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Acid Splash

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

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).

Wizard Conjuration cantrip

Chill Touch

  • casting time1 action
  • range120 feet

  • componentsV S
  • duration1 round

You create a ghostly skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit the target takes 1d8 necrotic damage and it can't regain hit points until the start of your next turn. Until then the hand clings to the target.
If you hit an undead target it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Wizard Necromancy cantrip

Create Bonfire

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 1 minute

You create a bonfire on ground that you can see within range. Until the spells ends the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Druid (XGE) Conjuration cantrip

Fire Bolt

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationInstantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10) 11th level (3d10) and 17th level (4d10).

Wizard Evocation cantrip

Frostbite

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

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).

Druid (XGE) Evocation cantrip

Gust

  • casting time1 action
  • range30 feet

  • componentsV S
  • durationInstantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:
? One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
? You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
? You create a harm less sensory effect using air such as causing leaves to rustle wind to slam shutters closed or your clothing to ripple in a breeze.

Druid (XGE) Transmutation cantrip

Infestation

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationInstantaneous

a living flea

You cause a cloud of mites fleas and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1 north: 2 south: 3 east: or 4 west. This movement doesn't provoke opportunity attacks and if the direction rolled is blocked the target doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).

Druid (XGE) Conjuration cantrip

Light

  • casting time1 action
  • rangeTouch

  • componentsV M
  • duration1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature that creature must succeed on a Dexterity saving throw to avoid the spell.

Wizard Evocation cantrip

Poison Spray

  • casting time1 action
  • range10 feet

  • componentsV S
  • durationInstantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12) 11th level (3d12) and 17 level (4d12).

Druid Conjuration cantrip

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Produce Flame

  • casting time1 action
  • rangeSelf

  • componentsV S
  • duration10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame although doing so ends the spell. When you cast this spell or as an action on a later turn you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Druid Conjuration cantrip

Ray of Frost

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit it takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Wizard Evocation cantrip

Shocking Grasp

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationInstantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit the target takes 1d8 lightning damage and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Wizard Evocation cantrip

Thorn Whip

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationInstantaneous

the stem of a plant with thorns

You create a long vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits the creature takes 1d6 piercing damage and if the creature is Large or smaller you pull the creature up to 10 feet closer to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).

Druid Transmutation cantrip

Thunderclap

  • casting time1 action
  • range5 feet

  • componentsS
  • durationInstantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range other than you must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).

Druid (XGE) Evocation cantrip

Burning Hands

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

  • componentsV S
  • durationInstantaneous

As you hold your hands with thumbs touching and fingers spread a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher circles: When you cast this spell using a spell slot of 2nd circle or higher the damage increases by 1d6 for each slot circle above 1st.

Wizard 1st circle Evocation

Catapult

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground stopping early if it impacts against a solid surface. If the object would strike a creature that creature must make a Dexterity saving throw. On a failed save the object strikes the target and stops moving. When the object strikes something the object and what it strikes each take 3d8 bludgeoning damage.
At Higher circles: When you cast this spell using a spell slot of 2nd circle or higher the maximum weight of objects that you can target with this spell increases by 5 pounds and the damage increases by 1d8 for each slot circle above 1st.

Wizard (XGE) 1st circle Transmutation

Earth Tremor

  • casting time1 action
  • range10 feet

  • componentsV S
  • durationInstantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone it becomes difficult terrain until cleared with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 2nd circle or higher the damage increases by 1d6 for each slot circle above 1st.

Druid (XGE) 1st circle Evocation

Entangle

  • casting time1 action
  • range90 feet

  • componentsV S
  • durationConcentration up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success it frees itself.
When the spell ends the conjured plants wilt away.

Druid 1st circle Conjuration

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Fog Cloud

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 1 hour

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 circle or higher the radius of the fog increases by 20 feet for each slot circle above 1st.

Druid 1st circle Conjuration

Grease

  • casting time1 action
  • range60 feet

  • componentsV S M
  • duration1 minute

a bit of pork rind or butter

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Wizard 1st circle Conjuration

Magic Missile

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationInstantaneous

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 circles: When you cast this spell using a spell slot of 2nd circle or higher the spell creates one more dart for each slot above 1st.

Wizard 1st circle Evocation

Snare [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsS M
  • duration8 hours

25 feet of rope which the spell consumes

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

Druid (XGE) 1st circle Abjuration

Snare [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsS M
  • duration8 hours

25 feet of rope which the spell consumes

restrained by it.

Druid (XGE) 1st circle Abjuration

Thunderwave

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

  • componentsV S
  • durationInstantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save the creature takes half as much damage and isn't pushed.
In addition unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd circle or higher the damage increases by 1d8 for each slot circle above 1st.

