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S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components 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
  • duration activate magical items

or carry more than 10 pounds. ;Wizard

Wizard 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

S

  • casting time such as broken chain link
  • range two halves of a broken key

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

you mend it

Wizard M;Instantaneous;(two lodestones)This spell repairs a single break or tear in an object you touch

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. ;Wizard

Wizard M;1 round;(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

11th level (3d6)

Wizard and 17th level (4d6).;Wizard (TCE)

M;1 minute;(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

you can instantaneously excavate it

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

  • components or both to appear on the dirt or stone
  • duration spelling out words

creating images

muddy footprints move it along the ground

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

  • casting time and 17 level (4d12). ;Wizard
  • range

muddy footprints 11th level (3d12)

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

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

muddy footprints harmless sensory effect

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

  • casting time 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)
  • range 11th level (3d8)

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

muddy footprints it takes 1d8 cold damage

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
0;Message;Transmutation cantrip;1 action;120 feet;V 0;Message;Transmutation cantrip;1 action;120 feet;V
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);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
0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);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
0;Poison Spray;Conjuration cantrip;1 action;10 feet;V 0;Poison Spray;Conjuration cantrip;1 action;10 feet;V
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Ray of Frost;Evocation cantrip;1 action;60 feet;V 0;Ray of Frost;Evocation cantrip;1 action;60 feet;V

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

  • casting timeyou can have no more than two of its non-instantaneous effects active at a time
  • range and you can dismiss such an effect as an action.;Wizard (XGE)

muddy footprints provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times

S;Instantaneous;Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit

  • casting time 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)
  • range 11th level (3d8)

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

muddy footprints the target takes 1d8 lightning damage

11th level (3d6)

muddy footprints and 17th level (4d6).;Wizard (TCE)

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Wizard (SCAG)

muddy footprints 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)

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Wizard (XGE)

muddy footprints must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

S;Instantaneous;You point at one creature you can see within range

  • casting time it instead takes 1d12 necrotic damage.
    The spell's damage increases by one die when you reach 5th level (2d8 or 2d12)
  • range 11th level (3d8 or 3d12)

  • components and 17th level (4d8 or 4d12).;Wizard (XGE)
  • duration

muddy footprints and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take ld8 necrotic damage. If the target is missing any of its hit points

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

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

muddy footprints you gain advantage on your first attack roll against the target

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;The spell captures some of the incoming energy
  • duration 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

the first time you hit with a melee attack on your next turn

muddy footprints cold

S

  • casting time a window
  • range or an area within range that is no larger than a 20-foot cube. Until the spell ends

  • components an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell
  • duration you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. ;Wizard

muddy footprints M;8 hours;(a tiny bell and a piece of fine silver wire)You set an alarm against unwanted intrusion. Choose a door

0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);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
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);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
0;Shocking Grasp;Evocation cantrip;1 action;Touch;V 0;Shocking Grasp;Evocation cantrip;1 action;Touch;V
0;Sword Burst;Conjuration cantrip;1 action;Self (5-foot radius);V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6)
0;Sword Burst;Conjuration cantrip;1 action;Self (5-foot radius);V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6)
0;Sword Burst;Conjuration cantrip;1 action;5 feet;V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. Each creature within range 0;Sword Burst;Conjuration cantrip;1 action;5 feet;V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. Each creature within range
0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range 0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range
0;Toll the Dead;Necromancy cantrip;1 action;60 feet;V 0;Toll the Dead;Necromancy cantrip;1 action;60 feet;V
0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration 0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V 1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

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

muddy footprints 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

stopping early if it impacts against a solid surface. If the object would strike a creature

  • casting time the object strikes the target and stops moving. When the object strikes something
  • range 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

  • components the maximum weight of objects that you can target with this spell increases by 5 pounds
  • duration and the damage increases by 1d8

for each slot level above 1st.;Wizard (XGE)

muddy footprints that creature must make a Dexterity saving throw. On a failed save

up to 1 minute;You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns

  • casting time 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.;Wizard (XGE)
  • range

muddy footprints ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time 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
  • range 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

  • components 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. ;Wizard
  • duration

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

S

  • casting time cold
  • range fire

  • components lightning
  • duration poison

or thunder for the type of orb you create

muddy footprints M;Instantaneous;(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 yellow
  • range and blue)A dazzling array of flashing

  • components colored light springs from your hand. Roll 6d10
  • duration 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

each creature affected by this spell is blinded until the spell ends. 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 the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

muddy footprints M;1 round;(a pinch of powder or sand that is colored red

S

  • casting time 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
  • range 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

  • components such as an arcane sigil
  • duration that isn't part of a written language. ;Wizard

muddy footprints M;1 hour;(a pinch of soot and salt)For the duration

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S;1 hour;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

1 inch of common metal including your clothing

1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V
1;Catapult;1st level Transmutation;1 action;60 feet;S;Instantaneous;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 1;Catapult;1st level Transmutation;1 action;60 feet;S;Instantaneous;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
1;Cause Fear;1st level Necromancy;1 action;60 feet;V;Concentration 1;Cause Fear;1st level Necromancy;1 action;60 feet;V;Concentration
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Chromatic Orb;1st level Evocation;1 action;90 feet;V 1;Chromatic Orb;1st level Evocation;1 action;90 feet;V
1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V 1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V
1;Comprehend Languages (ritual);1st level Divination;1 action;Self;V 1;Comprehend Languages (ritual);1st level Divination;1 action;Self;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V

S;Instantaneous;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.;Wizard (XGE)
  • duration

1 inch of common metal a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

S;Concentration

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

1 inch of common metal up to 10 minutes;This spell allows you to move at an incredible pace. When you cast this spell

S

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

1 inch of common metal M;1 hour;(a small amount of alcohol or distilled spirits)Bolstering yourself with a necromantic facsimile of life

M;1 minute;(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

  • casting time and the spell ends for that creature.;Wizard
  • range

1 inch of common metal it takes no falling damage and can land on its feet

S

  • casting time incense
  • range and herbs that must be consumed by fire in a brass brazier)You gain the service of a familiar

  • components a spirit that takes an animal form you choose - bat
  • duration cat

crab

frog (toad) M;Instantaneous;(10 gp worth of charcoal

S;Concentration

  • casting time 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
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;Wizard

frog (toad) up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

S

  • casting time each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. ;Wizard
  • range

frog (toad) M;1 minute;(a bit of pork rind or butter)Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears

M;Instantaneous;(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

  • casting time 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
  • range the cold damage increases by 1d6 for each slot level above 1st.;Wizard (XGE)

frog (toad) the target takes 1d10 piercing damage. Hit or miss

S

  • casting time you learn its properties and how to use them
  • range whether it requires attunement to use

  • components and how many charges it has
  • duration if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell

you learn which spell created it.
If you instead touch a creature throughout the casting

you learn what spells M;Instantaneous;(a pearl worth at least 100 gp and an owl feather)You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object

1;Earth Tremor;1st level Evocation;1 action;10 feet;V 1;Earth Tremor;1st level Evocation;1 action;10 feet;V
1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V 1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V
1;False Life;1st level Necromancy;1 action;Self;V 1;False Life;1st level Necromancy;1 action;Self;V
1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V 1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V
1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V 1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V
1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Grease;1st level Conjuration;1 action;60 feet;V 1;Grease;1st level Conjuration;1 action;60 feet;V
1;Ice Knife;1st level Conjuration;1 action;60 feet;S 1;Ice Knife;1st level Conjuration;1 action;60 feet;S
1;Identify (ritual);1st level Divination;1 minute;Touch;V 1;Identify (ritual);1st level Divination;1 minute;Touch;V

M;10 days;(a lead-based ink worth at least 10 gp

  • casting time paper
  • range or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell

  • components the writing appears normal
  • duration written in your hand

and conveys whatever meaning you intended when you wrote the text. To all others

you learn what spells which the spell consumes)You write on parchment

S

you learn what spells M;1 minute;(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;Wizard

S

  • casting time you can target one additional creature for each slot level above 1st. ;Wizard
  • range

you learn what spells M;1 hour;(a pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S

  • casting time 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.;Wizard
  • range

you learn what spells M;8 hours;(a piece of cured leather)You touch a willing creature who isn't wearing armor

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

you learn what spells the spell creates one more dart for each slot above 1st. ;Wizard

S

  • casting time up to 10 minutes;(holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M;Concentration

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

  • 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. ;Wizard

fey the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save

S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from magic missile.;Wizard

fey you have a +5 bonus to AC

S

  • casting time up to 10 minute;(a bit of fleece)You create the image of an object
  • range a creature

  • components 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
  • duration it isn't accompanied by sound

smell

fey M;Concentration

1;Illusory Script (ritual);1st level Illusion;1 minute;Touch;S 1;Illusory Script (ritual);1st level Illusion;1 minute;Touch;S
1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V
1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V
1;Mage Armor;1st level Abjuration;1 action;Touch;V 1;Mage Armor;1st level Abjuration;1 action;Touch;V
1;Magic Missile;1st level Evocation;1 action;120 feet;V 1;Magic Missile;1st level Evocation;1 action;120 feet;V
1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V
1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V 1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V
1;Silent Image;1st level Illusion;1 action;60 feet;V 1;Silent Image;1st level Illusion;1 action;60 feet;V

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

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

the sleeper takes damage

fey M;1 minute;(a pinch of find sand

M;8 hours;(25 feet of rope

  • casting time you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting
  • range the rope disappears and the circle becomes a magic trap.
    This trap is nearly invisible

  • components requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
    The trap triggers when a Small
  • duration Medium

or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air

fey which the spell consumes)As you cast this spell

S

  • casting time up to 1 minute;(a bit of rotten food)A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
    At Higher Levels: When you cast this spell using a spell slot 2nd level or higher
  • range the damage increases by 2d4 for each slot level above 1st.;Wizard (TCE)

fey M;Concentration

S

  • casting time up to 1 minute;(tiny tarts and a feather that waved in the air)A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone
  • range becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
    At the end of each of its turns

  • components and each time it takes damage
  • duration the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success

the spell ends. ;Wizard

fey M;Concentration

S

  • casting time horizontal plane of force
  • range 3 feet in diameter and 1 inch thick

  • components that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration
  • duration and can hold up to 500 pounds. If more weight is placed on it

the spell ends

fey M;1 hour;(a drop of mercury)This spell creates a circular

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

  • 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. ;Wizard

fey a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S

  • casting time mindless
  • range shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10

  • components 1 hit point
  • duration and a Strength of 2

and it can't attack. If it drops to 0 hit points

fey M;1 hour;(a piece of string and a bit of wood)This spell creates an invisible

S

  • casting time up to 1 minute;(a twig from a tree that has been struck by lightning)A beam of crackling
  • range blue energy lances out toward a creature within range

  • components forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit
  • duration the target takes 1d12 lightning damage

and on each of your turns for the duration

fey M;Concentration

S

  • casting time 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
  • range the damage increases by 1d8 for each slot level above 2nd.;Wizard (XGE)

fey M;Instantaneous;(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

1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V
1;Snare;1st level Abjuration;1 minute;Touch;S 1;Snare;1st level Abjuration;1 minute;Touch;S
1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V 1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V
1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V 1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V
1;Tenser's Floating Disk (ritual);1st level Conjuration;1 action;30 feet;V 1;Tenser's Floating Disk (ritual);1st level Conjuration;1 action;30 feet;V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Unseen Servant (ritual);1st level Conjuration;1 action;60 feet;V 1;Unseen Servant (ritual);1st level Conjuration;1 action;60 feet;V
1;Witch Bolt;1st level Evocation;1 action;30 feet;V 1;Witch Bolt;1st level Evocation;1 action;30 feet;V
2;Aganazzar's Scorcher;2nd level Evocation;1 action;30 feet;V 2;Aganazzar's Scorcher;2nd level Evocation;1 action;30 feet;V

