DSCS Part 3- Magic
DSCS Part 3- Magic
DSCS Part 3- Magic
Magic
CHAPTER 9
Spellcasting
300
Known and Prepared Spells Perceiving a Spell
Before a spellcaster can use a spell, they must have Many spells create obvious effects: explosions of
the spell firmly fixed in mind, or must have access fire, walls of ice, teleportation, and the like. Other
to the spell in a magic item. Members of a few spells, such as charm person, display no visible,
classes have a limited list of spells they know that audible, or otherwise perceptible sign of their
are always fixed in mind. The same thing is true of effects, and easily go unnoticed by those unaffected
many magic-using monsters. Other spellcasters, by them. As detailed later in this chapter, you
such as Arcanists and Clerics, undergo a process of normally don’t know that a spell has been cast
preparing spells. This process varies for different unless the spell produces a noticeable effect.
classes, as detailed in their descriptions. But what about the act of spellcasting? Is it
In every case, the number of spells a caster can possible for someone to perceive that a spell is
have fixed in mind at any given time depends on the being cast in their presence? To be perceptible, the
character’s level. spell must involve a verbal, somatic, or material
component. The form of a material component
doesn’t matter for these purposes, whether it’s an
Altered Spell Flavor object specified in the spell’s description, a
For flavor only, any spell that purports to have a component pouch, or a spellcasting focus.
metallic effect (e.g. blade barrier) thematically can If the need for a spell’s components has been
have it replaced with obsidian, bone, etc. Similarly, removed by a special ability, such as the Subtle
spells that require a watery component (e.g. Spell defiling effect or the Innate Spellcasting trait
Simulacrum snow) are replaced with an Athas possessed by many creatures, the casting of the
equivalent (e.g. sand or silt). spell is imperceptible. If an imperceptible casting
produces a perceptible effect, it’s normally
impossible to determine who cast the spell in the
absence of other evidence.
Rituals
Disguising the Arcane
Certain spells have a special tag: ritual. Such a
spell can be cast following the normal rules for Many spellcasters might wish to pass their magic
spellcasting, or the spell can be cast as a ritual. The off as another kind– arcanists might prefer to be
ritual version of a spell takes 10 minutes longer to seen as a cleric or psionicist, for example. A
cast than normal. It also doesn’t expend a spell slot, character attempting to disguise their spellcasting
which means the ritual version of a spell can’t be as another kind must make a Charisma (Deception)
cast at a higher level. check opposed by a Wisdom (Insight) check from
To cast a spell as a ritual, a spellcaster must have the target they’re attempting to deceive.
a feature that grants the ability to do so. The Cleric Identifying a Spell
and the Druid, for example, have such a feature.
The caster must also have the spell prepared or on Sometimes a character wants to identify a spell
their list of spells known, unless the character’s that someone else is casting or has already cast. To
ritual feature specifies otherwise, as the Arcanist’s do so, a character can use their reaction to identify
does. a spell as it’s being cast, or they can use an action
on their turn to identify a spell after it is cast.
If the character perceived the casting, the spell’s
Magic and Psionics effect, or both, the character can make an
Any spell that detects or cancels magic also affects Intelligence (Arcana) check with the reaction or
psionics, including but not limited to: dispel magic, action. The DC equals 15 + the spell’s level. If the
counterspell, and anti-magic shell. Features such as spell is cast as a class spell and the character is a
Magic Resistance still only affect magic. If a creature member of that class, the check is made with
is resistant to psionics, for example, it will be listed advantage. For example, if the spellcaster casts a
as Psionic Resistance. spell as a Cleric, another Cleric has advantage on
the check to identify the spell. Some spells aren’t
associated with any class when cast, such as when
a monster uses its Innate Spellcasting trait.
This Intelligence (Arcana) Check represents the
fact that identifying a spell requires a quick mind
and familiarity with the theory and practice of
casting. This is true even for a character whose
spellcasting ability is Wisdom or Charisma. Being
able to cast spells doesn’t by itself make you adept
at deducing exactly what others when they cast
their spells.
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Casting a Spell Components
When a character casts any spell, the same basic A spell’s components are the physical requirements
rules are followed, regardless of the character’s you must meet in order to cast it. Each spell’s
class or the spell’s effects. description indicates whether it requires verbal (V),
Each spell description in Chapter 10 begins with somatic (S), or material (M) components. If you
a block of information, including the spell’s name, can’t provide one or more of a spell’s components,
level, school of magic, casting time, range, you are unable to cast the spell.
components, and duration. The rest of a spell entry
describes the spell’s effect. Verbal (V)
Most spells require the chanting of mystic words.
Casting Time The words themselves aren’t the source of the
Most spells require a single action to cast, but some spell’s power; rather, the particular combination of
spells require a bonus action, a reaction, or much sounds, with specific pitch and resonance, sets the
more time to cast. threads of magic in motion. Thus, a character who
is gagged or in an area of silence, such as one
Bonus Action created by the silence spell, can’t cast a spell with a
A spell cast with a bonus action is especially swift. verbal component.
You must use a bonus action on your turn to cast
the spell, provided that you haven’t already taken a
Somatic (S)
bonus action this turn. You can’t cast another spell Spellcasting gestures might include a forceful wave
during the same turn, except for a cantrip with a or an intricate set of gestures. If a spell requires a
casting time of 1 action. somatic component, the caster must have at least
one hand free to perform these gestures.
Reactions
Some spells can be cast as reactions. These spells Material (M)
take a fraction of a second to bring about and are Casting some spells requires particular objects,
cast in response to some event. If a spell can be specified in parentheses in the component entry. A
cast as a reaction, the spell description tells you character can use a component pouch or a
exactly when you can do so. spellcasting focus (found in Chapter 5) in place of
the components specified for a spell. But if a cost is
Longer Casting Times indicated for a component, a character must have
Certain spells (including spells cast as rituals) that specific component before they can cast the
require more time to cast: minutes or even hours. spell. If a spell states that a material component is
When you cast a spell with a casting time longer consumed by the spell, the caster must provide this
than a single action or reaction, you must spend component for each casting of the spell.
your action each turn casting the spell, and you A spellcaster must have a hand free to access
must maintain your concentration while you do so these components, but it can be the same hand that
(see “Concentration” below). If your concentration they use to perform somatic components.
is broken, the spell fails, but you don’t expend a
spell slot. If you want to try casting the spell again, Scarcity and Invention
you must start over. The ecosystem of Athas has forced casters to find
Range substitute materials for their spells. When
appropriate, this book, the DM, or the players may
The target of a spell must be within the spell’s describe a replacement component for flavor.
range. For a spell like magic missile, the target is a
creature. For a spell like fireball, the target is the
point in space where the ball of fire erupts.
Personalizing Spells
Most spells have ranges expressed in feet. Some Just as every performer lends their art a personal
spells can target only a creature (including you) flair and every warrior asserts their fighting styles
that you touch. Other spells, such as the shield through the lens of their own training, so too can a
spell, affect only you. These spells have a range of spellcaster use magic to express their individuality.
self. Regardless of what type of spellcaster you’re
Spells that create cones or lines of effect that playing, you can customize the cosmetic effects of
originate from you also have a range of self, your spells. Perhaps you wish your spells to appear
indicating that the origin point of the spell’s effect in a certain color, or reflect the training of a
must be you (see “Areas of Effect” later in this mentor. The possibilities to customize your
chapter). character’s spells are endless. However, such
Once a spell is cast, its effects aren’t limited by its alterations can’t change the effects of a spell. They
range, unless the spell’s description says otherwise. also can’t make one spell seem like another–you
can’t, for example, make a magic missile look like a
fireball.
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Duration The Schools of Magic
A spell’s duration is the length of time the spell In the past, arcane teachings grouped spells into
persists. A duration can be expressed in rounds, eight categories called schools of magic. Today,
minutes, hours, or even years. Some spells specify spellcasters apply these categories to all spells,
operating off a shared understanding of magic
that their effects last until the spells are dispelled
however they come by it.
or destroyed.
The schools of magic help describe spells; they
Instantaneous have no rules of their own, although some rules
refer to the schools.
Many spells are instantaneous. The spell harms, Abjuration spells are protective in nature, though
heals, creates, or alters a creature or an object in a some of them have aggressive uses. They create
way that can’t be dispelled, because its magic exists magical barriers, negate harmful effects, harm
only for an instant. trespassers, or banish creatures to hidden realms.
Concentration Conjuration spells involve the transportation of
objects and creatures from one location to another.
Some spells require you to maintain concentration Some spells summon creatures or objects to the
in order to keep their magic active. If you lose caster’s side, whereas others allow the caster to
concentration, such a spell ends. teleport to another location. Some conjunctions
If a spell must be maintained with concentration, create objects or effects out of nothing.
that fact appears in its Duration entry, and the spell Divination spells reveal information, whether in
specifies how long you can concentrate on it. You the form of secrets long forgotten, glimpses of the
can end concentration at any time (no action future, the locations of hidden things, the truth
required). behind illusions, or visions of distant people or
Normal activity, such as moving and attacking, places.
doesn’t interfere with concentration. The following Enchantment spells affect the minds of others,
factors can break concentration: influencing or controlling their behavior. Such spells
can make enemies see the caster as a friend, force
Casting another spell that requires creatures to take a course of action, or even control
concentration. You lose concentration on a spell another creature like a puppet.
if you cast another spell that requires Evocation spells manipulate magical energy to
concentration. You can’t concentrate on two produce a desired effect. Some call up blasts of fire
or lightning. Others channel positive energy to heal
spells at once. wounds.
Taking damage. Whenever you take damage Illusion spells deceive the senses or minds of
while you are concentrating on a spell, you must others. They cause people to see things that are not
make a Constitution saving throw to maintain there, to miss things that are there, to hear phantom
your concentration. The DC equals 10 or half noises, or to remember things that never happened.
the damage you take, whichever number is Some illusions create phantom images that any
higher. If you take damage from multiple creature can see, but the most insidious illusions
sources, such as an arrow and a sword blow, plant an image directly in the mind of a creature.
Necromancy spells manipulate the energies of life
you make a separate saving throw for each
and death. Such spells can grant an extra reserve of
source of damage. life force, drain the life energy from another
Being incapacitated or killed. You lose creature, create the undead, or even bring the dead
concentration on a spell if you are incapacitated back to life.
or if you die. Creating the undead through the use of
necromancy spells such as animate dead is a
The DM might also decide that certain forbidden and nearly lost art, not looked on kindly
environmental phenomena, such as a sandstorm by most within Athas.
choking you while you’re in a sand skiff speeding Transmutation spells change the properties of a
along the dunes, require you to succeed on a DC 10 creature, object, or environment. They might turn an
Constitution saving throw to maintain enemy into a harmless creature, bolster the strength
concentration on a spell. of an ally, make an object move at the caster’s
command, or enhance a creature’s innate healing
abilities to rapidly recover from injury.
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Targets Areas of Effect
A typical spell requires you to pick one or more Spells such as burning hands and cone of cold
targets to be affected by the spell’s magic. A spell’s cover an area, allowing them to affect multiple
description tells you whether the spell targets creatures at once.
creatures, objects, or a point of origin for an area of A spell’s description specifies its area of effect,
effect (described in “Areas of Effect”). which typically has one of five different shapes:
Unless a spell has a perceptible effect, a creature cone, cube, cylinder, line, or sphere. Every area of
might not know it was targeted by a spell at all. An effect has a point of origin, a location from which
effect like crackling lightning is obvious, but a more the spell’s energy erupts. The rules for each shape
subtle effect, such as an attempt to read a specify how you position its point of origin.
creature’s thoughts, typically goes unnoticed, Typically, a point of origin is a point in space, but
unless a spell says otherwise. some spells have an area whose origin is a creature
or an object.
A Clear Path to the Target A spell’s effect expands in straight lines from the
To target something, you must have a clear path to point of origin. If no unblocked straight line extends
it, so it can’t be behind total cover. from the point of origin to a location within the area
If you place an area of effect at a point that you of effect, that location isn’t included in the spell’s
can’t see and an obstruction, such as a wall, is area. To block one of these lines, an obstruction
between you and that point, the point of origin must provide total cover, as explained in Chapter 8.
comes into being on the near side of that
obstruction (the side closest to you). Cone
A cone extends in a direction you choose from its
Targeting Yourself origin. A cone’s width at any point along its length
If a spell targets a creature of your choice, you can is equal to that point’s distance from the origin. A
choose yourself, unless the creature must be cone’s area of effect specifies its maximum length.
hostile or specifically a creature other than you. If A cone’s point of origin is not included in the
you are in the area of effect of a spell you cast, you cone’s area of effect, unless you decide otherwise.
can target yourself.
Cube
Saving Throws You select a cube’s point of origin, which lies
Many spells specify that a target can make a saving anywhere on a face of the cubic effect. The cube’s
throw to avoid some or all of a spell’s effects. The size is expressed as the length of each side.
spell specifies the ability that the target uses for the A cube’s point of origin is not included in the
save and what happens on a success or failure. cube’s area of effect, unless you decide otherwise.
The DC to resist one of your spells equals 8 + Cylinder
your spellcasting ability modifier + your proficiency
bonus + any special modifiers. A cylinder’s point of origin is the center of a circle
of a particular radius, as given in the spell
Attack Rolls description. The circle must either be on the
ground or at the height of the spell effect. The
Some spells require the caster to make an attack
energy in a cylinder expands in straight lines from
roll to determine whether the spell effect hits the
the point of origin to the perimeter of the circle,
intended target. Your attack bonus with a spell
forming the base of the cylinder. The spell’s effect
attack equals your spellcasting ability modifier +
then shoots up from the base or down from the top,
your proficiency bonus.
Most spells that require attack rolls involve to a distance equal to the height of the cylinder.
ranged attacks. Remember that you have A cylinder’s point of origin is included in the
cylinder’s area of effect.
disadvantage on a ranged attack roll if you are
within 5 feet of a hostile creature that can see you Line
and that isn’t incapacitated (see Chapter 8). A line extends from its point of origin in a straight
Combining Magical Effects path up to its length and covers an area defined by
its width.
The effects of different spells add together while A line’s point of origin is not included in the line’s
the durations of those spells overlap. The effects of area of effect, unless you decide otherwise.
the same spell cast multiple times don’t combine,
however. Instead, the most potent effect—such as Sphere
the highest bonus—from those castings applies You select a sphere’s point of origin, and the sphere
while their durations overlap. extends outward from that point. The sphere’s size
For example, if two Clerics cast bless on the is expressed as a radius in feet that extends from
same target, that character gains the spell’s benefit the point.
only once; they don’t get to roll two bonus dice. A sphere’s point of origin is included in the
sphere’s area of effect.
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Defilement and Preservation
A
thas is a wasteland because spells are
powered by living matter – plants,
The Act of Defiling
people, the magic cares not – and Every spellcaster casting under the tenets of
centuries of wars involving the Sorcerer- preservation is aware they are limiting themselves
Kings, the Dragon, and constant defiling by voluntarily limiting their casting. With any spell,
has leeched the world dry. they can cost off their self-imposed restrictions in
Spellcasters who defile can draw exchange for a rush of power. In doing so, they
great power from plant life but in return will mark themselves as a defiler - an enemy of the land,
permanently reduce every tree, shrub, and even following the legacies of the Sorcerer-Kings by
underground root in the area to ash that can never further ravaging Athas. Doing so is an evil act, but
again support life. This leaves a taint on the defiler many a good-hearted caster has reconsidered their
that can be sensed by those attuned to such things, principles when facing impending doom.
such as Druids. Those who defile can apply a metamagic effect to
While Sorcerer-Kings maintain gardens to their non-cantrip spells. Once the spell is cast,
pretend at preservation and hunt other defilers every bit of nonsentient plant life in the immediate
ruthlessly, most still keep some as servants to be vicinity is turned to ash, and the land is rendered
used when they deem necessary. The harsh truth is sterile, unable to sustain life for possibly decades or
that power requires sacrifice, to gain and to hold. centuries after. For one year, no matter what is
No Sorcerer-King could have gained their power done, the defiled area can never be viable. Even
without defiling the world, and none could hold afterwards, all the lifegiving nutrients have been
onto their kingdoms without the very same spells leeched from the soil, requiring skilled intervention
that strip the soil beneath them. before even one blade of grass can grow and taking
up to centuries to naturally restore.
A caster who defiles even once will track two new
The Path of Preservation scores: their current defilement points score, a
When a spellcaster invokes a spell, they draw upon measure of the power they have leeched from the
the life energy of Athas. This is unavoidable- even land to power one or more metamagic effects, and
the most powerful Clerics and Druids must pull their defiler aura, a measure of the total defilement
that power from elsewhere. Most casters are points the character has ever accumulated.
trained to take only what is needed, voluntarily The following rules describe the powerful effects
limiting themselves to walk the thin path between that can be gained from defilement– as well as the
power and destruction. Such spellcasters are called costs, not only to the defiled land, but also to the
Preservers, those who have devoted themselves to defiler themselves.
preserving what is left of Athas even at the cost of
greater power. They often face the same
persecution a defiler would, for many do not know
enough of magic to tell the difference, but in truth
they could not be more at odds.
To most preservers, and especially the Cleric or
Druid, there is no greater affront than seeing the
precious life of Athas turn to ash, justified for a
brief need. And yet- the world of Athas is harsh, and
will often demand the sacrifice of such ideals if one
wishes to survive. The defiler’s choice becomes
much harder when looking death in the eye,
knowing vast power always lies within reach.
The temptation will always be there, to defile
“just this once,” to ransack Athas’ scarce resources
once more “for the greater good.” For the true
preserver, no middle ground can be afforded those
who betray the world so. Once a defiler, always a
defiler, and better to die than cross that line.
Player characters with the ability to cast spells
are assumed to begin play as preservers, but the
option to defile is always present.
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The Cost Defiler Effects
In order to gain the power necessary for a defiler Whenever you defile, you gain defiler points based
effect, the spellcaster must leech energy from the on the effect applied, as shown on the table below.
terrain around them. The more powerful the magic These points immediately add to your Defiler Aura.
being cast, the more life must be torn from the You can defile for a number of points equal to
land. Therefore, a spellcaster who wishes to apply a half your caster level (rounded down, minimum of
defiler effect to a non-cantrip spell must defile an one). Effects with a greater cost, or multiple effects
area of land with a Base Radius equal to 5 times whose total exceeds this limit, cannot be cast.
the spell’s level, as shown in the Defilement Radius
table below.
Once the spellcaster has defiled a sufficient Defiler Effect Point Cost
amount of land, they are able to apply a single Careful spell 1
defiler effect of their choice to the spell being cast, Distant spell 1
and immediately add the Point Cost of that effect to Subtle spell 1
their Defiler Aura. Should they wish to apply Empowered spell 2
multiple metamagic effects, the Base Radius of the Extended spell 2
defiling will increase by 5 feet for each option Heightened spell 3
beyond the first. Quickened spell 4
Twinned spell 2 per spell level
Defilement Radius Cast spell without materials 1 per 100 ct value
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Recover spell slot Defiler Aura
In addition to other Defilement effects, you can If you defile even once, you permanently gain an
draw forth life energy to renew your arcane powers. aura that marks you for those who can detect such
As an action that provokes an attack of opportunity, auras, such as a powerful Druid. As this aura
you may regain an expended spell slot. If you do, grows, its effects worsen, causing those around you
you gain defiler points equal to 2 times the spell to unconsciously find you disturbing and
slot’s level and defile the land as if you had cast a untrustworthy. In addition, your body will begin to
spell of that level. deteriorate and your mind may fracture and warp.
The table below details the effects you sustain as
Effects on other creatures your aura grows. The effects can’t be changed or
Creatures except the defiler caught within the undone except through a conversion spell.
defiling radius at casting time experience pain and
suffer a –2 penalty to all attack rolls, weapon
damage rolls, saving throws and ability checks until Defiler Aura Table
the start of the defiler’s next turn. This effect stacks Defiler
with itself. Aura Effect
Plant creatures also take necrotic damage equal 1+ –1 on Charisma checks
to 5 x the level of the spell slot expended. This 10+ Another –1 on Charisma checks and a –2
damage can’t be reduced in any way.
Constitution score reduction.
20+ An additional –2 on Charisma Checks.
A Likely Story Alignment becomes evil. Corruption checks
Carroz, a 4th level Arcanist, is being chased by begin.
Templars. Although taught by his mentor to never
30+ Another –2 on Charisma checks and another
defile, he has nearly exhausted his spells. He knows
the Sorcerer-King’s gardens are nearby and figures, –2 Constitution score reduction.
just this once, to save his life, he must draw more 40+ Another –2 on Charisma checks
energy than the plants can handle. He is surprised
at the volume of energy that comes at his behest,
and nearby a century-old yew tree begins to wither. Effects of an increase in your Defiler Aura take
Carroz restores a 1st level slot by taking on 2 place after you have finished casting the spell or
defiler points. The points he can use per casting are effect which prompted the increase. For example, a
limited to half his level, in this case 2. He feels slightly Templar at a Defiler Aura of 9 who casts a spell
ill, then points his finger at the lead Templar and
draws even more energy, destroying the ancient yew with the Subtle Spell effect added (which incurs 1
tree and twinning a 1st level witch bolt (2 more Defiler Point) would make their spellcasting check
points) at the first two enemies he sees. Carroz now with a -1 to their Charisma modifier, rather than
has a Defiler Aura of 4, enough that a foul light the -2 which is incurred at a Defiler Aura of 10.
already lurks in his gaze. Breathing heavy, he looks Succumbing to Corruption
about for witnesses, and sees only corpses. His
fellow preservers need never know. Wanton defilers must face the taint, a corruption
When he escapes to meet with his Veiled Alliance which erodes body, mind, and spirit until they are a
contact, nobody shows. The next night, a veiled hollow wraith of their former selves.
Cleric finds him in an alley and burns his sleeping Upon reaching a Defiler Aura of 20 or higher, you
form to cinders, leaving a withered branch of the begin making Corruption checks. At the end of a
defiled yew tree on his corpse. Once a defiler, always long rest, you must make a Constitution saving
a defiler. throw with the DC equal to half your Defiler Aura
(rounded up). If you fail this saving throw 3 times in
your life, you become an undead NPC known as a
Defiler NPCs T’liz (see the Athasian Bestiary) under DM control.
The DM decides how many defiler aura points any
NPCs have, but if they aren’t sure how many to put, Purging the Taint
a good rule of thumb is to give the NPC a defiler
Those who have chosen to defile, as well as those
aura equal to 2 or 3 times their number of hit dice.
This rule can vary depending on the nature of the tainted unwillingly, have a chance of redemption. It
NPC and their attitude towards defilement– for is possible, given the aid of a powerful preserver, to
example, a powerful leader of the Veiled Alliance is purge the taint from their bodies.
unlikely to have any defiler aura despite their Characters who choose to do so must locate a
strength, while an exiled Arcanist of meager ability Druid (whose Challenge Rating or level is at least
may have taken to desperate measures for survival, equal to the character’s) who would be willing to
developing a defiler aura of horrific heights. cast a conversion spell on them. The Druid might
also request some grand quest or proof of their
dedication to abandoning the path of the defiler.
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CHAPTER 10
Spells
This chapter describes the spells available to spellcasters. The first part lists the spells available to each
spellcasting class by level. The second part contains spell descriptions, presented in alphabetical order..
309
Cleric Spells 3rd Level 6th Level 2nd Level
Aura of Vitality Blade Barrier Aid
Cantrips (0 level)
Beacon of Hope Find the Path Branding Smite
Death Knell Bestow Curse Forbiddance Find Steed
Guidance Clairvoyance Harm Lesser Restoration
Light Create Food and Water Heal Locate Object
Mending Daylight Heroes’ Feast Magic Weapon
Resistance Dispel Magic Planar Ally Protection from Poison
Sacred Flame
Feign Death Sunbeam Zone of Truth
Spare the Dying
Glyph of Warding True Seeing
Thaumaturgy Life Transference Word of Recall 3rd Level
Word of Radiance Magic Circle Aura of Vitality
Mass Healing Word 7th Level Blinding Smite
1st Level Meld into Stone Control Weather Create Food and Water
Bane Protection from Energy Divine Word Crusader’s Mantle
Bless Remove Curse Earthquake Daylight
Command Revivify Fire Storm Dispel Magic
Create or Destroy Water Sending Gray Guise Elemental Weapon
Cure Wounds Silt Walk Regenerate Magic Circle
Detect Magic Speak with Dead Resurrection Remove Curse
Detect Poison and Disease Spirit Guardians Symbol Revivify
Detect the Supernatural Spirit Shroud Wind Walk Spirit Shroud
Guiding Bolt Tongues
Healing Word 8th Level 4th Level
Inflict Wounds 4th Level Antimagic Field Aura of Life
Purify Food and Drink Aura of Life Control Weather Aura of Purity
Sanctuary Aura of Purity Earthquake Banishment
Shield of Faith
Control Water Holy Aura Find Greater Steed
Divination Sunburst Lifeward
2nd Level Freedom of Movement Locate Creature
Aid Guardian of Faith 9th Level Staggering Smite
Augury Lifeward Mass Heal
Blindness / Deafness Locate Creature Power Word Heal 5th Level
Calm Emotions Stone Shape True Resurrection Banishing Smite
Continual Flame
Summon Elemental Circle of Power
Enhance Ability Crusader Spells Commune
Find Traps 5th Level 1st Level Destructive Wave
Gentle Repose Commune Dispel the Supernatural
Bless
Hold Person Contagion Geas
Ceremony
Lesser Restoration Dawn Holy Weapon
Locate Object Command
Dispel the Supernatural Compelled Duel Raise Dead
Prayer of Healing
Flame Strike Cure Wounds Summon Celestial
Protection from Poison Geas Detect Magic
Silence Greater Restoration Detect Poison and Disease
Spiritual Weapon Hallow Detect the Supernatural
Warding Bond Holy Weapon Divine Favor
Zone of Truth Insect Plague Hamanu’s Aegis
Legend Lore Heroism
Mass Cure Wounds Purify Food and Drink
Scrying Searing Smite
Transmute Rock Shield of Faith
Thunderous Smite
Wrathful Smite
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Druid Spells 2nd Level 4th Level 6th Level
Animal Messenger Blight Bones of the Earth
Cantrips (0 level)
Barkskin Charm Monster Druid Grove
Control Flames
Beast Sense Confusion Find the Path
Create Bonfire Darkvision Control Water Heal
Druidcraft Dust Devil Dominate Beast Heroes’ Feast
Frostbite Earthbind Elemental Bane Investiture of Flame
Guidance Enhance Ability Freedom of Movement Investiture of Ice
Gust
Find Traps Giant Insect Investiture of Stone
Infestation
Flame Blade Grasping Vine Investiture of Wind
Magic Stone Flaming Sphere Guardian of Nature Move Earth
Mending Gust of Wind Hallucinatory Terrain Primordial Ward
Mold Earth Healing Spirit Ice Storm Sunbeam
Poison Spray Heat Metal Locate Creature Transport via Plants
Primal Savagery
Hold Person Polymorph Wall of Thorns
Produce Flame Lesser Restoration Stone Shape Wind Walk
Resistance Locate Animals or Plants Stoneskin
Shape Water Locate Object Summon Elemental 7th Level
Shillelagh Moonbeam Wall of Fire Fire Storm
Thorn Whip
Pass without Trace Watery Sphere Mirage Arcane
Thunderclap
Protection from Poison Regenerate
Skywrite 5th Level Reverse Gravity
1st Level Spike Growth Antilife Shell Whirlwind
Absorb Elements Summon Beast Awaken
Animal Friendship Warding Wind Commune with Nature 8th Level
Backlash Contagion Animal Shapes
Beast Bond 3rd Level Control Winds Antipathy / Sympathy
Charm Person Call Lightning Conversion Control Weather
Create or Destroy Water
Daylight Geas Earthquake
Cure Wounds Dispel Magic Greater Restoration Feeblemind
Detect Magic Erupting Earth Insect Plague Sunburst
Detect Poison and Disease Feign Death Maelstrom Tsunami
Earth Tremor Flame Arrows Mass Cure Wounds
Entangle Ice Storm Reincarnate 9th Level
Faerie Fire
Meld into Stone Rejuvenate Foresight
Fog Cloud Plant Growth Revenge of the Land Shapechange
Healing Word Protection from Energy Scrying Storm of Vengeance
Ice Knife Silt Walk Transmute Rock True Resurrection
Jump
Speak with Plants Tree Stride
Longstrider
Summon Fey Wall of Stone
Purify Food and Drink Tidal Wave Wrath of Nature
Snare Wall of Sand
Speak with Animals Water Breathing
Thunderwave Wind Wall
311
Nomad Spells 4th Level 2nd Level 5th Level
Freedom of Movement Cloud of Daggers Commune
1st Level
Grasping Vine Crown of Madness Danse Macabre
Absorb Elements
Guardian of Nature Darkness Dream
Alarm Locate Creature Earthbind Enervation
Animal Friendship Stoneskin Enthrall Far Step
Beast Bond Summon Elemental Hold Person Hold Monster
Cure Wounds Invisibility Negative Energy Flood
Detect Magic 5th Level Mind Spike Scrying
Detect Poison and Disease
Commune with Nature Mirror Image Synaptic Static
Ensnaring Strike Misty Step Wall of Light
Conjure Volley
Fog Cloud Steel Wind Strike Ray of Enfeeblement
Hail of Thorns Swift Quiver Shadow King’s Blade 6th Level
Hunter’s Mark
Tree Stride Shatter Arcane Gate
Jump
Wrath of Nature Spider Climb Circle of Death
Longstrider Suggestion Create Undead
Snare Templar Spells Eyebite
Speak With Animals 3rd Level
Cantrips (0 level) Flesh to Stone
Zephyr Strike Counterspell Mass Suggestion
Blade Ward
Booming Blade Dispel Magic Mental Prison
2nd Level
Chill Touch Enemies Abound Scatter
Animal Messenger
Create Bonfire Fear Soul Cage
Barkskin Fly True Seeing
Death Knell
Beast Sense Gaseous Form
Eldritch Blast
Cordon of Arrows Hunger of Kalid-Ma 7th Level
Frostbite
Darkvision Hypnotic Pattern Crown of Stars
Greenflame Blade
Find Traps Intellect Fortress Gray Guise
Infestation
Healing Spirit
Lightning Lure Magic Circle Finger of Death
Lesser Restoration Major Image Force Cage
Mage Hand
Locate Animals or Plants Remove Curse
Magic Stone Power Word Pain
Locate Object Spirit Shroud
Mind Sliver
Pass without Trace Summon Shadowspawn 8th Level
Minor Illusion
Protection from Poison Summon Undead Demiplane
Poison Spray
Silence
Prestidigitation Thunder Step Dominate Monster
Spike Growth
Sword Burst Tongues Feeblemind
Summon Beast Vampiric Touch
Thunderclap Glibness
True Strike Maddening Darkness
3rd Level 4th Level Power Word Stun
Conjure Barrage 1st Level Banishment
Daylight Blight 9th Level
Armor of Sielba
Flame Arrows
Arms of Kalid-Ma Charm Monster Blade of Disaster
Lightning Arrow
Cause Fear Dimension Door Foresight
Nondetection Elemental Bane Imprisonment
Charm Person
Plant Growth Hallucinatory Terrain
Comprehend Languages Power Word Kill
Protection from Energy Shadow of Moil
Expeditious Retreat Psychic Scream
Speak with Plants Sickening Radiance
Heated Rebuke True Polymorph
Silt Walk
Hamanu’s Aegis
Summon Fey
Hex
Water Breathing
Illusory Script
Wind Wall
Unseen Servant
Witch Bolt
312
Spell Descriptions
Absorb Elements Aganazzar’s Scorcher
1st-level abjuration 2nd-level evocation
Casting Time: 1 reaction, which you take when you Casting Time: 1 action
take acid, cold, fire, lightning, or thunder damage Range: 30 feet
Range: Self Components: V, S, M (a red dragon’s scale)
Components: S Duration: Instantaneous
Duration: 1 round A line of roaring flame 30 feet long and 5 feet wide
The spell captures the incoming energy of attacks, emanates from you in a direction you choose. Each
lessening its effect on you and storing it for your creature in the line must make a Dexterity saving
next melee attack. You have resistance to the throw. A creature takes 3d8 fire damage on a failed
triggering damage type until the start of your next save, or half as much damage on a successful one.
turn. Also, the first time you hit with a melee attack At Higher Levels. When you cast this spell using
on your next turn, the target takes an extra 1d6 a spell slot of 3rd level or higher, the damage
damage of the triggering type, and the spell ends. increases by 1d8 for each slot level above 2nd.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the extra damage
increases by 1d6 for each slot level above 1st.
Aid
2nd-level abjuration
Acid Arrow Casting Time: 1 action
Range: 30 feet
2nd-level evocation
Components: V, S, M (a tiny strip of white cloth)
Casting Time: 1 action Duration: 8 hours
Range: 90 feet
Your spell bolsters your allies with toughness and
Components: V, S, M (powdered rhubarb leaf and
resolve. Choose up to three creatures within range.
an adder’s stomach) Each target’s hit point maximum and current hit
Duration: Instantaneous points increase by 5 for the duration.
A shimmering green arrow streaks toward a target At Higher Levels. When you cast this spell using
within range and bursts in a spray of acid. Make a a spell slot of 3rd level or higher, a target’s hit
ranged spell attack against the target. points increase by an additional 5 for each slot level
On a hit, the target takes 4d4 acid damage above 2nd.
immediately and 2d4 acid damage at the end of its
next turn. On a miss, the arrow splashes the target Alarm
with acid for half as much of the initial damage and 1st-level abjuration (ritual)
no damage at the end of its next turn.
At Higher Levels. When you cast this spell using Casting Time: 1 minute
a spell slot of 3rd level or higher, the damage (both Range: 30 feet
initial and later) increases by 1d4 for each slot level Components: V, S, M (a tiny bell and a piece of fine
above 2nd. silver wire)
Duration: 8 hours
Acid Splash You set an alarm against unwanted intrusion.
Conjuration cantrip Choose a door, a window, or an area within range
Casting Time: 1 action that is no larger than a 20-foot cube. Until the spell
Range: 60 feet ends, an alarm alerts you whenever a Tiny or larger
creature touches or enters the warded area. When
Components: V, S you cast the spell, you can designate creatures that
Duration: Instantaneous won’t set off the alarm. You also choose whether
You hurl a bubble of acid. Choose one creature you the alarm is mental or audible.
can see within range, or choose two creatures you A mental alarm alerts you with a ping in your
can see within range that are within 5 feet of each mind if you are within 1 mile of the warded area.
other. A target must succeed on a Dexterity saving This ping awakens you if you are sleeping. An
throw or take 1d6 acid damage. audible alarm produces the sound of a hand bell for
At Higher Levels. This spell’s damage increases 10 seconds within 60 feet.
by 1d6 when you reach 5th level (2d6), 11th level
(3d6), and 17th level (4d6).
313
Alter Self Animal Friendship
2nd-level transmutation 1st-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S Components: V, S, M (a morsel of food)
Duration: Concentration, up to 1 hour Duration: 24 hours
You assume a different form. When you cast the This spell lets you convince a beast that you mean
spell, choose one of the following options, the it no harm. Choose a beast that you can see within
effects of which last for the duration of the spell. range. It must see and hear you. If the beast’s
While the spell lasts, you can end one option as an Intelligence is 4 or higher, the spell fails.
action to gain the benefits of a different one. Otherwise, the beast must succeed on a Wisdom
Aquatic Adaptation. You adapt your body to an saving throw or be charmed by you for the spell’s
aquatic environment, sprouting gills and growing duration. If you or one of your companions harms
webbing between your fingers. You can breathe the target, the spell ends.
underwater and gain a swimming speed equal to At Higher Levels. When you cast this spell using
your walking speed. a spell slot of 2nd level or higher, you can affect one
Change Appearance. You transform your additional beast for each slot level above 1st.
appearance. You decide what you look like,
including your height, weight, facial features, sound
of your voice, hair length, coloration, and
Animal Messenger
2nd-level enchantment (ritual)
distinguishing characteristics, if any. You can make
yourself appear as a member of another race, Casting Time: 1 action
though none of your statistics change. You also Range: 30 feet
can’t appear as a creature of a different size than Components: V, S, M (a morsel of food)
you, and your basic shape stays the same; if you’re Duration: 24 hours
bipedal, you can’t use this spell to become
quadrupedal, for instance. At any time for the By means of this spell, you use an animal to deliver
duration of the spell, you can use your action to a message. Choose a Tiny beast you can see within
change your appearance in this way again. range, such as a bat, critic lizard, or kes’trekel. You
Natural Weapons. You grow claws, fangs, spines, specify a location, which you must have visited, and
horns, or a different natural weapon of your choice. a recipient who matches a general description,
Your unarmed strikes deal 1d6 bludgeoning, such as “a man or woman dressed in a Templar
piercing, or slashing damage, as appropriate to the uniform” or “a one-armed Tarek wearing a red
natural weapon you chose, and you are proficient tunic.” You also speak a message of up to twenty-
with your unarmed strikes. Finally, the natural five words. The target beast travels for the duration
weapon is magic and you have a +1 bonus to the of the spell toward the specified location, covering
attack and damage rolls you make using it. about 50 miles per 24 hours for a flying messenger,
or 25 miles for other animals.
When the messenger arrives, it delivers your
message to the creature that you described,
replicating the sound of your voice. The messenger
speaks only to a creature matching the description
you gave. If the messenger doesn’t reach its
destination before the spell ends, the message is
lost, and the beast makes its way back to where you
cast this spell.
At Higher Levels. If you cast this spell using a
spell slot of 3nd level or higher, the duration of the
spell increases by 48 hours for each slot level above
2nd.
314
Animal Shapes Animate Dead
8th-level transmutation 3rd-level necromancy
Casting Time: 1 action Casting Time: 1 minute
Range: 30 feet Range: 10 feet
Components: V, S Components: V, S, M (a drop of blood, a piece of
Duration: Concentration, up to 24 hours flesh, and a pinch of bone dust)
Your magic turns others into beasts. Choose any Duration: Instantaneous
number of willing creatures that you can see within This spell creates an undead servant. Choose a pile
range. You transform each target into the form of a of bones or a corpse of a Medium or Small
Large or smaller beast with a challenge rating of 4 humanoid within range. Your spell imbues the
or lower. On subsequent turns, you can use your target with a foul mimicry of life, raising it as an
action to transform affected creatures into new undead creature. The target becomes a skeleton if
forms. you chose bones or a zombie if you chose a corpse
The transformation lasts for the duration for each (statistics for both can be found in the Athasian
target, or until the target drops to 0 hit points or Bestiary).
dies. You can choose a different form for each On each of your turns, you can use a bonus action
target. A target’s game statistics are replaced by the to mentally command any creature you made with
statistics of the chosen beast, though the target this spell if the creature is within 60 feet of you (if
retains its alignment and Intelligence, Wisdom, and you control multiple creatures, you can command
Charisma scores. The target assumes the hit points any or all of them at the same time, issuing the
of its new form, and when it reverts to its normal same command to each one). You decide what
form, it returns to the number of hit points it had action the creature will take and where it will move
before it transformed. If it reverts as a result of during its next turn, or you can issue a general
dropping to 0 hit points, any excess damage carries command, such as to guard a particular chamber
over to its normal form. As long as the excess or corridor. If you issue no commands, the creature
damage doesn’t reduce the creature’s normal form only defends itself against hostile creatures. Once
to 0 hit points, it isn’t knocked unconscious. The given an order, the creature continues to follow it
creature is limited in the actions it can perform by until its task is complete.
the nature of its new form, and it can’t speak or The creature is under your control for 24 hours,
cast spells. after which it stops obeying any command you’ve
The target’s gear melds into the new form. The given it. To maintain control of the creature for
target can’t activate, wield, or otherwise benefit another 24 hours, you must cast this spell on the
from any of its equipment. creature again before the current 24-hour period
ends. This use of the spell reasserts your control
over up to four creatures you have animated with
this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you animate or
reassert control over two additional undead
creatures for each slot level above 3rd. Each of the
creatures must come from a different corpse or pile
of bones.
315
Animate Objects Antilife Shell
5th-level transmutation 5th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (10-foot radius)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
Objects come to life at your command. Choose up A shimmering barrier extends out from you in a 10-
to ten nonmagical objects within range that are not foot radius and moves with you, remaining
being worn or carried. Medium targets count as centered on you and hedging out creatures other
two objects, Large targets count as four, and Huge than undead and constructs. The barrier lasts for
targets count as eight. You can’t animate any object the duration.
larger than Huge. Each target animates and The barrier prevents an affected creature from
becomes a creature under your control until the passing or reaching through. An affected creature
spell ends or until reduced to 0 hit points. can cast spells or make attacks with ranged or
As a bonus action, you can mentally command reach weapons through the barrier.
any creature you made with this spell if the If you move so that an affected creature is forced
creature is within 500 feet of you (if you control to pass through the barrier, the spell ends.
multiple creatures, you can command any or all of
them at the same time, issuing the same command
to each). You decide what action the creature will
take and where it will move during its next turn, or
you can issue a general command, such as to guard
a particular chamber or corridor. If you issue no
commands, the creature only defends itself against
hostile creatures. Once given an order, the creature
continues to follow it until its task is complete.
316
Antimagic Field Antipathy / Sympathy
8th-level abjuration 8th-level enchantment
Casting Time: 1 action Casting Time: 1 hour
Range: Self (10-foot-radius sphere) Range: 60 feet
Components: V, S, M (a pinch of iron filings) Components: V, S, M (either a lump of alum
Duration: Concentration, up to 1 hour soaked in vinegar for the antipathy effect, or a
A 10-foot-radius invisible sphere of antimagic drop of honey for the sympathy effect)
surrounds you. Within the sphere, spells can’t be Duration: 10 days
cast, summoned creatures disappear, and even This spell attracts or repels creatures of your
magic items become mundane. Until the spell ends, choice. You target something within range, either a
the sphere moves with you, centered on you. Huge or smaller object or creature, or an area that
Spells, psionic powers, and other magical effects, is no larger than a 200-foot cube. Then specify a
except those created by an artifact or an incredibly kind of intelligent creature, such as belgoi, gith, or
powerful entity, are suppressed in the sphere and t’liz. You invest the target with an aura that either
can’t protrude into it. A slot expended to cast a attracts or repels the specified creatures for the
suppressed spell is consumed. While an effect is duration. Choose antipathy or sympathy as the
suppressed, it doesn’t function, but the time it aura’s effect.
spends suppressed counts against its duration. Antipathy. The enchantment causes creatures of
Targeted Effects. Spells and other magical the kind you designated to feel an intense urge to
effects, such as magic missile and charm person, leave the area and avoid the target. When such a
that target a creature or an object in the sphere creature can see the target or comes within 60 feet
have no effect on that target. of it, the creature must succeed on a Wisdom
Areas of Magic. The area of another spell or saving throw or become frightened. The creature
magical effect, such as fireball, can’t extend into the remains frightened while it can see the target or is
sphere. If the sphere overlaps an area of magic, the within 60 feet of it. While frightened by the target,
part of the area that is covered by the sphere is the creature must use its movement to move to the
suppressed. For example, the flames created by a nearest safe spot from which it can’t see the target.
wall of fire are suppressed within the sphere, If the creature moves more than 60 feet from the
creating a gap in the wall. target and can’t see it, the creature is no longer
Spells. Any active spell or other magical effect on frightened, but the creature becomes frightened
a creature or an object in the sphere is suppressed again if it regains sight of the target or moves
while the creature or object is in it. within 60 feet of it.
Magic Items. The properties and powers of Sympathy. The enchantment causes the
magic items are suppressed in the sphere. For specified creatures to feel an intense urge to
example, a +1 longsword in the sphere functions as approach the target while within 60 feet of it or
a nonmagical longsword. able to see it. When such a creature can see the
A magic weapon’s properties and powers are target or comes within 60 feet of it, the creature
suppressed if it is used against a target in the must succeed on a Wisdom saving throw or use its
sphere or wielded by an attacker in the sphere. If a movement on each of its turns to enter the area or
magic weapon or a piece of magic ammunition fully move within reach of the target. When the creature
leaves the sphere (for example, if you fire a magic has done so, it can’t willingly move away from the
arrow or throw a magic spear at a target outside target.
the sphere), the magic of the item ceases to be If the target damages or otherwise harms an
suppressed as soon as it exits. affected creature, the affected creature can make a
Magical Travel. Teleportation and similar travel Wisdom saving throw to end the effect, as
also fail to work in the sphere, whether the sphere described below.
is the destination or the departure point for such Ending the Effect. If an affected creature ends its
magical travel. A portal to another location, as well turn while not within 60 feet of the target or able to
as an opening to an extradimensional space such see it, the creature makes a Wisdom saving throw.
as that created by the nomad’s tiny hut spell, On a successful save, the creature is no longer
temporarily closes while in the sphere. affected by the target and recognizes the feeling of
Creatures and Objects. A creature or object repugnance or attraction as magical. In addition, a
summoned or created by magic temporarily winks creature affected by the spell is allowed another
out of existence in the sphere. Such a creature Wisdom saving throw every 24 hours while the
instantly reappears once the space the creature spell persists.
occupied is no longer within the sphere. A creature that successfully saves against this
Dispel Magic. Spells and magical effects such as effect is immune to it for 1 minute, after which time
dispel magic have no effect on the sphere. it can be affected again.
Likewise, the spheres created by different
antimagic field spells don’t nullify each other.
317
Arcane Eye Arcane Lock
4th-level divination 2nd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S, M (a bit of bat fur) Components: V, S, M (silver dust worth at least 25
Duration: Concentration, up to 1 hour ct, which the spell consumes)
You create an invisible, magical eye within range Duration: Until dispelled
that hovers in the air for the duration. You touch a closed door, window, gate, chest, or
You mentally receive visual information from the other entryway, and it becomes locked for the
eye, which has normal vision and darkvision out to duration. You and the creatures you designate
30 feet. The eye can look in every direction. As an when you cast this spell can open the object
action, you can move the eye up to 30 feet in any normally. You can also set a password that, when
direction. There is no limit to how far away from spoken within 5 feet of the object, suppresses this
you the eye can move, but it can’t enter another spell for 1 minute. Otherwise, it is impassable until
plane of existence. A solid barrier blocks the eye’s it is broken or the spell is dispelled or suppressed.
movement, but the eye can pass through an Casting knock on the object suppresses arcane lock
opening as small as 1 inch in diameter. for 10 minutes.