Druid 1st circle Evocation

Phantasmal Duplicates

  • casting time 1 action
  • range Self

  • components V S M
  • duration 1 minute

A small clay figurine

You magically create three illusory duplicates of yourself. The duplicates move with it and mimic your actions shifting position so as to make it impossible to track which is the real you
Whenever any creature targets you with an attack or a harmful spell while a duplicate remains that creature rolls randomly (d8 d6 or d4 depending on how many duplicates are left 1 or 2 will hit you) to determine whether it targets you or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has your AC and uses your saving throws. If an attack hits a duplicate or if a duplicate fails a saving throw against an effect that deals damage the duplicate disappears.

Wizard (Homebrew) 2nd circle Illusion

Blindness/Deafness

  • casting time1 action
  • range30 feet

  • componentsV
  • duration1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails 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 circle or higher you can target one additional creature for each slot circle above 2nd.

Druid (Rot) 2nd circle Necromancy

Cloud of Daggers

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a sliver of glass

You fill the air with spinning daggers in a cube 5 feet on each side centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
At Higher circles: when you cast this spell using a spell slot of 3rd circle or higher the damage increases by 2d4 for each slot circle above 2nd.

Wizard 2nd circle Conjuration

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Darkness

  • casting time1 action
  • range60 feet

  • componentsV M
  • durationConcentration up to 10 minutes

bat fur and a drop of pitch or piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object such as a bowl or a helm blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower the spell that created the light is dispelled.

Druid (Swamp) 2nd circle Evocation

Dust Devil

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a pinch of dust

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save the creature takes half as much damage and isn't pushed.
As a bonus action you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand dust loose dirt or light gravel it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels: When you cast this spell using a spell slot of 3rd circle or higher the damage increases by 1d8 for each slot circle above 2nd.

Druid (XGE) 2nd circle Conjuration

Gust of Wind

  • casting time1 action
  • rangeSelf (60-foot line)

  • componentsV S M
  • durationConcentration up to 1 minute

a legume seed

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor and it extinguishes candles torches and similar unprotected flames in the area. It causes protected flames such as those of lanterns to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends you can change the direction in which the line blasts from you.

Druid (*)(Sky)(Swarm) 2nd circle Evocation

Heat Metal

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a piece of iron and a flame

Choose a manufactured metal object such as a metal weapon or a suit of heavy or medium metal armor that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd circle or higher the damage increases by 1d8 for each slot above 2nd.

Druid 2nd circle Transmutation

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a small straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns the target can make another Wisdom saving throw. On a success the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd circle or higher you can target on additional humanoid for each slot circle above 2nd. The humanoids must be within 30 feet of each other when you target them.

Druid (*)(Arctic) 2nd circle Enchantment

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 hour

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd circle or higher you can target one additional creature for each slot circle above 2nd.

Druid (Grassland) 2nd circle Illusion

Melf's Acid Arrow

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationInstantaneous

powdered rhubarb leaf and an adder's stomach

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd circle or higher the damage (both initial and later) increases by 1d4 for each slot circle above 2nd.

Druid (Swamp) 2nd circle Evocation

Moonbeam

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

several seeds of any moonseed plant and a piece of opalescent feldspar

A silvery beam of pale light shines down in a 5-foot radius 40-foot-high cylinder centered on a point within range. Until the spell ends dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there it is engulfed in ghostly flames that cause searing pain and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell you can use an action to move the beam 60 feet in any direction.
At Higher Levels: When you cast this spell using a spell slot of 3rd circle or higher the damage increases by 1d10 for each slot circle above 2nd.

Druid (*)(Twilight) 2nd circle Evocation

Phantasmal Force [1/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a bit of fleece

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save you create a phantasmal object creature or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound temperature and other stimuli also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds the target realizes that the phantasm is an illusion and the spell ends.
While a target is affected by the spell the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall

Wizard 2nd circle Illusion

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Phantasmal Force [2/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a bit of fleece

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

Wizard 2nd circle Illusion

Ray of Enfeeblement

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit 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.

Druid (Twilight)(Rot) 2nd circle Necromancy

Shatter

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationInstantaneous

a chip of mica

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

Druid (Sky) 2nd circle Evocation

Silence (ritual)

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 10 minutes

For the duration no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Druid (Desert) 2nd circle Illusion

Spike Growth

  • casting time1 action
  • range150 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

seven sharp thorns or seven small twigs each sharpened to a point

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Druid (*)(Mountain)(Arctic) 2nd circle Transmutation

Warding Wind

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
? It deafens you and other creatures in its area.
? It extinguishes unprotected flames in its area that are torch-sized or smaller.
? It hedges out vapor gas and fog that can be dispersed by strong wind.
? The area is difficult terrain for creatures other than you.
? The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Druid (XGE) 2nd circle Evocation

Web

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 hour

a bit of spider web

You conjure a mass of thick sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor wall or ceiling the conjured web collapses on itself and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round dealing 2d4 fire damage to any creature that starts its turn in the fire.