S;Concentration

  • 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 up to 1 hour;You assume a different form. When you cast the spell

S

  • casting time which the spell consumes)You touch a closed door
  • range window

  • components gate
  • duration chest

or other entryway

including your height M;Until dispelled;(gold dust worth at least 25 gp

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.
    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. ;Wizard

including your height the target can make a Constitution saving throw. On a success

up to 1 minute;Your body becomes blurred

  • casting time any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight
  • range as with blindsight

  • components or can see through illusions
  • duration as with truesight.;Wizard

including your height shifting and wavering to all who can see you. For the duration

S

  • casting time up to 1 minute;(a sliver of glass)You fill the air with spinning daggers in a cube 5 feet on each side
  • range 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

  • components the damage increases by 2d4 for each slot level above 2nd. ;Wizard
  • duration

including your height M;Concentration

S

  • casting time which the spell consumes)A flame
  • range equivalent in brightness to a torch

  • components springs forth from an object that you touch. The effect looks like a regular flame
  • duration but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.;Wizard

including your height M;Until dispelled;(ruby dust worth 50 gp

S;Concentration

  • casting time a twisted crown of jagged iron appears on its head
  • range 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

  • components you must use your action to maintain control over the target
  • duration or the spell ends. Also

the target can make a Wisdom saving throw at the end of each of its turns. On a success

the spell ends. ;Wizard up to 1 minute;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

M;Concentration

  • casting time 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
  • range the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object

  • components such as a bowl or a helm
  • duration blocks the darkness.
    If any of this spell's area overlaps with an area of light created by a spell of or lower

the spell that created the light is dispelled. ;Wizard

the spell ends. ;Wizard up to 10 minutes;(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

S

  • casting time that creature has darkvision out to a range of 60 feet.;Wizard
  • range

the spell ends. ;Wizard M;8 hours;(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

2;Alter Self;2nd level Transmutation;1 action;Self;V 2;Alter Self;2nd level Transmutation;1 action;Self;V
2;Arcane Lock;2nd level Abjuration;1 action;Touch;V 2;Arcane Lock;2nd level Abjuration;1 action;Touch;V
2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails 2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails
2;Blur;2nd level Illusion;1 action;Self;V;Concentration 2;Blur;2nd level Illusion;1 action;Self;V;Concentration
2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V 2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V
2;Continual Flame;2nd level Evocation;1 action;Touch;V 2;Continual Flame;2nd level Evocation;1 action;Touch;V
2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V 2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V
2;Darkness;2nd level Evocation;1 action;60 feet;V 2;Darkness;2nd level Evocation;1 action;60 feet;V
2;Darkvision;2nd level Transmutation;1 action;Touch;V 2;Darkvision;2nd level Transmutation;1 action;Touch;V

S

  • casting time up to 1 minute;(a copper piece)For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components 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
  • duration the creature is unaffected.
    You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

the spell ends. ;Wizard M;Concentration

S

  • casting time up to 1 minute;(a hot pepper)You touch one willing creature and imbue it with the power to spew magical energy from its mouth
  • range provided it has one. Choose acid

  • components cold
  • duration fire

lightning

or poison. Until the spell ends M;Concentration

S

  • casting time up to 1 minute;(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;Concentration

up to 1 minute;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

loose dirt 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.;Wizard (XGE)

S

  • casting time up to 1 minute;(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
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.
    If the target is a creature
  • duration everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    Enlarge. The target's size doubles in all dimensions

and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large

loose dirt M;Concentration

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

loose dirt M;Concentration

S

  • casting time which must remain there for the duration)You touch a corpse or other remains. For the duration
  • range the target is protected from decay and can't become undead.
    The spell also effectively extends the time limit on raising the target from the dead

  • components since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. ;Wizard
  • duration

loose dirt M;10 days;(a pinch of salt and one copper piece placed on each of the corpse's eyes

S

  • casting time up to 1 minute;(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
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

loose dirt M;Concentration

S

  • casting time up to 1 minute;(a small
  • range 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

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

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Wizard

loose dirt M;Concentration

2;Detect Thoughts;2nd level Divination;1 action;Self;V 2;Detect Thoughts;2nd level Divination;1 action;Self;V
2;Dragon's Breath;2nd level Transmutation;1 bonus action;Touch;V 2;Dragon's Breath;2nd level Transmutation;1 bonus action;Touch;V
2;Dust Devil;2nd level Conjuration;1 action;60 feet;V 2;Dust Devil;2nd level Conjuration;1 action;60 feet;V
2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration 2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration
2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V 2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V
2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V
2;Gentle Repose (ritual);2nd level Necromancy;1 action;Touch;V 2;Gentle Repose (ritual);2nd level Necromancy;1 action;Touch;V
2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V

S

  • casting time up to 1 hour;(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
  • range you can target one additional creature for each slot level above 2nd. ;Wizard

loose dirt M;Concentration

a box

  • casting time a set of manacles
  • range a padlock

  • components 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
  • duration unstuck

or unbarred. If the object has multiple locks

loose dirt a chest

S

  • casting time up to 10 minutes;(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;Concentration

S

  • casting time up to 10 minutes;(a forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration you know the direction of its movement.
    The spell can locate a specific object known to you

as long as you have seen it up close - within 30 feet - at least once. Alternatively

loose dirt M;Concentration

S

  • casting time which the spell consumes)You implant a message within an object in range
  • range a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message

  • components which must be 25 words or less
  • duration though it can be delivered over as long as 10 minutes. Finally

determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs

loose dirt M;Until dispelled;(a small bit of honeycomb and jade dust worth at least 10 gp

S;Concentration

  • casting time that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the bonus increases to +2. When you use a spell slot of 6th level or higher

  • components the bonus increases to +3. ;Wizard
  • duration

loose dirt up to 1 hour;You touch a nonmagical weapon. Until the spell ends

S

  • casting time up to 1 minute;(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
  • range the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
    As an action

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

or half as much damage on a successful one.
To break out

loose dirt M;Concentration

S

  • casting time the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss
  • range the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components the damage (both initial and later) increases by 1d4 for each slot level above 2nd. ;Wizard
  • duration

loose dirt M;Instantaneous;(powdered rhubarb leaf and an adder's stomach)A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit

up to 1 hour;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

2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door 2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door
2;Levitate;2nd level Transmutation;1 action;60 feet;V 2;Levitate;2nd level Transmutation;1 action;60 feet;V
2;Locate Object;2nd level Divination;1 action;Self;V 2;Locate Object;2nd level Divination;1 action;Self;V
2;Magic Mouth (ritual);2nd level Illusion;1 minute;30 feet;V 2;Magic Mouth (ritual);2nd level Illusion;1 minute;30 feet;V
2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V 2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V
2;Maximilian's Earthen Grasp;2nd level Transmutation;1 action;30 feet;V 2;Maximilian's Earthen Grasp;2nd level Transmutation;1 action;30 feet;V
2;Melf's Acid Arrow;2nd level Evocation;1 action;90 feet;V 2;Melf's Acid Arrow;2nd level Evocation;1 action;90 feet;V
2;Mind Spike;2nd level Divination;1 action;60 feet;S;Concentration 2;Mind Spike;2nd level Divination;1 action;60 feet;S;Concentration

S;1 minute;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.;Wizard

loose dirt

S

  • casting time choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days
  • range placing the same effect on it each time

  • components the illusion lasts until it is dispelled.
    False Aura: You change the way the target appears to spells and magical effects
  • duration such as detect magic

that detect magical auras. You can make a nonmagical object appear magical

a magical object appear nonmagical M;24 hours;(a small square of silk)You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell

S

  • casting time up to 1 minute;(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
  • range you create a phantasmal object

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

temperature

and other stimuli M;Concentration

S;Instantaneous;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

  • casting time moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.;Wizard (XGE)
  • range

and other stimuli 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

S;Concentration

  • casting time the target deals only half damage with weapon attacks that use Strength until the spell ends.
    At the end of each of the target's turns
  • range it can make a Constitution saving throw against the spell. On a success

  • components the spell ends. ;Wizard
  • duration

and other stimuli up to 1 minute;A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit

S

  • casting time an invisible entrance opens to an extradimensional space that lasts until the spell ends.
    The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space
  • range making the rope disappear from view outside the space.
    Attacks and spells can't cross through the entrance into or out of the extradimensional space

  • components but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
    Anything inside the extradimensional space drops out when the spell ends. ;Wizard
  • duration

and other stimuli M;1 hour;(powdered corn extract and a twisted loop of parchment)You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Wizard
  • range

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

S

  • casting time you see invisible creatures and objects as if they were visible
  • range and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.;Wizard

and other stimuli M;1 hour;(A pinch of Talc and a small sprinkling of powdered silver)For the duration

2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;V
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Nystul's Magic Aura;2nd level Illusion;1 action;Touch;V 2;Nystul's Magic Aura;2nd level Illusion;1 action;Touch;V
2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V 2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V
2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V 2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V
2;Ray of Enfeeblement;2nd level Necromancy;1 action;60 feet;V 2;Ray of Enfeeblement;2nd level Necromancy;1 action;60 feet;V
2;Rope Trick;2nd level Transmutation;1 action;Touch;V 2;Rope Trick;2nd level Transmutation;1 action;Touch;V
2;Scorching Ray;2nd level Evocation;1 action;120 feet;V 2;Scorching Ray;2nd level Evocation;1 action;120 feet;V
2;See Invisibility;2nd level Divination;1 action;Self;V 2;See Invisibility;2nd level Divination;1 action;Self;V

S;Concentration

  • casting time light
  • range and thrown properties (range 20/60). In addition

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

it dissipates at the end of the turn. Thereafter

while the spell persists up to 1 minute;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

S

  • casting time painfully intense
  • range 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

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

or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher

while the spell persists M;Instantaneous;(a chip of mica)A sudden loud ringing noise

S;Concentration

while the spell persists up to 1 hour;You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.;Wizard (XGE)

S

  • casting time 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
  • range the damage increases by 1d6 for each slot level above 2nd.;Wizard (XGE)

while the spell persists M;Instantaneous;(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

S

  • casting time up to 1 hour;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you touch gains the ability to move up

  • components down
  • duration and across vertical surfaces and upside down along ceilings

while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Wizard

while the spell persists M;Concentration

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

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

the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example

while the spell persists up to 8 hours;(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

the target takes 3d6 psychic damage

  • casting time on its next turn
  • range it must choose whether it gets a move

  • components an action
  • duration or a bonus action;Wizard

while the spell persists and it can't take a reaction until the end of its next turn. Moreover

up to 10 minutes;A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you

  • casting time gas
  • range 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.;Wizard (XGE)

while the spell persists 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

S

  • casting time up to 1 hour;(a bit of spider web)You conjure a mass of thick
  • range 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

  • components wall
  • duration or ceiling

the conjured web collapses on itself

while the spell persists M;Concentration

2;Shadow Blade;2nd level Illusion;1 bonus action;Self;V 2;Shadow Blade;2nd level Illusion;1 bonus action;Self;V
2;Shatter;2nd level Evocation;1 action;60 feet;V 2;Shatter;2nd level Evocation;1 action;60 feet;V
2;Skywrite (ritual);2nd level Transmutation;1 action;Sight;V 2;Skywrite (ritual);2nd level Transmutation;1 action;Sight;V
2;Snilloc's Snowball Swarm;2nd level Evocation;1 action;90 feet;V 2;Snilloc's Snowball Swarm;2nd level Evocation;1 action;90 feet;V
2;Spider Climb;2nd level Transmutation;1 action;Touch;V 2;Spider Climb;2nd level Transmutation;1 action;Touch;V
2;Suggestion;2nd level Enchantment ;1 action;30 feet;V 2;Suggestion;2nd level Enchantment ;1 action;30 feet;V
2;Tasha's Mind Whip;2nd-level enchantment;1 action;90 feet;V;1 round;You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save 2;Tasha's Mind Whip;2nd-level enchantment;1 action;90 feet;V;1 round;You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save
2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration 2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration
2;Web;2nd level Conjuration;1 action;60 feet;V 2;Web;2nd level Conjuration;1 action;60 feet;V

