRYING [2/2] TELEPORTATION CIRCLE [1/2] TELEPORTATION CIRCLE [2/2] TREE STRIDE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self 1 minute 10 feet 1 minute 10 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, M 1 round V, M 1 round V, S Concentration, up to 1
minutes minute
rare chalks and inks infused with precious gems with rare chalks and inks infused with precious gems with
a focus worth at least 1,000 gp, such as a crystal 50 gp, which the spell consumes 50 gp, which the spell consumes You gain the ability to enter a tree and move
ball, a silver mirror, or a font lled with holy water from inside it to inside another tree of the same
As you cast the spell, you draw a 10-foot-diameter minute. kind within 500 feet. Both trees must be living
luminous orb about the size of your st. circle on the ground inscribed with sigils that link your You can create a permanent teleportation circle and at least the same size as you. You must use 5
Instead of targeting a creature, you can choose a location to a permanent teleportation circle of your by casting this spell in the same location every feet of movement to enter a tree. You instantly
location you have seen before as the target of choice whose sigil sequence you know and that is on day for one year. You need not use the circle to know the location of all other trees of the same
this spell. When you do, the sensor appears at the same plane of existence as you. A shimmering
portal opens within the circle you drew and remains teleport when you cast the spell in this way. kind within 500 feet and, as part of the move
that location and doesn't move. open until the end of your next turn. Any creature that used to enter the tree, can either pass into one of
enters the portal instantly appears within 5 feet of the those trees or step out of the tree you're in. You
destination circle or in the nearest unoccupied space if appear in a spot of your choice within 5 feet of
that space is occupied. the destination tree, using another 5 feet of
Many major temples, guilds, and other important movement. If you have no movement left, you
places have permanent teleportation circles inscribed appear within 5 feet of the tree you entered.
somewhere within their con nes. Each such circle You can use this transportation ability once per
includes a unique sigil sequence - a string of magical
runes arranged in a particular pattern. When you rst round for the duration. You must end each turn
gain the ability to cast this spell, you learn the sigil outside a tree.
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

Cleric (*)(Light)(Knowledge) 5th level Divination Cleric (Arcana) 5th level Conjuration Cleric (Arcana) 5th level Conjuration Cleric (Nature) 5th level Conjuration
5 5 5 5

5 5 5 5

5 5 5 5

5 5 5 5
BLADE BARRIER CREATE UNDEAD [1/2] CREATE UNDEAD [2/2] FIND THE PATH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 minute 10 feet 1 minute 10 feet 1 minute Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M Instantaneous V, S, M Instantaneous V, S, M Concentration, up to 1
minutes day
one clay pot lled with grave dirt, one clay pot lled one clay pot lled with grave dirt, one clay pot lled
You create a vertical wall of whirling, razor-sharp with brackish water, and one 150 gp black onyx with brackish water, and one 150 gp black onyx a set of divinatory tools - such as bones, ivory sticks,
blades made of magical energy. The wall appears stone for each corpse. stone for each corpse. cards, teeth, or carved runes - worth 100 gp and an
within range and lasts for the duration. You can object from the location you wish to nd
make a straight wall up to 100 feet long, 20 feet You can cast this spell only at night. Choose up to creature before the current 24-hour period
high, and 5 feet thick, or a ringed wall up to 60 three corpses of Medium or Small humanoids within ends. This use of the spell reasserts your control This spell allows you to nd the shortest, most
feet in diameter, 20 feet high, and 5 feet thick. range. Each corpse becomes a ghoul under your over up to three creatures you have animated direct physical route to a speci c xed location
The wall provides three-quarters cover to control. (The DM has game statistics for these with this spell, rather than animating new ones. that you are familiar with on the same plane of
creatures behind it, and its space is dif cult creatures.) existence. If you name a destination on another
As a bonus action on each of your turns, you can At Higher Levels: When you cast this spell
terrain. mentally command any creature you animated with using a 7th-level spell slot, you can animate or plan of existence, a destination that moves (such
When a creature enters the wall's area for the this spell if the creature is within 120 feet of you (if reassert control over four ghouls. When you cast as a mobile fortress), or a destination that isn't
rst time on a turn or starts its turn there, the you control multiple creatures, you can command any this spell using an 8th-level spell slot, you can speci c (such as a green dragon's lair), the spell
creature must make a Dexterity saving throw. or all of them at the same time, issuing the same animate or reassert control over ve ghouls or fails.
On a failed save, the creature takes 6d10 command to each one). You decide what action the two ghasts or wights. When you cast this spell For the duration, as long as you are on the same
slashing damage. On a successful save, the creature will take and where it will move during its using a 9th-level spell slot, you can animate or plane of existence as the destination, you know
creature takes half as much damage. next turn, or you can issue a general command, such as reassert control over six ghouls, three ghasts or how far it is and in what direction it lies. While
to guard a particular chamber or corridor. If you issue you are traveling there, whenever you are
no commands, the creature only defends itself against wights, or two mummies
hostile creatures. Once given an order, the creature presented with a choice of paths along the way,
continues to follow it until its task is complete. you automatically determine which path is the
The creature is under your control for 24 hours, after shortest and most direct route (but not
which it stops obeying any command you have given it. necessarily the safest route) to the destination.
To maintain control of the creature for another 24
hours, you must cast this spell on the

