You extend your hand and trace a sigil of warding in the air. Until the end of your next turn,you have resistance against bludgeoning,piercing,and slashing damage dealt by weapon attacks.
You create a ghostly,skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit,the target takes 1d8 necrotic damage,and it can't regain hit points until the start of your next turn. Until then,the hand clings to the target.
If you hit an undead target,it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction,provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame,change its color,or both . The change lasts for 1 hour.
• You cause simple shapes-such as the vague form of a creature,an inanimate object,or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times,you can have up to three non-instantaneous effects created by it active at a time,and you can dismiss such an effect as an action.
For the duration,you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends,the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion),depending on the nature of your interaction with it.
You touch one willing creature. Once before the spell ends,the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends,the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature,that creature must succeed on a Dexterity saving throw to avoid the spell.
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. lf thrown,a pebble has a range of 60 feet. If someone else attacks with a pebble,that attacker adds your spellcasting ability modifier,not the attacker's,to the attack roll. On a hit,the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses,the spell then ends on the stone.
If you cast this spell again,the spell ends on any pebbles still affected by your previous casting.
This spell repairs a single break or tear in an object you touch,such as broken chain link,two halves of a broken key,a torn clack,or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension,you mend it,leaving no trace of the former damage.
This spell can physically repair a magic item or construct,but the spell can't restore magic to such an object.
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence,1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
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 the saving throw. The spell then ends.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
You utter a divine word,and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6),11th level (3d6),and 17th level (4d6).
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends,the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can target one additional creature for each slot level above 1st.
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends,the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can target one additional creature for each slot level above 1st.
You perform a special religious ceremony that is infused with magic. When you cast the spell,choose one of the following rites,the target of which must be within 10 feet of you throughout the casting.
Atonement: You touch one willing creature whose alignment has changed,and you make a DC 20 Wisdom (Insight) check. On a successful check,you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours,whenever the target makes an ability check,it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours,whenever the target makes a saving throw,it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite: You touch one
corpse,and for the next 7 days,the target can't become undead by any means short of a wish spell.
Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days,each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead,if it doesn't understand your language,or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so,the DM determines how the target behaves. If the target can't follow your command,the spell ends.
Approach: The target moves toward you by the shortest and most direct route,ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft,provided that it is able to do so. If it must move to stay aloft,it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can affect one
additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
For the duration,you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see,but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or glyph,such as an arcane sigil,that isn't part of a written language.
You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively,the water falls as rain in a 30-foot cube within range,extinguishing exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively,you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you create or destroy 10 additional gallons of water,or the size of the cube increases by 5 feet,for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the healing increases by 1d8 for each slot level above 1st.
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 of 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.
For the duration,you sense the presence of magic within 30 feet of you. If you sense magic in this way,you can use your action to see a faint aura around any visible creature or object in the area that bears magic,and you learn its school of magic,if any.
The spell can penetrate most barriers,but is blocked by 1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood or dirt.
For the duration,you can sense the presence and location of poisons,poisonous creatures,and diseases within 30 feet of you. You also identify the kind of poison,poisonous creature,or disease in each case.
The spell can penetrate most barriers,but is blocked by 1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood or dirt.
Your prayer empowers you with divine radiance. Until the spell ends,your weapon attacks deal and extra 1d4 radiant damage on a hit.
Channel energy into the shield of a willing creature,granting it a bonus equal to your Charisma modifier. This bonus applies to the shield's bonus to Armor Class.
Each object in a 20-foot cube within range is outlined in blue,green,or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration,objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it,and the affected creature or object can't benefit from being invisible.
Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends,it takes no falling damage and can land on its feet,and the spell ends for that creature.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit,the target takes 4d6 radiant damage,and the next attack roll made against this target before the end of your next turn has advantage,thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d6 for each slot level above 1st.
Make a melee spell attack against a creature you can reach. On a hit,the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d10 for each slot level above 1st.
You touch a willing creature who isn't wearing armor,and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
Until the spell ends,one willing creature you touch is protected against certain types of creatures - aberrations,celestials,elementals,fey,fiends,and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed,frightened,or possessed by them. If the target is already charmed,frightened,or possessed by such a creature,the target has advantage on any new saving throw against the relevant effect.