S

  • casting time bones
  • range or similar tokens worth at least 25 gp)By casting gem-inlaid sticks

  • components rolling dragon bones
  • duration laying out ornate cards

or employing some other divining tool

while the spell persists M;Instantaneous;(specially marked sticks

S

  • casting time up to 1 hour;(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
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components 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
  • duration you can target one additional creature for each slot level above 2nd.;Wizard (TCE)

while the spell persists M;Concentration

S

  • casting time a piece of flesh
  • range and a pinch of bone dust)This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life

  • components raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
    On each of your turns
  • duration you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures

you can command any or all of them at the same time

while the spell persists M;Instantaneous;(a drop of blood

S;Concentration

  • casting time and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell
  • range choose the nature of the curse from the following options.
    • Choose one ability score. While cursed

  • components the target has disadvantage on ability checks and saving throws made with that ability score.
    • While cursed
  • duration the target has disadvantage on attack rolls against you.
    • While cursed

the target must make a Wisdom saving throw at the start of each of its turns. If it fails

while the spell persists up to 1 minute;You touch a creature

S;1 minute;Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher

  • casting time and when the spell ends if you are on the Ethereal Plane
  • range 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

  • components 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
  • duration you can see and hear the plane you originated from

which is cast in shades of gray

while the spell persists 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

M;10 minutes;(a pinch of sand)You make a calming gesture

  • casting time that target gains the benefit of a short rest
  • range 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

  • components you can target one additional willing creature for each slot level above 3rd.;Wizard (XGE)
  • duration

while the spell persists 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

S

  • casting time up to 10 minutes;(a focus worth at least 100 gp
  • range 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

  • components around a corner
  • duration or in a grove of trees). The sensor remains in place for the duration

and it can't be attacked or otherwise interacted with. When you cast the spell

while the spell persists M;Concentration

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. ;Wizard

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

S;Instantaneous;Choose any creature

  • casting time 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
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration 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. ;Wizard

while the spell persists object

2;Augury (ritual);2nd level Divination;1 minute;Self;V 2;Augury (ritual);2nd level Divination;1 minute;Self;V
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
3;Animate Dead;3rd level Necromancy;1 minute;10 feet;V 3;Animate Dead;3rd level Necromancy;1 minute;10 feet;V
3;Bestow Curse;3rd level Necromancy;1 action;Touch;V 3;Bestow Curse;3rd level Necromancy;1 action;Touch;V
3;Blink;3rd level Transmutation;1 action;Self;V 3;Blink;3rd level Transmutation;1 action;Self;V
3;Catnap;3rd level Enchantment;1 action;30 feet;S 3;Catnap;3rd level Enchantment;1 action;30 feet;S
3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V 3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V
3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower 3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V

S;Concentration

  • casting time the target loses the ability to distinguish friend from foe
  • range regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage

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

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

spell up to 1 minute;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

S

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

  • components the damage increases by 1d12 for each slot level above 3rd.;Wizard (XGE)
  • duration

spell M;Instantaneous;(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

S

  • casting time up to 1 minute;(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
  • range a creature must take the Dash action and move away from you by the safest available route on each of its turns

  • components 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
  • duration the creature can make a Wisdom saving throw. On a successful save

the spell ends for that creature. ;Wizard

spell M;Concentration

S

  • casting time or until you use an action to touch the target and dismiss the spell
  • range the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated

  • components and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell
  • duration or becomes diseased or poisoned while under the spell's effect

the disease and poison have no effect until the spell ends. ;Wizard

spell M;1 hour;(a pinch of graveyard dirt)You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration

S

  • casting time 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
  • range the damage increases by 1d6 for each slot level above 3rd. ;Wizard

spell M;Instantaneous;(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

S;Concentration

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

  • components the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.;Wizard (XGE)
  • duration

spell up to 1 hour;You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver

S

  • casting time up to 10 minutes;(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
  • range the target falls if it is still aloft

  • components unless it can stop the fall.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you can target one additional creature for each slot level above 3rd. ;Wizard

spell M;Concentration

S

  • casting time up to 1 hour;(a bit of gauze and a wisp of smoke)You transform a willing creature you touch
  • range along with everything it's wearing and carrying

  • components 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
  • duration the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage

and it has advantage on Strength

Dexterity M;Concentration

S

  • casting time which the spell consumes)When you cast this spell
  • range you inscribe a glyph that harms other creatures

  • components either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book
  • duration a scroll

or a treasure chest) to conceal the glyph. If you choose a surface

Dexterity M;Until dispelled or triggered;(incense and powdered diamond worth at least 200 gp

3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V 3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V
3;Erupting Earth;3rd level Transmutation;1 action;120 feet;V 3;Erupting Earth;3rd level Transmutation;1 action;120 feet;V
3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V
3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V 3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V
3;Fireball;3rd level Evocation;1 action;150 feet;V 3;Fireball;3rd level Evocation;1 action;150 feet;V
3;Flame Arrows;3rd level Transmutation;1 action;Touch;V 3;Flame Arrows;3rd level Transmutation;1 action;Touch;V
3;Fly;3rd level Transmutation;1 action;Touch;V 3;Fly;3rd level Transmutation;1 action;Touch;V
3;Gaseous Form;3rd level Transmutation;1 action;Touch;V 3;Gaseous Form;3rd level Transmutation;1 action;Touch;V
3;Glyph of Warding;3rd level Abjuration;1 hour;Touch;V 3;Glyph of Warding;3rd level Abjuration;1 hour;Touch;V

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has advantage on Dexterity saving throws

and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)

Dash M;Concentration

M;Concentration

  • casting time the creature becomes charmed for the duration. While charmed by this spell
  • range 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. ;Wizard

Dash up to 1 minute;(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

up to 1 hour;For the duration

  • casting time as well as advantage on Intelligence
  • range Wisdom

  • components and Charisma saving throws.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.;Wizard (TCE)

Dash you or one willing creature you can see within range has resistance to psychic damage

S

  • casting time regardless of the weather outside.
    Until the spell ends
  • range you can command the interior to become dimly lit or dark. The dome is opaque from the outside

  • components of any color you choose
  • duration but it is transparent from the inside. ;Wizard

Dash M;8 hours;(a small crystal bead)A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry

S;Instantaneous;You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage

  • casting time the damage increases by 1d8 for each slot level above 3rd.;Wizard (XGE)
  • range

Dash and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. AtHigher Levels. When you cast this spell using a spell slot of 4th level or higher

S

  • casting time crystal
  • range 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

  • components 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
  • duration the damage increases by 1d6 for each slot above 3rd. ;Wizard

Dash M;Instantaneous;(a bit of fur and a rod of amber

S

  • casting time which the spell consumes)You create a 10-foot-radius
  • range 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
    Choose one or more of the following types of creatures - celestials

  • components elementals
  • duration fey

fiends

Dash M;1 hour;(holy water or powdered silver and iron worth at least 100 gp

S

  • casting time up to 10 minutes;(a bit of fleece)You create the image of an object
  • range a creature

  • components 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
  • duration including sounds

smells

Dash M;Concentration

S

  • casting time up to 10 minutes;(niter
  • range sulfur

  • components 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
  • duration 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

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

Dash M;Concentration

3;Haste;3rd level Transmutation;1 action;30 feet;V 3;Haste;3rd level Transmutation;1 action;30 feet;V
3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S 3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S
3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration 3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration
3;Leomund's Tiny Hut (ritual);3rd level Evocation;1 minute;Self (10-foot-radius hemisphere);V 3;Leomund's Tiny Hut (ritual);3rd level Evocation;1 minute;Self (10-foot-radius hemisphere);V
3;Life Transference;3rd level Necromancy;1 action;30 feet;V 3;Life Transference;3rd level Necromancy;1 action;30 feet;V
3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V 3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V
3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V 3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V
3;Major Image;3rd level Illusion;1 action;120 feet;V 3;Major Image;3rd level Illusion;1 action;120 feet;V
3;Melf's Minute Meteors;3rd level Evocation;1 action;Self;V 3;Melf's Minute Meteors;3rd level Evocation;1 action;Self;V

S

  • casting time which the spell consumes)For the duration
  • range you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.;Wizard

Dash M;8 hours;(a pinch of diamond dust worth 25 gp sprinkled over the target

S;1 hour;A Large quasi-real

  • casting time but it is equipped with a saddle
  • range bit

  • components and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
    For the duration
  • duration you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse

except it has a speed of 100 feet and can travel 10 miles in an hour

Dash horse-like creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance

S;Concentration

  • casting time the willing creature you touch has resistance to one damage type of your choice: acid
  • range cold

  • components fire
  • duration lightning

or thunder.;Wizard

Dash up to 1 hour;For the duration

S;Instantaneous;At your touch

  • casting time its curse remains
  • range but the spell breaks its owner's attunement to the object so it can be removed or discarded.;Wizard

Dash all curses affecting one creature or object end. If the object is a cursed magic item

S

  • casting time recognizes you as the sender if it knows you
  • range and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
    You can send the message across any distance and even to other planes of existence

  • components but if the target is on a different plane than you
  • duration there is a 5 percent chance that the message doesn't arrive. ;Wizard

Dash M;1 round;(A short piece of fine copper wire)You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range 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

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

it must make a Dexterity saving throw. On a failed save

Dash M;Concentration

S

  • casting time up to 1 minute;(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
  • range it takes a -2 penalty to AC and Dexterity saving throws

  • components and it can't use reactions. On its turn
  • duration it can use either an action or a bonus action

not both. Regardless of the creature's abilities or magic items

Dash M;Concentration

S;Concentration

  • casting time which lit around you for the spell's duration. The spirits are intangible and invulnerable.
    Until the spell ends
  • range any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant

  • components necrotic
  • duration or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
    In addition

any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

Dash up to 1 minute;You call forth spirits of the dead

S

  • casting time up to 1 minute;(a rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow
  • range nauseating gas centered on a point within range. The cloud spreads around corners

  • components 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
  • duration 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. ;Wizard

Dash M;Concentration

3;Nondetection;3rd level Abjuration;1 action;Touch;V 3;Nondetection;3rd level Abjuration;1 action;Touch;V
3;Phantom Steed (ritual);3rd level Illusion;1 minute;30 feet;V 3;Phantom Steed (ritual);3rd level Illusion;1 minute;30 feet;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Remove Curse;3rd level Abjuration;1 action;Touch;V 3;Remove Curse;3rd level Abjuration;1 action;Touch;V
3;Sending;3rd level Evocation;1 action;Unlimited;V 3;Sending;3rd level Evocation;1 action;Unlimited;V
3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V
3;Slow;3rd level Transmutation;1 action;120 feet;V 3;Slow;3rd level Transmutation;1 action;120 feet;V
3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V 3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V
3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V 3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V

S

  • casting time up to 1 hour;(a gilded flower worth at least 300 gp)You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell
  • range choose a mood. Fuming