While affected by this spell, the object is more
Arcane Gate difficult to break or force open; the DC to break it
or pick any locks on it increases by 10.
6th-level conjuration
Casting Time: 1 action
Range: 500 feet
Armor of Sielba
1st-level abjuration
Components: V, S
Duration: Concentration, up to 10 minutes Casting Time: 1 action
Range: Self
You create linked teleportation portals that remain
open for the duration. Choose two points on the Components: V, S, M (a cup of water)
ground that you can see, one point within 10 feet of Duration: 1 hour
you and one point within 500 feet of you. A circular A protective magical force surrounds you,
portal, 10 feet in diameter, opens over each point. If manifesting as a spectral frost that covers you and
the portal would open in the space occupied by a your gear. You gain 5 temporary hit points for the
creature, the spell fails, and the casting is lost. duration. If a creature hits you with a melee attack
The portals are two-dimensional glowing rings while you have these hit points, the creature takes
filled with mist, hovering inches from the ground 5 cold damage.
and perpendicular to it at the points you choose. A At Higher Levels. When you cast this spell using
ring is visible only from one side (your choice), a spell slot of 2nd level or higher, both the
which is the side that functions as a portal. temporary hit points and the cold damage increase
Any creature or object entering the portal exits by 5 for each slot level above 1st.
from the other portal as if the two were adjacent to
each other; passing through a portal from the
nonportal side has no effect. The mist that fills each
Arms of Kalid-Ma
portal is opaque and blocks vision through it. On 1st-level conjuration
your turn, you can rotate the rings as a bonus Casting Time: 1 action
action so that the active side faces in a different Range: Self (10-foot radius)
direction. Components: V, S
Duration: Instantaneous
You invoke the power of Kalid-Ma, the Dark
Hunger of Kalidnay.
Tendrils of dark energy erupt from you and batter
all creatures within 10 feet of you. Each creature in
that area must make a Strength saving throw. On a
failed save, a target takes 2d6 necrotic damage and
can’t take reactions until its next turn. On a
successful save, the creature takes half damage,
but suffers no other effect.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.
318
Augury Aura of Purity
2nd-level divination (ritual) 4th-level abjuration
Casting Time: 1 minute Casting Time: 1 action
Range: Self Range: Self (30-foot radius)
Components: V, S, M (specially marked sticks, Components: V
bones, or similar tokens worth at least 25 ct) Duration: Concentration, up to 10 minutes
Duration: Instantaneous Purifying energy radiates from you in an aura with
By casting gem-inlaid sticks, rolling lizard bones, a 30-foot radius. Until the spell ends, the aura
laying out ornate cards, or employing some other moves with you, centered on you. Each nonhostile
divining tool, you receive an omen from an creature in the aura (including you) can’t become
otherworldly entity about the results of a specific diseased, has resistance to poison damage, and has
course of action that you plan to take within the advantage on saving throws against effects that
next 30 minutes. The DM chooses from the cause any of the following conditions: blinded,
following possible omens: charmed, deafened, frightened, paralyzed,
poisoned, and stunned.
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Aura of Vitality
3rd-level evocation
Nothing, for results that aren’t especially good
or bad Casting Time: 1 action
Range: Self (30-foot radius)
The spell doesn’t take into account any possible Components: V
circumstances that might change the outcome, Duration: Concentration, up to 1 minute
such as the casting of additional spells or the loss
or gain of a companion. Healing energy radiates from you in an aura with a
If you cast the spell two or more times before 30-foot radius. Until the spell ends, the aura moves
completing your next long rest, there is a with you, centered on you. You can use a bonus
cumulative 25 percent chance for each casting after action to cause one creature in the aura (including
the first that you get a random reading. The DM you) to regain 2d6 hit points.
makes this roll in secret.
Awaken
Aura of Life 5th-level transmutation
4th-level abjuration Casting Time: 8 hours
Casting Time: 1 action Range: Touch
Range: Self (30-foot radius) Components: V, S, M (an agate worth at least
Components: V 1,000 ct, which the spell consumes)
Duration: Concentration, up to 10 minutes Duration: Instantaneous
Life-preserving energy radiates from you in an aura After spending the casting time tracing magical
with a 30-foot radius. Until the spell ends, the aura pathways within a precious gemstone, you touch a
moves with you, centered on you. Each nonhostile Huge or smaller beast or plant. The target must
creature in the aura (including you) has resistance have either no Intelligence score or an Intelligence
to necrotic damage, and its hit point maximum of 3 or less. The target gains an Intelligence of 10.
can’t be reduced. In addition, a nonhostile, living The target also gains the ability to speak one
creature regains 1 hit point when it starts its turn in language you know. If the target is a plant, it gains
the aura with 0 hit points. the ability to move its limbs, roots, vines, creepers,
and so forth, and it gains senses similar to a
Human’s. Your DM chooses statistics appropriate
for the awakened plant, such as the statistics for
the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you
for 30 days or until you or your companions do
anything harmful to it. When the charmed
condition ends, the awakened creature chooses
whether to remain friendly to you, based on how
you treated it while it was charmed.
319
Backlash Banishing Smite
1st level abjuration 5th-level abjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: 30 feet (40 ft. radius) Range: Self
Components: V, S, M (a thorn) Components: V
Duration: 24 hours or until discharged Duration: Concentration, up to 1 minute
Also known as the preserver’s scourge, this spell The next time you hit a creature with a weapon
makes the ground dangerous to defilers. Land in a attack before this spell ends, your weapon crackles
40-foot-radius centered on a point within range is with force, and the attack deals an extra 5d10 force
affected by this spell. Should a spellcaster attempt damage to the target. Additionally, if this attack
arcane defiling on the land that is protected by a reduces the target to 50 hit points or fewer, you
backlash, they automatically take 1d6 force banish it. If the target is native to a different plane
damage. The spellcasting defiler must then make a of existence than the one you’re on, the target
Constitution saving throw, or the spell they were disappears, returning to its home plane. If the
casting is lost and the land is not defiled. Once it target is native to the plane you’re on, the creature
has inflicted damage, the spell is discharged and vanishes into a harmless demiplane. While there,
the ground returns to normal. Only one backlash the target is incapacitated. It remains there until
can be cast on any given plot of ground. the spell ends, at which point the target reappears
At Higher Levels. When you cast this spell using in the space it left or in the nearest unoccupied
a spell slot of 2nd level or higher, the damage dealt space if that space is occupied.
increases by 1d6 for each spell slot above 1st.
Banishment
Bane 4th-level abjuration
1st-level enchantment Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 30 feet Components: V, S, M (an item distasteful to the
Components: V, S, M (a drop of blood) target)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can You attempt to send one creature that you can see
see within range must make Charisma saving within range to another plane of existence. The
throws. Whenever a target that fails this saving target must succeed on a Charisma saving throw or
throw makes an attack roll or a saving throw before be banished.
the spell ends, the target must roll a d4 and If the target is native to the plane of existence
subtract the number rolled from the attack roll or you’re on, you banish the target to a harmless
saving throw. demiplane. While there, the target is incapacitated.
At Higher Levels. When you cast this spell using The target remains there until the spell ends, at
a spell slot of 2nd level or higher, you can target which point the target reappears in the space it left
one additional creature for each slot level above or in the nearest unoccupied space if that space is
1st. occupied.
If the target is native to a different plane of
existence than the one you’re on, the target is
banished with a faint popping noise, returning to its
home plane. If the spell ends before 1 minute has
passed, the target reappears in the space it left or in
the nearest unoccupied space if that space is
occupied. Otherwise, the target doesn’t return.
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th.
320
Barkskin Beast Sense
2nd-level transmutation 2nd-level divination (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S, M (a handful of oak bark) Components: S
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, You touch a willing beast. For the duration of the
the target’s skin has a rough, bark-like appearance, spell, you can use your action to see through the
and the target’s AC can’t be less than 16, beast’s eyes and hear what it hears, and continue to
regardless of what kind of armor it is wearing. do so until you use your action to return to your
normal senses. While perceiving through the
Beacon of Hope beast’s senses, you gain the benefits of any special
senses possessed by that creature, though you are
3rd-level abjuration blinded and deafened to your own surroundings.
Casting Time: 1 action
Range: 30 feet Belgoi’s Hideous Laughter
Components: V, S 1st-level enchantment
Duration: Concentration, up to 1 minute
Casting Time: 1 action
This spell bestows hope and vitality. Choose any Range: 30 feet
number of creatures within range. For the duration,
Components: V, S, M (sharp teeth and a feather)
each target has advantage on Wisdom saving
Duration: Concentration, up to 1 minute
throws and saving throws made to stabilize after
reaching 0 hit points, and regains the maximum A creature of your choice that you can see within
number of hit points possible from any healing. range perceives everything as hilariously funny and
falls into fits of laughter if this spell affects it. The
Beast Bond target must succeed on a Wisdom saving throw or
fall prone, becoming incapacitated and unable to
1st-level divination
stand up for the duration. A creature with an
Casting Time: 1 action Intelligence score of 4 or less isn’t affected.
Range: Touch At the end of each of its turns, and each time it
Components: V, S, M (a bit of fur wrapped in a takes damage, the target can make another
cloth) Wisdom saving throw. The target has advantage on
Duration: Concentration, up to 10 minutes the saving throw if it’s triggered by damage. On a
success, the spell ends.
You establish a telepathic link with one beast you
touch that is friendly to you or charmed by you. The
spell fails if the beast’s Intelligence is 4 or higher.
Until the spell ends, the link is active while you and
the beast are within line of sight of each other.
Through the link, the beast can understand your
telepathic messages to it, and it can telepathically
communicate simple emotions and concepts back
to you. While the link is active, the beast gains
advantage on attack rolls against any creature
within 5 feet of you that you can see.
321
Bestow Curse Blade of Disaster
3rd-level necromancy 9th-level conjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: Touch Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You touch a creature, and that creature must You create a blade-shaped planar rift about 3 feet
succeed on a Wisdom saving throw or become long in an unoccupied space you can see within
cursed for the duration of the spell. When you cast range. The blade lasts for the duration. When you
this spell, choose the nature of the curse from the cast this spell, you can make up to two melee spell
following options: attacks with the blade, each one against a creature,
loose object, or structure within 5 feet of the blade.
Choose one ability score. While cursed, the On a hit, the target takes 4d12 force damage. This
target has disadvantage on ability checks and attack scores a critical hit if the number on the d20
saving throws made with that ability score. is 18 or higher. On a critical hit, the blade deals an
While cursed, the target has disadvantage on extra 8d12 force damage (for a total of 12d12 force
attack rolls against you. damage).
While cursed, the target must make a Wisdom As a bonus action on your turn, you can move the
saving throw at the start of each of its turns. If it blade up to 30 feet to an unoccupied space you can
fails, it wastes its action that turn doing nothing. see and then make up to two melee spell attacks
While the target is cursed, your attacks and with it again.
The blade can harmlessly pass through any
spells deal an extra 1d8 necrotic damage to the
barrier, including a wall of force.
target.
A remove curse spell ends this effect. At the DM’s Blade Ward
option, you may choose an alternative effect, but it Abjuration cantrip
should be no more powerful than those above. The
DM has final say on such a curse’s effect. Casting Time: 1 action
At Higher Levels. If you cast this spell using a Range: Self
spell slot of 4th level or higher, the duration is Components: V, S
concentration, up to 10 minutes. If you use a spell Duration: 1 round
slot of 5th level or higher, the duration is 8 hours. If You extend your hand and trace a sigil of warding
you use a spell slot of 7th level or higher, the in the air. Until the end of your next turn, you have
duration is 24 hours. If you use a 9th level spell resistance against bludgeoning, piercing, and
slot, the spell lasts until it is dispelled. Using a spell slashing damage dealt by weapon attacks.
slot of 5th level or higher grants a duration that
doesn’t require concentration.
Bless
Blade Barrier 1st-level enchantment
6th-level evocation Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action
Components: V, S, M (a sprinkling of arcanic
Range: 90 feet
water)
Components: V, S
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes
You bless up to three creatures of your choice
You create a vertical wall of whirling, razor-sharp within range. Whenever a target makes an attack
blades made of magical energy. The wall appears
roll or a saving throw before the spell ends, the
within range and lasts for the duration. You can
target can roll a d4 and add the number rolled to
make a straight wall up to 100 feet long, 20 feet
the attack roll or saving throw.
high, and 5 feet thick, or a ringed wall up to 60 feet
At Higher Levels. When you cast this spell using
in diameter, 20 feet high, and 5 feet thick. The wall
a spell slot of 2nd level or higher, you can target
provides three-quarters cover to creatures behind
one additional creature for each slot level above
it, and its space is difficult terrain. 1st.
When a creature enters the wall’s area for the
first time on a turn or starts its turn there, the
creature must make a Dexterity saving throw. On a
failed save, the creature takes 6d10 slashing
damage. On a successful save, the creature takes
half as much damage.
322
Blight Blindness/Deafness
4th-level necromancy 2nd-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V, S Components: V
Duration: Instantaneous Duration: 1 minute
Necromantic energy washes over a creature of your You can blind or deafen a foe. Choose one creature
choice that you can see within range, draining that you can see within range to make a
moisture and vitality from it. The target must make Constitution saving throw. If it fails, the target is
a Constitution saving throw. The target takes 8d8 either blinded or deafened (your choice) for the
necrotic damage on a failed save, or half as much duration. At the end of each of its turns, the target
damage on a successful one. This spell has no can make a Constitution saving throw. On a
effect on undead or constructs. If you target a plant success, the spell ends.
creature or a magical plant, it makes the saving At Higher Levels. When you cast this spell using
throw with disadvantage, and the spell deals a spell slot of 3rd level or higher, you can target one
maximum damage to it. additional creature for each slot level above 2nd.
If you target a nonmagical plant that isn’t a
creature, such as a tree or shrub, it doesn’t make a
saving throw; it simply withers and dies.
Blink
3rd-level transmutation
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, the damage Casting Time: 1 action
increases by 1d8 for each slot level above 4th. Range: Self
Components: V, S
Blinding Smite Duration: 1 minute
3rd-level evocation Roll a d20 at the end of each of your turns for the
Casting Time: 1 bonus action duration of the spell. On a roll of 11 or higher, you
Range: Self vanish from your current plane of existence and
appear in the Gray (the spell fails and the casting is
Components: V
wasted if you were already on that plane). At the
Duration: Concentration, up to 1 minute
start of your next turn, and when the spell ends if
The next time you hit a creature with a melee you are still in the Gray, you return to an
weapon attack during this spell’s duration, your unoccupied space of your choice that you can see
weapon flares with bright light, and the attack deals within 10 feet of the space you vanished from. If no
an extra 3d8 radiant damage to the target. unoccupied space is available within that range,
Additionally, the target must succeed on a you appear in the nearest unoccupied space
Constitution saving throw or be blinded until the (chosen at random if more than one space is
spell ends. equally near). You can dismiss this spell as an
A creature blinded by this spell makes another action.
Constitution saving throw at the end of each of its While in the Gray, you can see and hear the plane
turns. On a successful save, it is no longer blinded. you originated from, which is cast in monochrome,
and you can’t see anything there more than 60 feet
away. You can only affect and be affected by other
creatures within the Gray. Creatures that aren’t
there can’t perceive you or interact with you, unless
they have the ability to do so.
323
Blur Booming Blade
2nd-level illusion Evocation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (5-foot radius)
Components: V Components: V, M (a melee weapon worth at least
Duration: Concentration, up to 1 minute 1 sp)
Your body becomes blurred, shifting and wavering Duration: 1 round
to all who can see you. For the duration, any You brandish the weapon used in the spell’s casting
creature has disadvantage on attack rolls against and make a melee attack with it against one
you. An attacker is immune to this effect if it creature within 5 feet of you. On a hit, the target
doesn’t rely on sight, as with blindsight, or can see suffers the weapon attack’s normal effects and then
through illusions, as with truesight. becomes sheathed in booming energy until the
start of your next turn. If the target willingly moves
Bones of the Earth 5 feet or more before then, the target takes 1d8
thunder damage, and the spell ends.
6th-level transmutation
At Higher Levels. This spell’s damage increases
Casting Time: 1 action when you reach certain levels. At 5th level, the
Range: 120 feet melee attack deals an extra 1d8 thunder damage to
Components: V, S the target on a hit, and the damage the target takes
Duration: Instantaneous for moving increases to 2d8. Both damage rolls
increase by 1d8 at 11th level (2d8 and 3d8) and
You cause up to six pillars of stone to burst from again at 17th level (3d8 and 4d8).
places on the ground that you can see within range.
Each pillar is a cylinder that has a diameter of 5
feet and a height of up to 30 feet. The ground Branding Smite
where a pillar appears must be wide enough for its 2nd-level evocation
diameter, and you can target the ground under a Casting Time: 1 bonus action
creature if that creature is Medium or smaller.
Range: Self
Each pillar has AC 5 and 30 hit points. When
Components: V
reduced to 0 hit points, a pillar crumbles into
rubble, which creates an area of difficult terrain Duration: Concentration, up to 1 minute
with a 10-foot radius that lasts until the rubble is The next time you hit a creature with a weapon
cleared. Each 5-foot-diameter portion of the area attack before this spell ends, the weapon gleams
requires at least 1 minute to clear by hand. with astral radiance as you strike. The attack deals
If a pillar is created under a creature, that an extra 2d6 radiant damage to the target, which
creature must succeed on a Dexterity saving throw becomes visible if it’s invisible, and the target sheds
or be lifted by the pillar. A creature can choose to dim light in a 5-foot radius and can’t become
fail the save. invisible until the spell ends.
If a pillar is prevented from reaching its full At Higher Levels. When you cast this spell using
height because of a ceiling or other obstacle, a a spell slot of 3rd level or higher, the extra damage
creature on the pillar takes 6d6 bludgeoning increases by 1d6 for each slot level above 2nd.
damage and is restrained, pinched between the
pillar and the obstacle. The restrained creature can
use an action to make a Strength or Dexterity
Burning Hands
check (the creature’s choice) against the spell’s 1st-level evocation
save DC. On a success, the creature is no longer Casting Time: 1 action
restrained and must either move off the pillar or fall Range: Self (15-foot cone)
off it. Components: V, S
At Higher Levels. When you cast this spell using Duration: Instantaneous
a spell slot of 7th level or higher, you can create
two additional pillars for each slot level above 6th. As you hold your hands with thumbs touching and
fingers spread, a thin sheet of flames shoots forth
from your outstretched fingertips. Each creature in
a 15-foot cone must make a Dexterity saving throw.
A creature takes 3d6 fire damage on a failed save,
or half as much damage on a successful one.
The fire ignites any flammable objects in the area
that aren’t being worn or carried.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.
324
Call Lightning Catapult
3rd-level conjuration 1st-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S Components: S
Duration: Concentration, up to 10 minutes Duration: Instantaneous
A storm cloud appears in the shape of a cylinder Choose one object weighing 1 to 5 pounds within
that is 10 feet tall with a 60-foot radius, centered on range that isn’t being worn or carried. The object
a point you can see within range directly above you. flies in a straight line up to 90 feet in a direction
The spell fails if you can’t see a point in the air you choose before falling to the ground, stopping
where the storm cloud could appear (for example, if early if it impacts against a solid surface. If the
you are in a room that can’t accommodate the object would strike a creature, that creature must
cloud). make a Dexterity saving throw. On a failed save,
When you cast the spell, choose a point you can the object strikes the target and stops moving.
see under the cloud. A bolt of lightning flashes When the object strikes something, the object and
down from the cloud to that point. Each creature what it strikes each take 3d8 bludgeoning damage.
within 5 feet of that point must make a Dexterity At Higher Levels. When you cast this spell using
saving throw. A creature takes 3d10 lightning a spell slot of 2nd level or higher, the maximum
damage on a failed save, or half as much damage weight of objects that you can target with this spell
on a successful one. On each of your turns until the increases by 5 pounds, and the damage increases
spell ends, you can use your action to call down by 1d8, for each slot level above 1st.
lightning in this way again, targeting the same point
or a different one.
If you are outdoors in stormy conditions when
Catnap
3rd-level enchantment
you cast this spell, the spell gives you control over
the existing storm instead of creating a new one. Casting Time: 1 action
Under such conditions, the spell’s damage Range: 30 feet
increases by 1d10. Components: S, M (a pinch of sand)
At Higher Levels. When you cast this spell using Duration: 10 minutes
a spell slot of 4th or higher level, the damage
increases by 1d10 for each slot level above 3rd. You make a calming gesture, and up to three
willing creatures of your choice that you can see
within range fall unconscious for the spell’s
Calm Emotions duration. The spell ends on a target early if it takes
2nd-level enchantment damage or someone uses an action to shake or slap
Casting Time: 1 action it awake. If a target remains unconscious for the
Range: 60 feet full duration, that target gains the benefit of a short
Components: V, S rest, even if it has already taken two short rests that
day, but it is then immune to this spell until it
Duration: Concentration, up to 1 minute finishes a long rest.
You attempt to suppress strong emotions in a At Higher Levels. When you cast this spell using
group of people. Each humanoid in a 20-foot-radius a spell slot of 4th level or higher, you can target one
sphere centered on a point you choose within range additional willing creature for each slot level above
must make a Charisma saving throw; a creature 3rd.
can choose to fail this saving throw if it wishes. If a
creature fails its saving throw, choose one of the
following two effects.
You can suppress any effect causing a target to be
charmed or frightened. When this spell ends, any
suppressed effect resumes, provided that its
duration has not expired in the meantime.
Alternatively, you can make a target indifferent
about creatures of your choice that it is hostile
toward. This indifference ends if the target is
attacked or harmed by a spell or if it witnesses any
of its friends being harmed. When the spell ends,
the creature becomes hostile again, unless the DM
rules otherwise.
325
Cause Fear Ceremony
1st-level necromancy 1st-level abjuration (ritual)
Casting Time: 1 action Casting Time: 1 hour
Range: 60 feet Range: Touch
Components: V Components: V, S, M (25 ct worth of powdered
Duration: Concentration, up to 1 minute silver, which the spell consumes)
You awaken the sense of mortality in one creature Duration: Instantaneous
you can see within range. A construct or an undead You perform a special religious ceremony that is
is immune to this effect. The target must succeed infused with magic. When you cast the spell,
on a Wisdom saving throw or become frightened of choose one of the following rites, the target of
you until the spell ends. The frightened target can which must be within 10 feet of you throughout the
repeat the saving throw at the end of each of its casting.
turns, ending the effect on itself on a success. Atonement. You touch one willing creature
At Higher Levels. When you cast this spell using whose alignment has changed, and you make a DC
a spell slot of 2nd level or higher, you can target 20 Wisdom (Insight) check. On a successful check,
one additional creature for each slot level above you restore the target to its original alignment.
1st. The creatures must be within 30 feet of each Charge Water. You touch one vial of water and
other when you target them. cause it to become arcanic water.
Coming of Age. You touch one humanoid who is
Caustic Bile a young adult. For the next 24 hours, whenever the
target makes an ability check, it can roll a d4 and
1st-level evocation
add the number rolled to the ability check. A
Casting Time: 1 action creature can benefit from this rite only once.
Range: Self (30-foot line) Dedication. You touch one humanoid who
Components: V, S, M (a bit of rotten food) wishes to be dedicated to your Sorcerer-King’s
Duration: Concentration, up to 1 minute service. For the next 24 hours, whenever the target
makes a saving throw, it can roll a d4 and add the
A stream of acid emanates from you in a line 30 number rolled to the save. A creature can benefit
feet long and 5 feet wide in a direction you choose. from this rite only once.
Each creature in the line must succeed on a Funeral Rite. You touch one corpse, and for the
Dexterity saving throw or be covered in acid for the next 7 days, the target can’t become undead by any
spell’s duration or until a creature uses its action to means short of a wish spell.
scrape or wash the acid off itself or another Wedding. You touch adult humanoids willing to
creature. A creature covered in the acid takes 2d4 be bonded together in marriage. For the next 7
acid damage at the start of each of its turns. days, each target gains a +2 bonus to AC while they
At Higher Levels. When you cast this spell using are within 30 feet of each other. A creature can
a spell slot of 2nd level or higher, the damage benefit from this rite again only if widowed.
increases by 2d4 for each slot level above 1st.
326
Chain Lightning Charm Person
6th-level evocation 1st-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 30 feet
Components: V, S, M (a bit of fur; a piece of amber, Components: V, S
glass, or a crystal rod; and three silver pins) Duration: 1 hour
Duration: Instantaneous You attempt to charm a humanoid you can see
You create a bolt of lightning that arcs toward a within range. It must make a Wisdom saving throw,
target of your choice that you can see within range. and does so with advantage if you or your
Three bolts then leap from that target to as many companions are fighting it. If it fails the saving
as three other targets, each of which must be throw, it is charmed by you until the spell ends or
within 30 feet of the first target. A target can be a until you or your companions do anything harmful
creature or an object and can be targeted by only to it. The charmed creature regards you as a
one of the bolts. friendly acquaintance. When the spell ends, the
Each target must make a Dexterity saving throw. creature knows it was charmed by you.
The target takes 10d8 lightning damage on a failed At Higher Levels. When you cast this spell using
save, or half as much damage on a successful one. a spell slot of 2nd level or higher, you can target
At Higher Levels. When you cast this spell using one additional creature for each slot level above
a spell slot of 7th level or higher, one additional 1st. The creatures must be within 30 feet of each
bolt leaps from the first target to another target for other when you target them.
each slot level above 6th.
Chill Touch
Charm Monster Necromancy cantrip
4th-level enchantment Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: 30 feet Components: V, S
Components: V, S Duration: 1 round
Duration: 1 hour You create a ghostly, skeletal hand in the space of a
You attempt to charm a creature you can see within creature within range. Make a ranged spell attack
range. It must make a Wisdom saving throw, and it against the creature to assail it with the chill of the
does so with advantage if you or your companions grave. On a hit, the target takes 1d8 necrotic
are fighting it. If it fails the saving throw, it is damage, and it can’t regain hit points until the start
charmed by you until the spell ends or until you or of your next turn. Until then, the hand clings to the
your companions do anything harmful to it. The target. If you hit an undead target, it also has
charmed creature is friendly to you. When the spell disadvantage on attack rolls against you until the
ends, the creature knows it was charmed by you. end of your next turn.
At Higher Levels. When you cast this spell using At Higher Levels. This spell’s damage increases
a spell slot of 5th level or higher, you can target one by 1d8 when you reach 5th level (2d8), 11th level
additional creature for each slot level above 4th. (3d8), and 17th level (4d8).
The creatures must be within 30 feet of each other
when you target them. Chromatic Orb
1st-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50
ct)
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a
creature that you can see within range. You choose
acid, cold, fire, lightning, poison, or thunder for the
type of orb you create, and then make a ranged
spell attack against the target. If the attack hits, the
creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the damage
increases by 1d8 for each slot level above 1st.
327
Circle of Death Clone
6th-level necromancy 8th-level necromancy
Casting Time: 1 action Casting Time: 1 hour
Range: 150 feet Range: Touch
Components: V, S, M (the powder of a crushed Components: V, S, M (a diamond worth at least
black pearl worth at least 500 ct) 1,000 ct and at least 1 cubic inch of flesh of the
Duration: Instantaneous creature that is to be cloned, which the spell
A sphere of negative energy ripples out in a 60-foot- consumes, and a vessel worth at least 2,000 ct
radius sphere from a point within range. Each that has a sealable lid and is large enough to hold
creature in that area must make a Constitution the creature being cloned, such as a huge urn,
saving throw. A target takes 8d6 necrotic damage coffin, mud-filled cyst in the ground, or crystal
on a failed save, or half as much damage on a container filled with salt water)
successful one. Duration: Instantaneous
At Higher Levels. When you cast this spell using This spell grows an inert duplicate of a living
a spell slot of 7th level or higher, the damage creature as a safeguard against death. This clone
increases by 2d6 for each slot level above 6th. forms inside the vessel used in the spell’s casting
and grows to full size and maturity after 120 days;
Circle of Power you can also choose to have the clone be a younger
5th-level abjuration version of the same creature. It remains inert and
endures indefinitely, as long as its vessel remains
Casting Time: 1 action undisturbed.
Range: Self (30-foot radius) At any time after the clone matures, if the original
Components: V creature dies, its soul transfers to the clone,
Duration: Concentration, up to 10 minutes provided that the soul is free and willing to return.
Arcane energy radiates from you, distorting The clone is physically identical to the original
magical energy within 30 feet. Until the spell ends, and has the same personality, memories, and
the sphere moves with you, centered on you. For abilities, but none of the original’s equipment. The
the duration, each friendly creature in the area original creature’s physical remains, if they still
(including you) has advantage on saving throws exist, become inert and can’t thereafter be restored
against spells, psionic powers, and other magical to life, since the creature’s soul is elsewhere.
effects. Additionally, when an affected creature
succeeds on a saving throw to take only half Cloud of Daggers
damage against a spell, psionic power, or magical 2nd-level conjuration
effect, it instead takes no damage if it succeeds on
the saving throw. Casting Time: 1 action
Range: 60 feet
Clairvoyance Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute
3rd-level divination
You fill the air with spinning daggers in a cube 5
Casting Time: 10 minutes feet on each side, centered on a point you choose
Range: 1 mile within range. A creature takes 4d4 slashing
Components: V, S, M (a focus worth at least 100 damage when it enters the spell’s area for the first
ct, such as a jeweled hearing horn or a glass eye) time on a turn or starts its turn there.
Duration: Concentration, up to 10 minutes At Higher Levels. When you cast this spell using
You create an invisible sensor within range in a a spell slot of 3rd level or higher, the damage
location familiar to you (a place you have visited or increases by 2d4 for each slot level above 2nd.
seen before) or in an obvious location that is
unfamiliar to you (such as behind a door, around a
corner, or in a grove of trees). The sensor remains
in place for the duration, and it can’t be attacked or
otherwise interacted with.
When you cast the spell, you choose seeing or
hearing. You can use the chosen sense through the
sensor as if you were in its space. As an action, you
can switch between seeing and hearing.
A creature that can see the sensor (such as a
creature benefiting from see invisibility or
truesight) sees a luminous, intangible orb about the
size of your fist.
328
Cloudkill Command
5th-level conjuration 1st-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S Components: V
Duration: Concentration, up to 10 minutes Duration: 1 round
You create a 20-foot-radius sphere of poisonous, You speak a one-word command to a creature you
yellow-green fog centered on a point you choose can see within range. The target must succeed on a
within range. The fog spreads around corners. It Wisdom saving throw or follow the command on its
lasts for the duration or until strong wind disperses next turn. The spell has no effect if the target is
the fog, ending the spell. Its area is heavily undead, if it doesn’t understand your language, or if
obscured. your command is directly harmful to it.
When a creature enters the spell’s area for the Some typical commands and their effects follow.
first time on a turn or starts its turn there, that You might issue a command other than one
creature must make a Constitution saving throw. described here. If you do so, the DM determines
The creature takes 5d8 poison damage on a failed how the target behaves. If the target is prevented
save, or half as much damage on a successful one. from following your command, the spell ends.
Creatures are affected even if they hold their breath Approach. The target moves toward you by the
or don’t need to breathe. shortest and most direct route, ending its turn if it
The fog moves 10 feet away from you at the start moves within 5 feet of you.
of each of your turns, rolling along the surface of Drop. The target drops whatever it is holding and
the ground. The vapors, being heavier than air, sink then ends its turn.
to the lowest level of the land, even pouring down Flee. The target spends its turn moving away
openings. from you by the fastest available means.
At Higher Levels. When you cast this spell using Grovel. The target falls prone and then ends its
a spell slot of 6th level or higher, the damage turn.
increases by 1d8 for each slot level above 5th. Halt. The target stays where it is and takes no
actions.
Color Spray At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can affect one
1st-level illusion additional creature for each slot level above 1st.
Casting Time: 1 action The creatures must be within 30 feet of each other
Range: Self (15-foot cone) when you target them.
Components: V, S, M (a pinch of powder or sand
that is colored red, yellow, and blue)
Duration: 1 round
A dazzling array of flashing, colored light springs
from your hand. Roll 6d10; the total is how many
hit points of creatures this spell can affect.
Creatures in a 15-foot cone originating from you
are affected in ascending order of their current hit
points (ignoring unconscious creatures and
creatures that can’t see).
Starting with the creature that has the lowest
current hit points, each creature affected by this
spell is blinded until the end of your next turn.
Subtract each creature’s hit points from the total
before moving on to the creature with the next
lowest hit points. A creature’s hit points must be
equal to or less than the remaining total for that
creature to be affected.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, roll an additional
2d10 for each slot level above 1st.
329
Commune Compelled Duel
5th-level divination (ritual) 1st-level enchantment
Casting Time: 1 minute Casting Time: 1 bonus action
Range: Self Range: 30 feet
Components: V, S, M (incense and a vial of arcanic Components: V
water, a symbol of the elements, or other focus) Duration: Concentration, up to 1 minute
Duration: 1 minute You attempt to compel a creature into a duel. One
You contact your Sorcerer-King, elemental, or creature that you can see within range must make a
another suitably powerful being and inquire about Wisdom saving throw. On a failed save, the
the mysteries before you. This communion can creature is drawn to you, compelled by your
strain or even break your mind. When you cast this magical demand. For the duration, it has
spell, make a DC 15 Intelligence saving throw. On disadvantage on attack rolls against creatures other
a failure, you take 6d6 psychic damage and are than you, and must make a Wisdom saving throw
insane until you finish a long rest. While insane, each time it attempts to move to a space that is
you can’t take actions, can’t understand what other more than 30 feet away from you; if it succeeds on
creatures say, can’t read, and speak only in this saving throw, this spell doesn’t restrict the
gibberish. A greater restoration spell cast on you target’s movement for that turn.
ends this effect. The spell ends if you attack any other creature, if
On a successful save, you can ask the entity up to you cast a spell that targets a hostile creature other
five questions. You must ask your questions before than the target, if a creature friendly to you
the spell ends. The DM answers each question with damages the target or casts a harmful spell on it, or
one word, such as “yes,” “no,” “maybe,” “never,” if you end your turn more than 30 feet away from
“irrelevant,” or “unclear” (if the entity doesn’t know the target.
the answer to the question). If a one-word answer
would be misleading, the DM might instead offer a
short phrase as an answer.
Comprehend Languages
1st-level divination (ritual)
If you cast the spell twice or more before your
next long rest, there is a cumulative 25 percent Casting Time: 1 action
chance for each casting after the first that you get Range: Self
no answer. The DM makes this roll in secret. Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
Commune with Nature For the duration, you understand the literal
5th-level divination (ritual) meaning of any spoken language that you hear. You
Casting Time: 1 minute also understand any written language that you see,
but you must be touching the surface on which the
Range: Self
words are written. It takes about 1 minute to read
Components: V, S
one page of text.
Duration: Instantaneous This spell doesn’t decode secret messages in a
You briefly become one with nature and gain text or a glyph, such as an arcane sigil, that isn’t
knowledge of your surroundings. In the outdoors, part of a written language.
the spell gives you knowledge of the land within 3
miles of you. In natural underground settings like
caves, the radius is limited to 300 feet. The spell
Cone of Cold
5th-level evocation
doesn’t function where nature has been replaced by
construction, such as in dungeons and towns. Casting Time: 1 action
You instantly gain knowledge of up to three facts Range: Self (60-foot cone)
of your choice about any of the following subjects Components: V, S, M (a small crystal or glass
as they relate to the area: cone)
Duration: Instantaneous
terrain and bodies of water
prevalent plants, minerals, animals, or peoples A blast of cold air erupts from your hands. Each
powerful aberrations, beasts, fey, elementals, creature in a 60-foot cone must make a
monstrosities, or undead Constitution saving throw. A creature takes 8d8
influence from other planes of existence cold damage on a failed save, or half as much
damage on a successful one. A creature killed by
buildings this spell becomes a frozen statue until it thaws.
For example, you could determine the location of At Higher Levels. When you cast this spell using
powerful undead in the area, the location of major a spell slot of 6th level or higher, the damage
sources of safe drinking water, and the location of increases by 1d8 for each slot level above 5th.
any nearby towns.
330
Confusion Conjure Barrage
4th-level enchantment 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: Self (60-foot cone)
Components: V, S, M (three nut shells) Components: V, S, M (one piece of ammunition or
Duration: Concentration, up to 1 minute a thrown weapon)
This spell assaults and twists creatures’ minds, Duration: Instantaneous
spawning delusions and provoking uncontrolled You throw a nonmagical weapon or fire a piece of
action. Each creature in a 10-foot-radius sphere nonmagical ammunition into the air to create a
centered on a point you choose within range must cone of identical weapons that shoot forward and
succeed on a Wisdom saving throw when you cast then disappear. Each creature in a 60-foot cone
this spell or be affected by it. must succeed on a Dexterity saving throw. A
An affected target can’t take reactions and must creature takes 3d8 damage on a failed save, or half
roll a d10 at the start of each of its turns to as much damage on a successful one. The damage
determine its behavior for that turn. type is the same as that of the weapon or
ammunition used as a component.
d10
Behavior
Conjure Volley
5th-level conjuration
1 The creature uses all its movement to move
in a random direction, determined by a d8. Casting Time: 1 action
The creature doesn’t take an action this turn. Range: 150 feet
2-6 The creature doesn’t move or take actions Components: V, S, M (one piece of ammunition or
this turn. one thrown weapon)
7-8 The creature uses its action to make a melee Duration: Instantaneous
attack against a random creature within its You fire a piece of nonmagical ammunition from a
reach. If there is no creature within its reach, ranged weapon or throw a nonmagical weapon into
the creature does nothing this turn. the air and choose a point within range. Hundreds
9-10 The creature can act and move normally. of duplicates of the ammunition or weapon fall in a
volley from above and then disappear. Each
creature in a 40-foot-radius, 20-foot-high cylinder
centered on that point must make a Dexterity
At the end of each of its turns, an affected target saving throw. A creature takes 8d8 damage on a
can make a Wisdom saving throw. If it succeeds, failed save, or half as much damage on a successful
this effect ends for that target.
one. The damage type is the same as that of the
At Higher Levels. When you cast this spell using
ammunition or weapon.
a spell slot of 5th level or higher, the radius of the
sphere increases by 5 feet for each level above 4th.
Contagion Contingency
5th-level necromancy 6th-level evocation
Casting Time: 1 action Casting Time: 10 minutes
Range: Touch Range: Self
Components: V, S Components: V, S, M (a statuette of yourself carved
Duration: 7 days from ivory and decorated with gems worth at
Your touch inflicts disease. Make a melee spell least 1,500 ct)
attack against a creature within your reach. On a Duration: 10 days
hit, the target is poisoned. Choose a spell of 5th level or lower that you can
At the end of each of the poisoned target’s turns, cast, that has a casting time of 1 action, and that
the target must make a Constitution saving throw. can target you. You cast that spell—called the
If the target succeeds on three of these saving contingent spell—as part of casting contingency,
throws, it is no longer poisoned, and the spell ends. expending spell slots for both, but the contingent
If the target fails three of these saves, the target is spell doesn’t come into effect. Instead, it takes
no longer poisoned, but choose one of the diseases effect when a certain circumstance occurs. You
below. The target is subjected to the chosen describe that circumstance when you cast the two
disease for the spell’s duration. spells. For example, a contingency cast with water
Since this spell induces a natural disease in its breathing might stipulate that water breathing
target, any effect that removes a disease or comes into effect when you are engulfed in water or
otherwise ameliorates a disease’s effects apply to it. a similar liquid.
Blinding Sickness. Pain grips the creature’s The contingent spell takes effect immediately
mind, and its eyes turn milky white. The creature after the circumstance is met for the first time,
has disadvantage on Wisdom checks and Wisdom whether or not you want it to, and then contingency
saving throws and is blinded. ends.
Filth Fever. A raging fever sweeps through the The contingent spell takes effect only on you,
creature’s body. The creature has disadvantage on even if it can normally target others. You can use
Strength checks, Strength saving throws, and only one contingency spell at a time. If you cast this
attack rolls that use Strength. spell again, the effect of another contingency spell
Flesh Rot. The creature’s flesh decays. The on you ends. Also, contingency ends on you if its
creature has disadvantage on Charisma checks and material component is ever not on your person.
vulnerability to all damage.
Mindfire. The creature’s mind becomes feverish.
The creature has disadvantage on Intelligence
Continual Flame
checks and Intelligence saving throws, and the 2nd-level evocation
creature behaves as if under the effects of the Casting Time: 1 action
confusion spell during combat. Range: Touch
Seizure. The creature is overcome with shaking. Components: V, S, M (ruby dust worth 50 ct, which
The creature has disadvantage on Dexterity checks, the spell consumes)
Dexterity saving throws, and attack rolls that use Duration: Until dispelled
Dexterity.
Slimy Doom. The creature begins to bleed A flame, equivalent in brightness to a torch, springs
uncontrollably. The creature has disadvantage on forth from an object that you touch. The effect looks
Constitution checks and Constitution saving like a regular flame, but it creates no heat and
throws. In addition, whenever the creature takes doesn’t use oxygen. A continual flame can be
damage, it is stunned until the end of its next turn. covered or hidden but not smothered or quenched.
332
Control Flames Control Water
Transmutation cantrip 4th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 300 feet
Components: S Components: V, S, M (a dust mote and water drop)
Duration: Instantaneous or 1 hour (see below) Duration: Concentration, up to 10 minutes
You choose a nonmagical flame that you can see Until the spell ends, you control any freestanding
within range and that fits within a 5-foot cube. You water or silt inside a an area of up to 100 cubic feet.
affect it in one of the following ways: Choose one of the following effects when you cast
this spell. As an action on your turn, you can repeat
You instantaneously expand the flame 5 feet in the same effect or choose a different one.
one direction, provided that wood or other fuel is Flood. You cause the level of all standing water
present in the new location. or silt in the area to rise by as much as 20 feet. If
You instantaneously extinguish the flames the area includes a shore, the flooding water or silt
within the cube. spills over onto land. If you choose an area in a
You double or halve the area of bright light and large body of water or silt, you instead create a 20-
dim light cast by the flame, change its color, or foot tall wave that travels from one side of the area
both. The change lasts for 1 hour. to the other and then crashes down. Any Huge or
You cause simple shapes—such as the vague smaller vehicles in the wave’s path are carried with
to the other side and have a 25 percent chance of
form of a creature, an inanimate object, or a
capsizing. The water or silt level remains elevated
location—to appear within the flames and until the spell ends or you choose a different effect.
animate as you like. The shapes last for 1 hour. If this effect produced a wave, the wave repeats on
If you cast this spell multiple times, you can have the start of your next turn while the flood lasts.
up to three non-instantaneous effects created by it Part Water. You cause water or silt in the area to
active at a time, and you can dismiss such an effect move apart and create a trench. The trench extends
as an action. across the spell’s area, and the separated water or
silt forms a wall to either side. The trench remains
until the spell ends or you choose a different effect.
The water or silt then slowly fills in the trench over
the next round until the normal level is restored.
Redirect Flow. You cause flowing water or silt in
the area to move in a direction you choose, even if
the water or silt has to flow over obstacles, up
walls, or in other unlikely directions. The water or
silt continues to move in the direction you chose
until the spell ends or you choose a different effect.
Once it moves beyond the spell’s area, it resumes
its flow based on the terrain conditions.
Whirlpool. This effect requires a body of water or
silt at least 50 feet square and 25 feet deep. You
cause a whirlpool to form in the center of the area.
The whirlpool is 5 feet wide at the base, up to 50
feet wide at the top, and 25 feet tall. Any creature
or object in the water or silt within 25 feet of the
vortex is pulled 10 feet toward it. A creature can
swim away from the vortex by making a Strength
(Athletics) check against your spell save DC. If the
whirlpool is in silt, increase this DC by 2.
When a creature enters the vortex for the first
time on a turn or starts its turn there, it must make
a Strength saving throw. On a failed save, the
creature takes 2d8 bludgeoning damage and is
caught until the spell ends. On a successful save,
the creature takes half damage and swims free. A
creature caught in the vortex can use its action to
try to swim away with disadvantage on the
Strength (Athletics) check to do so.
Objects entering the vortex take 2d8 bludgeoning
damage, which repeats each round they remain.
333
Control Weather Control Winds
8th-level transmutation 5th-level transmutation
Casting Time: 10 minutes Casting Time: 1 action
Range: Self (5-mile radius) Range: 300 feet
Components: V, S, M (burning incense and bits of Components: V, S
earth and wood mixed in water) Duration: Concentration, up to 1 hour
Duration: Concentration, up to 8 hours You take control of the air in a 100-foot cube that
You take control of the weather within 5 miles of you can see within range. Choose one of the
you for the duration. You must be outdoors to cast following effects when you cast the spell. The effect
this spell. Moving to a place where you don’t have a lasts for the spell’s duration, unless you use your
clear path to the sky ends the spell early. action on a later turn to switch to a different effect.
When you cast the spell, you change the current You can also use your action to temporarily halt the
weather conditions, which are determined by the effect or to restart one you’ve halted.
DM based on the climate and season. You can Gusts. A wind picks up within the cube,
change precipitation, temperature, and wind. It continually blowing in a horizontal direction you
takes 1d4 × 10 minutes for the new conditions to designate. You choose the intensity of the wind:
take effect. Once they do so, you can change the calm, moderate, or strong. If the wind is moderate
conditions again. When the spell ends, the weather or strong, ranged weapon attacks that enter or
gradually returns to normal. When you change the leave the cube or pass through it have disadvantage
weather conditions, find a current condition on the on their attack rolls. If the wind is strong, any
following table and change its stage by one, up or creature moving against the wind must spend 1
down. When changing the wind, you can change its extra foot of movement for each foot moved.
direction. Downdraft. You cause a sustained blast of strong
wind to blow downward from the top of the cube.
Ranged weapon attacks that pass through the cube
Weather Conditions or that are made against targets within it have
disadvantage on their attack rolls. A creature must
Precipitation
make a Strength saving throw if it flies into the
Stage Behavior
cube for the first time on a turn or starts its turn
1 Clear there flying. On a failed save, the creature is
2 Light clouds knocked prone.
3 Overcast or ground fog Updraft. You cause a sustained updraft within
4 Rain, hail, or snow the cube, rising upward from the cube’s bottom
5 Torrential rain, hail, or blizzard edge. Creatures that end a fall within the cube take
only half damage from the fall. When a creature in
Temperature the cube makes a vertical jump, the creature can
Stage Behavior jump up to 10 feet higher than normal.