Druid (Underdark)(Swarm) 2nd circle Conjuration

Bestow Curse [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 minute

You touch a creature and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell choose the nature of the curse from the following options.

Choose one ability score. While cursed the target has disadvantage on ability checks and saving throws made with that ability score.

While cursed the target has disadvantage on attack rolls against you.

While cursed the target must make a Wisdom saving throw at the start of each of its turns. If it fails it wastes its action that turn doing nothing.

While the target is cursed your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option you may choose an alternative curse effect but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher circles: If you cast this spell using a spell slot of 4th circle or higher the duration is concentration up to 10 minutes. If you use a spell slot of 5th circle or higher the duration is 8 hours. If you use a spell slot of 7th circle or higher the duration is 24 hours. If you use a 9th

Wizard 3rd circle Necromancy

Bestow Curse [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 minute

circle spell slot the spell lasts until it is dispelled. Using a spell slot of 5th circle or higher grants a duration that doesn't require concentration.

Wizard 3rd circle Necromancy

2 2
2 2
2 2
2 2
2 2
2 2
2 2
3 3
3 3

Call Lightning

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example if you are in a room that can't accommodate the cloud).
When you cast the spell choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save or half as much damage on a successful one. On each of your turns until the spell ends you can use your action to call down lightning in this way again targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell the spell gives you control over the existing storm instead of creating a new one. Under such conditions the spell's damage increases by 1d10.
At Higher Levels: When you cast this spell using a spell slot of 4th circle or higher circle the damage increases by 1d10 for each slot circle above 3rd.

Druid (*)(Forest) 3rd circle Conjuration

Counterspell

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd circle or lower its spell fails and has no effect. If it is casting a spell of 4th circle or higher make an ability check using your spellcasting ability. The DC equals 10 + the spell's circle. On a success the creature's spell fails and has no effect.
At Higher circles: When you cast this spell using a spell slot of 4th circle or higher the interrupted spell has no effect if its circle is less than or equal to the circle of the spell slot you used.

Wizard 3rd circle Abjuration

Daylight

  • casting time1 action
  • range60 feet

  • componentsV S
  • duration1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried the light shines from the object with and moves with it. Completely covering the affected object with an opaque object such as a bowl or a helm blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of or lower the spell that created the darkness is dispelled.

Druid (*)(Grassland)(Sun) 3rd circle Evocation

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationInstantaneous

Choose any creature object or magical effect within range. Any spell of 3rd circle or lower on the target ends. For each spell of 4th circle 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 circle or higher you automatically end the effects of a spell on the target if the spell's circle is equal to or less than the circle of the spell slot you used.

Druid 3rd circle Abjuration

Erupting Earth

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationInstantaneous

a piece of obsidian

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save or half as much damage on a successful one. Additionally the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 4th circle or higher the damage increases by 1d12 for each slot circle above 3rd.

Druid (XGE) 3rd circle Transmutation

Fireball

  • casting time1 action
  • range150 feet

  • componentsV S M
  • durationInstantaneous

a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th circle or higher the damage increases by 1d6 for each slot circle above 3rd.

Druid (Sun)(Wildfire) 3rd circle Evocation

Glyph of Warding [1/4]

  • casting time1 hour
  • rangeTouch

  • componentsV S M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp which the spell consumes

When you cast this spell you inscribe a glyph that harms other creatures either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book a scroll or a treasure chest) to conceal the glyph. 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 and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface the most typical triggers include touching or standing on the glyph removing another object covering the glyph approaching within a certain distance of the glyph or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object the

Wizard 3rd circle Abjuration

Glyph of Warding [2/4]

  • casting time1 hour
  • rangeTouch

  • componentsV S M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp which the spell consumes

most common triggers include opening that object approaching within a certain distance of the object or seeing or reading the glyph. Once a glyph is triggered this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight) creature kind (for example the ward could be set to affect aberrations or drow) or alignment. You can also set conditions for creatures that don't trigger the glyph such as those who say a certain password.
When you inscribe the glyph choose explosive runes or a spell glyph.
Explosive Runes: When triggered the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid cold fire lightning or thunder damage on a failed saving throw (your choice when you create the glyph) or half as much damage on a successful one.
Spell Glyph: You

Wizard 3rd circle Abjuration

Glyph of Warding [3/4]