  • components Mirthful
  • duration or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood

which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

Dash M;Concentration

S

  • casting time up to 1 hour;(a vial of blood from a humanoid killed within the past 24 hours)You utter foul words
  • range summoning demons from the chaos of the Abyss. Roll a d6 to determine what appears. 1-2: Two demons of challenge rating 1 or lower. 3-4: Four demons of challenge rating 1/2 or lower. 5-6: Eight demons ofchallenge rating 1/4 or lower.
    The DM chooses the demons

  • components such as manes or dretches
  • duration and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
    The demons are hostile to all creatures

including you. Roll initiative for the summoned demons as a group

Dash M;Concentration

S

  • casting time up to 1 hour;(tears inside a crystal vial worth at least 300 gp)You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell
  • range choose an emotion: Fury

  • components Despair
  • duration or Fear. The creature resembles a misshapen biped marked by the chosen emotion

which determines certain traits in its stat block. The creature determines when it drop to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

Dash M;Concentration

S

  • casting time up to 1 hour;(a gilded skull worth at least 300 gp)You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell
  • range choose the creature's form: Ghostly

  • components Putrid
  • duration or Skeletal. The spirit resembles an undead creature with the chosen form

which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

Dash M;Concentration

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.;Wizard (XGE)

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

S

  • casting time up to 10 feet wide
  • range and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save

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

extinguishing unprotected flames in its area and within 30 feet of it

and then it vanishes.;Wizard (XGE) M;Instantaneous;(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

S;8 hours;You touch one Tiny

  • casting time becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block (XGE p169) for its statistics.
    As a bonus action
  • range you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell

  • components you can command any or all of them at the same time
  • duration issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn

or you can issue a simple

general command nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs

M;1 hour;(a small clay model of a ziggurat)This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover

  • casting time any creature that knows at least one language and can hear the target understands what it says.;Wizard
  • range

general command when the target speaks

S;Concentration

  • casting time the target takes 3d6 necrotic damage
  • range and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends

  • components you can make the attack again on each of your turns as an action.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot level above 3rd. ;Wizard

general command up to 1 minute;The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit

3;Summon Fey;3rd-level conjuration;1 action;90 feet;V 3;Summon Fey;3rd-level conjuration;1 action;90 feet;V
3;Summon Lesser demons;3rd level Conjuration;1 action;60 feet;V 3;Summon Lesser demons;3rd level Conjuration;1 action;60 feet;V
3;Summon Shadowspawn;3rd-level conjuration;1 action;90 feet;V 3;Summon Shadowspawn;3rd-level conjuration;1 action;90 feet;V
3;Summon Undead;3rd-level necromancy;1 action;90 feet;V 3;Summon Undead;3rd-level necromancy;1 action;90 feet;V
3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear 3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear
3;Tidal Wave;3rd level Conjuration;1 action;120 feet;V 3;Tidal Wave;3rd level Conjuration;1 action;120 feet;V
3;Tiny Servant;3rd level Transmutation;1 minute;Touch;V 3;Tiny Servant;3rd level Transmutation;1 minute;Touch;V
3;Tongues;3rd level Divination;1 action;Touch;V 3;Tongues;3rd level Divination;1 action;Touch;V
3;Vampiric Touch;3rd level Necromancy;1 action;Self;V 3;Vampiric Touch;3rd level Necromancy;1 action;Self;V

S

  • casting time up to 10 minutes;(a handful of sand)You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long
  • range 10 feet high

  • components and 10 feet thick
  • duration and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.;Wizard (XGE)

general command M;Concentration

S

  • casting time up to 10 minutes;(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
  • range 10 feet high

  • components and 1 foot thick
  • duration or you can make a ringed wall up to 20 feet in diameter

20 feet high

general command M;Concentration

S

general command M;24 hours;(a short reed or piece of straw)This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.;Wizard

S

  • casting time allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
    Until the spell ends
  • range you can ask the corpse up to 5 questions. The corpse knows only what it knew in life

  • components including the languages it knew. Answers are usually brief
  • duration cryptic

or repetitive

general command M;10 minutes;(Burning incense)You grant the semblance of life and intelligence to a corpse of your choice within range

S

  • casting time up to 1 hour;(a bit of bat fur)You create an invisible
  • range magical eye within range that hovers in the air for the duration.
    You mentally receive visual information from the eye

  • components which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
    As an action
  • duration you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move

but it can't enter another plane of existence. A solid barrier blocks the eye's movement

general command M;Concentration

S

  • casting time up to 1 minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
    If the target is native to the plane of existence you're on
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is native to a different plane of existence than the one you're on

the target is banished with a faint popping noise

general command M;Concentration

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time 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
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

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

S;1 hour;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time 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
  • range 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

  • components 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.;Wizard (XGE)
  • duration

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

S

  • casting time up to 1 minute;(three nut shells)This spell assaults and twists creatures' minds
  • range 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

  • components 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
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

general command M;Concentration

3;Wall of Sand;3rd level Evocation;1 action;90 feet;V 3;Wall of Sand;3rd level Evocation;1 action;90 feet;V
3;Wall of Water;3rd level Evocation;1 action;60 feet;V 3;Wall of Water;3rd level Evocation;1 action;60 feet;V
3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V
3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V 3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V
4;Arcane Eye;4th level Divination;1 action;30 feet;V 4;Arcane Eye;4th level Divination;1 action;30 feet;V
4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V
4;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V
4;Charm Monster;4th level Enchantment ;1 action;30 feet;V 4;Charm Monster;4th level Enchantment ;1 action;30 feet;V
4;Confusion;4th level Enchantment ;1 action;90 feet;V 4;Confusion;4th level Enchantment ;1 action;90 feet;V

S;Concentration

  • casting time which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them
  • range they defend themselves from hostile creatures

  • components but otherwise take no actions.
    The DM has the creatures' statistics.
    At Higher Levels: When you cast this spell using certain higher-level spell slots
  • duration you choose one of the summoning options above

and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .;Wizard

general command up to 1 hour;You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.
• One elemental of challenge rating 2 or lower
• Two elementals of challenge rating 1 or lower
• Four elementals of challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave

general command M;Concentration

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. ;Wizard

general command or one you can describe by stating distance and direction

S;Concentration

  • casting time and choose one of the following damage types - acid
  • range cold

  • components fire
  • duration lightning

or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type

general command up to 1 minute;Choose one creature you can see within range

S

  • casting time up to 1 minute;(a piece of tentacle from a giant octopus or a giant squid)Squirming
  • range ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration

  • components these tentacles turn the ground in the area into difficult terrain.
    When a creature enters the affected area for the first time on a turn or starts its turn there
  • duration the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
    A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success

it frees itself. ;Wizard

general command M;Concentration

S;Instantaneous;You convert raw materials into products of the same material. For example

  • casting time a rope from a patch of hemp
  • range and clothes from flax or wool.
    Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube

  • components or eight connected 5-foot cubes)
  • duration given a sufficient quantity of raw material. If you are working with metal

stone

or another mineral substance you can fabricate a wooden bridge from a clump of trees

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

or another mineral substance M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S;Concentration

or another mineral substance up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;Wizard

S

  • casting time a twig
  • range and a bit of green plant)You make natural terrain in a 150-foot cube in range look

  • components sound
  • duration and smell like some other sort of natural terrain. Thus

open fields or a road can be made to resemble a swamp

hill M;24 hours;(a stone

4;Conjure Minor Elementals;4th level Conjuration;1 minute;90 feet;V 4;Conjure Minor Elementals;4th level Conjuration;1 minute;90 feet;V
4;Control Water;4th level Transmutation;1 action;300 feet;V 4;Control Water;4th level Transmutation;1 action;300 feet;V
4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
4;Elemental Bane;4th level Transmutation;1 action;90 feet;V 4;Elemental Bane;4th level Transmutation;1 action;90 feet;V
4;Evard's Black Tentacles;4th level Conjuration;1 action;90 feet;V 4;Evard's Black Tentacles;4th level Conjuration;1 action;90 feet;V
4;Fabricate;4th level Evocation;10 minutes;120 feet;V 4;Fabricate;4th level Evocation;10 minutes;120 feet;V
4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V 4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V

S

  • casting time 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
  • range 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

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ;Wizard
  • duration

hill M;Instantaneous;(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

S

  • casting time 3 feet by 2 feet by 2 feet
  • range constructed from rare materials worth at least 5

  • components000 gp
  • duration and a Tiny replica made from the same materials worth at least 50 gp)You hide a chest

and all its contents

hill M;Instantaneous;(an exquisite chest

S

  • casting time up to 1 hour;(a bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration you know the direction of its movement.
    The spell can locate a specific creature known to you

or the nearest creature of a specific kind (such as a human or a unicorn)

hill M;Concentration

S

  • casting time a piece of bone
  • range and a thread)You conjure a phantom watchdog in an unoccupied space that you can see within range

  • components where it remains for the duration
  • duration until you dismiss it as an action

or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell

hill M;8 hours;(a tiny silver whistle

S

  • casting time a piece of opaque glass
  • range a wad of cotton or cloth

  • components and powdered chrysolite)You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
    When you cast the spell
  • duration you decide what sort of security the spell provides

choosing any or all of the following properties.
• Sound can't pass through the barrier at the edge of the warded area.
• The barrier of the warded area appears dark and foggy

hill M;24 hours;(a thin sheet of lead

S

  • casting time up to 1 minute;(a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save
  • range the creature is enclosed for the duration.
    Nothing

  • components not physical objects
  • duration energy

or other spell effects

can pass through the barrier M;Concentration

S;Concentration

  • casting time visible only to that creature. The target must make a Wisdom saving throw. On a failed save
  • range the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends

  • components the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save
  • duration the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

the damage increases by 1d10 for each slot level above 4th. ;Wizard

can pass through the barrier up to 1 minute;You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears

S

  • casting time up to 1 hour;(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
  • range 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

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form

can pass through the barrier M;Concentration

S;Concentration

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

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

greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.;Wizard (XGE)

can pass through the barrier up to 10 minutes;Dim

4;Ice Storm;4th level Evocation;1 action;300 feet;V 4;Ice Storm;4th level Evocation;1 action;300 feet;V
4;Leomund's Secret Chest;4th level Conjuration;1 action;Touch;V 4;Leomund's Secret Chest;4th level Conjuration;1 action;Touch;V
4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V
4;Mordenkainen's Faithful Hound;4th level Conjuration;1 action;30 feet;V 4;Mordenkainen's Faithful Hound;4th level Conjuration;1 action;30 feet;V
4;Mordenkainen's Private Sanctum;4th level Abjuration;10 minutes;120 feet;V 4;Mordenkainen's Private Sanctum;4th level Abjuration;10 minutes;120 feet;V
4;Otiluke's Resilient Sphere;4th level Evocation;1 action;30 feet;V 4;Otiluke's Resilient Sphere;4th level Evocation;1 action;30 feet;V
4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V 4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V
4;Polymorph;4th level Transmutation;1 action;60 feet;V 4;Polymorph;4th level Transmutation;1 action;60 feet;V
4;Sickening Radiance;4th level Evocation;1 action;120 feet;V 4;Sickening Radiance;4th level Evocation;1 action;120 feet;V

S

  • casting time which must be worked into roughly the desired shape of the stone object)You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So
  • range for example

  • components you could shape a large rock into a weapon
  • duration idol

or coffer

or make a small passage through a wall M;Instantaneous;(soft clay

S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Wizard

or make a small passage through a wall M;Concentration

S;Concentration

  • casting time 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
  • range 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

  • components the damage for each of its effects increases by 1d6 for each slot level above 4th.;Wizard (XGE)
  • duration

or make a small passage through a wall up to 1 minute;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

S

  • casting time up to 1 hour;(a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell
  • range choose Beholderkin