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold
Wind
Stage Behavior
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm
334
Conversion
5th level abjuration
Casting Time: 1 hour
Range: Touch
Components: V, S, M (Burning incense, along with
various rare plants and herbs worth at least 500
Cp, which the spell consumes)
Duration: Instantaneous
This spell removes the burden of acts of defiling
from an arcane spellcaster. The caster’s Druid level
must be equal to or higher than the target’s arcane
spellcaster level.
If the defiler seeking atonement is truly repentant
and desires setting right their destruction of plant
life, the spell causes the following effects:
335
Cordon of Arrows Create Bonfire
2nd-level transmutation Conjuration cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 5 feet Range: 60 feet
Components: V, S, M (four or more arrows or Components: V, S
bolts) Duration: Concentration, up to 1 minute
Duration: 8 hours You create a bonfire on solid ground that you can
You plant four pieces of nonmagical ammunition— see within range. Until the spell ends, the magic
arrows or crossbow bolts—in the ground within bonfire fills a 5-foot cube. Any creature in the
range and lay magic upon them to protect an area. bonfire’s space when you cast the spell must
Until the spell ends, whenever a creature other succeed on a Dexterity saving throw or take 1d8
than you comes within 30 feet of the ammunition fire damage. A creature must also make the saving
for the first time on a turn or ends its turn there, throw when it moves into the bonfire’s space for
one piece of ammunition flies up to strike it. The the first time on a turn or ends its turn there.
creature must succeed on a Dexterity saving throw The bonfire ignites flammable objects in its area
or take 1d6 piercing damage. The piece of that aren’t being worn or carried.
ammunition is then destroyed. The spell ends when At Higher Levels. The spell’s damage increases
no ammunition remains. by 1d8 when you reach 5th level (2d8), 11th level
When you cast this spell, you can designate any (3d8), and 17th level (4d8).
number of creatures you choose, and the spell
ignores them.
At Higher Levels. When you cast this spell using
Create Food and Water
3rd-level conjuration
a spell slot of 3rd level or higher, the amount of
ammunition that can be affected increases by two Casting Time: 1 action
for each slot level above 2nd. Range: 30 feet
Components: V, S
Counterspell Duration: Instantaneous
3rd-level abjuration You create three pounds of food and one and a half
Casting Time: 1 reaction, which you take when you gallons of water on the ground or in containers
within range, enough to sustain up to 3 humanoids
see a creature within 60 feet of you casting a
at half water rations for 24 hours. The food is bland
spell
but nourishing, and spoils if uneaten after 24 hours.
Range: 60 feet The water is clean and doesn’t go bad.
Components: S At Higher Levels. When you cast this spell using
Duration: Instantaneous a spell slot of 4th level or higher, you create an
You attempt to interrupt a creature in the process additional half gallon of water and 3 additional
of casting a spell. If the creature is casting a spell of pounds of food for each slot level above 3rd.
3rd level or lower, its spell fails and has no effect. If
it is casting a spell of 4th level or higher, make an
ability check using your spellcasting ability. The DC
equals 10 + the spell’s level. On a success, the
creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the interrupted
spell has no effect if its level is less than or equal to
the level of the spell slot you used.
Create Homunculus Create Undead
6th-level transmutation 6th-level necromancy
Casting Time: 1 hour Casting Time: 1 minute
Range: Touch Range: 10 feet
Components: V, S, M (clay, ash, and mandrake Components: V, S, M (one clay pot filled with grave
root, all of which the spell consumes, and a jewel- dirt, one clay pot filled with brackish water, and
encrusted dagger worth at least 1,000 ct) one 150 ct black onyx stone for each corpse)
Duration: Instantaneous Duration: Instantaneous
While speaking an intricate incantation, you cut You can cast this spell only at night. Choose up to
yourself with a jewel-encrusted dagger, taking 2d4 three corpses of Medium or Small humanoids
piercing damage that can’t be reduced in any way. within range. Each corpse becomes a ghoul under
You then place a bloody hand onto the spell’s other your control. (The Athasian Bestiary has statistics
components, transforming them into a special for these creatures.)
construct called a homunculus. As a bonus action on each of your turns, you can
The statistics of the homunculus are in the mentally command any creature you animated with
Athasian Bestiary. It is your faithful companion, this spell if the creature is within 120 feet of you (if
and it dies if you die. Whenever you finish a long you control multiple creatures, you can command
rest, you can spend up to half your Hit Dice if the any or all of them at the same time, issuing the
homunculus is on the same plane of existence as same command to each one). You decide what
you. When you do so, roll each die and add your action the creature will take and where it will move
Constitution modifier to it. Your hit point maximum during its next turn, or you can issue a general
is reduced by the total, and the homunculus’s hit command, such as to guard a particular chamber
point maximum and current hit points are both or corridor. If you issue no commands, the creature
increased by it. This process can reduce you to no only defends itself against hostile creatures. Once
lower than 1 hit point. and the change to your and given an order, the creature continues to follow it
the homunculus’s hit points ends when you finish until its task is complete.
your next long rest. The reduction to your hit point The creature is under your control for 24 hours,
maximum can’t be removed by any means before after which it stops obeying any command you have
then, except by the homunculus‘s death. given it. To maintain control of the creature for
You can have only one homunculus at a time. If another 24 hours, you must cast this spell on the
you cast this spell while your homunculus lives, the creature before the current 24-hour period ends.
spell fails. This use of the spell reasserts your control over up
to three creatures you have animated with this
Create or Destroy Water spell, rather than animating new ones.
At Higher Levels. When you cast this spell using
1st-level transmutation
a 7th-level spell slot, you can animate or reassert
Casting Time: 1 action control over four ghouls. When you cast this spell
Range: 30 feet using an 8th-level spell slot, you can animate or
Components: V, S, M (a drop of water if creating reassert control over five ghouls or two ghasts or
water or a few grains of sand if destroying it) wights. When you cast this spell using a 9th-level
Duration: Instantaneous spell slot, you can animate or reassert control over
six ghouls, three ghasts or wights, or two
You either create or destroy water. mummies.
Create Water. You create up to a half gallon of
clean water within range in an open container.
Alternatively, the water falls as rain in a 2-foot cube
within range, extinguishing exposed flames in the
area.
Destroy Water. You destroy up to 10 gallons of
water in an open container within range.
Alternatively, you destroy fog in a 30-foot cube
within range.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you create an
additional half gallon of water, increase the size of
the rain cube by 2 feet, or destroy an additional 10
gallons of water for each slot level above 1st.
337
Creation Crown of Stars
5th-level illusion 7th-level evocation
Casting Time: 1 minute Casting Time: 1 action
Range: 30 feet Range: Self
Components: V, S, M (a tiny piece of matter of the Components: V, S
same type of the item you plan to create) Duration: 1 hour
Duration: Special Seven star-like motes of light appear and orbit your
You pull wisps of shadow from the Gray to create a head until the spell ends. You can use a bonus
nonliving object of vegetable matter within range: action to send one of the motes streaking toward
soft goods, rope, wood, or something similar. You one creature or object within 120 feet of you. When
can also use this spell to create mineral objects you do so, make a ranged spell attack. On a hit the
such as stone, crystal, or metal. The object created target takes 4d12 radiant damage. Whether you hit
must be no larger than a 5-foot cube, and the object or miss, the mote is expended. The spell ends early
must be of a form and material that you have seen if you expend the last mote.
before. If you have four or more motes remaining, they
The duration depends on the object’s material. If shed bright light in a 30-foot radius and dim light
the object is composed of multiple materials, use for an additional 30 feet. If you have one to three
the shortest duration. motes remaining, they shed dim light in a 30-foot
radius.
At Higher Levels. When you cast this spell using
Material Duration a spell slot of 8th level or higher, the number of
Vegetable matter 1 day motes created increases by two for each slot level
Stone or crystal 12 hours above 7th.
Gems 1 hour
Precious metals 10 minutes Crusader’s Mantle
Adamantine or mithral 1 minute 3rd-level evocation
Casting Time: 1 action
Range: Self
Using any material created by this spell as Components: V
another spell’s material component causes that Duration: Concentration, up to 1 minute
spell to fail.
At Higher Levels. When you cast this spell using Holy power radiates from you in an aura with a 30-
a spell slot of 6th level or higher, the cube increases foot radius, awakening boldness in friendly
by 5 feet for each slot level above 5th. creatures. Until the spell ends, the aura moves with
you, centered on you. While in the aura, each
nonhostile creature in the aura (including you)
Crown of Madness deals an extra 1d4 radiant damage when it hits
2nd-level enchantment with a weapon attack.
Casting Time: 1 action
Range: 120 feet Cure Wounds
Components: V, S 1st-level evocation
Duration: Concentration, up to 1 minute Casting Time: 1 action
One humanoid of your choice that you can see Range: Touch
within range must succeed on a Wisdom saving Components: V, S
throw or become charmed by you for the duration. Duration: Instantaneous
While the target is charmed in this way, a twisted
crown of jagged iron appears on its head, and a A creature you touch regains a number of hit points
madness glows in its eyes. equal to 1d8 + your spellcasting ability modifier.
The charmed target must use its action before This spell has no effect on undead or constructs.
moving on each of its turns to make a melee attack At Higher Levels. When you cast this spell using
against a creature other than itself that you a spell slot of 2nd level or higher, the healing
mentally choose. The target can act normally on its increases by 1d8 for each slot level above 1st.
turn if you choose no creature or if none are within
its reach.
On your subsequent turns, you must use your
action to maintain control over the target, or the
spell ends. Also, the target can make a Wisdom
saving throw at the end of each of its turns. On a
success, the spell ends.
338
Dancing Lights Darkness
Evocation cantrip 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S, M (a bit of phosphorus or Components: V, M (bat fur and a drop of pitch or
wychwood, or a glowworm) piece of coal)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You create up to four torch-sized lights within Magical darkness spreads from a point you choose
range, making them appear as torches, lanterns, or within range to fill a 15-foot-radius sphere for the
glowing orbs that hover in the air for the duration. duration. The darkness spreads around corners. A
You can also combine the four lights into one creature with darkvision can’t see through this
glowing vaguely humanoid form of Medium size. darkness, and nonmagical light can’t illuminate it.
Whichever form you choose, each light sheds dim If the point you choose is on an object you are
light in a 10-foot radius. holding or one that isn’t being worn or carried, the
As a bonus action on your turn, you can move the darkness emanates from the object and moves with
lights up to 60 feet to a new spot within range. A it. Completely covering the source of the darkness
light must be within 20 feet of another light created with an opaque object, such as a bowl or a helm,
by this spell, and a light winks out if it exceeds the blocks the darkness.
spell’s range. If any of this spell’s area overlaps with an area of
light created by a spell of 2nd level or lower, the
Danse Macabre spell that created the light is dispelled.
5th-level necromancy
Casting Time: 1 action
Darkvision
2nd-level transmutation
Range: 60 feet
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 hour Range: Touch
Components: V, S, M (either a pinch of dried carrot
Threads of dark power leap from your fingers to
or an agate)
pierce up to five Small or Medium corpses you can
see within range. Each corpse immediately stands Duration: 8 hours
up and becomes undead. You decide whether it is a You touch a willing creature to grant it the ability to
zombie or a skeleton (the statistics for zombies and see in the dark. For the duration, that creature has
skeletons are in the Athasian Bestiary), and it gains darkvision out to a range of 60 feet.
a bonus to its attack and damage rolls equal to your
spellcasting ability modifier.
You can use a bonus action to mentally command
Dawn
the creatures you make with this spell, issuing the 5th-level evocation
same command to all of them. To receive the Casting Time: 1 action
command, a creature must be within 60 feet of you. Range: 60 feet
You decide what action the creatures will take and Components: V, S, M (a sunburst pendant worth at
where they will move during their next turn, or you least 100 ct)
can issue a general command, such as to guard a Duration: Concentration, up to 1 minute
chamber or passageway against your foes. if you
issue no commands, the creatures do nothing The light of dawn shines down on a location you
except defend themselves against hostile creatures. specify within range. Until the spell ends, a 30-foot-
Once given an order, the creatures continue to radius, 40-foot-high cylinder of bright light
follow it until their task is complete. glimmers there. This light is sunlight.
The creatures are under your control until the When the cylinder appears, each creature in it
spell ends, after which they become inanimate once must make a Constitution saving throw, taking
more. 4d10 radiant damage on a failed save, or half as
At Higher Levels. When you cast this spell using much damage on a successful one. A creature must
a spell slot of 6th level or higher, you animate up to also make this saving throw whenever it ends its
two additional corpses for each slot level above 5th. turn in the cylinder.
If you’re within 60 feet of the cylinder, you can
move it up to 60 feet as a bonus action on your
turn.
339
Daylight Delayed Blast Fireball
3rd-level evocation 7th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 150 feet
Components: V, S Components: V, S, M (a tiny ball of bat guano and
Duration: 1 hour sulfur)
A 60-foot-radius sphere of light spreads out from a Duration: Concentration, up to 1 minute
point you choose within range. The sphere is bright A beam of yellow light flashes from your pointing
light and sheds dim light for an additional 60 feet. finger, then condenses to linger at a chosen point
If you chose a point on an object you are holding within range as a glowing bead for the duration.
or one that isn’t being worn or carried, the light When the spell ends, either because your
shines from the object and moves with it. concentration is broken or because you decide to
Completely covering the affected object with an end it, the bead blossoms with a low roar into an
opaque object, such as a bowl or a helm, blocks the explosion of flame that spreads around corners.
light. Each creature in a 20-foot-radius sphere centered
If any of this spell’s area overlaps with an area of on that point must make a Dexterity saving throw.
darkness created by a spell of 3rd level or lower, A creature takes fire damage equal to the total
the spell that created the darkness is dispelled. accumulated damage on a failed save, or half as
much damage on a successful one.
Death Knell The spell’s base damage is 12d6. If at the end of
your turn the bead has not yet detonated, the
Necromancy cantrip
damage increases by 1d6.
Casting Time: 1 action If the glowing bead is touched before the interval
Range: 60 feet has expired, the creature touching it must make a
Components: V, S Dexterity saving throw. On a failed save, the spell
Duration: Instantaneous ends immediately, causing the bead to erupt in
flame. On a successful save, the creature can throw
You point at one creature you can see within range, the bead up to 40 feet. When it strikes a creature or
and the sound of a dolorous bell fills the air around a solid object, the spell ends, and the bead
it for a moment. The target must succeed on a explodes. The fire damages objects in the area and
Wisdom saving throw or take 1d8 necrotic damage. ignites flammable objects that aren’t being worn or
If the target is missing any of its hit points, it carried.
instead takes 1d12 necrotic damage. At Higher Levels. When you cast this spell using
At Higher Levels. The spell’s damage increases a spell slot of 8th level or higher, the base damage
by one die when you reach 5th level (2d8 or 2d12), increases by 1d6 for each slot level above 7th.
11th level (3d8 or 3d12), and 17th level (4d8 or
4d12).
Demiplane Detect Magic
8th-level conjuration 1st-level divination (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: S Components: V, S
Duration: 1 hour Duration: Concentration, up to 10 minutes
You create a shadowy door on a flat solid surface For the duration, you sense the presence of magic
that you can see within range. The door is large within 30 feet of you. If you sense magic in this
enough to allow Medium creatures to pass through way, you can use your action to see a faint aura
unhindered. When opened, the door leads to a around any visible creature or object in the area
demiplane that appears to be an empty room 30 that bears magic, and you learn its school of magic,
feet in each dimension, made of wood or stone. if any.
When the spell ends, the door disappears, and any The spell can penetrate most barriers, but it is
creatures or objects inside the demiplane remain blocked by 1 foot of stone, 1 inch of common metal,
trapped there, as the door also disappears from the a thin sheet of lead, or 3 feet of wood or dirt.
other side.
Each time you cast this spell, you can create a
new demiplane, or have the shadowy door connect
Detect Poison and Disease
1st-level divination (ritual)
to a demiplane you created with a previous casting
of this spell. Additionally, if you know the nature Casting Time: 1 action
and contents of a demiplane created by a casting of Range: Self
this spell by another creature, you can have the Components: V, S, M (a yew leaf)
shadowy door connect to its demiplane instead. Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and
Destructive Wave location of poisons, poisonous creatures, and
5th-level evocation diseases within 30 feet of you. You also identify the
Casting Time: 1 action kind of poison, poisonous creature, or disease in
Range: Self (30-foot radius) each case. The spell can penetrate most barriers,
but it is blocked by 1 foot of stone, 1 inch of
Components: V
common metal, a thin sheet of lead, or 3 feet of
Duration: Instantaneous
wood or dirt.
You strike the ground, creating a burst of divine
energy that ripples outward from you. Each
creature you choose within 30 feet of you must
Detect the Supernatural
1st-level divination
succeed on a Constitution saving throw or take 5d6
thunder damage, as well as 5d6 radiant or necrotic Casting Time: 1 action
damage (your choice), and be knocked prone. A Range: Self
creature that succeeds on its saving throw takes Components: V, S
half as much damage and isn’t knocked prone. Duration: Concentration, up to 10 minutes
For the duration, you know if there is an aberration,
celestial, elemental, fey, fiend, or undead within 30
feet of you, as well as where the creature is located.
Similarly, you know if there is a place or object
within 30 feet of you that has been magically
consecrated or desecrated.
The spell can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common metal,
a thin sheet of lead, or 3 feet of wood or dirt.
341
Detect Thoughts Dimension Door
2nd-level divination 4th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 500 feet
Components: V, S, M (a copper piece) Components: V
Duration: Concentration, up to 1 minute Duration: Instantaneous
For the duration, you can read the thoughts of You teleport yourself from your current location to
certain creatures. When you cast the spell and as any other spot within range. You arrive at exactly
your action on each turn until the spell ends, you the spot desired. It can be a place you can see, one
can focus your mind on any one creature that you you can visualize, or one you can describe by
can see within 30 feet of you. If the creature you stating distance and direction, such as “200 feet
choose has an Intelligence of 3 or lower or doesn’t straight downward” or “upward to the northwest at
speak any language, the creature is unaffected. a 45-degree angle, 300 feet.”
You initially learn the surface thoughts of the You can bring along objects as long as their
creature—what is most on its mind in that moment. weight doesn’t exceed what you can carry. You can
As an action, you can either shift your attention to also bring one willing creature of your size or
another creature’s thoughts or attempt to probe smaller who is carrying gear up to its carrying
deeper into the same creature’s mind. If you probe capacity. The creature must be within 5 feet of you
deeper, the target must make a Wisdom saving when you cast this spell.
throw. If it fails, you gain insight into its reasoning If you would arrive in a place already occupied by
(if any), its emotional state, and something that an object or a creature, you and any creature
looms large in its mind (such as something it traveling with you each take 4d6 force damage, and
worries over, loves, or hates). If it succeeds, the the spell fails to teleport you.
spell ends. Either way, the target knows that you
are probing into its mind, and unless you shift your
attention to another creature’s thoughts, the
Disguise Self
1st-level illusion
creature can use its action on its turn to make an
Intelligence check contested by your Intelligence Casting Time: 1 action
check; if it succeeds, the spell ends. Questions Range: Self
verbally directed at the target creature naturally Components: V, S
shape the course of its thoughts, so this spell is Duration: 1 hour
particularly effective as part of an interrogation.
You can also use this spell to detect the presence You make yourself—including your clothing, armor,
of thinking creatures you can’t see. When you cast weapons, and other belongings on your person—
the spell or as your action during the duration, you look different until the spell ends or until you use
can search for thoughts within 30 feet of you. The your action to dismiss it. You can seem 1 foot
spell can penetrate barriers, but 2 feet of rock, 2 shorter or taller and can appear thin, fat, or in
inches of any metal other than lead, or a thin sheet between. You can’t change your body type, so you
of lead blocks you. You can’t detect a creature with must adopt a form that has the same basic
an Intelligence of 3 or lower or one that doesn’t arrangement of limbs. Otherwise, the extent of the
speak any language. illusion is up to you.
Once you detect the presence of a creature in this The changes wrought by this spell fail to hold up
way, you can read its thoughts for the rest of the to physical inspection. For example, if you use this
duration as described above, even if you can’t see it, spell to add a hat to your outfit, objects pass
but it must still be within range. through the hat, and anyone who touches it would
feel nothing or would feel your head and hair. If you
use this spell to appear thinner than you are, the
hand of someone who reaches out to touch you
would bump into you while it was seemingly still in
midair.
To discern that you are disguised, a creature can
use its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check
against your spell save DC.
342
Disintegrate Dispel Magic
6th-level transmutation 3rd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S, M (a lodestone and a pinch of Components: V, S
dust) Duration: Instantaneous
Duration: Instantaneous Choose one creature, object, or magical effect
A thin green ray springs from your pointing finger within range. Any spell of 3rd level or lower on the
to a target that you can see within range. The target target ends. For each spell of 4th level or higher on
can be a creature, an object, or a creation of the target, make an ability check using your
magical force, such as the wall created by wall of spellcasting ability. The DC equals 10 + the spell’s
force. level. On a successful check, the spell ends.
A creature targeted by this spell must make a At Higher Levels. When you cast this spell using
Dexterity saving throw. On a failed save, the target a spell slot of 4th level or higher, you automatically
takes 10d6 + 40 force damage. The target is end the effects of a spell on the target if the spell’s
disintegrated if this damage leaves it with 0 hit level is equal to or less than the level of the spell
points. slot you used.
A disintegrated creature and everything it is
wearing and carrying, except magic items, are
reduced to a pile of fine gray dust. The creature can
Divination
4th-level divination (ritual)
be restored to life only by means of a true
resurrection or a wish spell. Casting Time: 1 action
This spell automatically disintegrates a Large or Range: Self
smaller nonmagical object or a creation of magical Components: V, S, M (incense and a sacrificial
force. If the target is a Huge or larger object or offering appropriate to your religion, together
creation of force, this spell disintegrates a 10-foot- worth at least 25 ct, which the spell consumes)
cube portion of it. A magic item is unaffected by Duration: Instantaneous
this spell.
At Higher Levels. When you cast this spell using Your magic and an offering put you in contact with
a spell slot of 7th level or higher, the damage a Sorcerer-King, their servants, or another suitably
increases by 3d6 for each slot level above 6th. powerful being. You ask a single question
concerning a specific goal, event, or activity to
Dispel the Supernatural occur within 7 days. The DM offers a truthful reply.
The reply might be a short phrase, a cryptic rhyme,
5th-level abjuration or an omen.
Casting Time: 1 action The spell doesn’t take into account any possible
Range: Self circumstances that might change the outcome,
Components: V, S, M (arcanic water or powdered such as the casting of additional spells or the loss
or gain of a companion.
silver and iron)
If you cast the spell two or more times before
Duration: Concentration, up to 1 minute
finishing your next long rest, there is a cumulative
Shimmering energy surrounds and protects you 25 percent chance for each casting after the first
from elementals, undead, and creatures originating that you get a random reading. The DM makes this
from beyond the Material Plane. For the duration, roll in secret.
celestials, elementals, fey, and undead have
disadvantage on attack rolls against you.
You can end the spell early by using either of the
Divine Favor
1st-level evocation
following special functions.
Break Enchantment. As your action, you can Casting Time: 1 bonus action
touch a creature you can reach that is charmed, Range: Self
frightened, or possessed by a celestial, an Components: V, S
elemental, a fey, a fiend, or an undead. That Duration: Concentration, up to 1 minute
creature is no longer charmed, frightened, or
possessed. Your prayer empowers you with divine radiance.
Dismissal. As your action, make a melee spell Until the spell ends, your weapon attacks deal an
attack against a celestial, an elemental, a fey, a extra 1d4 radiant damage on a hit.
fiend, or an undead you can reach. On a hit, the
creature must succeed on a Charisma saving throw
or be sent back to its home plane. Undead are sent
to the Gray, and fey become one with nature.
343
Divine Word Dominate Monster
7th-level evocation 8th-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 hour
You utter a divine word, imbued with the power of You attempt to beguile a creature that you can see
the Sorcerer-Kings. Choose any number of within range. It must succeed on a Wisdom saving
creatures you can see within range. Each creature throw or be charmed by you for the duration. If you
that can hear you must make a Charisma saving or creatures that are friendly to you are fighting it, it
throw. On a failed save, a creature suffers an effect has advantage on the saving throw.
based on its current hit points: While the creature is charmed, you have a
telepathic link with it as long as the two of you are
50 hit points or fewer: deafened for 1 minute on the same plane of existence. You can use this
40 hit points or fewer: deafened and blinded for telepathic link to issue commands to the creature
10 minutes while you are conscious (no action required), which
30 hit points or fewer: blinded, deafened, and it does its best to obey. You can specify a simple
stunned for 1 hour and general course of action, such as “Attack that
20 hit points or fewer: killed instantly creature,” “Run over there,” or “Fetch that object.”
If the creature completes the order and doesn’t
Regardless of its current hit points, a celestial, an receive further direction from you, it defends and
elemental, a fey, or a fiend that fails its save is preserves itself to the best of its ability.
forced back to its plane of origin (if it isn’t there You can use your action to take total and precise
already) and can’t return to your current plane for control of the target. Until the end of your next turn,
24 hours by any means short of a wish spell. the creature takes only the actions you choose, and
doesn’t do anything that you don’t allow it to do.
Dominate Beast During this time, you can also cause the creature to
use a reaction, but this requires you to use your
4th-level enchantment
own reaction as well.
Casting Time: 1 action Each time the target takes damage, it makes a
Range: 60 feet new Wisdom saving throw against the spell. If the
Components: V, S saving throw succeeds, the spell ends.
Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell with a
9th level spell slot, the duration is concentration, up
You attempt to beguile a beast that you can see to 8 hours.
within range. It must succeed on a Wisdom saving
throw, with advantage if you or your allies are
fighting it, or be charmed by you for the duration.
While the beast is charmed, you have a telepathic
link with it as long as the two of you are on the
same plane of existence. You can use this
telepathic link to issue commands to the creature
while you are conscious (no action required), which
it does its best to obey. You can specify a simple
and general course of action, such as “Attack that
creature,” or “Fetch that object.” If the creature
completes the order and doesn’t receive further
direction, it defends itself to the best of its ability.
You can use your action to take total and precise
control of the target. Until the end of your next turn,
the creature takes only the actions you choose, and
doesn’t do anything that you don’t allow. During
this time, you can use your own reaction to cause
the creature to use a reaction. Each time the target
takes damage, it can attempt to break the spell with
a new Wisdom saving throw.
At Higher Levels. When cast at 5th-level, the
duration is concentration, up to 10 minutes. When
cast at 6th-level, the duration is concentration, up
to 1 hour. When cast at 7th level or higher, the
duration is concentration, up to 8 hours.
344
Dominate Person Dream
5th-level enchantment 5th-level illusion
Casting Time: 1 action Casting Time: 1 minute
Range: 60 feet Range: Special
Components: V, S Components: V, S, M (a handful of sand, a dab of
Duration: Concentration, up to 1 minute ink, and a quill plucked from a sleeping bird)
You attempt to beguile a humanoid that you can Duration: 8 hours
see within range. It must succeed on a Wisdom This spell shapes a creature’s dreams. Choose a
saving throw or be charmed by you for the duration. creature known to you as the target of this spell.
If you or creatures that are friendly to you are The target must be on the same plane of existence
fighting it, it has advantage on the saving throw. as you. Creatures that don’t sleep, such as Thri-
While the target is charmed, you have a kreen, can’t be contacted by this spell. You, or a
telepathic link with it as long as the two of you are willing creature you touch, enter a trance state,
on the same plane of existence. You can use this acting as a messenger. While in the trance, the
telepathic link to issue commands to the creature messenger is aware of their surroundings, but can’t
while you are conscious (no action required), which take actions or move.
it does its best to obey. You can specify a simple If the target is asleep, the messenger appears in
and general course of action, such as “Attack that the target’s dreams and can converse with the
creature,” “Run over there,” or “Fetch that object.” target as long as it remains asleep, through the
If the creature completes the order and doesn’t duration of the spell. The messenger can also
receive further direction from you, it defends and shape the environment of the dream, creating
preserves itself to the best of its ability. landscapes, objects, and other images. The
You can use your action to take total and precise messenger can emerge from the trance at any time,
control of the target. Until the end of your next turn, ending the effect of the spell early. The target
the creature takes only the actions you choose, and recalls the dream perfectly upon waking. If the
doesn’t do anything that you don’t allow it to do. target is awake when you cast the spell, the
During this time you can also cause the creature to messenger knows it, and can either end the trance
use a reaction, but this requires you to use your (and the spell) or wait for the target to fall asleep, at
own reaction as well. which point the messenger appears in the target’s
Each time the target takes damage, it makes a dreams.
new Wisdom saving throw against the spell. If the You can make the messenger appear monstrous
saving throw succeeds, the spell ends. and terrifying to the target. If you do, the
At Higher Levels. When you cast this spell using messenger can deliver a message of no more than
a 6th-level spell slot, the duration is concentration, ten words and then the target must make a
up to 10 minutes. When you use a 7th-level spell Wisdom saving throw. On a failed save, echoes of
slot, the duration is concentration, up to 1 hour. the phantasmal monstrosity spawn a nightmare
When you use a spell slot of 8th level or higher, the that lasts the duration of the target’s sleep and
duration is concentration, up to 8 hours. prevents the target from gaining any benefit from
that rest. In addition, when the target wakes up, it
Dragon’s Breath takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from
2nd-level transmutation
a nail, or similar portion of the target’s body, the
Casting Time: 1 bonus action target makes its saving throw with disadvantage.
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute
You touch one willing creature and imbue it with
the power to spew magical energy from its mouth,
provided it has one. Choose acid, cold, fire,
lightning, or poison. Until the spell ends, the
creature can use an action to exhale energy of the
chosen type in a 15-foot cone. Each creature in that
area must make a Dexterity saving throw, taking
3d6 damage of the chosen type on a failed save, or
half as much damage on a successful one.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the damage
increases by ld6 for each slot level above 2nd.
345
Druid Grove Druidcraft
6th-level abjuration Transmutation cantrip
Casting Time: 10 minutes Casting Time: 1 action
Range: Touch Range: 30 feet
Components: V, S, M (mistletoe, which the spell Components: V, S
consumes, that was harvested with a golden Duration: Instantaneous
sickle under the light of a full moon) Whispering to the spirits of nature, you create one
Duration: 24 hours of the following effects within range:
You invoke the spirits to protect an area outdoors
or underground. The area can be as small as a 30- You create a tiny, harmless sensory effect that
foot cube or as large as a 90-foot cube. Buildings predicts what the weather will be at your
and other structures are excluded from the affected location for the next 24 hours. The effect might
area. If you cast this spell in the same area every manifest as a golden orb for clear skies, a cloud
day for a year, the spell lasts until dispelled. for rain, falling snowflakes for snow, and so on.
The spell creates the following effects within the This effect persists for 1 round.
area. When you cast this spell, you can specify You instantly make a flower blossom, a seed pod
friends who are immune to the effects. You can also open, or a leaf bud bloom.
specify a password that offers the same immunity. You create an instantaneous, harmless sensory
The entire warded area radiates magic. A effect, such as falling leaves, a puff of wind, the
successful dispel magic cast on the area removes sound of a small animal, or the faint odor of
only one of the effects, not the entire area. That
spell’s caster chooses which effect to end. Only musk. The effect must fit in a 5-foot cube.
when all its effects are gone is this spell dispelled. You instantly light or snuff out a candle, a torch,
Solid Fog. You can fill any number of 5-foot or a small campfire.
squares on the ground with thick fog, making them
heavily obscured. The fog reaches 10 feet high. In Dust Devil
addition, every foot of movement through the fog 2nd-level conjuration
costs 2 extra feet. To a creature immune to this
Casting Time: 1 action
effect, the fog obscures nothing and looks like soft
mist, with motes of green light floating in the air. Range: 60 feet
Grasping Undergrowth. You can fill any number Components: V, S, M (a pinch of dust)
of 5-foot squares on the ground that aren’t filled Duration: Concentration, up to 1 minute
with fog with grasping weeds and vines, as if they Choose an unoccupied 5-foot cube of air that you
were affected by an entangle spell. To a creature can see within range. An elemental force that
immune to this effect, the weeds and vines feel soft resembles a dust devil appears in the cube and
and reshape themselves to serve as temporary lasts for the spell’s duration.
seats or beds. Any creature that ends its turn within 5 feet of the
Grove Guardians. You can animate up to four dust devil must make a Strength saving throw. On
trees in the area, causing them to uproot a failed save, the creature takes 1d8 bludgeoning
themselves from the ground. These trees have the damage and is pushed 10 feet away from the dust
same statistics as an awakened tree (which appears devil. On a successful save, the creature takes half
in the Athasian Bestiary), except they can’t speak, as much damage and isn’t pushed.
and their bark is covered with druidic symbols. If As a bonus action, you can move the dust devil up
any creature not immune to this effect enters the to 30 feet in any direction. If the dust devil moves
warded area, the grove guardians fight until they over sand, dust, loose dirt, or light gravel, it sucks
have driven off or slain the intruders. The grove up the material and forms a 10-foot-radius cloud of
guardians also obey your spoken commands (no debris around itself that lasts until the start of your
action required by you) that you issue while in the next turn. The cloud heavily obscures its area.
area. If you don’t give them commands and no At Higher Levels. When you cast this spell using
intruders are present, the grove guardians do a spell slot of 3rd level or higher, the damage
nothing. The grove guardians can‘t leave the increases by 1d8 for each slot level above 2nd.
warded area. When the spell ends, the magic
animating them disappears, and the trees take root
again if possible.
Additional Spell Effect. You can place one of the
following magical effects within the warded area:
346
Earth Tremor Earthquake
1st-level evocation 8th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: 500 feet
Components: V, S Components: V, S, M (a pinch of dirt, a piece of
Duration: Instantaneous rock, and a lump of clay)
You cause a tremor in the ground within range. Duration: Concentration, up to 1 minute
Each creature other than you in that area must You create a seismic disturbance at a point on the
make a Dexterity saving throw. On a failed save, a ground that you can see within range. For the
creature takes 1d6 bludgeoning damage and is duration, an intense tremor rips through the
knocked prone. If the ground in that area is loose ground in a 100-foot-radius circle centered on that
earth or stone, it becomes difficult terrain until point and shakes creatures and structures in
cleared, with every 5-foot-diameter portion contact with the ground in that area. The ground in
requiring at least 1 minute to clear by hand. the area becomes difficult terrain. Each creature on
At Higher Levels. When you cast this spell using the ground that is concentrating must make a
a spell slot of 2nd level or higher, the damage Constitution saving throw. On a failed save, their
increases by 1d6 for each slot level above 1st. concentration is broken.
When you cast this spell and at the end of each
Earthbind turn you spend concentrating on it, each creature
on the ground in the area must make a Dexterity
2nd-level transmutation
saving throw. On a failed save, the creature is
Casting Time: 1 action knocked prone.
Range: 300 feet This spell can have additional effects depending
Components: V on the terrain in the area, as determined by the
Duration: Concentration, up to 1 minute DM.
Fissures. Fissures open throughout the spell’s
Choose one creature you can see within range. area at the start of your next turn after you cast the
Strips of magical energy loop around the creature. spell. A total of 1d6 such fissures open in locations
The target must succeed on a Strength saving chosen by the DM. Each is 1d10 x 10 feet deep, 10
throw, or its flying speed (if any) is reduced to 0 feet feet wide, and extends from one edge of the spell’s
for the spell’s duration. An airborne creature area to the opposite side. A creature standing on a
affected by this spell descends at 60 feet per round spot where a fissure opens must succeed on a
until it reaches the ground or the spell ends. Dexterity saving throw or fall in. A creature that
successfully saves moves with the fissure’s edge as
Earthen Grasp it opens.
2nd-level transmutation A fissure that opens beneath a structure causes it
to automatically collapse (see below).
Casting Time: 1 action Structures. The tremor deals 50 bludgeoning
Range: 30 feet damage to any structure in contact with the ground
Components: V, S, M (a small hand made of clay) in the area when you cast the spell and at the start
Duration: Concentration, up to 1 minute of each of your turns until the spell ends. If a
You choose a 5-foot-square unoccupied space on structure drops to 0 hit points, it collapses and
the ground that you can see within range. A potentially damages nearby creatures. A creature
Medium hand made from compacted soil rises within half the distance of a structure’s height must
there and reaches for one creature you can see make a Dexterity saving throw. On a failed save,
within 5 feet of it. The target must make a Strength the creature takes 5d6 bludgeoning damage, is
saving throw. On a failed save, the target takes 2d6 knocked prone, and is buried in the rubble,
bludgeoning damage and is restrained for the requiring a DC 20 Strength (Athletics) check as an
spell’s duration. As an action, you can cause the action to escape. The DM can adjust the DC higher
hand to crush the restrained target, which must or lower, depending on the nature of the rubble. On
make a Strength saving throw. The target takes a successful save, the creature takes half as much
2d6 bludgeoning damage on a failed save, or half as damage and doesn’t fall prone or become buried.
much damage on a successful one.
The restrained target can use its action to make a
Strength check against your spell save DC. On a
success, the target escapes from the hand.
As an action, you can cause the hand to reach for
a different creature or to move to a different
unoccupied space within range. The hand releases
a restrained target if you do either.
347
Eldritch Blast Elemental Weapon
Evocation cantrip 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 hour
A beam of crackling energy streaks toward a A nonmagical weapon you touch becomes a magic
creature within range. Make a ranged spell attack weapon. Choose one of the following damage types:
against the target. On a hit, the target takes 1d10 acid, cold, fire, lightning, or thunder. For the
force damage. duration, the weapon has a +1 bonus to attack rolls
At Higher Levels. The spell creates more than and deals an extra 1d4 damage of the chosen type
one beam when you reach higher levels: two beams when it hits.
at 5th level, three beams at 11th level, and four At Higher Levels. When you cast this spell using
beams at 17th level. You can direct the beams at a spell slot of 5th or 6th level, the bonus to attack
the same target or at different ones. Make a rolls increases to +2 and the extra damage
separate attack roll for each beam. increases to 2d4. When you use a spell slot of 7th
level or higher, the bonus increases to +3 and the
Elemental Bane extra damage increases to 3d4.
4th-level transmutation
Casting Time: 1 action
Enemies Abound
3rd-level enchantment
Range: 90 feet
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 120 feet
Components: V, S
Choose one creature you can see within range, and
Duration: Concentration, up to 1 minute
choose one of the following damage types: acid,
cold, fire, lightning, or thunder. The target must You reach into the mind of one creature you can
succeed on a Constitution saving throw or be see and force it to make an Intelligence saving
affected by the spell for its duration. The first time throw. A creature automatically succeeds if it is
each turn the affected target takes damage of the immune to being frightened. On a failed save, the
chosen type, the target takes an extra 2d6 damage target loses the ability to distinguish friend from
of that type. Moreover, the target loses any foe, regarding all creatures it can see as enemies
resistance to that damage type until the spell ends. until the spell ends. Each time the target takes
At Higher Levels. When you cast this spell using damage, it can repeat the saving throw, ending the
a spell slot of 5th level or higher, you can target one effect on itself on a success.
additional creature for each slot level above 4th. Whenever the affected creature chooses another
The creatures must be within 30 feet of each other creature as a target, it must choose the target at
when you target them. random from among the creatures it can see within
range of the attack, spell, or other ability it’s using.
If an enemy provokes an opportunity attack from
the affected creature, the creature must make that
attack if it is able to.
Enervation Enlarge/Reduce
5th-level necromancy 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
A tendril of inky darkness reaches out from you, You cause a creature or an object you can see
touching a creature you can see within range to within range to grow larger or smaller for the
drain life from it. The target must make a Dexterity duration. Choose either a creature or an object that
saving throw. On a successful save, the target takes is neither worn nor carried. If the target is
2d8 necrotic damage, and the spell ends. On a unwilling, it can make a Constitution saving throw.
failed save, the target takes 4d8 necrotic damage, On a success, the spell has no effect.
and until the spell ends, you can use your action on If the target is a creature, everything it wears and
each of your turns to automatically deal 4d8 carries changes size with it. Any item dropped by
necrotic damage to the target. The spell ends if you an affected creature returns to normal size at once.
use your action to do anything else, if the target is Enlarge. The target’s size doubles in all
ever outside the spell’s range, or if the target has dimensions, and its weight is multiplied by eight.
total cover from you. This growth increases its size by one category. If
Whenever the spell deals damage to a target, you there isn’t enough room for the target to double its
regain hit points equal to half the amount of size, the creature or object attains the maximum
necrotic damage the target takes. possible size in the space available. Until the spell
At Higher Levels. When you cast this spell using ends, the target also has advantage on Strength
a spell slot of 6th level or higher, the damage checks saving throws. The target’s weapons also
increases by 1d8 for each slot level above 5th. grow to match its new size. While enlarged, the
target’s attacks with them deal 1d4 extra damage.
Enhance Ability Reduce. The target’s size is halved in all
dimensions, and its weight is reduced to one-eighth
2nd-level transmutation
of normal. This reduction decreases its size by one
Casting Time: 1 action category. Until the spell ends, the target also has
Range: Touch disadvantage on Strength checks and Strength
Components: V, S, M (fur or a feather from a beast) saving throws. The target’s weapons also shrink to
Duration: Concentration, up to 1 hour match its new size. While these weapons are
reduced, the target’s attacks with them deal 1d4
You touch a creature and bestow upon it a magical less damage (minimum 1).
enhancement. Choose one of the following effects;
the target gains that effect until the spell ends.
Bear’s Endurance. The target has advantage on Ensnaring Strike
Constitution checks. It also gains 2d6 temporary hit 1st-level conjuration
points, which are lost when the spell ends. Casting Time: 1 bonus action
Bull’s Strength. The target has advantage on Range: Self
Strength checks, and their carrying capacity
Components: V
doubles.
Duration: Concentration, up to 1 minute
Cat’s Grace. The target has advantage on
Dexterity checks. It also doesn’t take damage from The next time you hit a creature with a weapon
falling 20 feet or less if it isn’t incapacitated. attack before this spell ends, a writhing mass of
Eagle’s Splendor. The target has advantage on thorny vines appears at the point of impact, and the
Charisma checks. target must succeed on a Strength saving throw or
Fox’s Cunning. The target has advantage on be restrained by the magical vines until the spell
Intelligence checks. ends. A Large or larger creature has advantage on
Owl’s Wisdom. The target has advantage on this saving throw. If the target succeeds on the
Wisdom checks. save, the vines shrivel away. While restrained by
At Higher Levels. When you cast this spell using this spell, the target takes 1d6 piercing damage at
a spell slot of 3rd level or higher, you can target one the start of each of its turns. A creature restrained
additional creature for each slot level above 2nd. by the vines or one that can touch the creature can
use its action to make a Strength check against
your spell save DC. On a success, the target is
freed.
At Higher Levels. If you cast this spell using a
spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.
349
Entangle Erupting Earth
1st-level conjuration 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 120 feet
Components: V, S Components: V, S, M (a piece of obsidian)
Duration: Concentration, up to 1 minute Duration: Instantaneous
Grasping weeds and vines sprout from the ground Choose a point you can see on the ground within
in a 20-foot square starting from a point within range. A fountain of churned earth and stone erupts
range. For the duration, these plants turn the in a 20-foot cube centered on that point.
ground in the area into difficult terrain. Each creature in that area must make a Dexterity
A creature in the area when you cast the spell saving throw. A creature takes 3d12 bludgeoning
must succeed on a Strength saving throw or be damage on a failed save, or half as much damage
restrained by the entangling plants until the spell on a successful one. Additionally, the ground in that
ends. A creature restrained by the plants can use its area becomes difficult terrain until cleared away.
action to make a Strength check against your spell Each 5-foot-square portion of the area requires at
save DC. On a success, it frees itself. When the least 1 minute to clear by hand.
spell ends, the conjured plants wilt away. At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage
Enthrall increases by 1d12 for each slot level above 3rd.
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
You weave a distracting string of words, causing
creatures of your choice that you can see within
range and that can hear you to make a Wisdom
saving throw. Any creature that can’t be charmed
succeeds on this saving throw automatically, and if
you or your companions are fighting a creature, it
has advantage on the save. On a failed save, the
target has disadvantage on Wisdom (Perception)
checks made to perceive any creature other than
you until the spell ends or until the target can no
longer hear you. The spell ends if you are
incapacitated or can no longer speak.
350
Expeditious Retreat Fabricate
1st-level transmutation 4th-level transmutation
Casting Time: 1 bonus action Casting Time: 10 minutes
Range: Self Range: 120 feet
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Instantaneous
This spell allows you to move at an incredible pace. You convert raw materials into products of the
When you cast this spell, and then as a bonus same material. For example, you can create a
action on each of your turns until the spell ends, wooden bridge from a clump of trees, a rope from a
you can take the Dash action. patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within
Eyebite range. You can create a Large or smaller object
(contained within a 10-foot cube, or eight
6th-level necromancy
connected 5-foot cubes), given a sufficient quantity
Casting Time: 1 action of raw material. If you are working with metal,
Range: Self stone, or another mineral substance, however, the
Components: V, S fabricated object can be no larger than Medium
Duration: Concentration, up to 1 minute (contained within a single 5-foot cube). The quality
of objects made by the spell is commensurate with
For the spell’s duration, your eyes become an inky the quality of the raw materials.
void imbued with dread power. One creature of Creatures or magic items can’t be created or
your choice within 60 feet of you that you can see transmuted by this spell.
must succeed on a Wisdom saving throw or be You also can’t use it to create items that
affected by one of the following effects of your ordinarily require a high degree of craftsmanship,
choice for the duration. On each of your turns until such as jewelry, weapons, glass, or armor, unless
the spell ends, you can use your action to target you have proficiency with the type of artisan’s tools
another creature but can’t target a creature again if used to craft such objects.
it has succeeded on a saving throw against this
casting of eyebite.
Asleep. The target falls unconscious. It wakes up Faithful Rasclinn
if it takes any damage or if another creature uses its 4th-level conjuration
action to shake the sleeper awake. Casting Time: 1 action
Panicked. The target is frightened of you. On Range: 30 feet
each of its turns, the frightened creature must take
Components: V, S, M (a tiny silver whistle, a piece
the Dash action and move away from you by the
of bone, and a thread)
safest and shortest available route, unless there is
nowhere to move. If the target moves to a place at Duration: 8 hours
least 60 feet away from you where it can no longer You conjure a phantom watchdog in an unoccupied
see you, this effect ends. space that you can see within range, where it
Sickened. The target has disadvantage on attack remains for the duration, until you dismiss it as an
rolls and ability checks. At the end of each of its action, or until you move more than 100 feet away
turns, it can make another Wisdom saving throw. If from it.
it succeeds, the effect ends. The hound is invisible to all creatures except you
and can’t be harmed.