  • casting time1 hour
  • rangeTouch

  • componentsV S M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp which the spell consumes

can store a prepared spell of 3rd circle or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered the stored spell is cast. If the spell has a target the stored spell is cast. If the spell has a target the stored spell is cast. If the spell has a target it targets the creature that triggered the glyph. If the spell affects an area the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps they appear as close as possible to the intruder and attack it. If the spell requires concentration it lasts until the end of its full duration.
At Higher Levels: When you cast this spell using a spell slot of 4th circle or higher the damage of an explosive runes glyph increases by 1d8 for each slot circle above 3rd. If you create a spell glyph you can store any spell of up to the same circle as the slot you use for

Wizard 3rd circle Abjuration

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3 3
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3 3
3 3
3 3
3 3
3 3

Glyph of Warding [4/4]

  • casting time1 hour
  • rangeTouch

  • componentsV S M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp which the spell consumes

the glyph of warding.

Wizard 3rd circle Abjuration

Haste

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends the target's speed is doubled it gains a +2 bonus to AC it has advantage on Dexterity saving throws and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only) Dash Disengage Hide or Use an Object action.
When the spell ends the target can't move or take actions until after its next turn as a wave of lethargy sweeps over it.

Druid (Grassland) 3rd circle Transmutation

Leomund's Tiny Hut (ritual)

  • casting time1 minute
  • rangeSelf (10-foot-radius hemisphere)

  • componentsV S M
  • duration8 hours

a small crystal bead

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry regardless of the weather outside.
Until the spell ends you can command the interior to become dimly lit or dark. The dome is opaque from the outside of any color you choose but it is transparent from the inside.

Wizard 3rd circle Evocation

Lightning Bolt

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

  • componentsV S M
  • durationInstantaneous

a bit of fur and a rod of amber crystal or glass

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th circle or higher the damage increases by 1d6 for each slot above 3rd.

Druid (Mountain)(Sky) 3rd circle Evocation

Magic Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV S M
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp which the spell consumes

You create a 10-foot-radius 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures - celestials elementals fey fiends or undead. The circle affects a creature of the chosen type in the following ways.

The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so it must first succeed on a Charisma saving throw.

The creature has disadvantage on attack rolls against targets within the cylinder.

Targets within the cylinder can't be charmed frightened or possessed by the creature. When you cast this spell you can elect to cause its magic to operate in the reverse direction preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher circles: When you cast this spell using

Wizard 3rd circle Abjuration

Magic Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV S M
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp which the spell consumes

a spell slot of 4th circle or higher the duration increases by 1 hour for each slot circle above 3rd.

Wizard 3rd circle Abjuration

Melf's Minute Meteors

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 10 minutes

niter sulfur and pine tar formed into a bead

You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save or half as much damage on a successful one.
At Higher circles: When you cast this spell using a spell slot of 4th circle or higher the number of meteors created increases by two for each slot circle above 3rd.

Wizard (XGE) 3rd circle Evocation

Nondetection

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration8 hours

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

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

Wizard 3rd circle Abjuration

Plant Growth

  • casting time1 action or 8 hours
  • range150 feet

  • componentsV S
  • durationInstantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell granting either immediate or long-term benefits.
If you cast this spell using 1 action choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Druid (*)(Forest)(Wildfire) 3rd circle Transmutation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Sleet Storm

  • casting time1 action
  • range150 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a pinch of dust and a few drops of water

Until the spell ends freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured and exposed flames in the area are doused.
The ground in the area is covered with slick ice making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there it must make a Dexterity saving throw. On a failed save it falls prone.
If a creature is concentrating in the spell's area the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Druid (*)(Arctic) 3rd circle Conjuration

Slow

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a drop of molasses

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved it takes a -2 penalty to AC and Dexterity saving throws and it can't use reactions. On its turn it can use either an action or a bonus action not both. Regardless of the creature's abilities or magic items it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action roll a d20. On an 11 or higher the spell doesn't take effect until the creature's next turn and the creature must use its action on that turn to complete the spell. If it can't the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save the effect ends for it.

Druid (Arctic) 3rd circle Transmutation

Stinking Cloud

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a rotten egg or several skunk cabbage leaves

You create a 20-foot-radius sphere of yellow nauseating gas centered on a point within range. The cloud spreads around corners and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Druid (Underdark)(Swamp) 3rd circle Conjuration

Tidal Wave

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationInstantaneous

a drop of water

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long up to 10 feet wide and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions extinguishing unprotected flames in its area and within 30 feet of it and then it vanishes.

Druid (XGE) 3rd circle Conjuration

Wall of Water

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a drop of water

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long 10 feet high and 1 foot thick or you can make a ringed wall up to 20 feet in diameter 20 feet high and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed the wall's water doesn't fill it.