  • components Slaad
  • duration or Star Spawn. The creature resembles an aberration of that kind

which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(an ornate stone and metal lockbox worth at least 400 gp)You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell
  • range choose a material: Clay

  • components Metal
  • duration or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material

which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(air
  • range a pebble

  • components ash
  • duration and water inside a crystal vial worth at least 400 gp)You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell

choose an element: Air

Earth M;Concentration

S

  • casting time up to 1 hour;(a vial of blood from a humanoid killed within the past 24 hours)You utter foul words
  • range summoning one demon from the chaos of the Abyss. You choose the demon's type

  • components which must be one of challenge rating 5 or lower
  • duration such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range

and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon

Earth M;Concentration

S

  • casting time 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
  • range a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save

  • components 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
  • duration the initial damage increases by 2d4 for each slot level above 4th.;Wizard (XGE)

Earth M;Instantaneous;(a drop of giant slug bile)You point at a location within range

S

  • casting time up to 1 minute;(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
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

Earth M;Concentration

4;Stone Shape;4th level Transmutation;1 action;Touch;V 4;Stone Shape;4th level Transmutation;1 action;Touch;V
4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
4;Storm Sphere;4th level Evocation;1 action;150 feet;V 4;Storm Sphere;4th level Evocation;1 action;150 feet;V
4;Summon Aberration;4th-level conjuration;1 action;90 feet;V 4;Summon Aberration;4th-level conjuration;1 action;90 feet;V
4;Summon Construct;4th-level conjuration;1 action;90 feet;V 4;Summon Construct;4th-level conjuration;1 action;90 feet;V
4;Summon Elemental;4th-level conjuration;1 action;90 feet;V 4;Summon Elemental;4th-level conjuration;1 action;90 feet;V
4;Summon Greater Demon;4th level Conjuration;1 action;60 feet;V 4;Summon Greater Demon;4th level Conjuration;1 action;60 feet;V
4;Vitriolic Sphere;4th level Evocation;1 action;150 feet;V 4;Vitriolic Sphere;4th level Evocation;1 action;150 feet;V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V

S

  • casting time up to 1 minute;(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
  • range 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

  • components and a Large or smaller creature can choose to fail it. On a failed save
  • duration a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns

a restrained target can repeat the saving throw

Earth M;Concentration

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal

  • components event
  • duration or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase

a cryptic rhyme

Earth M;Instantaneous;(incense and a sacrificial offering appropriate to your religion

S;Concentration

  • casting time Large targets count as four objects
  • range 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

  • components 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
  • duration you can command any or all of them at the same time

issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn

or you can issue a general command up to 1 minute;Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects

S

  • casting time up to 1 minute;(an eggshell and a snakeskin glove)You create a Large hand of shimmering
  • range translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration

  • components and it moves at your command
  • duration mimicking the movements of your own hand.
    The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points

the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns

or you can issue a general command M;Concentration

S;Concentration

  • casting time 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
  • range 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

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

rolling along the surface of the ground. The vapors

being heavier than air up to 10 minutes;You create a 20-foot-radius sphere of poisonous

S

  • casting time 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
  • range the damage increases by 1d8 for each slot level above 5th. ;Wizard

being heavier than air M;Instantaneous;(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

S

  • casting time up to 1 hour;(burning incense for air
  • range soft clay for earth

  • components sulfur and phosphorus for fire
  • duration or water and sand for water)You call forth an elemental servant. Choose an area of air

earth

fire M;Concentration

the spirit of a long-dead sage

  • casting time make a DC 15 Intelligence saving throw. On a failure
  • range you take 6d6 psychic damage and are insane until you finish a long rest. While insane

  • components you can't take actions
  • duration can't understand what other creatures say

can't read

fire or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell

S;Concentration

  • casting time 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
  • range continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm

  • components moderate
  • duration or strong. If the wind is moderate or strong

ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong

fire up to 1 hour;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

4;Watery Sphere;4th level Conjuration;1 action;90 feet;V 4;Watery Sphere;4th level Conjuration;1 action;90 feet;V
4;Divination (ritual);4th level Divination;1 action;Self;V 4;Divination (ritual);4th level Divination;1 action;Self;V
5;Animate Objects;5th level Transmutation;1 action;120 feet;V 5;Animate Objects;5th level Transmutation;1 action;120 feet;V
5;Bigby's Hand;5th level Evocation;1 action;120 feet;V 5;Bigby's Hand;5th level Evocation;1 action;120 feet;V
5;Cloudkill;5th level Conjuration;1 action;120 feet;V 5;Cloudkill;5th level Conjuration;1 action;120 feet;V
5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V 5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V
5;Conjure Elemental;5th level Conjuration;1 minute;90 feet;V 5;Conjure Elemental;5th level Conjuration;1 minute;90 feet;V
5;Contact Other Plane (ritual);5th level Divination;1 minute;Self;V;1 minute;You mentally contact a demigod 5;Contact Other Plane (ritual);5th level Divination;1 minute;Self;V;1 minute;You mentally contact a demigod
5;Control Winds;5th level Transmutation;1 action;300 feet;V 5;Control Winds;5th level Transmutation;1 action;300 feet;V

S

  • casting time rope
  • range wood

  • components or something similar. You can also use this spell to create mineral objects such as stone
  • duration crystal

or metal. The object created must be no larger than a 5-foot cube

fire M;Special;(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

S;Concentration

  • casting time and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
    You can use a bonus action to mentally command the creatures you make with this spell
  • range issuing the same command to all of them. To receive the command

  • components a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn
  • duration or you can issue a general command

such as to guard a chamber or passageway against your foes. If you issue no commands

fire up to 1 hour;Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual)

S

  • casting time up to 1 minute;(a sunburst pendant worth at least 100gp)The Light of dawn shines down on a location you specify within range. Until the spell ends
  • range a 30-foot-radius

  • components 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
    When the cylinder appears
  • duration each creature in it must make a Constitution saving throw

taking 4d10 radiant damage on a failed save

fire M;Concentration

S;Concentration

  • casting time it has advantage on the saving throw.
    While the target is charmed
  • range 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)

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

Run over there

fire up to 1 minute;You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S

  • casting time a dab of ink
  • range and a writing quill plucked from a sleeping bird)This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep

  • components such as elves
  • duration can't be contacted by this spell. You

or a willing creature you touch

enters a trance state M;8 hours;(a handful of sand

S;Concentration

  • casting time 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
  • range the target takes 2d8 necrotic damage

  • components and the spell ends . On a failed save
  • duration the target takes 4d8 necrotic damage

and until the spell ends

enters a trance state up to 1 minute;A tendril of inky darkness reaches out from you

up to 1 minute;You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends

enters a trance state you can use a bonus action to teleport in this way again.;Wizard (XGE)

forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you

  • casting time it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions
  • range but no more than once each day. A creature that can't understand you is unaffected by the spell.
    You can issue any command you choose

  • components short of an activity that would result in certain death. Should you issue a suicidal command
  • duration the spell ends.
    You can end the spell early by using an action to dismiss it. A remove curse

greater restoration

enters a trance state it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you

S

  • casting time up to 1 minute;(a small
  • range 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

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Wizard

enters a trance state M;Concentration

5;Creation;5th level Illusion;1 minute;30 feet;V 5;Creation;5th level Illusion;1 minute;30 feet;V
5;Danse Macabre;5th level Necromancy;1 action;60 feet;V 5;Danse Macabre;5th level Necromancy;1 action;60 feet;V
5;Dawn;5th level Evocation;1 action;60 feet;V 5;Dawn;5th level Evocation;1 action;60 feet;V
5;Dominate Person;5th level Enchantment ;1 action;60 feet;V 5;Dominate Person;5th level Enchantment ;1 action;60 feet;V
5;Dream;5th level Illusion;1 minute;Special;V 5;Dream;5th level Illusion;1 minute;Special;V
5;Enervation;5th level Necromancy;1 action;60 feet;V 5;Enervation;5th level Necromancy;1 action;60 feet;V
5;Far Step;5th level Conjuration;1 bonus action;Self;V;Concentration 5;Far Step;5th level Conjuration;1 bonus action;Self;V;Concentration
5;Geas;5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range 5;Geas;5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range
5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V

up to 1 minute;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

  • casting time 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
  • range the target repeats the saving throw. It takes 4d6 fire damage on a failed save

  • components 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
  • duration the target is turned to ash.;Wizard (XGE)

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

S

  • casting time up to 1 hour;(a ruby worth at least 999 gp)Uttering a dark incantation
  • range you summon a devil from the Nine Hells. You choose the devil's type

  • components which must be one of challenge rating 6 or lower
  • duration such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.
    The devil is unfriendly toward you and your companions. Roll initiative for the devil

which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns

enters a trance state M;Concentration

S

  • casting time which the spell consumes
  • range and four ivory strips worth at least 50 gp each)Name or describe a person

  • components place
  • duration or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales

forgotten stories

enters a trance state M;Instantaneous;(incense worth at least 250 gp

up to 1 hour;You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration

  • casting time speak
  • range and behave in whatever way you choose.
    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action

  • components you can switch from using its senses to using your own
  • duration or back again. While you are using its senses

you are blinded and deafened in regard to your own surroundings. ;Wizard

enters a trance state but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture

S;Concentration

  • casting time it has advantage on the saving throw. On a failed save
  • range the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings

  • components though it can still hear you. If it takes any damage or is targeted by another spell
  • duration this spell ends

and none of the target's memories are modified.
While this charm lasts

enters a trance state up to 1 minute;You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature

M;Instantaneous;(a broken bone and a square of black silk)You send ribbons of negative energy at one creature you can see within range. Unless the target is undead

  • casting time taking 5d12 necrotic damage on a failed save
  • range or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.
    If you target an undead with this spell

  • components the target doesn't make a saving throw. Instead
  • duration roll 5d12. The target gains half the total as temporary hit points.;Wizard (XGE)

enters a trance state it mus t make a Constitution saving throw

S

  • casting time plaster
  • range or stone surface (such as a wall

  • components a ceiling
  • duration or a floor) within range

and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide

8 feet tall M;1 hour;(a pinch of sesame seeds)A passage appears at a point of your choice that you can see on a wooden

S

  • casting time000 gp
  • range which the spell consumes)With this spell

  • components you attempt to bind a celestial
  • duration an elemental

a fey

8 feet tall M;24 hours;(a jewel worth at least 1

S

  • casting time psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
    Until the spell ends
  • range the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance

  • components though it can't extend to other planes of existence. ;Wizard
  • duration

8 feet tall M;1 hour;(pieces of eggshell from two different kinds of creatures)You forge a telepathic link among up to eight willing creatures of your choice within range

5;Immolation;5th level Evocation;1 action;90 feet;V;Concentration 5;Immolation;5th level Evocation;1 action;90 feet;V;Concentration
5;Infernal Calling;5th level Conjuration;1 minute;90 feet;V 5;Infernal Calling;5th level Conjuration;1 minute;90 feet;V
5;Legend Lore;5th level Divination;10 minutes;Self;V 5;Legend Lore;5th level Divination;10 minutes;Self;V
5;Mislead;5th level Illusion;1 action;Self;S;Concentration 5;Mislead;5th level Illusion;1 action;Self;S;Concentration
5;Modify Memory;5th level Enchantment ;1 action;30 feet;V 5;Modify Memory;5th level Enchantment ;1 action;30 feet;V
5;Negative Energy Flood;5th level Necromancy;1 action;60 feet;V 5;Negative Energy Flood;5th level Necromancy;1 action;60 feet;V
5;Passwall;5th level Transmutation;1 action;30 feet;V 5;Passwall;5th level Transmutation;1 action;30 feet;V
5;Planar Binding;5th level Abjuration;1 hour;60 feet;V 5;Planar Binding;5th level Abjuration;1 hour;60 feet;V
5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V 5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V