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit,the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save,it is also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d8 for each slot level above 1st.
You ward a creature within range against attack. Until the spell ends,any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save,the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects,such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature,this spell ends.
The next time you hit a creature with a melee weapon attack during the spell's duration,your weapon flares with white-hot intensity,and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends,the target must make a Constitution saving throw. On a failed save,it takes 1d6 fire damage. On a successful save,the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames,or if some other effect douses the flames (such as the target being submerged in water),the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st.
A shimmering field appears and surrounds a creature of your choice within range,granting it a +2 bonus to AC for the duration.
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.
The next time you hit with a melee weapon attack during this spell's duration,your attack deals an extra 1d6 psychic damage. Additionally,if the target is a creature,it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action,the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,a target's hit points increase by an additional 5 for each slot level above 2nd.
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails,the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns,the target can make a Constitution saving throw. On a success,the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target one additional creature for each slot level above 2nd.
The next time you hit a creature with a weapon attack before this spell ends,the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target,which becomes visible if it is invisible,and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the extra damage increases by 1d6 for each slot level above 2nd.
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw,choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends,any suppressed effect resumes,provided that its duration has not expired in the meantime.
Alternatively,you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends,the creature becomes hostile again,unless the DM rules otherwise.
A flame,equivalent in brightness to a torch,springs forth from an object that you touch. The effect looks like a regular flame,but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
You touch a willing creature to grant it the ability to see in the dark. For the duration,that creature has darkvision out to a range of 60 feet.
For the duration,you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends,you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language,the creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action,you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper,the target must make a Wisdom saving throw. If it fails,you gain insight into its reasoning (if any),its emotional state,and something that looms large in its mind (such as something it worries over,loves,or hates). If it succeeds,the spell ends. Either way,the target knows that you are probing into its mind,and unless you shift your attention to another creature's thoughts,the creature can use its action on its turn to make an
Intelligence check contested by your Intelligence check if it succeeds,the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts,so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration,you can search for thoughts within 30 feet of you. The spell can penetrate barriers,but 2 feet of rock,2 inches of any metal other than lead,or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way,you can read its thoughts for the rest of the duration as described above,even if you can't see it,but it must still be within range.
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.
You touch a corpse or other remains. For the duration,the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead,since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends,whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there,you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.
As a bonus action on your turn,you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher,the healing increases by 1d6 for each slot level above 2nd.
Choose a manufactured metal object,such as a metal weapon or a suit of heavy or medium metal armor,that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends,you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it,the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object,it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d8 for each slot above 2nd.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns,the target can make another Wisdom saving throw. On a success,the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded,deafened,paralyzed,or poisoned.
A silvery beam of pale light shines down in a 5-foot radius,40-foot-high cylinder centered on a point within range. Until the spell ends,dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there,it is engulfed in ghostly flames that cause searing pain,and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save,or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails,it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell,you can use an action to move the beam 60 feet in any direction.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d10 for each slot level above 2nd.
A veil of shadows and silence radiates from you,masking you and your companions from detection. For the duration,each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the healing increases by 1d8 for each slot level above 2nd.
You touch a creature. If it is poisoned,you neutralize the poison. If more than one poison afflicts the target,you neutralize on poison that you know is present,or you neutralize one at random.
For the duration,the target has advantage on saving throws against being poisoned,and it has resistance to poison damage.
For the duration,you see invisible creatures and objects as if they were visible,and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse,light,and thrown properties (range 20/60). In addition,when you use the sword to attack a target that is in dim light or darkness,you make the attack roll with advantage.
If you drop the weapon or throw it,it dissipates at the end of the turn. Thereafter,while the spell persists,you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot,the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot,the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher,the damage increases to 5d8.
A sudden loud ringing noise,painfully intense,erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save,or half as much damage on a successful one. A creature made of inorganic material such as stone,crystal,or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher,the damage increases by 1d8 for each slot level above 2nd.
For the duration,no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage,and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Until the spell ends,one willing creature you touch gains the ability to move up,down,and across vertical surfaces and upside down along ceilings,while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself,throw itself onto a spear,immolate itself,or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save,it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time,the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example,you might suggest that a knight five her warhorse to the first beggar she meets. If the condition isn't met before the spell expires,the activity isn't
performed.
