You summon a celestial of challenge rating 4 or lower,which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial,which has its own turns. It obeys any verbal commands that you issue to it (no action required by you),as long as they don't violate its alignment. If you don't issue any commands to the celestial,it defends itself from hostile creatures but otherwise takes no actions.
The DM has the celestial's statistics.
At Higher Levels: When you cast this spell using a 9th-level spell slot,you summon a celestial of challenge rating 5 or lower.
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,make a ranged spell attack. On a hit,the target takes 4d12 radiant damage. Whether you hit or miss,the mote is expended. The spell ends early if you expend the last mote.
If you have four or more motes remaining,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,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.
A beam of yellow light flashes from your pointing finger,then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends,either because your concentration is broken or because you decide to end it,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,the damage increases by 1d6.
If the glowing bead is touched before the interval has expired,the creature touching it must make a Dexterity saving throw. On a failed save,the spell ends immediately,causing the bead to erupt in flame. On a successful save,the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object,the spell ends,and the bead
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher,the base damage increases by 1d6 for each slot level above 7th.
You utter a divine word,imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save,a creature suffers an effect based on its current hit points.
• 50 hit points or fewer: deafened for 1 minute
• 40 hit points or fewer: deafened and blinded for 10 minutes
• 30 hit points or fewer: blinded,deafened,and stunned for 1 hour
• 20 hit points or fewer: killed instantly
Regardless of its current hit points,a celestial,an elemental,a fey,or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
You step into the border regions of the Ethereal Plane,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,you can move in any direction. If you move up or down,every foot of movement costs an extra foot. You can see and hear the plane you originated from,but everything there looks gray,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,unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane,allowing you to move through objects you perceive on the plaen you originated from.
When the spell ends,you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens,you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it,such as one of the Outer Planes.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher,you can target up to 3 willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
You send negative energy coursing through a creature that you can see within range,causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save,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,following your verbal orders to the best of its ability.
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes,which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save,or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose,plant life in the area is unaffected by this spell.
An immobile,invisible,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,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,or those too large to fit inside the area,are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage,it must first make a Charisma saving throw. On a success,the creature can use that magic to exit the cage. On a failure,the
creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane,blocking ethereal travel.
This spell can't be dispelled by dispel magic.
You make terrain in an area up to 1 mile square look,sound,smell,and even feel like some other sort of terrain. The terrain's general shape remains the same,however. Open fields or a road could be made to resemble a swamp,hill,crevasse,or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow,a precipice like a gentle slope,or a rock-strewn gully like a wide and smooth road.
Similarly,you can alter the appearance of structures,or add them where none are present. The spell doesn't disguise,conceal,or add creatures.
The illusion includes audible,visual,tactile,and olfactory elements,so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form,however,all other elements of the illusion remain,so while the creature is aware of the illusion's presence,the creature can still physically interact with the illusion.
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its 1 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,the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean,fresh,and warm.
You can create any floor plan you like,but the space can't exceed 50 cubes,each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a 9 course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. and their attire. They are completely obedient to your and their
attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform,but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things,clean,mend,fold clothes,light fires,serve food,pour wine,and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends,any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
When the sword appears,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,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.
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms,such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells,and you appear in or near that destination. If you are trying to reach the City of Brass,for example,you might arrive in its Street of Steel,before its Gate of Ashes,or looking at the city from across the Sea of Fire,at the DM's discretion.
Alternatively,if you know the sigil sequence of a teleportation circle on another plane of existence,this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported,they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit,the creature must make a Charisma saving throw. If the
creature fails the save,it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer,it is subject to crippling pain. Otherwise,the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain,any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls,ability checks,and saving throws,other than Constitution saving throws. Finally,if the target tries to cast a spell,it must first succeed on a Constitution saving throw,or the casting fails and the spell is wasted.
A target suffering this pain can make a Constitution saving throw at the end ofeach of its turns. On a successful save,the pain ends.
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,roll a d8 to determine which color ray affects it.
1-Red: The target takes 10d6 fire damage on a failed save,or half as much damage on a successful one.
2-Orange: The target takes 10d6 acid damage on a failed save,or half as much damage on a successful one.
3-Yellow: The target takes 10d6 lightning damage on a failed save,or half as much damage on a successful one.
4-Green: The target takes 10d6 poison damage on a failed save,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,the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times,the spell ends. If it fails its save three times,it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive,keep track of both until the
target collects three of a kind.