Cleric 6th level Evocation Cleric 6th level Necromancy Cleric 6th level Necromancy Cleric 6th level Divination

FORBIDDANCE (RITUAL) [1/2] FORBIDDANCE (RITUAL) [2/2] HARM HEAL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Touch 10 minutes Touch 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 day V, S, M 1 day V, S Instantaneous V, S Instantaneous
a sprinkling of holy water, rare incense, and a sprinkling of holy water, rare incense, and You unleash a virulent disease on a creature that Choose a creature that you can see within range.
powdered ruby worth at least 1,000 gp powdered ruby worth at least 1,000 gp you can see within range. The target must make A surge of positive energy washes through the
a Constitution saving throw. On a failed save, it creature, causing it to regain 70 hit points. The
You create a ward against magical travel that protects forbiddance spell. If you cast forbiddance every takes 14d6 necrotic damage, or half as much spell also ends blindness, deafness, and any
up to 40,000 square feet of oor space to a height of day for 30 days in the same location, the spell damage on a successful save. The damage can't diseases affecting the target. This spell has no
30 feet above the oor. For the duration, creatures lasts until it is dispelled, and the material reduce the target's hit points below 1. If the effect on constructs or undead.
can't teleport into the area or use portals, such as components are consumed on the last casting.
those created by the gate spell, to enter the area. The target fails the saving throw, its hit point At Higher Levels: When you cast this spell
spell proofs the area against planar travel, and maximum is reduced for 1 hour by an amount using a spell slot of 7th level or higher, the
therefore prevents creatures from accessing the area equal to the necrotic damage it took. Any effect amount of healing increases by 10 for each slot
by way of the Astral Plane, Ethereal Plane, Feywild, that removes a disease allows a creature's hit level above 6th.
Shadowfell, or the plane shift spell. point maximum to return to normal before that
In addition, the spell damages types of creatures that time passes.
you choose when you cast it. Choose one or more of
the following: celestials, elementals, fey, ends, and
undead. When a chosen creature enters the spell's
area for the rst 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

Cleric 6th level Abjuration Cleric 6th level Abjuration Cleric 6th level Necromancy Cleric 6th level Evocation
6 6 6 6