S

  • casting time up to 10 minutes;(a focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw

8 feet tall M;Concentration

S;8 hours;This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new

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

  • components armor
  • duration weapons

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

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

S;Concentration

  • casting time 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
  • range such as Expertise

  • components that doubles its proficiency bonus.;Wizard (XGE)
  • duration

fat up to 1 hour;Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice. Until the spell ends

M;Instantaneous;(a melee weapon worth at least 1 sp)You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit

fat a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.;Wizard (XGE)

S;Instantaneous;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

  • casting time a target has muddled thoughts for 1 minute. During that time
  • range it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks

  • components 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
  • duration ending the effect on itself on a success.;Wizard (XGE)

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

S;Concentration

  • casting time and as your action each round for the duration
  • range you can exert your will on one creature or object that you can see within range

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

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

fat up to 10 minutes;You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell

M;1 round;(rare chalks and inks infused with precious gems with 50 gp

  • casting time 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
  • range guilds

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

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Wizard

fat which the spell consumes)As you cast the spell

S

  • casting time and choose one of the following effects.
    Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick
  • range flowing mud that remains for the spell's duration.
    The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement

  • components and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save
  • duration a creature sinks into the mud and is restrained

though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling

fat M;Until dispelled;(clay and water)You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range

S

  • casting time up to 10 minutes;(a pinch of powder made by crushing a clear gemstone)An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose
  • range as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet

  • components or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form
  • duration the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears

the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly

fat M;Concentration

5;Scrying;5th level Divination;10 minutes;Self;V 5;Scrying;5th level Divination;10 minutes;Self;V
5;Seeming;5th level Illusion;1 action;30 feet;V 5;Seeming;5th level Illusion;1 action;30 feet;V
5;Skill Empowerment;5th level Transmutation;1 action;Touch;V 5;Skill Empowerment;5th level Transmutation;1 action;Touch;V
5;Steel Wind Strike;5th level Conjuration;1 action;30 feet;S 5;Steel Wind Strike;5th level Conjuration;1 action;30 feet;S
5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V 5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V
5;Telekinesis;5th level Transmutation;1 action;60 feet;V 5;Telekinesis;5th level Transmutation;1 action;60 feet;V
5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V
5;Transmute Rock;5th level Transmutation;1 action;120 feet;V 5;Transmute Rock;5th level Transmutation;1 action;120 feet;V
5;Wall of Force;5th level Evocation;1 action;120 feet;V 5;Wall of Force;5th level Evocation;1 action;120 feet;V

S

  • casting time up to 10 minutes;(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
  • range vertically

  • components or diagonally. It can be free floating
  • duration or it can rest on a solid surface. The wall can be up to 60 feet long

10 feet high

fat M;Concentration

S

  • casting time up to 10 minutes;(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
  • range 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

  • components 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)
  • duration that creature can make a Dexterity saving throw. On a success

it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire

fat M;Concentration

S;Concentration

  • casting time one point within 10 feet of you and one point within 500 feet of you. A circular portal
  • range 10 feet in diameter

  • components opens over each point. If the portal would open in the space occupied by a creature
  • duration the spell fails

and the casting is lost.
The portals are two-dimensional glowing rings filled with mist

fat up to 10 minutes;You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see

S

  • casting time a piece of amber
  • range glass

  • components or crystal rod
  • duration 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

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

fat M;Instantaneous;(a bit of fur

S

  • casting time 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
  • range the damage increases by 2d6 for each slot level above 6th. ;Wizard

fat M;Instantaneous;(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

S

  • casting time500 gp)Choose a spell of 5th level or lower that you can cast
  • range that has a casting time of 1 action

  • components and that can target you. You cast that spell
  • duration called the contingent spell

as part of casting contingency

expending spell slots for both M;10 days;(a statuette of yourself carved from ivory and decorated with gems worth at least 1

S

  • casting time ash
  • range and mandrake root

  • components all of which the spell consumes
  • duration and a jewel-encrusted dagger worth at least 1

000 gp)While speaking an intricate incantation

expending spell slots for both M;Instantaneous;(clay

S

  • casting time one clay pot filled with brackish water
  • range and one 150 gp black onyx stone for each corpse.)You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
    As a bonus action on each of your turns

  • components you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures
  • duration you can command any or all of them at the same time

issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn

or you can issue a general command M;Instantaneous;(one clay pot filled with grave dirt

S

  • casting time an object
  • range or a creation of magical force

  • components 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
  • duration the target takes 10d6+40 force damage. If this damage reduces the target to 0 hit points

it is disintegrated.
A disintegrated creature and everything it is wearing and carrying

except magic items M;Instantaneous;(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

5;Wall of Light;5th level Evocation;1 action;120 feet;V 5;Wall of Light;5th level Evocation;1 action;120 feet;V
5;Wall of Stone;5th level Evocation;1 action;120 feet;V 5;Wall of Stone;5th level Evocation;1 action;120 feet;V
6;Arcane Gate;6th level Conjuration;1 action;500 feet;V 6;Arcane Gate;6th level Conjuration;1 action;500 feet;V
6;Chain Lightning;6th level Evocation;1 action;150 feet;V 6;Chain Lightning;6th level Evocation;1 action;150 feet;V
6;Circle of Death;6th level Necromancy;1 action;150 feet;V 6;Circle of Death;6th level Necromancy;1 action;150 feet;V
6;Contingency;6th level Evocation;10 minutes;Self;V 6;Contingency;6th level Evocation;10 minutes;Self;V
6;Create Homunculus;6th level Transmutation;1 hour;Touch;V 6;Create Homunculus;6th level Transmutation;1 hour;Touch;V
6;Create Undead;6th level Necromancy;1 minute;10 feet;V 6;Create Undead;6th level Necromancy;1 minute;10 feet;V
6;Disintegrate;6th level Transmutation;1 action;60 feet;V 6;Disintegrate;6th level Transmutation;1 action;60 feet;V

S

  • casting time000 gp)You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell
  • range you must use a different sapphire.
    At any time thereafter

  • components you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances
  • duration and the spell ends.
    If another creature is holding or carrying the item

crushing the sapphire doesn't transport the item to you

except magic items M;Until dispelled;(a sapphire worth 1

S;Concentration

  • casting time 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
  • range 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

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

this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns

except magic items up to 1 minute;For the spell's duration

S

  • casting time up to 1 minute;(a pinch of lime
  • range water

  • components and earth)You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh
  • duration the creature must make a Constitution saving throw. On a failed save

it is restrained as its flesh begins to harden. On a successful save

except magic items M;Concentration

S

  • casting time up to 1 minute;(a glass or crystal bead that shatters when the spell ends)An immobile
  • range 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

  • components even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier
  • duration but the spell has no effect on them. Similarly

the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher

except magic items M;Concentration

S

  • casting time a small measure of brimstone and oil
  • range a knotted string

  • components a small amount of umber hulk blood
  • duration and a small silver rod worth at least 10 gp)You create a ward that protects up to 2

500 square feet of floor space (an area 50 feet square

except magic items M;24 hours;(burning incense

S;Concentration

  • casting time 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
  • range 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

  • components or half as much damage on a successful one.;Wizard (XGE)
  • duration

except magic items up to 10 minutes;Flames race across your body

S;Concentration

  • casting time ice rimes your body
  • range 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

  • components 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.;Wizard (XGE)
  • duration

except magic items up to 10 minutes;Until the spell ends

S;Concentration

  • casting time bits of rock spread across your body
  • range and you gain the following benefits:
    • You have resistance to bludgeoning

  • components piercing
  • duration 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

but you can't end your movement there. If you do so

except magic items up to 10 minutes;Until the spell ends

S;Concentration

  • casting time wind whirls around you
  • range 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

  • components you fall
  • duration 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

or half as much damage on a successful one. If a Large or smaller creature fails the save

except magic items up to 10 minutes;Until the spell ends

6;Drawmij's Instant Summon (ritual);6th level Conjuration;1 minute;Touch;V 6;Drawmij's Instant Summon (ritual);6th level Conjuration;1 minute;Touch;V
6;Eyebite;6th level Necromancy;1 action;Self;V 6;Eyebite;6th level Necromancy;1 action;Self;V
6;Flesh to Stone;6th level Transmutation;1 action;60 feet;V 6;Flesh to Stone;6th level Transmutation;1 action;60 feet;V
6;Globe of Invulnerability;6th level Abjuration;1 action;Self (10-foot radius);V 6;Globe of Invulnerability;6th level Abjuration;1 action;Self (10-foot radius);V
6;Guards and Wards;6th level Abjuration;10 minutes;Touch;V 6;Guards and Wards;6th level Abjuration;10 minutes;Touch;V
6;Investiture of Flame;6th level Transmutation;1 action;Self;V 6;Investiture of Flame;6th level Transmutation;1 action;Self;V
6;Investiture of Ice;6th level Transmutation;1 action;Self;V 6;Investiture of Ice;6th level Transmutation;1 action;Self;V
6;Investiture of Stone;6th level Transmutation;1 action;Self;V 6;Investiture of Stone;6th level Transmutation;1 action;Self;V
6;Investiture of Wind;6th level Transmutation;1 action;Self;V 6;Investiture of Wind;6th level Transmutation;1 action;Self;V

S

  • casting time crystal
  • range reliquary

  • components or some other ornamental container worth at least 500 gp)Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container
  • duration you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container

either returning to your living body (and ending the spell) or attempting to possess a humanoids body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can't be possessed). The target must make a Charisma saving throw. On a failure

your soul moves into the target's body M;Until dispelled;(a gem

M;24 hours;(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

  • casting time immolate itself
  • range 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

  • components 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
  • duration the spell ends when the subject finishes what it was asked to do.
    You can also specify conditions that will trigger a special activity during the duration. For example

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

your soul moves into the target's body throw itself onto a spear

up to 1 minute;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

  • casting time and the spell ends. On a failed save
  • range the target takes 5d10 psychic damage

  • components 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
  • duration floating razors

or hideous maws filled with dripping teeth. Whatever form the illusion takes

your soul moves into the target's body the target takes 5d10 psychic damage

S

  • casting time up to 2 hours;(an iron blade and a small bag containing a mixture of soils - clay
  • range loam

  • components and sand)Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt
  • duration sand

or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation

create or fill in a trench M;Concentration

S

  • casting time where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save
  • range a creature takes 10d6 cold damage. On successful save

  • components it takes half as much damage.
    If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures)
  • duration it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
    You can refrain from firing the globe after completing the spell

if you wish. A small globe about the size of a sling stone

cool to the touch M;Instantaneous;(a small crystal sphere)A frigid globe of cold energy streaks from your fingertips to a point of your choice within range

up to 1 minute;Choose one creature that you can see within range. The target begins a comic dance in place - shuffling

  • casting time and capering for the duration. Creatures that can't be charmed are immune to this spell.
    A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell
  • range other creatures have advantage on attack rolls against it. As an action

  • components a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save
  • duration the spell ends. ;Wizard

cool to the touch tapping its feet

S

  • casting time a creature
  • range or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube

  • components and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
    When the condition you specify occurs
  • duration the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing

it disappears and remains dormant for 10 minutes. After this time

cool to the touch M;Until dispelled;You create an illusion of an object

which you take when a humanoid you can see within 60 feet of you dies;60 feet;V

  • casting time M;8 hours;(a tiny silver cage worth 100 gp)This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage
  • range which ends the spell. While you have a soul inside the cage