If you or any of your companions damage the target,the spell ends.
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you,it gains a +1 bonus to AC and saving throws,and it has resistance to all damage. Also,each time it takes damage,you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends,a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save,a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends,the aura moves with you,centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration,each target has advantage on Wisdom saving throws and death saving throws,and regains the maximum number of hit points possible from any healing.
You touch a creature,and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell,choose the nature of the curse from the following options.
• Choose one ability score. While cursed,the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed,the target has disadvantage on attack rolls against you.
• While cursed,the target must make a Wisdom saving throw at the start of each of its turns. If it fails,it wastes its action that turn doing nothing.
• While the target is cursed,your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option,you may choose an alternative curse effect,but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher,the duration is concentration,up to 10 minutes. If you use a spell slot of 5th level or higher,the duration is 8 hours. If you use a spell slot of 7th level or higher,the duration is 24 hours. If you use a 9th
level spell slot,the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
The next time you hit a creature with a melee weapon attack during this spell's duration,you weapon flares with a bright light,and the attack deals an extra 3d8 radiant damage to the target. Additionally,the target must succeed on a Constitution saving throw or be blinded until the spell ends.
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.
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range,enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing,and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried,the light shines from the object with and moves with it. Completely covering the affected object with an opaque object,such as a bowl or a helm,blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of or lower,the spell that created the darkness is dispelled.
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell,a creature must take the Dash action and move away from you by the safest available route on each of its turns,unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you,the creature can make a Wisdom saving throw. On a successful save,the spell ends for that creature.
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration,or until you use an action to touch the target and dismiss the spell,the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated,and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell,or becomes diseased or poisoned while under the spell's effect,the disease and poison have no effect until the spell ends.
You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage,and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. AtHigher 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.
As you call out words of restoration,up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the healing increases by 1d4 for each slot level above 3rd.
You step into a stone object or surface large enough to fully contain your body,melding yourself and all the equipment you carry with the stone for the duration. Using your movement,you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone,you can't see what occurs outside it,and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it,which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you,but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled,you fall prone in an unoccupied space closest to where you first entered.
For the duration,you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
A Large quasi-real,horse-like creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance,but it is equipped with a saddle,bit,and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration,you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse,except it has a speed of 100 feet and can travel 10 miles in an hour,or 13 miles at a fast pace. When the spell ends,the steed gradually fades,giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
For the duration,the willing creature you touch has resistance to one damage type of your choice: acid,cold,fire,lightning,or thunder.
At your touch,all curses affecting one creature or object end. If the object is a cursed magic item,its curse remains,but the spell breaks its owner's attunement to the object so it can be removed or discarded.
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age,nor can it restore any missing body parts.
You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind,recognizes you as the sender if it knows you,and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence,but if the target is on a different plane than you,there is a 5 percent chance that the message doesn't arrive.
You grant the semblance of life and intelligence to a corpse of your choice within range,allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends,you can ask the corpse up to five questions. The corpse knows only what it knew in life,including the languages it knew. Answers are usually brief,cryptic,or repetitive,and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body,only its animating spirit. Thus,the corpse can't learn new information,doesn't comprehend anything that has happened since it died,and can't speculate about future events.
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral,their spectral form appears angelic or fey (your choice). If you are evil,they appear fiendish.
When you cast this spell,you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area,and when the creature enters the area for the first time on a turn or starts its turn there,it must make a Wisdom saving throw. On a failed save,the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save,the creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d8 for each slot level above 3rd.
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover,when the target speaks,any creature that knows at least one language and can hear the target understands what it says.
The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit,the target takes 3d6 necrotic damage,and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends,you can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d6 for each slot level above 3rd.
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
This spell grants the ability to move across any liquid surface - such as water,acid,mud,snow,quicksand,or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid,the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long,15 feet high,and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears,each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save,or half as much damage on a successful one.
The strong wind keeps fog,smoke,and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose,lightweight materials brought into the wall fly upward. Arrows,bolts,and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines,and similar projectiles,are unaffected.) Creatures in gaseous form can't pass through it.
