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S

  • casting time ventana o cualquier otra area dentro del alcance cuyo volumen sea menor o igual que un cubo de 20 pies de lado. Una alarma te avisara siempre que una criatura
  • range Diminuta o de tamano superior

  • components toque o entre en la zona vigilada antes del final del conjuro. Al lanzarlo puedes elegir que ciertas criaturas no activaran la alarma
  • duration que puede ser mental o sonora. Una alarma mental te alerta con un sonido dentro de tu mente si estas a 1 milla de la zona vigilada. Si estas dormido

te despertara. Una alarma sonora produce un sonido de campanilla durante 10 segundos audible a 60 pies de distancia.;Nivel 1

Sorcerer M;8 horas;(una pequena campana y un hilo de plata fina)Preparas una alarma contra intrusos. Elige una puerta

S

  • casting time you have resistance against bludgeoning
  • range piercing

  • components and slashing damage dealt by weapon attacks.;Nivel 1
  • duration

Sorcerer M;1 hora;You extend your hand and trace a sigil of warding in the air. Until the end of your next turn

S

  • casting time you must make a melee attack with a weapon against one creature within the spell's range
  • range otherwise the spell fails. On a hit

  • components the target suffers the attack's normal effects
  • duration and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then

it immediately takes 1d8 thunder damage

Sorcerer M;8 horas;(a weapon)As part of the action used to cast this spell

S

  • casting time hasta 1 minuto;You create a ghostly
  • range 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

  • components the target takes 1d8 necrotic damage
  • duration 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

Sorcerer M;Concentracion

S;Instantanea;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

  • casting time change its color
  • range or both . The change lasts for 1 hour.
    • You cause simple shapes-such as the vague form of a creature

  • components an inanimate object
  • duration 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

Sorcerer 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

S

  • casting time the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren't being worn or carried.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8).;Nivel 1
  • duration

Sorcerer M;Instantanea;You create a bonfire on ground that you can see within range. Until the spells ends

M;1 minuto;You create up to four torch-sized lights within range

  • casting time lanterns
  • range or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose

  • components each light sheds dim light in a 10-foot radius.
    As a bonus action on your turn
  • duration you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell

and a light winks out if it exceeds the spell's range. ;Nivel 1

Sorcerer making them appear as torches

hasta 1 minuto;You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit

  • casting time 11th level (3d10)
  • range and 17th level (4d10). ;Nivel 1

Sorcerer the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10)

hasta 1 minuto;For the duration

  • casting time 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)
  • range depending on the nature of your interaction with it.;Nivel 1

Sorcerer you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends

Nivel 1;ALARMA (RITUAL);Abjuracion;1 minuto;30 pies;V Nivel 1;ALARMA (RITUAL);Abjuracion;1 minuto;30 pies;V
Nivel 1;ARMADURA DE AGATHYS;Abjuracion;1 accion;Personal;V Nivel 1;ARMADURA DE AGATHYS;Abjuracion;1 accion;Personal;V
Nivel 1;ARMADURA DE MAGO;Abjuracion;1 accion;Contacto;V Nivel 1;ARMADURA DE MAGO;Abjuracion;1 accion;Contacto;V
Nivel 1;BENDICION;Encantamiento;1 accion;30 pies;V Nivel 1;BENDICION;Encantamiento;1 accion;30 pies;V
Nivel 1;BRAZOS DE HADAR;Conjuracion;1 accion;Personal (10 pies de radio);V Nivel 1;BRAZOS DE HADAR;Conjuracion;1 accion;Personal (10 pies de radio);V
Nivel 1;BUENAS BAYAS;Transmutacion;1 accion;Contacto;V Nivel 1;BUENAS BAYAS;Transmutacion;1 accion;Contacto;V
Nivel 1;CAIDA DE PLUMA;Transmutacion;1 reaccion;60 pies;V Nivel 1;CAIDA DE PLUMA;Transmutacion;1 reaccion;60 pies;V
Nivel 1;CASTIGO ABRASADOR;Evocacion;1 accion adicional;Personal;V;Concentracion Nivel 1;CASTIGO ABRASADOR;Evocacion;1 accion adicional;Personal;V;Concentracion
Nivel 1;CASTIGO ATRONADOR;Evocacion;1 accion adicional;Personal;V;Concentracion Nivel 1;CASTIGO ATRONADOR;Evocacion;1 accion adicional;Personal;V;Concentracion

S

  • casting time hasta 1 minuto;You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save
  • range the target takes 1d6 cold damage

  • components and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    The spell's damage increases by 1d6 when you reach 5th level (2d6)
  • duration 11th level (3d6)

and 17th level (4d6).;Nivel 1

Sorcerer M;Concentracion

S

  • casting time you must make a melee attack with a weapon against one creature within the spell's range
  • range otherwise the spell fails. On a hit

  • components the target suffers the attack's normal effects
  • duration and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    This spell's damage increases when you reach higher levels. At 5th level

the melee attack deals an extra 1d8 fire damage to the target

Sorcerer M;Instantanea;(a weapon)As part of the action used to cast this spell

S;Instantanea;You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harm less sensory effect using air

  • casting time wind to slam shutters closed
  • range or your clothing to ripple in a breeze.;Nivel 1

Sorcerer such as causing leaves to rustle

S;Concentracion

  • casting time fleas
  • range and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw

  • components or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1
  • duration north: 2

south: 3

east: or 4 hasta 10 minutos;(a living flea)You cause a cloud of mites

S;Concentracion

  • casting time 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
  • range that creature must succeed on a Dexterity saving throw to avoid the spell. ;Nivel 1

east: or 4 hasta 10 minutos;(a firefly or phosphorescent moss)You touch one object that is no larger than 10 feet in any dimension. Until the spell ends

S

  • casting time hasta 10 minutos;You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8).;Nivel 1
  • duration

east: or 4 M;Concentracion

S

  • casting time floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object
  • range open an unlocked door or container

  • components stow or retrieve an item from an open container
  • duration or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack

activate magical items

or carry more than 10 pounds. ;Nivel 1 M;1 hora;A spectral

S;1 hora;(two lodestones)This spell repairs a single break or tear in an object you touch

  • casting time two halves of a broken key
  • range a torn clack

  • components or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension
  • duration you mend it

leaving no trace of the former damage.
This spell can physically repair a magic item or construct

or carry more than 10 pounds. ;Nivel 1 such as broken chain link

S

  • casting time 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration 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. ;Nivel 1

or carry more than 10 pounds. ;Nivel 1 M;1 minuto;(a short piece of copper wire)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

Nivel 1;CASTIGO FURIOSO;Evocacion;1 accion adicional;Personal;V Nivel 1;CASTIGO FURIOSO;Evocacion;1 accion adicional;Personal;V
Nivel 1;CREAR O DESTRUIR AGUA;Transmutacion;1 accion;30 pies;V Nivel 1;CREAR O DESTRUIR AGUA;Transmutacion;1 accion;30 pies;V
Nivel 1;CURAR HERIDAS;Evocacion;1 accion;Contacto;V Nivel 1;CURAR HERIDAS;Evocacion;1 accion;Contacto;V
Nivel 1;DETECTAR EL BIEN Y EL MAL;Adivinacion;1 accion;Personal;V Nivel 1;DETECTAR EL BIEN Y EL MAL;Adivinacion;1 accion;Personal;V
Nivel 1;DETECTAR MAGIA (RITUAL);Adivinacion;1 accion;Personal;V Nivel 1;DETECTAR MAGIA (RITUAL);Adivinacion;1 accion;Personal;V
Nivel 1;DETECTAR VENENOS Y ENFERMEDADES;Adivinacion;1 accion;Personal;V Nivel 1;DETECTAR VENENOS Y ENFERMEDADES;Adivinacion;1 accion;Personal;V
Nivel 1;DISCO FLOTANTE DE TENSER;Conjuracion;1 accion;30 pies;V Nivel 1;DISCO FLOTANTE DE TENSER;Conjuracion;1 accion;30 pies;V
Nivel 1;DISFRAZARSE;Ilusion;1 accion;Personal;V Nivel 1;DISFRAZARSE;Ilusion;1 accion;Personal;V
Nivel 1;DORMIR;Encantamiento;1 accion;90 pies;V Nivel 1;DORMIR;Encantamiento;1 accion;90 pies;V

hasta 1 minuto;(A bit of fleece)You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound

  • casting time someone else's voice
  • range a lion's roar

  • components a beating of drums
  • duration or any other sound you choose. The sound continues unabated throughout the duration

or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair

muddy footprints its volume can range from a whisper to a scream. It can be your voice

S

  • casting time you can instantaneously excavate it
  • range move it along the ground