7-Violet: On a failed save,the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save,the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically,a creature that is on a plane that isn't its home plane is banished home,while other creatures are usually cast into the Astral or Ethereal planes.)
8-Special: The target is struck by two rays. Roll twice more,rerolling any 8.
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,regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage,it disappears,and the spell ends.
You can use your action to move this illusion up to twice your speed,and make it gesture,speak,and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn 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.
Physical interaction with the image reveals it to be an illusion,because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell
If a creature discerns the illusion for what it is,the creature can see through the image,and any noise it makes sounds hollow to the creature.
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell,the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target's severed body members (fingers,legs,tails,and so on),if any,are restored after 2 minutes. If you have the severed part and hold it to the stump,the spell instantaneously causes the limb to knit to the stump.
You touch a dead creature that has been dead for no more than a century,that didn't die of old age,and that isn't undead. If its soul is free and willing,the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't,however,remove magical diseases,curses,and the like,if such affects aren't removed prior to casting the spell,they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls,saving throws,and ability checks. Every time the target finishes a long rest,the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for 1 year or longer taxes you greatly. Until you finish a long rest,you can't cast spells again,and you have disadvantage on all attack rolls,ability checks,and saving throws.
This spell reverses gravity in a 50-foot-radius,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,thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall,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,for the duration.
At the end of the duration,affected objects and creatures fall back down.
By means of this spell,a willing creature or an object can be hidden away,safe from detection for the duration. When you cast the spell and touch the target,it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by the divination of spells.
If the target is a creature,it falls into a state of suspended animation. Time ceases to flow for it,and it doesn't grow older.
You can set a condition for the spell to end early. The condition can be anything you choose,but it must occur or be visible within 1 mile of the target. Examples include after 1,000 years or when the tarrasque awakes. This spells also ends if the target takes any damage.
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,and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original,but it has half the creature's hit point maximum and is formed without any equipment. Otherwise,the illusion uses all the statistics of the creature it duplicates.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands,moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful,so it never increases its level or other abilities,nor can it regain expended spell slots.
If the simulacrum is damaged,you can repair it in an alchemical laboratory,using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points,at which point it reverts to snow and
If you cast this spell again,any currently active duplicates you created with this spell are instantly destroyed.
When you cast this spell,you inscribe a harmful glyph either on a surface (such as a section of floor,a wall,or a table) or within an object that can be closed to conceal the glyph (such as a book,a scroll,or a treasure chest). If you choose a surface,the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object,that object must remain in its place,if the object is moved more than 10 feet from where you cast this spell,the glyph is broken,and the spell ends without being triggered.
The glyph is nearly invisible,requiring an Intelligence (Investigation) check against your spell save DC to find it. - - - - - You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface,the most typical triggers include touching or stepping on the glyph,removing another object covering it,approaching within a certain distance of it,or manipulating the object that holds it. For glyphs inscribed within an object,the most common triggers are opening the object,
within a certain distance of it,or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight),or physical kind (for example,the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph,such as those who say a certain password.
When you inscribe the glyph,choose 1 of the options below for its effect. Once triggered,the glyph glows,filling a 60-foot-radius sphere with dim light for 10 minutes,after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect,as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death: Each target must make a Constitution saving throw,taking 10d10 necrotic damage on a failed save,
or half as much damage on a successful save.
Discord: or half as much damage on a
Discord: Each target must make a Constitution saving throw. On a failed save,a target bickers and argues with other creatures for 1 minute. During this time,it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear: Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened,the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns,if able.
Hopelessness: Each target must make a Charisma saving throw. On a failed save,the target is overwhelmed with despair for 1 minute. During this time,it can't attack or target any creature with harmful abilities,spells,or other magical effects.
Insanity: Each target must make an Intelligence saving throw. On a failed save,the target is driven insane for 1 minute. An insane creature can't take actions,can't understand what other creatures say,can't read,and speaks only in gibberish.
The DM controls its movement,which is erratic.
Pain: Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep: Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning: Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
This spell instantly transports you and up to 8 willing creatures of your choice that you can see within range,or a single object that you can see within range,to a destination you select. If you target an object,it must be able to fit entirely inside a 10-foot cube,and it can't be held or carried by an unwilling creature. The destination you choose must be known to you,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 6 months,such as a book from a wizard's library,bed linen from a royal suite,or a chunk of marble from a Lich's secret tomb.