When a Small or larger creature comes within 30
feet of it without first speaking the password that
you specify when you cast this spell, the hound
starts barking loudly. The hound sees invisible
creatures and can see into the Gray. It ignores
illusions.
At the start of each of your turns, the hound
attempts to bite one creature within 5 feet of it that
is hostile to you. The hound’s attack bonus is equal
to your spellcasting ability modifier + your
proficiency bonus. On a hit, it deals 4d8 piercing
damage.
351
False Life Feather Fall
1st-level necromancy 1st-level transmutation
Casting Time: 1 action Casting Time: 1 reaction, which you take when you
Range: Self or a creature within 60 feet of you falls
Components: V, S, M (a small amount of alcohol or Range: 60 feet
distilled spirits) Components: V, M (a small feather or piece of
Duration: 1 hour down)
Bolstering yourself with a necromantic facsimile of Duration: 1 minute
life, you gain 1d4 + 4 temporary hit points for the Choose up to five falling creatures within range. A
duration. falling creature’s rate of descent slows to 60 feet
At Higher Levels. When you cast this spell using per round until the spell ends. If the creature lands
a spell slot of 2nd level or higher, you gain 5 before the spell ends, it takes no falling damage
additional temporary hit points for each slot level and can land on its feet, and the spell ends for that
above 1st. creature.
352
Find Familiar
1st-level conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 ct worth of charcoal,
incense, and herbs that must be consumed by fire
in a brass brazier)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes While your familiar is within 100 feet of you, you
an animal form you choose: bat, hurrum beetle, can communicate with it telepathically.
critic lizard, jankx, kes’trekel, poisonous snake, rat, Additionally, as an action, you can see through your
scorpion, spider, or something similar. Appearing familiar’s eyes and hear what it hears until the start
in an unoccupied space within range, the familiar of your next turn, gaining the benefits of any special
has the statistics of the chosen form, though it is a senses that the familiar has. During this time, you
celestial, fey, or fiend (your choice) instead of a are deaf and blind with regard to your own senses.
beast. You can’t have more than one familiar at a time.
Your familiar acts independently of you, but it If you cast this spell while you already have a
always obeys your commands. In combat, it rolls its familiar, you instead cause it to adopt a new form.
own initiative and acts on its own turn. A familiar Choose one of the forms from the above list. Your
can’t attack, but it can take other actions as normal. familiar transforms into the chosen creature.
When the familiar drops to 0 hit points, it Finally, when you cast a spell with a range of
disappears, leaving behind no physical form. It touch, your familiar can deliver the spell as if it had
reappears after you cast this spell again. As an cast the spell. Your familiar must be within 100 feet
action, you can temporarily dismiss the familiar to of you, and it must use its reaction to deliver the
a pocket dimension. Alternatively, you can dismiss spell when you cast it. If the spell requires an attack
it forever. As an action while it is temporarily roll, you use your attack modifier for the roll.
dismissed, you can cause it to reappear in any
unoccupied space within 30 feet of you. Whenever
the familiar drops to 0 hit points or disappears into
the pocket dimension, it leaves behind in its space
anything it was wearing or carrying.
353
Find Greater Steed Find Steed
4th-level conjuration 2nd-level conjuration
Casting Time: 10 minutes Casting Time: 10 minutes
Range: 30 feet Range: 30 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You summon a spirit that assumes the form of a You summon a spirit that assumes the form of an
loyal, majestic mount. Appearing in an unoccupied unusually intelligent, strong, and loyal steed,
space within range, the spirit takes on a form you creating a long-lasting bond with it. Appearing in an
choose: an ankheg, boneclaw baazrag, dragonnel, unoccupied space within range, the steed takes on
griffon, soldier kank, or tigone. The creature has a form that you choose: a carru, erdlu, kank drone,
the statistics provided in the Athasian Bestiary for or jhakar (for PCs of Small size). Your DM might
the chosen form, though it is a celestial, a fey, or a allow other animals to be summoned as steeds.
fiend (your choice) instead of its normal creature The steed has the statistics of the chosen form,
type. Additionally, if it has an Intelligence score of 5 though it is a celestial, fey, or fiend (your choice)
or lower, its Intelligence becomes 6, and it gains instead of its normal type. Additionally, if your
the ability to understand one language of your steed has an Intelligence of 5 or less, its
choice that you speak. Intelligence becomes 6, and it gains the ability to
You control the mount in combat. While the understand one language of your choice that you
mount is within 1 mile of you, you can speak.
communicate with it telepathically. While mounted Your steed serves you as a mount, both in combat
on it, you can make any spell you cast that targets and out, and you have an instinctive bond with it
only you also target the mount. The mount that allows you to fight as a seamless unit.
disappears temporarily when it drops to 0 hit While mounted on your steed, you can make any
points or when you dismiss it as an action. Casting spell you cast that targets only you also target your
this spell again re-summons the bonded mount, steed.
with all its hit points restored and any conditions When the steed drops to 0 hit points, it
removed. disappears, leaving behind no physical form. You
You can’t have more than one mount bonded by can also dismiss your steed at any time as an
this spell or find steed at the same time. As an action, causing it to disappear. In either case,
action, you can release a mount from its bond, casting this spell again summons the same steed,
causing it to disappear permanently. restored to its hit point maximum.
Whenever the mount disappears, it leaves behind While your steed is within 1 mile of you, you can
any objects it was wearing or carrying. communicate with each other telepathically.
You can’t have more than one steed bonded by
this spell at a time. As an action, you can release
the steed from its bond at any time, causing it to
disappear.
354
Find the Path Finger of Death
6th-level divination 7th-level necromancy
Casting Time: 1 minute Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (a set of divinatory tools— Components: V, S
such as bones, ivory sticks, cards, teeth, or carved Duration: Instantaneous
runes-worth 100 ct and an object from the You send negative energy coursing through a
location you wish to find) creature that you can see within range, causing it
Duration: Concentration, up to 1 day searing pain. The target must make a Constitution
This spell allows you to find the shortest, most saving throw. It takes 7d8 + 30 necrotic damage on
direct physical route to a specific fixed location that a failed save, or half as much damage on a
you are familiar with on the same plane of successful one.
existence. If you name a destination on another A humanoid killed by this spell rises at the start
plane of existence, a destination that moves (such of your next turn as a zombie that is permanently
as a mobile fortress), or a destination that isn’t under your command, following your verbal orders
specific (such as “an id fiend’s lair”), the spell fails. to the best of its ability.
For the duration, as long as you are on the same
plane of existence as the destination, you know Fire Bolt
how far it is and in what direction it lies. While you Evocation cantrip
are traveling there, whenever you are presented
with a choice of paths along the way, you Casting Time: 1 action
automatically determine which path is the shortest Range: 120 feet
and most direct route (but not necessarily the Components: V, S
safest route) to the destination. Duration: Instantaneous
You hurl a mote of fire at a creature or object
Find Traps within range. Make a ranged spell attack against
2nd-level divination the target. On a hit, the target takes 1d10 fire
damage. A flammable object hit by this spell ignites
Casting Time: 1 action
if it isn’t being worn or carried.
Range: 120 feet At Higher Levels. This spell’s damage increases
Components: V, S by 1d10 when you reach 5th level (2d10), 11th level
Duration: Instantaneous (3d10), and 17th level (4d10).
You sense the presence of any trap within range
that is within line of sight. A trap, for the purpose of Fire Shield
this spell, includes anything that would inflict a 4th-level evocation
sudden or unexpected effect you consider harmful
or undesirable, which was specifically intended as Casting Time: 1 action
such by its creator. Thus, the spell would sense an Range: Self
area affected by the alarm spell, a glyph of warding, Components: V, S, M (a bit of phosphorus or a
or a mechanical pit trap, but it would not reveal a firefly)
natural weakness in the floor, an unstable ceiling, Duration: 10 minutes
or a hidden sinkhole.
This spell merely reveals that a trap is present. Thin and wispy flames wreathe your body for the
duration, shedding bright light in a 10-foot radius
You don’t learn the location of each trap, but you do
and dim light for an additional 10 feet. You can end
learn the general nature of the danger posed by a
the spell early by using an action to dismiss it.
trap you sense.
The flames provide you with a warm shield or a
chill shield, as you choose. The warm shield grants
you resistance to cold damage, and the chill shield
grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of
you hits you with a melee attack, the shield erupts
with flame. The attacker takes 2d8 fire damage
from a warm shield, or 2d8 cold damage from a
cold shield.
355
Fire Storm Flame Blade
7th-level evocation 2nd-level evocation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 150 feet Range: Self
Components: V, S Components: V, S, M (leaf of sumac)
Duration: Instantaneous Duration: Concentration, up to 10 minutes
A storm made up of sheets of roaring flame You evoke a fiery blade in your free hand. The
appears in a location you choose within range. The blade is similar in size and shape to a scimitar, and
area of the storm consists of up to ten 10-foot it lasts for the duration. If you let go of the blade, it
cubes, which you can arrange as you wish. Each disappears, but you can evoke the blade again as a
cube must have at least one face adjacent to the bonus action.
face of another cube. Each creature in the area You can use your action to make a melee spell
must make a Dexterity saving throw. It takes 7d10 attack with the fiery blade. On a hit, the target takes
fire damage on a failed save, or half as much 3d6 fire damage.
damage on a successful one. The flaming blade sheds bright light in a 10-foot
The fire damages objects in the area and ignites radius and dim light for an additional 10 feet.
flammable objects that aren’t being worn or At Higher Levels. When you cast this spell using
carried. If you choose, plant life in the area is a spell slot of 4th level or higher, the damage
unaffected by this spell. increases by 1d6 for every two slot levels above
2nd.
Fireball
3rd-level evocation Flame Strike
5th-level evocation
Casting Time: 1 action
Range: 150 feet Casting Time: 1 action
Components: V, S, M (a ball of guano and sulfur) Range: 60 feet
Duration: Instantaneous Components: V, S, M (pinch of sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to
a point you choose within range and then blossoms A vertical column of elemental fire roars down in a
with a low roar into an explosion of flame. Each location you specify. Each creature in a 10-foot-
creature in a 20-foot-radius sphere centered on that radius, 40-foot-high cylinder centered on a point
point must make a Dexterity saving throw. A target within range must make a Dexterity saving throw.
takes 8d6 fire damage on a failed save, or half as A creature takes 4d6 fire damage and 4d6 radiant
much damage on a successful one. damage on a failed save, or half as much damage
The fire spreads around corners and ignites on a successful one.
flammable objects that aren’t worn or carried. At Higher Levels. When you cast this spell using
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or
a spell slot of 4th level or higher, the damage the radiant damage (your choice) increases by 1d6
increases by 1d6 for each slot level above 3rd. for each slot level above 5th.
Flame Arrows
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a quiver containing arrows or bolts.
When a target is hit by a ranged weapon attack
using a piece of ammunition drawn from the quiver,
the target takes an extra 1d6 fire damage. The
spell’s magic ends on the piece of ammunition
when it hits or misses, and the spell ends when
twelve pieces of ammunition have been drawn from
the quiver.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the number of
pieces of ammunition you can affect with this spell
increases by two for each slot level above 3rd.
356
Flaming Sphere Floating Disk
2nd-level conjuration 1st-level conjuration (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S, M (a bit of tallow, a pinch of Components: V, S, M (a drop of mercury)
brimstone, and a dusting of powdered iron) Duration: 1 hour
Duration: Concentration, up to 1 minute This spell creates a circular, horizontal plane of
A 5-foot-diameter sphere of fire appears in an force, 3 feet in diameter and 1 inch thick, that floats
unoccupied space of your choice within range and 3 feet above the ground in an unoccupied space of
lasts for the duration. Any creature that ends its your choice that you can see within range. The disk
turn within 5 feet of the sphere must make a remains for the duration, and can hold up to 500
Dexterity saving throw. The creature takes 2d6 fire pounds. If more weight is placed on it, the spell
damage on a failed save, or half as much damage ends, and everything on the disk falls to the ground.
on a successful one. The disk is immobile while you are within 20 feet
As a bonus action, you can move the sphere up to of it. If you move more than 20 feet away from it,
30 feet. If you ram the sphere into a creature, that the disk follows you so that it remains within 20
creature must make the saving throw against the feet of you. It can move across uneven terrain, up or
sphere’s damage, and the sphere stops moving this down stairs, slopes and the like, but it can’t cross
turn. an elevation change of 10 feet or more. For
When you move the sphere, you can direct it over example, the disk can’t move across a 10-foot-deep
barriers up to 5 feet tall and jump it across pits up pit, nor could it leave such a pit if it was created at
to 10 feet wide. The sphere ignites flammable the bottom.
objects not being worn or carried, and it sheds If you move more than 100 feet from the disk
bright light in a 20-foot radius and dim light for an (typically because it can’t move around an obstacle
additional 20 feet. to follow you), the spell ends.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the damage
increases by 1d6 for each slot level above 2nd.
Fly
3rd-level transmutation
Flesh to Stone Casting Time: 1 action
Range: Touch
6th-level transmutation
Components: V, S, M (a wing feather from any
Casting Time: 1 action bird)
Range: 60 feet Duration: Concentration, up to 10 minutes
Components: V, S, M (a pinch of lime, water, and
You touch a willing creature. The target gains a
earth)
flying speed of 60 feet for the duration. When the
Duration: Concentration, up to 1 minute spell ends, the target falls if it is still aloft, unless it
You attempt to turn one creature that you can see can stop the fall.
within range into stone. If the target’s body is made At Higher Levels. When you cast this spell using
of flesh, the creature must make a Constitution a spell slot of 4th level or higher, you can target one
saving throw. On a failed save, it is restrained as its additional creature for each slot level above 3rd.
flesh begins to harden. On a successful save, the
creature isn’t affected.
A creature restrained by this spell must make
Fog Cloud
1st-level conjuration
another Constitution saving throw at the end of
each of its turns. If it successfully saves against this Casting Time: 1 action
spell three times, the spell ends. If it fails its saves Range: 120 feet
three times, it is turned to stone and subjected to Components: V, S
the petrified condition for the duration. The Duration: Concentration, up to 1 hour
successes and failures don’t need to be
consecutive; keep track of both until the target You create a 20-foot-radius sphere of fog centered
collects three of a kind. on a point within range. The sphere spreads
If the creature is physically broken while around corners, and its area is heavily obscured. It
petrified, it suffers from similar deformities if it lasts for the duration or until a wind of moderate or
reverts to its original state. greater speed (at least 10 miles per hour) disperses
If you maintain your concentration on this spell it.
for the entire possible duration, the creature is At Higher Levels. When you cast this spell using
turned to stone until the effect is removed. a spell slot of 2nd level or higher, the radius of the
fog increases by 20 feet for each slot level above
1st.
357
Forbiddance Forcecage
6th-level abjuration (ritual) 7th-level evocation
Casting Time: 10 minutes Casting Time: 1 action
Range: Touch Range: 100 feet
Components: V, S, M (a sprinkling of arcanic Components: V, S, M (ruby dust worth 1,500 ct)
water, rare incense, and powdered ruby worth at Duration: 1 hour
least 1,000 ct) An immobile, invisible, cube-shaped prison
Duration: 1 day composed of magical force springs into existence
You create a ward against magical travel that around an area you choose within range. The
protects up to 40,000 square feet of floor space to a prison can be a cage or a solid box, as you choose.
height of 30 feet above the floor. For the duration, A prison in the shape of a cage can be up to 20
creatures can’t teleport into the area or use portals, feet on a side and is made from 1/2-inch diameter
such as those created by the gate spell, to enter the bars spaced 1/2 inch apart.
area. The spell proofs the area against planar A prison in the shape of a box can be up to 10
travel, and therefore prevents creatures from feet on a side, creating a solid barrier that prevents
accessing the area by way of the Elemental Plane, any matter from passing through it and blocking
the Gray, or the plane shift spell. any spells cast into or out from the area.
In addition, the spell damages types of creatures When you cast the spell, any creature that is
that you choose when you cast it. Choose one or completely inside the cage’s area is trapped.
more of the following: celestials, elementals, fey, Creatures only partially within the area, or those
fiends, and undead. When a chosen creature enters too large to fit inside the area, are pushed away
the spell’s area for the first time on a turn or starts from the center of the area until they are
its turn there, the creature takes 5d10 radiant or completely outside the area.
necrotic damage (your choice when you cast this A creature inside the cage can’t leave it by
spell). When you cast this spell, you can designate a nonmagical means. If the creature tries to use
password. A creature that speaks the password as teleportation or interplanar travel to leave the cage,
it enters the area takes no damage from the spell. it must first make a Charisma saving throw. On a
The spell’s area can’t overlap with the area of success, the creature can use that magic to exit the
another forbiddance spell. If you cast forbiddance cage. On a failure, the creature can’t exit the cage
every day for 30 days in the same location, the spell and wastes the use of the spell or effect.
lasts until dispelled, and the material components This spell can’t be dispelled by dispel magic.
are consumed on the last casting.
Foresight
9th-level divination
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a hummingbird feather)
Duration: 8 hours
You touch a willing creature and bestow a limited
ability to see into the immediate future. For the
duration, the target can’t be surprised and has
advantage on attack rolls, ability checks, and saving
throws.
Additionally, other creatures have disadvantage
on attack rolls against the target for the duration.
This spell immediately ends if you cast it again
before its duration ends.
358
Freedom of Movement Gaseous Form
4th-level abjuration 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S, M (a leather strap, bound Components: V, S, M (a bit of gauze and a wisp of
around the arm or a similar appendage) smoke)
Duration: 1 hour Duration: Concentration, up to 1 hour
You touch a willing creature. For the duration, the You transform a willing creature you touch, along
target’s movement is unaffected by difficult terrain, with everything it’s wearing and carrying, into a
and spells and other magical effects can neither misty cloud for the duration. The spell ends if the
reduce the target’s speed nor cause the target to be creature drops to 0 hit points. An incorporeal
paralyzed or restrained. creature isn’t affected.
The target can also spend 5 feet of movement to While in this form, the target’s only method of
automatically escape from nonmagical restraints, movement is a flying speed of 10 feet. The target
such as manacles or a creature that has it grappled. can enter and occupy the space of another creature.
Finally, being underwater imposes no penalties on The target has resistance to nonmagical damage,
the target’s movement or attacks. and it has advantage on Strength, Dexterity, and
Constitution saving throws. The target can pass
Friends through small holes, narrow openings, and even
mere cracks, though it treats liquids as though they
Enchantment cantrip
were solid surfaces. The target can’t fall and
Casting Time: 1 action remains hovering in the air even when stunned or
Range: Self otherwise incapacitated.
Components: S, M (a small amount of makeup While in the form of a misty cloud, the target
applied to the face as this spell is cast) can’t talk or manipulate objects, and any objects it
Duration: Concentration, up to 1 minute was carrying or holding can’t be dropped, used, or
otherwise interacted with. The target can’t attack
For the duration, you have advantage on all or cast spells.
Charisma checks directed at one creature of your
choice that isn’t hostile toward you. When the spell
ends, the creature realizes that you used magic to
Geas
influence its mood and becomes hostile toward 5th-level enchantment
you. A creature prone to violence might attack you. Casting Time: 1 minute
Another creature might seek retribution in other Range: 60 feet
ways (at the DM’s discretion), depending on the Components: V
nature of your interaction with it.
Duration: 30 days
Frostbite You place a magical command on a creature that
you can see within range, forcing it to carry out
Evocation cantrip some service or refrain from some action or course
Casting Time: 1 action of activity as you decide. If the creature can
Range: 60 feet understand you, it must succeed on a Wisdom
Components: V, S saving throw or become charmed by you for the
Duration: Instantaneous duration. While the creature is charmed by you, it
takes 5d10 psychic damage each time it acts in a
You cause numbing frost to form on one creature manner directly counter to your instructions, but no
that you can see within range. The target must more than once each day. A creature that can’t
make a Constitution saving throw. On a failed save, understand you is unaffected by the spell.
the target takes 1d6 cold damage, and it has You can issue any command you choose, short of
disadvantage on the next weapon attack roll it an activity that would result in certain death.
makes before the end of its next turn. Should you issue a suicidal command, the spell
At Higher Levels. The spell’s damage increases ends.
by 1d6 when you reach 5th level (2d6), 11th level You can end the spell early by using an action to
(3d6), and 17th level (4d6). dismiss it. A remove curse, greater restoration, or
wish spell also ends it.
At Higher Levels. When you cast this spell using
a spell slot of 7th or 8th level, the duration is 1 year.
When you cast this spell using a spell slot of 9th
level, the spell lasts until it is ended by one of the
spells mentioned above.
359
Gentle Repose Glibness
2nd-level necromancy (ritual) 8th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S, M (a pinch of salt and one Components: V
copper piece placed on each of the corpse’s eyes, Duration: 1 hour
which must remain there for the duration) Until the spell ends, when you make a Charisma
Duration: 10 days check, you can replace the number you roll with a
You touch a corpse or other remains. For the 15. Additionally, no matter what you say, magic
duration, the target is protected from decay and that would determine if you are telling the truth
can’t become undead. indicates that you are being truthful.
The spell also effectively extends the time limit
on raising the target from the dead, since days
spent under the influence of this spell don’t count
Globe of Invulnerability
6th-level abjuration
against the time limit of spells such as raise dead.
Casting Time: 1 action
Giant Insect Range: Self (10-foot radius)
Components: V, S, M (a glass or crystal bead that
4th-level transmutation
shatters when the spell ends)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 30 feet
An immobile, faintly shimmering barrier springs
Components: V, S
into existence in a 10-foot radius around you and
Duration: Concentration, up to 10 minutes remains for the duration.
You transform up to ten centipedes, three spiders, Any spell of 5th level or lower cast from outside
five wasps, or one scorpion within range into giant the barrier can’t affect creatures or objects within
versions of their natural forms for the duration. A it, even if the spell is cast using a higher level spell
centipede becomes a giant centipede, a spider slot. Such a spell can target creatures and objects
becomes a giant spider, a wasp becomes a giant within the barrier, but the spell has no effect on
wasp, and a scorpion becomes a giant scorpion. them. Similarly, the area within the barrier is
Each creature obeys your verbal commands, and excluded from the areas affected by such spells.
in combat, they act on your turn each round. The At Higher Levels. When you cast this spell using
DM has the statistics for these creatures and a spell slot of 7th level or higher, the barrier blocks
resolves their actions and movement. spells of one level higher for each slot level above
A creature remains in its giant size for the 6th.
duration, until it drops to 0 hit points, or until you
use an action to dismiss the effect on it.
The DM might allow you to choose different
targets. For example, if you transform a bee, its
giant version might have the same statistics as a
giant wasp.
360
Glyph of Warding Grasping Vine
3rd-level abjuration 4th-level conjuration
Casting Time: 1 hour Casting Time: 1 bonus action
Range: Touch Range: 30 feet
Components: V, S, M (incense and powdered Components: V, S
diamond worth at least 200 ct, which the spell Duration: Concentration, up to 1 minute
consumes) You conjure a vine that sprouts from the ground in
Duration: Until dispelled or triggered an unoccupied space of your choice that you can
When you cast this spell, you inscribe a glyph upon see within range. When you cast this spell, you can
either a surface (such as a table or wall) or within direct the vine to lash out at a creature within 30
an object that can be closed (such as a book or a feet of it that you can see. That creature must
chest) to conceal the glyph. The glyph can cover an succeed on a Dexterity saving throw or be pulled
area no larger than 10 feet in diameter. If the 20 feet directly toward the vine.
surface or object is moved more than 10 feet, the Until the spell ends, you can direct the vine to
glyph is broken, ending the spell with no effect. lash out at the same creature or another one as a
The glyph is nearly invisible and requires a bonus action on each of your turns.
successful Intelligence (Investigation) check
against your spell save DC to be found.
You decide what the glyph’s trigger is when it is
Gray Guise
7th-level transmutation
first cast. Triggers can be anything from standing
on the glyph, to interacting with a glyphed object, or Casting Time: 1 action
merely seeing the glyph, and anything between. Range: Self
Once a glyph is triggered, this spell ends. Components: V, S
You can further refine the trigger so the spell Duration: Up to 8 hours
activates only under certain circumstances or
You step into the border regions of the Gray, in the
according to physical characteristics (such as
area where it overlaps with your current plane. You
height or weight), creature kind (for example, only
remain in the Gray for the duration or until you use
affecting Changelings), or alignment. You can also
your action to dismiss the spell. During this time,
set conditions for creatures that don’t trigger the
you can move in any direction. If you move up or
glyph, such as those who say a certain password.
down, every foot of movement costs an extra foot.
Choose one effect when the glyph is cast:
You can see and hear the plane you originated
Explosive Runes. When triggered, the glyph
from, but everything there looks gray, and you can’t
erupts with magical energy in a 20-foot-radius
sphere centered on the glyph. The sphere spreads see anything more than 60 feet away.
around corners. Each creature in the area must While within the Gray, you can only affect and be
affected by other creatures on that plane. Creatures
make a Dexterity saving throw. A creature takes
that aren’t in the Gray can’t perceive you and can’t
5d8 acid, cold, fire, lightning, or thunder damage
interact with you, unless a special ability or magic
on a failed saving throw (your choice when you
has given them the ability to do so.
create the glyph), or half as much damage on a
You ignore all objects and effects that aren’t in
successful one.
the Gray, allowing you to move through objects you
Spell Glyph. You can store a prepared spell of
perceive on the plane you originated from.
3rd level or lower in the glyph by casting it as part
When the spell ends, you immediately return to
of creating the glyph. The spell must target a single
the plane you originated from in the spot you
creature or an area. The spell being stored has no
currently occupy. If you occupy the same spot as a
immediate effect when cast in this way. When the
solid object or creature when this happens, you are
glyph is triggered, the stored spell is cast. If the
immediately shunted to the nearest unoccupied
spell has a target, it targets the creature that
space that you can occupy and take force damage
triggered the glyph. If the spell affects an area, the
equal to twice the number of feet you are moved.
area is centered on that creature. If the spell
summons hostile creatures or creates harmful This spell has no effect if you cast it while you are
objects or traps, they appear as close as possible to already in the Gray.
At Higher Levels. When you cast this spell using
the intruder and attack it. If the spell requires
a spell slot of 8th level or higher, you can target up
concentration, it lasts until the end of its full
to three willing creatures (including you) for each
duration.
slot level above 7th. The creatures must be within
At Higher Levels. When you cast this spell using
10 feet of you when you cast the spell.
a spell slot of 4th level or higher, the damage of an
explosive runes glyph increases by 1d8 for each
slot level above 3rd. If you create a spell glyph, you
can store any spell of up to the same level as the
slot you use for the glyph of warding.
361
Grease Green-Flame Blade
1st-level conjuration Evocation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self (5-foot radius)
Components: V, S, M (a bit of pork rind or butter) Components: V, M (a melee weapon worth at least
Duration: 1 minute 1 bit)
Slick grease covers the ground in a 10-foot square Duration: Instantaneous
centered on a point within range and turns it into You brandish the weapon used in the spell’s casting
difficult terrain for the duration. and make a melee attack with it against one
When the grease appears, each creature standing creature within 5 feet of you. On a hit, the target
in its area must succeed on a Dexterity saving suffers the weapon attack’s normal effects, and you
throw or fall prone. A creature that enters the area can cause green fire to leap from the target to a
or ends its turn there must also succeed on a different creature of your choice that you can see
Dexterity saving throw or fall prone. within 5 feet of it. The second creature takes fire
damage equal to your spellcasting ability modifier.
Greater Invisibility At Higher Levels. This spell’s damage increases
when you reach certain levels. At 5th level, the
4th-level illusion
melee attack deals an extra 1d8 fire damage to the
Casting Time: 1 action target on a hit, and the fire damage to the second
Range: Touch creature increases to 1d8 + your spellcasting ability
Components: V, S modifier. Both damage rolls increase by 1d8 at
Duration: Concentration, up to 1 minute 11th level (2d8 and 2d8) and 17th level (3d8 and
3d8).
You or a creature you touch becomes invisible until
the spell ends. Anything the target is wearing or
carrying is invisible as long as it is on the target’s Guardian of Faith
person. 4th-level conjuration
Casting Time: 1 action
Greater Restoration Range: 30 feet
5th-level abjuration Components: V
Casting Time: 1 action Duration: 8 hours
Range: Touch A Large spectral guardian appears and hovers for
Components: V, S, M (diamond dust worth at least the duration in an unoccupied space of your choice
100 ct, which the spell consumes) that you can see within range. The guardian
Duration: Instantaneous occupies that space and is indistinct except for a
gleaming sword and shield emblazoned with the
You imbue a creature you touch with positive symbol of your Sorcerer-King.
energy to undo a debilitating effect. You can reduce Any creature hostile to you that moves to a space
the target’s exhaustion level by one, or end one of within 10 feet of the guardian for the first time on a
the following effects on the target: turn must succeed on a Dexterity saving throw. The
creature takes 20 radiant damage on a failed save,
One effect that charmed or petrified the target or half as much damage on a successful one. The
One curse, including those from a cursed magic guardian vanishes when it has dealt a total of 60
item damage.
Any reduction to one of the target’s ability scores
One effect reducing the target’s hit point
maximum
362
Guardian of Nature Guards and Wards
4th-level transmutation 6th-level abjuration
Casting Time: 1 bonus action Casting Time: 10 minutes
Range: Self Range: Touch
Components: V Components: V, S, M (burning incense, a small
Duration: Concentration, up to 1 minute measure of brimstone, a knotted string, a drop of
A nature spirit answers your call and transforms mekillot blood, and a rod worth at least 10 ct)
you into a powerful guardian. The transformation Duration: 24 hours
lasts until the spell ends. You choose one of the You create a ward that protects up to 2,500 square
following forms to assume: Primal Beast or Great feet of floor space (an area 50 feet square, or one
Tree. hundred 5-foot squares, or twenty-five 10-foot
Primal Beast. Bestial fur covers your body, your squares). The warded area can be up to 20 feet tall,
facial features become feral, and you gain the and shaped as you desire. You can ward several
following benefits: stories of a stronghold by dividing the area among
them, as long as you can walk into each contiguous
Your walking speed increases by 10 feet. area while you are casting the spell.
You gain darkvision with a range of 120 feet. When you cast this spell, you can specify
You make Strength-based attack rolls with individuals that are unaffected by any or all of the
advantage. effects that you choose. You can also specify a
Your melee weapon attacks deal an extra 1d6 password that offers the same immunity.
force damage on a hit. Guards and wards creates the following effects
within the warded area.
Great Tree. Your skin appears barky, leaves Corridors. Fog fills all the warded corridors,
sprout from your hair, and you gain the following making them heavily obscured. In addition, at each
benefits: intersection or branching passage offering a choice
of direction, there is a 50 percent chance that a
You gain 10 temporary hit points. creature other than you will believe it is going in
You make Constitution saving throws with the opposite direction from the one it chooses.
advantage. Doors. All doors in the warded area are
You make Dexterity and Wisdom-based attack magically locked, as if by an arcane lock spell. In
rolls with advantage. addition, you can conceal up to ten doors
While you are on the ground, the ground within (equivalent to minor illusion‘s illusory object) to
15 feet of you is difficult terrain for your make them appear as plain sections of wall.
enemies. Stairs. Webs fill all stairs in the warded area
from top to bottom, as the web spell. These strands
regrow in 10 minutes if they are burned or torn
away while guards and wards lasts.
Other Spell Effect. You can place one of the
following magical effects within the warded area:
Place dancing lights in four corridors. You can
designate a simple program that the lights
repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The
vapors appear in the places you designate; they
return within 10 minutes if dispersed by wind
while guards and wards lasts.
Place a gust of wind in one corridor or room.
Place a suggestion in one location. You select an
area of up to 5 feet square, and any creature that
enters or passes through the area receives the
suggestion mentally.
The whole warded area radiates magic. A dispel
magic cast on a specific effect, if successful,
removes only that effect.
You can create a permanently guarded and
warded structure by casting this spell there every
day for one year.
363
Guidance Gust of Wind
Divination cantrip 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (60-foot line)
Components: V, S Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the A line of strong wind 60 feet long and 10 feet wide
spell ends, the target can roll a d4 and add the blasts from you in a direction you choose for the
number rolled to one ability check of its choice. It spell’s duration. Each creature that starts its turn in
can roll the die before or after making the ability the line must succeed on a Strength saving throw
check. The spell then ends. or be pushed 15 feet away from you in a direction
following the line.
Guiding Bolt Any creature in the line must spend 2 feet of
movement for every 1 foot it moves when moving
1st-level evocation closer to you.
Casting Time: 1 action The gust disperses gas or vapor, and it
Range: 120 feet extinguishes candles, torches, and similar
Components: V, S unprotected flames in the area. It causes protected
Duration: 1 round flames, such as those of lanterns, to dance wildly
and has a 50 percent chance to extinguish them.
A flash of light streaks toward a creature of your As a bonus action on each of your turns before
choice within range. Make a ranged spell attack the spell ends, you can change the direction in
against the target. On a hit, the target takes 4d6 which the line blasts from you.
radiant damage, and the next attack roll made
against this target before the end of your next turn
has advantage, thanks to the mystical dim light Hail of Thorns
glittering on the target until then. 1st-level conjuration
At Higher Levels. When you cast this spell using Casting Time: 1 bonus action
a spell slot of 2nd level or higher, the damage Range: Self
increases by 1d6 for each slot level above 1st.
Components: V
Duration: Concentration, up to 1 minute
Gust The next time you hit a creature with a ranged
Transmutation cantrip
weapon attack before the spell ends, this spell
Casting Time: 1 action creates a rain of thorns that sprouts from your
Range: 30 feet ranged weapon or ammunition. In addition to the
Components: V, S normal effect of the attack, the target of the attack
Duration: Instantaneous and each creature within 5 feet of it must make a
Dexterity saving throw. A creature takes 1d10
You seize the air and compel it to create one of the piercing damage on a failed save, or half as much
following effects at a point you can see within damage on a successful one.
range: At Higher Levels. If you cast this spell using a
spell slot of 2nd level or higher, the damage
One Medium or smaller creature that you
increases by 1d10 for each slot level above 1st (to a
choose must succeed on a Strength saving maximum of 6d10).
throw or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving
one object that is neither held nor carried and
that weighs no more than 5 pounds. The object
is pushed up to 10 feet away from you. It isn’t
pushed with enough force to cause damage.
You create a harmless sensory effect using air,
such as causing leaves to rustle, wind to slam
shutters shut, or your clothing to ripple in a
breeze.
364
Hallow Hallucinatory Terrain
5th-level evocation 4th-level illusion
Casting Time: 24 hours Casting Time: 10 minutes
Range: Touch Range: 300 feet
Components: V, S, M (herbs and incense worth at Components: V, S, M (a stone, a twig, and a bit of
least 1,000 ct, which the spell consumes) green plant)
Duration: Until dispelled Duration: 24 hours
You touch a point and infuse an area around it with You make natural terrain in a 150-foot cube in
arcane or elemental power. The area can have a range look, sound, and smell like some other sort of
radius up to 60 feet, and the spell fails if the radius natural terrain. Thus, open fields or a road can be
includes an area already under the effect of a made to resemble a swamp, hill, crevasse, or some
hallow spell. The affected area is subject to the other difficult or impassable terrain. A patch of
following effects. quicksand can be made to seem like an oasis, a
First, celestials, elementals, fey, fiends, and precipice like a gentle slope, or a rock-strewn gully
undead can’t enter the area, nor can such creatures like a wide and smooth road. Manufactured
charm, frighten, or possess creatures within it. Any structures, equipment, and creatures within the
creature charmed, frightened, or possessed by such area aren’t changed in appearance.
a creature is freed from these effects upon entering The tactile characteristics of the terrain are
the area. You can exclude one or more of those unchanged, so creatures entering the area are
types of creatures from this effect. likely to see through the illusion. If the difference
Second, you can bind an extra effect to the area. isn’t obvious by touch, a creature carefully
Choose the effect from the following list, or one examining the illusion can attempt an Intelligence
offered by the DM. Some effects apply to creatures (Investigation) check against your spell save DC to
in the area; you can designate whether the effect disbelieve it. A creature who discerns the illusion
applies to all creatures, creatures that follow a for what it is, sees it as a vague image
specific entity or leader, or creatures of a specific superimposed on the terrain.
sort, such as Dray. When a creature that would be
affected enters the spell’s area for the first time on
a turn or starts its turn there, it can make a
Hamanu’s Aegis
1st-level abjuration
Charisma saving throw. On a success, the creature
ignores the extra effect until it leaves the area. Casting Time: 1 action
Courage. Affected creatures can’t be frightened Range: Touch
while in the area. Components: V, S, M (arcanic water or powdered
Darkness. Darkness fills the area. Normal light, silver and iron, which the spell consumes)
as well as magical light created by spells of a lower Duration: Concentration, up to 10 minutes
level than the slot you used to cast this spell, can’t
illuminate the area. Until the spell ends, one willing creature you touch
Daylight. Bright light fills the area. Magical is protected against certain types of creatures:
darkness created by spells of a lower level than the aberrations, celestials, elementals, fey, fiends, and
slot you used for this spell can’t extinguish the light. undead.
Energy Protection. Affected creatures in the The protection grants several benefits. Creatures
area have resistance to one damage type of your of those types have disadvantage on attack rolls
choice, except for bludgeoning, piercing, or against the target. The target also can’t be
slashing. charmed, frightened, or possessed by them. If the
Energy Vulnerability. Affected creatures in the target is already charmed, frightened, or possessed
area have vulnerability to one damage type of your by such a creature, the target has advantage on any
choice, except for bludgeoning, piercing, or new saving throw against the relevant effect.
slashing.
Everlasting Rest. Dead bodies interred in the
area can’t be turned into undead.
Extradimensional Interference. Affected
creatures can’t move or travel using teleportation
or by extradimensional or interplanar means.
Fear. Affected creatures are frightened while in
the area.
Silence. No sound can emanate from within the
area, and no sound can reach into it.
Tongues. Affected creatures can communicate
with any other creature in the area, even if they
don’t share a common language.
365
Hand of the Giant Harm
5th-level evocation 6th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S, M (an eggshell and a snakeskin Components: V, S
glove) Duration: Instantaneous
Duration: Concentration, up to 1 minute You unleash a virulent disease on a creature that
You create a Large hand of shimmering, you can see within range. The target must make a
translucent force in an unoccupied space that you Constitution saving throw. On a failed save, it takes
can see within range. The hand lasts for the spell’s 14d6 necrotic damage, or half as much damage on
duration, and it moves at your command, a successful save. The damage can’t reduce the
mimicking the movements of your own hand. target’s hit points below 1. If the target fails the
The hand is an object that has AC 20 and hit saving throw, its hit point maximum is reduced for
points equal to your hit point maximum. If it drops 1 hour by an amount equal to the necrotic damage
to 0 hit points, the spell ends. It has a Strength of it took. Any effect that removes a disease allows a
26 (+8) and a Dexterity of 10 (+0). The hand creature’s hit point maximum to return to normal
doesn’t fill its space. before that time passes.
When you cast the spell and as a bonus action on
your subsequent turns, you can move the hand up
to 60 feet and then cause one of the following
Haste
3rd-level transmutation
effects with it.
Clenched Fist. The hand strikes one creature or Casting Time: 1 action
object within 5 feet of it. Make a melee spell attack Range: 30 feet
for the hand using your game statistics. On a hit, Components: V, S, M (a shaving of licorice root)
the target takes 4d8 force damage. Duration: Concentration, up to 1 minute
Forceful Hand. The hand attempts to push a
creature within 5 feet of it in a direction you Choose a willing creature that you can see within
choose. Make a check with the hand’s Strength range. Until the spell ends, the target’s speed is
contested by the Strength (Athletics) check of the doubled, it gains a +2 bonus to AC, it has advantage
target. If the target is Medium or smaller, you have on Dexterity saving throws, and it gains an
advantage on the check. If you succeed, the hand additional action on each of its turns. That action
pushes the target up to 5 feet plus a number of feet can be used only to take the Attack (one weapon
equal to five times your spellcasting ability attack only), Dash, Disengage, Hide, or Use an
modifier. The hand moves with the target to remain Object action.
within 5 feet of it. When the spell ends, the target can’t move or
Grasping Hand. The hand attempts to grapple a take actions until after its next turn, as a wave of
Huge or smaller creature within 5 feet of it. You use lethargy sweeps over it.
the hand’s Strength score to resolve the grapple. If
the target is Medium or smaller, you have Heal
advantage on the check. While the hand is 6th-level evocation
grappling the target, you can use a bonus action to
have the hand crush it. When you do so, the target Casting Time: 1 action
takes bludgeoning damage equal to 2d6 + your Range: 60 feet
spellcasting ability modifier. Components: V, S
Interposing Hand. The hand interposes itself Duration: Instantaneous
between you and a creature you choose until you Choose a creature that you can see within range. A
give the hand a different command. The hand surge of positive energy washes through the
moves to stay between you and the target, creature, causing it to regain 70 hit points. This
providing you with half cover against the target. spell also ends blindness, deafness, and any
The target can’t move through the hand’s space if diseases affecting the target. This spell has no
its Strength score is less than or equal to the effect on constructs or undead.
hand’s Strength score. If its Strength score is At Higher Levels. When you cast this spell using
higher than the hand’s Strength score, the target a spell slot of 7th level or higher, the amount of
can move toward you through the hand’s space, but healing increases by 10 for each slot level above
that space is difficult terrain for the target. 6th.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, the damage from
the clenched fist option increases by 2d8 and the
damage from the grasping hand increases by 2d6
for each slot level above 5th.
366
Healing Spirit Heat Metal
2nd-level conjuration 2nd-level transmutation
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the Choose a manufactured metal object, such as a
wounded. The intangible spirit appears in a space metal weapon or a suit of heavy or medium metal
that is a 5-foot cube you can see within range. The armor, that you can see within range. You cause the
spirit looks like a transparent beast or fey (your object to glow red-hot. Any creature in physical
choice). contact with the object takes 2d8 fire damage when
Until the spell ends, whenever you or a creature you cast the spell. Until the spell ends, you can use
you can see moves into the spirit’s space for the a bonus action on each of your subsequent turns to
first time on a turn or starts its turn there, you can cause this damage again.
cause the spirit to restore 1d6 hit points to that If a creature is holding or wearing the object and
creature (no action required). The spirit can’t heal takes the damage from it, the creature must
constructs or undead. succeed on a Constitution saving throw or drop the
As a bonus action on your turn, you can move the object if it can. If it doesn’t drop the object, it has
Spirit up to 30 feet to a space you can see. disadvantage on attack rolls and ability checks until
At Higher Levels. When you cast this spell using the start of your next turn.
a spell slot of 3rd level or higher, the healing At Higher Levels. When you cast this spell using
increases by 1d6) for each slot level above 2nd. a spell slot of 3rd level or higher, the damage
increases by 1d8 for each slot level above 2nd.
Healing Word
1st-level evocation Heroes’ Feast
6th-level conjuration
Casting Time: 1 bonus action
Range: 60 feet Casting Time: 10 minutes
Components: V Range: 30 feet
Duration: Instantaneous Components: V, S, M (a gem-encrusted bowl worth
at least 1,000 ct, which the spell consumes)
A creature of your choice that you can see within
range regains hit points equal to 1d4 + your Duration: Instantaneous
spellcasting ability modifier. This spell has no effect You bring forth a great feast, including magnificent
on undead or constructs. food and drink. The feast takes 1 hour to consume
At Higher Levels. When you cast this spell using and disappears at the end of that time, and the
a spell slot of 2nd level or higher, the healing beneficial effects don’t set in until this hour is over.
increases by 1d4 for each slot level above 1st. Up to twelve creatures can partake of the feast.
A creature that partakes of the feast gains several
Heated Rebuke benefits. The creature is cured of all diseases and
poison, becomes immune to poison and being
1st-level evocation
frightened, and makes all Wisdom saving throws
Casting Time: 1 reaction, which you take in with advantage. Its hit point maximum also
response to being damaged by a creature within increases by 2d10, and it gains the same number of
60 feet of you that you can see hit points. These benefits last for 24 hours.
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point your finger, and the creature that
damaged you is momentarily surrounded by
clinging flames. The creature must make a
Dexterity saving throw. It takes 2d10 fire damage
on a failed save, or half as much damage on a
successful one.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the damage
increases by 1d10 for each slot level above 1st.
367
Heroism Hold Monster
1st-level enchantment 5th-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 90 feet
Components: V, S Components: V, S, M (a small, straight piece of
Duration: Concentration, up to 1 minute iron)
A willing creature you touch is imbued with Duration: Concentration, up to 1 minute
bravery. Until the spell ends, the creature is Choose a creature that you can see within range.
immune to being frightened and gains temporary The target must succeed on a Wisdom saving
hit points equal to your spellcasting ability modifier throw or be paralyzed for the duration. This spell
at the start of each of its turns. When the spell has no effect on undead. At the end of each of its
ends, the target loses any remaining temporary hit turns, the target can make another Wisdom saving
points from this spell. throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target a spell slot of 6th level or higher, you can target one
one additional creature for each slot level above additional creature for each slot level above 5th.
1st. The creatures must be within 30 feet of each other
when you target them.
Hex
1st-level enchantment Hold Person
Casting Time: 1 bonus action 2nd-level enchantment
Range: 90 feet Casting Time: 1 action
Components: V, S, M (the petrified eye of a critic Range: 60 feet
lizard) Components: V, S, M (a small, straight piece of
Duration: Concentration, up to 1 hour iron)
You place a curse on a creature that you can see Duration: Concentration, up to 1 minute
within range. Until the spell ends, you deal an extra Choose a humanoid that you can see within range.
1d6 necrotic damage to the target once per turn The target must succeed on a Wisdom saving
after hitting with an attack. Also, choose one ability throw or be paralyzed for the duration. At the end
when you cast the spell. The target has of each of its turns, the target can make another
disadvantage on ability checks made with the Wisdom saving throw. On a success, the spell ends
chosen ability. on the target.
If the target drops to 0 hit points before this spell At Higher Levels. When you cast this spell using
ends, you can use a bonus action on a subsequent a spell slot of 3rd level or higher, you can target one
turn of yours to curse a new creature. A remove additional humanoid for each slot level above 2nd.
curse spell cast on the target ends this spell early. The humanoids must be within 30 feet of each
At Higher Levels. When you cast this spell using other when you target them.
a spell slot of 3rd or 4th level, you can maintain
your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you
can maintain your concentration on the spell for up
to 24 hours.
