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S

  • casting time Up to 1 minute;You create up to four torch-sized lights within range
  • range making them appear as torches

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

each light sheds dim light in a 10-foot radius.;Druid

Druid M;Concentration

S;Instantaneous;As a bonus action on your turn

  • casting time and a light winks out if it exceeds the spells range.;Druid
  • range

Druid you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell

S;Concentration

  • casting time the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.;Druid
  • range

Druid up to 1 minute;You touch one willing creature. Once before the spell ends

ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit

  • casting time your teeth or fingernails return to normal.
    The spell's damage increases by 1d10 when you reach 5th level (2d10)
  • range 11th level (3d10)

  • components a nd 17th level (4d10).;Druid
  • duration

Druid the target takes 1d10 acid damage. After you make the attack

S

  • casting time up to 1 minute;(a miniature cloak)You touch one willing creature. Once before the spell ends
  • range the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.;Druid

Druid M;Concentration

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.;Druid

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

S

  • casting time you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon
  • range and the weapon's damage die becomes a d8. The weapon also becomes magical

  • components if it isn't already. The spell ends if you cast it again or if you let go of the weapon.;Druid
  • duration

Druid M;1 minute;The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration

S;Instantaneous;You release a blast of suns wrath against a creature within range. Make a ranged spell attack against the creature. On a hit

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

Druid the target takes 1d10 radiant damage. This spell's damage increases by 1d10 when you reach 5th level (2d10

S

  • casting time vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits
  • range the creature takes 1d6 piercing damage

  • components and if the creature is Large or smaller
  • duration you pull the creature up to 10 feet closer to you.
    This spell's damage increases by 1d6 when you reach 5th level (2d6)

11th level (3d6)

and 17th level (4d6). ;Druid M;Instantaneous;(the stem of a plant with thorns)You create a long

0;Dancing Lights;cantripevocation;1 action;120 ft;V 0;Dancing Lights;cantripevocation;1 action;120 ft;V
0;Druidcraft;Transmutation cantrip;1 action;30 feet;V 0;Druidcraft;Transmutation cantrip;1 action;30 feet;V
0;Guidance;Divination cantrip;1 action;Touch;V 0;Guidance;Divination cantrip;1 action;Touch;V
0;Primal Savagery;Transmutation cantrip;1 action;Self;S;Instantaneous;You channel primal magic to cause your teeth or fingernails to sharpen 0;Primal Savagery;Transmutation cantrip;1 action;Self;S;Instantaneous;You channel primal magic to cause your teeth or fingernails to sharpen
0;Resistance;Abjuration cantrip;1 action;Touch;V 0;Resistance;Abjuration cantrip;1 action;Touch;V
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;Shillelagh;Transmutation cantrip;1 bonus action;Touch;V 0;Shillelagh;Transmutation cantrip;1 bonus action;Touch;V
0;Solar Wrath;Evocation cantrip;1 action;60 feet;V 0;Solar Wrath;Evocation cantrip;1 action;60 feet;V
0;Thorn Whip;Transmutation cantrip;1 action;30 feet;V 0;Thorn Whip;Transmutation cantrip;1 action;30 feet;V

S

  • casting time the spell fails. Otherwise
  • range the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target

  • components the spell ends.
    At Higher Levels: When you cast this spell using a 2nd level spell slot or higher
  • duration you can affect one additional beast for each slot level above 1st. ;Druid

and 17th level (4d6). ;Druid M;24 hours;(a morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher

S

  • casting time up to 10 minutes;(a bit of fur wrapped in a cloth)You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends
  • range the link is active while you and the beast are within line of sight of each other. Through the link

  • components the beast can understand your telepathic messages to it
  • duration and it can telepathically communicate simple emotions and concepts back to you. While the link is active

the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.;Druid

and 17th level (4d6). ;Druid M;Concentration

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

and 17th level (4d6). ;Druid the healing increases by 1d8 for each slot level above 1st. ;Druid