Very Familiar is a place you have been very often,a place you have carefully studied,or a place you can see when you cast the spell. Seen Casually is some place you have seen more than once but with which you aren't very familiar. Viewed Once is a place you have seen once,possibly using magic. Description is a place whose location and appearance you know through someone else's description,perhaps from a map.
False Destination is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion,or you are attempting to teleport to a familiar location that no longer exists.
On Target: You and your group (or the target object) appear where you want to go.
Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be travelled. For example,if you tried to travel 120 miles,landed off target,and rolled a 5 and 3 on the 2 d10s,then you would be off target by 15 percent,or 18 miles. The
DM determines the direction off target randomly by rolling a d8 and designating 1 as north,2 as north-east,3 as east,and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea,you could be in trouble.
Similar Area: You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory,for example,you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally,you appear in the closest similar place,but since the spell has no range limit,you could conceivably wind up anywhere on the plane.
Mishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage and the DM rerolls on the table to see where you wind up (multiple mishaps can occur,dealing damage each time).
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space,up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god,pantheon,or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple's appearance. The interior is enclosed by a floor,walls,and a roof,with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within,and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials,elementals,fey,fiends,or undead. If a creature of the chosen type attempts to enter the temple,that creature must make a Charisma saving throw. On a failed save,it can't enter the temple for 24 hours. Even if the creature can enter the temple,the
magic there hinders it. Whenever it makes an attack roll,an ability check,or a saving throw inside the temple,it must roll a d4 and subtract the number rolled from the d20 roll.
In addition,the sensors created by divination spells can't appear inside the temple,and creatures within can't be targeted by divination spells.
Finally,whenever any creature in the temple regains hit points from a spell of 1st level or higher,the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane,thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic,and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius,30-foot-high cylinder centered on that point. Until the spell ends,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,including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save,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,the creature is pulled 5 feet higher inside it,unless the creature is at the top. A restrained creature moves with the whirlwind and
falls when the spell ends,unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful,the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction.
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,and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save,or half as much damage on a successful one.
Nonmagical plants in the area that aren't creatures,such as trees and shrubs,wither and die instantly.
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns,you can use your actions to transform affected creatures into new forms.
The transformation lasts for the duration for each target,or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast,though the target retains its alignment and Intelligence,Wisdom,and Charisma scores. The target assumes the hit points of its new form,and when it reverts to its normal form,it returns to the number of hit point it had before it transformed. If it reverts as a result of dropping to 0 hit points,any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points,it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form,and it can't speak or cast spells.
The target's gear melds into the new form. The target can't activate,wield,or otherwise benefit
from any of its equipment.
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,spells can't be cast,summoned creatures disappear,and even magic items become mundane. Until the spell ends,the sphere moves with you,centered on you.
Spells and other magical effects,except those created by an artifact or a deity,are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed,it doesn't function,but the time it spends suppressed counts against its duration.
Targeted Effects: Spells and other magical effects,such as magic missile and charm person,that target a creature or an object in the sphere have no effect on that target.
Areas of Magic: The area of another spell or magical effect,such as fireball,can't extend into the sphere. If the sphere overlaps an area of magic,the part of the area that is covered by the sphere is suppressed. For
example,the flames created by a wall of fire are suppressed within the sphere,creating a gap in the wall if the overlap is large enough.
Spells: Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items: The properties and powers of magic items are suppressed in the sphere. For example,a +1 long sword in the sphere functions as a nonmagical long sword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example,if you fire a magic arrow or throw a magic spear at a target outside the sphere),the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel: Teleportation and planar travel fail to work in the sphere,whether the sphere is the destination or the departure point for such magical travel. A portal to another
location,world,or plane of existence,as well as an opening to an extradimensional space such as that created by the rope trick spells,temporarily closes while in the sphere.
Creatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic: Spells and magical effects such as dispel magic have no effect on the sphere. Likewise,the spheres created by different antimagic field spells don't nullify each other.
This spell attracts or repels creatures of your choice. You target something within range,either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature,such as red dragons,goblins,or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it,the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target,the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it,the creature is no longer
frightened,but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
Sympathy: The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it,the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so,it can't willingly move away from the target. If the target damages or otherwise harms an affected creature,the affected creature can make a Wisdom saving throw to end the effect,as described below.
Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it,the creature makes a Wisdom saving throw. ON a successful save,the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition,a
creature affected by the spells is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute,after which time it can be affected again.