Druid (XGE) 3rd circle Evocation

Wind Wall

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a tiny fan and a feather of exotic origin

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long 15 feet high and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog smoke and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose lightweight materials brought into the wall fly upward. Arrows bolts and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines and similar projectiles are unaffected.) Creatures in gaseous form can't pass through it.

Druid 3rd circle Evocation

Blight

  • casting time1 action
  • range30 feet

  • componentsV S
  • durationInstantaneous

Necromantic energy washes over a creature of your choice that you can see within range draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant it makes the saving throw with disadvantage and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature such as a tree or shrub it doesn't make a saving throw it simply withers and dies.
At Higher Levels: When you cast this spell using a spell slot of 5th circle or higher the damage increases by 1d8 for each slot circle above 4th.

Druid (*)(Desert)(Twilight)(Rot)(Swarm) 4th circle Necromancy

Confusion [1/2]

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 minute

three nut shells

This spell assaults and twists creatures' minds spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1: The creature uses all its movement to move in a random direction. To determine the direction roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6: The creature doesn't move or take actions this turn.
7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach the creature does nothing this turn.
9-10: The creature can act and move normally. At the end of its turns an affected target can make a Wisdom saving throw. If it succeeds this effect ends for that target.

Druid 4th circle Enchantment

Confusion [2/2]

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 minute

three nut shells

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

Druid 4th circle Enchantment

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4 4

Control Water [1/3]

  • casting time1 action
  • range300 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a drop of water and a pinch of dust

Until the spell ends you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn you can repeat the same effect or choose a different one.
Flood: You cause the water circle of all standing water in the area to rise by as much as 20 feet. If the area includes a shore the flooding water spills over onto dry land.
If you choose an area in a large body of water you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water circle remains elevated until the spell ends or you choose a different effect. If this effect produced a wave the wave repeats on the start of your next turn while the flood effect lasts.
Part Water: You cause water

Druid (*)(Coast) 4th circle Transmutation

Control Water [2/3]

  • casting time1 action
  • range300 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a drop of water and a pinch of dust

in the area to move apart and create a trench. The trench extends across the spell's area and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water circle is restored.
Redirect Flow: You cause flowing water in the area to move in a direction you choose even if the water has to flow over obstacles up walls or in other unlikely directions. The water in the area moves as you direct it but once it moves beyond the spell's area it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base up to 50 feet wide at the top and 25 feet tall. Any creature

Druid (*)(Coast) 4th circle Transmutation

Control Water [3/3]

  • casting time1 action
  • range300 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a drop of water and a pinch of dust

or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there it must make a Strength saving throw. On a failed save the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save the creature takes half damage and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex the object takes 2d8 bludgeoning damage this damage occurs each round it remains in the vortex.

Druid (*)(Coast) 4th circle Transmutation

Dimension Door

  • casting time1 action
  • range500 feet

  • componentsV
  • durationInstantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see one you can visualize or one you can describe by stating distance and direction such as 200 feet straight downward or upward to the northwest at a 45-degree angle 300 feet.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature you and any creature traveling with you each take 4d6 force damage and the spell fails to teleport you.

Wizard 4th circle Conjuration

Grasping Vine

  • casting time1 bonus action
  • range30 feet

  • componentsV S
  • durationConcentration up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Until the spell ends you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Druid (*)(Rot) 4th circle Conjuration

Greater Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationConcentration up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Wizard 4th circle Illusion

Hallucinatory Terrain

  • casting time10 minutes
  • range300 feet

  • componentsV S M
  • duration24 hours

a stone a twig and a bit of green plant

You make natural terrain in a 150-foot cube in range look sound and smell like some other sort of natural terrain. Thus open fields or a road can 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. Manufactured structures equipment and creatures within the area aren't changed in appearance.
The tactile characteristics of the terrain are unchanged so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is sees it as a vague image superimposed on the terrain.

Druid (*)(Desert) 4th circle Illusion

Ice Storm

  • casting time1 action
  • range300 feet

  • componentsV S M
  • durationInstantaneous

a pinch of dust and a few drops of water

A hail of rock-hard ice pounds to the ground in a 20-foot-radius 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th circle or higher the bludgeoning damage increases by 1d8 for each slot circle above 4th.

Druid (*)(Arctic) 4th circle Evocation

Phantasmal Killer

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears visible only to that creature. The target must make a Wisdom saving throw. On a failed save the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save the spell ends.
At Higher circles: When you cast this spell using a spell slot of 5th circle or higher the damage increases by 1d10 for each slot circle above 4th.

Wizard 4th circle Illusion

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Stone Shape

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationInstantaneous

soft clay which must be worked into roughly the desired shape of the stone object

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So for example you could shape a large rock into a weapon idol or coffer or make a small passage through a wall as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch but finer mechanical detail isn't possible.

