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Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV S
  • duration1 minute

A spectral 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 open an unlocked door or container stow or retrieve an item from an open container or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack activate magical items or carry more than 10 pounds.

Bard Conjuration cantrip

Vicious Mockery

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (thought it need not understand you) it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4) 11th level (3d4) and 17th level (4d4).

Bard Enchantment cantrip

Catapult

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous

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 stopping early if it impacts against a solid surface. If the object would strike a creature that creature must make a Dexterity saving throw. On a failed save the object strikes the target and stops moving. When the object strikes something 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 the maximum weight of objects that you can target with this spell increases by 5 pounds and the damage increases by 1d8 for each slot level above 1st.

Wizard (XGE) 1st level Transmutation

Charm Person

  • casting time1 action
  • range30 feet

  • componentsV S
  • duration1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw and does so with advantage if you or your companions are fighting it. If it fails the saving throw 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 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 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 1st level Enchantment

Command [1/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead if it doesn't understand your language or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so the DM determines how the target behaves. If the target can't follow your command the spell ends.
Approach: The target moves toward you by the shortest and most direct route ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft provided that it is able to do so. If it must move to stay aloft it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can affect one

Cleric (*)(Knowledge)(Order)(Blood) 1st level Enchantment

Command [2/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Cleric (*)(Knowledge)(Order)(Blood) 1st level Enchantment

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV S
  • duration1 hour

You make yourself including your clothing armor weapons and other belongings on your person 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 or in between. You can't change your body type so you must adopt a form that has the same basic arrangement of limbs. Otherwise the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example if you use this spell to add a hat to your outfit objects pass through the hat and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Wizard 1st level Illusion

Expeditious Retreat

  • casting time1 bonus action
  • rangeSelf

  • componentsV S
  • durationConcentration up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell and then as a bonus action on each of your turns until the spell ends you can take the Dash action.

Wizard 1st level Transmutation

Jump

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration1 minute

a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Wizard 1st level Transmutation

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Longstrider

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration1 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 you can target one additional creature for each slot level above 1st.

Wizard 1st level Transmutation

Sanctuary

  • casting time1 bonus action
  • range30 feet

  • componentsV S M
  • duration1 minute

a small silver mirror

You ward a creature within range against attack. Until the spell ends any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature this spell ends.

Cleric 1st level Abjuration

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV S
  • duration1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +5 bonus to AC including against the triggering attack and you take no damage from magic missile.

Wizard 1st level Abjuration

Sleep

  • casting time1 action
  • range90 feet

  • componentsV S M
  • duration1 minute

a pinch of find sand rose petals 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 each creature affected by this spell falls unconscious until the spell ends the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher roll an additional 2d8 for each slot level above 1st.

Cleric (Order) 1st level Enchantment

Thunderwave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV S
  • durationInstantaneous

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 a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save the creature takes half as much damage and isn't pushed.
In addition unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect 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 the damage increases by 1d8 for each slot level above 1st.

Cleric (Tempest) 1st level Evocation

Detect Thoughts [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 1 minute

a copper piece

For the duration you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language the creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper the target must make a Wisdom saving throw. If it fails you gain insight into its reasoning (if any) its emotional state and something that looms large in its mind (such as something it worries over loves or hates). If it succeeds the spell ends. Either way the target knows that you are probing into its mind and unless you shift your attention to another creature's thoughts the creature can use its action on its turn to make an

Wizard 2nd level Divination

Detect Thoughts [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 1 minute

a copper piece

Intelligence check contested by your Intelligence check if it succeeds the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration you can search for thoughts within 30 feet of you. The spell can penetrate barriers but 2 feet of rock 2 inches of any metal other than lead or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way you can read its thoughts for the rest of the duration as described above even if you can't see it but it must still be within range.

Wizard 2nd level Divination

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a small 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 the target can make another Wisdom saving throw. On a success the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Cleric (*)(Time)(Order)(Blood) 2nd level Enchantment

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration 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 you can target one additional creature for each slot level above 2nd.

Wizard 2nd level Illusion

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Levitate

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration 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 up to 20 feet 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) 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 you can use your action to move the target which must remain within the spell's range.
When the spell ends the target floats gently to the ground if it is still aloft.

Wizard 2nd level Transmutation

Mind Spike

  • casting time1 action
  • range60 feet

  • componentsS
  • durationConcentration 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 taking 3d8 psychic damage on a failed save or half as much damage on a successful one. On a failed save you also always know the target's location until the spell ends but only while the two of you are on the same plane of existence. While you have this knowledge the target can't become hidden from you and if it's invisible it gains no benefit from that condition against you.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d6 for each slot level above 2nd.

Wizard (XGE) 2nd level Divination

Phantasmal Force [1/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration 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 you create a phantasmal object creature 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 also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds the target realizes that the phantasm is an illusion and the spell ends.
While a target is affected by the spell the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall

Cleric (Madness) 2nd level Illusion

Phantasmal Force [2/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a bit of fleece

it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed it slipped or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly a phantasm created to appear as fire a pool of acid or lava can burn the target. Each round on your turn the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm provided that the illusion is of a creature or hazard that could logically deal damage such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Cleric (Madness) 2nd level Illusion

Shatter

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationInstantaneous

a chip of mica

A sudden loud ringing noise painfully intense erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save or half as much damage on a successful one. A creature made of inorganic material such as stone crystal or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher the damage increases by 1d8 for each slot level above 2nd.