368
Holy Aura Horrid Wilting
8th-level abjuration 8th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 150 feet
Components: V, S, M (a tiny reliquary worth at Components: V, S, M (a bit of sponge)
least 1,000 ct containing a sacred relic, such as a Duration: Instantaneous
scrap of cloth from a Sorcerer-King’s robe or a You draw the moisture from every creature in a 30-
piece of parchment from a druidic text) foot cube centered on a point you choose within
Duration: Concentration, up to 1 minute range. Each creature in that area must make a
Radiant light washes out from you and coalesces in Constitution saving throw. Constructs and undead
a soft illumination in a 30-foot radius around you. aren’t affected, and plants and water elementals
Creatures of your choice in that radius when you make this saving throw with disadvantage. A
cast this spell shed dim light in a 5-foot radius and creature takes 12d8 necrotic damage on a failed
have advantage on all saving throws, and other save, or half as much damage on a successful one.
creatures have disadvantage on attack rolls against Nonmagical plants in the area that aren’t
them until the spell ends. In addition, when a fiend creatures, such as trees and shrubs, wither and die
or an undead hits an affected creature with a melee instantly.
attack, the aura flashes with brilliant light. The
attacker must succeed on a Constitution saving Hunger of Kalid-Ma
throw or be blinded until the spell ends. 3rd-level conjuration
369
Hunter’s Mark Ice Knife
1st-level divination 1st-level conjuration
Casting Time: 1 bonus action Casting Time: 1 action
Range: 90 feet Range: 60 feet
Components: V Components: S, M (a drop of water or a piece of
Duration: Concentration, up to 1 hour ice)
You choose a creature you can see within range Duration: Instantaneous
and mystically mark it as your quarry. Until the You create a shard of ice and fling it at one creature
spell ends, you deal an extra 1d6 damage to the within range. Make a ranged spell attack against
target once per turn after hitting with a weapon the target. On a hit, the target takes 1d10 piercing
attack, and you have advantage on any Wisdom damage. Hit or miss, the shard then explodes. The
(Perception) or Wisdom (Survival) check you make target and each creature within 5 feet of it must
to find it. If the target drops to 0 hit points before succeed on a Dexterity saving throw or take 2d6
this spell ends, you can use a bonus action on a cold damage.
subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage
a spell slot of 3rd or 4th level, you can maintain increases by 1d6 for each slot level above 1st.
your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you
can maintain your concentration on the spell for up
Ice Storm
to 24 hours. 4th-level evocation
Casting Time: 1 action
Hypnotic Pattern Range: 300 feet
3rd-level illusion Components: V, S, M (a pinch of dust and a few
drops of water)
Casting Time: 1 action Duration: Instantaneous
Range: 120 feet
Components: S, M (a glowing stick of incense or a A hail of rock-hard ice pounds to the ground in a
crystal vial filled with phosphorescent material) 20-foot-radius, 40-foot-high cylinder centered on a
point within range. Each creature in the cylinder
Duration: Concentration, up to 1 minute
must make a Dexterity saving throw. A creature
You create a twisting pattern of colors that weaves takes 2d8 bludgeoning damage and 4d6 cold
through the air inside a 30-foot cube within range. damage on a failed save, or half as much damage
The pattern appears for a moment and vanishes. on a successful one.
Each creature in the area who sees the pattern Hailstones turn the storm’s area of effect into
must make a Wisdom saving throw. On a failed difficult terrain until the end of your next turn.
save, the creature becomes charmed for the At Higher Levels. When you cast this spell using
duration. While charmed by this spell, the creature a spell slot of 5th level or higher, the bludgeoning
is incapacitated and has a speed of 0. The spell damage increases by 1d8 for each slot level above
ends for an affected creature if it takes any damage 4th.
or if someone else uses an action to shake the
creature out of its stupor. Identify
1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 ct
and an owl feather)
Duration: Instantaneous
You choose one object that you must touch
throughout the casting of the spell. If it is a magic
item or some other magic-imbued object, you learn
its properties, how to use them, and how many
charges it has, if any. You learn whether any spells
are affecting the item and what they are. If the item
was created by a spell, you learn which spell
created it.
If you instead touch a creature throughout the
casting, you learn what spells, if any, are currently
affecting it.
370
Illusory Script Imprisonment
1st-level illusion (ritual) 9th-level abjuration
Casting Time: 1 minute Casting Time: 1 minute
Range: Touch Range: 30 feet
Components: S, M (a lead-based ink worth at least Components: V, S, M (a portrait or statuette in the
10 ct, which the spell consumes) target’s likeness, and a component matching the
Duration: 10 days version of the spell you choose, worth at least
You write on parchment, paper, or some other 500 ct per Hit Die of the target)
suitable writing material and imbue it with a potent Duration: Until dispelled
illusion that lasts for the duration. To you and any You create a magical restraint to hold a creature
creatures you designate when you cast the spell, that you can see within range. The target must
the writing appears normal, written in your hand, succeed on a Wisdom saving throw or be bound by
and conveys whatever meaning you intended when the spell; if it succeeds, it is immune to this spell if
you wrote the text. To all others, the writing you cast it again. While affected, the target does not
appears as if it were written in an unknown or age, breathe, or require food and drink. Divination
magical script that is unintelligible. Alternatively, spells can’t locate or perceive the target.
you can cause the writing to appear to be an Choose one effect when first casting the spell:
entirely different message, written in a different Burial. The target is entombed far beneath the
hand and language, though the language must be earth in a sphere of magical force that is just large
one you know. enough to contain the target. Nothing can pass
Should the spell be dispelled, the original script through the sphere, nor can anything teleport or
and the illusion both disappear. use planar travel to get into or out of it.
A creature with truesight can read the hidden Special component: a small mithral orb.
message. Chaining. The target is restrained by chains and
cannot move or be moved until the spell ends.
Immolation Special component: a fine chain of precious steel.
Hedged Prison. The spell transports the target
5th-level evocation
into a tiny demiplane that is warded against
Casting Time: 1 action teleportation and planar travel. The demiplane can
Range: 90 feet be a labyrinth, a cage, a tower, or any similar
Components: V confined structure or area of your choice.
Duration: Concentration, up to 1 minute Special component: a jade model of the prison.
Minimus Containment. The target shrinks to a
Flames wreathe one creature you can see within
height of 1 inch and is imprisoned inside a
range. The target must make a Dexterity saving
gemstone or similar object. The target can see out,
throw. It takes 8d6 fire damage on a failed save, or
and others can see in, but no sound, object, or other
half as much damage on a successful one. On a
effect can pass through, even by means of
failed save, the target also burns for the spell’s
teleportation or planar travel. The gemstone can’t
duration. The burning target sheds bright light in a
be cut or broken while the spell remains in effect.
30-foot radius and dim light for an additional 30 Special component: a large gemstone.
feet. At the end of each of its turns, the target
Slumber. The target falls into a comatose
repeats the saving throw. It takes 4d6 fire damage
slumber from which they cannot be roused.
on a failed save, and the spell ends on a successful
Special component: rare soporific herbs.
one. These magical flames can’t be extinguished by
Ending the Spell. During the casting of the spell,
nonmagical means.
you can specify a condition that will end the spell
If damage from this spell kills a target, the target
and release the target. The condition can be as
is turned to ash.
specific or as elaborate as you choose, but the DM
must agree that the condition is reasonable and has
a likelihood of coming to pass. The conditions can
be based on a creature’s name or identity but
otherwise must be based on observable actions or
qualities and not based on intangibles such as level,
class, or hit points.
A dispel magic spell can end the spell only if cast
at 9th-level, targeting either the prison or the
special component used to create it. You can use a
particular special component to create only one
prison at a time. If you cast the spell again using
the same component, the target of the first casting
is immediately freed from its binding.
371
Incendiary Cloud Inflict Wounds
8th-level conjuration 1st-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: Touch
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
A swirling cloud of smoke shot through with white- Make a melee spell attack against a creature you
hot embers appears in a 20-foot-radius sphere can reach. On a hit, the target takes 3d10 necrotic
centered on a point within range. damage.
The cloud spreads around corners and is heavily At Higher Levels. When you cast this spell using
obscured. It lasts for the duration or until a wind of a spell slot of 2nd level or higher, the damage
moderate or greater speed (at least 10 miles per increases by 1d10 for each slot level above 1st.
hour) disperses it. When the cloud appears, each
creature in it must make a Dexterity saving throw.
A creature takes 10d8 fire damage on a failed save,
Insect Plague
5th-level conjuration
or half as much damage on a successful one. A
creature must also make this saving throw when it Casting Time: 1 action
enters the spell’s area for the first time on a turn or Range: 300 feet
ends its turn there. Components: V, S, M (a few grains of sugar, some
The cloud moves 10 feet directly away from you kernels of grain, and a smear of fat)
in a direction that you choose at the start of each of Duration: Concentration, up to 10 minutes
your turns.
Swarming, biting locusts fill a 20-foot-radius sphere
Infestation centered on a point you choose within range. The
sphere spreads around corners. The sphere
Conjuration cantrip remains for the duration, and its area is lightly
Casting Time: 1 action obscured. The sphere’s area is difficult terrain.
Range: 30 feet When the area appears, each creature in it must
Components: V, S, M (a living flea) make a Constitution saving throw. A creature takes
Duration: Instantaneous 4d10 piercing damage on a failed save, or half as
much damage on a successful one. A creature must
You cause a cloud of mites, fleas, and other also make this saving throw when it enters the
parasites to appear momentarily on one creature spell’s area for the first time on a turn or ends its
you can see within range. The target must succeed turn there.
on a Constitution saving throw, or it takes 1d6 At Higher Levels. When you cast this spell using
poison damage and moves 5 feet in a random a spell slot of 6th level or higher, the damage
direction if it can move and its speed is at least 5 increases by 1d10 for each slot level above 5th.
feet. Roll a d4 for the direction: 1. North; 2. South;
3. East; or 4. West. This movement doesn’t provoke
opportunity attacks, and if the direction rolled is
Intellect Fortress
blocked, the target doesn’t move. 3rd-level abjuration
At Higher Levels. The spell’s damage increases Casting Time: 1 action
by 1d6 when you reach 5th level (2d6), 11th level Range: 30 feet
(3d6), and 17th level (4d6). Components: V
Duration: Concentration, up to 1 hour
For the duration, you or one willing creature you
can see within range has resistance to psychic
damage, as well as advantage on Intelligence,
Wisdom, and Charisma saving throws.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you can target one
additional creature for each slot level above 3rd.
The creatures must be within 30 feet of each other
when you target them.
372
Investiture of Flame Investiture of Stone
6th-level transmutation 6th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
Flames race across your body, shedding bright light Until the spell ends, bits of rock spread across your
in a 30-foot radius and dim light for an additional body, and you gain the following benefits:
30 feet for the spell’s duration. The flames don’t
harm you. Until the spell ends, you gain the You have resistance to bludgeoning, piercing,
following benefits: and slashing damage from nonmagical attacks.
You can use your action to create a small
You are immune to fire damage and have earthquake on the ground in a 15-foot radius
resistance to cold damage. centered on you. Other creatures on that ground
Any creature that moves within 5 feet of you for must succeed on a Dexterity saving throw or be
the first time on a turn or ends its turn there knocked prone.
takes 1d10 fire damage. You can move across difficult terrain made of
You can use your action to create a line of fire 15 earth or stone without spending extra
feet long and 5 feet wide extending from you in a movement. You can move through solid earth or
direction you choose. Each creature in the line stone as if it was air and without destabilizing it,
must make a Dexterity saving throw. A creature but you can’t end your movement there. If you
takes 4d8 fire damage on a failed save, or half as do so, you are ejected to the nearest unoccupied
much damage on a successful one. space, this spell ends, and you are stunned until
the end of your next turn.
Investiture of Ice
6th-level transmutation Investiture of Wind
Casting Time: 1 action 6th-level transmutation
Range: Self Casting Time: 1 action
Components: V, S Range: Self
Duration: Concentration, up to 10 minutes Components: V, S
Until the spell ends, ice rimes your body, and you Duration: Concentration, up to 10 minutes
gain the following benefits: Until the spell ends, wind whirls around you, and
you gain the following benefits:
You are immune to cold damage and have
resistance to fire damage. Ranged weapon attacks made against you have
You can move across difficult terrain created by disadvantage on the attack roll.
ice or snow without spending extra movement. You gain a flying speed of 60 feet. If you are still
The ground in a 10-foot radius around you is icy flying when the spell ends, you fall, unless you
and is difficult terrain for creatures other than can somehow prevent it.
you. The radius moves with you. You can use your action to create a 15-foot cube
You can use your action to create a 15-foot cone of swirling wind centered on a point you can see
of freezing wind extending from your within 60 feet of you. Each creature in that area
outstretched hand in a direction you choose. must make a Constitution saving throw. A
Each creature in the cone must make a creature takes 2d10 bludgeoning damage on a
Constitution saving throw. A creature takes 4d6 failed save, or half as much damage on a
cold damage on a failed save, or half as much successful one. If a Large or smaller creature
damage on a successful one. A creature that fails fails the save, that creature is also pushed up to
its save against this effect has its speed halved 10 feet away from the center of the cube.
until the start of your next turn.
373
Invisibility King’s Sanctum
2nd-level illusion 4th-level abjuration
Casting Time: 1 action Casting Time: 10 minutes
Range: Touch Range: 120 feet
Components: V, S, M (an eyelash encased in gum Components: V, S, M (a thin sheet of lead, a piece
arabic) of opaque glass, a wad of cloth, and powdered
Duration: Concentration, up to 1 hour chrysolite)
A creature you touch becomes invisible until the Duration: 24 hours
spell ends. Anything the target is wearing or You make an area within range magically secure.
carrying is invisible as long as it is on the target’s The area is a cube that can be as small as 5 feet to
person. The spell ends for a target that attacks or as large as 100 feet on each side. The spell lasts for
casts a spell. the duration or until you use an action to dismiss it.
At Higher Levels. When you cast this spell using When you cast the spell, you decide what sort of
a spell slot of 3rd level or higher, you can target one security the spell provides, choosing any or all of
additional creature for each slot level above 2nd. the following properties:
King’s Sword
7th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a miniature steel sword with
a grip and pommel of copper and zinc, worth 250
ct)
Duration: Concentration, up to 1 minute
You create a sword-shaped plane of force that
hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell
attack against a target of your choice within 5 feet
of the sword. On a hit, the target takes 3d10 force
damage. Until the spell ends, you can use a bonus
action on each of your turns to move the sword up
to 20 feet to a spot you can see and repeat this
attack against the same target or a different one.
374
Knock Lesser Restoration
2nd-level transmutation 2nd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V Components: V, S
Duration: Instantaneous Duration: Instantaneous
Choose an object that you can see within range. You touch a creature and can end either one
The object can be a door, a box, a chest, a set of disease or one condition afflicting it. The condition
manacles, a padlock, or another object that can be blinded, deafened, paralyzed, or poisoned.
contains a mundane or magical means that
prevents access.
A target that is held shut by a mundane lock or
Levitate
2nd-level transmutation
that is stuck or barred becomes unlocked, unstuck,
or unbarred. If the object has multiple locks, only Casting Time: 1 action
one of them is unlocked. Range: 60 feet
If you choose a target that is held shut with Components: V, S, M (either a small leather loop
arcane lock, that spell is suppressed for 10 or a piece of copper wire bent into a cup shape
minutes, during which time the target can be with a long shank on one end)
opened and shut normally. Duration: Concentration, up to 10 minutes
When you cast the spell, a loud knock, audible
from as far away as 300 feet, emanates from the One creature or loose object of your choice that you
target object. can see within range rises vertically, up to 20 feet,
and remains suspended there for the duration. The
Legend Lore spell can levitate a target that weighs up to 500
pounds. An unwilling creature that succeeds on a
5th-level divination Constitution saving throw is unaffected.
Casting Time: 10 minutes The target can move only by pushing or pulling
Range: Self against a fixed object or surface within reach (such
Components: V, S, M (incense worth at least 250 as a wall or a ceiling), which allows it to move as if
ct, which the spell consumes, and four ivory it were climbing. You can change the target’s
strips worth at least 50 ct each) altitude by up to 20 feet in either direction on your
turn. If you are the target, you can move up or down
Duration: Instantaneous
as part of your move. Otherwise, you can use your
Name or describe a person, place, or object. The action to move the target, which must remain
spell brings to your mind a brief summary of the within the spell’s range.
significant lore about the thing you named. The lore When the spell ends, the target floats gently to
might consist of current tales, forgotten stories, or the ground if it is still aloft.
even secret lore that has never been widely known.
If the thing you named isn’t of legendary
importance, you gain no information. The more
Life Transference
3rd-level necromancy
information you already have about the thing, the
more precise and detailed the information you Casting Time: 1 action
receive is. Range: 30 feet
The information you learn is accurate but might Components: V, S
be couched in figurative language. For example, if Duration: Instantaneous
you have a mysterious magic axe on hand, the spell
might yield this information: “Woe to the evildoer You sacrifice some of your health to mend another
whose hand touches the axe, for even the haft creature’s injuries. You take 4d8 necrotic damage,
slices the hand of the evil ones. Only a true Child of and one creature of your choice that you can see
Stone may awaken the true powers of the axe, and within range regains a number of hit points equal
only with the sacred word Rudnogg on the lips.” to twice the necrotic damage you take.
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.
375
Lifeward Lightning Bolt
4th-level abjuration 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (100-foot line)
Components: V, S Components: V, S, M (a bit of fur and a rod of
Duration: 8 hours amber, crystal, or glass)
You touch a creature and grant it protection from Duration: Instantaneous
death. The first time the target would drop to 0 hit A stroke of lightning forming a line 100 feet long
points as a result of taking damage, the target and 5 feet wide blasts out from you in a direction
instead drops to 1 hit point, and the spell ends. If you choose. Each creature in the line must make a
the spell is still in effect when the target is Dexterity saving throw. A creature takes 8d6
subjected to an effect that would instantaneously lightning damage on a failed save, or half as much
kill it without dealing damage, that effect is instead damage on a successful one.
negated against the target, and the spell ends. The lightning ignites flammable objects in the
area that aren’t being worn or carried.
Light At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage
Evocation cantrip
increases by 1d6 for each slot level above 3rd.
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent
Lightning Lure
Evocation cantrip
moss)
Duration: 1 hour Casting Time: 1 action
Range: Self (15-foot radius)
You touch one object that is no larger than 10 feet
Components: V
in any dimension. Until the spell ends, the object
Duration: Instantaneous
sheds bright light in a 20-foot radius and dim light
for an additional 20 feet. The light can be colored You create a lash of lightning energy that strikes at
as you like. Completely covering the object with one creature of your choice that you can see within
something opaque blocks the light. 15 feet of you. The target must succeed on a
The spell ends if you cast it again or dismiss it as Strength saving throw or be pulled up to 10 feet in
an action. a straight line toward you and then take 1d8
If you target an object held or worn by a hostile lightning damage if it is within 5 feet of you.
creature, that creature must succeed on a Dexterity At Higher Levels. This spell’s damage increases
saving throw to avoid the spell. by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).
Lightning Arrow
3rd-level transmutation Locate Animals or Plants
2nd-level divination (ritual)
Casting Time: 1 bonus action
Range: Self Casting Time: 1 action
Components: V, S Range: Self
Duration: Concentration, up to 1 minute Components: V, S, M (a bit of fur from a
bloodhound)
The next time you make a ranged weapon attack
during the spell’s duration, the weapon’s Duration: Instantaneous
ammunition, or the weapon itself if it’s a thrown Describe or name a specific kind of beast or plant.
weapon, transforms into a bolt of lightning. Make Concentrating on the voice of nature in your
the attack roll as normal. The target takes 4d8 surroundings, you learn the direction and distance
lightning damage on a hit, or half as much damage to the closest creature or plant of that kind within 5
on a miss, instead of the weapon’s normal damage. miles, if any are present.
Whether you hit or miss, each creature within 10
feet of the target must make a Dexterity saving
throw. Each of these creatures takes 2d8 lightning
damage on a failed save, or half as much damage
on a successful one. The piece of ammunition or
weapon then returns to its normal form.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage for
both effects of the spell increases by 1d8 for each
slot level above 3rd.
376
Locate Creature Longstrider
4th-level divination 1st-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S, M (a bit of fur from a Components: V, S, M (a pinch of dirt)
bloodhound) Duration: 1 hour
Duration: Concentration, up to 1 hour You touch a creature. The target’s speed increases
Describe or name a creature that is familiar to you. by 10 feet until the spell ends.
You sense the direction to the creature’s location, At Higher Levels. When you cast this spell using
as long as that creature is within 1,000 feet of you. a spell slot of 2nd level or higher, you can target
If the creature is moving, you know the direction of one additional creature for each slot level above
its movement. 1st.
The spell can locate a specific creature known to
you, or the nearest creature of a specific kind (such
as a Seedling or a baazrag), so long as you have
Maddening Darkness
8th-level evocation
seen such a creature up close —within 30 feet— at
least once. If the creature you described or named Casting Time: 1 action
is in a different form, such as being under the Range: 150 feet
effects of a polymorph spell, this spell doesn’t Components: V, M (a drop of pitch mixed with a
locate the creature. drop of mercury)
This spell can’t locate a creature if running water Duration: Concentration, up to 10 minutes
at least 10 feet wide blocks a direct path between
you and the creature. Magical darkness spreads from a point you choose
within range to fill a 60-foot-radius sphere until the
spell ends. The darkness spreads around corners.
Locate Object A creature with darkvision can’t see through this
2nd-level divination darkness. Non-magical light, as well as light
Casting Time: 1 action created by spells of 8th level or lower, can’t
Range: Self illuminate the area.
Shrieks, gibbering, and mad laughter can be
Components: V, S, M (a forked twig)
heard within the sphere. Whenever a creature
Duration: Concentration, up to 10 minutes
starts its turn in the sphere, it must make a
Describe or name an object that is familiar to you. Wisdom saving throw, taking 8d8 psychic damage
You sense the direction to the object’s location, as on a failed save, or half as much damage on a
long as that object is within 1,000 feet of you. If the successful one.
object is in motion, you know the direction of its
movement.
The spell can locate a specific object known to
Maelstrom
5th-level evocation
you, as long as you have seen it up close —within
30 feet— at least once. Alternatively, the spell can Casting Time: 1 action
locate the nearest object of a particular kind, such Range: 120 feet
as a certain kind of apparel, jewelry, furniture, tool, Components: V, S, M (paper or leaf in the shape of
or weapon. a funnel)
This spell can’t locate an object if any thickness Duration: Concentration, up to 1 minute
of lead, even a thin sheet, blocks a direct path
between you and the object. A mass of 5-foot-deep water appears and swirls in a
30-foot radius centered on a point you can see
within range. The point must be on ground or in a
body of water. Until the spell ends, that area is
difficult terrain, and any creature that starts its turn
there must succeed on a Strength saving throw or
take 6d6 bludgeoning damage and be pulled 10
feet toward the center.
377
Mage Armor Magic Circle
1st-level abjuration 3rd-level abjuration
Casting Time: 1 action Casting Time: 1 minute
Range: Touch Range: 10 feet
Components: V, S, M (a piece of cured leather) Components: V, S, M (arcanic water or powdered
Duration: 8 hours silver and iron worth at least 100 ct, which the
You touch a willing creature who isn’t wearing spell consumes)
armor, and a protective magical force surrounds it Duration: 1 hour
until the spell ends. The target’s base AC becomes You create a 10-foot-radius, 20-foot-tall cylinder of
13 + its Dexterity modifier. The spell ends if the magical energy centered on a point on the ground
target dons armor or if you dismiss the spell as an that you can see within range. Glowing runes
action. appear wherever the cylinder intersects with the
floor or other surface.
Mage Hand Choose one or more of the following types of
Conjuration cantrip creatures: celestials, elementals, fey, fiends, or
undead. The circle affects a creature of the chosen
Casting Time: 1 action type in the following ways:
Range: 30 feet
Components: V, S The creature can’t willingly enter the cylinder by
Duration: 1 minute nonmagical means. If the creature tries to use
teleportation or interplanar travel to do so, it
A spectral, floating hand appears at a point you
must first succeed on a Charisma saving throw.
choose within range. The hand lasts for the
duration or until you dismiss it as an action. The The creature has disadvantage on attack rolls
hand vanishes if it is ever more than 30 feet away against targets within the cylinder.
from you or if you cast this spell again. Targets within the cylinder can’t be charmed,
You can use your action to control the hand. You frightened, or possessed by the creature.
can use the hand to manipulate an object, open an
When you cast this spell, you can elect to cause
unlocked door or container, stow or retrieve an
its magic to operate in the reverse direction,
item from an open container, or pour the contents
preventing a creature of the specified type from
out of a vial. You can move the hand up to 30 feet
leaving the cylinder and protecting targets outside
each time you use it.
it.
The hand can’t attack, activate magic items, or
At Higher Levels. When you cast this spell using
carry more than 10 pounds.
a spell slot of 4th level or higher, the duration
increases by 1 hour for each slot level above 3rd.
Magic Jar Magic Missile
6th-level necromancy 1st-level evocation
Casting Time: 1 minute Casting Time: 1 action
Range: Self Range: 120 feet
Components: V, S, M (a gem, crystal, reliquary, or Components: V, S
some other ornamental container worth at least Duration: Instantaneous
500 ct) You create three glowing darts of magical force.
Duration: Until dispelled Each dart hits a creature of your choice that you
Your body falls into a catatonic state as your soul can see within range. A dart deals 1d4 + 1 force
leaves it and enters the container you used for the damage to its target. The darts all strike
spell’s material component. While your soul simultaneously, and you can direct them to hit one
inhabits the container, you are aware of your creature or several.
surroundings as if you were in the container’s At Higher Levels. When you cast this spell using
space. You can’t move or use reactions. The only a spell slot of 2nd level or higher, the spell creates
action you can take is to project your soul up to 100 one more dart for each slot level above 1st.
feet out of the container, either returning to your
living body (and ending the spell) or attempting to
possess a humanoid’s body.
Magic Mouth
2nd-level illusion (ritual)
You can attempt to possess any humanoid within
100 feet of you that you can see (creatures warded Casting Time: 1 minute
by a Hamanu’s aegis or magic circle spell can’t be Range: 30 feet
possessed). The target must make a Charisma Components: V, S, M (a small bit of honeycomb
saving throw. On a failure, your soul moves into the and jade dust worth at least 10 ct, which the spell
target’s body, and the target’s soul becomes consumes)
trapped in the container. On a success, the target Duration: Until dispelled
resists your efforts to possess it, and you can’t
attempt to possess it again for 24 hours. You implant a message within an object in range, a
Once you possess a creature’s body, you control message that is uttered when a trigger condition is
it. Your game statistics are replaced by the met. Choose an object that you can see and that
statistics of the creature, though you retain your isn’t being worn or carried by another creature.
alignment and your Intelligence, Wisdom, and Then speak the message, which must be 25 words
Charisma scores. You retain the benefit of your or less, though it can be delivered over as long as
own class features. If the target has any class 10 minutes. Finally, determine the circumstance
levels, you can’t use any of its class features. that will trigger the spell to deliver your message.
Meanwhile, the possessed creature’s soul can When that circumstance occurs, a magical mouth
perceive from the container using its own senses, appears on the object and recites the message in
but it can’t move or take actions at all. While your voice and at the same volume you spoke. If the
possessing a body, you can use your action to object you chose has a mouth or something that
return from the host body to the container if it is looks like a mouth (for example, the mouth of a
within 100 feet of you, returning the host creature’s statue), the magical mouth appears there so that
soul to its body. If the host body dies while you’re in the words appear to come from the object’s mouth.
it, the creature dies, and you must make a When you cast this spell, you can have the spell end
Charisma saving throw against your own after it delivers its message, or it can remain and
spellcasting DC. On a success, you return to the repeat its message whenever the trigger occurs.
container if it is within 100 feet of you. Otherwise, The triggering circumstance can be as general or
you die. as detailed as you like, though it must be based on
If the container is destroyed or the spell ends, visual or audible conditions that occur within 30
your soul immediately returns to your body. If your feet of the object. For example, you could instruct
body is more than 100 feet away from you or if your the mouth to speak when any creature moves
body is dead when you attempt to return to it, you within 30 feet of the object or when a silver bell
die. If another creature’s soul is in the container rings within 30 feet of it.
when it is destroyed, the creature’s soul returns to
its body if the body is alive and within 100 feet.
Otherwise, that creature dies.
When the spell ends, the container is destroyed.
379
Magic Stone Major Image
Transmutation cantrip 3rd-level illusion
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S Components: V, S, M (a bit of fleece)
Duration: 1 minute Duration: Concentration, up to 10 minutes
You touch one to three pebbles and imbue them You create the image of an object, a creature, or
with magic. You or someone else can make a some other visible phenomenon that is no larger
ranged spell attack with one of the pebbles by than a 20-foot cube. The image appears at a spot
throwing it or hurling it with a sling. If thrown, it that you can see within range and lasts for the
has a range of 60 feet. duration. It seems completely real, including
If someone else attacks with the pebble, that sounds, smells, and temperature appropriate to the
attacker adds your spellcasting ability modifier, not thing depicted. You can’t create sufficient heat or
the attacker’s, to the attack roll. On a hit, the target cold to cause damage, a sound loud enough to deal
takes bludgeoning damage equal to 1d6 + your thunder damage or deafen a creature, or a smell
spellcasting ability modifier. Whether the attack that might sicken a creature (like a bog wader’s
hits or misses, the spell then ends on the stone. stench).
If you cast this spell again, the spell ends on any As long as you are within range of the illusion,
pebbles still affected by your previous casting. you can use your action to cause the image to move
to any other spot within range. As the image
Magic Weapon changes location, you can alter its appearance so
that its movements appear natural for the image.
2nd-level transmutation
For example, if you create an image of a creature
Casting Time: 1 bonus action and move it, you can alter the image so that it
Range: Touch appears to be walking. Similarly, you can cause the
Components: V, S illusion to make different sounds at different times,
Duration: Concentration, up to 1 hour even making it carry on a conversation, for
example. Physical interaction with the image
You touch a nonmagical weapon. Until the spell reveals it to be an illusion, because things can pass
ends, that weapon becomes a magic weapon with a through it. A creature that uses its action to
+1 bonus to attack rolls and damage rolls. examine the image can determine that it is an
At Higher Levels. When you cast this spell using illusion with a successful Intelligence
a spell slot of 4th level or higher, the bonus (Investigation) check against your spell save DC. If
increases to +2. When you use a spell slot of 6th a creature discerns the illusion for what it is, the
level or higher, the bonus increases to +3. creature can see through the image, and its other
sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, the spell lasts
until dispelled, without requiring your
concentration.
380
Mass Heal Mass Polymorph
9th-level evocation 9th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S Components: V, S, M (a caterpillar cocoon)
Duration: Instantaneous Duration: Concentration, up to 1 hour
A flood of healing energy flows from you into You transform up to ten creatures of your choice
injured creatures around you. You restore up to that you can see within range. An unwilling target
700 hit points, divided as you choose among any must succeed on a Wisdom saving throw to resist
number of creatures that you can see within range. the transformation. An unwilling shapechanger
Creatures healed by this spell are also cured of all automatically succeeds on the save.
diseases and any effect making them blinded or Each target assumes a beast form of your choice,
deafened. This spell has no effect on undead or and you can choose the same form or different ones
constructs. for each target. The new form can be any beast you
have seen whose challenge rating is equal to or less
Mass Healing Word than the target’s (or half the target’s level, if the
target doesn’t have a challenge rating). The target’s
3rd-level evocation
game statistics, including mental ability scores, are
Casting Time: 1 bonus action replaced by the statistics of the chosen beast, but
Range: 60 feet the target retains its hit points, alignment, and
Components: V personality.
Duration: Instantaneous Each target gains a number of temporary hit
points equal to the hit points of its new form. These
As you call out words of restoration, up to six temporary hit points can’t be replaced by
creatures of your choice that you can see within temporary hit points from another source. A target
range regain hit points equal to 1d4 + your reverts to its normal form when it has no more
spellcasting ability modifier. This spell has no effect temporary hit points or it dies. If the spell ends
on undead or constructs. before then, the creature loses all its temporary hit
At Higher Levels. When you cast this spell using points and reverts to its normal form.
a spell slot of 4th level or higher, the healing The creature is limited in the actions it can
increases by 1d4 for each slot level above 3rd. perform by the nature of its new form. It can’t
speak, cast spells, or do anything else that requires
hands or speech.
The target’s gear melds into the new form. The
target can’t activate, use, wield, or otherwise
benefit from any of its equipment.
381
Mass Suggestion Meld into Stone
6th-level enchantment 3rd-level transmutation (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, M (a snake’s tongue and either a Components: V, S
bit of honeycomb or a drop of sweet oil) Duration: 8 hours
Duration: 24 hours You step into a stone object or surface large
You suggest a course of activity (limited to a enough to fully contain your body, melding yourself
sentence or two) and magically influence up to and all the equipment you carry with the stone for
twelve creatures of your choice that you can see the duration. Using your movement, you step into
within range and that can hear and understand you. the stone at a point you can touch. Nothing of your
Creatures that can’t be charmed are immune to this presence remains visible or otherwise detectable by
effect. The suggestion must be worded in such a nonmagical senses.
manner as to make the course of action sound While merged with the stone, you can’t see what
reasonable. Asking the creature to stab itself, throw occurs outside it, and any Wisdom (Perception)
itself onto a spear, immolate itself, or do some checks you make to hear sounds outside it are
other obviously harmful act automatically negates made with disadvantage. You remain aware of the
the effect of the spell. passage of time and can cast spells on yourself
Each target must make a Wisdom saving throw. while merged in the stone. You can use your
On a failed save, it pursues the course of action you movement to leave the stone where you entered it,
described to the best of its ability. The suggested which ends the spell.
course of action can continue for the entire You otherwise can’t move.
duration. If the suggested activity can be completed Minor physical damage to the stone doesn’t harm
in a shorter time, the spell ends when the subject you, but its partial destruction or a change in its
finishes what it was asked to do. shape (to the extent that you no longer fit within it)
You can also specify conditions that will trigger a expels you and deals 6d6 bludgeoning damage to
special activity during the duration. For example, you. The stone’s complete destruction (or
you might suggest that a group of soldiers give all transmutation into a different substance) expels
their money to the first beggar they meet. If the you and deals 50 bludgeoning damage to you. If
condition isn’t met before the spell ends, the expelled, you fall prone in an unoccupied space
activity isn’t performed. closest to where you first entered.
If you or any of your companions damage a
creature affected by this spell, the spell ends for
that creature.
Mending
Transmutation cantrip
At Higher Levels. When you cast this spell using
a 7th-level spell slot, the duration is 10 days. When Casting Time: 1 minute
you use an 8th-level spell slot, the duration is 30 Range: Touch
days. When you use a 9th-level spell slot, the Components: V, S, M (two lodestones)
duration is a year and a day. Duration: Instantaneous
This spell repairs a single break or tear in an object
Maze you touch, such as a broken chain link, two halves
8th-level conjuration of a broken key, a torn cloak, or a leaking wineskin.
Casting Time: 1 action As long as the break or tear is no larger than 1 foot
in any dimension, you mend it, leaving no trace of
Range: 60 feet
the former damage. This spell can physically repair
Components: V, S a magic item or construct, but the spell can’t
Duration: Concentration, up to 10 minutes restore magic to such an object.
You banish a creature that you can see within
range into a labyrinthine demiplane. The target
remains there for the duration or until it escapes
the maze.
The target can use its action to attempt to escape.
When it does so, it makes a DC 20 Intelligence
check. If it succeeds, it escapes, and the spell ends
(a Minotaur automatically succeeds).
When the spell ends, the target reappears in the
space it left or, if that space is occupied, in the
nearest unoccupied space.
382
Mental Prison Mighty Fortress
6th-level illusion 8th-level conjuration
Casting Time: 1 action Casting Time: 1 minute
Range: 60 feet Range: 1 mile
Components: S Components: V, S, M (a diamond worth at least
Duration: Concentration, up to 1 minute 500 ct, which the spell consumes)
You attempt to bind a creature within an illusory Duration: Instantaneous
cell that only it perceives. One creature you can see A fortress of stone erupts from a square area of
within range must make an Intelligence saving ground of your choice that you can see within
throw. On a successful save, the target takes 5d10 range. The area is 120 feet on each side, and it
psychic damage, and the spell ends. On a failed must not have any buildings or other structures on
save, the target takes 5d10 psychic damage, and it. Any creatures in the area are harmlessly lifted up
perceives the area to be horrifying and mortally as the fortress rises.
dangerous in some way. Creatures immune to The fortress has four turrets with square bases,
being charmed cannot fail. each one 20 feet on a side and 30 feet tall, with one
The target can’t see or hear anything and is turret on each corner. The turrets are connected to
restrained for the spell’s duration. If the target is each other by stone walls that are each 80 feet
moved out of range, succeeds on a melee attack, or long, creating an enclosed area. Each wall is 1 foot
reaches any part of its body through the illusions, it thick and is composed of panels that are 10 feet
takes 10d10 psychic damage, and the spell ends. wide and 20 feet tall. Each panel is contiguous with
two other panels or one other panel and a turret.
Message You can place up to four stone doors in the
fortress’s outer wall.
Transmutation cantrip
A small keep stands inside the enclosed area.
Casting Time: 1 action The keep has a square base that is 50 feet on each
Range: 120 feet side, and it has three floors with 10-foot-high
Components: V, S, M (a short piece of copper wire) ceilings. Each of the floors can be divided into as
Duration: 1 round many rooms as you like, provided each room is at
least 5 feet on each side. The floors of the keep are
You point your finger toward a creature within connected by stone staircases, its walls are 6
range and whisper a message. The target (and only inches thick, and interior rooms can havestone
the target) hears the message and can reply in a doors or open archways as you choose. The keep is
whisper that only you can hear. furnished and decorated however you like, and it
You can cast this spell through solid objects if you contains sufficient food to serve a nine-course
are familiar with the target and know it is beyond banquet for up to 100 people each day.
the barrier. Magical silence, 1 foot of stone, 1 inch Furnishings, food, and other objects created by this
of common metal, a thin sheet of lead, or 3 feet of spell crumble to dust if removed from the fortress.
wood blocks the spell. The spell doesn’t have to A staff of one hundred invisible servants obeys
follow a straight line and can travel freely around any command given to them by creatures you
corners or through openings. designate when you cast the spell. Each servant
functions as if created by the unseen servant spell.
Meteor Swarm The walls, turrets, and keep are all made of stone
9th-level evocation that can be damaged. Each 10-foot-by-10-foot
section of stone has AC 15 and 30 hit points per
Casting Time: 1 action inch of thickness. It is immune to poison and
Range: 1 mile psychic damage. Reducing a section of stone to 0
Components: V, S hit points destroys it and might cause connected
Duration: Instantaneous sections to buckle and collapse at the DM’s
Blazing orbs of fire plummet to the ground at four discretion.
different points you can see within range. Each After 7 days or when you cast this spell
creature in a 40-foot-radius sphere centered on somewhere else, the fortress harmlessly crumbles
each point you choose must make a Dexterity and sinks back into the ground, leaving any
saving throw. The sphere spreads around corners. creatures that were inside it safely on the ground.
A creature takes 20d6 fire damage and 20d6 Casting this spell on the same spot once every 7
bludgeoning damage on a failed save, or half as days for a year makes the fortress permanent.
much damage on a successful one. A creature in
the area of more than one fiery burst is affected
only once.
The spell damages objects in the area and ignites
flammable objects that aren’t worn or carried.
383
Mind Blank Mind Whip
8th-level abjuration 2nd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 90 feet
Components: V, S Components: V
Duration: 24 hours Duration: 1 round
Until the spell ends, one willing creature you touch You psychically lash out at one creature you can
is immune to psychic damage, any effect that would see within range. The target must make an
sense its emotions or read its thoughts, divination Intelligence saving throw. On a failed save, the
spells, and the charmed condition. The spell even target takes 3d6 psychic damage, and it can’t take a
foils wish spells and spells or effects of similar reaction until the end of its next turn. Moreover, on
power used to affect the target’s mind or to gain its next turn, it must choose whether it gets a move,
information about the target. an action, or a bonus action; it gets only one of the
three. On a successful save, the target takes half as
Mind Sliver much damage and suffers none of the spell’s other
effects.
Enchantment cantrip
At Higher Levels. When you cast this spell using
Casting Time: 1 action a spell slot of 3rd level or higher, you can target one
Range: 60 feet additional creature for each slot level above 2nd.
Components: V The creatures must be within 30 feet of each other
Duration: 1 round when you target them.
You drive a disorienting spike of psychic energy
into the mind of one creature you can see within Minor Illusion
range. The target must succeed on an Intelligence Illusion cantrip
saving throw or take 1d6 psychic damage and Casting Time: 1 action
subtract 1d4 from the next saving throw it makes Range: 30 feet
before the end of your next turn.
Components: S, M (a bit of fleece)
At Higher Levels. This spell’s damage increases
Duration: 1 minute
by 1d6 when you reach certain levels: 5th level
(2d6), 11th level (3d6), and 17th level (4d6). You create a sound or an image of an object within
range that lasts for the duration. The illusion also
Mind Spike ends if you dismiss it as an action or cast this spell
again.
2nd-level divination
If you create a sound, its volume can range from a
Casting Time: 1 action whisper to a scream.
Range: 60 feet It can be your voice, someone else’s voice, a
Components: S Leonin’s roar, a beating of drums, or any other
Duration: Concentration, up to 1 hour sound you choose. The sound continues unabated
throughout the duration, or you can make discrete
You reach into the mind of one creature you can sounds at different times before the spell ends.
see within range. The target must make a Wisdom If you create an image of an object—such as a
saving throw, taking 3d8 psychic damage on a chair, muddy footprints, or a small chest—it must
failed save, or half as much damage on a successful be no larger than a 5-foot cube. The image can’t
one. On a failed save, you also always know the create sound, light, smell, or any other sensory
target’s location until the spell ends, but only while effect. Physical interaction with the image reveals it
the two of you are on the same plane of existence. to be an illusion, because things can pass through
While you have this knowledge, the target can’t it.
become hidden from you, and if it’s invisible, it If a creature uses its action to examine the sound
gains no benefit from that condition against you. or image, the creature can determine that it is an
At Higher Levels. When you cast this spell using illusion with a successful Intelligence
a spell slot of 3rd level or higher, the damage (Investigation) check against your spell save DC. If
increases by 1d6 for each slot level above 2nd. a creature discerns the illusion for what it is, the
illusion becomes faint to the creature.
384
Minute Meteors Mirror Image
3rd-level evocation 2nd-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S, M (niter, sulfur, and pine tar Components: V, S
formed into a bead) Duration: 1 minute
Duration: Concentration, up to 10 minutes Three illusory duplicates of yourself appear in your
You create six tiny meteors in your space. They space. Until the spell ends, the duplicates move
float in the air and orbit you for the spell’s duration. with you and mimic your actions, shifting position
When you cast the spell—and as a bonus action on so it’s impossible to track which image is real. You
each of your turns thereafter—you can expend one can use your action to dismiss the illusory
or two of the meteors, sending them streaking duplicates.
toward a point or points you choose within 120 feet Each time a creature targets you with an attack
of you. Once a meteor reaches its destination or during the spell’s duration, roll a d20 to determine
impacts against a solid surface, the meteor whether the attack instead targets one of your
explodes. Each creature within 5 feet of the point duplicates.
where the meteor explodes must make a Dexterity If you have three duplicates, you must roll a 6 or
saving throw. A creature takes 2d6 fire damage on higher to change the attack’s target to a duplicate.
a failed save, or half as much damage on a With two duplicates, you must roll an 8 or higher.
successful one. With one duplicate, you must roll an 11 or higher.
At Higher Levels. When you cast this spell using A duplicate’s AC equals 10 + your Dexterity
a spell slot of 4th level or higher, the number of modifier. If an attack hits a duplicate, the duplicate
meteors created increases by two for each slot level is destroyed. A duplicate can be destroyed only by
above 3rd. an attack that hits it. It ignores all other damage
and effects. The spell ends when all three
Mirage Arcane duplicates are destroyed.
A creature is unaffected by this spell if it can’t
7th-level illusion see, if it relies on senses other than sight, such as
Casting Time: 10 minutes blindsight, or if it can perceive illusions as false, as
Range: Sight with truesight.
Components: V, S
Duration: 10 days Mislead
You make terrain in an area up to 1 mile square 5th-level illusion
look, sound, smell, and even feel like some other Casting Time: 1 action
sort of terrain. The terrain’s general shape remains Range: Self
the same, however. Open fields or a road could be Components: S
made to resemble a swamp, hill, crevasse, or some
Duration: Concentration, up to 1 hour
other difficult or impassable terrain. A patch of
quicksand can be made to seem like an oasis, a You become invisible at the same time that an
precipice like a gentle slope, or a rock-strewn gully illusory double of you appears where you are
like a wide and smooth road. Similarly, you can standing. The double lasts for the duration, but the
alter the appearance of structures, or add them invisibility ends if you attack or cast a spell.
where none are present. The spell doesn’t disguise, You can use your action to move your illusory
conceal, or add creatures. double up to twice your speed and make it gesture,
The illusion includes audible, visual, tactile, and speak, and behave in whatever way you choose.
olfactory elements, so it can turn clear ground into You can see through its eyes and hear through its
difficult terrain (or vice versa or otherwise impede ears as if you were located where it is. On each of
movement through the area. Any piece of the your turns as a bonus action, you can switch from
illusory terrain (such as a rock or stick that is using its senses to using your own, or back again.
removed from the spell’s area disappears While you are using its senses, you are blinded and
immediately. deafened in regard to your own surroundings.
Creatures with truesight can see through the
illusion to the terrain’s true form; however, all other
elements of the illusion remain, so while the
creature is aware of the illusion’s presence, the
creature can still physically interact with the
illusion.
385
Misty Step Mold Earth
2nd-level conjuration Transmutation cantrip
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V Components: S
Duration: Instantaneous Duration: Instantaneous or 1 hour (see below)
Briefly surrounded by silvery mist, you teleport up You choose a portion of dirt or stone that you can
to 30 feet to an unoccupied space that you can see. see within range and that fits within a 5-foot cube.