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside as a sealed vessel and grows to full size and maturity after 120 days you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely,as long as its vessel remains undisturbed.
At any time after the clone matures,if the original creature dies,its soul transfers to the clone,provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality,memories,and abilities,but none of the original's equipment. The original creature's physical remains,if they still exist,become inert and can't thereafter be restored to life,since the creature's soul is elsewhere.
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell,you change the current weather conditions,which are determined by the DM based on the climate and season.
You can change precipitation,temperature,and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so,you can change the conditions again. When the spell ends,the weather gradually returns to normal. When you change the weather conditions,find a current condition on the following tables and change its stage by one,up or down. When changing the wind,you can change its direction.
Precipitation: Stage 1 - Clear Stage 2 - Light clouds Stage 3 - Overcast or ground fog Stage 4 - Rain,hail or snow Stage 5 - Torrential rain,driving hail or blizzard
Temperature: Stage 1 - Unbearable heat Stage 2 - Hot Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold Stage 6 -
Wind: Stage 1 - Calm Stage 2 - Moderate wind Stage 3 - Strong wind Stage 4 - Gale Stage 5 - Storm
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,the door leads to a demiplane that appears to be an empty room 30 feet in each dimension,made of wood or stone. When the spell ends,the door disappears,and any creatures or objects inside the demiplane remain trapped there,as the door also disappears from the other side.
Each time you cast this spell,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,if you know the nature and contents of a demiplane created by a casting of this spell by another creature,you can have the shadowy door connect to its demiplane instead.
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,it has advantage on the saving throw.
While the creature is charmed,you have a telepathic link with it as long as the 2 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
succeeds,the spell ends.
At Higher Levels: When you cast this spell with a 9th-level spell slot,the duration is concentration,up to 8 hours.
You create a seismic disturbance at a point on the ground that you can see within range. For the duration,an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save,the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it,each creature on the ground in the area must make a Dexterity saving throw. On a failed save,the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area,as determined by the DM.
Fissures: Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep,10 feet wide,and extends from one edge of
the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures: The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points,it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save,the creature takes 5d6 bludgeoning damage,is knocked prone,and is buried in the rubble,requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower,depending on the nature of the rubble. On a successful save,the creature takes half as much damage and doesn't fall prone or
You blast the mind of a creature that you can see within range,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,understand language,or communicate in any intelligible way. The creature can,however,identify its friends,follow them,and even protect them.
At the end of every 30 days,the creature can repeat its saving throw against this spell. If it succeeds on its saving throw,the spell ends.
The spell can also be ended by greater restoration,heal or wish.
Until the spell ends,when you make a Charisma check,you can replace the number you roll with a 15. Additionally,no matter what you say,magic that would determine if you are telling the truth indicates that you are being truthful.
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws,and other creatures have disadvantage on attack rolls against them until the spell ends. In addition,when a fiend or an undead hits an affected creature with a melee attack,the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
By gathering threads of shadow material from the Shadowfell,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,as if it were a creature.
When the illusion appears,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,it can repeat the saving throw,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,you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon,choose a damage type: acid,cold,fire,lightning,necrotic,or poison. Each creature in the cone must make an Intelligence saving throw,taking 7d6 damage of the chosen damage type on a failed save,or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff used to create it,but attacks miss it automatically,it succeeds on all saving throws,and it is immune to all damage and conditions. A creature that
uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is,the creature can see through it and has advantage on saving throws against its breath.
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,each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save,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.
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,as well as light c reated by spells of 8th level or lower,can't illuminate the area.
Shrieks,gibbering,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,taking 8d8 psychic damage on a failed save,or half as much damage on a successful one.
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can use its action to attempt to escape. When it does so,it makes a DC 20 Intelligence check. If it succeeds,it escapes,and the spell ends (a minotaur or goristro demon automatically succeeds).
When the spell ends,the target reappears in the space it left or,if that space is occupied,in the nearest unoccupied space.
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,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,each one 20 feet on a side and 30 feet tall,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,and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like,provided each room is at least 5 feet on each side. The floors of the keep
are connected by stone staircases,its walls are 6 inches thick,and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like,and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings,food,and other objects created by this spell crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.
The walls,turrets,and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.
After 7 days or when you cast this spell somewhere else,the fortress harmlessly crumbles and sinks back into
the ground,leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Until the spell ends,1 willing creature you touch is immune to psychic damage,any effect that would sense its emotions or read its thoughts,divination spells,and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
You speak a word of power that can overwhelm the mind of 1 creature you can see within range,leaving it dumbfounded. If the target has 150 hit points or fewer,it is stunned. Otherwise,the spell has no effect.