  • components and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
    • You cause shapes
  • duration colors

or both to appear on the dirt or stone

spelling out words M;24 horas;You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth

S

  • casting time 11th level (3d12)
  • range and 17 level (4d12). ;Nivel 1

spelling out words M;Instantanea;You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12)

S;Concentracion

  • casting time harmless sensory effect
  • range such as a shower of sparks

  • components a puff of wind
  • duration faint musical notes

or an odd odor.
• You instantaneously light or snuff out a candle

a torch hasta 1 minuto;This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous

S

  • casting time it takes 1d8 cold damage
  • range and its speed is reduced by 10 feet until the start of your next turn.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)

  • components 11th level (3d8)
  • duration and 17th level (4d8). ;Nivel 1

a torch M;1 hora;A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit

S;1 asalto;You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct

  • casting time provided that there are no creatures in it. The water unfreezes in 1 hour.
    If you cast this spell multiple times
  • rangeyou can have no more than two of its non-instantaneous effects active at a time

  • components and you can dismiss such an effect as an action.;Nivel 1
  • duration

a torch up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water

S

  • casting time hasta 10 minutos;Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit
  • range the target takes 1d8 lightning damage

  • components and it can't take reactions until the start of its next turn.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • duration 11th level (3d8)

and 17th level (4d8). ;Nivel 1

a torch M;Concentracion

S

  • casting time other than you
  • range must succeed on a Dexterity saving throw or take 1d6 force damage.
    The spell's damage increases by 1d6 when you reach 5th level (2d6)

  • components 11th level (3d6)
  • duration and 17th level (4d6).;Nivel 1

a torch M;1 hora;You create a momentary circle of spectral blades that sweep around you. Each creature within range

S;Concentracion

  • casting time other than you
  • range must make a Constitution saving throw or take 1d6 thunder damage.
    The spell's damage increases by 1d6 when you reach 5th level (2d6)

  • components 11th level (3d6)
  • duration and 17th level (4d6).;Nivel 1

a torch hasta 1 minuto;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range

Nivel 1;DUELO FORZADO;Encantamiento;1 accion adicional;30 pies;V;Concentracion Nivel 1;DUELO FORZADO;Encantamiento;1 accion adicional;30 pies;V;Concentracion
Nivel 1;ENCANTAR ANIMAL;Encantamiento;1 accion;30 pies;V Nivel 1;ENCANTAR ANIMAL;Encantamiento;1 accion;30 pies;V
Nivel 1;ENCONTRAR FAMILIAR (RITUAL);Conjuracion;1 hora;10 pies;V Nivel 1;ENCONTRAR FAMILIAR (RITUAL);Conjuracion;1 hora;10 pies;V
Nivel 1;ENMARANAR;Conjuracion;1 accion;90 pies;V Nivel 1;ENMARANAR;Conjuracion;1 accion;90 pies;V
Nivel 1;ENTENDER IDIOMAS (RITUAL);Adivinacion;1 accion;Personal;V Nivel 1;ENTENDER IDIOMAS (RITUAL);Adivinacion;1 accion;Personal;V
Nivel 1;ESCUDO;Abjuracion;1 reaccion;Personal;V Nivel 1;ESCUDO;Abjuracion;1 reaccion;Personal;V
Nivel 1;ESCUDO DE FE;Abjuracion;1 accion adicional;60 pies;V Nivel 1;ESCUDO DE FE;Abjuracion;1 accion adicional;60 pies;V
Nivel 1;FALSA VIDA;Nigromancia;1 accion;Personal;V Nivel 1;FALSA VIDA;Nigromancia;1 accion;Personal;V
Nivel 1;FAVOR DIVINO;Evocacion;1 accion adicional;Personal;V Nivel 1;FAVOR DIVINO;Evocacion;1 accion adicional;Personal;V

hasta 1 minuto;You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn

  • casting time provided that this spell hasn't ended.;Nivel 1
  • range

a torch you gain advantage on your first attack roll against the target

hasta 1 minuto;The spell captures some of the incoming energy

  • casting time the first time you hit with a melee attack on your next turn
  • range the target takes an extra 1d6 damage of the triggering type

  • components and the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the extra damage increases by 1d6 for each slot level above 1st.;Nivel 1

a torch lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also

S

  • casting time a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save
  • range or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st. ;Nivel 1
  • duration

a torch M;1 minuto;As you hold your hands with thumbs touching and fingers spread

S;10 minutos;Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground

  • casting time that creature must make a Dexterity saving throw. On a failed save
  • range the object strikes the target and stops moving. When the object strikes something

  • components the object and what it strikes each take 3d8 bludgeoning damage.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the maximum weight of objects that you can target with this spell increases by 5 pounds

and the damage increases by 1d8

for each slot level above 1st.;Nivel 1 stopping early if it impacts against a solid surface. If the object would strike a creature

S;1 hora;You hurl an undulating

  • casting time the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type. 1 Acid. 2 Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 Psychic. 8 Thunder.
    If you roll the same number on both d8s
  • range the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target

  • components and make a new damage roll
  • duration which could cause the chaotic energy to leap again.
    A creature can be targeted only once by each casting of this spell.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

each target takes 1d6 extra damage of the type rolled for each slot level above 1st.;Nivel 1

for each slot level above 1st.;Nivel 1 warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit

S;Concentracion

  • casting time and does so with advantage if you or your companions are fighting it. If it fails the saving throw
  • range it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends

  • components the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ;Nivel 1

for each slot level above 1st.;Nivel 1 hasta 1 minuto;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

S

  • casting time cold
  • range fire

  • components lightning
  • duration poison

or thunder for the type of orb you create

for each slot level above 1st.;Nivel 1 M;Instantanea;(a diamond worth at least 50 gp)You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid

S

  • casting time hasta 10 minutos;(a pinch of powder or sand that is colored red
  • range yellow

  • components and blue)A dazzling array of flashing
  • duration colored light springs from your hand. Roll 6d10

the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points

for each slot level above 1st.;Nivel 1 M;Concentracion

S;Instantanea;(a pinch of soot and salt)For the duration

  • casting time 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
  • range such as an arcane sigil

  • components that isn't part of a written language. ;Nivel 1
  • duration

for each slot level above 1st.;Nivel 1 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

Nivel 1;FUEGO FEERICO;Evocacion;1 accion;60 pies;V;Concentracion Nivel 1;FUEGO FEERICO;Evocacion;1 accion;60 pies;V;Concentracion
Nivel 1;GOLPE APRESADOR;Conjuracion;1 accion adicional;Personal;V;Concentracion Nivel 1;GOLPE APRESADOR;Conjuracion;1 accion adicional;Personal;V;Concentracion
Nivel 1;GRASA;Conjuracion;1 accion;60 pies;V Nivel 1;GRASA;Conjuracion;1 accion;60 pies;V
Nivel 1;HABLAR CON LOS ANIMALES (RITUAL);Adivinacion;1 accion;Personal;V Nivel 1;HABLAR CON LOS ANIMALES (RITUAL);Adivinacion;1 accion;Personal;V
Nivel 1;HECHIZAR PERSONA;Encantamiento;1 accion;30 pies;V Nivel 1;HECHIZAR PERSONA;Encantamiento;1 accion;30 pies;V
Nivel 1;HEROISMO;Encantamiento;1 accion;Contacto;V Nivel 1;HEROISMO;Encantamiento;1 accion;Contacto;V
Nivel 1;IDENTIFICAR (RITUAL);Adivinacion;1 minuto;Contacto;V Nivel 1;IDENTIFICAR (RITUAL);Adivinacion;1 minuto;Contacto;V
Nivel 1;IMAGEN SILENCIOSA;Ilusion;1 accion;60 pies;V Nivel 1;IMAGEN SILENCIOSA;Ilusion;1 accion;60 pies;V
Nivel 1;INFLIGIR HERIDAS;Nigromancia;1 accion;Contacto;V Nivel 1;INFLIGIR HERIDAS;Nigromancia;1 accion;Contacto;V

S

  • casting time hasta 1 hora;For the duration
  • range you sense the presence of magic within 30 feet of you. If you sense magic in this way

  • components you can use your action to see a faint aura around any visible creature or object in the area that bears magic
  • duration and you learn its school of magic

if any.
The spell can penetrate most barriers

but is blocked by 1 foot of stone M;Concentracion

S;Instantanea;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin

fat

but is blocked by 1 foot of stone including your clothing

hasta 1 hora;You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st.;Nivel 1
  • duration

but is blocked by 1 foot of stone a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