You manipulate it in one of the following ways:
Modify Memory If you target an area of loose earth, you can
5th-level enchantment instantaneously excavate it, move it along the
Casting Time: 1 action ground, and deposit it up to 5 feet away. This
Range: 30 feet movement doesn’t have enough force to cause
Components: V, S damage.
Duration: Concentration, up to 1 minute You cause shapes, colors, or both to appear on
You attempt to reshape another creature’s the dirt or stone, spelling out words, creating
memories. One creature that you can see must images, or shaping patterns. The changes last
make a Wisdom saving throw. If you are fighting for 1 hour.
the creature, it has advantage on the saving throw. If the dirt or stone you target is on the ground,
On a failed save, the target becomes charmed by you cause it to become difficult terrain.
you for the duration. The charmed target is Alternatively, you can cause the ground to
incapacitated and unaware of its surroundings, become normal terrain if it is already difficult
though it can still hear you. If it takes any damage terrain. This change lasts for 1 hour.
or is targeted by another spell, this spell ends, and
none of the target’s memories are modified. If you cast this spell multiple times, you can have
While this charm lasts, you can affect the target’s no more than two of its non-instantaneous effects
memory of an event that it experienced within the active at a time, and you can dismiss such an effect
last 24 hours and that lasted no more than 10 as an action.
minutes. You can permanently eliminate all
memory of the event, allow the target to recall the Moonbeam
event with perfect clarity and exacting detail, 2nd-level evocation
change its memory of the details of the event, or
create a memory of some other event. Casting Time: 1 action
You must speak to the target to describe how its Range: 120 feet
memories are affected, and it must be able to Components: V, S, M (several seeds of any
understand your language for the modified moonseed plant and a piece of opalescent
memories to take root. Its mind fills in any gaps in feldspar)
the details of your description. If the spell ends Duration: Concentration, up to 1 minute
before you have finished describing the modified
memories, the creature’s memory isn’t altered. A silvery beam of pale light shines down in a 5-foot-
Otherwise, the modified memories take hold when radius, 40-foot-high cylinder centered on a point
the spell ends. within range. Until the spell ends, dim light fills the
A modified memory doesn’t necessarily affect cylinder.
how a creature behaves, particularly if the memory When a creature enters the spell’s area for the
contradicts the creature’s natural inclinations, first time on a turn or starts its turn there, it is
alignment, or beliefs. An illogical modified memory, engulfed in ghostly flames that cause searing pain,
such as implanting a memory of how much the and it must make a Constitution saving throw. It
creature enjoyed dousing itself in acid, is takes 2d10 radiant damage on a failed save, or half
dismissed, perhaps as a bad dream. The DM might as much damage on a successful one.
deem a modified memory too nonsensical to affect A shapechanger makes its saving throw with
a creature in a significant manner. disadvantage. If it fails, it also instantly reverts to its
A remove curse or greater restoration spell cast original form and can’t assume a different form
on the target restores the creature’s true memory. until it leaves the spell’s light.
At Higher Levels. If you cast this spell using a On each of your turns after you cast this spell,
spell slot of 6th level or higher, you can alter the you can use an action to move the beam up to 60
target’s memories of an event that took place up to feet in any direction.
7 days ago (6th level), 30 days ago (7th level), 1 At Higher Levels. When you cast this spell using
year ago (8th level), or any time in the creature’s a spell slot of 3rd level or higher, the damage
past (9th level). increases by 1d10 for each slot level above 2nd.
386
Move Earth Nomad’s Tiny Hut
6th-level transmutation 3rd-level evocation (ritual)
Casting Time: 1 action Casting Time: 1 minute
Range: 120 feet Range: Self (10-foot-radius hemisphere)
Components: V, S, M (an iron blade and a small Components: V, S, M (a small crystal bead)
bag containing a mixture of soils—clay, loam, and Duration: 8 hours
sand) A 10-foot-radius immobile dome of force springs
Duration: Concentration, up to 2 hours into existence around and above you and remains
Choose an area of terrain no larger than 40 feet on stationary for the duration. The spell ends if you
a side within range. You can reshape dirt, sand, or leave its area.
clay in the area in any manner you choose for the Nine creatures of Medium size or smaller can fit
duration. You can raise or lower the area’s inside the dome with you. The spell fails if its area
elevation, create or fill in a trench, erect or flatten a includes a larger creature or more than nine
wall, or form a pillar. The extent of any such creatures. Creatures and objects within the dome
changes can’t exceed half the area’s largest when you cast this spell can move through it freely.
dimension. So, if you affect a 40-foot square, you All other creatures and objects are barred from
can create a pillar up to 20 feet high, raise or lower passing through it. Spells and other magical effects
the square’s elevation by up to 20 feet, dig a trench can’t extend through the dome or be cast through
up to 20 feet deep, and so on. It takes 10 minutes it. The atmosphere inside the space is comfortable
for these changes to complete. and dry, regardless of the weather outside.
At the end of every 10 minutes you spend Until the spell ends, you can command the
concentrating on the spell, you can choose a new interior to become dimly lit or dark. The dome is
area of terrain to affect. opaque from the outside, of any color you choose,
Because the terrain’s transformation occurs but it is transparent from the inside.
slowly, creatures in the area can’t usually be
trapped or injured by the ground’s movement.
This spell can’t manipulate natural stone or stone
Nondetection
3rd-level abjuration
construction. Rocks and structures shift to
accommodate the new terrain. If the way you shape Casting Time: 1 action
the terrain would make a structure unstable, it Range: Touch
might collapse. Similarly, this spell doesn’t directly Components: V, S, M (a pinch of diamond dust
affect plant growth. The moved earth carries any worth 25 ct sprinkled over the target, which the
plants along with it. spell consumes)
Duration: 8 hours
Negative Energy Flood For the duration, you hide a target that you touch
5th-level necromancy from divination magic. The target can be a willing
Casting Time: 1 action creature or a place or an object no larger than 10
Range: 60 feet feet in any dimension. The target can’t be targeted
by any divination magic or perceived through
Components: V, M (a broken bone and a square of
magical scrying sensors.
black silk)
Duration: Instantaneous
You send ribbons of negative energy at one
creature you can see within range. Unless the
target is undead. it must make a Constitution
saving throw, taking 5d12 necrotic damage on a
failed save, or half as much damage on a successful
one. A target killed by this damage rises up as a
zombie at the start of your next turn. The zombie
pursues whatever creature it can see that is closest
to it. Statistics for the zombie are in the Athasian
Bestiary.
If you target an undead with this spell, the target
doesn’t make a saving throw. Instead, roll 5d12.
The target gains half the total as temporary hit
points.
387
Nystul’s Magic Aura Otiluke’s Freezing Sphere
2nd-level illusion 6th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 300 feet
Components: V, S, M (a small square of silk) Components: V, S, M (a small crystal sphere)
Duration: 24 hours Duration: Instantaneous
You place an illusion on a creature or an object you A frigid globe of cold energy streaks from your
touch so that divination spells reveal false fingertips to a point of your choice within range,
information about it. The target can be a willing where it explodes in a 60-foot-radius sphere. Each
creature or an object that isn’t being carried or creature within the area must make a Constitution
worn by another creature. saving throw. On a failed save, a creature takes
When you cast the spell, choose one or both of 10d6 cold damage. On a successful save, it takes
the following effects. The effect lasts for the half as much damage.
duration. If you cast this spell on the same creature If the globe strikes a body of water or a liquid that
or object every day for 30 days, placing the same is principally water (not including water-based
effect on it each time, the illusion lasts until it is creatures), it freezes the liquid to a depth of 6
dispelled. inches over an area 30 feet square. This ice lasts
False Aura. You change the way the target for 1 minute. Creatures that were swimming on the
appears to spells and magical effects, such as surface of frozen water are trapped in the ice. A
detect magic, that detect magical auras. You can trapped creature can use an action to make a
make a nonmagical object appear magical, a Strength check against your spell save DC to break
magical object appear nonmagical, or change the free.
object’s magical aura so that it appears to belong to You can refrain from firing the globe after
a specific school of magic that you choose. When completing the spell, if you wish. A small globe
you use this effect on an object, you can make the about the size of a sling stone, cool to the touch,
false magic apparent to any creature that handles appears in your hand. At any time, you or a creature
the item. you give the globe to can throw the globe (to a
Mask. You change the way the target appears to range of 40 feet) or hurl it with a sling (to the sling’s
spells and magical effects that detect creature normal range). It shatters on impact, with the same
types, such as a Crusader’s Sorcerous Sense or the effect as the normal casting of the spell. You can
trigger of a symbol spell. You choose a creature also set the globe down without shattering it. After
type and other spells and magical effects treat the 1 minute, if the globe hasn’t already shattered, it
target as if it were a creature of that type or of that explodes.
alignment. At Higher Levels. When you cast this spell using
a spell slot of 7th level or higher, the damage
increases by 1d6 for each slot level above 6th.
388
Otiluke’s Resilient Sphere Pass without Trace
4th-level evocation 2nd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self
Components: V, S, M (a hemispherical piece of Components: V, S, M (ashes from a burned leaf of
clear crystal and a matching hemispherical piece mistletoe and a sprig of spruce)
of gum arabic) Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 minute A veil of shadows and silence radiates from you,
A sphere of shimmering force encloses a creature masking you and your companions from detection.
or object of Large size or smaller within range. An For the duration, each creature you choose within
unwilling creature must make a Dexterity saving 30 feet of you (including you) has a +10 bonus to
throw. On a failed save, the creature is enclosed for Dexterity (Stealth) checks and can’t be tracked
the duration. Nothing—not physical objects, energy, except by magical means. A creature that receives
or other spell effects—can pass through the barrier, this bonus leaves behind no tracks or other traces
in or out, though a creature in the sphere can of its passage.
breathe there. The sphere is immune to all damage,
and a creature or object inside can’t be damaged by
attacks or effects originating from outside, nor can
Passwall
5th-level transmutation
a creature inside the sphere damage anything
outside it. Casting Time: 1 action
The sphere is weightless and just large enough to Range: 30 feet
contain the creature or object inside. An enclosed Components: V, S, M (a pinch of sesame seeds)
creature can use its action to push against the Duration: 1 hour
sphere’s walls and thus roll the sphere at up to half
the creature’s speed. Similarly, the globe can be A passage appears at a point of your choice that
picked up and moved by other creatures. A you can see on a wooden, plaster, or stone surface
disintegrate spell targeting the globe destroys it (such as a wall, a ceiling, or a floor) within range,
without harming anything inside it. and lasts for the duration. You choose the
opening’s dimensions: up to 5 feet wide, 8 feet tall,
and 20 feet deep. The passage creates no instability
Ovik’s Irresistible Dance in a structure surrounding it.
6th-level enchantment When the opening disappears, any creatures or
Casting Time: 1 action objects still in the passage created by the spell are
safely ejected to an unoccupied space nearest to
Range: 30 feet
the surface on which you cast the spell.
Components: V
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range.
The target begins a comic dance in place: shuffling,
tapping its feet, and capering for the duration.
Creatures that can’t be charmed are immune to this
spell.
A dancing creature must use all its movement to
dance without leaving its space and has
disadvantage on Dexterity saving throws and attack
rolls. While the target is affected by this spell, other
creatures have advantage on attack rolls against it.
As an action, a dancing creature makes a Wisdom
saving throw to regain control of itself. On a
successful save, the spell ends.
389
Phantasmal Force Phantasmal Killer
2nd-level illusion 4th-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S, M (a bit of fleece) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a You tap into the nightmares of a creature you can
creature that you can see within range. The target see within range and create an illusory
must make an Intelligence saving throw. On a manifestation of its deepest fears, visible only to
failed save, you create a phantasmal object, that creature. The target must make a Wisdom
creature, or other visible phenomenon of your saving throw. On a failed save, the target becomes
choice that is no larger than a 10-foot cube and that frightened for the duration. At the end of each of
is perceivable only to the target for the duration. the target’s turns before the spell ends, the target
This spell has no effect on undead or constructs. must succeed on a Wisdom saving throw or take
The phantasm includes sound, temperature, and 4d10 psychic damage. On a successful save, the
other stimuli, also evident only to the creature. spell ends.
The target can use its action to examine the At Higher Levels. When you cast this spell using
phantasm with an Intelligence (Investigation) check a spell slot of 5th level or higher, the damage
against your spell save DC. If the check succeeds, increases by 1d10 for each slot level above 4th.
the target realizes that the phantasm is an illusion,
and the spell ends.
While a target is affected by the spell, the target
Phantom Steed
3rd-level illusion (ritual)
treats the phantasm as if it were real. The target
rationalizes any illogical outcomes from interacting Casting Time: 1 minute
with the phantasm. For example, a target Range: 30 feet
attempting to walk across a phantasmal bridge that Components: V, S
spans a chasm falls once it steps onto the bridge. If Duration: 1 hour
the target survives the fall, it still believes that the
bridge exists and comes up with some other A Large quasi-real, sygralike creature appears on
explanation for its fall—it was pushed, it slipped, or the ground in an unoccupied space of your choice
a strong wind might have knocked it off. within range. You decide the creature’s
An affected target is so convinced of the appearance, but it is equipped with a saddle, bit,
phantasm’s reality that it can even take damage and bridle. Any of the equipment created by the
from the illusion. A phantasm created to appear as spell vanishes in a puff of smoke if it is carried
a creature can attack the target. Similarly, a more than 10 feet away from the steed.
phantasm created to appear as fire, a pool of acid, For the duration, you or a creature you choose
or lava can burn the target. Each round on your can ride the steed. The creature uses the statistics
turn, the phantasm can deal 1d6 psychic damage to for a riding sygra, except it has a speed of 100 feet
the target if it is in the phantasm’s area or within 5 and can travel 10 miles in an hour, or 13 miles at a
feet of the phantasm, provided that the illusion is of fast pace. When the spell ends, the steed gradually
a creature or hazard that could logically deal fades, giving the rider 1 minute to dismount. The
damage, such as by attacking. The target perceives spell ends if you use an action to dismiss it or if the
the damage as a type appropriate to the illusion. steed takes any damage.
390
Planar Ally Planar Binding
6th-level conjuration 5th-level abjuration
Casting Time: 10 minutes Casting Time: 1 hour
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S, M (a jewel worth at least 1,000
Duration: Instantaneous ct, which the spell consumes)
You beseech an otherworldly entity for aid. The Duration: 24 hours
being must be known to you: a Sorcerer-King, a With this spell, you attempt to bind a celestial, an
primordial elemental, a powerful sprit of the land, elemental, a fey, or a fiend to your service. The
or some other being of cosmic power. That entity creature must be within range for the entire casting
sends a celestial, an elemental, or a fey loyal to it to of the spell. (Typically, the creature is first
aid you, making the creature appear in an summoned into the center of an inverted magic
unoccupied space within range. If you know a circle in order to keep it trapped while this spell is
specific creature’s name, you can speak that name cast.) At the completion of the casting, the target
when you cast this spell to request that creature, must make a Charisma saving throw. On a failed
though you might get a different creature anyway save, it is bound to serve you for the duration. If the
(DM’s choice). creature was summoned or created by another
When the creature appears, it is under no spell, that spell’s duration is extended to match the
compulsion to behave in any particular way. You duration of this spell.
can ask the creature to perform a service in A bound creature must follow your instructions to
exchange for payment, but it isn’t obliged to do so. the best of its ability. You might command the
The requested task could range from simple (fly us creature to accompany you on an adventure, to
across the chasm, or help us fight a battle) to guard a location, or to deliver a message. The
complex (spy on our enemies, or protect us during creature obeys the letter of your instructions, but if
our foray into the dungeon). You must be able to the creature is hostile to you, it strives to twist your
communicate with the creature to bargain for its words to achieve its own objectives. If the creature
services. carries out your instructions completely before the
Payment can take a variety of forms. A celestial spell ends, it travels to you to report this fact if you
might ask for some inexplicable piece of forgotten are on the same plane of existence. If you are on a
lore or treasure to be reclaimed, while an elemental different plane of existence, it returns to the place
might demand a living sacrifice or a parcel of land. where you bound it and remains there until the
Some creatures might exchange their service for a spell ends.
quest undertaken by you. At Higher Levels. When you cast this spell using
As a rule of thumb, a task that can be measured a spell slot of a higher level, the duration increases
in minutes requires a payment worth 100 ct per to 10 days with a 6th-level slot, to 30 days with a
minute. A task measured in hours requires 1,000 ct 7th-level slot, to 180 days with an 8th-level slot, and
per hour. And a task measured in days (up to 10 to a year and a day with a 9th-level spell slot.
days) requires 10,000 ct per day. The DM can
adjust these payments based on the circumstances
under which you cast the spell. If the task is aligned
with the creature’s ethos, the payment might be
halved or even waived.
Nonhazardous tasks typically require only half
the suggested payment, while especially dangerous
tasks might require a greater gift. Creatures rarely
accept tasks that seem suicidal.
After the creature completes the task, or when
the agreed-upon duration of service expires, the
creature returns to its home plane after reporting
back to you, if appropriate to the task and if
possible.
If you are unable to agree on a price for the
creature’s service, the creature immediately returns
to its home plane.
A creature enlisted to join your group counts as a
member of it, receiving a full share of experience
points awarded.
391
Plane Shift Poison Spray
7th-level conjuration Conjuration cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 10 feet
Components: V, S, M (a forked, metal rod worth at Components: V, S
least 250 ct, attuned to a particular plane of Duration: Instantaneous
existence) You extend your hand toward a creature you can
Duration: Instantaneous see within range and project a puff of noxious gas
You and up to eight willing creatures who link from your palm. The creature must succeed on a
hands in a circle are transported to a different Constitution saving throw or take 1d12 poison
plane of existence. You can specify a target damage.
destination in general terms, such as the Elemental At Higher Levels. This spell’s damage increases
Plane’s Realm of Fire or the Gray, and you appear by 1d12 when you reach 5th level (2d12), 11th level
in that plane. (3d12), and 17th level (4d12).
Alternatively, if you know the sigil sequence of a
teleportation circle on another plane of existence, Polymorph
this spell can take you to that circle. If the 4th-level transmutation
teleportation circle is too small to hold all the
creatures you transported, they appear in the Casting Time: 1 action
closest unoccupied spaces next to the circle. Range: 60 feet
You can use this spell to banish an unwilling Components: V, S, M (a caterpillar cocoon)
creature to another plane. Duration: Concentration, up to 1 hour
Choose a creature within your reach and make a
This spell transforms a creature that you can see
melee spell attack against it. On a hit, the creature
within range into a new form. An unwilling creature
must make a Charisma saving throw. If the
must make a Wisdom saving throw to avoid the
creature fails this save, it is transported to a
effect. The spell has no effect on a shapechanger or
random location on the plane of existence you
a creature with 0 hit points.
specify. A creature so transported must find its own
The transformation lasts for the duration, or until
way back to your current plane of existence.
the target drops to 0 hit points or dies. The new
form can be any beast whose challenge rating is
Plant Growth equal to or less than the target’s (or the target’s
3rd-level transmutation level, if it doesn’t have a challenge rating). The
Casting Time: 1 action or 8 hours target’s game statistics, including mental ability
scores, are replaced by the statistics of the chosen
Range: 150 feet
beast. It retains its alignment and personality.
Components: V, S The target assumes the hit points of its new form.
Duration: Instantaneous When it reverts to its normal form, the creature
This spell channels vitality into plants within a returns to the number of hit points it had before it
specific area. There are two possible uses for the transformed. If it reverts as a result of dropping to
spell, granting either immediate or long-term 0 hit points, any excess damage carries over to its
benefits. normal form. As long as the excess damage doesn’t
If you cast this spell using 1 action, choose a reduce the creature’s normal form to 0 hit points, it
point within range. All normal plants in a 100-foot isn’t knocked unconscious.
radius centered on that point become thick and The creature is limited in the actions it can
overgrown. A creature moving through the area perform by the nature of its new form, and it can’t
must spend 4 feet of movement for every 1 foot it speak, cast spells, or take any other action that
moves. requires hands or speech.
You can exclude one or more areas of any size The target’s gear melds into the new form. The
within the spell’s area from being affected. creature can’t activate, use, wield, or otherwise
If you cast this spell over 8 hours, you enrich the benefit from any of its equipment.
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.
392
Power Word Heal Power Word Stun
9th-level evocation 8th-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S Components: V
Duration: Instantaneous Duration: Instantaneous
A wave of healing energy washes over the creature You speak a word of power that can overwhelm the
you touch. The target regains all its hit points. If the mind of one creature you can see within range,
creature is charmed, frightened, paralyzed, or leaving it dumbfounded. If the target has 150 hit
stunned, the condition ends. If the creature is points or fewer, it is stunned. Otherwise, the spell
prone, it can use its reaction to stand up. This spell has no effect.
has no effect on undead or constructs. The stunned target must make a Constitution
saving throw at the end of each of its turns. On a
Power Word Kill successful save, this stunning effect ends.
9th-level enchantment
Casting Time: 1 action
Prayer of Healing
2nd-level evocation
Range: 60 feet
Components: V Casting Time: 10 minutes
Duration: Instantaneous Range: 30 feet
Components: V
You utter a word of power that can compel one
Duration: Instantaneous
creature you can see within range to die instantly. If
the creature you choose has 100 hit points or Up to six creatures of your choice that you can see
fewer, it dies. Otherwise, the spell has no effect. within range each regain hit points equal to 2d8 +
your spellcasting ability modifier. This spell has no
Power Word Pain effect on undead or constructs.
At Higher Levels. When you cast this spell using
7th-level enchantment
a spell slot of 3rd level or higher, the healing
Casting Time: 1 action increases by 1d8 for each slot level above 2nd.
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a word of power that causes waves of
intense pain to assail one creature you can see
within range. If the target has 100 hit points or
fewer, it is subject to crippling pain. Otherwise, the
spell has no effect on it. A target is also unaffected
if it is immune to being charmed.
While the target is affected by crippling pain, any
speed it has can be no higher than 10 feet. The
target also has disadvantage on attack rolls, ability
checks, and saving throws, other than Constitution
saving throws. Finally, if the target tries to cast a
spell, it must first succeed on a Constitution saving
throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a
Constitution saving throw at the end of each of its
turns. On a successful save, the pain ends.
393
Prestidigitation Primordial Ward
Transmutation cantrip 6th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: Self
Components: V, S Components: V, S
Duration: Up to 1 hour Duration: Concentration, up to 1 minute
This spell is a minor magical trick that novice You have resistance to acid, cold, fire, lightning,
spellcasters use for practice. You create one of the and thunder damage for the spell’s duration.
following magical effects within range: When you take damage of one of those types, you
can use your reaction to gain immunity to that type
You create an instantaneous, harmless sensory of damage, including against the triggering
effect, such as a shower of sparks, a puff of wind, damage. If you do so, the resistances end, and you
faint musical notes, or an odd odor. have the immunity until the end of your next turn,
You instantaneously light or snuff out a candle, a at which time the spell ends.
torch, or a small campfire.
You instantaneously clean or soil an object no Prismatic Spray
larger than 1 cubic foot. 7th-level evocation
You chill, warm, or flavor up to 1 cubic foot of
nonliving material for 1 hour. Casting Time: 1 action
Range: Self (60-foot cone)
You make a color, a small mark, or a symbol
Components: V, S
appear on an object or a surface for 1 hour.
Duration: Instantaneous
You create a nonmagical trinket or an illusory
image that can fit in your hand and that lasts Eight multicolored rays of light flash from your
until the end of your next turn. hand. Each ray is a different color and has a
different power and purpose. Each creature in a 60-
If you cast this spell multiple times, you can have foot cone must make a Dexterity saving throw. For
up to three of its non-instantaneous effects active at each target, roll a d8 to determine which color ray
a time, and you can dismiss such an effect as an affects it.
action. 1. Red. The target takes 10d6 fire damage on a
failed save, or half as much on a successful one.
Primal Savagery 2. Orange. The target takes 10d6 acid damage on
Transmutation cantrip a failed save, or half as much on a successful one.
3. Yellow. The target takes 10d6 lightning
Casting Time: 1 action damage on a failed save, or half as much on a
Range: Self successful one.
Components: S 4. Green. The target takes 10d6 poison damage
Duration: Instantaneous on a failed save, or half as much on a successful
one.
You channel primal magic to cause your teeth or
5. Blue. The target takes 10d6 cold damage on a
fingernails to sharpen, ready to deliver a corrosive
failed save, or half as much on a successful one.
attack. Make a melee spell attack against one
6. Indigo. On a failed save, the target is
creature within 5 feet of you. On a hit, the target
takes 1d10 acid damage. restrained. It must then make a Constitution saving
After you make the attack, your teeth or throw at the end of each of its turns. If it
successfully saves three times, the spell ends. If it
fingernails return to normal.
fails its save three times, it permanently turns to
At Higher Levels. The spell’s damage increases
stone and is subjected to the petrified condition.
by 1d10 when you reach 5th level (2d10), 11th level
The successes and failures don’t need to be
(3d10), and 17th level (4d10).
consecutive; three of either trigger the effect.
7. Violet. On a failed save, the target is blinded. It
must then make a Wisdom saving throw at the start
of your next turn. A successful save ends the
blindness. If it fails that save, the creature is
transported to another plane of existence of the
DM’s choosing and is no longer blinded. (Typically,
a creature that is on a plane that isn’t its home
plane is banished home, while other creatures are
usually cast into the Gray.)
8. Special. The target is struck by two rays. Roll
twice more, rerolling any 8.
394
Prismatic Wall
9th-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
A shimmering, multicolored plane of light forms a 1. Red. The creature takes 10d6 fire damage on a
vertical opaque wall—up to 90 feet long, 30 feet failed save, or half as much damage on a successful
high, and 1 inch thick—centered on a point you can one. While this layer is in place, nonmagical ranged
see within range. Alternatively, you can shape the attacks can’t pass through the wall. The layer can
wall into a sphere up to 30 feet in diameter be destroyed by dealing at least 25 cold damage to
centered on a point you choose within range. The it.
wall remains in place for the duration. If you 2. Orange. The creature takes 10d6 acid damage
position the wall so that it passes through a space on a failed save, or half as much damage on a
occupied by a creature, the spell fails, and your successful one. While this layer is in place, magical
action and the spell slot are wasted. ranged attacks can’t pass through the wall. The
The wall sheds bright light out to a range of 100 layer is destroyed by a strong wind.
feet and dim light for an additional 100 feet. You 3. Yellow. The creature takes 10d6 lightning
and creatures you designate at the time you cast damage on a failed save, or half as much damage
the spell can pass through and remain near the on a successful one. This layer can be destroyed by
wall without harm. If another creature that can see dealing at least 60 force damage to it.
the wall moves to within 20 feet of it or starts its 4. Green. The creature takes 10d6 poison
turn there, the creature must succeed on a damage on a failed save, or half as much damage
Constitution saving throw or become blinded for 1 on a successful one. A passwall spell, or another
minute. spell of equal or greater level that can open a portal
The wall consists of seven layers, each with a on a solid surface, destroys this layer.
different color. When a creature attempts to reach 5. Blue. The creature takes 10d6 cold damage on
into or pass through the wall, it does so one layer at a failed save, or half as much damage on a
a time through all the wall’s layers. As it passes or successful one. This layer can be destroyed by
reaches through each layer, the creature must dealing at least 25 fire damage to it.
make a Dexterity saving throw or be affected by 6. Indigo. On a failed save, the creature is
that layer’s properties as described below. The wall restrained. It must then make a Constitution saving
can be destroyed, also one layer at a time, in order throw at the end of each of its turns. If it
from red to violet, by means specific to each layer. successfully saves three times, the spell ends. If it
Once a layer is destroyed, it remains so for the fails its save three times, it permanently turns to
duration of the spell. Antimagic field has no effect stone and is subjected to the petrified condition.
on the wall and dispel magic can affect only the The successes and failures don’t need to be
violet layer. consecutive; keep track of both until the creature
collects three of a kind.
While this layer is in place, spells can’t be cast
through the wall. The layer is destroyed by bright
light shed by a daylight spell or a similar spell of
equal or higher level.
7. Violet. On a failed save, the creature is blinded.
It must then make a Wisdom saving throw at the
start of your next turn. A successful save ends the
blindness. If it fails that save, the creature is
transported to another plane of the DM’s choosing
and is no longer blinded. (Typically, a creature that
is on a plane that isn’t its home plane is banished
home, while other creatures are usually cast into
the Gray.) This layer is destroyed by a dispel magic
spell or a similar spell of equal or higher level that
can end spells and magical effects.
395
Produce Flame Project Image
Conjuration cantrip 7th-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 500 miles
Components: V, S Components: V, S, M (a small replica of you made
Duration: 10 minutes from materials worth at least 5 ct)
A flickering flame appears in your hand. The flame Duration: Concentration, up to 1 day
remains there for the duration and harms neither You create an illusory copy of yourself that lasts for
you nor your equipment. The flame sheds bright the duration. The copy can appear at any location
light in a 10-foot radius and dim light for an within range that you have seen before, regardless
additional 10 feet. The spell ends if you dismiss it of intervening obstacles. The illusion looks and
as an action or if you cast it again. You can also sounds like you but is intangible. If the illusion
attack with the flame, although doing so ends the takes any damage, it disappears, and the spell ends.
spell. You can use your action to move this illusion up
When you cast this spell, or as an action on a to twice your speed, and make it gesture, speak,
later turn, you can hurl the flame at a creature and behave in whatever way you choose. It mimics
within 30 feet of you. Make a ranged spell attack. your mannerisms perfectly.
On a hit, the target takes 1d8 fire damage. You can see through its eyes and hear through its
At Higher Levels. This spell’s damage increases ears as if you were in its space. On your turn as a
by 1d8 when you reach 5th level (2d8), 11th level bonus action, you can switch from using its senses
(3d8), and 17th level (4d8). to using your own, or back again. While you are
using its senses, you are blinded and deafened in
Programmed Illusion regard to your own surroundings.
Physical interaction with the image reveals it to
6th-level illusion
be an illusion, because things can pass through it. A
Casting Time: 1 action creature that uses its action to examine the image
Range: 120 feet can determine that it is an illusion with a successful
Components: V, S, M (a bit of fleece and jade dust Intelligence (Investigation) check against your spell
worth at least 25 ct) save DC. If a creature discerns the illusion for what
Duration: Until dispelled it is, the creature can see through the image, and
any noise it makes sounds hollow to the creature.
You create an illusion of an object, a creature, or
some other visible phenomenon within range that
activates when a specific condition occurs. The Protection from Energy
illusion is imperceptible until then. It must be no 3rd-level abjuration
larger than a 30-foot cube, and you decide when Casting Time: 1 action
you cast the spell how the illusion behaves and Range: Touch
what sounds it makes. This scripted performance
Components: V, S
can last up to 5 minutes.
Duration: Concentration, up to 1 hour
When the condition you specify occurs, the
illusion springs into existence and performs in the For the duration, the willing creature you touch has
manner you described. Once the illusion finishes, it resistance to one damage type of your choice: acid,
disappears and remains dormant for 10 minutes. cold, fire, lightning, or thunder.
After this time, the illusion can be activated again.
The triggering condition can be as general or as
detailed as you like, though it must be based on
Protection from Poison
2nd-level abjuration
visual or audible conditions that occur within 30
feet of the area. For example, you could create an Casting Time: 1 action
illusion of yourself to appear and warn off others Range: Touch
who attempt to open a trapped door, or you could Components: V, S
set the illusion to trigger only when a creature says Duration: 1 hour
the correct word or phrase.
Physical interaction with the image reveals it to You touch a creature. If it is poisoned, you
be an illusion, because things can pass through it. A neutralize the poison. If more than one poison
creature that uses its action to examine the image afflicts the target you neutralize one poison that you
can determine that it is an illusion with a successful know is present, or you neutralize one at random.
Intelligence (Investigation) check against your spell For the duration, the target has advantage on
save DC. If a creature discerns the illusion for what saving throws against being poisoned, and it has
it is, the creature can see through the image, and resistance to poison damage.
any noise it makes sounds hollow to the creature.
396
Psychic Scream Raise Dead
9th-level enchantment 5th-level necromancy
Casting Time: 1 action Casting Time: 1 hour
Range: 90 feet Range: Touch
Components: S Components: V, S, M (a diamond worth at least
Duration: Instantaneous 500 ct, which the spell consumes)
You unleash the power of your mind to blast the Duration: Instantaneous
intellect of up to ten creatures of your choice that You return a dead creature you touch to life,
you can see within range. Creatures that have an provided that it has been dead no longer than 10
Intelligence score of 2 or lower are unaffected. days. If the creature’s soul is both willing and at
Each target must make an Intelligence saving liberty to rejoin the body, the creature returns to life
throw. On a failed save, a target takes 14d6 psychic with 1 hit point.
damage and is stunned. On a successful save, a This spell also neutralizes any poisons and cures
target takes half as much damage and isn’t nonmagical diseases that affected the creature at
stunned. If a target is killed by this damage, its the time it died. This spell doesn’t, however,
head explodes, assuming it has one. remove magical diseases, curses, or similar effects;
A stunned target can make an Intelligence saving if these aren’t first removed prior to casting the
throw at the end of each of its turns. On a spell, they take effect when the creature returns to
successful save, the stunning effect ends. life. The spell can’t return an undead creature to
life.
Purify Food and Drink This spell closes all mortal wounds, but it doesn’t
restore missing body parts. If the creature is
1st-level transmutation (ritual)
lacking body parts or organs integral for its survival
Casting Time: 1 action —its head, for instance—the spell automatically
Range: 10 feet fails.
Components: V, S Coming back from the dead is an ordeal. The
Duration: Instantaneous target takes a –4 penalty to all attack rolls, saving
throws, and ability checks. Every time the target
All nonmagical food and drink within a 5-foot- finishes a long rest, the penalty is reduced by 1
radius sphere centered on a point of your choice until it disappears.
within range is purified and rendered free of poison
and disease.
Ray of Enfeeblement
Pyrotechnics 2nd-level necromancy
2nd-level transmutation Casting Time: 1 action
Range: 60 feet
Casting Time: 1 action
Components: V, S
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
Duration: Instantaneous A black beam of enervating energy springs from
your finger toward a creature within range. Make a
Choose an area of nonmagical flame that you can ranged spell attack against the target. On a hit, the
see and that fits within a 5-foot cube within range. target deals only half damage with weapon attacks
You can extinguish the fire in that area, and you that use Strength until the spell ends.
create either fireworks or smoke when you do so. At the end of each of the target’s turns, it can
Fireworks. The target explodes with a dazzling make a Constitution saving throw against the spell.
display of colors. Each creature within 10 feet of On a success, the spell ends.
the target must succeed on a Constitution saving
throw or become blinded until the end of your next
turn.
Smoke. Thick black smoke spreads out from the
target in a 20-foot radius, moving around corners.
The area of the smoke is heavily obscured. The
smoke persists for 1 minute or until a strong wind
disperses it.
397
Ray of Frost Regenerate
Evocation cantrip 7th-level transmutation
Casting Time: 1 action Casting Time: 1 minute
Range: 60 feet Range: Touch
Components: V, S Components: V, S, M (a beetle and arcanic water)
Duration: Instantaneous Duration: 1 hour
A frigid beam of blue-white light streaks toward a You touch a creature and stimulate its natural
creature within range. Make a ranged spell attack healing. The target regains 4d8 + 15 hit points, and
against the target. On a hit, it takes 1d8 cold 1 hit point at the start of each of its turns for the
damage, and its speed is reduced by 10 feet until duration of the spell (10 hit points each minute).
the start of your next turn. The target’s severed body pieces (fingers, legs,
At Higher Levels. The spell’s damage increases tails, etc), if any, are restored after 2 minutes. If you
by 1d8 when you reach 5th level (2d8), 11th level have the severed part and hold it to the stump, the
(3d8), and 17th level (4d8). spell instantly knits the limb to the stump.
398
Rejuvenate Resurrection
5th level Transmutation 7th-level necromancy
Casting Time: 1 Minute Casting Time: 1 hour
Range: Self (50 ft radius) Range: Touch
Components: V, S, M (A seed of any type and a Components: V, S, M (a diamond worth at least
drop of water, both of which the spell consumes.) 1,000 ct, which the spell consumes)
Duration: 7 Days Duration: Instantaneous
This spell grants an area of ground the ability to You touch a dead creature that has been dead for
support vegetation. The spell may be cast on any no more than a century, that didn’t die of old age,
ground short of solid rock, including sand, rocky and that isn’t undead. If its soul is free and willing,
sand or soil, and dust. In the case of ground made the target returns to life with all its hit points.
barren by defiler magic, rejuvenate dispels the This spell neutralizes any poisons and cures
ground’s sterility, making it immediately capable of normal diseases afflicting the creature when it died.
supporting vegetation. It doesn’t, however, remove magical diseases,
The spell affects the ground in a 50 foot radius curses, and the like; if such effects aren’t removed
from the caster. Once cast, the soil is enriched and prior to casting the spell, they afflict the target on
moistened, and a blanket of fine grass emerges its return to life.
instantly. This spell closes all mortal wounds and restores
Once cast, the moist soil and grass are not any missing body parts. Coming back from the
magical, and are subject to all natural forces upon dead is an ordeal. The target takes a –4 penalty to
them. They will, however, survive a week in even all attack rolls, saving throws, and ability checks.
the worst of conditions. Rejuvenate otherwise lasts Every time the target finishes a long rest, the
until a spellcaster uses defiling to destroy the penalty is reduced by 1 until it disappears.
vegetation. Casting this spell to restore life to a creature that
This spell automatically fails if cast by any has been dead for one year or longer taxes you
creature with at least 1 point in a defiler aura. greatly. Until you finish a long rest, you can’t cast
spells again, and you have disadvantage on all
Remove Curse attack rolls, ability checks, and saving throws.
3rd-level abjuration
Casting Time: 1 action
Revenge of the Land
5th level evocation
Range: Touch
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: Self (30-foot radius)
Components: V, S, M (a live seed pushed into the
At your touch, all curses affecting one creature or
ground at your feet)
object end. If the object is a cursed magic item, its
curse remains, but the spell breaks the curse upon Duration: Concentration, up to 1 minute
its owner so it can be removed or discarded. The life energy of the earth is channeled in
translucent arcs of energy that radiate from the
Resistance seed in the ground at your feet and unerringly seek
out defilers before returning to the ground. This
Abjuration cantrip
spell only affects a creature with at least one point
Casting Time: 1 action in a defiler aura. A defiler that starts its turn within
Range: Touch or moves into the spell’s radius must make a
Components: V, S, M (a miniature cloak) Constitution saving throw. On a failed save, the
Duration: Concentration, up to 1 minute defiler takes 4d8 force damage or half as much on
a successful save.
You touch one willing creature. Once before the
spell ends, the target can roll a d4 and add the
number rolled to one saving throw of its choice. It
can roll the die before or after making the saving
throw. The spell then ends.
399
Reverse Gravity Sanctuary
7th-level transmutation 1st-level abjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: 100 feet Range: 30 feet
Components: V, S, M (a lodestone and iron filings) Components: V, S, M (a small silver mirror)
Duration: Concentration, up to 1 minute Duration: 1 minute
This spell reverses gravity in a 50-foot-radius, 100- You ward a creature within range against attack.
foot high cylinder centered on a point within range. Until the spell ends, any creature who targets the
All creatures and objects that aren’t somehow warded creature with an attack or a harmful spell
anchored to the ground in the area fall upward and must first make a Wisdom saving throw. On a
reach the top of the area when you cast this spell. A failed save, the creature must choose a new target
creature can make a Dexterity saving throw to grab or lose the attack or spell. This spell doesn’t protect
onto a fixed object it can reach, thus avoiding the the warded creature from area effects, such as the
fall. explosion of a fireball.
If some solid object (such as a ceiling) is If the warded creature makes an attack, casts a
encountered in this fall, falling objects and spell that affects an enemy creature, or deals
creatures strike it just as they would during a damage to another creature, this spell ends.
normal downward fall. If an object or creature
reaches the top of the area without striking
anything, it remains there, oscillating slightly, for
Scatter
6th-level conjuration
the duration.
At the end of the duration, affected objects and Casting Time: 1 action
creatures fall back down. Range: 30 feet
Components: V
Revivify Duration: Instantaneous
3rd-level necromancy The air quivers around up to five creatures of your
Casting Time: 1 action choice that you can see within range. An unwilling
Range: Touch creature must succeed on a Wisdom saving throw
to resist this spell. You teleport each affected target
Components: V, S, M (diamonds worth 300 ct,
to an unoccupied space that you can see within 120
which the spell consumes)
feet of you. That space must be on the ground or on
Duration: Instantaneous a floor.
You touch a creature that has died within the last
minute. That creature returns to life with 1 hit
point. This spell can’t return to life a creature that
Scorching Ray
2nd-level evocation
has died of old age, nor can it restore any missing
body parts. Casting Time: 1 action
Range: 120 feet
Sacred Flame Components: V, S
Evocation cantrip Duration: Instantaneous
Casting Time: 1 action You create three rays of fire and hurl them at
targets within range. You can hurl them at one
Range: 60 feet
target or several.
Components: V, S
Make a ranged spell attack for each ray. On a hit,
Duration: Instantaneous the target takes 2d6 fire damage.
Flame-like radiance descends on a creature that At Higher Levels. When you cast this spell using
you can see within range. The target must succeed a spell slot of 3rd level or higher, you create one
on a Dexterity saving throw or take 1d8 radiant additional ray for each slot level above 2nd.
damage. The target gains no benefit from cover for
this saving throw.
At Higher Levels. The spell’s damage increases
by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).
400
Scrying Searing Smite
5th-level divination 1st-level evocation
Casting Time: 10 minutes Casting Time: 1 bonus action
Range: Self Range: Self
Components: V, S, M (a focus worth at least 1,000 Components: V
ct, such as a crystal ball, a silver mirror, or a font Duration: Concentration, up to 1 minute
filled with arcanic water) The next time you hit a creature with a melee
Duration: Concentration, up to 10 minutes weapon attack during the spell’s duration, your
You can see and hear a particular creature you weapon flares with white-hot intensity, and the
choose that is on the same plane of existence as attack deals an extra 1d6 fire damage to the target
you. The target must make a Wisdom saving throw, and causes the target to ignite in flames. At the
which is modified by how well you know the target start of each of its turns until the spell ends, the
and the sort of physical connection you have to it. If target must make a Constitution saving throw. On a
a target knows you’re casting this spell, it can fail failed save, it takes 1d6 fire damage. On a
the saving throw voluntarily if it wants to be successful save, the spell ends. If the target or a
observed. creature within 5 feet of it uses an action to put out
the flames, or if some other effect douses the
flames (such as the target being submerged in
Knowledge Save Modifier water), the spell ends.
Secondhand (knowledge of target) +5 At Higher Levels. When you cast this spell using
Firsthand (you have met the target) +0 a spell slot of 2nd level or higher, the initial extra
Familiar (you know the target well) –5 damage dealt by the attack increases by 1d6 for
Connection Save Modifier each slot level above 1st.
Likeness or picture –2
Possession or garment –4 Secret Stash
Lock of hair, bit of nail, or the like –10 4th-level conjuration
Casting Time: 1 action
Range: Touch
On a successful save, the target isn’t affected, and Components: V, S, M (an exquisite chest, 3 feet by
you can’t use this spell against it again for 24 2 feet by 2 feet, constructed from rare materials
hours. On a failed save, the spell creates an worth at least 5,000 ct, and a Tiny replica made
invisible sensor within 10 feet of the target. You from the same materials worth at least 50 ct)
can see and hear through the sensor as if you were Duration: Instantaneous
there. The sensor moves with the target, remaining
within 10 feet of it for the duration. A creature that You hide a chest, and all its contents, within the
can see invisible objects sees the sensor as a Gray. You must touch the chest and the miniature
luminous orb about the size of your fist. Instead of replica that serves as a material component for the
targeting a creature, you can choose a location you spell. The chest can contain up to 12 cubic feet of
have seen before as the target of this spell. When nonliving material (3 feet by 2 feet by 2 feet).
you do, the sensor appears at that location and While the chest remains in the Gray, you can use
doesn’t move. an action and touch the replica to recall the chest.
It appears in an unoccupied space on the ground
within 5 feet of you. You can send the chest back to
the Gray 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 in the Gray, it is irretrievably lost.
401
See Invisibility Sending
2nd-level divination 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Unlimited
Components: V, S, M (a pinch of talc and a small Components: V, S, M (a short piece of fine copper
sprinkling of powdered silver) wire)
Duration: 1 hour Duration: 1 round
For the duration, you see invisible creatures and You send a short message of twenty-five words or
objects as if they were visible, and you can see into less to a creature with which you are familiar. The
the Gray. Ethereal creatures and objects appear creature hears the message in its mind, recognizes
ghostly and translucent. you as the sender if it knows you, and can answer
in a like manner immediately. The spell enables
Seeming creatures with Intelligence scores of at least 1 to
understand the meaning of your message.
5th-level illusion
You can send the message across any distance
Casting Time: 1 action and even to other planes of existence, but if the
Range: 30 feet target is on a different plane than you, there is a 5
Components: V, S percent chance that the message doesn’t arrive.
Duration: 8 hours
This spell allows you to change the appearance of Sequester
any number of creatures that you can see within 7th-level transmutation
range. You give each target you choose a new, Casting Time: 1 action
illusory appearance. An unwilling target can make Range: Touch
a Charisma saving throw, and if it succeeds, it is
Components: V, S, M (a powder composed of
unaffected by this spell.
diamond, emerald, ruby, and sapphire dust worth
The spell disguises physical appearance as well
as clothing, armor, weapons, and equipment. You at least 5,000 ct, which the spell consumes)
can make each creature seem 1 foot shorter or Duration: Until dispelled
taller and appear thin, fat, or in between. You can’t By means of this spell, a willing creature or an
change a target’s body type, so you must choose a object can be hidden away, safe from detection for
form that has the same basic arrangement of limbs. the duration. When you cast the spell and touch the
Otherwise, the extent of the illusion is up to you. target, it becomes invisible and can’t be targeted by
The spell lasts for the duration, unless you use your divination spells or perceived through scrying
action to dismiss it sooner. sensors created by divination spells. If the target is
The changes wrought by this spell fail to hold up a creature, it falls into a state of suspended
to physical inspection. For example, if you use this animation. Time ceases to flow for it, and it doesn’t
spell to add a hat to a creature’s outfit, objects pass grow older.
through the hat, and anyone who touches it would You can set a condition for the spell to end early.
feel nothing or would feel the creature’s head and The condition can be anything you choose, but it
hair. If you use this spell to appear thinner than you must occur or be visible within 1 mile of the target.
are, the hand of someone who reaches out to touch Examples include “after 1,000 years” or “when the
you would bump into you while it was seemingly tarrasque awakens.” This spell also ends if the
still in midair. target takes any damage.