  • components you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time
  • duration it is released

and the spell ends. While a soul is trapped

cool to the touch S

S

  • casting time up to 1 hour;(humanoid blood inside a ruby vial worth at least 600 gp)You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell
  • range choose Demon

  • components Devil
  • duration or Yugoloth. The creature resembles a fiend of the chosen type

which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

cool to the touch M;Concentration

6;Magic Jar;6th level Necromancy;1 minute;Self;V 6;Magic Jar;6th level Necromancy;1 minute;Self;V
6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V 6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V
6;Mental Prison;6th level Illusion;1 action;60 feet;S;Concentration 6;Mental Prison;6th level Illusion;1 action;60 feet;S;Concentration
6;Move Earth;6th level Transmutation;1 action;120 feet;V 6;Move Earth;6th level Transmutation;1 action;120 feet;V
6;Otiluke's Freezing Sphere;6th level Evocation;1 action;300 feet;V 6;Otiluke's Freezing Sphere;6th level Evocation;1 action;300 feet;V
6;Otto's Irresistible Dance;6th level Enchantment ;1 action;30 feet;V;Concentration 6;Otto's Irresistible Dance;6th level Enchantment ;1 action;30 feet;V;Concentration
6;Programmed Illusion;6th level Illusion;1 action;120 feet;V 6;Programmed Illusion;6th level Illusion;1 action;120 feet;V
6;Soul Cage;6th level Necromancy;1 reaction 6;Soul Cage;6th level Necromancy;1 reaction
6;Summon Fiend;6th-level conjuration;1 action;90 feet;V 6;Summon Fiend;6th-level conjuration;1 action;90 feet;V

S

  • casting time up to 1 minute;(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide
  • range 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save

  • components a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save
  • duration it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    You can create a new line of radiance as your action on any turn until the spell ends.
    For the duration

a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;Wizard

cool to the touch M;Concentration

S

  • casting time up to 1 minute;(an object engraved with a symbol of the Outer Planes
  • range worth at least 500 gp)Uttering an incantation

  • components you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
    -You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
    -You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
    -Spectral wings appear on your back
  • duration giving you a flying speed of 40 feet.
    -You have a +2 bonus to AC.
    -All your weapon attacks are magical

and when you make a weapon attack

cool to the touch M;Concentration

S

  • casting time up to 10 minutes;(a few hairs from a bull)You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends
  • range you can't cast spells

  • components and you gain the following benefits:
    • You gain 50 temporary hit points. If any of these remain when the spell ends
  • duration they are lost.
    • You have advantage on attack rolls that you make with simple and martial weapons.
    • When you hit a target with a weapon attack

that target takes an extra 2d12 force damage.
• You have proficiency with all armor

shields M;Concentration

S

  • casting time is made from mushroom powder
  • range saffron

  • components and fat
  • duration 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

the creature has truesight

notices secret doors hidden by magic M;1 hour;(an ointment for the eyes that costs 25 gp

S

  • casting time up to 10 minutes;(a small piece of quartz)You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radium of up to 10 feet
  • range or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form

  • components the wall is 1 foot thick and lasts for the duration.
    If the wall cuts through a creature's space when it appears
  • duration the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save

the creature takes 10d6 cold damage

notices secret doors hidden by magic M;Concentration

S;1 hour;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

  • casting time the target takes 4d12 radiant damage. Whether you hit or miss
  • range the mote is expended. The spell ends early if you expend the last mote.
    If you have four or more motes remaining

  • components 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
  • duration 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

the number of motes created increases by two for each slot level above 7th.;Wizard (XGE)

notices secret doors hidden by magic make a ranged spell attack. On a hit

S

  • casting time up to 1 minute;(a tine ball of bat guano and sulfur)A beam of yellow light flashes from your pointing finger
  • range then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends

  • components either because your concentration is broken or because you decide to end it
  • duration the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save

or half as much damage on a successful one.
The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated

notices secret doors hidden by magic M;Concentration

S

  • casting time such as Oerth
  • range Toril

  • components Krynn
  • duration or Eberron. If the spell reaches its full duration

the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell

notices secret doors hidden by magic M;6 hours;(a magic item or a willing creature from the destination world)You and up to eight willing creatures within range fall unconscious for the spells' duration and experience visions of another world on the Material Plane

S;Up to 8 hours;You step into the border regions of the Ethereal Plane

  • casting time you can move in any direction. If you move up or down
  • range every foot of movement costs an extra foot. You can see and hear the plane you originated from

  • components but everything there looks gray
  • duration and you can't see anything more than 60 feet away.
    While on the Ethereal Plane

you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you

notices secret doors hidden by magic 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

6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V 6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V
6;Tasha's Otherworldly Guise;6th-level transmutation;1 bonus action;Self;V 6;Tasha's Otherworldly Guise;6th-level transmutation;1 bonus action;Self;V
6;Tenser's Transformation;6th level Transmutation;1 action;Self;V 6;Tenser's Transformation;6th level Transmutation;1 action;Self;V
6;True Seeing;6th level Divination;1 action;Touch;V 6;True Seeing;6th level Divination;1 action;Touch;V
6;Wall of Ice;6th level Evocation;1 action;120 feet;V 6;Wall of Ice;6th level Evocation;1 action;120 feet;V
7;Crown of Stars;7th level Evocation;1 action;Self;V 7;Crown of Stars;7th level Evocation;1 action;Self;V
7;Delayed Blast Fireball;7th level Evocation;1 action;150 feet;V 7;Delayed Blast Fireball;7th level Evocation;1 action;150 feet;V
7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V 7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V
7;Etherealness;7th level Transmutation;1 action;Self;V 7;Etherealness;7th level Transmutation;1 action;Self;V

S;Instantaneous;You send negative energy coursing through a creature that you can see within range

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

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

S

  • casting time500 gp)An immobile
  • range invisible

  • components cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
    A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
    A prison in the shape of a box can be up to 10 feet on a side
  • duration creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.
    When you cast the spell

any creature that is completely inside the cage's area is trapped. Creatures only partially within the area

notices secret doors hidden by magic M;1 hour;(ruby dust worth 1

S;10 days;You make terrain in an area up to 1 mile square look

  • casting time smell
  • range and even feel like some other sort of terrain. The terrain's general shape remains the same

  • components however. Open fields or a road could be made to resemble a swamp
  • duration hill

crevasse

notices secret doors hidden by magic sound

S

  • casting time a small piece of polished marble
  • range and a tiny silver spoon

  • components each item worth at least 5 gp)You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed
  • duration the portal is invisible.
    Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean

fresh

notices secret doors hidden by magic M;24 hours;(a miniature portal carved from ivory

S

  • casting time up to 1 minute;(a miniature platinum sword with a grip and pommel of copper and zinc
  • range worth 250 gp)You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
    When the sword appears

  • components you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends
  • duration you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. ;Wizard

notices secret doors hidden by magic M;Concentration

S

  • casting time metal rod worth at least 250 gp
  • range 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

  • components 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
  • duration and you appear in or near that destination. If you are trying to reach the City of Brass

for example

notices secret doors hidden by magic M;Instantaneous;(a forked

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

notices secret doors hidden by magic 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

S;Instantaneous;Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target

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

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

or half as much damage on a successful one.
6-Indigo: On a failed save

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

S

  • casting time up to 1 day;(a small replica of you made from materials worth at least 5 gp)You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before
  • range regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage

  • components it disappears
  • duration and the spell ends.
    You can use your action to move this illusion up to twice your speed

and make it gesture

speak M;Concentration

7;Finger of Death;7th level Necromancy;1 action;60 feet;V 7;Finger of Death;7th level Necromancy;1 action;60 feet;V
7;Forcecage;7th level Evocation;1 action;100 feet;V 7;Forcecage;7th level Evocation;1 action;100 feet;V
7;Mirage Arcane;7th level Illusion;10 minutes;Sight;V 7;Mirage Arcane;7th level Illusion;10 minutes;Sight;V
7;Mordenkainen's Magnificent Mansion;7th level Conjuration;1 minute;300 feet;V 7;Mordenkainen's Magnificent Mansion;7th level Conjuration;1 minute;300 feet;V
7;Mordenkainen's Sword;7th level Evocation;1 action;60 feet;V 7;Mordenkainen's Sword;7th level Evocation;1 action;60 feet;V
7;Plane Shift;7th level Conjuration;1 action;Touch;V 7;Plane Shift;7th level Conjuration;1 action;Touch;V
7;Power Word Pain;7th level Enchantment;1 action;60 feet;V;Instantaneous;You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer 7;Power Word Pain;7th level Enchantment;1 action;60 feet;V;Instantaneous;You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer
7;Prismatic Spray;7th level Evocation;1 action;Self (60 foot cone);V 7;Prismatic Spray;7th level Evocation;1 action;Self (60 foot cone);V
7;Project Image;7th level Illusion;1 action;500 miles;V 7;Project Image;7th level Illusion;1 action;500 miles;V

S

  • casting time up to 1 minute;(a lodestone and iron filings)This spell reverses gravity in a 50-foot-radius
  • range 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

  • components thus avoiding the fall.
    If some solid object (such as a ceiling) is encountered in this fall
  • duration falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything

it remains there

oscillating slightly M;Concentration

S

  • casting time emerald
  • range ruby

  • components and sapphire dust worth at least 5
  • duration000 gp

which the spell consumes)By means of this spell

oscillating slightly M;Until dispelled;(a powder composed of diamond

S

  • casting time fingernail clippings
  • range or other piece of that creature's body placed inside the snow or ice and powdered ruby worth 1

  • components500 gp
  • duration sprinkled over the duplicate and consumed by the spell)You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature

partially real and formed from ice or snow

oscillating slightly M;Until dispelled;(snow or ice in quantities sufficient to made a life-size copy of the duplicated creature some hair

S

  • casting time phosphorus
  • range and powdered diamond and opal with a total value of at least 1

  • components000 gp
  • duration which the spell consumes)When you cast this spell

you inscribe a harmful glyph either on a surface (such as a section of floor

a wall M;Until dispelled or triggered;(mercury

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

a wall to a destination you select. If you target an object

M;Concentration

  • casting time 30-foot-high cylinder centered on that point. Until the spell ends
  • range 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

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

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

a wall up to 1 minute;(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

S

  • casting time and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save
  • range or half as much damage on a successful one.
    Nonmagical plants in the area that aren't creatures

  • components such as trees and shrubs
  • duration wither and die instantly.;Wizard (XGE)

a wall M;Instantaneous;(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

S M;Concentration

  • casting time spells can't be cast
  • range summoned creatures disappear

  • components and even magic items become mundane. Until the spell ends
  • duration the sphere moves with you

centered on you.
Spells and other magical effects

a wall up to 1 hour;(a pinch of powdered iron or iron filings)A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere

S

  • casting time either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature
  • range such as red dragons

  • components goblins
  • duration or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
    Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it

the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target

a wall M;10 days;(either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)This spell attracts or repels creatures of your choice. You target something within range

7;Reverse Gravity;7th level Transmutation;1 action;100 feet;V 7;Reverse Gravity;7th level Transmutation;1 action;100 feet;V
7;Sequester;7th level Transmutation;1 action;Touch;V 7;Sequester;7th level Transmutation;1 action;Touch;V
7;Simulacrum;7th level Illusion;12 hours;Touch;V 7;Simulacrum;7th level Illusion;12 hours;Touch;V
7;Symbol;7th level Abjuration;1 minute;Touch;V 7;Symbol;7th level Abjuration;1 minute;Touch;V
7;Teleport;7th level Conjuration;1 action;10 feet;V;Instantaneous;This spell instantly transports you and up to eight willing creatures of your choice that you can see within range 7;Teleport;7th level Conjuration;1 action;10 feet;V;Instantaneous;This spell instantly transports you and up to eight willing creatures of your choice that you can see within range
7;Whirlwind;7th level Evocation;1 action;300 feet;V 7;Whirlwind;7th level Evocation;1 action;300 feet;V
8;Abi-Dalzim's Horrid Wilting;8th level Necromancy;1 action;150 feet;V 8;Abi-Dalzim's Horrid Wilting;8th level Necromancy;1 action;150 feet;V
8;Antimagic Field;8th level Abjuration;1 action;Self (10-foot-radius sphere);V 8;Antimagic Field;8th level Abjuration;1 action;Self (10-foot-radius sphere);V
8;Antipathy/Sympathy;8th level Enchantment ;1 hour;60 feet;V 8;Antipathy/Sympathy;8th level Enchantment ;1 hour;60 feet;V