S;Concentracion

  • casting time and then as a bonus action on each of your turns until the spell ends
  • range you can take the Dash action.;Nivel 1

but is blocked by 1 foot of stone hasta 1 hora;This spell allows you to move at an incredible pace. When you cast this spell

S;Instantanea;(a small amount of alcohol or distilled spirits)Bolstering yourself with a necromantic facsimile of life

  • casting time you gain 5 additional temporary hit points for each slot level above 1st. ;Nivel 1
  • range

but is blocked by 1 foot of stone you gain 1d4+4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S

  • casting time it takes no falling damage and can land on its feet
  • range and the spell ends for that creature.;Nivel 1

but is blocked by 1 foot of stone M;Instantanea;(a white feather or the heart of a hen)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

and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

but is blocked by 1 foot of stone the radius of the fog increases by 20 feet for each slot level above 1st. ;Nivel 1

the target takes 1d10 piercing damage. Hit or miss

  • casting time the cold damage increases by 1d6 for each slot level above 1st.;Nivel 1
  • range

but is blocked by 1 foot of stone the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher

S

  • casting time hasta 1 minuto;(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;Nivel 1
  • range

but is blocked by 1 foot of stone M;Concentracion

Nivel 1;MALEFICIO;Encantamiento;1 accion adicional;90 pies;V Nivel 1;MALEFICIO;Encantamiento;1 accion adicional;90 pies;V
Nivel 1;MANOS ARDIENTES;Evocacion;1 accion;Personal (cono de 15 pies);V Nivel 1;MANOS ARDIENTES;Evocacion;1 accion;Personal (cono de 15 pies);V
Nivel 1;MARCA DEL CAZADOR;Adivinacion;1 accion adicional;90 pies;V;Concentracion Nivel 1;MARCA DEL CAZADOR;Adivinacion;1 accion adicional;90 pies;V;Concentracion
Nivel 1;NUBE DE OSCURECIMIENTO;Conjuracion;1 accion;120 pies;V Nivel 1;NUBE DE OSCURECIMIENTO;Conjuracion;1 accion;120 pies;V
Nivel 1;OLA ATRONADORA;Evocacion;1 accion;Personal (cubo de 15 pies);V Nivel 1;OLA ATRONADORA;Evocacion;1 accion;Personal (cubo de 15 pies);V
Nivel 1;ORBE CROMATICO;Evocacion;1 accion;90 pies;V Nivel 1;ORBE CROMATICO;Evocacion;1 accion;90 pies;V
Nivel 1;ORDEN IMPERIOSA;Encantamiento;1 accion;60 pies;V;1 asalto;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners Nivel 1;ORDEN IMPERIOSA;Encantamiento;1 accion;60 pies;V;1 asalto;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners
Nivel 1;PALABRA DE CURACION;Evocacion;1 accion adicional;60 pies;V;Instantanea;(a drop of water or piece of ice)You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit Nivel 1;PALABRA DE CURACION;Evocacion;1 accion adicional;60 pies;V;Instantanea;(a drop of water or piece of ice)You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit
Nivel 1;PERDICION;Encantamiento;1 accion;30 pies;V Nivel 1;PERDICION;Encantamiento;1 accion;30 pies;V

S

  • casting time hasta 10 minutos;(a piece of cured leather)You touch a willing creature who isn't wearing armor
  • range 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.;Nivel 1

but is blocked by 1 foot of stone M;Concentracion

S;Instantanea;You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

but is blocked by 1 foot of stone the spell creates one more dart for each slot above 1st. ;Nivel 1

S;Instantanea;A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time 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
  • range the damage increases by 1d8 for each slot level above 1st. ;Nivel 1

but is blocked by 1 foot of stone the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save

S

  • casting time hasta un minuto;An invisible barrier of magical force appears and protects you. Until the start of your next turn
  • range you have a +5 bonus to AC

  • components including against the triggering attack
  • duration and you take no damage from magic missile.;Nivel 1

but is blocked by 1 foot of stone M;Concentracion

S;1 asalto;(a bit of fleece)You create the image of an object

  • casting time or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual
  • range it isn't accompanied by sound

  • components smell
  • duration or other sensory effects.
    You can use your action to cause the image to move to any spot within range. As the image changes location

you can alter its appearance so that its movements appear natural for the image. For example

but is blocked by 1 foot of stone a creature

S;Instantanea;(a pinch of find sand

  • casting time or a cricket)This spell sends creatures into a magical slumber. Roll 5d8
  • range the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points

  • components each creature affected by this spell falls unconscious until the spell ends
  • duration the sleeper takes damage

or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

but is blocked by 1 foot of stone rose petals

S;Instantanea;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Nivel 1

but is blocked by 1 foot of stone a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S;Concentracion

  • casting time blue energy lances out toward a creature within range
  • range forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit

  • components the target takes 1d12 lightning damage
  • duration and on each of your turns for the duration

you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

but is blocked by 1 foot of stone hasta 10 minutos;(a twig from a tree that has been struck by lightning)A beam of crackling

S

  • casting time hasta 1 minuto;(a red dragon's scale)A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save
  • range or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components the damage increases by 1d8 for each slot level above 2nd.;Nivel 1
  • duration

but is blocked by 1 foot of stone M;Concentracion

Nivel 1;PROTECCION CONTRA EL BIEN Y EL MAL;Abjuracion;1 accion;Contacto;V Nivel 1;PROTECCION CONTRA EL BIEN Y EL MAL;Abjuracion;1 accion;Contacto;V
Nivel 1;PROYECTIL MAGICO;Evocacion;1 accion;120 pies;V Nivel 1;PROYECTIL MAGICO;Evocacion;1 accion;120 pies;V
Nivel 1;PURIFICAR COMIDA Y BEBIDA (RITUAL);Transmutacion;1 accion;10 pies;V Nivel 1;PURIFICAR COMIDA Y BEBIDA (RITUAL);Transmutacion;1 accion;10 pies;V
Nivel 1;RAYO DE HECHICERIA;Evocacion;1 accion;30 pies;V Nivel 1;RAYO DE HECHICERIA;Evocacion;1 accion;30 pies;V
Nivel 1;RAYO GUIADO;Evocacion;1 accion;120 pies;V Nivel 1;RAYO GUIADO;Evocacion;1 accion;120 pies;V
Nivel 1;RAYO NAUSEABUNDO;Nigromancia;1 accion;60 pies;V Nivel 1;RAYO NAUSEABUNDO;Nigromancia;1 accion;60 pies;V
Nivel 1;REPRENSION INFERNAL;Evocacion;1 reaccion;60 pies;V Nivel 1;REPRENSION INFERNAL;Evocacion;1 reaccion;60 pies;V
Nivel 1;RETIRADA EXPEDITIVA;Transmutacion;1 accion adicional;Personal;V Nivel 1;RETIRADA EXPEDITIVA;Transmutacion;1 accion adicional;Personal;V
Nivel 1;RISA HORRIBLE DE TASHA;Encantamiento;1 accion;30 pies;V Nivel 1;RISA HORRIBLE DE TASHA;Encantamiento;1 accion;30 pies;V

S

  • casting time choose one of the following options
  • range the effects of which last for the duration of the spell. While the spell lasts

  • components you can end one option as an action to gain the benefits of a different one.
    Aquatic Adaptation: You adapt your body to an aquatic environment
  • duration sprouting gills

and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like

including your height M;1 asalto;You assume a different form. When you cast the spell

S

  • casting time the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns
  • range the target can make a Constitution saving throw. On a success

  • components the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target one additional creature for each slot level above 2nd. ;Nivel 1

including your height M;1 minuto;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

S

  • casting time shifting and wavering to all who can see you. For the duration
  • range any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight

  • components as with blindsight
  • duration or can see through illusions

as with truesight.;Nivel 1

including your height M;1 minuto;Your body becomes blurred

S

  • casting time centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
    At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher
  • range the damage increases by 2d4 for each slot level above 2nd. ;Nivel 1

including your height M;1 hora;(a sliver of glass)You fill the air with spinning daggers in a cube 5 feet on each side

a twisted crown of jagged iron appears on its head

  • casting time you must use your action to maintain control over the target
  • range or the spell ends. Also

  • components the target can make a Wisdom saving throw at the end of each of its turns. On a success
  • duration the spell ends. ;Nivel 1

including your height and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns

M;10 dias;(bat fur and a drop of pitch or piece of coal)Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness

  • casting time the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object
  • range such as a bowl or a helm

  • components blocks the darkness.
    If any of this spell's area overlaps with an area of light created by a spell of or lower
  • duration the spell that created the light is dispelled. ;Nivel 1

including your height and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried

hasta 1 minuto;(either a pinch of dried carrot or an agate)You touch a willing creature to grant it the ability to see in the dark. For the duration

including your height that creature has darkvision out to a range of 60 feet.;Nivel 1