Druid (*)(Underdark)(Mountain) 4th circle Transmutation

Storm Sphere

  • casting time1 action
  • range150 feet

  • componentsV S
  • durationConcentration up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
Until the spell ends you can use a bonus action on each ofyour turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher circles: When you cast this spell using a spell slot of 5th circle or higher the damage for each of its effects increases by 1d6 for each slot circle above 4th.

Wizard (XGE) 4th circle Evocation

Wall of Fire

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long 20 feet high and 1 foot think or a ringed wall up to 20 feet in diameter 20 feet high and 1 foot think. The wall is opaque and lasts for the duration.
When the wall appears each creature within its area must make a Dexterity saving throw. On a failed save a creature takes 5d8 fire damage or half as much damage on a successful save.
One side of the wall selected by you when you cast this spell deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels: When you cast this spell using a spell slot of 5th circle or higher the damage increases by 1d8 for each slot circle above 4th.

Druid (*)(Sun) 4th circle Evocation

Watery Sphere [1/2]

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a droplet of water

You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
Any creature in the sphere's space must make a Strength saving throw. On a successful save a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically and a Large or smaller creature can choose to fail it. On a failed save a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns a restrained target can repeat the saving throw ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an

Wizard (XGE) 4th circle Conjuration

Watery Sphere [2/2]

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a droplet of water

action you can move the sphere up to 30 feet in a straight line. If it moves over a pit a cliff or other drop-off it safely descends until it is hovering 10 feel above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures forcing them to make the saving throw.
When the spell ends the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Wizard (XGE) 4th circle Conjuration

Cloudkill

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration up to 10 minutes

You create a 20-foot-radius sphere of poisonous yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns rolling along the surface of the ground. The vapors being heavier than air sink to the lowest circle of the land even pouring down openings.
At Higher Levels: When you cast this spell using a spell slot of 6th circle or higher the damage increases by 1d8 for each slot circle above 5th.

Druid (Underdark)(Sky)(Rot) 5th circle Conjuration

Cone of Cold

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV S M
  • durationInstantaneous

a small crystal or glass cone

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels: When you cast this spell using a spell slot of 6th circle or higher the damage increases by 1d8 for each slot circle above 5th.

Druid (Arctic) 5th circle Evocation

Contagion [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV S
  • duration7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns it must make a Constitution saving throw. After failing three of these saving throws the disease's effects last for the duration and the creature stops making these saves. After succeeding on three of these saving throws the creature recovers from the disease and the spell ends.
Since this spell induces a natural disease in its target any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Blinding Sickness: Pain grips the creature's mind and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks Strength saving throws and attack rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire: The creature's mind becomes feverish. The

Druid (*)(Rot)(Swarm) 5th circle Necromancy

Contagion [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV S
  • duration7 days

creature has disadvantage on Intelligence checks and Intelligence saving throws and the creature behaves as if under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks Dexterity saving throws and attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition whenever the creature takes damage it is stunned until the end of its next turn.

Druid (*)(Rot)(Swarm) 5th circle Necromancy

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5 5

Control Winds [1/2]

  • casting time1 action
  • range300 feet

  • componentsV S
  • durationConcentration up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
Gusts: A wind picks up within the cube continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm moderate or strong. If the wind is moderate or strong ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls . A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save the creature is knocked prone.
Updraft: You

Druid (XGE) 5th circle Transmutation

Control Winds [2/2]

  • casting time1 action
  • range300 feet

  • componentsV S
  • durationConcentration up to 1 hour

cause a sustained updraft within the cube rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump the creature can jump up to 10 feet higher than normal.

Druid (XGE) 5th circle Transmutation

Flame Strike

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationInstantaneous

pinch of sulfur

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 6th circle or higher the fire damage or the radiant damage (your choice) increases by 1d6 for each slot circle above 5th.

Druid (Sun)(Wildfire) 5th circle Evocation

Immolation

  • casting time1 action
  • range90 feet

  • componentsV
  • durationConcentration up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save or half as much damage on a successful one. On a failed save the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns the target repeats the saving throw. It takes 4d6 fire damage on a failed save and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.
If damage from this spell kills a target the target is turned to ash.

Wizard (XGE) 5th circle Evocation

Insect Plague

  • casting time1 action
  • range300 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a few grains of sugar some kernels of grain and a smear of fat

Swarming biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing 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.
At Higher Levels: When you cast this spell using a spell slot of 6th circle or higher the damage increases by 1d10 for each slot circle above 5th.