S

  • casting time000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned
  • range which the spell consumes

  • components and a vessel worth at least 2
  • duration000 gp that has a sealable lid and is large enough to hold a Medium creature

such as a huge urn

coffin M;Instantaneous;(a diamond worth at least 1

S

  • casting time up to 8 hours;(burning incense and bits of earth and wood mixed in water)You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
    When you cast the spell
  • range you change the current weather conditions

  • components which are determined by the DM based on the climate and season.
    You can change precipitation
  • duration temperature

and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so

coffin M;Concentration

the door leads to a demiplane that appears to be an empty room 30 feet in each dimension

  • casting time the door disappears
  • range and any creatures or objects inside the demiplane remain trapped there

  • components as the door also disappears from the other side.
    Each time you cast this spell
  • duration you can create a new demiplane

or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally

coffin made of wood or stone. When the spell ends

S;Concentration

  • casting time it has advantage on the saving throw.
    While the creature is charmed
  • range 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)

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

Run over there

coffin up to 1 hour;You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S

  • casting time crystal
  • range glass

  • components or mineral spheres)You blast the mind of a creature that you can see within range
  • duration attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
    On a failed save

the creature's Intelligence and Charisma scores become 1. The creature can't cast spells

activate magic items M;Instantaneous;(a handful of clay

up to 1 minute;By gathering threads of shadow material from the Shadowfell

  • casting time as if it were a creature.
    When the illusion appears
  • range any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion

  • components it can repeat the saving throw
  • duration ending the effect on itself on a success.
    As a bonus action on your turn

you can move the illusion up to 60 feet. At any point during its movement

activate magic items you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space

S;Concentration

  • casting time each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save
  • range 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. ;Wizard

activate magic items up to 1 minute;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

M;Concentration

  • casting time as well as light c reated by spells of 8th level or lower
  • range can't illuminate the area.
    Shrieks

  • components gibbering
  • duration and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere

it must make a Wisdom saving throw

activate magic items up to 10 minutes;(a drop of pitch mixed with a drop of mercury)Magical darkness spreads from a point you choose with in range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light

S;Concentration

  • casting time it makes a DC 20 Intelligence check. If it succeeds
  • range it escapes

  • components and the spell ends (a minotaur or goristro demon automatically succeeds).
    When the spell ends
  • duration the target reappears in the space it left or

if that space is occupied

activate magic items up to 10 minutes;You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can use its action to attempt to escape. When it does so

8;Clone;8th level Necromancy;1 hour;Touch;V 8;Clone;8th level Necromancy;1 hour;Touch;V
8;Control Weather;8th level Transmutation;10 minutes;Self (5-mile radius);V 8;Control Weather;8th level Transmutation;10 minutes;Self (5-mile radius);V
8;Demiplane;8th level Conjuration;1 action;60 feet;S;1 hour;You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened 8;Demiplane;8th level Conjuration;1 action;60 feet;S;1 hour;You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened
8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V 8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V
8;Feeblemind;8th level Enchantment ;1 action;150 feet;V 8;Feeblemind;8th level Enchantment ;1 action;150 feet;V
8;Illusory Dragon;8th level Illusion;1 action;120 feet;S;Concentration 8;Illusory Dragon;8th level Illusion;1 action;120 feet;S;Concentration
8;Incendiary Cloud;8th level Conjuration;1 action;150 feet;V 8;Incendiary Cloud;8th level Conjuration;1 action;150 feet;V
8;Maddening Darkness;8th level Evocation;1 action;150 feet;V 8;Maddening Darkness;8th level Evocation;1 action;150 feet;V
8;Maze;8th level Conjuration;1 action;60 feet;V 8;Maze;8th level Conjuration;1 action;60 feet;V

S

  • casting time which the spell consumes)A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side
  • range and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.
    The fortress has four turrets with square bases

  • components each one 20 feet on a side and 30 feet tall
  • duration with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long

creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side

activate magic items M;Instantaneous;(a diamond worth at least 500 gp

S;24 hours;Until the spell ends

  • casting time any effect that would sense its emotions or read its thoughts
  • range divination spells

  • components and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.;Wizard
  • duration

activate magic items one willing creature you touch is immune to psychic damage

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. ;Wizard

activate magic items it is stunned. Otherwise

S

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

  • components it is no longer blinded.
    This spell dispels any darkness in its area that was created by a spell. ;Wizard
  • duration

activate magic items M;Instantaneous;(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

S

  • casting time you and the target can instantaneously share words
  • range images

  • components sounds
  • duration and other sensory messages with one another through the link

and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it. ;Wizard

activate magic items M;24 hours;(a pair of linked silver rings)You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.
Until the spell ends

S

  • casting time you must provide one jacinth worth at least 1
  • range000 gp and one ornately carved bar of silver worth at least 100 gp

  • components all of which the spell consumes)You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation
  • duration it doesn't need food or air and doesn't age.
    Your astral body resembles your mortal form in almost every way

replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you

activate magic items M;Special;(for each creature you affect with this spell

S;Concentration

  • casting time you can make up to two melee spell attacks with the blade
  • range each one against a creature

  • components loose object
  • duration or structure within 5 feet of the blade. On a hit

the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit

activate magic items up to 1 minute;You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell

S

  • casting time the target can't be surprised and has advantage on attack rolls
  • range ability checks

  • components and saving throws. Additionally
  • duration other creatures have disadvantage on attack rolls against the target for the duration.
    This spell immediately ends if you cast it again before its duration ends. ;Wizard

activate magic items M;8 hours;(a hummingbird feather)You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration

S

  • casting time up to 1 minute;(a diamond worth at least 5
  • range000 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

  • components 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
  • duration appearing in the unoccupied space nearest to the portal.
    Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
    When you cast this spell

you can speak the name of a specific creature (a pseudonym

title M;Concentration

8;Mighty Fortress;8th level Conjuration;1 minute;1 mile;V 8;Mighty Fortress;8th level Conjuration;1 minute;1 mile;V
8;Mind Blank;8th level Abjuration;1 action;Touch;V 8;Mind Blank;8th level Abjuration;1 action;Touch;V
8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of one creature you can see within range 8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of one creature you can see within range
8;Sunburst;8th level Evocation;1 action;150 feet;V 8;Sunburst;8th level Evocation;1 action;150 feet;V
8;Telepathy;8th level Evocation;1 action;Unlimited;V 8;Telepathy;8th level Evocation;1 action;Unlimited;V
9;Astral Projection;9th level Necromancy;1 hour;10 feet;V 9;Astral Projection;9th level Necromancy;1 hour;10 feet;V
9;Blade of Disaster;9th-level conjuration;1 bonus action;60 feet;V 9;Blade of Disaster;9th-level conjuration;1 bonus action;60 feet;V
9;Foresight;9th level Divination;1 minute;Touch;V 9;Foresight;9th level Divination;1 minute;Touch;V
9;Gate;9th level Conjuration;1 action;60 feet;V 9;Gate;9th level Conjuration;1 action;60 feet;V

S

  • casting time and a special component that varies according to the version of the spell you choose
  • range worth at least 500 gp per Hit Die of the target)You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell

  • components if it succeeds
  • duration it is immune to this spell if you cast it again. While affected by this spell

the creature doesn't need to breathe

eat M;Until dispelled;(a vellum depiction or a carved statuette in the likeness of the target

S

  • casting time up to 10 minutes;(a small piece of adamantine worth at least 500 gp
  • range which the spell consumes)You are immune to all damage until the spell ends.;Wizard (XGE)

eat M;Concentration

S

  • casting time up to 1 hour;(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
  • range 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

  • components if the target doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast

but the target retains its hit points M;Concentration

S;Instantaneous;Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save

but the target retains its hit points 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. ;Wizard

it dies. Otherwise

but the target retains its hit points the spell has no effect.;Wizard

S;10 minutes;A shimmering

  • casting time 30 feet high
  • range and 1 inch thick - entered on a point you can see within range. Alternatively

  • components you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature
  • duration the spell fails

and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there

but the target retains its hit points multicolored plane of light forms a vertical opaque wall - up to 90 feet long

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.;Wizard (XGE)
  • duration

but the target retains its hit points a target takes half as much damage and isn't stunned. If a target is killed by this damage

S

  • casting time up to 1 hour;(a jade circlet worth at least 1
  • range500 gp

  • components which you must place on your head before you cast the spell)You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead
  • duration and you must have seen the sort of creature at least once. You transform into an average example of that creature

one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature

but the target retains its hit points M;Concentration

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. ;Wizard

but the target retains its hit points during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period

9;Imprisonment;9th level Abjuration;1 minute;30 feet;V 9;Imprisonment;9th level Abjuration;1 minute;30 feet;V
9;Invulnerability;9th level Abjuration;1 action;Self;V 9;Invulnerability;9th level Abjuration;1 action;Self;V
9;Mass Polymorph;9th level Transmutation;1 action;120 feet;V 9;Mass Polymorph;9th level Transmutation;1 action;120 feet;V
9;Meteor Swarm;9th level Evocation;1 action;1 mile;V 9;Meteor Swarm;9th level Evocation;1 action;1 mile;V
9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;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 9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;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
9;Prismatic Wall;9th level Abjuration;1 action;60 feet;V 9;Prismatic Wall;9th level Abjuration;1 action;60 feet;V
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;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
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;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
9;Shapechange;9th level Transmutation;1 action;Self;V 9;Shapechange;9th level Transmutation;1 action;Self;V
9;Time Stop;9th level Transmutation;1 action;Self;V;Instantaneous;You briefly stop the flow of time for everyone but yourself. No time passes for other creatures 9;Time Stop;9th level Transmutation;1 action;Self;V;Instantaneous;You briefly stop the flow of time for everyone but yourself. No time passes for other creatures

S

  • casting time up to 1 hour;(a drop of mercury
  • range a dollop of gum arabic

  • components and a wisp of smoke)Choose one creature with at least 1 hit point or nonmagical object that you can see within range. You transform the creature into a different creature
  • duration the creature into an object

or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration

but the target retains its hit points M;Concentration

S;Concentration

  • casting time you create illusory creatures in their minds
  • range visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save

  • components a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears
  • duration manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns

it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save

but the target retains its hit points up to 1 minute;Drawing on the deepest fears of a group of creatures

S

  • casting time 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
  • range including costly components. The spell simply takes effect. Alternatively

  • components you can create one of the following effects of your choice.
    • You create one object of up to 25
  • duration000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension

and it appears in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points

but the target retains its hit points M;Instantaneous;Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud

9;True Polymorph;9th level Transmutation;1 action;30 feet;V 9;True Polymorph;9th level Transmutation;1 action;30 feet;V
9;Weird;9th level Illusion;1 action;120 feet;V 9;Weird;9th level Illusion;1 action;120 feet;V
9;Wish;9th level Conjuration;1 action;Self;V 9;Wish;9th level Conjuration;1 action;Self;V