6 6 6 6

6 6 6 6

6 6 6 6
HEROES' FEAST PLANAR ALLY [1/2] PLANAR ALLY [2/2] TRUE SEEING
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 30 feet 10 minutes 60 feet 10 minutes 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Instantaneous V, S Instantaneous V, S, M 1 hour
a gem-encrusted bowl worth at least 1,000 gp, You beseech an otherworldly entity for aid. The being can be measured in minutes requires a payment worth an ointment for the eyes that costs 25 gp, is made
which the spell consumes must be known to you - a god, a primordial, a demon 100 gp per minute. A task measured in hours requires from mushroom powder, saffron, and fat, and is
prince, or some other being of cosmic power. That 1,000 gp per hour. And a task measured in days (up to
entity sends a celestial, an elemental, or a end loyal 10 days) requires 10,000 gp per day. The DM can consumed by the spell
You bring forth a great feast, including
magni cent food and drink. The feast takes 1 to it to aid you, making the creature appear in an adjust these payments based on the circumstances
unoccupied space within range. If you know a speci c under which you cast the spell. If the task is aligned This spell gives the willing creature you touch
hour to consume and disappears at the end of creature's name, you can speak that name when you with the creature's ethos, the payment might be the ability to see things as they actually are. For
that time, and the bene cial effects don't set in cast this spell to request that creature, though you halved or even waived. Nonhazardous tasks typically the duration, the creature has truesight, notices
until this hour is over. Up to twelve other might get a different creature anyway (DM's choice). require only half the suggested payment, while secret doors hidden by magic, and can see into
creatures can partake of the feast. When the creature appears, it is under no compulsion especially dangerous tasks might require a greater the Ethereal Plane, all out to a range of 120 feet.
A creature that partakes of the feast gains to behave in any particular way. You can ask the gift. Creatures rarely accept tasks that seem suicidal.
several bene ts. The creature is cured of all creature to perform a service in exchange for After the creature completes the task, or when the
diseases and poison, becomes immune to poison payment, but it isn't obliged to do so. The requested agreed-upon duration of service expires, the creature
and being frightened, and makes all Wisdom task could range from simple ( y us across the chasm, returns to its home plane after reporting back to you,
or help us ght a battle) to complex (spy on our if appropriate to the task and if possible. If you are
saving throws with advantage. Its hit point enemies, or protect us during our foray into the unable to agree on a price for the creature's service,
maximum also increases by 2d10, and it gains dungeon). You must be able to communicate with the the creature immediately returns to its home plane.
the same number of hit points. These bene ts creature to bargain for its services. A creature enlisted to join your group counts as a
last for 24 hours. Payment can take a variety of forms. A celestial might member of it, receiving a full share of experience
require a sizable donation of gold or magic items to an points awarded.
allied temple, while a end might demand a living
sacri ce 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

Cleric 6th level Conjuration Cleric 6th level Conjuration Cleric 6th level Conjuration Cleric 6th level Divination

WORD OF RECALL CONJURE CELESTIAL DIVINE WORD ETHEREALNESS [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 5 feet 1 minute 90 feet 1 bonus action 30 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 1 V Instantaneous V, S Up to 8 hours
hour
You and up to ve willing creatures within 5 feet You utter a divine word, imbued with the power You step into the border regions of the Ethereal Plane,
of you instantly teleport to a previously You summon a celestial of challenge rating 4 or that shaped the world at the dawn of creation. in the area where it overlaps with your current plane.
designated sanctuary. You and any creatures lower, which appears in an unoccupied space Choose any number of creatures you can see You remain in the Border Ethereal for the duration or
that teleport with you appear in the nearest that you can see within range. The celestial within range. Each creature that can hear you until you use your action to dismiss the spell. During
disappears when it drops to 0 hit points or when this time, you can move in any direction. If you move
unoccupied space to the spot you designated must make a Charisma saving throw. On a failed up or down, every foot of movement costs an extra
when you prepared your sanctuary (see below). the spell ends. save, a creature suffers an effect based on its foot. You can see and hear the plane you originated
If you cast this spell without rst preparing a The celestial is friendly to you and your current hit points. from, but everything there looks gray, and you can't
sanctuary, the spell has no effect. companions for the duration. Roll initiative for • 50 hit points or fewer: deafened for 1 minute see anything more than 60 feet away.
You must designate a sanctuary by casting this the celestial, which has its own turns. It obeys • 40 hit points or fewer: deafened and blinded While on the Ethereal Plane, you can only affect and
spell within a location, such as a temple, any verbal commands that you issue to it (no for 10 minutes be affected by other creatures on that plane.
dedicated to or strongly linked to your deity. If action required by you), as long as they don't • 30 hit points or fewer: blinded, deafened, and Creatures that aren't on the Ethereal Plane can't
you attempt to cast the spell in this manner in an violate its alignment. If you don't issue any stunned for 1 hour perceive you and can't interact with you, unless a
commands to the celestial, it defends itself from special ability or magic has given them the ability to do
area that isn't dedicated to your deity, the spell • 20 hit points or fewer: killed instantly so.
has no effect. hostile creatures but otherwise takes no actions. Regardless of its current hit points, a celestial, an You ignore all objects and effects that aren't on the
The DM has the celestial's statistics. elemental, a fey, or a end that fails its save is Ethereal Plane, allowing you to move through objects
At Higher Levels: When you cast this spell forced back to its plane of origin (if it isn't there you perceive on the plaen you originated from.
using a 9th-level spell slot, you summon a already) and can't return to your current plane When the spell ends, you immediately return to the
celestial of challenge rating 5 or lower. for 24 hours by any means short of a wish spell. 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