Wizard (XGE) 5th circle Conjuration

Maelstrom

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

paper or leaf in the shape of a funnel

A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends that area is difficult terrain and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

Druid (XGE) 5th circle Evocation

Scrying [1/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 10 minutes

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

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

Druid (*)(Swamp)(Coast) 5th circle Divination

Scrying [2/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 10 minutes

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

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

Druid (*)(Swamp)(Coast) 5th circle Divination

Telekinesis [1/2]

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as your action each round for the duration you can exert your will on one creature or object that you can see within range causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest you move the creature up to 30 feet in any direction including upward but not beyond the range of this spell. Until the end of your next turn the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object: You can try to move an object that weighs up to 1000 pounds. If the object isn't being worn or carried you automatically move it up to 30 feet in any direction but not beyond the range of this spell.
If the object is

Druid (Sky) 5th circle Transmutation

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5 5

Telekinesis [2/2]

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationConcentration up to 10 minutes

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

Druid (Sky) 5th circle Transmutation

Teleportation Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV M
  • duration1 round

rare chalks and inks infused with precious gems with 50 gp which the spell consumes

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

Wizard 5th circle Conjuration

Teleportation Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV M
  • duration1 round

rare chalks and inks infused with precious gems with 50 gp which the spell consumes

minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Wizard 5th circle Conjuration

Wall of Force

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a pinch of powder made by crushing a clear gemstone

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

Wizard 5th circle Evocation

Wall of Stone [1/2]

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a small block of granite

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface) that creature can make a Dexterity saving throw. On a success it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or resting on any firm foundation. It must however merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20

Druid (*)(Mountain)(Desert) 5th circle Evocation

Wall of Stone [2/2]

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a small block of granite

feet in length you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations battlements and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.
If you maintain your concentration on this spell for its whole duration the wall becomes permanent and can't be dispelled. Otherwise the wall disappears when the spell ends.

Druid (*)(Mountain)(Desert) 5th circle Evocation

Arcane Gate

  • casting time1 action
  • range500 feet

  • componentsV S
  • durationConcentration up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see one point within 10 feet of you and one point within 500 feet of you. A circular portal 10 feet in diameter opens over each point. If the portal would open in the space occupied by a creature the spell fails and the casting is lost.
The portals are two-dimensional glowing rings filled with mist hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice) which is the side that functions as a portal.
Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other passing through a portal from the non-portal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn you can rotate the rings as a bonus action so that the active side faces in a different direction.

Wizard 6th circle Conjuration

Chain Lightning

  • casting time1 action
  • range150 feet

  • componentsV S M
  • durationInstantaneous

a bit of fur a piece of amber glass or crystal rod and three silver pins

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save or half as much on a successful one.
At Higher circles: When you cast this spell using a spell slot of 7th circle or higher one additional bolt leaps from the first target to another target for each slot circle above 6th.

Wizard 6th circle Evocation

Eyebite

  • casting time1 action
  • rangeSelf

  • componentsV S
  • durationConcentration up to 1 minute

For the spell's duration your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked: The target is frightened of you. On each of its turns the frightened creature must take the Dash action and move away from you by the safest and shortest available route unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns it can make another Wisdom saving throw. If it succeeds the effect ends.

Wizard 6th circle Necromancy

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6 6
6 6

Guards and Wards [1/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV S M
  • duration24 hours

burning incense a small measure of brimstone and oil a knotted string a small amount of umber hulk blood and a small silver rod worth at least 10 gp

You create a ward that protects up to 2500 square feet of floor space (an area 50 feet square or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them as long as you can walk into each contiguous area while you are casting the spell.
When you cast this spell you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that when spoken aloud makes the speaker immune to these effects.
Guards and wards creates the following effects within the warded area.
Corridors: Fog fills all the warded corridors making them heavily obscured. In addition at each intersection or branching passage offering a choice of direction there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors: All doors in the warded area are

Wizard 6th circle Abjuration

Guards and Wards [2/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV S M
  • duration24 hours

burning incense a small measure of brimstone and oil a knotted string a small amount of umber hulk blood and a small silver rod worth at least 10 gp

magically locked as if sealed by an arcane lock spell. In addition you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
Stairs: Webs fill all stairs in the warded area from top to bottom as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
Other Spell Effect: You can place your choice of one of the following magical effects within the warded area of the stronghold.

Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.

Place magic mouth in two locations.

Place stinking cloud in two locations. The vapors appear in the places you designate they return within 10 minutes if dispersed by wind while guards and wards lasts.

Place a constant gust of wind in one

Wizard 6th circle Abjuration

Guards and Wards [3/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV S M
  • duration24 hours

burning incense a small measure of brimstone and oil a knotted string a small amount of umber hulk blood and a small silver rod worth at least 10 gp

corridor or room.

Place a suggestion in one location. You select an area of up to 5 feet square and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast on a specific effect if successful removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.