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends,the aura moves with you,centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage,and its hit point maximum can't be reduced. In addition,a non-hostile,living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends,the aura moves with you,centered on you. Each non-hostile creature in the aura (including you) can't become diseased,has resistance to poison damage,and has advantage on saving throws against effects that cause any of the following conditions: blinded,charmed,deafened,frightened,paralyzed,poisoned,and stunned.
You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on,you banish the target to a harmless demiplane. While there,the target is incapacitated. The target remains there until the spell ends,at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence that 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.
Necromantic energy washes over a creature of your choice that you can see within range,draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save,or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant,it makes the saving throw with disadvantage,and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature,such as a tree or shrub,it doesn't make a saving throw,it simply withers and dies.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,the damage increases by 1d8 for each slot level above 4th.
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save,a target is affected by this spell. Until the spell ends,you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way,it can make another Wisdom saving throw to try to end the effect.
A target isn't compelled to move into an obviously deadly hazard,such as a fire pit,but it will provoke opportunity attacks to move in the designated direction.
Until the spell ends,you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn,you can repeat the same effect or choose a different one.
Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore,the flooding water spills over onto dry land.
If you choose an area in a large body of water,you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave,the wave repeats on the start of your next turn while the flood effect lasts.
Part Water: You cause water
in the area to move apart and create a trench. The trench extends across the spell's area,and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow: You cause flowing water in the area to move in a direction you choose,even if the water has to flow over obstacles,up walls,or in other unlikely directions. The water in the area moves as you direct it,but once it moves beyond the spell's area,it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base,up to 50 feet wide at the top,and 25 feet tall. Any creature
or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there,it must make a Strength saving throw. On a failed save,the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save,the creature takes half damage,and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above,but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex,the object takes 2d8 bludgeoning damage,this damage occurs each round it remains in the vortex.
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage,the target instead drops to 1 hit point,and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage,that effect is instead negated against the target,and the spells ends.
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal,event,or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase,a cryptic rhyme,or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome,such as the casting of additional spells or the loss or gain of a companion.
If you cast this spell two or more times before finishing your next long rest,there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Thin and wispy flames wreathe your body for the duration,shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield,as you choose. The warm shield grants you resistance to cold damage,and the chill shield grants you resistance to fire damage.
In addition,whenever a creature within 5 feet of you hits you with a melee attack,the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield,or 2d8 cold damage from a cold shield.
You touch a willing creature. For the duration,the target's movement is unaffected by difficult terrain,and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints,such as manacles or a creature that has it grappled. Finally,being underwater imposes no penalties on the target's movement or attacks.
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save,or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Describe or name a creature that is familiar to you. You sense the direction to the creature's location,as long as that creature is within 1,000 feet of you. If the creature is moving,you know the direction of its movement.
The spell can locate a specific creature known to you,or the nearest creature of a specific kind (such as a human or a unicorn),so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form,such as being under the effects of a polymorph spell,this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
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.
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.
The next time you hit a creature with a melee weapon attack during this spell's duration,your weapon pierces both body and mind,and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save,it has disadvantage on attack rolls and ability checks,and can't take reactions,until the end of its next turn.
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends,the target has resistance to nonmagical bludgeoning,piercing,and slashing damage.
A shimmering barrier extends out from you in a 10-foot radius and moves with you,remaining centered on you and hedging out creatures other than undead and constructs.
The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affect creature is forced to pass through the barrier,the spell ends.
The next time you hit a creature with a weapon attack before this spell ends,your weapon crackles with force,and the attack deals an extra 5d10 force damage to the target. Additionally,if this attack reduces the target to 50 hit points of fewer,you banish it. If the target is native to a different plane of existence than the one you're on,the target disappears,returning to its home plane. If the target is native to the plane you're on,the creature vanishes into a harmless demiplane. While there,the target is incapacitated. It remains there until the spell ends,at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient,so you might receive unclear as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests,the DM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest,there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit,you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns,it must make a Constitution saving throw. After failing three of these saving throws,the disease's effects last for the duration,and the creature stops making these saves. After succeeding on three of these saving throws,the creature recovers from the disease,and the spell ends.
Since this spell induces a natural disease in its target,any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Blinding Sickness: Pain grips the creature's mind,and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks,Strength saving throws,and attack rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire: The creature's mind becomes feverish. The
creature has disadvantage on Intelligence checks and Intelligence saving throws,and the creature behaves as if under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks,Dexterity saving throws,and attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition,whenever the creature takes damage,it is stunned until the end of its next turn.