Cleric 6th level Conjuration Cleric 7th level Conjuration Cleric 7th level Evocation Cleric 7th level Transmutation
6 6 6 6

6 6 6 6

7 7 7 6

7 7 7 6
ETHEREALNESS [2/2] FIRE STORM PLANE SHIFT [1/2] PLANE SHIFT [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 150 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Up to 8 hours V, S Instantaneous V, S, M Instantaneous V, S, M Instantaneous
moved. A storm made up of sheets of roaring ame a forked, metal rod worth at least 250 gp, attuned to a forked, metal rod worth at least 250 gp, attuned to
This spell has no effect if you cast it while you are appears in a location you choose within range. a particular plane of existence a particular plane of existence
on the Ethereal Plane or a plane that doesn't The area of the storm consists of up to ten 10-
border it, such as one of the Outer Planes. foot cubes, which you can arrange as you wish. You and up to eight willing creatures who link hands in If the creature fails the save, it is transported to a
At Higher Levels: When you cast this spell Each cube must have at least one face adjacent a circle are transported to a different plane of random location on the plane of existence you
using a spell slot of 8th level or higher, you can to the face of another cube. Each creature in the existence. You can specify a target destination in specify. A creature so transported must nd its
general terms, such as the City of Brass on the own way back to your current plane of existence.
target up to three willing creatures (including area must make Dexterity saving throw. It takes Elemental Plane of Fire or the palace of Dispater on
you) for each slot level above 7th. The creatures 7d10 re damage on a failed save, or half as the second level of the Nine Hells, and you appear in
must be within 10 feet of you when you cast the much damage on a successful one. or near that destination. If you are trying to reach the
spell. The re damages objects in the area and ignites City of Brass, for example, you might arrive in its
ammable objects that aren't being worn or Street of Steel, before its Gate of Ashes, or looking at
carried. If you choose, plant life in the area is the city from across the Sea of Fire, at the DM's
unaffected by this spell. 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.

Cleric 7th level Transmutation Cleric 7th level Evocation Cleric 7th level Conjuration Cleric 7th level Conjuration