Cleric (Tempest) 2nd level Evocation

Suggestion [1/2]

  • casting time1 action
  • range30 feet

  • componentsV M
  • durationConcentration 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 throw itself onto a spear immolate itself or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example you might suggest that a knight five her warhorse to the first beggar she meets. If the condition isn't met before the spell expires the activity isn't

Cleric (Knowledge) 2nd level Enchantment

Suggestion [2/2]

  • casting time1 action
  • range30 feet

  • componentsV M
  • durationConcentration up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

performed.
If you or any of your companions damage the target the spell ends.

Cleric (Knowledge) 2nd level Enchantment

Warding Bond

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration1 hour

a pair of platinum rings worth at least 50 gp each which you and target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you it gains a +1 bonus to AC and saving throws and it has resistance to all damage. Also each time it takes damage you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Cleric 2nd level Abjuration

Fear

  • casting time1 action
  • rangeSelf (30-foot cone)

  • componentsV S M
  • durationConcentration 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 a creature must take the Dash action and move away from you by the safest available route on each of its turns unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you the creature can make a Wisdom saving throw. On a successful save the spell ends for that creature.

Wizard 3rd level Illusion

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Haste

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends the target's speed is doubled it gains a +2 bonus to AC 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 Disengage Hide or Use an Object action.
When the spell ends the target can't move or take actions until after its next turn as a wave of lethargy sweeps over it.

Wizard 3rd level Transmutation

Hypnotic Pattern

  • casting time1 action
  • range120 feet

  • componentsS M
  • durationConcentration 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 the creature becomes charmed for the duration. While charmed by this spell 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 3rd level Illusion

Life Transference

  • casting time1 action
  • range30 feet

  • componentsV S
  • durationInstantaneous

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. AtHigher Levels. When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d8 for each slot level above 3rd.

Cleric (XGE) 3rd level Necromancy

Lightning Bolt

  • casting time1 action
  • rangeSelf (100-foot line)

  • componentsV S M
  • durationInstantaneous

a bit of fur and a rod of amber crystal 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 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 the damage increases by 1d6 for each slot above 3rd.

Wizard 3rd level Evocation

Nondetection

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration8 hours

a pinch of diamond dust worth 25 gp sprinkled over the target which the spell consumes

For the duration you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Wizard 3rd level Abjuration

Sending

  • casting time1 action
  • rangeUnlimited

  • componentsV S M
  • duration1 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 recognizes you as the sender if it knows you and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence but if the target is on a different plane than you there is a 5 percent chance that the message doesn't arrive.

Wizard 3rd level Evocation

Slow

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration 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 it takes a -2 penalty to AC and Dexterity saving throws and it can't use reactions. On its turn it can use either an action or a bonus action not both. Regardless of the creature's abilities or magic items it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action roll a d20. On an 11 or higher the spell doesn't take effect until the creature's next turn and the creature must use its action on that turn to complete the spell. If it can't the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save the effect ends for it.

Wizard 3rd level Transmutation

Vampiric Touch

  • casting time1 action
  • rangeSelf

  • componentsV S
  • durationConcentration 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 the target takes 3d6 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends you can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d6 for each slot level above 3rd.

Wizard 3rd level Necromancy

Confusion [1/2]

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 minute

three nut shells

This spell assaults and twists creatures' minds 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 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 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 this effect ends for that target.

Wizard 4th level Enchantment

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Confusion [2/2]

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 minute

three nut shells

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher the radius of the sphere increases by 5 feet for each slot above 4th.

Wizard 4th level Enchantment

Freedom of Movement

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration1 hour

a leather strap bound around the arm or a similar appendage

You touch a willing creature. For the duration the target's movement is unaffected by difficult terrain and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints such as manacles or a creature that has it grappled. Finally being underwater imposes no penalties on the target's movement or attacks.

Cleric (*)(War)(Time) 4th level Abjuration

Greater Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration 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 4th level Illusion

Locate Creature

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration 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 as long as that creature is within 1000 feet of you. If the creature is moving you know the direction of its movement.
The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form such as being under the effects of a polymorph spell this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Wizard 4th level Divination

Phantasmal Killer

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration 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 visible only to that creature. The target must make a Wisdom saving throw. On a failed save the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save 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 4th level Illusion

Stoneskin

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 hour

diamond dust worth 100 gp which the spell consumes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends the target has resistance to nonmagical bludgeoning piercing and slashing damage.