Wizard 6th circle Abjuration

Wall of Thorns [1/2]

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a handful of thorns

You create a wall of tough pliable tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long 10 feet high and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears each creature within its area must make a Dexterity saving throw. On a failed save a creature takes 7d8 piercing damage or half as much damage on a successful save.
A creature can move through the wall albeit slowly and painfully. For every 1 foot a creature moves through the wall it must spend 4 feet of movement. Furthermore the first time a creature enters the wall on a turn or ends its turn there the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save or half as much on a successful save.
At Higher Levels: When you cast this spell using a spell slot of 7th circle or higher both types of damage increase

Druid 6th circle Conjuration

Wall of Thorns [2/2]

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a handful of thorns

by 1d8 for each slot circle above 6th.

Druid 6th circle Conjuration

Fire Storm

  • casting time1 action
  • range150 feet

  • componentsV S
  • durationInstantaneous

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.

Druid 7th circle Evocation

Symbol [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsV S M
  • durationUntil dispelled or triggered

mercury phosphorus and powdered diamond and opal with a total value of at least 1000 gp which the spell consumes

When you cast this spell you inscribe a harmful glyph either on a surface (such as a section of floor a wall 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 approaching within a

Druid 7th circle Abjuration

Symbol [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsV S M
  • durationUntil dispelled or triggered

mercury phosphorus and powdered diamond and opal with a total value of at least 1000 gp which the spell consumes

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

Druid 7th circle Abjuration

Whirlwind [1/2]

  • casting time1 action
  • range300 feet

  • componentsV M
  • durationConcentration up to 1 minute

a piece of straw

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius 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

Druid (XGE) 7th circle Evocation

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Whirlwind [2/2]

  • casting time1 action
  • range300 feet

  • componentsV M
  • durationConcentration up to 1 minute

a piece of straw

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.

Druid (XGE) 7th circle Evocation

Antimagic Field [1/3]

  • casting time1 action
  • rangeSelf (10-foot-radius sphere)

  • componentsV S M
  • durationConcentration up to 1 hour

a pinch of powdered iron or iron filings

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere 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

Druid (XGE) 8th circle Abjuration

Antimagic Field [2/3]

  • casting time1 action
  • rangeSelf (10-foot-radius sphere)

  • componentsV S M
  • durationConcentration up to 1 hour

a pinch of powdered iron or iron filings

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

Druid (XGE) 8th circle Abjuration

Antimagic Field [3/3]

  • casting time1 action
  • rangeSelf (10-foot-radius sphere)

  • componentsV S M
  • durationConcentration up to 1 hour

a pinch of powdered iron or iron filings

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

Druid (XGE) 8th circle Abjuration

Control Weather [1/2]

  • casting time10 minutes
  • rangeSelf (5-mile radius)

  • componentsV S M
  • durationConcentration up to 8 hours

burning incense and bits of earth and wood mixed in water

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell 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 -

Druid 8th circle Transmutation

Control Weather [2/2]

  • casting time10 minutes
  • rangeSelf (5-mile radius)

  • componentsV S M
  • durationConcentration up to 8 hours

burning incense and bits of earth and wood mixed in water

Arctic cold
Wind: Stage 1 - Calm Stage 2 - Moderate wind Stage 3 - Strong wind Stage 4 - Gale Stage 5 - Storm

Druid 8th circle Transmutation

Earthquake [1/3]

  • casting time1 action
  • range500 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a pinch of dirt a piece of rock and a lump of clay

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

Druid 8th circle Evocation

Earthquake [2/3]

  • casting time1 action
  • range500 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a pinch of dirt a piece of rock and a lump of clay

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

Druid 8th circle Evocation

Earthquake [3/3]

  • casting time1 action
  • range500 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a pinch of dirt a piece of rock and a lump of clay

become buried.

Druid 8th circle Evocation

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Incendiary Cloud

  • casting time1 action
  • range150 feet

  • componentsV S
  • durationConcentration up to 1 minute

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears 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.

Wizard 8th circle Conjuration

Tsunami [1/2]

  • casting time1 minute
  • rangeSight

  • componentsV S
  • durationConcentration up to 6 rounds

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

Druid 8th circle Conjuration

Tsunami [2/2]

  • casting time1 minute
  • rangeSight

  • componentsV S
  • durationConcentration up to 6 rounds

ground.

Druid 8th circle Conjuration

Gate [1/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a diamond worth at least 5000 gp

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening 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

Wizard 9th circle Conjuration

Gate [2/2]

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a diamond worth at least 5000 gp

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.

Wizard 9th circle Conjuration

Meteor Swarm

  • casting time1 action
  • range1 mile

  • componentsV S
  • durationInstantaneous

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.

Wizard 9th circle Evocation

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