S

  • casting time you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends
  • range 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

  • components 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
  • duration 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

including your height M;1 hora;(a copper piece)For the duration

provided it has one. Choose acid

  • casting time fire
  • range lightning

  • components or poison. Until the spell ends
  • duration the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw

taking 3d6 damage of the chosen type on a failed save

including your height cold

Nivel 1;ROCIADA DE COLOR;Ilusion;1 accion;Personal (cono de 15 pies);V Nivel 1;ROCIADA DE COLOR;Ilusion;1 accion;Personal (cono de 15 pies);V
Nivel 1;SALTO;Transmutacion;1 accion;Contacto;V Nivel 1;SALTO;Transmutacion;1 accion;Contacto;V
Nivel 1;SANTUARIO;Abjuracion;1 accion adicional;30 pies;V Nivel 1;SANTUARIO;Abjuracion;1 accion adicional;30 pies;V
Nivel 1;SIRVIENTE INVISIBLE (RITUAL);Conjuracion;1 accion;60 pies;V Nivel 1;SIRVIENTE INVISIBLE (RITUAL);Conjuracion;1 accion;60 pies;V
Nivel 1;SUSURROS DISCORDANTES;Encantamiento;1 accion;60 pies;V;Instantanea;One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way Nivel 1;SUSURROS DISCORDANTES;Encantamiento;1 accion;60 pies;V;Instantanea;One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way
Nivel 1;TEXTO ILUSORIO;Ilusion;1 minuto;Contacto;S Nivel 1;TEXTO ILUSORIO;Ilusion;1 minuto;Contacto;S
Nivel 1;TORMENTA DE ESPINAS;Conjuracion;1 accion adicional;Personal;V;Concentracion Nivel 1;TORMENTA DE ESPINAS;Conjuracion;1 accion adicional;Personal;V;Concentracion
Nivel 1;ZANCADA PRODIGIOSA;Transmutacion;1 accion;Contacto;V Nivel 1;ZANCADA PRODIGIOSA;Transmutacion;1 accion;Contacto;V
Nivel 1;ABSORBER ELEMENTOS;Abjuracion;1 reaccion;Personal;S;1 asalto;(a hot pepper)You touch one willing creature and imbue it with the power to spew magical energy from its mouth Nivel 1;ABSORBER ELEMENTOS;Abjuracion;1 reaccion;Personal;S;1 asalto;(a hot pepper)You touch one willing creature and imbue it with the power to spew magical energy from its mouth

S

  • casting time hasta 10 minutos;(a pinch of dust)Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
    Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save
  • range the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save

  • components the creature takes half as much damage and isn't pushed.
    As a bonus action
  • duration you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand

dust

loose dirt M;Concentracion

or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.;Nivel 1

loose dirt

hasta 1 minuto;(fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points

  • casting time and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd.;Nivel 1

loose dirt which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks

S

  • casting time it can make a Constitution saving throw. On a success
  • range the spell has no effect.
    If the target is a creature

  • components everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    Enlarge. The target's size doubles in all dimensions
  • duration and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large

for example. If there isn't enough room for the target to double its size

loose dirt M;Instantanea;(a pinch of powdered iron)You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling

S;Instantanea;(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor

  • casting time torches
  • range and similar unprotected flames in the area. It causes protected flames

  • components such as those of lanterns
  • duration to dance wildly and has a 50 percent chance to extinguish them.
    As a bonus action on each of your turns before the spell ends

you can change the direction in which the line blasts from you. ;Nivel 1

loose dirt and it extinguishes candles

S;Instantanea;(a small

  • casting time the target can make another Wisdom saving throw. On a success
  • range the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components 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. ;Nivel 1
  • duration

loose dirt straight piece of iron)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

M;Instantanea;(an eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

loose dirt you can target one additional creature for each slot level above 2nd. ;Nivel 1

M;8 horas;Choose an object that you can see within range. The object can be a door

  • casting time a chest
  • range a set of manacles

  • components a padlock
  • duration or another object that contains a mundane or magical means that prevents access.
    A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked

unstuck

loose dirt a box

S

  • casting time hasta 1 minuto;(either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)One creature or object of your choice that you can see within range rises vertically
  • range up to 20 feet

  • components and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
    The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling)
  • duration which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target

you can move up or down as part of your move. Otherwise

loose dirt M;Concentracion

Nivel 1;VINCULO BESTIAL;Adivinacion;1 accion;Contacto;V Nivel 1;VINCULO BESTIAL;Adivinacion;1 accion;Contacto;V
Nivel 1;CATAPULTA;Transmutacion;1 accion;60 pies;S;Instantanea;Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw Nivel 1;CATAPULTA;Transmutacion;1 accion;60 pies;S;Instantanea;Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw
Nivel 1;CAUSAR MIEDO;Nigromancia;1 accion;60 pies;V;Concentracion Nivel 1;CAUSAR MIEDO;Nigromancia;1 accion;60 pies;V;Concentracion
Nivel 1;CEREMONIA (RITUAL);Abjuracion;1 hora;Contacto;V Nivel 1;CEREMONIA (RITUAL);Abjuracion;1 hora;Contacto;V
Nivel 1;SAETA CAOTICA;Evocacion;1 accion;120 pies;V Nivel 1;SAETA CAOTICA;Evocacion;1 accion;120 pies;V
Nivel 1;TEMBLOR DE TIERRA;Evocacion;1 accion;10 pies;V Nivel 1;TEMBLOR DE TIERRA;Evocacion;1 accion;10 pies;V
Nivel 1;CUCHILLA DE HIELO;Conjuracion;1 accion;60 pies;S Nivel 1;CUCHILLA DE HIELO;Conjuracion;1 accion;60 pies;S
Nivel 1;TRAMPA DE LAZO;Abjuracion;1 minuto;Contacto;S Nivel 1;TRAMPA DE LAZO;Abjuracion;1 minuto;Contacto;S
Nivel 1;PREPARACION CAUSTICA DE TASHA;Evocacion;1 accion;Personal (linea de 30 pies);V Nivel 1;PREPARACION CAUSTICA DE TASHA;Evocacion;1 accion;Personal (linea de 30 pies);V

hasta 1 minuto;(a miniature hand sculpted from clay)You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save

  • casting time you can cause the hand to crush the restrained target
  • range which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save

  • components or half as much damage on a successful one.
    To break out
  • duration the restrained target can use its action to make a Strength check against your spell save DC. On a success

the target escapes and is no longer restrained by the hand.
As an action

loose dirt the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action

S;8 horas;You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw

  • casting time or half as much damage on a successful one. On a failed save
  • range you also always know the target's location until the spell ends

  • components but only while the two of you are on the same plane of existence. While you have this knowledge
  • duration the target can't become hidden from you

and if it's invisible

loose dirt taking 3d8 psychic damage on a failed save

S;1 asalto;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

loose dirt the duplicates move with you and mimic your actions

you teleport up to 30 feet to an unoccupied space that you can see.;

loose dirt

you create a phantasmal object

  • casting time or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
    The phantasm includes sound
  • range temperature

  • components and other stimuli
  • duration also evident only to the creature.
    The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds

the target realizes that the phantasm is an illusion

loose dirt creature

and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius

loose dirt moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.;

the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

loose dirt you create one additional ray for each slot level above 2nd. ;

you see invisible creatures and objects as if they were visible

loose dirt and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.;

light

  • casting time when you use the sword to attack a target that is in dim light or darkness
  • range you make the attack roll with advantage.
    If you drop the weapon or throw it

  • components it dissipates at the end of the turn. Thereafter
  • duration 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

loose dirt and thrown properties (range 20/60). In addition

Nivel 1;GOLPE DE CEFIRO;Transmutacion;1 accion adicional;Personal;V;Concentracion Nivel 1;GOLPE DE CEFIRO;Transmutacion;1 accion adicional;Personal;V;Concentracion
Nivel 1;DON DE PRONTITUD;Adivinacion;1 minuto;Contacto;V Nivel 1;DON DE PRONTITUD;Adivinacion;1 minuto;Contacto;V
Nivel 1;AUMENTAR GRAVEDAD;Transmutacion;1 accion adicional;60 pies;V Nivel 1;AUMENTAR GRAVEDAD;Transmutacion;1 accion adicional;60 pies;V
;;;;;;;Briefly surrounded by silvery mist ;;;;;;;Briefly surrounded by silvery mist
;;;;;;;(a bit of fleece)You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save ;;;;;;;(a bit of fleece)You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
;;;;;;;Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area ;;;;;;;Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area
;;;;;;;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit
;;;;;;;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit
;;;;;;;(A pinch of Talc and a small sprinkling of powdered silver)For the duration ;;;;;;;(A pinch of Talc and a small sprinkling of powdered silver)For the duration
;;;;;;;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 ;;;;;;;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

painfully intense

  • casting time or half as much damage on a successful one. A creature made of inorganic material such as stone
  • range crystal