Wizard 4th level Abjuration

Bigby's Hand [1/3]

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

an eggshell and a snakeskin glove

You create a Large hand of shimmering translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration and it moves at your command 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 you can move the hand up to 60 feet and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller

Wizard 5th level Evocation

Bigby's Hand [2/3]

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

an eggshell and a snakeskin glove

you have advantage on the check. If you succeed the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller you have advantage on the check. While the hand is grappling the target you can use a bonus action to have the hand crush it. When you do so the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than

Wizard 5th level Evocation

Bigby's Hand [3/3]

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

an eggshell and a snakeskin glove

the hand's Strength score the target can move toward you through the hand's space but that space is difficult terrain for the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Wizard 5th level Evocation

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Dominate Person [1/2]

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration 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 it has advantage on the saving throw.
While the target is charmed you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required) which it does its best to obey. You can specify a simple and general course of action such as Attack that creature Run over there or Fetch that object. If the creature completes the order and doesn't receive further direction from you it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn the creature takes only the actions you choose and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction but this requires you to use your own reaction as well.
Each time the target takes damage it makes a new Wisdom saving throw against the spell. If the saving throw

Wizard 5th level Enchantment

Dominate Person [2/2]

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 1 minute

succeeds the spell ends.
At Higher Levels: When you cast this spell using a 6th-level spell slot the duration is concentration up to 10 minutes. When you use a 7th-level spell slot the duration is concentration up to 1 hour. When you use a spell slot of 8th level or higher the duration is concentration up to 8 hours.

Wizard 5th level Enchantment

Geas

  • casting time1 minute
  • range60 feet

  • componentsV
  • duration30 days

You place a magical command on a creature that you can see within range forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose short of an activity that would result in certain death. Should you issue a suicidal command the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse greater restoration or wish spell also ends it.
At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level the duration is 1 year. When you cast this spell using a spell slot of the spell lasts until it is ended by one of the spells mentioned above.

Wizard 5th level Enchantment

Hold Monster

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a small 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 the target can make another Wisdom saving throw. On a success the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Wizard 5th level Enchantment

Mislead

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationConcentration 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 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 speak 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 you can switch from using its senses to using your own or back again. While you are using its senses you are blinded and deafened in regard to your own surroundings.

Wizard 5th level Illusion

Modify Memory [1/2]

  • casting time1 action
  • range30 feet

  • componentsV S
  • durationConcentration 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 it has advantage on the saving throw. On a failed save the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings though it can still hear you. If it takes any damage or is targeted by another spell this spell ends and none of the target's memories are modified.
While this charm lasts you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event allow the target to recall the event with perfect clarity and exacting detail change its memory of the details of the event or create a memory of some other event.
You must speak to the target to describe how its memories are affected and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories the creature's memory isn't altered. Otherwise the modified memories take hold

Wizard 5th level Enchantment

Modify Memory [2/2]

  • casting time1 action
  • range30 feet

  • componentsV S
  • durationConcentration up to 1 minute

when the spell ends.
A modified memory doesn't necessarily affect how a creature behaves particularly if the memory contradicts the creature's natural inclinations alignment or beliefs. An illogical modified memory such as implanting a memory of how much the creature enjoyed dousing itself in acid is dismissed perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher you can alter the target's memories of an event that took place up to 7 days ago (6th level) 30 days ago (7th level) 1 year ago (8th level) or any time in the creature's past (9th level).

Wizard 5th level Enchantment

Scrying [1/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 10 minutes

a focus worth at least 1000 gp such as a crystal ball 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 which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell it can fail the saving throw voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection Likeness or picture -2. Possession or garment -4. Body part lock of hair bit of nail or the like -10.
On a successful save the target isn't affected and you can't use this spell against it again for 24 hours.
On a failed save the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous

Wizard 5th level Divination

Scrying [2/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 10 minutes

a focus worth at least 1000 gp such as a crystal ball a silver mirror or a font filled with holy water

orb about the size of your fist.
Instead of targeting a creature you can choose a location you have seen before as the target of this spell. When you do the sensor appears at that location and doesn't move.

Wizard 5th level Divination

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Steel Wind Strike

  • casting time1 action
  • range30 feet

  • componentsS M
  • durationInstantaneous

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 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) 5th level Conjuration

Synaptic Static

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationInstantaneous

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 or half as much damage on a successful one.
After a failed save a target has muddled thoughts for 1 minute. During that time it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks 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 ending the effect on itself on a success.

Wizard (XGE) 5th level Enchantment

Telekinesis [1/2]

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as your action each round for the duration you can exert your will on one creature or object that you can see within range causing the appropriate effect below. You can affect the same target round after round 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 you move the creature up to 30 feet in any direction including upward but not beyond the range of this spell. Until the end of your next turn the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object: You can try to move an object that weighs up to 1000 pounds. If the object isn't being worn or carried you automatically move it up to 30 feet in any direction but not beyond the range of this spell.
If the object is

Wizard 5th level Transmutation

Telekinesis [2/2]

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 10 minutes

worn or carried by a creature you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip such as manipulating a simple tool opening a door or a container stowing or retrieving an item from an open container or pouring the contents from a vial.

Wizard 5th level Transmutation

Wall of Force

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration 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 as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly however. The wall also extends into the Ethereal Plane blocking ethereal travel through the wall.

Wizard 5th level Evocation

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