The Light of dawn shines down on a location you specify within range. Until the spell ends,a 30-foot-radius,40-foot-high cylinder of bright light glimmers there. This light is sunlight.
When the cylinder appears,each creature in it must make a Constitution saving throw,taking 4d10 radiant damage on a failed save,or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its 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.
Shimmering energy surrounds and protects you from fey,undead,and creatures originating from beyond the Material Plane. For the duration,celestials,elementals,fey,fiends,and undead have disadvantage on attack rolls against you.
You can end the spell early by using either of the following special functions.
Break Enchantment: As your action,you touch a creature you can reach that is charmed,frightened,or possessed by a celestial,an elemental,a fey,a fiend,or an undead. The creature you touch is no longer charmed,frightened,or possessed by such creatures.
Dismissal: As your action,make a melee spell attack against a celestial,an elemental,a fey,a fiend,or an undead you can reach. On a hit,you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane,undead are sent to the Shadowfell,and fey are sent to the Feywild.
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius,40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save,or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
You place a magical command on a creature that you can see within range,forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you,it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you,it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions,but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose,short of an activity that would result in certain death. Should you issue a suicidal command,the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse,greater restoration,or wish spell also ends it.
At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level,the duration is 1 year. When you cast this spell using a spell slot of the spell lasts until it is ended by one of the spells mentioned above.
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one,or end one of the following effects on the target.
• One effect that charmed or petrified the target
• One curse,including the target's attunement to a cursed magic item
• Any reduction to one of the target's ability scores
• One effect reducing the target's hit point maximum
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet,and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First,celestials,elementals,fey,fiends,and undead can't enter the area,nor can such creatures charm,frighten,or possess creatures within it. Any creature charmed,frightened,or possessed by such a creature is no longer charmed,frightened,or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
Second,you can bind an extra effect to the area. Choose the effect from the following list,or choose an effect offered by the DM. Some of these effects apply to creatures in the area,you can designate whether the effect applies to all creatures,creatures that follow a specific deity or leader,or creatures of a specific sort,such as ores or trolls. When a creature that would be affected enters the spell's area for the
first time on a turn or starts its turn there,it can make a Charisma saving throw. On a success,the creature ignores the extra effect until it leaves the area.
Courage: Affected creatures can't be frightened while in the area.
Darkness: Darkness fills the area. Normal light,as well as magical light created by spells of a lower level than the slot you used to cast this spell,can't illuminate the area.
Daylight: Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.
Energy Protection: Affected creatures in the area have resistance to one damage type of your choice,except for bludgeoning,piercing,or slashing.
Energy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice,except for bludgeoning,piercing,or slashing.
Everlasting Rest: Dead bodies interred in the area can't be turned into undead.
Extradimensional Interference:
Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
Fear: Affected creatures are frightened while in the area.
Silence: No sound can emanate from within the area,and no sound can reach into it.
Tongues: Affected creatures can communicate with any other creature in the area,even if they don't share a common language.
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns,the target can make another Wisdom saving throw. On a success,the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
You imbue a weapon you touch with holy power. Until the spell ends,the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition,weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon,it becomes one for the duration.
As a bonus action on your turn,you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save,a creature takes 4d8 radiant damage,and it is blinded for 1 minute. On a successful save,a creature takes half as much damage and isn't blinded. At the end of each of its turns,a blinded creature can make a Constitution saving throw,ending the effect on itself on a success.
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,the healing increases by 1d8 for each slot level above 5th.
You return a dead creature you touch to life,provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body,the creature returns to life with 1 hit point.
This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't,however,remove magical diseases,curses,or similar effects,if these aren't first removed prior to casting the spell,they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds,but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head,for instance - the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls,saving throws,and ability checks. Every time the target finishes a long rest,the penalty is reduced by 1 until it disappears.
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days,the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so,the spell fails.
The magic fashions a new body for the creature to inhabit,which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life,or the DM chooses a form. 01-04 Dragonborn. 05-13 Dwarf,hill. 14-21 Dwarf,mountain. 22-25 Elf,dark 26-34 Elf,high. 35-42 Elf,wood. 43-46 Gnome,forest. 47-52 Gnome,rock. 53-56 Half-elf. 57-60 Half-orc. 61-68 Halfling,lightfoot. 69-76 Halfling,stout. 77-96 Human. 97-00 Tiefling.
