You hurl a bubble of acid. Choose one creature within range,or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6),11th level (3d6) and 17th level (4d6).
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save,the target takes 1d6 cold damage,and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6),11th level (3d6),and 17th level (4d6).
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence,1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous,harmless sensory effect,such as a shower of sparks,a puff of wind,faint musical notes,or an odd odor.
• You instantaneously light or snuff out a candle,a torch,or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill,warm,or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color,a small mark,or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times,you can have up to three of its non-instantaneous effects active at a time,and you can dismiss such an effect as an action.
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct,up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water,provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times,you can have no more than two of its non-instantaneous effects active at a time,and you can dismiss such an effect as an action.
The spell captures some of the incoming energy,lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also,the first time you hit with a melee attack on your next turn,the target takes an extra 1d6 damage of the triggering type,and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the extra damage increases by 1d6 for each slot level above 1st.
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid,cold,fire,lightning,poison,or thunder for the type of orb you create,and then make a ranged spell attack against the target. If the attack hits,the creature takes 3d8 damage of the type you chose.
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 1st.
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.
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.
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners,and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the radius of the fog increases by 20 feet for each slot level above 1st.
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears,each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit,the target takes 1d10 piercing damage. Hit or miss,the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher,the cold damage increases by 1d6 for each slot level above 1st.
You touch a willing creature who isn't wearing armor,and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the spell creates one more dart for each slot above 1st.
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.
As you cast this spell,you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting,the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible,requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small,Medium,or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air,leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns,ending the effect on itself on a success. Alternatively,the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success,the restrained effect ends.
After the trap is triggered,the spell ends when no creature is
restrained by it.
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails,the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns,the target can make a Constitution saving throw. On a success,the spell ends.
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.
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
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.
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.
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.
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.
Three illusory duplicates of yourself appear in your space. Until the spell ends,the duplicates move with you and mimic your actions,shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration,roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates,you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates,you must roll an 8 or higher. With one duplicate,you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate,the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see,if it relies on senses other than sight,such as blindsight,or if it can perceive illusions as false,as with truesight.
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit,the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns,it can make a Constitution saving throw against the spell. On a success,the spell ends.
For the duration,you see invisible creatures and objects as if they were visible,and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Until the spell ends,one willing creature you touch gains the ability to move up,down,and across vertical surfaces and upside down along ceilings,while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Choose any creature,object,or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target,make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check,the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save,the target loses the ability to distinguish friend from foe,regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage,it can repeat the saving throw,ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target,it must choose the target at random from among the creatures it can see within range of the attack,spell,or other ability it's using. lf an enemy provokes an opportunity attack from the affected creature,the creature must make that attack if it is able to.
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends,the target falls if it is still aloft,unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you can target one additional creature for each slot level above 3rd.
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.
At your touch,all curses affecting one creature or object end. If the object is a cursed magic item,its curse remains,but the spell breaks its owner's attunement to the object so it can be removed or discarded.
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.
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover,when the target speaks,any creature that knows at least one language and can hear the target understands what it says.
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.
You create an invisible,magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye,which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action,you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move,but it can't enter another plane of existence. A solid barrier blocks the eye's movement,but the eye can pass through an opening as small as 1 inch in diameter.
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save,the creature is enclosed for the duration.
Nothing,not physical objects,energy,or other spell effects,can pass through the barrier,in or out,though a creature in the sphere can breathe there. The sphere is immune to all damage,and a creature or object inside can't be damaged by attacks or effects originating from outside,nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly,the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.
This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration,or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level,if it doesn't have a challenge rating). The target's game statistics,including mental ability scores,are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form,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.
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.
The target's gear melds into the new form. The creature can't activate,use,wield,or otherwise benefit from any of its equipment.
Dim,greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners,and it lasts until the spell ends.
When a creature moves into the spell's area for the first time on a turn or starts its turn there,that creature must succeed on a Constitution saving throw or take 4d10 radiant damage,and it suffers one level of exhaustion and emits a dim,greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
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.
Name or describe a person,place,or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales,forgotten stories,or even secret lore that has never been widely known. If the thing you named isn't of legendary importance,you gain no information.
The more information you already have about the thing,the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example,if you have a mysterious magic axe on hand,the spell might yield this information - Woe to the evildoer whose hand touches the axe,for even the haft slices the hand of the evil ones. Only a true Child of Stone,lover and beloved of Moradin,may awaken the true powers of the axe,and only with the sacred word Rudnogg on the lips.
You forge a telepathic link among up to eight willing creatures of your choice within range,psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
Until the spell ends,the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance,though it can't extend to other planes of existence.
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 1,000 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
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.
As you cast the spell,you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples,guilds,and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell,you learn the sigil sequences for two destinations on the Material Plane,determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
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.
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range,where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save,a creature takes 10d6 cold damage. On successful save,it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures),it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell,if you wish. A small globe about the size of a sling stone,cool to the touch,appears in your hand. At any time,you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It
shatters on impact,with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute,if the globe hasn't already shattered,it explodes.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher,the damage increases by 1d6 for each slot level above 6th