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

  • casting time up to 10 minutes;(a yew leaf)For the duration
  • range you can sense the presence and location of poisons

  • components poisonous creatures
  • duration and diseases within 30 feet of you. You also identify the kind of poison

poisonous creature

1 inch of common metal M;Concentration

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.;Druid
  • 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 these plants turn the ground in the area into difficult terrain.
    A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success
  • range it frees itself.
    When the spell ends

  • components the conjured plants wilt away. ;Druid
  • duration

1 inch of common metal up to 1 minute;Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration

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.;Druid

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

up to 1 minute;Each object in a 20-foot cube within range is outlined in blue

  • casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it

  • components and the affected creature or object can't benefit from being invisible. ;Druid
  • duration

1 inch of common metal green

1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V 1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V
1;Beast Bond;1st level Divination;1 action;Touch;V 1;Beast Bond;1st level Divination;1 action;Touch;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Detect Poison and Disease;1st level Divination;1 action;Self;V 1;Detect Poison and Disease;1st level Divination;1 action;Self;V
1;Earth Tremor;1st level Evocation;1 action;10 feet;V 1;Earth Tremor;1st level Evocation;1 action;10 feet;V
1;Entangle;1st level Conjuration;1 action;90 feet;V 1;Entangle;1st level Conjuration;1 action;90 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;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration

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. ;Druid

1 inch of common metal 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 and the berry provides enough nourishment to sustain a creature for one day.
    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. ;Druid
  • range

1 inch of common metal M;Instantaneous;(a sprig of mistletoe)Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point

S;Concentration

  • casting time but it disappears if you teleport or you travel to a different plane of existence.;Druid
  • range

1 inch of common metal up to 8 hours;You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration

you name one major landmark

  • casting time mountain
  • range castle

  • components or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence
  • duration the spell fails. Otherwise

whenever you move toward the hand

1 inch of common metal such as a city

S

  • casting time it remains in place until you do and beckons for you to follow once every 1d4 minutes.;Druid
  • range

1 inch of common metal M;1 minute;If you dont move toward the hand

S

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

1 inch of common metal 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;Instantaneous;All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.;Druid

1 inch of common metal

S

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

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

or someone uses an action to shake or slap the sleeper awake. Subtract each creatures hit points from the total before moving on to the creature with the next lowest hit points. A creatures hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed arent affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

1 inch of common metal M;1 minute;(A pinch of fine 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

1 inch of common metal which the spell consumes)As you cast this spell

1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Goodberry;1st level Transmutation;1 action;Touch;V 1;Goodberry;1st level Transmutation;1 action;Touch;V
1;Guiding Hand;1st-level divination (ritual);1 minute;5 feet;V 1;Guiding Hand;1st-level divination (ritual);1 minute;5 feet;V
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;When the hand appears 1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;When the hand appears
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;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V 1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V
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

S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence

  • casting time beasts can give you information about nearby locations and monsters
  • range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you

  • components at the DM's discretion.;Druid
  • duration

1 inch of common metal but at minimum

S ;Instantaneous;A flash of light streaks down upon a creature of your choice within range. Make a ranged spell attack against the target. On a hit

  • casting time and is blinded until the end of your next turn. The blindness ends early if the target takes damage from a weapon attack or spell
  • range as the stardust blocking its eyes are swept away. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher

  • components the damage increases by 1d12 for every two slot levels above 1st.;Druid
  • duration

1 inch of common metal the target takes 2d12 radiant damage

S;1 action;You call out to the spirits of nature to aid you. When you cast this spell

  • casting time you know where they are
  • range and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again. If there is edible forage within range

  • components you know it and where to find it. If there is clean drinking water within range
  • duration you know it and where to find it. If there is suitable shelter for you and your companions with range

you know it and where to find it. Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones

put up tents choose one of the following effects: If there are any tracks on the ground within range

S

  • casting time you use an animal to deliver a message. Choose a Tiny beast you can see within range
  • range such as a squirrel