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form,except it exchanges its original race for the new one and changes its racial traits accordingly.
As you cast the spell,you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples,guilds,and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell,you learn the sigil sequences for two destinations on the Material Plane,determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1
minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally,vertically,or diagonally. It can be free floating,or it can rest on a solid surface. The wall can be up to 60 feet long,10 feet high,and 5 feet thick. The wall blocks line of sight,but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.
When the wall appears,each creature in its area must make a Constitution saving throw. On a failed save,a creature takes 4d8 radiant damage,and it is blinded for 1 minute. On a successful save,it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns,ending the effect on itself on a success.
A creature that ends its turn in the wall's area takes 4d8 radiant damage.
Until the spell ends,you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a
ranged spell attack. On a hit,the target takes 4d8 radiant damage. Whether you hit or miss,reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet,the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,the damage increases by 1d8 for each slot level above 5th.
You create a vertical wall of whirling,razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long,20 feet high,and 5 feet thick,or a ringed wall up to 60 feet in diameter,20 feet high,and 5 feet thick. The wall provides three-quarters cover to creatures behind it,and its space is difficult terrain.
When a creature enters the wall's area for the first time on a turn or starts its turn there,the creature must make a Dexterity saving throw. On a failed save,the creature takes 6d10 slashing damage. On a successful save,the creature takes half as much damage.
You cause up to six pillars of stone to burst from 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 where a pillar appears must be wide enough for its diameter,and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points,a pillar crumbles into rubble,which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature,that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle,a creature on the pillar takes 6d6 bludgeoning damage and is restrained,pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success,the creature is no longer restrained and must either move off the
pillar or fall off it.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher,you can create two additional pillars for each slot level above 6th.
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save,or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher,the damage increases by 2d6 for each slot level above 6th.
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
As a bonus action on each of your turns,you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures,you can command any or all of them at the same time,issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn,or you can issue a general command,such as to guard a particular chamber or corridor. If you issue no commands,the creature only defends itself against hostile creatures. Once given an order,the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours,after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours,you must cast this spell on the creature before
the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell,rather than animating new ones.
At Higher Levels: When you cast this spell using a 7th-level spell slot,you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot,you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot,you can animate or reassert control over six ghouls,three ghasts or wights,or two mummies
You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh,the creature must make a Constitution saving throw. On a failed save,it is restrained as its flesh begins to harden. On a successful save,the creature isn't affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times,the spell ends. If it fails saves three times,it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive,keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified,it suffers from similar deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration,the creature is turned to stone until the effect is removed.
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save,it takes 14d6 necrotic damage,or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw,its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Choose a creature that you can see within range. A surge of positive energy washes through the creature,causing it to regain 70 hit points. The spell also ends blindness,deafness,and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher,the amount of healing increases by 10 for each slot level above 6th.
You beseech an otherworldly entity for aid. The being must be known to you - a god,a primordial,a demon prince,or some other being of cosmic power. That entity sends a celestial,an elemental,or a fiend loyal to it to aid you,making the creature appear in an unoccupied space within range. If you know a specific creature's name,you can speak that name when you cast this spell to request that creature,though you might get a different creature anyway (DM's choice).
When the creature appears,it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment,but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm,or help us fight a battle) to complex (spy on our enemies,or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple,while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
As a rule of thumb,a task that can be
measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos,the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment,while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the task,or when the agreed-upon duration of service expires,the creature returns to its home plane after reporting back to you,if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service,the creature immediately returns to its home plane.
A creature enlisted to join your group counts as a member of it,receiving a full share of experience points awarded.
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage,which ends the spell. While you have a soul inside the cage,you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time,it is released,and the spell ends. While a soul is trapped,the dead humanoid it came from can't be revived.
Steal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
Query Soul: You ask the soul a question (no action required) and receive a brief telepathic answer,which you can understand regardless of the language used. The soul knows only what it knew in life,but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Borrow Experience: You can use a bonus action to bolster
yourself with the soul's life experience,making your next attack roll,ability check,or saving throw with advantage. If you don't use this benefit before the start of your next turn,it is lost.