REGENERATE RESURRECTION SYMBOL [1/4] SYMBOL [2/4]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 hour Touch 1 minute Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Instantaneous V, S, M Until dispelled or V, S, M Until dispelled or
triggered triggered
a prayer wheel and holy water a diamond worth at least 1,000 gp, which the spell
consumes mercury, phosphorus, and powdered diamond and mercury, phosphorus, and powdered diamond and
You touch a creature and stimulate its natural opal with a total value of at least 1,000 gp, which opal with a total value of at least 1,000 gp, which
healing ability. The target regains 4d8 + 15 hit You touch a dead creature that has been dead for no the spell consumes the spell consumes
points. For the duration of the spell, the target more than a century, that didn't die of old age, and that
regains 1 hit point at the start of each of its turns isn't undead. If its soul is free and willing, the target When you cast this spell, you inscribe a harmful glyph approaching within a certain distance of it, or seeing
(10 hit points each minute). returns to life with all its hit points. either on a surface (such as a section of oor, a wall, or or reading the glyph.
The target's severed body members ( ngers, This spell neutralizes any poisons and cures normal a table) or within an object that can be closed to You can further re ne the trigger so the spell is
diseases af icting the creature when it died. It doesn't, conceal the glyph (such as a book, a scroll, or a activated only under certain circumstances or
legs, tails, and so on), if any, are restored after 2 however, remove magical diseases, curses, and the treasure chest). If you choose a surface, the glyph can according to a creature's physical characteristics (such
minutes. If you have the severed part and hold it like, if such affects aren't removed prior to casting the cover an area of the surface no larger than 10 feet in as height or weight), or physical kind (for example, the
to the stump, the spell instantaneously causes spell, they af ict the target on its return to life. diameter. If you choose an object, that object must ward could be set to affect hags or shapechangers).
the limb to knit to the stump. This spell closes all mortal wounds and restores any remain in its place, if the object is moved more than 10 You can also specify creatures that don't trigger the
missing body parts. feet from where you cast this spell, the glyph is glyph, such as those who say a certain password.
Coming back from the dead is an ordeal. The target broken, and the spell ends without being triggered. When you inscribe the glyph, choose one of the
takes a -4 penalty to all attack rolls, saving throws, and The glyph is nearly invisible, requiring an Intelligence options below for its effect. Once triggered, the glyph
ability checks. Every time the target nishes a long (Investigation) check against your spell save DC to nd glows, lling a 60-foot-radius sphere with dim light for
rest, the penalty is reduced by 1 until it disappears. it. 10 minutes, after which time the spell ends. Each
Casting this spell to restore life to a creature that has You decide what triggers the glyph when you cast the creature in the sphere when the glyph activates is
been dead for one year or longer taxes you greatly. spell. For glyphs inscribed on a surface, the most targeted by its effect, as is a creature that enters the
Until you nish a long rest, you can't cast spells again, typical triggers include touching or stepping on the sphere for the rst time on a turn or ends its turn
and you have disadvantage on all attack rolls, ability glyph, removing another object covering it, there.
checks, and saving throws. approaching within a certain distance of it, or Death: Each target must make a Constitution saving
manipulating the object that holds it. For glyphs throw, taking 10d10 necrotic damage on a failed save,
inscribed within an object, the most common triggers or half as much damage on a successful save.
are opening the object, Discord: Each target must make a Constitution

Cleric 7th level Transmutation Cleric 7th level Necromancy Cleric 7th level Abjuration Cleric 7th level Abjuration
7 7 7 7

7 7 7 7

7 7 7 7

7 7 7 7
SYMBOL [3/4] SYMBOL [4/4] TEMPLE OF THE GODS [1/2] TEMPLE OF THE GODS [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 minute Touch 1 hour 120 feet 1 hour 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled or V, S, M Until dispelled or V, S, M 24 hours V, S, M 24 hours
triggered triggered
You cause a temple to shimmer into existence on the temple, the magic there hinders it. Whenever it
mercury, phosphorus, and powdered diamond and mercury, phosphorus, and powdered diamond and ground you can see within range. The temple must t makes an attack roll, an ability check, or a saving
opal with a total value of at least 1,000 gp, which opal with a total value of at least 1,000 gp, which within an unoccupied cube of space, up to 120 feet on throw inside the temple, it must roll a d4 and subtract
each side. The temple remains until the spell ends. It is the number rolled from the d20 roll.
the spell consumes the spell consumes dedicated to whatever god, pantheon, or philosophy is In addition, the sensors created by divination spells
saving throw. On a failed save, a target bickers and represented by the holy symbol used in the casting. can't appear inside the temple, and creatures within
Each target must make a Constitution saving You make all decisions about the temple's appearance. can't be targeted by divination spells.
argues with other creatures for 1 minute. During this throw and becomes incapacitated with The interior is enclosed by a oor, walls, and a roof, Finally, whenever any creature in the temple regains
time, it is incapable of meaningful communication and excruciating pain for 1 minute on a failed save. with one door granting access to the interior and as hit points from a spell of 1st level or higher, the
has disadvantage on attack rolls and ability checks. Sleep: Each target must make a Wisdom saving many windows as you wish. Only you and any creature regains additional hit points equal to your
Fear: Each target must make a Wisdom saving throw
and becomes frightened for 1 minute on a failed save. throw and falls unconscious for 10 minutes on a creatures you designate when you cast the spell can Wisdom modi er (minimum 1 hit point).
While frightened, the target drops whatever it is failed save. A creature awakens if it takes open or close the door. The temple is made from opaque magical force that
holding and must move at least 30 feet away from the damage or if someone uses an action to shake or The temple's interior is an open space with an idol or extends into the Ethereal Plane, thus blocking
glyph on each of its turns, if able. slap it awake. altar at one end. You decide whether the temple is ethereal travel into the temple's interior. Nothing can
Hopelessness: Each target must make a Charisma illuminated and whether that illumination is bright physically pass through the temple's exterior. It can't
Stunning: Each target must make a Wisdom light or dim light. The smell of burning incense lls the be dispelled by dispel magic, and antimagic eld has
saving throw. On a failed save, the target is saving throw and becomes stunned for 1 minute air within, and the temperature is mild.
overwhelmed with despair for 1 minute. During this no effect on it. A disintegrate spell destroys the
on a failed save. The temple opposes types of creatures you choose temple instantly.
time, it can't attack or target any creature with when you cast this spell. Choose one or more of the
harmful abilities, spells, or other magical effects. Casting this spell on the same spot every day for a
Insanity: Each target must make an Intelligence following: celestials, elementals, fey, ends, or undead. year makes this effect permanent.
saving throw. On a failed save, the target is driven If a creature of the chosen type attempts to enter the
insane for 1 minute. An insane creature can't take temple, that creature must make a Charisma saving
actions, can't understand what other creatures say, throw. On a failed save, it can't enter the temple for 24
can't read, and speaks only in gibberish. The DM hours. Even if the creature can enter
controls its movement, which is erratic.
Pain:

Cleric 7th level Abjuration Cleric 7th level Abjuration Cleric (XGE) 7th level Conjuration Cleric (XGE) 7th level Conjuration

ANTIMAGIC FIELD [1/3] ANTIMAGIC FIELD [2/3] ANTIMAGIC FIELD [3/3] CONTROL WEATHER [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (10-foot-radius 1 action Self (10-foot-radius 1 action Self (10-foot-radius 10 minutes Self (5-mile radius)
sphere) sphere) sphere)
COMPONENTS DURATION
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION V, S, M Concentration, up to 8
V, S M Concentration, up to 1 V, S M Concentration, up to 1 V, S M Concentration, up to 1 hours
hour hour hour
burning incense and bits of earth and wood mixed in
a pinch of powdered iron or iron lings a pinch of powdered iron or iron lings a pinch of powdered iron or iron lings water
A 10-foot-radius invisible sphere of antimagic suppressed. For example, the ames created by a wall portal to another location, world, or plane of You take control of the weather within 5 miles of you
surrounds you. This area is divorced from the magical of re are suppressed within the sphere, creating a existence, as well as an opening to an for the duration. You must be outdoors to cast this
energy that suffuses the multiverse. Within the gap in the wall if the overlap is large enough. extradimensional space such as that created by spell. Moving to a place where you don't have a clear
sphere, spells can't be cast, summoned creatures Spells: Any active spell or other magical effect on a the rope trick spells, temporarily closes while in path to the sky ends the spell early.
disappear, and even magic items become mundane. creature or an object in the sphere is suppressed while When you cast the spell, you change the current
Until the spell ends, the sphere moves with you, the creature or object is in it.
the sphere. weather conditions, which are determined by the DM
centered on you. Magic Items: The properties and powers of magic Creatures and Objects: A creature or object based on the climate and season.
Spells and other magical effects, except those created items are suppressed in the sphere. For example, a +1 summoned or created by magic temporarily You can change precipitation, temperature, and wind.
by an artifact or a deity, are suppressed in the sphere long sword in the sphere functions as a nonmagical winks out of existence in the sphere. Such a It takes 1d4 x 10 minutes for the new conditions to
and can't protrude into it. A slot expended to cast a long sword. A magic weapon's properties and powers creature instantly reappears once the space the take effect. Once they do so, you can change the
suppressed spell is consumed. While an effect is are suppressed if it is used against a target in the creature occupied is no longer within the sphere. conditions again. When the spell ends, the weather
suppressed, it doesn't function, but the time it spends sphere or wielded by an attacker in the sphere. If a Dispel Magic: Spells and magical effects such gradually returns to normal. When you change the
suppressed counts against its duration. magic weapon or piece of magic ammunition fully as dispel magic have no effect on the sphere. weather conditions, nd a current condition on the
Targeted Effects: Spells and other magical effects, leaves the sphere (For example, if you re a magic following tables and change its stage by one, up or
such as magic missile and charm person, that target a Likewise, the spheres created by different down. When changing the wind, you can change its
arrow or throw a magic spear at a target outside the antimagic eld spells don't nullify each other.
creature or an object in the sphere have no effect on sphere), the magic of the item ceases to be suppressed direction.
that target. as soon as it exits. Precipitation: Stage 1 - Clear Stage 2 - Light clouds
Areas of Magic: The area of another spell or magical Magical Travel: Teleportation and planar travel fail Stage 3 - Overcast or ground fog Stage 4 - Rain, hail or
effect, such as reball, can't extend into the sphere. If to work in the sphere, whether the sphere is the snow Stage 5 - Torrential rain, driving hail or blizzard
the sphere overlaps an area of magic, the part of the destination or the departure point for such magical Temperature: Stage 1 - Unbearable heat Stage 2 -
area that is covered by the sphere is travel. A Hot Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold

Cleric 8th level Abjuration Cleric 8th level Abjuration Cleric 8th level Abjuration Cleric 8th level Transmutation
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8 8 8 8
CONTROL WEATHER [2/2] EARTHQUAKE [1/3] EARTHQUAKE [2/3] EARTHQUAKE [3/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self (5-mile radius) 1 action 500 feet 1 action 500 feet 1 action 500 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 8 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hours minute minute minute
burning incense and bits of earth and wood mixed in a pinch of dirt, a piece of rock, and a lump of clay a pinch of dirt, a piece of rock, and a lump of clay a pinch of dirt, a piece of rock, and a lump of clay
water You create a seismic disturbance at a point on the edge of the spell's area to the opposite side. A fall prone or become buried.
Stage 6 - Arctic cold ground that you can see within range. For the creature standing on a spot where a ssure opens
Wind: Stage 1 - Calm Stage 2 - Moderate wind duration, an intense tremor rips through the ground in must succeed on a Dexterity saving throw or fall in. A
a 100-foot- radius circle centered on that point and creature that successfully saves moves with the
Stage 3 - Strong wind Stage 4 - Gale Stage 5 - shakes creatures and structures in contact with the ssure's edge as it opens.
Storm ground in that area. A ssure that opens beneath a structure causes it to
The ground in the area becomes dif cult terrain. Each automatically collapse (see below).
creature on the ground that is concentrating must Structures: The tremor deals 50 bludgeoning
make a Constitution saving throw. On a failed save, damage to any structure in contact with the ground in
the creature's concentration is broken. the area when you cast the spell and at the start of
When you cast this spell and at the end of each turn each of your turns until the spell ends. If a structure
you spend concentrating on it, each creature on the drops to 0 hit points, it collapses and potentially
ground in the area must make a Dexterity saving damages nearby creatures. A creature within half the
throw. On a failed save, the creature is knocked prone. distance of a structure's height must make a Dexterity
This spell can have additional effects depending on the saving throw. On a failed save, the creature takes 5d6
terrain in the area, as determined by the DM. bludgeoning damage, is knocked prone, and is buried
Fissures: Fissures open throughout the spell's area in the rubble, requiring a DC 20 Strength (Athletics)
at the start of your next turn after you cast the spell. A check as an action to escape. The DM can adjust the
total of 1d6 such ssures open in locations chosen by DC higher or lower, depending on the nature of the
the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and rubble. On a successful save, the creature takes half as
extends from one much damage and doesn't

Cleric 8th level Transmutation Cleric 8th level Evocation Cleric 8th level Evocation Cleric 8th level Evocation