The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save,this stunning effect ends.
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save,a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save,it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save,it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.
You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.
Until the spell ends,you and the target can instantaneously share words,images,sounds,and other sensory messages with one another through the link,and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long,300 feet high,and 50 feet thick. The wall lasts for the duration.
When the wall appears,each creature within its area must make a Strength saving throw. On a failed save,a creature takes 6d10 bludgeoning damage,or half as much damage on a successful save.
At the start of each of your turns after the wall appears,the wall,along with any creatures in it,moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn,the wall's height is reduced by 50 feet,and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height,the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave,though,the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check,it can't move. A creature that moves out of the area falls to the
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,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,fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact,you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated,killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on
when casting this spell,your body and possessions are transported along the silver cord,allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body,nor do they persist when you return to it.
The spell ends for you and your companions when you use your action to dismiss it. When the spell ends,the affected creature returns to its physical body,and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points,the spell ends for that creature. If the spell ends and the silver cord is intact,the cord pulls the creature's astral form back to its body,ending its state of suspended animation.
If you are returned to your body prematurely,your companions remain in their astral forms and must find their own way
back to their bodies,usually by dropping to 0 hit points.
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration,the target can't be surprised and has advantage on attack rolls,ability checks,and saving throws. Additionally,other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its duration ends.
You 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,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,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,or nickname doesn't work). If that creature is on a plane other than the one you are on,the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You
gain no special power over the creature,and it is free to act as the DM deems appropriate. It might leave,attack you,or help you.
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell,if it succeeds,it is immune to this spell if you cast it again. While affected by this spell,the creature doesn't need to breathe,eat,or drink,and it doesn't age. Divination spells can't locate or perceive the target.
When you cast the spell,you choose one of the following forms of imprisonment.
Burial: The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere,nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining: Heavy chains,firmly rooted in the ground,hold the target in place. The target is restrained until the spell ends,and it can't move or be moved by any means until then.
The special component for this version of the spell is a fine
chain of precious metal.
Hedged Prison: The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth,a cage,a tower,or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment: The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in),but nothing else can pass through,even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large,transparent gemstone,such as a corundum,diamond,or ruby.
Slumber: The target falls asleep and can't be awoken.
The special component for this version of the spell consists of rare soporific
Ending the Spell: During the casting of the spell,in any of its versions,you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose,but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name,identity,or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level,class,or hit points.
A dispel magic spell can end the spell only if it is cast as a 9th-level spell,targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component,the target of the first casting is immediately freed from its binding.
You are immune to all damage until the spell ends.
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points,divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
You transform up to 10 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,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,if the target doesn't have a challenge rating). The target's game statistics,including mental ability scores,are replaced by the statistics of the chosen beast,but the target retains its hit points,alignment,and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it bas no more temporary hit points or it dies. If the spell ends before then,the creature loses all its temporary
hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of its new form. It can't speak,cast spells,or do anything else that requires hands or speech.
The target's gear melds into the new form. The target can't activate,use,wield,or otherwise benefit from any of its equipment.
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,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.
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed,frightened,paralyzed,or stunned,the condition ends. If the creature is prone,it can use its reaction to stand up. This spell has no effect on undead or constructs.
You utter a word of power that can compel 1 creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer,it dies. Otherwise,the spell has no effect.
A shimmering,multicolored plane of light forms a vertical opaque wall - up to 90 feet long,30 feet high,and 1 inch thick - entered on a point you can see within range. Alternatively,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,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,the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists of seven layers,each with a different color. When a creature attempts to reach into or pass through the wall,it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer,the creature must make a Dexterity saving throw or be affected by that layer's properties as described
The wall can be destroyed,also one layer at a time,in order from red to violet,by means specific to each layer. Once a layer is destroyed,it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall,but an antimagic field has no effect on it.
Red: The creature takes 10d6 fire damage on a failed save,or half as much damage on a successful one. While this layer is in place,nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
Orange: The creature takes 10d6 acid damage on a failed save,or half as much damage on a successful one. While this layer is in place,magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.
Yellow: The creature takes 10d6 lightning damage on a failed save,or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
Green: The creature takes 10d6 poison damage on a failed save,or half as much damage on a successful one. A passwall spell,or another spell of equal or greater level that can open a portal on a solid
surface,destroys this layer.