Eyes of the Dead: You can use an action to name a place the humanoid saw in life,which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate,up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
A beam of brilliant light flashes out from your hand in a 5-foot-wide,60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save,a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save,it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration,a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration,the creature has truesight,notices secret doors hidden by magic,and can see into the Ethereal Plane,all out to a range of 120 feet.
You and up to ten willing creatures you can see within range assume a gaseous form for the duration,appearing as wisps of cloud. While in this cloud form,a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute,during which time a creature is incapacitated and can't move. Until the spell ends,a creature can revert to cloud form,which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends,the creature descends 60 feet per round for 1 minute until it lands,which it does safely. If it can't land after 1 minute,the creature falls the remaining distance.
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary,the spell has no effect.
You must designate a sanctuary by casting this spell within a location,such as a temple,dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity,the spell has no effect.
You summon a celestial of challenge rating 4 or lower,which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial,which has its own turns. It obeys any verbal commands that you issue to it (no action required by you),as long as they don't violate its alignment. If you don't issue any commands to the celestial,it defends itself from hostile creatures but otherwise takes no actions.
The DM has the celestial's statistics.
At Higher Levels: When you cast this spell using a 9th-level spell slot,you summon a celestial of challenge rating 5 or lower.
You utter a divine word,imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save,a creature suffers an effect based on its current hit points.
• 50 hit points or fewer: deafened for 1 minute
• 40 hit points or fewer: deafened and blinded for 10 minutes
• 30 hit points or fewer: blinded,deafened,and stunned for 1 hour
• 20 hit points or fewer: killed instantly
Regardless of its current hit points,a celestial,an elemental,a fey,or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms,such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells,and you appear in or near that destination. If you are trying to reach the City of Brass,for example,you might arrive in its Street of Steel,before its Gate of Ashes,or looking at the city from across the Sea of Fire,at the DM's discretion.
Alternatively,if you know the sigil sequence of a teleportation circle on another plane of existence,this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported,they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit,the creature must make a Charisma saving throw. If the
creature fails the save,it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
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 ofeach of its turns. On a successful save,the pain ends.
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell,the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target's severed body members (fingers,legs,tails,and so on),if any,are restored after 2 minutes. If you have the severed part and hold it to the stump,the spell instantaneously causes the limb to knit to the stump.
You touch a dead creature that has been dead for no more than a century,that didn't die of old age,and that isn't undead. If its soul is free and willing,the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't,however,remove magical diseases,curses,and the like,if such affects aren't removed prior to casting the spell,they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls,saving throws,and ability checks. Every time the target finishes a long rest,the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest,you can't cast spells again,and you have disadvantage on all attack rolls,ability checks,and saving throws.
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space,up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god,pantheon,or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple's appearance. The interior is enclosed by a floor,walls,and a roof,with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within,and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials,elementals,fey,fiends,or undead. If a creature of the chosen type attempts to enter the temple,that creature must make a Charisma saving throw. On a failed save,it can't enter the temple for 24 hours. Even if the creature can enter the temple,the
magic there hinders it. Whenever it makes an attack roll,an ability check,or a saving throw inside the temple,it must roll a d4 and subtract the number rolled from the d20 roll.
In addition,the sensors created by divination spells can't appear inside the temple,and creatures within can't be targeted by divination spells.
Finally,whenever any creature in the temple regains hit points from a spell of 1st level or higher,the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane,thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic,and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
This spell attracts or repels creatures of your choice. You target something within range,either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature,such as red dragons,goblins,or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it,the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target,the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it,the creature is no longer
frightened,but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
Sympathy: The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it,the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so,it can't willingly move away from the target. If the target damages or otherwise harms an affected creature,the affected creature can make a Wisdom saving throw to end the effect,as described below.
Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it,the creature makes a Wisdom saving throw. ON a successful save,the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition,a
creature affected by the spells is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute,after which time it can be affected again.
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside as a sealed vessel and grows to full size and maturity after 120 days you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely,as long as its vessel remains undisturbed.
At any time after the clone matures,if the original creature dies,its soul transfers to the clone,provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality,memories,and abilities,but none of the original's equipment. The original creature's physical remains,if they still exist,become inert and can't thereafter be restored to life,since the creature's soul is elsewhere.