  • components 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
  • duration the damage increases by 1d8 for each slot level above 2nd. ;

loose dirt 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.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

loose dirt the damage increases by 1d6 for each slot level above 2nd.;

one willing creature you touch gains the ability to move up

  • casting time and across vertical surfaces and upside down along ceilings
  • range while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;

loose dirt down

throw itself onto a spear

  • casting time or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • range 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

  • components 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
  • duration 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. ; immolate itself

remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor

  • casting time and fog that can be dispersed by strong wind.
    • The area is difficult terrain for creatures other than you.
    • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.;
  • range

the spell ends. ; gas

sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor

  • casting time or ceiling
  • range the conjured web collapses on itself

  • components and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
    Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save
  • duration the creature is restrained as long as it remains in the webs or until it breaks free.
    A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds

it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round

the spell ends. ; wall

you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn

  • casting time you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range
  • range you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
    While on the Ethereal Plane

  • components you can see and hear the plane you originated from
  • duration which is cast in shades of gray

and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you

the spell ends. ; and when the spell ends if you are on the Ethereal Plane

and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration

  • casting time and it can't be affected by this spell again until it finishes a long rest.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range you can target one additional willing creature for each slot level above 3rd.;

the spell ends. ; that target gains the benefit of a short rest

either a jeweled horn for hearing or a glass eye for scrying)You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door

  • casting time or in a grove of trees). The sensor remains in place for the duration
  • range and it can't be attacked or otherwise interacted with. When you cast the spell

  • components you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action
  • duration you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous

intangible orb about the size of your fist.
When you cast the spell

the spell ends. ; around a corner

;;;;;;;(a chip of mica)A sudden loud ringing noise ;;;;;;;(a chip of mica)A sudden loud ringing noise
;;;;;;;(a piece of ice or a small white rock chip)A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save ;;;;;;;(a piece of ice or a small white rock chip)A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save
;;;;;;;(a drop of bitumen and a spider)Until the spell ends ;;;;;;;(a drop of bitumen and a spider)Until the spell ends
;;;;;;;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)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 ;;;;;;;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)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
;;;;;;;A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you ;;;;;;;A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you
;;;;;;;(a bit of spider web)You conjure a mass of thick ;;;;;;;(a bit of spider web)You conjure a mass of thick
;;;;;;;Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher ;;;;;;;Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher
;;;;;;;(a pinch of sand)You make a calming gesture ;;;;;;;(a pinch of sand)You make a calming gesture
;;;;;;;(a focus worth at least 100 gp ;;;;;;;(a focus worth at least 100 gp

its spell fails and has no effect. If it is casting a spell of 4th level or higher

  • casting time the creature's spell fails and has no effect.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. ;

the spell ends. ; make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success

the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

  • casting time blocks the light.
    If any of this spell's area overlaps with an area of darkness created by a spell of or lower
  • range the spell that created the darkness is dispelled. ;

the spell ends. ; such as a bowl or a helm

object

  • casting time make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check
  • range the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. ;
  • duration

the spell ends. ; or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target

the target loses the ability to distinguish friend from foe

  • casting time it can repeat the saving throw
  • range ending the effect on itself on a success.
    Whenever the affected creature chooses another creature as a target

  • components it must choose the target at random from among the creatures it can see within range of the attack
  • duration spell

or other ability it's using. lf an enemy provokes an opportunity attack from the affected creature

the spell ends. ; regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage

or half as much damage on a successful one. Additionally

  • casting time the damage increases by 1d12 for each slot level above 3rd.;
  • range

the spell ends. ; the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

a creature must take the Dash action and move away from you by the safest available route on each of its turns

  • casting time the creature can make a Wisdom saving throw. On a successful save
  • range the spell ends for that creature. ;

the spell ends. ; 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

or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

the spell ends. ; the damage increases by 1d6 for each slot level above 3rd. ;

the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses

  • casting time the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.;
  • range

the spell ends. ; and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

the target falls if it is still aloft

  • casting time you can target one additional creature for each slot level above 3rd. ;
  • range

the spell ends. ; unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

;;;;;;;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower ;;;;;;;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower
;;;;;;;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
;;;;;;;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
;;;;;;;Choose any creature ;;;;;;;Choose any creature
;;;;;;;You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save ;;;;;;;You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save
;;;;;;;(a piece of obsidian)Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save ;;;;;;;(a piece of obsidian)Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save
;;;;;;;(a white feather or the heart of a hen)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 white feather or the heart of a hen)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 tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save ;;;;;;;(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save
;;;;;;;You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver ;;;;;;;You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver
;;;;;;;(a wing feather from any bird)You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends ;;;;;;;(a wing feather from any bird)You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends

along with everything it's wearing and carrying

  • casting time the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage
  • range and it has advantage on Strength

  • components Dexterity
  • duration and Constitution saving throws. The target can pass through small holes

narrow openings

and even mere cracks into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form

the target's speed is doubled

  • casting time it has advantage on Dexterity saving throws
  • range and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)

  • components Dash
  • duration Disengage

Hide

and even mere cracks it gains a +2 bonus to AC

the creature becomes charmed for the duration. While charmed by this spell

and even mere cracks the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. ;

crystal

  • casting time or half as much damage on a successful one.
    The lightning ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the damage increases by 1d6 for each slot above 3rd. ;

and even mere cracks or glass)A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save

a creature

  • casting time including sounds
  • range smells

  • components and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage
  • duration a sound loud enough to deal thunder damage or deafen a creature

or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion

and even mere cracks or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real

sulfur

  • casting time sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface
  • range the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save

  • components or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the number of meteors created increases by two for each slot level above 3rd.;

and even mere cracks and pine tar formed into a bead)You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors

the willing creature you touch has resistance to one damage type of your choice: acid

  • casting time fire
  • range lightning

  • components or thunder.;
  • duration

and even mere cracks cold

freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured

  • casting time making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there
  • range it must make a Dexterity saving throw. On a failed save

  • components it falls prone.
    If a creature is concentrating in the spell's area
  • duration the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. ;

and even mere cracks and exposed flames in the area are doused.
The ground in the area is covered with slick ice

it takes a -2 penalty to AC and Dexterity saving throws

  • casting time it can use either an action or a bonus action
  • range not both. Regardless of the creature's abilities or magic items

  • components it can't make more than one melee or ranged attack during its turn.
    If the creature attempts to cast a spell with a casting time of 1 action
  • duration roll a d20. On an 11 or higher

the spell doesn't take effect until the creature's next turn

and even mere cracks and it can't use reactions. On its turn

;;;;;;;(a bit of gauze and a wisp of smoke)You transform a willing creature you touch ;;;;;;;(a bit of gauze and a wisp of smoke)You transform a willing creature you touch
;;;;;;;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends ;;;;;;;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
;;;;;;;(a glowing stick of incense or a crystal vial filled with phosphorescent material)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save ;;;;;;;(a glowing stick of incense or a crystal vial filled with phosphorescent material)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save
;;;;;;;(a bit of fur and a rod of amber ;;;;;;;(a bit of fur and a rod of amber
;;;;;;;(a bit of fleece)You create the image of an object ;;;;;;;(a bit of fleece)You create the image of an object
;;;;;;;(niter ;;;;;;;(niter
;;;;;;;For the duration ;;;;;;;For the duration
;;;;;;;(a pinch of dust and a few drops of water)Until the spell ends ;;;;;;;(a pinch of dust and a few drops of water)Until the spell ends
;;;;;;;(a drop of molasses)You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved
;;;;;;;(a drop of molasses)You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved

nauseating gas centered on a point within range. The cloud spreads around corners

  • casting time the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
    A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. ;
  • range

and even mere cracks and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save

a thunderous boom sounds

  • casting time taking 3d10 thunder damage on a failed save
  • range or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell

  • components and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwise
  • duration the creature is left behind.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

the damage increases by 1d10 for each slot level above 3rd.;

and even mere cracks and each creature within 10 feet of the space you left must make a Constitution saving throw

up to 10 feet wide

  • casting time a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save
  • range a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions

  • components extinguishing unprotected flames in its area and within 30 feet of it
  • duration and then it vanishes.;

and even mere cracks and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save

when the target speaks

and even mere cracks any creature that knows at least one language and can hear the target understands what it says.;