HOLY AURA ASTRAL PROJECTION [1/3] ASTRAL PROJECTION [2/3] ASTRAL PROJECTION [3/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 hour 10 feet 1 hour 10 feet 1 hour 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Special V, S, M Special V, S, M Special
minute
for each creature you affect with this spell, you must for each creature you affect with this spell, you must for each creature you affect with this spell, you must
a tiny reliquary worth at least 1,000 gp containing a provide one jacinth worth at least 1,000 gp and one provide one jacinth worth at least 1,000 gp and one provide one jacinth worth at least 1,000 gp and one
sacred relic, such as a scrap of cloth from a saint's ornately carved bar of silver worth at least 100 gp, ornately carved bar of silver worth at least 100 gp, ornately carved bar of silver worth at least 100 gp,
robe or a piece of parchment from a religious text all of which the spell consumes all of which the spell consumes all of which the spell consumes
Divine light washes out from you and coalesces You and up to eight willing creatures within range were on when casting this spell, your body and nd their own way back to their bodies, usually
in a soft radiance in a 30-foot radius around you. project your astral bodies into the Astral Plane (the possessions are transported along the silver cord, by dropping to 0 hit points.
Creatures of your choice in that radius when you spell fails and the casting is wasted if you are already allowing you to re-enter your body as you enter the
cast this spell shed dim light in a 5-foot radius on that plane). The material body you leave behind is new plane. Your astral form is a separate incarnation.
and have advantage on all saving throws, and unconscious and in a state of suspended animation, it Any damage or other effects that apply to it have no
other creatures have disadvantage on attack doesn't need food or air and doesn't age. effect on your physical body, nor do they persist when
Your astral body resembles your mortal form in almost you return to it.
rolls against them until the spell ends. In every way, replicating your game statistics and The spell ends for you and your companions when you
addition, when a end or an undead hits an possessions. The principal difference is the addition of use your action to dismiss it. When the spell ends, the
affected creature with a melee attack, the aura a silvery cord that extends from between your affected creature returns to its physical body, and it
ashes with brilliant light. The attacker must shoulder blades and trails behind you, fading to awakens. The spell might also end early for you or one
succeed on a Constitution saving throw or be invisibility after 1 foot. This cord is your tether to your of your companions. A successful dispel magic spell
blinded until the spell ends. material body. As long as the tether remains intact, used against an astral or physical body ends the spell
you can nd your way home. If the cord is cut- for that creature. If a creature's original body or its
something that can happen only when an effect astral form drops to 0 hit points, the spell ends for that
speci cally states that it does-your soul and body are creature. If the spell ends and the silver cord is intact,
separated, killing you instantly. the cord pulls the creature's astral form back to its
Your astral form can freely travel through the Astral body, ending its state of suspended animation.
Plane and can pass through portals there leading to If you are returned to your body prematurely, your
any other plane. If you enter a new plane or return to companions remain in their astral forms and must
the plane you

Cleric 8th level Abjuration Cleric 9th level Necromancy Cleric 9th level Necromancy Cleric 9th level Necromancy
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GATE [1/2] GATE [2/2] MASS HEAL TRUE RESURRECTION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 60 feet 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Instantaneous V, S, M Instantaneous
minute minute
A ood of healing energy ows from you into a sprinkle of holy water and diamonds worth at least
a diamond worth at least 5,000 gp a diamond worth at least 5,000 gp injured creatures around you. You restore up to 25,000 gp, which the spell consumes
You conjure a portal linking an unoccupied space you
700 hit points, divided as you choose among any
You gain no special power over the creature, and number of creatures that you can see within You touch a creature that has been dead for no
can see within range to a precise location on a it is free to act as the DM deems appropriate. It longer than 200 years and that died for any
different plane of existence. The portal is a circular range. Creatures healed by this spell are also
opening, which you can make 5 to 20 feet in diameter.
might leave, attack you, or help you. cured of all diseases and any effect making them reason except old age. If the creature's soul is
You can orient the portal in any direction you choose. blinded or deafened. This spell has no effect on free and willing, the creature is restored to life
The portal lasts for the duration. undead or constructs. with all its hit points.
The portal has a front and a back on each plane where This spell closes all wounds, neutralizes any
it appears. Travel through the portal is possible only by poison, cures all diseases, and lifts any curses
moving through its front. Anything that does so is affecting the creature when it died. The spell
instantly transported to the other plane, appearing in replaces damaged or missing organs or limbs.
the unoccupied space nearest to the portal. The spell can even provide a new body if the
Deities and other planar rulers can prevent portals
created by this spell from opening in their presence or original no longer exists, in which case you must
anywhere within their domains. speak the creature's name. The creature then
When you cast this spell, you can speak the name of a appears in an unoccupied space you choose
speci c creature (a pseudonym, title, or nickname within 10 feet of you.
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.

Cleric 9th level Conjuration Cleric 9th level Conjuration Cleric 9th level Evocation Cleric 9th level Necromancy
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