Blue: The creature takes 10d6 cold damage on a failed save,or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
Indigo: On a failed save,the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times,the spell ends. If it fails its save three times,it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive,keep track of both until the creature collects three of a kind.
While this layer is in place,spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
Violet: On a failed save,the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save,the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically,a creature that is on a plane that isn't its home plane is banished home,while other creatures are usually cast
into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.
You unleash the power of your mind to blast the intellect of up to 10 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,a target takes 14d6 psychic damage and is stunned. On a successful save,a target takes half as much damage and isn't stunned. If a target is killed by this damage,its head explodes,assuming it has one.
A stunned target can make an Intelligence saving throw at the end ofeach of its turns. On a successful save,the stunning effect ends.
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,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,though you retain your alignment and Intelligence,Wisdom,and Charisma scores You also retain all of your skill and saving throw proficiencies,in addition to gaining those of the creature,If the creature has the same proficiency as you,and the bonus listed in its statistics is higher than yours,use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal,you return to the number of hit points you had before you transformed. If you revert as a result of
dropping to 0 hit points,any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points,you aren't knocked unconscious.
You retain the benefit of any features from your class,race,or other source and can use them,provided that your new form is physically capable of doing so. You can't use any special senses you have (for example,darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform,you choose whether your equipment falls to the ground,merges into the new form,or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment,based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form,and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell's
duration,you can use your action to assume a different form following the same restrictions and rules for the original form,with one exception - if your new form has more hit pints than your current one,your hit points remain at their current value.
A churning storm cloud forms,centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area,thunder booms,and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save,a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell,the storm produces additional effects on your turn.
Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
Round 3: You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save,or half as much damage on a successful one.
Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured. Each
creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally,gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog,mists,and similar phenomena in the area whether mundane or magical.
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures,while you take 1d4+1 turns in a row,during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period,or any effects that you create during this period,affects a creature other than you or an object being worn or carried by someone other than you. In addition,the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
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,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,or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration,the transformation becomes permanent.
Shapechangers aren't affected by this spell. An unwilling creature can make a Wisdom saving throw,and if it succeeds,it isn't affected by this spell.
Creature into Creature: If you turn a creature into another kind of creature,the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level,if the target doesn't have a challenge rating). The target's game statistics,including mental ability scores,are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes the hit
points of its new form,and when it reverts to its normal form,the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points,any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points,it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form,and it can't speak,cast spells,or take any other action that requires hands or speech unless its new form is capable of such actions.
The target's gear melds into the new form. The creature can't activate,use,wield,or otherwise benefit from any of its equipment.
Object into Creature: You can turn an object into any kind of creature,as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it
moves. The DM has the creature's statistics and resolves all of its actions and movement.
If the spell becomes permanent,you no longer control the creature. It might remain friendly to you,depending on how you have treated it.
Creature into Object: If you turn a creature into an object,it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object,and the creature has no memory of time spent in this form,after the spell ends and it returns to its normal form.
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing,the creature is restored to life with all its hit points.
This spell closes all wounds,neutralizes any poison,cures all diseases,and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs.
The spell can even provide a new body if the original no longer exists,in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Drawing on the deepest fears of a group of creatures,you create illusory creatures in their minds,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,a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears,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,the spell ends for that creature.
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud,you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell,including costly components. The spell simply takes effect. Alternatively,you can create one of the following effects of your choice.
• You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension,and it appears in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points,and you end all effects on them described in the greater restoration spell.
• You grant up to ten creatures that you can see resistance to a damage type you choose.
• You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance,you could make yourself and all your companions immune to a lich's life drain attack.
• You undo a single recent event by forcing a reroll of any roll made within the last round (including your last
turn). Reality reshapes itself to accommodate the new result. For example,a wish spell could undo an opponent's successful save,a foe's critical hit,or a friend's failed save. You can force the reroll to be made with advantage or disadvantage,and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance,the greater the wish,the greater the likelihood that something goes wrong. This spell might simply fail,the effect you desire might only be partly achieved,or you might suffer some unforeseen consequence as a result of how you worded the wish. For example,wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive,effectively removing you from the game. Similarly,wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress,each time you cast a spell until
you finish a long rest,you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition,your Strength drops to 3,if it isn't 3 or lower already,for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity,your remaining recovery time decreases by 2 days. Finally,there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.