  • components a blue ray
  • duration or a bird. You specify a location

which you must have visited

put up tents M;24 hours;(a morsel of food)By means of this spell

S

  • casting time up to 1 hour;(a handful of oak bark)You touch a willing creature. Until the spell ends
  • range the target's skin has a rough

  • components bark-like appearance
  • duration and the target's AC can't be less than 16

regardless of what kind of armor it is wearing.;Druid

put up tents M;Concentration

up to 1 hour;You touch a willing beast. For the duration of the spell

  • casting time and continue to do so until you use your action to return to your normal senses.;Druid
  • range

put up tents you can use your action to see through the beast's eyes and hear what it hears

S;Concentration

  • casting time or be grappled for the spells duration. A grappled target can use its action to make a Dexterity saving throw. On a successful save
  • range the target forces itself out of the cyclone in an empty space within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher

  • components you conjure one additional cyclone beneath a target within range for every two slot levels above 2nd.;Druid
  • duration

put up tents up to 1 minute;A whirl of wind 5-foot wide and 15-foot high rushes up around a target within range. The target must make a successful Dexterity saving throw

S

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

put up tents 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

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

1;Speak with Animals (ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (ritual);1st level Divination;1 action;Self;V
1;Starfire;1st-level evocation;1 action;120 feet;V 1;Starfire;1st-level evocation;1 action;120 feet;V
1;Wild Cunning;2nd level Transmutation (ritual);1 action;120 feet;V 1;Wild Cunning;2nd level Transmutation (ritual);1 action;120 feet;V
2;Animal Messenger (ritual);2nd level Enchantment ;1 action;30 feet;V 2;Animal Messenger (ritual);2nd level Enchantment ;1 action;30 feet;V
2;Barkskin;2nd level Transmutation;1 action;Touch;V 2;Barkskin;2nd level Transmutation;1 action;Touch;V
2;Beast Sense (ritual);2nd level Divination;1 action;Touch;S;Concentration 2;Beast Sense (ritual);2nd level Divination;1 action;Touch;S;Concentration
2;Cyclone;2nd-level transmutation;1 action;60 feet;V 2;Cyclone;2nd-level transmutation;1 action;60 feet;V
2;Darkvision;2nd level Transmutation;1 action;Touch;V 2;Darkvision;2nd level Transmutation;1 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

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.;Druid

loose dirt M;Concentration

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. ;Druid

loose dirt M;Concentration

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Druid

loose dirt deafened

S

  • casting time you learn the direction and distance to the closest creature or plant of that kind within 5 miles
  • range if any are present.;Druid

loose dirt M;Instantaneous;(a bit of fur from a bloodhound)Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings

S

  • casting time up to 1 minute;(several seeds of any moonseed plant and a piece of opalescent feldspar)A silvery beam of pale light shines down in a 5-foot radius
  • range 40-foot-high cylinder centered on a point within range. Until the spell ends

  • components dim light fills the cylinder.
    When a creature enters the spell's area for the first time on a turn or starts its turn there
  • duration it is engulfed in ghostly flames that cause searing pain

and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save

loose dirt M;Concentration

S

  • casting time up to 1 hour;(ashes from a burned leaf of mistletoe and a sprig of spruce)A veil of shadows and silence radiates from you
  • range masking you and your companions from detection. For the duration

  • components each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.;Druid
  • duration

loose dirt M;Concentration

S;1 hour;You touch a creature. If it is poisoned

  • casting time you neutralize on poison that you know is present
  • range or you neutralize one at random.
    For the duration

  • components the target has advantage on saving throws against being poisoned
  • duration and it has resistance to poison damage. ;Druid

loose dirt you neutralize the poison. If more than one poison afflicts the target