A creature can use its action to inspect a target
and make an Intelligence (Investigation) check
against your spell save DC. If it succeeds, it
becomes aware that the target is disguised.
402
Shadow King’s Blade Shape Water
2nd-level illusion Transmutation cantrip
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S Components: S
Duration: Concentration, up to 1 minute Duration: Instantaneous or 1 hour (see below)
You weave together threads of shadow to create a You choose an area of water that you can see
sword of solidified gloom in your hand. This magic within range and that fits within a 5-foot cube.
sword lasts until the spell ends. It counts as a You manipulate it in one of the following ways:
simple melee weapon with which you are
proficient. It deals 2d8 psychic damage on a hit and You instantaneously move or otherwise change
has the finesse, light, and thrown properties (range the flow of the water as you direct, up to 5 feet in
20/60). In addition, when you use the sword to any direction. This movement doesn’t have
attack a target that is in dim light or darkness, you enough force to cause damage.
make the attack roll with advantage. If you drop the You cause the water to form into simple shapes
weapon or throw it, it dissipates at the end of the and animate at your direction. This change lasts
turn. Thereafter, while the spell persists, you can for 1 hour.
use a bonus action to cause the sword to reappear You change the water’s color or opacity. The
in your hand. water must be changed in the same way
At Higher Levels. When you cast this spell using
throughout. This change lasts for 1 hour.
a 3rd or 4th level spell slot, the damage increases
to 3d8. When you cast it using a 5th or 6th level You freeze the water, provided that there are no
spell slot, the damage increases to 4d8. When you creatures in it. The water unfreezes in 1 hour.
cast it using a spell slot of 7th level or higher, the If you cast this spell multiple times, you can have
damage increases to 5d8. no more than two of its non-instantaneous effects
active at a time, and you can dismiss such an effect
Shadow Ward as an action.
4th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (an undead eyeball encased
in a gem worth at least 150 ct)
Duration: Concentration, up to 1 minute
Flame-like shadows wreathe your body until the
spell ends, causing you to become heavily obscured
to others. The shadows turn dim light within 10
feet of you into darkness, and bright light in the
same area to dim light.
Until the spell ends, you have resistance to
radiant damage. In addition, whenever a creature
within 10 feet of you hits you with an attack, the
shadows lash out at that creature, dealing it 2d8
necrotic damage.
403
Shapechange Shatter
9th-level transmutation 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (a jade circlet worth at least Components: V, S, M (a chip of mica)
1,500 ct, which you must place on your head Duration: Instantaneous
before you cast the spell) A sudden loud ringing noise, painfully intense,
Duration: Concentration, up to 1 hour erupts from a point of your choice within range.
You assume the form of a different creature for the Each creature in a 10-foot-radius sphere centered
duration. The new form can be of any creature with on that point must make a Constitution saving
a challenge rating equal to your level or lower. The throw. A creature takes 3d8 thunder damage on a
creature can’t be a construct or an undead, and you failed save, or half as much damage on a successful
must have seen the sort of creature at least once. one. A creature made of inorganic material such as
You transform into an average example of that stone, crystal, or metal has disadvantage on this
creature, one without any class levels or the saving throw.
Spellcasting trait. Your game statistics are replaced A nonmagical object that isn’t being worn or
by the statistics of the chosen creature, though you carried also takes the damage if it’s in the spell’s
retain your alignment and Intelligence, Wisdom, area.
and Charisma scores. You also retain all of your At Higher Levels. When you cast this spell using
skill and saving throw proficiencies, in addition to a spell slot of 3rd level or higher, the damage
gaining those of the creature. If the creature has increases by 1d8 for each slot level above 2nd.
the same proficiency as you and the bonus listed in
its statistics is higher than yours, use the creature’s Shield
bonus in place of yours. You can’t use any 1st-level abjuration
legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the Casting Time: 1 reaction, which you take when you
new form. When you revert to your normal form, are hit by an attack or targeted by the magic
you return to the number of hit points you had missile spell
before you transformed. If you revert as a result of Range: Self
dropping to 0 hit points, any excess damage carries Components: V, S
over to your normal form. As long as the excess Duration: 1 round
damage doesn’t reduce your normal form to 0 hit
points, you aren’t knocked unconscious. An invisible barrier of magical force appears and
You retain the benefit of any features from your protects you. Until the start of your next turn, you
class, race, or other source and can use them, have a +5 bonus to AC, including against the
provided that your new form is physically capable triggering attack, and you take no damage from
of doing so. You can’t use any special senses you magic missile.
have (for example, darkvision) unless your new
form also has that sense. You can only speak if the Shield of Faith
creature can normally speak. 1st-level abjuration
When you transform, you choose whether your
equipment falls to the ground, merges into the new Casting Time: 1 bonus action
form, or is worn by it. Worn equipment functions as Range: 60 feet
normal. The DM determines whether it is practical Components: V, S, M (a small parchment with a bit
for the new form to wear a piece of equipment, of holy text written on it)
based on the creature’s shape and size. Your Duration: Concentration, up to 10 minutes
equipment doesn’t change shape or size to match A shimmering field appears and surrounds a
the new form, and any equipment that the new creature of your choice within range, granting it a
form can’t wear must either fall to the ground or +2 bonus to AC for the duration.
merge into your new form. Equipment that merges
has no effect in that state.
During this spell’s duration, you can use your
action to assume a different form following the
same restrictions and rules for the original form,
with one exception: if your new form has more hit
points than your current one, your hit points remain
at their current value.
404
Shillelagh Silence
Transmutation cantrip 2nd-level illusion (ritual)
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S, M (mistletoe, a shamrock leaf, Components: V, S
and a club or quarterstaff) Duration: Concentration, up to 10 minutes
Duration: 1 minute For the duration, no sound can be created within or
A bludgeoning weapon made of wood that you are pass through a 20-foot-radius sphere centered on a
holding is imbued with nature’s power. For the point you choose within range. Any creature or
duration, you can use your spellcasting ability object entirely inside the sphere is immune to
instead of Strength for the attack and damage rolls thunder damage, and creatures are deafened while
of melee attacks using that weapon, and the entirely inside it.
weapon’s damage die becomes a d8. The weapon Casting a spell that includes a verbal component
also becomes magical, if it isn’t already. The spell is impossible there.
ends if you cast it again or if you let go of the
weapon. Silent Image
1st-level illusion
Shocking Grasp Casting Time: 1 action
Evocation cantrip
Range: 60 feet
Casting Time: 1 action Components: V, S, M (a bit of fleece)
Range: Touch Duration: Concentration, up to 10 minutes
Components: V, S
You create the image of an object, a creature, or
Duration: Instantaneous some other visible phenomenon that is no larger
Lightning springs from your hand to deliver a than a 15-foot cube. The image appears at a spot
shock to a creature you try to touch. Make a melee within range and lasts for the duration. The image
spell attack against the target. You have advantage is purely visual; it isn’t accompanied by sound,
on the attack roll if the target is wearing armor smell, or other sensory effects.
made of metal. On a hit, the target takes 1d8 You can use your action to cause the image to
lightning damage, and it can’t take reactions until move to any spot within range. As the image
the start of its next turn. changes location, you can alter its appearance so
At Higher Levels. The spell’s damage increases that its movements appear natural for the image.
by 1d8 when you reach 5th level (2d8), 11th level For example, if you create an image of a creature
(3d8), and 17th level (4d8). and move it, you can alter the image so that it
appears to be walking.
Sickening Radiance Physical interaction with the image reveals it to
be an illusion, because things can pass through it. A
4th-level evocation creature that uses its action to examine the image
Casting Time: 1 action can determine that it is an illusion with a successful
Range: 120 feet Intelligence (Investigation) check against your spell
Components: V, S save DC. If a creature discerns the illusion for what
Duration: Concentration, up to 10 minutes it is, the creature can see through the image.
Dim, greenish light spreads within a 30-foot-radius
sphere centered on a point you choose within
range. The light spreads around corners, and it
lasts until the spell ends.
When a creature moves into the spell’s area for
the first time on a turn or starts its turn there, that
creature must succeed on a Constitution saving
throw or take 4d10 radiant damage, and it suffers
one level of exhaustion and emits a dim, greenish
light in a 5-foot radius. This light makes it
impossible for the creature to benefit from being
invisible. The light and any levels of exhaustion
caused by this spell go away when the spell ends.
405
Silt Horror’s Tentacles Simulacrum
4th-level conjuration 7th-level illusion
Casting Time: 1 action Casting Time: 12 hours
Range: 90 feet Range: Touch
Components: V, S, M (a piece of tentacle) Components: V, S, M (sand or silt in quantities
Duration: Concentration, up to 1 minute sufficient to make a life-size copy of the
Squirming, ebony tentacles fill a 20-foot square on duplicated creature; some hair, fingernail
ground that you can see within range. For the clippings, or other piece of that creature’s body
duration, these tentacles turn the ground in the placed inside the sand or silt; and powdered ruby
area into difficult terrain. worth 1,500 ct, sprinkled over the duplicate and
When a creature enters the affected area for the consumed by the spell)
first time on a turn or starts its turn there, the Duration: Until dispelled
creature must succeed on a Dexterity saving throw You shape an illusory duplicate of one beast or
or take 3d6 bludgeoning damage and be restrained humanoid that is within range for the entire casting
by the tentacles until the spell ends. A creature that time of the spell. The duplicate is a creature,
starts its turn in the area and is already restrained partially real and formed from sand or silt, and it
by the tentacles takes 3d6 bludgeoning damage. can take actions and otherwise be affected as a
A creature restrained by the tentacles can use its normal creature. It appears to be the same as the
action to make a Strength or Dexterity check (its original, but it has half the creature’s hit point
choice) against your spell save DC. On a success, it maximum and is formed without any equipment.
frees itself. Otherwise, the illusion uses all the statistics of the
creature it duplicates, except that it is a construct.
Silt Walk The simulacrum is friendly to you and creatures
3rd-level transmutation (ritual) you designate. It obeys your spoken commands,
moving and acting in accordance with your wishes
Casting Time: 1 action and acting on your turn in combat. The simulacrum
Range: 30 feet lacks the ability to learn or become more powerful,
Components: V, S, M (a piece of cork) so it never increases its level or other abilities, nor
Duration: 1 hour can it regain expended spell slots.
This spell grants the ability to move across any If the simulacrum is damaged, you can repair it in
liquid surface—such as silt, water, acid, mud, snow, an alchemical laboratory, using rare herbs and
quicksand, or lava—as if it were harmless solid minerals worth 100 ct per hit point it regains. The
ground (creatures crossing molten lava can still simulacrum lasts until it drops to 0 hit points, at
take damage from the heat). Up to ten willing which point it reverts to the elements of its form
creatures you can see within range gain this ability and collapses instantly.
for the duration. If you cast this spell again, any currently active
If you target a creature submerged in a liquid duplicates you created with this spell are instantly
(including silt), the spell carries the target to the destroyed.
surface of the liquid at a rate of 60 feet per round.
Skill Empowerment
5th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Your magic deepens a creature’s understanding of
its own talent. You touch one willing creature and
give it expertise in one skill of your choice; until the
spell ends, the creature doubles its proficiency
bonus for ability checks it makes that use the
chosen skill.
You must choose a skill in which the target is
proficient and that isn’t already benefiting from an
effect, such as Expertise, that doubles its
proficiency bonus.
406
Skywrite Slow
2nd-level transmutation (ritual) 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Sight Range: 120 feet
Components: V, S Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute
You cause up to ten words to form in a part of the You alter time around up to six creatures of your
sky you can see. The words appear to be made of choice in a 40-foot cube within range. Each target
clouds and remain in place for the spell’s duration, must succeed on a Wisdom saving throw or be
then dissipate when the spell ends. A strong wind affected by this spell for the duration.
can disperse the clouds and end the spell early. An affected target’s speed is halved, it takes a -2
penalty to AC and Dexterity saving throws, and it
Sleep can’t use reactions. On its turn, it can use either an
action or a bonus action, not both. Regardless of
1st-level enchantment
the creature’s abilities or magic items, it can’t make
Casting Time: 1 action more than one melee or ranged attack during its
Range: 90 feet turn.
Components: V, S, M (a pinch of fine sand) If the creature attempts to cast a spell with a
Duration: 1 minute casting time of 1 action, roll a d20. On an 11 or
higher, the spell doesn’t take effect until the
This spell sends creatures into a magical slumber. creature’s next turn, and the creature must use its
Roll 5d8; the total is how many hit points of action on that turn to complete the spell. If it can’t,
creatures this spell can affect. Creatures within 20 the spell is wasted.
feet of a point you choose within range are affected A creature affected by this spell makes another
in ascending order of their current hit points Wisdom saving throw at the end of each of its
(ignoring unconscious creatures). turns. On a successful save, the effect ends for it.
Starting with the creature that has the lowest
current hit points, each creature affected by this
spell falls unconscious until the spell ends, the Snare
sleeper takes damage, or someone uses an action 1st-level abjuration
to shake or slap the sleeper awake. Subtract each Casting Time: 1 minute
creature’s hit points from the total before moving Range: Touch
on to the creature with the next lowest hit points.
Components: S, M (25 feet of rope, which the spell
A creature’s hit points must be equal to or less
consumes)
than the remaining total to be affected. Undead and
creatures with charm immunity aren’t affected. Duration: 8 hours
At Higher Levels. When you cast this spell using As you cast this spell, you use the rope to create a
a spell slot of 2nd level or higher, roll an additional circle with a 5-foot radius on the ground or the
2d8 for each slot level above 1st. floor. When you finish casting, the rope disappears
and the circle becomes a magic trap.
Sleet Storm This trap is nearly invisible, requiring a
successful Intelligence (Investigation) check
3rd-level conjuration
against your spell save DC to be discerned.
Casting Time: 1 action The trap triggers when a Small, Medium, or
Range: 150 feet Large creature moves onto the ground or the floor
Components: V, S, M (a dust mote and water drop) in the spell’s radius. That creature must succeed on
Duration: Concentration, up to 1 minute a Dexterity saving throw or be magically hoisted
into the air, leaving it hanging upside down 3 feet
Until the spell ends, freezing sleet falls in a 20-foot- above the ground or the floor. The creature is
tall cylinder with a 40-foot radius centered on a restrained there until the spell ends.
point you choose within range. The area is heavily
obscured, and puts out exposed flames in the area.
The ground in the area is covered with ice, making
it difficult terrain. When a creature enters the area
for the first time on a turn or starts its turn there, it
must make a Dexterity saving throw. On a failed
save, it falls prone.
If a creature starts its turn in the spell’s area and
is concentrating on a spell, the creature must make
a successful Constitution saving throw against your
spell save DC or lose concentration.
407
Snow Swarm Spare the Dying
2nd-level evocation Necromancy cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: Touch
Components: V, S, M (a small white rock chip) Components: V, S
Duration: Instantaneous Duration: Instantaneous
A flurry of magic snow erupts from a point you You touch a living creature that has 0 hit points.
choose within range. Each creature in a 5-foot- The creature becomes stable. This spell has no
radius sphere centered on that point must make a effect on undead or constructs.
Dexterity saving throw. A creature takes 3d6 cold
damage on a failed save, or half as much damage
on a successful one.
Speak with Animals
1st-level divination (ritual)
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the damage Casting Time: 1 action
increases by 1d6 for each slot level above 2nd. Range: Self
Components: V, S
Soul Cage Duration: 10 minutes
6th-level necromancy You gain the ability to comprehend and verbally
Casting Time: 1 reaction, which you take when a communicate with beasts for the duration. The
humanoid you can see within 60 feet of you dies knowledge and awareness of many beasts is
limited by their intelligence, but at minimum,
Range: 60 feet
beasts can give you information about nearby
Components: V, S, M (a tiny cage worth 100 ct)
locations and monsters, including whatever they
Duration: 8 hours can perceive or have perceived within the past day.
This spell snatches the soul of a humanoid as it You might be able to persuade a beast to perform a
dies and traps it inside the cage you use for the small favor for you, at the DM’s discretion.
material component. The soul remains inside until
the spell ends or until the cage is destroyed, which
ends the spell. While a soul is inside the cage, you
Speak with Dead
3rd-level necromancy
can exploit it in any of the ways described below.
You can use a trapped soul up to six times. On the Casting Time: 1 action
sixth use, it is released, and the spell ends. A soul Range: 10 feet
cannot be revived until released. Components: V, S, M (burning incense)
Steal Life. You can use a bonus action to drain Duration: 10 minutes
vigor from the soul and regain 2d8 hit points.
Query Soul. You ask the soul a question (no You grant the semblance of life and intelligence to
action required) and receive a brief telepathic a corpse of your choice within range, allowing it to
answer, which you can understand regardless of answer the questions you pose. The corpse must
the language used. The soul knows only what it still have a mouth and can’t be undead. The spell
knew in life, but it must answer you truthfully and fails if the corpse was the target of this spell within
to the best of its ability. The answer is no more the last 10 days.
than a sentence or two and might be cryptic. Until the spell ends, you can ask the corpse up to
Borrow Experience. You can use a bonus action five questions. The corpse knows only what it knew
to bolster yourself with the soul’s life experience, in life, including the languages it knew. Answers
making your next attack roll, ability check, or are usually brief, cryptic, or repetitive, and the
saving throw with advantage. If you don’t use this corpse is under no compulsion to offer a truthful
benefit before the start of your next turn, it is lost. answer if you are hostile to it or it recognizes you
Eyes of the Dead. You can use an action to name as an enemy. This spell doesn’t return the
a place the humanoid saw in life, which creates an creature’s soul to its body, only its animating spirit.
invisible sensor somewhere in that place if it is on Thus, the corpse can’t learn new information,
the plane of existence you’re currently on. The doesn’t comprehend anything that has happened
sensor remains for as long as you concentrate, up since it died, and can’t speculate about future
to 10 minutes (as if concentrating on a spell). You events.
receive visual auditory information from the sensor
as if you were in its space using your senses.
A creature that can see the sensor (as with see
invisibility or truesight) sees a translucent image of
the tormented humanoid whose soul you caged.
408
Speak with Plants Spike Growth
3rd-level transmutation 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: 150 feet
Components: V, S Components: V, S, M (seven sharp thorns)
Duration: 10 minutes Duration: Concentration, up to 10 minutes
You imbue plants within 30 feet of you with limited The ground in a 20-foot radius centered on a point
sentience and animation, giving them the ability to within range sprouts hard spikes and thorns,
communicate with you and follow your simple becoming difficult terrain for the duration. When a
commands. You can question plants about events creature moves into or within the area, it takes 2d4
in the spell’s area within the past day, gaining piercing damage for every 5 feet it travels.
information about creatures that have passed, The transformation of the ground is camouflaged
weather, and other circumstances. to look natural. Any creature that can’t see the area
You can also turn difficult terrain caused by plant at the time the spell is cast must make a Wisdom
growth (such as thickets and undergrowth) into (Perception) check against your spell save DC to
ordinary terrain that lasts for the duration. Or you recognize it as hazardous before entering it.
can turn ordinary terrain where plants are present
into difficult terrain that lasts for the duration,
causing vines and branches to hinder pursuers, for
Spirit Fire
1st-level evocation
example.
Plants might be able to perform other tasks on Casting Time: 1 action
your behalf, at the DM’s discretion. The spell Range: 60 feet
doesn’t enable plants to uproot themselves and Components: V
move about, but they can freely move branches, Duration: Concentration, up to 1 minute
tendrils, and stalks.
If a plant creature is in the area, you can Each object in a 20-foot cube within range is
communicate with it as if you shared a common outlined in blue, green, or violet light (your choice).
language, but you gain no magical ability to Any creature in the area when the spell is cast is
influence it. also outlined in light if it fails a Dexterity saving
This spell can cause the plants created by the throw. For the duration, objects and affected
entangle spell to release a restrained creature. creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or
object has advantage if the attacker can see it, and
Spider Climb the affected creature or object can’t benefit from
2nd-level transmutation being invisible.
Casting Time: 1 action
Range: Touch Spirit Guardians
Components: V, S, M (a drop of bitumen and a 3rd-level conjuration
spider)
Casting Time: 1 action
Duration: Concentration, up to 1 hour
Range: Self (15-foot radius)
Until the spell ends, one willing creature you touch Components: V, S, M (a holy symbol)
gains the ability to move up, down, and across Duration: Concentration, up to 10 minutes
vertical surfaces and upside down along ceilings,
while leaving its hands free. The target also gains a You call forth spirits to protect you. They flit around
climbing speed equal to its walking speed. you to a distance of 15 feet for the duration. Their
appearance is influenced both by the type of magic
being used to summon them and your alignment.
When you cast this spell, you can designate any
number of creatures you can see to be unaffected
by it. An affected creature’s speed is halved in the
area, and when the creature enters the area for the
first time on a turn or starts its turn there, it must
make a Wisdom saving throw. On a failed save, the
creature takes 3d8 radiant damage (if you are good
or neutral) or 3d8 necrotic damage (if you are evil).
On a successful save, the creature takes half as
much damage.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage
increases by 1d8 for each slot level above 3rd.
409
Spirit Shroud Staggering Smite
3rd-level necromancy 4th-level evocation
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: Self Range: Self
Components: V, S Components: V
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You call forth spirits of the dead, which flit around The next time you hit a creature with a melee
you for the spell’s duration. The spirits are weapon attack during this spell’s duration, your
intangible and invulnerable. Until the spell ends, weapon pierces both body and mind, and the attack
any attack you make deals 1d8 extra damage when deals an extra 4d6 psychic damage to the target.
you hit a creature within 10 feet of you. This The target must make a Wisdom saving throw. On
damage is radiant, necrotic, or cold (your choice a failed save, it has disadvantage on attack rolls and
when you cast the spell). Any creature that takes ability checks, and can’t take reactions until the end
this damage can’t regain hit points until the start of of its next turn.
your next turn.
In addition, any creature of your choice that you
can see that starts its turn within 10 feet of you has
Steel Wind Strike
5th-level conjuration
its speed reduced by 10 feet until the start of your
next turn. Casting Time: 1 action
At Higher Levels. When you cast this spell using Range: 30 feet
a spell slot of 4th level or higher, the damage Components: S, M (a melee weapon worth at least
increases by 1d8 for every two slot levels above 1 sp)
3rd. Duration: Instantaneous
Spiritual Weapon You flourish the weapon used in the casting and
then vanish to strike like the wind. Choose up to
2nd-level evocation five creatures you can see within range. Make a
Casting Time: 1 bonus action melee spell attack against each target. On a hit, a
Range: 60 feet target takes 6d10 force damage.
Components: V, S You can then teleport to an unoccupied space you
can see within 5 feet of one of the targets you hit or
Duration: 1 minute
missed.
You create a floating, spectral weapon within range
that lasts for the duration or until you cast this spell
again. When you cast the spell, you can make a
Stinking Cloud
melee spell attack against a creature within 5 feet 3rd-level conjuration
of the weapon. On a hit, the target takes force Casting Time: 1 action
damage equal to 1d8 + your spellcasting ability Range: 90 feet
modifier. Components: V, S, M (a rotten egg or several
As a bonus action on your turn, you can move the skunk cabbage leaves)
weapon up to 20 feet and repeat the attack against Duration: Concentration, up to 1 minute
a creature within 5 feet of it.
The weapon can take whatever form you choose. You create a 20-foot-radius sphere of yellow,
Clerics might make their weapon display traits of nauseating gas centered on a point within range.
their chosen element, such as a hammer of stone or The cloud spreads around corners, and its area is
scything blades of wind. heavily obscured. The cloud lingers in the air for
At Higher Levels. When you cast this spell using the duration.
a spell slot of 3rd level or higher, the damage Each creature that is completely within the cloud
increases by 1d8 for every two slot levels above the at the start of its turn must make a Constitution
2nd. saving throw against poison. On a failed save, the
creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are
immune to poison automatically succeed on this
saving throw.
A moderate wind (at least 10 miles per hour)
disperses the cloud after 4 rounds. A strong wind
(at least 20 miles per hour) disperses it after 1
round.
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Stone Shape Storm of Vengeance
4th-level transmutation 9th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Sight
Components: V, S, M (soft clay, which must be Components: V, S
worked into roughly the desired shape of the Duration: Concentration, up to 1 minute
stone object) A churning storm cloud forms, centered on a point
Duration: Instantaneous you can see and spreading to a radius of 360 feet.
You touch a stone object of Medium size or smaller Lightning flashes in the area, thunder booms, and
or a section of stone no more than 5 feet in any strong winds roar. Each creature under the cloud
dimension and form it into any shape that suits (no more than 5,000 feet beneath the cloud) when
your purpose. So, for example, you could shape a it appears must make a Constitution saving throw.
large rock into a weapon, idol, or coffer, or make a On a failed save, a creature takes 2d6 thunder
small passage through a wall, as long as the wall is damage and becomes deafened for 5 minutes.
less than 5 feet thick. You could also shape a stone For each round you maintain concentration on
door or its frame to seal the door shut. The object this spell after the first, the storm produces
you create can have up to two hinges and a latch, different effects on your turn.
but finer mechanical detail isn’t possible. Round 2. Acidic rain falls from the cloud. Each
creature and object under the cloud takes 1d6 acid
Stoneskin damage.
Round 3. You call six bolts of lightning from the
4th-level abjuration cloud to strike six creatures or objects of your
Casting Time: 1 action choice beneath the cloud. A given creature or object
Range: Touch can’t be struck by more than one bolt. A struck
Components: V, S, M (diamond dust worth 100 ct, creature must make a Dexterity saving throw. The
which the spell consumes) creature takes 10d6 lightning damage on a failed
Duration: Concentration, up to 1 hour save, or half as much damage on a successful one.
Round 4. Hailstones rain down from the cloud.
This spell turns the flesh of a willing creature you Each creature under the cloud takes 2d6
touch as hard as stone. Until the spell ends, the bludgeoning damage.
target has resistance to nonmagical bludgeoning, Round 5-10. Gusts and freezing rain assail the
piercing, and slashing damage. area under the cloud.
The area becomes difficult terrain and is heavily
obscured. Each creature there takes 1d6 cold
damage. Ranged weapon attacks in the area are
impossible. The wind and rain count as a severe
distraction for the purposes of maintaining
concentration on spells. Finally, gusts of strong
wind (ranging from 20 to 50 miles per hour)
automatically disperse fog, mists, and similar
phenomena in the area, whether mundane or
magical.
Storm Sphere Suggestion
4th-level evocation 2nd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 30 feet
Components: V, S Components: V, M (a snake’s tongue and either a
Duration: Concentration, up to 1 minute bit of honeycomb or a drop of sweet oil)
A 20-foot-radius sphere of whirling air springs into Duration: Concentration, up to 8 hours
existence centered on a point you choose within You suggest a course of activity (limited to a
range. The sphere remains for the spell’s duration. sentence or two) and magically influence a creature
Each creature in the sphere when it appears or that you can see within range that can hear and
ends its turn there must succeed on a Strength understand you. Creatures that can’t be charmed
saving throw or take 2d6 bludgeoning damage. The are immune to this effect. The suggestion must be
sphere’s space is difficult terrain. worded in such a manner as to make the course of
Until the spell ends, you can use a bonus action action sound reasonable. Asking the creature to
on each of your turns to cause a bolt of lightning to stab itself, throw itself onto a spear, immolate itself,
leap from the center of the sphere toward one or do some other obviously harmful act ends the
creature you choose within 60 feet of the center. spell.
Make a ranged spell attack. You have advantage on The target must make a Wisdom saving throw.
the attack roll if the target is in the sphere. On a hit, On a failed save, it pursues the course of action you
the target takes 4d6 lightning damage. described to the best of its ability. The suggested
Creatures within 30 feet of the sphere have course of action can continue for the entire
disadvantage on Wisdom (Perception) checks duration. If the suggested activity can be completed
made to listen. in a shorter time, the spell ends when the subject
At Higher Levels. When you cast this spell using finishes what it was asked to do.
a spell slot of 5th level or higher, the damage You can also specify conditions that will trigger a
increases for each of its effects by 1d6 for each slot special activity during the duration. For example,
level above 4th. you might suggest that a Templar give their
coinpurse to the first beggar they meet. If the
condition isn’t met before the spell expires, the
activity isn’t performed.
If you or any of your companions damage the
target, the spell ends.
Summon Beast Bestial Spirit
2nd-level conjuration Small beast
Casting Time: 1 action
Range: 90 feet Armor Class 11 + the level of the spell (natural armor)
Components: V, S, M (a feather, tuft of fur, and fish Hit Points 20 (Air only) or 30 (Land and Water only) +
tail inside a gilded acorn worth at least 200 ct) 5 for each spell level above 2nd
Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air
Duration: Concentration, up to 1 hour
only); swim 30 ft. (Water only)
You call forth a bestial spirit. It manifests in an
unoccupied space that you can see within range. STR DEX CON INT WIS CHA
This corporeal form uses the Bestial Spirit stat 18 (+4) 11 (+0) 16 (+3) 4 (–3) 14 (+2) 5 (–3)
block. When you cast the spell, choose an
environment: Air, Land, or Water. The creature Senses darkvision 60 ft., passive Perception 12
resembles an animal of your choice that is native to Languages understands the languages you speak
the chosen environment, which determines certain Challenge — Proficiency Bonus equals your bonus
traits in its stat block. The creature disappears
when it drops to 0 hit points or when the spell ends.
Flyby (Air Only). The beast doesn’t provoke
The creature is an ally to you and your
opportunity attacks when it flies out of an enemy’s
companions. In combat, the creature shares your
reach.
initiative count, but it takes its turn immediately
after yours. It obeys your verbal commands (no Pack Tactics (Land and Water Only). The beast has
action required by you). If you don’t issue any, it advantage on an attack roll against a creature if at
takes the Dodge action and uses its move to avoid least one of the beast’s allies is within 5 feet of the
danger. creature and the ally isn’t incapacitated.
Water Breathing (Water Only). The beast can breathe
only underwater.
Actions
Multiattack. The beast makes a number of attacks
equal to half this spell’s level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier
to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s
level piercing damage.
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Summon Celestial Celestial Spirit
5th-level conjuration Large celestial
Casting Time: 1 action
Range: 90 feet Armor Class 11 + the level of the spell (natural armor)
Components: V, S, M (a golden reliquary worth at + 2 (Defender only)
least 400 ct) Hit Points 40 + 10 for each spell level above 5th
Speed 30 ft., fly 40 ft.
Duration: Concentration, up to 1 hour
You call forth a celestial spirit. It manifests in an STR DEX CON INT WIS CHA
eldritch, angelic form in an unoccupied space that 16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)
you can see within range. This corporeal form uses
the Celestial Spirit stat block. When you cast the Damage Resistances radiant
spell, choose Avenger or Defender. Your choice Condition Immunities charmed, frightened
determines the creature’s attack in its stat block. Senses darkvision 60 ft., passive Perception 12
The creature disappears when it drops to 0 hit Languages Celestial, understands the languages you
points or when the spell ends. speak
The creature is an ally to you and your Challenge — Proficiency Bonus equals your bonus
companions. In combat, the creature shares your
initiative count, but it takes its turn immediately
after yours. It obeys your verbal commands (no Actions
action required by you). If you don’t issue any, it Multiattack. The celestial makes a number of attacks
takes the Dodge action and uses its move to avoid equal to half this spell’s level (rounded down).
danger.
At Higher Levels. When you cast this spell using Radiant Bow (Avenger Only). Ranged Weapon Attack:
a spell slot of 6th level or higher, use the higher your spell attack modifier to hit, range 150/600 ft.,
level wherever the spell’s level appears in the stat one target. Hit: 2d6 + 2 + the spell’s level radiant
block. damage.
Radiant Mace (Defender Only). Melee Weapon Attack:
your spell attack modifier to hit, reach 5 ft., one target.
Hit: 1d10 + 3 + the spell’s level radiant damage, and
the celestial can choose itself or another creature it
can see within 10 feet of the target. The chosen
creature gains 1d10 temporary hit points.
Healing Touch (1/Day). The celestial touches another
creature. The target magically regains hit points equal
to 2d8 + the spell’s level.
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Summon Construct Construct Spirit
4th-level conjuration Medium construct
Casting Time: 1 action
Range: 90 feet Armor Class 13 + the level of the spell (natural armor)
Components: V, S, M (an ornate stone and metal Hit Points 40 + 15 for each spell level above 3rd
lockbox worth at least 400 ct) Speed 30 ft.
Duration: Concentration, up to 1 hour
STR DEX CON INT WIS CHA
You call forth the spirit of a construct. It manifests 18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (–3)
in an unoccupied space that you can see within
range. This corporeal form uses the Construct Damage Resistances poison
Spirit stat block. When you cast the spell, choose a Condition Immunities charmed, exhaustion,
material: Clay, Metal, or Stone. The creature frightened, incapacitated, paralyzed, petrified,
resembles a golem made of the chosen material, poisoned
which determines certain traits in its stat block. Senses darkvision 60 ft., passive Perception 10
The creature disappears when it drops to 0 hit Languages understands the languages you speak
points or when the spell ends. Challenge — Proficiency Bonus equals your bonus
The creature is an ally to you and your
companions. In combat, the creature shares your
Heated Body (Metal Only). A creature that touches
initiative count, but it takes its turn immediately
the construct or hits it with a melee attack while
after yours. It obeys your verbal commands (no within 5 feet of it takes 1d10 fire damage.
action required by you). If you don’t issue any, it
takes the Dodge action and uses its move to avoid Stony Lethargy (Stone Only). When a creature the
danger. construct can see starts its turn within 10 feet of the
At Higher Levels. When you cast this spell using construct, the construct can force it to make a
a spell slot of 4th level or higher, use the higher Wisdom saving throw against your spell save DC. On
level wherever the spell’s level appears in the stat a failed save, the target can’t use reactions and its
block. speed is halved until the start of its next turn.
Actions
Multiattack. The construct makes a number of attacks
equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier
to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s
level bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). When the construct takes
damage, it makes a slam attack against a random
creature within 5 feet of it. If no creature is within
reach, the construct moves up to half its speed toward
an enemy it can see, without provoking opportunity
attacks.
415
Summon Elemental Elemental Spirit
4th-level conjuration Medium elemental
Casting Time: 1 action
Range: 90 feet Armor Class 11 + the level of the spell (natural armor)
Components: V, S, M (air, a pebble, ash, and water Hit Points 50 + 10 for each spell level above 4th
inside a gold-inlaid vial worth at least 400 ct) Speed 40 ft.; burrow 40 ft. (Earth only); fly 40 ft.
(hover) (Air only); swim 40 ft. (Water only)
Duration: Concentration, up to 1 hour
You call forth an elemental spirit. It manifests in an STR DEX CON INT WIS CHA
unoccupied space that you can see within range. 18 (+4) 15 (+2) 17 (+3) 4 (–3) 10 (+0) 16 (+3)
This corporeal form uses the Elemental Spirit stat
block. When you cast the spell, choose an element: Damage Resistances acid (Water only); lightning and
Air, Earth, Fire, or Water. The creature resembles thunder (Air only); piercing and slashing (Earth
a bipedal form wreathed in the chosen element, only)
which determines certain traits in its stat block. Damage Immunities poison; fire (Fire only)
The creature disappears when it drops to 0 hit Condition Immunities exhaustion, paralyzed, petrified,
points or when the spell ends. poisoned, unconscious
The creature is an ally to you and your Senses darkvision 60 ft., passive Perception 10
companions. In combat, the creature shares your Languages Primordial, understands the languages you
initiative count, but it takes its turn immediately speak
after yours. It obeys your verbal commands (no Challenge — Proficiency Bonus equals your bonus
action required by you). If you don’t issue any, it
takes the Dodge action and uses its move to avoid Amorphous Form (Air, Fire, and Water Only). The
danger. elemental can move through a space as narrow as 1
At Higher Levels. When you cast this spell using inch wide without squeezing.
a spell slot of 5th level or higher, use the higher
level wherever the spell’s level appears in the stat Actions
block. Multiattack. The elemental makes a number of
attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier
to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the
spell’s level bludgeoning damage (Air, Earth, and
Water only) or fire damage (Fire only).
416
Summon Fey Fey Spirit
3rd-level conjuration Small fey
Casting Time: 1 action
Range: 90 feet Armor Class 12 + the level of the spell (natural armor)
Components: V, S, M (a gilded flower worth at Hit Points 30 + 10 for each spell level above 3rd
least 300 ct) Speed 40 ft.
Duration: Concentration, up to 1 hour
STR DEX CON INT WIS CHA
You call forth a fey spirit. It manifests in an 18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (–3)
unoccupied space that you can see within range.
This corporeal form uses the Fey Spirit stat block. Condition Immunities charmed
When you cast the spell, choose a mood: Fuming, Senses darkvision 60 ft., passive Perception 10
Mirthful, or Tricksy. The creature resembles a fey Languages Sylvan, understands the languages you
creature of your choice marked by the chosen speak
mood, which determines one of the traits in its stat Challenge — Proficiency Bonus equals your bonus
block. The creature disappears when it drops to 0
hit points or when the spell ends.
The creature is an ally to you and your Actions
companions. In combat, the creature shares your Multiattack. The fey makes a number of attacks equal
initiative count, but it takes its turn immediately to half this spell’s level (rounded down).
after yours. It obeys your verbal commands (no
action required by you). If you don’t issue any, it Shortsword. Melee Weapon Attack: your spell attack
takes the Dodge action and uses its move to avoid modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 +
danger. the spell’s level piercing damage + 1d6 force damage.
At Higher Levels. When you cast this spell using Bonus Actions
a spell slot of 4th level or higher, use the higher
level wherever the spell’s level appears in the stat Fey Step. The fey magically teleports up to 30 feet to
block. an unoccupied space it can see. Then one of the
following effects occurs, based on the fey’s chosen
mood:
Fuming. The fey has advantage on the next attack
roll it makes before the end of this turn.
Mirthful. The fey can force one creature it can see
within 10 feet of it to make a Wisdom saving throw
against your spell save DC. Unless the save succeeds,
the target is charmed by you and the fey for 1 minute
or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of
it with magical darkness, which lasts until the end of
its next turn.
417
Summon Shadowspawn Shadow Spirit
3rd-level conjuration Medium monstrosity
Casting Time: 1 action
Range: 90 feet Armor Class 11 + the level of the spell (natural armor)
Components: V, S, M (tears inside a gem worth at Hit Points 35 + 15 for each spell level above 3rd
least 300 ct) Speed 40 ft.
Duration: Concentration, up to 1 hour
STR DEX CON INT WIS CHA
You call forth a shadowy spirit. It manifests in an 13 (+1) 16 (+3) 15 (+2) 4 (–3) 10 (+0) 16 (+3)
unoccupied space that you can see within range.
This corporeal form uses the Shadow Spirit stat Damage Resistances necrotic
block. When you cast the spell, choose an emotion: Condition Immunities frightened
Fury, Despair, or Fear. The creature resembles a Senses darkvision 120 ft., passive Perception 10
misshapen biped marked by the chosen emotion, Languages understands the languages you speak
which determines certain traits in its stat block. Challenge — Proficiency Bonus equals your bonus
The creature disappears when it drops to 0 hit
points or when the spell ends.
Terror Frenzy (Fury Only). The spirit has advantage on
The creature is an ally to you and your
attack rolls against frightened creatures.
companions. In combat, the creature shares your
initiative count, but it takes its turn immediately Weight of Sorrow (Despair Only). Any creature, other
after yours. It obeys your verbal commands (no than you, that starts its turn within 5 feet of the spirit
action required by you). If you don’t issue any, it has its speed reduced by 20 feet until the start of that
takes the Dodge action and uses its move to avoid creature’s next turn.
danger.
At Higher Levels. When you cast this spell using Actions
a spell slot of 4th level or higher, use the higher Multiattack. The spirit makes a number of attacks
level wherever the spell’s level appears in the stat equal to half this spell’s level (rounded down).
block.
Chilling Rend. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 +
the spell’s level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each
creature within 30 feet of it must succeed on a
Wisdom saving throw against your spell save DC or
be frightened of the spirit for 1 minute. The frightened
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.
Bonus Actions
Shadow Stealth (Fear Only). While in dim light or
darkness, the spirit takes the Hide action.
418
Summon Undead Undead Spirit
3rd-level necromancy Medium undead
Casting Time: 1 action
Range: 90 feet Armor Class 11 + the level of the spell (natural armor)
Components: V, S, M (a gilded skull worth at least Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal
300 ct) only) + 10 for each spell level above 3rd
Speed 30 ft.; fly 40 ft. (hover) (Ghostly only)
Duration: Concentration, up to 1 hour
You call forth an undead spirit. It manifests in an STR DEX CON INT WIS CHA
unoccupied space that you can see within range. 12 (+1) 16 (+3) 15 (+2) 4 (–3) 10 (+0) 9 (–1)
This corporeal form uses the Undead Spirit stat
block. When you cast the spell, choose the Damage Resistances necrotic, poison
creature’s form: Ghostly, Putrid, or Skeletal. The Condition Immunities exhaustion, frightened,
spirit resembles an undead creature with the paralyzed, poisoned
chosen form, which determines certain traits in its Senses darkvision 60 ft., passive Perception 10
stat block. The creature disappears when it drops Languages understands the languages you speak
to 0. hit points or when the spell ends. Challenge — Proficiency Bonus equals your bonus
The creature is an ally to you and your
companions. In combat, the creature shares your
Festering Aura (Putrid Only). Any creature, other than
initiative count, but it takes its turn immediately
you, that starts its turn within 5 feet of the spirit must
after yours. It obeys your verbal commands (no succeed on a Constitution saving throw against your
action required by you). If you don’t issue any, it spell save DC or be poisoned until the start of its next
takes the Dodge action and uses its move to avoid turn.
danger.
At Higher Levels. When you cast this spell using Incorporeal Passage (Ghostly Only). The spirit can
a spell slot of 4th level or higher, use the higher move through other creatures and objects as if they
level wherever the spell’s level appears in the stat were difficult terrain. If it ends its turn inside an
block. object, it is shunted to the nearest unoccupied space
and takes 1d10 force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks
equal to half this spell’s level (rounded down).
Deathly Touch (Ghostly Only). Melee Weapon Attack:
your spell attack modifier to hit, reach 5 ft., one
creature. Hit: 1d8 + 3 + the spell’s level necrotic
damage, and the creature must succeed on a Wisdom
saving throw against your spell save DC or be
frightened of the undead until the end of the target’s
next turn.
Grave Bolt (Skeletal Only). Ranged Spell Attack: your
spell attack modifier to hit, range 150 ft., one target.
Hit: 2d4 + 3 + the spell’s level necrotic damage.
Rotting Claw (Putrid Only). Melee Weapon Attack: your
spell attack modifier to hit, reach 5 ft., one target. Hit:
1d6 + 3 + the spell’s level slashing damage. If the
target is poisoned, it must succeed on a Constitution
saving throw against your spell save DC or be
paralyzed until the end of its next turn.
419
Sunbeam Swift Quiver
6th-level evocation 5th-level transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self (60-foot line) Range: Touch
Components: V, S, M (a magnifying glass) Components: V, S, M (a quiver containing at least
Duration: Concentration, up to 1 minute one piece of ammunition)
A beam of brilliant light flashes out from your hand Duration: Concentration, up to 1 minute
in a 5-foot-wide, 60-foot-long line. Each creature in You transmute your quiver so it produces an
the line must make a Constitution saving throw. On endless supply of nonmagical ammunition, which
a failed save, a creature takes 6d8 radiant damage seems to leap into your hand when you reach for it.
and is blinded until your next turn. On a successful On each of your turns until the spell ends, you
save, it takes half as much damage and isn’t can use a bonus action to make two attacks with a
blinded by this spell. Undead and oozes have weapon that uses ammunition from the quiver.
disadvantage on this saving throw. Each time you make such a ranged attack, your
You can create a new line of radiance as your quiver magically replaces the piece of ammunition
action on any turn until the spell ends. you used with a similar piece of nonmagical
For the duration, a mote of brilliant radiance ammunition. Any pieces of ammunition created by
shines in your hand. It sheds bright light in a 30- this spell disintegrate when the spell ends. If the
foot radius and dim light for an additional 30 feet. quiver leaves your possession, the spell ends.
This light is sunlight.
Sword Burst
Sunburst Conjuration cantrip
8th-level evocation
Casting Time: 1 action
Casting Time: 1 action Range: Self (5-foot radius)
Range: 150 feet Components: V
Components: V, S, M (fire and a piece of sunstone) Duration: Instantaneous
Duration: Instantaneous
You create a momentary circle of spectral blades
Brilliant sunlight flashes in a 60-foot radius that sweep around you. All other creatures within 5
centered on a point you choose within range. Each feet of you must succeed on a Dexterity saving
creature in that light must make a Constitution throw or take 1d6 force damage.
saving throw. On a failed save, a creature takes At Higher Levels. This spell’s damage increases
12d6 radiant damage and is blinded for 1 minute. by 1d6 when you reach 5th level (2d6), 11th level
On a successful save, it takes half as much damage (3d6), and 17th level (4d6).
and isn’t blinded by this spell. Undead and oozes
have disadvantage on this saving throw.
A creature blinded by this spell makes another
Constitution saving throw at the end of each of its
turns. On a successful save, it is no longer blinded.
This spell dispels any darkness in its area that
was created by a spell.
420
Symbol
7th-level abjuration
Casting Time: 1 minute
Range: Touch
Components: V, S, M (mercury, phosphorus, and
powdered diamond and opal with a total value of
at least 1,000 ct, which the spell consumes)
Duration: Until dispelled or triggered
When you cast this spell, you inscribe a harmful
glyph either on a surface (such as a section of floor, Death. Each target must make a Constitution
a wall, or a table) or within an object that can be saving throw, taking 10d10 necrotic damage on a
closed to conceal the glyph (such as a book, a failed save, or half as much damage on a successful
scroll, or a treasure chest). If you choose a surface, save.
the glyph can cover an area of the surface no larger Discord. Each target must make a Constitution
than 10 feet in diameter. If you choose an object, saving throw. On a failed save, a target bickers and
that object must remain in its place; if the object is argues with other creatures for 1 minute.
moved more than 10 feet from where you cast this During this time, it is incapable of meaningful
spell, the glyph is broken, and the spell ends communication and has disadvantage on attack
without being triggered. rolls and ability checks.