10 feet high

  • casting time or you can make a ringed wall up to 20 feet in diameter
  • range 20 feet high

  • components and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
    Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll
  • duration and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed

the wall's water doesn't fill it.;

and even mere cracks and 1 foot thick

acid

  • casting time snow
  • range quicksand

  • components 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
  • duration the spell carries the target to the surface of the liquid at a rate of 60 feet per round. ;

and even mere cracks mud

you banish the target to a harmless demiplane. While there

  • casting time 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
  • range the target is banished with a faint popping noise

  • components returning to its home plane. If the spell ends before 1 minute has passed
  • duration 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

and even mere cracks the target is incapacitated. The target remains there until the spell ends

draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

  • casting time it makes the saving throw with disadvantage
  • range and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature

  • components such as a tree or shrub
  • duration 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

and even mere cracks 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

and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

  • casting time the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher
  • range you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.;

and even mere cracks it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends

;;;;;;;(a rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow ;;;;;;;(a rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow
;;;;;;;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear ;;;;;;;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear
;;;;;;;(a drop of water)You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long ;;;;;;;(a drop of water)You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long
;;;;;;;(a small clay model of a ziggurat)This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover ;;;;;;;(a small clay model of a ziggurat)This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover
;;;;;;;(a drop of water)You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long ;;;;;;;(a drop of water)You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long
;;;;;;;(a piece of cork)This spell grants the ability to move across any liquid surface - such as water ;;;;;;;(a piece of cork)This spell grants the ability to move across any liquid surface - such as water
;;;;;;;(an item distasteful to the target)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
;;;;;;;(an item distasteful to the target)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
;;;;;;;Necromantic energy washes over a creature of your choice that you can see within range ;;;;;;;Necromantic energy washes over a creature of your choice that you can see within range
;;;;;;;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw ;;;;;;;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1: The creature uses all its movement to move in a random direction. To determine the direction

  • casting time the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns
  • range an affected target can make a Wisdom saving throw. If it succeeds

  • components this effect ends for that target.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher
  • duration the radius of the sphere increases by 5 feet for each slot above 4th. ;

and even mere cracks roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6: The creature doesn't move or take actions this turn.
7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;

and even mere cracks or one you can describe by stating distance and direction

it has advantage on the saving throw.
While the beast is charmed

  • casting time which it does its best to obey. You can specify a simple and general course of action
  • range such as Attack that creature

  • components Run over there
  • duration or Fetch that object. If the creature completes the order and doesn't receive further direction from you

it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn

and even mere cracks you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save

  • casting time the bludgeoning damage increases by 1d8 for each slot level above 4th. ;
  • range

and even mere cracks or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level

  • casting time including mental ability scores
  • range are replaced by the statistics of the chosen beast. It retains its alignment and personality.
    The target assumes the hit points of its new form. When it reverts to its normal form

  • components the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points
  • duration any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points

it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form

and it can't speak if it doesn't have a challenge rating). The target's game statistics

greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners

  • casting time that creature must succeed on a Constitution saving throw or take 4d10 radiant damage
  • range and it suffers one level of exhaustion and emits a dim

  • components 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.;
  • duration

and it can't speak 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

which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • casting time piercing
  • range and slashing damage.;

and it can't speak the target has resistance to nonmagical bludgeoning

you can use a bonus action on each ofyour turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit

  • casting time the damage for each of its effects increases by 1d6 for each slot level above 4th.;
  • range

and it can't speak the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save

  • casting time a creature takes half the initial damage and no damage at the end of its next turn.
    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher
  • range the initial damage increases by 2d4 for each slot level above 4th.;

and it can't speak a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save

;;;;;;;(three nut shells)This spell assaults and twists creatures' minds ;;;;;;;(three nut shells)This spell assaults and twists creatures' minds
;;;;;;;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see ;;;;;;;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
;;;;;;;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it ;;;;;;;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it
;;;;;;;(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius ;;;;;;;(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius
;;;;;;;(a caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration
;;;;;;;(a caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration
;;;;;;;Dim ;;;;;;;Dim
;;;;;;;(diamond dust worth 100 gp ;;;;;;;(diamond dust worth 100 gp
;;;;;;;A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
Until the spell ends
;;;;;;;A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
Until the spell ends
;;;;;;;(a drop of giant slug bile)You point at a location within range ;;;;;;;(a drop of giant slug bile)You point at a location within range

20 feet high

  • casting time or a ringed wall up to 20 feet in diameter
  • range 20 feet high

  • components and 1 foot think. The wall is opaque and lasts for the duration.
    When the wall appears
  • duration each creature within its area must make a Dexterity saving throw. On a failed save

a creature takes 5d8 fire damage

and it can't speak and 1 foot think

a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically

  • casting time a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns
  • range a restrained target can repeat the saving throw

  • components ending the effect on itself on a success.
    The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity
  • duration a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
    As an action

you can move the sphere up to 30 feet in a straight line. If it moves over a pit

a cliff and a Large or smaller creature can choose to fail it. On a failed save

Large targets count as four objects

  • casting time you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures
  • range you can command any or all of them at the same time

  • components issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
  • duration or you can issue a general command

such as to guard a particular chamber or corridor. If you issue no commands

a cliff Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action

yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog

  • casting time that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • range or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

  • components rolling along the surface of the ground. The vapors
  • duration being heavier than air

sink to the lowest level of the land

a cliff ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there

or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

a cliff the damage increases by 1d8 for each slot level above 5th. ;

unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
Gusts: A wind picks up within the cube

  • casting time moderate
  • range or strong. If the wind is moderate or strong

  • components ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong
  • duration any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
    Downdraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls . A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save

the creature is knocked prone.
Updraft: You cause a sustained updraft within the cube

a cliff continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm

rope

  • casting time or something similar. You can also use this spell to create mineral objects such as stone
  • range crystal

  • components or metal. The object created must be no larger than a 5-foot cube
  • duration and the object must be of a form and material that you have seen before.
    The duration depends on the object's material. If the object is composed of multiple materials

use the shortest duration.
Duration: Vegetable matter - 1 day. Stone/crystal - 12 hours. Precious metals - 1 hour. Gems - 10 minutes. Adamantine/Mithral - 1 minute.
Using any material created by this spell as another spell's material component causes that spell to fail.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

a cliff wood

it has advantage on the saving throw.
While the target is charmed

  • casting time which it does its best to obey. You can specify a simple and general course of action
  • range such as Attack that creature

  • components Run over there
  • duration or Fetch that object. If the creature completes the order and doesn't receive further direction from you

it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn

a cliff you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save

  • casting time and the spell ends . On a failed save
  • range the target takes 4d8 necrotic damage

  • components and until the spell ends
  • duration you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else

if the target is ever outside the spell's range

a cliff the target takes 2d8 necrotic damage

;;;;;;;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long ;;;;;;;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
;;;;;;;(a droplet of water)You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
Any creature in the sphere's space must make a Strength saving throw. On a successful save
;;;;;;;(a droplet of water)You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
Any creature in the sphere's space must make a Strength saving throw. On a successful save
;;;;;;;Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects ;;;;;;;Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects
;;;;;;;You create a 20-foot-radius sphere of poisonous ;;;;;;;You create a 20-foot-radius sphere of poisonous
;;;;;;;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save ;;;;;;;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save
;;;;;;;You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration ;;;;;;;You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration
;;;;;;;(a tiny piece of matter of the same type of the item you plan to create)You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods ;;;;;;;(a tiny piece of matter of the same type of the item you plan to create)You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods
;;;;;;;You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it ;;;;;;;You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it
;;;;;;;A tendril of inky darkness reaches out from you ;;;;;;;A tendril of inky darkness reaches out from you

you can use a bonus action to teleport in this way again.;

a cliff

straight piece of iron)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

  • casting time the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • range 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. ;

a cliff the target can make another Wisdom saving throw. On a success

or half as much damage on a successful one. On a failed save

  • casting time the target repeats the saving throw. It takes 4d6 fire damage on a failed save
  • range and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.
    If damage from this spell kills a target

  • components the target is turned to ash.;
  • duration

a cliff the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns

some kernels of grain

  • casting time biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration
  • range and its area is lightly obscured. The sphere's area is difficult terrain.
    When the area appears

  • components each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save
  • duration or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

the damage increases by 1d10 for each slot level above 5th. ;

a cliff and a smear of fat)Swarming

illusory appearance. An unwilling target can make a Charisma saving throw

  • casting time it is unaffected by this spell.
    The spell disguises physical appearances as well as clothing
  • range armor