S;Concentration

loose dirt 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.;Druid

2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;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
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Locate Animals or Plants (ritual);2nd level Divination;1 action;Self;V 2;Locate Animals or Plants (ritual);2nd level Divination;1 action;Self;V
2;Moonbeam;2nd level Evocation;1 action;120 feet;V 2;Moonbeam;2nd level Evocation;1 action;120 feet;V
2;Pass Without Trace;2nd level Abjuration;1 action;Self;V 2;Pass Without Trace;2nd level Abjuration;1 action;Self;V
2;Protection from Poison;2nd level Abjuration;1 action;Touch;V 2;Protection from Poison;2nd level Abjuration;1 action;Touch;V
2;Skywrite (ritual);2nd level Transmutation;1 action;Sight;V 2;Skywrite (ritual);2nd level Transmutation;1 action;Sight;V

S

  • casting time up to 10 minutes;(seven sharp thorns or seven small twigs
  • range each sharpened to a point)The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area

  • components it takes 2d4 piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. ;Druid
  • duration

loose dirt M;Concentration

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.;Druid

loose dirt 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

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 cant be affected by this spell again until it finishes a long rest. At higher level 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.;Druid
  • duration

loose dirt and up to three willing creatures of your choice that you can see within range fall unconscious for the spells 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;Concentration

  • casting time and it 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
  • range 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

  • components they defend themselves from hostile creatures
  • duration 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

you choose one of the summoning options above

loose dirt up to 1 hour;You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey

S;1 hour;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried

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

  • components the spell that created the darkness is dispelled. ;Druid
  • duration

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

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. ;Druid

loose dirt object

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. ;Druid

loose dirt 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

up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

loose dirt the Healing increases by 1d4 for each slot level above 3rd.;Druid

S;Instantaneous;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;Druid

loose dirt granting either immediate or long-term benefits.
If you cast this spell using 1 action

2;Spike Growth;2nd level Transmutation;1 action;150 feet;V 2;Spike Growth;2nd level Transmutation;1 action;150 feet;V
2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration 2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration
3;Catnap;3rd level Enchantment;1 action;30 feet;S 3;Catnap;3rd level Enchantment;1 action;30 feet;S
3;Conjure Animals;3rd level Conjuration;1 action;60 feet;V 3;Conjure Animals;3rd level Conjuration;1 action;60 feet;V
3;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;1 action;60 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V 3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V
3;Mass healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration 3;Mass healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration
3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V 3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V

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.;Druid

loose dirt up to 1 hour;For the duration

S

  • casting time which the spell consumes) You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell cant return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Druid

loose dirt M;Instantaneous;(Diamonds worth 300 gp

S;10 minutes;You imbue plants within 30 feet of you with limited sentience and animation

  • casting time gaining information about creatures that have passed
  • range weather

  • components and other circumstances.
    You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration
  • duration causing vines and branches to hinder pursuers

for example.
Plants might be able to perform other tasks on your behalf

loose dirt giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day

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 4th level or higher
  • range the damage increases by 1d6 for each slot level above 3rd.;Druid

loose dirt M;Instantaneous;(a rod of glass and a vial of water from a moonwell) A blast of moonlight bursts forward in a line 100 feet long and 5 feet wide out from you in a direction you choose. Each creature in the bursts path must make a Dexterity saving throw. A creature takes 8d6 radiant damage on a failed save

S

loose dirt 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.;Druid

S

  • casting time up to 1 minute;(a tiny fan and a feather of exotic origin)A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long
  • range 15 feet high

  • components and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
    When the wall appears
  • duration each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save

or half as much damage on a successful one.
The strong wind keeps fog

smoke M;Concentration

3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V
3;Speak with Plants;3rd level Transmutation;1 action;Self (30-foot radius);V 3;Speak with Plants;3rd level Transmutation;1 action;Self (30-foot radius);V
3;Starsurge;3rd-level evocation;1 action;Self (100-foot line);V 3;Starsurge;3rd-level evocation;1 action;Self (100-foot line);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;Wind Wall;3rd level Evocation;1 action;120 feet;V 3;Wind Wall;3rd level Evocation;1 action;120 feet;V