The glyph is nearly invisible, requiring an Fear. Each target must make a Wisdom saving
Intelligence (Investigation) check against your spell throw and becomes frightened for 1 minute on a
save DC to find it. failed save. While frightened, the target drops
You decide what triggers the glyph when you cast whatever it is holding and must move at least 30
the spell. For glyphs inscribed on a surface, the feet away from the glyph on each of its turns, if
most typical triggers include touching or stepping able.
on the glyph, removing another object covering it, Hopelessness. Each target must make a
approaching within a certain distance of it, or Charisma saving throw. On a failed save, the target
manipulating the object that holds it. For glyphs is overwhelmed with despair for 1 minute. During
inscribed within an object, the most common this time, it can’t attack or target any creature with
triggers are opening the object, approaching within harmful abilities, spells, or other magical effects.
a certain distance of it, or seeing or reading the Insanity. Each target must make an Intelligence
glyph. saving throw. On a failed save, the target is driven
You can further refine the trigger so the spell is insane for 1 minute. An insane creature can’t take
activated only under certain circumstances or actions, can’t understand what other creatures say,
according to a creature’s physical characteristics can’t read, and speaks only in gibberish. The DM
(such as height or weight), or physical kind (for controls its movement, which is erratic.
example, the ward could be set to affect children or Pain. Each target must make a Constitution
Changelings). You can also specify creatures that saving throw and becomes incapacitated with
don’t trigger the glyph, such as those who say a excruciating pain for 1 minute on a failed save.
certain password. Sleep. Each target must make a Wisdom saving
When you inscribe the glyph, choose one of the throw and falls unconscious for 10 minutes on a
options below for its effect. Once triggered, the failed save. A creature awakens if it takes damage
glyph glows, filling a 60-foot-radius sphere with dim or if someone uses an action to shake or slap it
light for 10 minutes, after which time the spell awake.
ends. Each creature in the sphere when the glyph Stunning. Each target must make a Wisdom
activates is targeted by its effect, as is a creature saving throw and becomes stunned for 1 minute on
that enters the sphere for the first time on a turn or a failed save.
ends its turn there.
421
Synaptic Static Telepathic Bond
5th-level enchantment 5th-level divination (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V, S Components: V, S, M (pieces of eggshell from two
Duration: Instantaneous different kinds of creatures)
You choose a point within range and cause psychic Duration: 1 hour
energy to explode there. Each creature in a 20-foot- You forge a telepathic link among up to eight
radius sphere centered on that point must make an willing creatures of your choice within range,
Intelligence saving throw. A target takes 8d6 psychically linking each creature to all the others
psychic damage on a failed save, or half as much for the duration. Creatures with Intelligence scores
damage on a successful one. A creature with an of 2 or less aren’t affected by this spell.
Intelligence score of 2 or lower is immune. Until the spell ends, the targets can communicate
After a failed save, a target has muddled thoughts telepathically through the bond whether or not they
for 1 minute. During that time, it rolls a d6 and have a common language. The communication is
subtracts the result from all its attack rolls and possible over any distance, though it can’t extend to
ability checks, as well as its Constitution saving other planes of existence.
throws to maintain concentration. The target can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Telepathy
8th-level evocation
Telekinesis Casting Time: 1 action
5th-level transmutation Range: Unlimited
Components: V, S, M (a pair of linked silver rings)
Casting Time: 1 action Duration: 24 hours
Range: 60 feet
Components: V, S You create a telepathic link between yourself and a
willing creature with which you are familiar. The
Duration: Concentration, up to 10 minutes
creature can be anywhere on the same plane of
You gain the ability to move or manipulate existence as you. The spell ends if you or the target
creatures or objects by thought. When you cast the are no longer on the same plane.
spell, and as your action each round for the Until the spell ends, you and the target can
duration, you can create one of the effects below on instantaneously share words, images, sounds, and
one creature or object that you can see within other sensory messages with one another through
range. You can affect the same target each round, the link, and the target recognizes you as the
or choose a new one. If you switch targets, the prior creature it is communicating with. The spell
target is no longer affected by the spell. enables a creature with an Intelligence score of at
Creature. You can try to move a Huge or smaller least 1 to understand the meaning of your words
creature. Make an ability check with your and take in the scope of any sensory messages you
spellcasting ability contested by the creature’s send to it.
Strength check. On a success, you move the
creature up to 30 feet in any direction, but not
beyond the spell’s range. Until the end of your next
turn, the creature is restrained. A creature lifted
upward is suspended in mid-air. On subsequent
rounds, you can repeat this check and attempt to
maintain your hold on the target as an action.
Object. You can try to move an object that weighs
up to 1,000 pounds. If the object isn’t worn or
carried, you automatically move it up to 30 feet in
any direction, but not beyond the spell’s range. If
the object is worn or carried by a creature, you
must make an ability check with your spellcasting
ability contested by that creature’s Strength check.
If you succeed, you pull the object away and can
move it up to 30 feet in any direction but not
beyond the spell’s range.
You can exert fine control on objects with your
telekinetic grip, such as manipulating a simple tool,
opening a door, stowing or retrieving an item, or
pouring the contents from a vial.
422
Teleport
7th-level conjuration Similar Off On
Casting Time: 1 action Familiarity Mishap Area Target Target
Range: 10 feet Permanent — — — 01–100
Components: V Circle
Duration: Instantaneous Associated — — — 01–100
object
This spell instantly transports you and up to eight
Very familiar 01–05 06–13 14–24 25–100
willing creatures of your choice that you can see
Seen casually 01–33 34–43 44–53 54–100
within range, or a single object that you can see
within range, to another destination. Teleported Viewed once 01–43 44–53 54–73 74–100
objects must be able to fit in a 10-foot cube, and Description 01–43 44–53 54–73 74–100
can’t be held or carried by an unwilling creature. False 01–50 51–100 — —
The destination you choose must be known to destination
you, and it must be on the same plane of existence
as you. The DM rolls d100 and consults the table.
Your familiarity with the destination determines
whether you arrive there successfully. Teleportation Circle
Familiarity. “Permanent circle” means a 5th-level conjuration
permanent teleportation circle whose sigil
sequence you know. Casting Time: 1 minute
“Associated object” means you possess an object Range: 10 feet
taken from the destination in the last six months. Components: V, M (rare chalks and inks infused
“Very familiar” is a place that you can see, have with precious gems worth 50 ct, which the spell
been to often, or have carefully studied. consumes)
“Seen casually” is someplace you have seen more Duration: 1 round
than once but with which you aren’t very familiar.
As you cast the spell, you draw a 10-foot-diameter
“Viewed once” is a place you have seen once. circle on the ground inscribed with sigils that link
“Description” is a place whose location you know
your location to a permanent teleportation circle of
through a map or someone else’s description.
your choice whose sigil sequence you know and
“False destination” is a place that doesn’t exist.
that is on the same plane of existence as you. A
Perhaps you tried to scry an enemy’s sanctum but
shimmering portal opens within the circle you drew
instead viewed an illusion, or you are attempting to
and remains open until the end of your next turn.
teleport to a familiar location that no longer exists.
Any creature that enters the portal instantly
On Target. You and your group (or the target
appears within 5 feet of the destination circle or in
object) appear where you want to.
the nearest unoccupied space if that space is
Off Target. The target creatures (or object)
occupied.
appear a ways away from their intended
Many major temples, guilds, and other important
destination. Distance off target is 1d10 x 1d10
places have permanent teleportation circles
percent of the distance that was to be traveled. For
inscribed somewhere within their confines. Each
example, if you tried to travel 120 miles, landed off
such circle includes a unique sigil sequence—a
target, and rolled a 5 and 3 on the two d10s, then
string of magical runes arranged in a particular
you would be off target by 15 percent, or 18 miles. pattern. When you first gain the ability to cast this
The DM determines the direction of the target spell, you learn the sigil sequences for two
randomly by rolling a d8 and designating 1 as
destinations on the Material Plane, determined by
north, 2 as northeast, 3 as east, and so on.
the DM. You can learn additional sigil sequences
Similar Area. You and your group (or the target
during your adventures. You can commit a new
object) wind up in a different area that’s visually or
sigil sequence to memory after studying it for 1
thematically similar to the target area. If you are
minute.
heading for your home laboratory, for example, you
You can create a permanent teleportation circle
might wind up in another Arcanist’s laboratory or
by casting this spell in the same location every day
in an alchemical supply shop that has many of the
for one year. You need not use the circle to teleport
same tools and implements. Generally, you appear
when you cast the spell in this way.
in the closest similar place, but you could
conceivably wind up anywhere on the same plane.
Mishap. The spell’s unpredictable magic causes
each teleporting creature (or target object) to take
3d10 force damage, and the DM rerolls on the table
to see where they wind up (multiple mishaps can
occur, dealing damage each time).
423
Thaumaturgy Thunder Step
Transmutation cantrip 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 90 feet
Components: V Components: V
Duration: Up to 1 minute Duration: Instantaneous
You manifest a minor wonder, a sign of You teleport yourself to an unoccupied space you
supernatural power, within range. You create one can see within range. Immediately after you
of the following magical effects within range: disappear, a thunderous boom sounds and each
creature within 10 feet of the space you left must
Your voice booms up to three times as loud as make a Constitution saving throw, taking 31
normal for 1 minute. thunder damage on a failed save, or half as much
You cause flames to flicker, brighten, dim, or damage on a successful one. The thunder can be
change color for 1 minute. heard from up to 300 feet away.
You cause harmless tremors in the ground for 1 You can bring along objects as long as their
minute. weight doesn’t exceed what you can carry. You can
You create an instantaneous sound that also teleport one willing creature of your size or
originates from a point of your choice within smaller who is carrying gear up to its carrying
range, such as a rumble of thunder, the cry of a capacity. The creature must be within 5 feet of you
when you cast this spell, and there must be an
raven, or ominous whispers.
unoccupied space within 5 feet of your destination
You instantaneously cause an unlocked door or space for the creature to appear in; otherwise, the
window to fly open or slam shut. creature is left behind.
You alter the appearance of your eyes for 1 At Higher Levels. When you cast this spell using
minute. a spell slot of 4th level or higher, the damage
increases by 1d10 each slot level above 3rd.
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. Thunderclap
Evocation cantrip
Thorn Whip Casting Time: 1 action
Transmutation cantrip Range: 5 feet
Casting Time: 1 action Components: S
Range: 30 feet Duration: Instantaneous
Components: V, S, M (the stem of a plant with You create a burst of thunderous sound that can be
thorns) heard up to 100 feet away. Each creature within
Duration: Instantaneous range, other than you, must succeed on a
Constitution saving throw or take 1d6 thunder
You create a long, vine-like whip covered in thorns
damage.
that lashes out at your command toward a creature
At Higher Levels. The spell’s damage increases
in range. Make a melee spell attack against the
by 1d6 when you reach 5th level (2d6), 11th level
target. If the attack hits, the creature takes 1d6
(3d6), and 17th level (4d6).
piercing damage, and if the creature is Large or
smaller, you pull the creature up to 10 feet closer to
you. Thunderous Smite
At Higher Levels. This spell’s damage increases 1st-level evocation
by 1d6 when you reach 5th level (2d6), 11th level
Casting Time: 1 bonus action
(3d6), and 17th level (4d6).
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack
during this spell’s duration, your weapon rings with
thunder that is audible within 300 feet of you, and
the attack deals an extra 2d6 thunder damage to
the target.
Additionally, if the target is a creature, it must
succeed on a Strength saving throw or be pushed
10 feet away from you and knocked prone.
424
Thunderwave Tiny Servant
1st-level evocation 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 minute
Range: Self (15-foot cube) Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: 8 hours
A wave of thunderous force sweeps out from you. You touch one Tiny, nonmagical object that isn’t
Each creature in a 15-foot cube originating from attached to another object or a surface and isn’t
you must make a Constitution saving throw. On a being carried by another creature. The target
failed save, a creature takes 2d8 thunder damage animates and sprouts little arms and legs,
and is pushed 10 feet away from you. On a becoming a creature under your control until the
successful save, the creature takes half as much spell ends or the creature drops to 0 hit points. See
damage and isn’t pushed. the stat block for its statistics.
In addition, unsecured objects that are As a bonus action, you can mentally command
completely within the area of effect are the creature if it is within 120 feet of you. (If you
automatically pushed 10 feet away from you by the control multiple creatures with this spell, you can
spell’s effect, and the spell emits a thunderous command any or all of them at the same time,
boom audible out to 300 feet. issuing the same command to each one.) You
At Higher Levels. When you cast this spell using decide what action the creature will take and where
a spell slot of 2nd level or higher, the damage it will move during its next turn, or you can issue a
increases by 1d8 for each slot level above 1st. simple, general command, such as to fetch a key,
stand watch, or stack some books. If you issue no
Tidal Wave commands, the servant does nothing other than
defend itself against hostile creatures. Once given
3rd-level conjuration
an order, the servant continues to follow that order
Casting Time: 1 action until its task is complete.
Range: 120 feet When the creature drops to 0 hit points, it reverts
Components: V, S, M (a drop of water) to its original form, and any remaining damage
Duration: Instantaneous carries over to that form.
At Higher Levels. When you cast this spell using
You conjure up a wave of water that crashes down a spell slot of 4th level or higher, you can animate
on an area within range. The area can be up to 30 two additional objects for each slot level above 3rd.
feet long, up to 10 feet wide, and up to 10 feet tall.
Each creature in that area must make a Dexterity
saving throw. On a failed save, a creature takes 4d8
bludgeoning damage and is knocked prone. On a
Tiny Servant
Tiny construct, unaligned
successful save, a creature takes half as much
damage and isn’t knocked prone. The water then Armor Class 15 (natural armor)
spreads out across the ground in all directions, Hit Points 10 (4d4)
extinguishing unprotected flames in its area and Speed 30 ft., climb 30 ft.
within 30 feet of it, and then it vanishes.
STR DEX CON INT WIS CHA
Time Stop 4 (–3) 16 (+3) 10 (+0) 2 (–4) 10 (+0) 1 (–5)
9th-level transmutation
Casting Time: 1 action Damage Resistances poison, psychic
Range: Self Condition Immunities blinded, charmed, deafened,
Components: V exhaustion, frightened, paralyzed, petrified,
poisoned
Duration: Instantaneous Senses blindsight 60 ft. (blind beyond this radius),
You briefly stop the flow of time for everyone but passive Perception 10
yourself. No time passes for other creatures, while Languages —
you take 1d4 + 1 turns in a row, during which you
can use actions and move as normal.
Actions
This spell ends if one of the actions you use Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
during this period, or any effects that you create target. Hit: 5 (1d4 + 3) bludgeoning damage.
during this period, affects a creature other than you
or an object being worn or carried by someone
other than you. In addition, the spell ends if you
move to a place more than 1,000 feet from the
location where you cast it.
425
Tongues Transport via Plants
3rd-level divination 6th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 10 feet
Components: V, M (a small clay model of a Components: V, S
ziggurat) Duration: 1 round
Duration: 1 hour This spell creates a magical link between a Large
This spell grants the creature you touch the ability or larger inanimate plant within range and another
to understand any spoken language it hears. plant, at any distance, on the same plane of
Moreover, when the target speaks, any creature existence. You must have seen or touched the
that knows at least one language and can hear the destination plant at least once before. For the
target understands what it says. duration, any creature can step into the target plant
and exit from the destination plant by using 5 feet
Transmute Rock of movement.
5th-level transmutation
Casting Time: 1 action
Tree Stride
5th-level conjuration
Range: 120 feet
Components: V, S, M (clay and water) Casting Time: 1 action
Duration: Until dispelled Range: Self
Components: V, S
You choose an area of stone or mud that you can
Duration: Concentration, up to 1 minute
see that fits within a 40-foot cube and is within
range, and choose one of the following effects. You gain the ability to enter a tree and move from
Transmute Rock to Mud. Nonmagical rock of inside it to inside another tree of the same kind
any sort in the area becomes an equal volume of within 500 feet. Both trees must be living and at
thick, flowing mud that remains for the spell’s least the same size as you. You must use 5 feet of
duration. movement to enter a tree. You instantly know the
The ground in the spell’s area becomes muddy location of all other trees of the same kind within
enough that creatures can sink into it. Each foot 500 feet and, as part of the move used to enter the
that a creature moves through the mud costs 4 feet tree, can either pass into one of those trees or step
of movement, and any creature on the ground when out of the tree you’re in. You appear in a spot of
you cast the spell must make a Strength saving your choice within 5 feet of the destination tree,
throw. A creature must also make the saving throw using another 5 feet of movement. If you have no
when it moves into the area for the first time on a movement left, you appear within 5 feet of the tree
turn or ends its turn there. On a failed save, a you entered.
creature sinks into the mud and is restrained, You can use this transportation ability once per
though it can use an action to end the restrained round for the duration. You must end each turn
condition on itself by pulling itself free of the mud. outside a tree.
If you cast the spell on a ceiling, the mud falls.
Any creature under the mud when it falls must
make a Dexterity saving throw. A creature takes
4d8 bludgeoning damage on a failed save, or half as
much damage on a successful one.
Transmute Mud to Rock. Nonmagical mud or
quicksand in the area no more than 10 feet deep
transforms into soft stone for the spell’s duration.
Any creature in the mud when it transforms must
make a Dexterity saving throw. On a successful
save, a creature is shunted safely to the surface to
an unoccupied space. On a failed save, a creature
becomes restrained by the rock. A restrained
creature, or another creature within reach, can use
an action to try to break the rock by succeeding on
a DC 20 Strength check or by dealing damage to it.
The rock has AC 15 and 25 hit points, and it is
immune to poison and psychic damage.
426
True Polymorph True Resurrection
9th-level transmutation 9th-level necromancy
Casting Time: 1 action Casting Time: 1 hour
Range: 30 feet Range: Touch
Components: V, S, M (a drop of mercury, a dollop Components: V, S, M (a sprinkle of arcanic water
of gum arabic, and a wisp of smoke) and diamonds worth at least 25,000 ct, which the
Duration: Concentration, up to 1 hour spell consumes)
Choose one creature or nonmagical object that you Duration: Instantaneous
can see within range. You transform the creature You touch a creature that has been dead for no
into a different creature, the creature into a longer than 200 years and that died for any reason
nonmagical object, or the object into a creature (the except old age. If the creature’s soul is free and
object must be neither worn nor carried by another willing, the creature is restored to life with all its hit
creature). The transformation lasts for the duration, points. This spell closes all wounds, neutralizes any
or until the target drops to 0 hit points or dies. If poison, cures all diseases, and lifts any curses
you concentrate on this spell for the full duration, affecting the creature when it died. The spell
the transformation lasts until it is dispelled. replaces damaged or missing organs and limbs. If
This spell has no effect on a shapechanger or a the creature was undead, it is restored to its non-
creature with 0 hit points. An unwilling creature undead form.
can make a Wisdom saving throw, and if it The spell can even provide a new body if the
succeeds, it isn’t affected by this spell. original no longer exists, in which case you must
Creature into Creature. If you turn a creature speak the creature’s name. The creature then
into another kind of creature, the new form can be appears in an unoccupied space you choose within
any kind you choose whose challenge rating is 10 feet of you.
equal to or less than the target’s (or its level, if the
target doesn’t have a challenge rating). The target’s
game statistics, including mental ability scores, are
True Seeing
replaced by the statistics of the new form. It retains 6th-level divination
its alignment and personality. Casting Time: 1 action
The target assumes the hit points of its new form, Range: Touch
and returns to the number of hit points it had Components: V, S, M (an ointment for the eyes that
before when it reverts back. If it reverts as a result costs 25 ct; is made from mushroom powder,
of dropping to 0 hit points, any excess damage saffron, and fat; and is consumed by the spell)
carries over to its normal form. As long as the Duration: 1 hour
excess damage doesn’t reduce its normal form to 0
hit points, it isn’t knocked unconscious. This spell gives the willing creature you touch the
The creature is limited in the actions it can ability to see things as they actually are. For the
perform by the nature of its new form, and it can’t duration, the creature has truesight, notices secret
speak, cast spells, or take any other action that doors hidden by magic, and can see into the Gray,
requires hands or speech, unless its new form is all out to a range of 120 feet.
capable of such actions. The target’s gear melds
into the new form, but it can’t activate, use, wield, True Strike
or otherwise benefit from any of its equipment. Divination cantrip
Object into Creature. You can turn an object into
any creature CR 9 or lower, as long as the Casting Time: 1 action
creature’s size is no larger than the object’s. The Range: 30 feet
creature is friendly to you and your companions, Components: S
and acts according to your instructions. It acts on Duration: Concentration, up to 1 round
each of your turns. The DM has its statistics and
You extend your hand and point a finger at a target
resolves all of its actions and movement.
If the spell becomes permanent, you no longer in range. Your magic grants you a brief insight into
control the creature. It might remain friendly to the target’s defenses. On your next turn, you gain
advantage on your first attack roll against the
you, depending on how you have treated it.
target, provided that this spell hasn’t ended.
Creature into Object. If you turn a creature into
an object, everything it is wearing and carrying
transforms with it as long as the object’s size is no
larger than the creature’s. The creature’s statistics
become those of the object, and the creature has no
memory of time spent in this form, after the spell
ends and it returns to its normal form.
427
Tsunami Vampiric Touch
8th-level conjuration 3rd-level necromancy
Casting Time: 1 minute Casting Time: 1 action
Range: Sight Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 6 rounds Duration: Concentration, up to 1 minute
A wall of water springs into existence at a point you The touch of your shadow-wreathed hand can
choose within range. You can make the wall up to siphon life force from others to heal your wounds.
300 feet long, 300 feet high, and 50 feet thick. The Make a melee spell attack against a creature within
wall lasts for the duration. your reach. On a hit, the target takes 3d6 necrotic
When the wall appears, each creature within its damage, and you regain hit points equal to half the
area must make a Strength saving throw. On a amount of necrotic damage dealt. Until the spell
failure, the creature takes 6d10 bludgeoning ends, you can make the attack again on each of
damage, or half as much on a successful save. your turns as an action.
At the start of each of your turns after the wall At Higher Levels. When you cast this spell using
appears, the wall, along with any creatures in it, a spell slot of 4th level or higher, the damage
moves 50 feet away from you. Any Huge or smaller increases by 1d6 for each slot level above 3rd.
creature inside the wall or whose space the wall
enters must succeed on a Strength saving throw or
take 5d10 bludgeoning damage. A creature can
Vitriolic Sphere
4th-level evocation
take this damage only once per round. At the end of
the turn, the wall’s height is reduced by 50 feet, and Casting Time: 1 action
the damage creatures take from the spell on Range: 150 feet
subsequent rounds is reduced by 1d10. When the Components: V, S, M (a drop of giant slug bile)
wall reaches 0 feet in height, the spell ends. Duration: Instantaneous
A creature caught in the wall can move by
swimming. Because of the force of the wave, You point at a location within range, and a glowing
though, the creature must make a successful 1-foot-diameter ball of emerald acid streaks there
Strength (Athletics) check against your spell save and explodes in a 20-foot-radius sphere. Each
DC in order to move at all. If it fails the check, it creature in that area must make a Dexterity saving
can’t move. A creature that moves out of the area throw. On a failed save, a creature takes 10d4 acid
falls to the ground. damage and another 5d4 acid damage at the end of
its next turn. On a successful save, a creature takes
half the initial damage and no damage at the end of
Unseen Servant its next turn.
1st-level conjuration (ritual) At Higher Levels. When you cast this spell using
Casting Time: 1 action a spell slot of 5th level or higher, the initial damage
Range: 60 feet increases by 2d4 for each slot level above 4th.
Components: V, S, M (a string and a bit of wood)
Duration: 1 hour
This spell creates an invisible, mindless, shapeless,
Medium force that performs simple tasks at your
command until the spell ends. The servant springs
into existence in an unoccupied space on the
ground within range. It has AC 10, 1 hit point, and
a Strength of 2, and it can’t attack. If it drops to 0
hit points, the spell ends.
Once on each of your turns as a bonus action, you
can mentally command the servant to move up to
15 feet and interact with an object. The servant can
perform simple tasks that a living servant could do,
such as fetching things, cleaning, mending, folding
clothes, lighting fires, serving food, and pouring
wine. Once you give the command, the servant
performs the task to the best of its ability until it
completes the task, then waits for your next
command.
If you command the servant to perform a task
that would move it more than 60 feet away from
you, the spell ends.
428
Wall of Fire Wall of Ice
4th-level evocation 6th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S, M (a small piece of phosphorus) Components: V, S, M (a small piece of quartz)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You create a wall of fire on a solid surface within You create a wall of ice on a solid surface within
range. You can make the wall up to 60 feet long, 20 range. You can form it into a hemispherical dome
feet high, and 1 foot thick, or a ringed wall up to 20 or a sphere with a radius of up to 10 feet, or you
feet in diameter, 20 feet high, and 1 foot thick. The can shape a flat surface made up of ten 10-foot-
wall is opaque and lasts for the duration. square panels. Each panel must be contiguous with
When the wall appears, each creature within its another panel. In any form, the wall is 1 foot thick
area must make a Dexterity saving throw. On a and lasts for the duration.
failed save, a creature takes 5d8 fire damage, or If the wall cuts through a creature’s space when it
half as much damage on a successful save. appears, the creature within its area is pushed to
One side of the wall, selected by you when you one side of the wall and must make a Dexterity
cast this spell, deals 5d8 fire damage to each saving throw. On a failed save, the creature takes
creature that ends its turn within 10 feet of that 10d6 cold damage, or half as much damage on a
side or inside the wall. A creature takes the same successful save.
damage when it enters the wall for the first time on The wall is an object that can be damaged and
a turn or ends its turn there. thus breached. It has AC 12 and 30 hit points per
The other side of the wall deals no damage. 10-foot section, and it is vulnerable to fire damage.
At Higher Levels. When you cast this spell using Reducing a 10-foot section of wall to 0 hit points
a spell slot of 5th level or higher, the damage destroys it and leaves behind a sheet of frigid air in
increases by 1d8 for each slot level above 4th. the space the wall occupied. A creature moving
through the sheet of frigid air for the first time on a
Wall of Force turn must make a Constitution saving throw. That
creature takes 5d6 cold damage on a failed save, or
5th-level evocation
half as much damage on a successful one.
Casting Time: 1 action At Higher Levels. When you cast this spell using
Range: 120 feet a spell slot of 7th level or higher, the damage the
Components: V, S, M (a pinch of powder made by wall deals when it appears increases by 2d6, and
crushing a clear gemstone) the damage from passing through the sheet of
Duration: Concentration, up to 10 minutes frigid air increases by 1d6, for each slot level above
6th.
An invisible wall of force springs into existence at a
point you choose within range. The wall appears in
any orientation you choose, as a horizontal or
vertical barrier or at an angle. It can be free floating
or resting on a solid surface. You can form it into a
hemispherical dome or a sphere with a radius of up
to 10 feet, or you can shape a flat surface made up
of ten 10-foot-by-10-foot panels. Each panel must be
contiguous with another panel. In any form, the
wall is 1/4 inch thick. It lasts for the duration. If the
wall cuts through a creature’s space when it
appears, the creature is pushed to one side of the
wall (your choice which side).
Nothing can physically pass through the wall. It is
immune to all damage and can’t be dispelled by
dispel magic. A disintegrate spell destroys the wall
instantly, however. The wall also extends into the
Gray, blocking ethereal travel through the wall.
429
Wall of Light Wall of Stone
5th-level evocation 5th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S, M (a hand mirror) Components: V, S, M (a small block of granite)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
A shimmering wall of bright light appears at a point A nonmagical wall of solid stone springs into
you choose within range. The wall appears in any existence at a point you choose within range. The
orientation you choose: horizontally, vertically, or wall is 6 inches thick and is composed of ten 10-
diagonally. It can be free floating, or it can rest on a foot-by-10-foot panels. Each panel must be
solid surface. The wall can be up to 60 feet long, 10 contiguous with at least one other panel.
feet high, and 5 feet thick. The wall blocks line of Alternatively, you can create 10-foot-by-20-foot
sight, but creatures and objects can pass through it. panels that are only 3 inches thick.
It emits bright light out to 120 feet and dim light for If the wall cuts through a creature’s space when it
an additional 120 feet. appears, the creature is pushed to one side of the
When the wall appears, each creature in its area wall (your choice). If a creature would be
must make a Constitution saving throw. On a failed surrounded on all sides by the wall (or the wall and
save, a creature takes 4d8 radiant damage, and it is another solid surface), that creature can make a
blinded for 1 minute. On a successful save, it takes Dexterity saving throw. On a success, it can use its
half as much damage and isn’t blinded. A blinded reaction to move up to its speed so that it is no
creature can make a Constitution saving throw at longer enclosed by the wall.
the end of each of its turns, ending the effect on The wall can have any shape you desire, though it
itself on a success. can’t occupy the same space as a creature or
A creature that ends its turn in the wall’s area object. The wall doesn’t need to be vertical or rest
takes 4d8 radiant damage. on any firm foundation. It must, however, merge
Until the spell ends, you can use an action to with and be solidly supported by existing stone.
launch a beam of radiance from the wall at one Thus, you can use this spell to bridge a chasm or
creature you can see within 60 feet of it. Make a create a ramp.
ranged spell attack. On a hit, the target takes 4d8 If you create a span greater than 20 feet in length,
radiant damage. Whether you hit or miss, reduce you must halve the size of each panel to create
the length of the wall by 10 feet. If the wall’s length supports. You can crudely shape the wall to create
drops to 0 feet, the spell ends. crenellations, battlements, and so on.
At Higher Levels. When you cast this spell using The wall is an object made of stone that can be
a spell slot of 6th level or higher, the damage damaged and thus breached. Each panel has AC 15
increases by 1d8 for each slot level above 5th. and 30 hit points per inch of thickness.
Reducing a panel to 0 hit points destroys it and
Wall of Sand might cause connected panels to collapse at the
DM’s discretion.
3rd-level evocation
If you maintain your concentration on this spell
Casting Time: 1 action for its whole duration, the wall becomes permanent
Range: 90 feet and can’t be dispelled. Otherwise, the wall
Components: V, S, M (a handful of sand) disappears when the spell ends.
Duration: Concentration, up to 10 minutes
You create a wall of swirling sand on the ground at
a point you can see within range. You can make the
wall up to 30 feet long, 10 feet high, and 10 feet
thick, and it vanishes when the spell ends. It blocks
line of sight but not movement. A creature is
blinded while in the wall’s space and must spend 3
feet of movement for every 1 foot it moves there.
430
Wall of Thorns Warding Bond
6th-level conjuration 2nd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S, M (a handful of thorns) Components: V, S, M (a pair of platinum rings
Duration: Concentration, up to 10 minutes worth at least 50 ct each, which you and the
You create a wall of tough, pliable, tangled brush target must wear for the duration)
bristling with needle- sharp thorns. The wall Duration: 1 hour
appears within range on a solid surface and lasts This spell wards a willing creature you touch and
for the duration. You choose to make the wall up to creates a mystic connection between you and the
60 feet long, 10 feet high, and 5 feet thick or a target until the spell ends. While the target is within
circle that has a 20-foot diameter and is up to 20 60 feet of you, it gains a +1 bonus to AC and saving
feet high and 5 feet thick. The wall blocks line of throws, and it has resistance to all damage. Also,
sight. each time it takes damage, you take the same
When the wall appears, each creature within its amount of damage.
area must make a Dexterity saving throw. On a The spell ends if you drop to 0 hit points or if you
failed save, a creature takes 7d8 piercing damage, and the target become separated by more than 60
or half as much damage on a successful save. feet. It also ends if the spell is cast again on either
A creature can move through the wall, albeit of the connected creatures. You can also dismiss
slowly and painfully. For every 1 foot a creature the spell as an action.
moves through the wall, it must spend 4 feet of
movement. Furthermore, the first time a creature
enters the wall on a turn or ends its turn there, the
Warding Wind
creature must make a Dexterity saving throw. It 2nd-level evocation
takes 7d8 slashing damage on a failed save, or half Casting Time: 1 action
as much damage on a successful one. Range: Self
At Higher Levels. When you cast this spell using Components: V
a spell slot of 7th level or higher, both types of Duration: Concentration, up to 10 minutes
damage increase by 1d8 for each slot level above
6th. A strong wind (20 miles per hour) blows around
you in a 10-foot radius and moves with you,
Wall of Water remaining centered on you. The wind lasts for the
spell’s duration. The wind has the following effects:
3rd-level evocation
Casting Time: 1 action It deafens you and other creatures in its area.
Range: 60 feet It extinguishes unprotected flames in its area
Components: V, S, M (a drop of water) that are torch-sized or smaller.
Duration: Concentration, up to 10 minutes It hedges out vapor, gas, and fog that can be
dispersed by strong wind.
You create a wall of water on the ground at a point The area is difficult terrain for creatures other
you can see within range. You can make the wall up than you.
to 30 feet long, 10 feet high, and 1 foot thick, or you
can make a ringed wall up to 20 feet in diameter, The attack rolls of ranged weapon attacks have
20 feet high, and 1 foot thick. The wall vanishes disadvantage if they pass in or out of the wind.
when the spell ends. The wall’s space is difficult
terrain.
Any ranged weapon attack that enters the wall’s
space has disadvantage on the attack roll, and fire
damage is halved if the fire effect passes through
the wall to reach its target. Spells that deal cold
damage that pass through the wall cause the area
of the wall they pass through to freeze solid (at
least a 5-foot square section is frozen). Each 5-foot-
square frozen section has AC 5 and 15 hit points.
Reducing a frozen section to 0 hit points destroys
it. When a section is destroyed, the wall’s water
doesn’t fill it.
431
Warrior’s Transformation Watery Sphere
6th-level transmutation 4th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 90 feet
Components: V, S, M (a few hairs from a bull) Components: V, S, M (a droplet of water)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
You endow yourself with endurance and martial You conjure up a sphere of water with a 5-foot
prowess fueled by magic. Until the spell ends, you radius on a point you can see within range. The
can’t cast spells, and you gain the following sphere can hover but no more than 10 feet off the
benefits: ground. The sphere remains for the spell’s
duration.
You gain 50 temporary hit points. If any of these Any creature in the sphere’s space must make a
remain when the spell ends, they are lost. Strength saving throw. On a successful save, a
You have advantage on attack rolls that you creature is ejected from that space to the nearest
make with simple and martial weapons. unoccupied space of the creature’s choice outside
When you hit a target with a weapon attack, that the sphere. A Huge or larger creature succeeds on
target takes an extra 2d12 force damage. the saving throw automatically, and a Large or
You have proficiency with all armor, shields, smaller creature can choose to fail it. On a failed
simple weapons, and martial weapons. save, a creature is restrained by the sphere and is
You have proficiency in Strength and engulfed by the water. At the end of each of its
turns, a restrained target can repeat the saving
Constitution saving throws.
throw, ending the effect on itself on a success.
You can attack twice, instead of once, when you The sphere can restrain as many as four Medium
take the Attack action on your turn. You ignore or smaller creatures or one Large creature. If the
this benefit if you already have a feature, like sphere restrains a creature that causes it to exceed
Extra Attack, that gives you extra attacks. this capacity, a random creature that was already
restrained by the sphere falls out of it and lands
Immediately after the spell ends, you must
prone in a space within 5 feet of it.
succeed on a DC 15 Constitution saving throw or
As an action, you can move the sphere up to 30
suffer one level of exhaustion.
feet in a straight line. If it moves over a pit, a cliff, or
other drop-off, it safely descends until it is hovering
Water Breathing 10 feet above the ground. Any creature restrained
3rd-level transmutation (ritual) by the sphere moves with it. You can ram the
sphere into creatures, forcing them to make the
Casting Time: 1 action
saving throw.
Range: 30 feet When the spell ends, the sphere falls to the
Components: V, S, M (a short reed or piece of ground and extinguishes all normal flames within
straw) 30 feet of it. Any creature restrained by the sphere
Duration: 24 hours is knocked prone in the space where it falls. The
This spell grants up to ten willing creatures you can water then vanishes.
see within range the ability to breathe underwater
until the spell ends. Affected creatures also retain
their normal mode of respiration.
This spell may also be used to allow a character
to breathe while submerged in silt.
432
Web Whirlwind
2nd-level conjuration 7th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 300 feet
Components: V, S, M (a bit of spiderweb) Components: V, M (a piece of straw)
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute
You conjure a mass of thick, sticky webbing at a A whirlwind howls down to a point that you can see
point of your choice within range. The webs fill a on the ground within range. The whirlwind is a 10-
20-foot cube from that point for the duration. The foot-radius, 30-foot-high cylinder centered on that
webs are difficult terrain and lightly obscure their point. Until the spell ends, you can use your action
area. If the webs aren’t anchored between two solid to move the whirlwind up to 30 feet in any direction
masses (such as walls or trees) or layered across a along the ground. The whirlwind sucks up any
floor, wall, or ceiling, the conjured web collapses on Medium or smaller objects that aren’t secured to
itself, and the spell ends at the start of your next anything and that aren’t worn or carried by anyone.
turn. Webs layered over a flat surface have a depth A creature must make a Dexterity saving throw
of 5 feet. the first time on a turn that it enters the whirlwind
Each creature that starts its turn in the webs or or that the whirlwind enters its space, including
that enters them during its turn must make a when the whirlwind first appears. A creature takes
Dexterity saving throw. On a failed save, the 10d6 bludgeoning damage on a failed save, or half
creature is restrained as long as it remains in the as much damage on a successful one. In addition, a
webs or until it breaks free. Large or smaller creature that fails the save must
A creature restrained by the webs can use its succeed on a Strength saving throw or become
action to make a Strength check against your spell restrained in the whirlwind until the spell ends.
save DC. If it succeeds, it is no longer restrained. When a creature starts its turn restrained by the
The webs are flammable. Any 5-foot cube of webs whirlwind, the creature is pulled 5 feet higher
exposed to fire burns away in 1 round, dealing 2d4 inside it, unless the creature is at the top. A
fire damage to any creature that starts its turn in restrained creature moves with the whirlwind and
the fire. falls when the spell ends, unless the creature has
some means to stay aloft.
Weird A restrained creature can use an action to make a
Strength or Dexterity check against your spell save
9th-level illusion DC. If successful, the creature is no longer
Casting Time: 1 action restrained by the whirlwind and is hurled 3d6 × 10
Range: 120 feet feet away from it in a random direction.
Components: V, S
Duration: Concentration, up to 1 minute Wind Walk
Drawing on the deepest fears of a group of 6th-level transmutation
creatures, you create illusory creatures in their Casting Time: 1 minute
minds, visible only to them. Each creature in a 30- Range: 30 feet
foot-radius sphere centered on a point of your
Components: V, S, M (fire and arcanic water)
choice within range must make a Wisdom saving
Duration: 8 hours
throw. On a failed save, a creature becomes
frightened for the duration. The illusion calls on the You and up to ten willing creatures you can see
creature’s deepest fears, manifesting its worst within range assume a gaseous form for the
nightmares as an implacable threat. At the end of duration, appearing as wisps of cloud. While in this
each of the frightened creature’s turns, it must cloud form, a creature has a flying speed of 300 feet
succeed on a Wisdom saving throw or take 4d10 and has resistance to damage from nonmagical
psychic damage. On a successful save, the spell weapons. The only actions a creature can take in
ends for that creature. this form are the Dash action or to revert to its
normal form.
Reverting takes 1 minute, during which time a
creature is incapacitated and can’t move. Until the
spell ends, a creature can revert to cloud form,
which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the
effect ends, the creature descends 60 feet per
round for 1 minute until it lands, which it does
safely. If it can’t land after 1 minute, the creature
falls the remaining distance.
433
Wind Wall Wish
3rd-level evocation 9th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self
Components: V, S, M (a tiny fan and a feather of Components: V
exotic origin) Duration: Instantaneous
Duration: Concentration, up to 1 minute Wish is the mightiest spell a mortal creature can
A wall of strong wind rises from the ground at a cast. By simply speaking aloud, you can alter the
point you choose within range. You can make the very foundations of reality.
wall up to 50 feet long, 15 feet high, and 1 foot The basic use of this spell is to duplicate any
thick. You can shape the wall in any way you other spell of 8th level or lower. You don’t need to
choose so long as it makes one continuous path meet any requirements in that spell, including
along the ground. The wall lasts for the duration. costly components. The spell simply takes effect.
When the wall appears, each creature within its Alternatively, you can create one of the following
area must make a Strength saving throw. A effects of your choice:
creature takes 3d8 bludgeoning damage on a failed
save, or half as much damage on a successful one. You create one nonmagical object of up to
The strong wind keeps fog, smoke, and other 25,000 ct in value, which appears in an
gasses at bay. Small or smaller flying creatures or unoccupied space you can see on the ground.
objects can’t pass through the wall. Loose, The object’s size can be no more than 300 feet.
lightweight materials brought into the wall fly You allow up to twenty creatures that you can
upward. Arrows, bolts, and other ordinary see to regain all hit points, and you end all
projectiles launched at targets behind the wall are effects on them described in the greater
deflected upward and automatically miss. restoration spell.
(Boulders hurled by giants or siege engines, and You grant up to ten creatures that you can see
similar projectiles, are unaffected.) Creatures in
resistance to a damage type you choose.
gaseous form can’t pass through it.
You grant up to ten creatures you can see
immunity to a single magical effect for 8 hours.
You undo a single recent event by forcing a
reroll of any roll made within the last round
(including your last turn). Reality reshapes itself
to accommodate the new result. You can force
the reroll to be made with advantage or
disadvantage, and you can choose whether to
use the reroll or the original roll.
You might be able to achieve something beyond
the scope of the above examples. State your wish to
the DM as precisely as possible. The DM has great
latitude in ruling what occurs in such an instance;
the greater the wish, the greater the likelihood that
something goes wrong. This spell might simply fail,
the effect you desire might only be partly achieved,
or you might suffer some unforeseen consequence
as a result of how you worded the wish.
The stress of casting this spell to produce any
effect other than duplicating another spell weakens
you. After enduring that stress, each time you cast a
spell until you finish a long rest, you take 1d10
necrotic damage per level of that spell. This
damage can’t be reduced or prevented in any way.
In addition, your Strength drops to 3, if it isn’t 3 or
lower already, for 2d4 days. For each of those days
that you spend resting and doing nothing more
than light activity, your remaining recovery time
decreases by 2 days. Finally, there is a 33 percent
chance that you are unable to cast wish ever again
if you suffer this stress.
434
Witch Bolt Word of Recall
1st-level evocation 6th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 5 feet
Components: V, S, M (a twig from a tree that has Components: V
been struck by lightning) Duration: Instantaneous
Duration: Concentration, up to 1 minute You and up to five willing creatures within 5 feet of
A beam of crackling, blue energy lances out toward you instantly teleport to a previously designated
a creature within range, forming a sustained arc of sanctuary. You and any creatures that teleport with
lightning between you and the target. Make a you appear in the nearest unoccupied space to the
ranged spell attack against that creature. On a hit, spot you designated when you prepared your
the target takes 1d12 lightning damage, and on sanctuary (see below). If you cast this spell without
each of your turns for the duration, you can use first preparing a sanctuary, the spell has no effect.
your action to deal 1d12 lightning damage to the You must designate a sanctuary by casting this
target automatically. The spell ends if you use your spell within a location, such as a temple, dedicated
action to do anything else. The spell also ends if the to or strongly linked to an entity which grants you
target is ever outside the spell’s range or if it has power. If you attempt to cast the spell in this
total cover from you. manner in an area that isn’t dedicated to such a
At Higher Levels. When you cast this spell using being, the spell has no effect.
a spell slot of 2nd level or higher, the initial damage
increases by 1d12 for each slot level above 1st. Wrath of Nature
5th-level evocation
Word of Radiance Casting Time: 1 action
Evocation cantrip
Range: 120 feet
Casting Time: 1 action Components: V, S
Range: 5 feet Duration: Concentration, up to 1 minute
Components: V, M (a holy symbol)
You call out to the spirits of nature to rouse them
Duration: Instantaneous against your enemies. Choose a point you can see
You utter a divine word, and burning radiance within range. The spirits cause. trees, rocks, and
erupts from you. Each creature of your choice that grasses in a 60-foot cube centered on that point to
you can see within range must succeed on a become animated until the spell ends.
Constitution saving throw or take 1d6 radiant Grasses and Undergrowth. Any area of ground
damage. in the cube that is covered by grass or undergrowth
At Higher Levels. The spell’s damage increases is difficult terrain for your enemies.
by 1d6 when you reach 5th level (2d6), 11th level Trees. At the start of each of your turns, each of
(3d6), and 17th level (4d6). your enemies within 10 feet of any tree in the cube
must succeed on a Dexterity saving throw or take
4d6 slashing damage from whipping branches.
Roots and Vines. At the end of each of your
turns, one creature of your choice that is on the
ground in the cube must succeed on a Strength
saving throw or become restrained until the spell
ends. A restrained creature can use an action to
make a Strength (Athletics) check against your
spell save DC, ending the effect on itself on a
success.
Rocks. As a bonus action on your turn, you can
cause a loose rock in the cube to launch at a
creature you can see in the cube. Make a ranged
spell attack against the target. On a hit, the target
takes 3d8 nonmagical bludgeoning damage, and it
must succeed on a Strength saving throw or fall
prone.
435
Wrathful Smite Zone of Truth
1st-level evocation 2nd-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V Components: V, S
Duration: Concentration, up to 1 minute Duration: 10 minutes
The next time you hit with a melee weapon attack You create a magical zone that guards against
during this spell’s duration, your attack deals an deception in a 15-foot-radius sphere centered on a
extra 1d6 psychic damage. Additionally, if the point of your choice within range. Until the spell
target is a creature, it must make a Wisdom saving ends, a creature that enters the spell’s area for the
throw or be frightened of you until the spell ends. first time on a turn or starts its turn there must
As an action, the creature can make a Wisdom make a Charisma saving throw. On a failed save, a
check against your spell save DC to steel its resolve creature can’t speak a deliberate lie while in the
and end this spell. radius. You know whether each creature succeeds
or fails on its saving throw.
Zephyr Strike An affected creature is aware of the spell and can
thus avoid answering questions to which it would
1st-level transmutation
normally respond with a lie. Such a creature can be
Casting Time: 1 bonus action evasive in its answers as long as it remains within
Range: Self the boundaries of the truth.
Components: V
Duration: Concentration, up to 1 minute
You move like the wind. Until the spell ends, your
movement doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself
advantage on one weapon attack roll on your turn.
That attack deals an extra 1d8 force damage on a
hit. Whether you hit or miss, your walking speed
increases by 30 feet until the end of that turn.