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell,you change the current weather conditions,which are determined by the DM based on the climate and season.
You can change precipitation,temperature,and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so,you can change the conditions again. When the spell ends,the weather gradually returns to normal. When you change the weather conditions,find a current condition on the following tables and change its stage by one,up or down. When changing the wind,you can change its direction.
Precipitation: Stage 1 - Clear Stage 2 - Light clouds Stage 3 - Overcast or ground fog Stage 4 - Rain,hail or snow Stage 5 - Torrential rain,driving hail or blizzard
Temperature: Stage 1 - Unbearable heat Stage 2 - Hot Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold Stage 6 -
Arctic cold
Wind: Stage 1 - Calm Stage 2 - Moderate wind Stage 3 - Strong wind Stage 4 - Gale Stage 5 - Storm
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws,and other creatures have disadvantage on attack rolls against them until the spell ends. In addition,when a fiend or an undead hits an affected creature with a melee attack,the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can use its action to attempt to escape. When it does so,it makes a DC 20 Intelligence check. If it succeeds,it escapes,and the spell ends (a minotaur or goristro demon automatically succeeds).
When the spell ends,the target reappears in the space it left or,if that space is occupied,in the nearest unoccupied space.
Until the spell ends,one willing creature you touch is immune to psychic damage,any effect that would sense its emotions or read its thoughts,divination spells,and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
You speak a word of power that can overwhelm the mind of one creature you can see within range,leaving it dumbfounded. If the target has 150 hit points or fewer,it is stunned. Otherwise,the spell has no effect.
The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save,this stunning effect ends.
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save,a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save,it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save,it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.
You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.
Until the spell ends,you and the target can instantaneously share words,images,sounds,and other sensory messages with one another through the link,and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
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.
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell,if it succeeds,it is immune to this spell if you cast it again. While affected by this spell,the creature doesn't need to breathe,eat,or drink,and it doesn't age. Divination spells can't locate or perceive the target.
When you cast the spell,you choose one of the following forms of imprisonment.
Burial: The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere,nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining: Heavy chains,firmly rooted in the ground,hold the target in place. The target is restrained until the spell ends,and it can't move or be moved by any means until then.
The special component for this version of the spell is a fine
chain of precious metal.
Hedged Prison: The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth,a cage,a tower,or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment: The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in),but nothing else can pass through,even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large,transparent gemstone,such as a corundum,diamond,or ruby.
Slumber: The target falls asleep and can't be awoken.
The special component for this version of the spell consists of rare soporific
herbs.
Ending the Spell: During the casting of the spell,in any of its versions,you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose,but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name,identity,or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level,class,or hit points.
A dispel magic spell can end the spell only if it is cast as a 9th-level spell,targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component,the target of the first casting is immediately freed from its binding.
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points,divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed,frightened,paralyzed,or stunned,the condition ends. If the creature is prone,it can use its reaction to stand up. This spell has no effect on undead or constructs.
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer,it dies. Otherwise,the spell has no effect.
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing,the creature is restored to life with all its hit points.
This spell closes all wounds,neutralizes any poison,cures all diseases,and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs.
The spell can even provide a new body if the original no longer exists,in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud,you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell,including costly components. The spell simply takes effect. Alternatively,you can create one of the following effects of your choice.
• You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension,and it appears in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points,and you end all effects on them described in the greater restoration spell.
• You grant up to ten creatures that you can see resistance to a damage type you choose.
• You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance,you could make yourself and all your companions immune to a lich's life drain attack.
• You undo a single recent event by forcing a reroll of any roll made within the last round
(including your last turn). Reality reshapes itself to accommodate the new result. For example,a wish spell could undo an opponent's successful save,a foe's critical hit,or a friend's failed save. You can force the reroll to be made with advantage or disadvantage,and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance,the greater the wish,the greater the likelihood that something goes wrong. This spell might simply fail,the effect you desire might only be partly achieved,or you might suffer some unforeseen consequence as a result of how you worded the wish. For example,wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive,effectively removing you from the game. Similarly,wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress,each time you
cast a spell until you finish a long rest,you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition,your Strength drops to 3,if it isn't 3 or lower already,for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity,your remaining recovery time decreases by 2 days. Finally,there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.