  • components weapons
  • duration and equipment. You can make each creature seem 1 foot shorter or taller and appear thin

fat

a cliff and if it succeeds

the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isn't already benefiting from an effect

  • casting time that doubles its proficiency bonus.;
  • range

a cliff such as Expertise

or half as much damage on a successful one.
After a failed save

  • casting time it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks
  • range as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns

  • components ending the effect on itself on a success.;
  • duration

a cliff a target has muddled thoughts for 1 minute. During that time

and as your action each round for the duration

  • casting time causing the appropriate effect below. You can affect the same target round after round
  • range or choose a new one at any time. If you switch targets

  • components the prior target is no longer affected by the spell.
    Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest
  • duration you move the creature up to 30 feet in any direction

including upward but not beyond the range of this spell. Until the end of your next turn

a cliff you can exert your will on one creature or object that you can see within range

which the spell consumes)As you cast the spell

  • casting time guilds
  • range 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

  • components you learn the sigil sequences for two destinations on the Material Plane
  • duration 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 cliff 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

;;;;;;;You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends ;;;;;;;You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends
;;;;;;;(a small ;;;;;;;(a small
;;;;;;;Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save ;;;;;;;Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save
;;;;;;;(a few grains of sugar ;;;;;;;(a few grains of sugar
;;;;;;;This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new ;;;;;;;This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new
;;;;;;;Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice. Until the spell ends ;;;;;;;Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice. Until the spell ends
;;;;;;;You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save ;;;;;;;You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save
;;;;;;;You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell ;;;;;;;You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell
;;;;;;;(rare chalks and inks infused with precious gems with 50 gp ;;;;;;;(rare chalks and inks infused with precious gems with 50 gp

vertically

  • casting time or it can rest on a solid surface. The wall can be up to 60 feet long
  • range 10 feet high

  • components and 5 feet thick. The wall blocks line of sight
  • duration 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 or diagonally. It can be free floating

you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears

  • casting time that creature can make a Dexterity saving throw. On a success
  • range it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
    The wall can have any shape you desire

  • components though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or resting on any firm foundation. It must
  • duration however

merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length

a creature takes 4d8 radiant damage the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface)

one point within 10 feet of you and one point within 500 feet of you. A circular portal

  • casting time opens over each point. If the portal would open in the space occupied by a creature
  • range the spell fails

  • components and the casting is lost.
    The portals are two-dimensional glowing rings filled with mist
  • duration hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice)

which is the side that functions as a portal.
Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other

a creature takes 4d8 radiant damage 10 feet in diameter

a piece of amber

  • casting time or crystal rod
  • range and three silver pins)You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets

  • components each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
    A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save
  • duration or half as much on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher

one additional bolt leaps from the first target to another target for each slot level above 6th. ;

a creature takes 4d8 radiant damage glass

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

a creature takes 4d8 radiant damage the damage increases by 2d6 for each slot level above 6th. ;

an object

  • casting time such as the wall created by Wall of Force.
    A creature targeted by this spell must make a Dexterity saving throw. On a failed save
  • range the target takes 10d6+40 force damage. If this damage reduces the target to 0 hit points

  • components it is disintegrated.
    A disintegrated creature and everything it is wearing and carrying
  • duration except magic items

are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force

a creature takes 4d8 radiant damage or a creation of magical force

your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends

  • casting time the frightened creature must take the Dash action and move away from you by the safest and shortest available route
  • range unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you

  • components this effect ends.
    Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns
  • duration it can make another Wisdom saving throw. If it succeeds

the effect ends. ;

a creature takes 4d8 radiant damage you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked: The target is frightened of you. On each of its turns

faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it

  • casting time but the spell has no effect on them. Similarly
  • range the area within the barrier is excluded from the areas affected by such spells.
    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher

  • components the barrier blocks spells of one level higher for each slot level above 6th. ;
  • duration

a creature takes 4d8 radiant damage even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier

shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends

  • casting time or half as much damage on a successful one.;
  • range

a creature takes 4d8 radiant damage you gain the following benefits:
• You are immune to fire damage and have resistance to cold damage.
• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save

;;;;;;;(a hand mirror)A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally ;;;;;;;(a hand mirror)A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally
;;;;;;;(a small block of granite)A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively ;;;;;;;(a small block of granite)A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively
;;;;;;;You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see ;;;;;;;You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see
;;;;;;;(a bit of fur ;;;;;;;(a bit of fur
;;;;;;;(the powder of a crushed black pearl worth at least 500 gp)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 ;;;;;;;(the powder of a crushed black pearl worth at least 500 gp)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
;;;;;;;(a lodestone and a pinch of dust)A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature ;;;;;;;(a lodestone and a pinch of dust)A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature
;;;;;;;For the spell's duration ;;;;;;;For the spell's duration
;;;;;;;(a glass or crystal bead that shatters when the spell ends)An immobile ;;;;;;;(a glass or crystal bead that shatters when the spell ends)An immobile
;;;;;;;Flames race across your body ;;;;;;;Flames race across your body

ice rimes your body

  • casting time or half as much da mage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.;
  • range

a creature takes 4d8 radiant damage and you gain the following benefits:
• You are immune to cold damage and have resistance to fire damage.
• You can move across difficult terrain created by ice or snow without spending extra movement.
• The ground in a 10-foot radius around you is icy and is difficult terra in for creatures other than you. The radius moves with you.
• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save

bits of rock spread across your body

  • casting time piercing
  • range and slashing damage from nonmagical attacks.
    • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
    • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it

  • components but you can't end your movement there. If you do so
  • duration you are ejected to the nearest unoccupied space

this spell ends

a creature takes 4d8 radiant damage and you gain the following benefits:
• You have resistance to bludgeoning

wind whirls around you

  • casting time you fall
  • range unless you can somehow prevent it.
    • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save

  • components or half as much damage on a successful one. If a Large or smaller creature fails the save
  • duration that creature is also pushed up to 10 feet away from the center of the cube.;

a creature takes 4d8 radiant damage and you gain the following benefits:
• Ranged weapon attacks made against you have disadvantage on the attack roll.
• You gain a flying speed of 60 feet. If you are still flying when the spell ends

throw itself onto a spear

  • casting time or do some other obviously harmful act automatically negates the effect of the spell.
    Each target must make a Wisdom saving throw. On a failed save
  • range it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time

  • components 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
  • duration you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends

the activity isn't performed.
If you or any of your companions damage a creature affected by this spell

a creature takes 4d8 radiant damage immolate itself

the target takes 5d10 psychic damage

  • casting time the target takes 5d10 psychic damage
  • range and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire

  • components floating razors
  • duration or hideous maws filled with dripping teeth. Whatever form the illusion takes

the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion

makes a melee attack through it and the spell ends. On a failed save

loam

  • casting time sand
  • range or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation

  • components create or fill in a trench
  • duration erect or flatten a wall

or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So

if you affect a 40-foot square and sand)Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt

60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save

  • casting time 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
  • range 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. ;

if you affect a 40-foot square a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save

is made from mushroom powder

  • casting time and fat
  • range and is consumed by the spell)This spell gives the willing creature you touch the ability to see things as they actually are. For the duration

  • components the creature has truesight
  • duration notices secret doors hidden by magic

and can see into the Ethereal Plane

all out to a range of 120 feet.; saffron

make a ranged spell attack. On a hit

  • casting time the mote is expended. The spell ends early if you expend the last mote.
    If you have four or more motes remaining
  • range they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining

  • components they shed dim light in a 30-foot radius.
    At Higher Levels: When you cast this spell using a spell slot of 8th level or higher
  • duration the number of motes created increases by two for each slot level above 7th.;

all out to a range of 120 feet.; the target takes 4d12 radiant damage. Whether you hit or miss

;;;;;;;Until the spell ends ;;;;;;;Until the spell ends
;;;;;;;Until the spell ends ;;;;;;;Until the spell ends
;;;;;;;Until the spell ends ;;;;;;;Until the spell ends
;;;;;;;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself ;;;;;;;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself
;;;;;;;You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save ;;;;;;;You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save
;;;;;;;(an iron blade and a small bag containing a mixture of soils - clay ;;;;;;;(an iron blade and a small bag containing a mixture of soils - clay
;;;;;;;(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide ;;;;;;;(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide
;;;;;;;(an ointment for the eyes that costs 25 gp ;;;;;;;(an ointment for the eyes that costs 25 gp
;;;;;;;Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so ;;;;;;;Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so

then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends

  • casting time the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save
  • range or half as much damage on a successful one.
    The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated

  • components the damage increases by 1d6.
    If the glowing bead is touched before the interval has expired
  • duration the creature touching it must make a Dexterity saving throw. On a failed save

the spell ends immediately

all out to a range of 120 feet.; either because your concentration is broken or because you decide to end it

in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time

  • casting time every foot of movement costs an extra foot. You can see and hear the plane you originated from
  • range but everything there looks gray

  • components and you can't see anything more than 60 feet away.
    While on the Ethereal Plane
  • duration you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you

unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane

all out to a range of 120 feet.; you can move in any direction. If you move up or down

causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save

  • casting time following your verbal orders to the best of its ability. ;
  • range

all out to a range of 120 feet.; or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command

which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save

  • casting time plant life in the area is unaffected by this spell. ;
  • range

all out to a range of 120 feet.; or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose

metal rod worth at least 250 gp

  • casting time 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
  • range and you appear in or near that destination. If you are trying to reach the City of Brass

  • components for example
  • duration you might arrive in its Street of Steel

before its Gate of Ashes

all out to a range of 120 feet.; attuned to a particular plane of existence)You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms

it is subject to crippling pain. Otherwise

  • casting time any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls
  • range ability checks

  • components and saving throws
  • duration other than Constitution saving throws. Finally

if the target tries to cast a spell

all out to a range of 120 feet.; 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

roll a d8 to determine which color ray affects it.
1-Red: The target takes 10d6 fire damage on a failed save

  • casting time or half as much damage on a successful one.
    3-Yellow: The target takes 10d6 lightning damage on a failed save
  • range or half as much damage on a successful one.
    4-Green: The target takes 10d6 poison damage on a failed save

  • components or half as much damage on a successful one.
    5-Blue: The target takes 10d6 cold damage on a failed save
  • duration or half as much damage on a successful one.
    6-Indigo: On a failed save

the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times

all out to a range of 120 feet.; or half as much damage on a successful one.
2-Orange: The target takes 10d6 acid damage on a failed save

100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach

  • casting time falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything
  • range it remains there

  • components oscillating slightly
  • duration for the duration.
    At the end of the duration

affected objects and creatures fall back down. ;

all out to a range of 120 feet.; thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall

or a single object that you can see within range

  • casting time it must be able to fit entirely inside a 10-foot cube
  • range and it can't be held or carried by an unwilling creature. The destination you choose must be known to you

  • components and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
    Familiarity-Mishap-Similar Area-Off Target-On Target
    Perm. Circle - xxxx - xxxxxxxxxx - xxxxxxxx - 01-100
    Assoc. Object - xxxx - xxxxxxxxx - xxxxxxxx - 01-100
    Very Familiar - 01-05 - 06-13. - - - 14-24. - - - 25-100
    Seen Casually- 01-33 - 34-43. - - - 44-53. - - - 54-100
    Viewed Once - 01-43 - 44-53. - - - 54-73. - - - 74-100
    Description. - - 01-43 - 44-53. - - - 54-73. - - - 74-100
    False Dest. - - - 01-50 - 51-100. - - xxxxxxxx - xxxxxx
    Familiarity: Permanent Circle means a permanent teleportation circle whose sigil sequence you know. Associated Object means that you possess an object taken from the desired destination within the last six months
  • duration such as a book from a wizard's library

bed linen from a royal suite

all out to a range of 120 feet.; to a destination you select. If you target an object

;;;;;;;(a tine ball of bat guano and sulfur)A beam of yellow light flashes from your pointing finger ;;;;;;;(a tine ball of bat guano and sulfur)A beam of yellow light flashes from your pointing finger
;;;;;;;You step into the border regions of the Ethereal Plane ;;;;;;;You step into the border regions of the Ethereal Plane
;;;;;;;You send negative energy coursing through a creature that you can see within range ;;;;;;;You send negative energy coursing through a creature that you can see within range
;;;;;;;A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes ;;;;;;;A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes
;;;;;;;(a forked ;;;;;;;(a forked
;;;;;;;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 ;;;;;;;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
;;;;;;;Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target ;;;;;;;Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target
;;;;;;;(a lodestone and iron filings)This spell reverses gravity in a 50-foot-radius ;;;;;;;(a lodestone and iron filings)This spell reverses gravity in a 50-foot-radius
;;;;;;;This spell instantly transports you and up to eight willing creatures of your choice that you can see within range ;;;;;;;This spell instantly transports you and up to eight willing creatures of your choice that you can see within range

30-foot-high cylinder centered on that point. Until the spell ends

  • casting time including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save
  • range or half as much damage on a successful one. In addition

  • components a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind
  • duration the creature is pulled 5 feet higher inside it

unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends

all out to a range of 120 feet.; you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space

and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save

  • casting time such as trees and shrubs
  • range wither and die instantly.;

all out to a range of 120 feet.; or half as much damage on a successful one.
Nonmagical plants in the area that aren't creatures

it has advantage on the saving throw.
While the creature is charmed

  • casting time which it does its best to obey. You can specify a simple and general course of action
  • range such as Attack that creature

  • components Run over there
  • duration or Fetch that object. If the creature completes the order and doesn't receive further direction from you

it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn

all out to a range of 120 feet.; you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

a piece of rock

  • casting time an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
    The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save
  • range the creature's concentration is broken.
    When you cast this spell and at the end of each turn you spend concentrating on it

  • components each creature on the ground in the area must make a Dexterity saving throw. On a failed save
  • duration the creature is knocked prone.
    This spell can have additional effects depending on the terrain in the area

as determined by the DM.
Fissures: Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep

10 feet wide and a lump of clay)You create a seismic disturbance at a point on the ground that you can see within range. For the duration

each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save

10 feet wide or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. ;

leaving it dumbfounded. If the target has 150 hit points or fewer

  • casting time 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
  • range this stunning effect ends. ;

10 feet wide it is stunned. Otherwise

a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save

  • casting time it is no longer blinded.
    This spell dispels any darkness in its area that was created by a spell. ;
  • range

10 feet wide 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

000 gp)You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening

  • casting time appearing in the unoccupied space nearest to the portal.
    Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
    When you cast this spell
  • range you can speak the name of a specific creature (a pseudonym

  • components title
  • duration or nickname doesn't work). If that creature is on a plane other than the one you are on

the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature

10 feet wide which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane

and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level

  • casting time including mental ability scores
  • range are replaced by the statistics of the chosen beast

  • components but the target retains its hit points
  • duration alignment

and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it bas no more temporary hit points or it dies. If the spell ends before then

10 feet wide if the target doesn't have a challenge rating). The target's game statistics

;;;;;;;(a piece of straw)A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius ;;;;;;;(a piece of straw)A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius
;;;;;;;(a bit of sponge)You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected ;;;;;;;(a bit of sponge)You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected
;;;;;;;You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it ;;;;;;;You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it
;;;;;;;(a pinch of dirt ;;;;;;;(a pinch of dirt
;;;;;;;A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears
;;;;;;;A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears
;;;;;;;You speak a word of power that can overwhelm the mind of one creature you can see within range ;;;;;;;You speak a word of power that can overwhelm the mind of one creature you can see within range
;;;;;;;(fire and a piece of sunstone)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 ;;;;;;;(fire and a piece of sunstone)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 diamond worth at least 5 ;;;;;;;(a diamond worth at least 5
;;;;;;;(a caterpillar cocoon)You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice
;;;;;;;(a caterpillar cocoon)You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice

or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. ;

10 feet wide

it dies. Otherwise

10 feet wide the spell has no effect.;

a target takes 14d6 psychic damage and is stunned. On a successful save

  • casting time its head explodes
  • range assuming it has one.
    A stunned target can make an Intelligence saving throw at the end ofeach of its turns. On a successful save

  • components the stunning effect ends.;
  • duration

10 feet wide a target takes half as much damage and isn't stunned. If a target is killed by this damage

while you take 1d4+1 turns in a row

  • casting time or any effects that you create during this period
  • range affects a creature other than you or an object being worn or carried by someone other than you. In addition

  • components the spell ends if you move to a place more than 1
  • duration000 feet from the location where you cast it. ;

10 feet wide during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period

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

  • casting time you can create one of the following effects of your choice.
    • You create one object of up to 25
  • range000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension

  • components 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
  • duration 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

10 feet wide including costly components. The spell simply takes effect. Alternatively

;;;;;;;Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save ;;;;;;;Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save
;;;;;;;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 ;;;;;;;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
;;;;;;;You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
;;;;;;;You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
;;;;;;;You briefly stop the flow of time for everyone but yourself. No time passes for other creatures ;;;;;;;You briefly stop the flow of time for everyone but yourself. No time passes for other creatures
;;;;;;;Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud ;;;;;;;Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud