Ziemia w promieniu 20 stóp od punktu w zasięgu, skręca się i wyrastają z niej twarde kolce i ciernie. Na czas zaklęcia ten obszar staje się trudnym terenem. Kiedy istota wejdzie na ten obszar lub znajdzie się w jego obrębie, otrzymuje 2k4 obrażeń przebijających na każde 5 stóp, które przebędzie.
Transformacja podłoża jest zakamuflowana, aby wyglądała naturalnie. Każda istota, która nie widzi obszaru w momencie rzucania zaklęcia, musi wykonać test Wisdom (Perception) w stosunku do twojego spell save DC, aby rozpoznać teren jako niebezpieczny przed wejściem na niego.
Wybierasz stworzenie, które widzisz w zasięgu i mistycznie oznaczasz je jako swoją zdobycz. Dopóki zaklęcie się nie skończy, zadajesz celowi dodatkowe 1k6 obrażeń za każdym razem, gdy trafisz go atakiem bronią, i masz przewagę w każdym teście Wisdom (Perception) lub Wisdom (Survival), który wykonujesz, aby go znaleźć. Jeśli HP celu spadnie do 0 przed zakończeniem tego zaklęcia, możesz użyć dodatkowej akcji w kolejnej swojej turze, aby oznaczyć nowe stworzenie.
Na wyższych poziomach: Rzucając to zaklęcie przy użyciu slotu na zaklęcie 3 lub 4 poziomu, możesz utrzymać koncentrację na zaklęciu do 8 godzin. Kiedy używasz slotu na zaklęcie 5 poziomu lub wyższego, możesz utrzymać koncentrację na zaklęciu do 24 godzin.
Nawiązujesz połączenie telepatyczne z jedną bestią, którą dotkniesz, która jest dla ciebie przyjazna lub charmed przez ciebie. Zaklęcie nie działa, jeśli Intelligence bestii wynosi 4 lub więcej. Dopóki zaklęcie się nie skończy, połączenie jest aktywne, gdy ty i bestia znajdujecie się w zasięgu wzroku. Poprzez połączenie bestia może zrozumieć twoje telepatyczne wiadomości i może telepatycznie przekazywać ci proste emocje i koncepcje. Kiedy połączenie jest aktywne, bestia zyskuje przewagę w rzutach ataku przeciwko wszystkim stworzeniom znajdującym się w odległości 5 stóp od ciebie, które widzisz.
Poruszasz się jak wiatr. Dopóki czar się nie skończy, twój ruch nie prowokuje ataków okazyjnych.
Raz przed końcem czaru możesz dać sobie adventage w jednym rzucie ataku bronią w swojej turze. Ten atak zadaje dodatkowe 1k8 obrażeń od Mocy przy trafieniu. Niezależnie od tego, czy trafisz, czy nie, twoja prędkość chodzenia wzrasta o 30 stóp do końca tej tury.
Stajesz się niewidzialny w tym samym czasie, tam gdzie stoisz, pojawia się twój iluzoryczny sobowtór. Sobowtór trwa przez określony czas, ale niewidzialność kończy się, jeśli zaatakujesz lub rzucisz zaklęcie.
Możesz użyć swojej akcji, aby poruszyć iluzorycznego sobowtóra do 2x twojej speed i sprawić, by gestykulował, mówił i zachowywał się w dowolny sposób.
Możesz widzieć jego oczami i słyszeć uszami, jakbyś był tam, gdzie on jest. W każdej swojej turze jako akcja dodatkowa możesz przełączyć się z używania jego zmysłów na używanie własnych lub z powrotem. Kiedy używasz jego zmysłów, jesteś zaślepiony i ogłuszony w odniesieniu do własnego otoczenia.
Teleportujesz się z bieżącej lokalizacji do dowolnego innego miejsca w zasięgu. Dojeżdżasz dokładnie w wybrane miejsce. Może to być miejsce, które możesz zobaczyć, które możesz sobie wyobrazić lub które możesz opisać, podając odległość i kierunek, na przykład 200 stóp prosto w dół lub w górę na północny zachód pod kątem 45 stopni, 300 stóp.
Możesz zabrać ze sobą przedmioty, o ile ich waga nie przekracza tego, co możesz unieść. Możesz także przyprowadzić 1 chętną kreaturę twojego rozmiaru lub mniejszego, który niesie sprzęt do jego udźwigu. Kiedy rzucasz to zaklęcie, kreatura musi znajdować się w odległości nie większej niż 5 stóp od ciebie.
Jeśli przybyłbyś do miejsca już zajętego przez przedmiot lub stworzenie, ty i każda podróżująca z tobą istota otrzymujecie po 4k6 obrażeń od mocy, a zaklęciu nie udaje się was teleportować.
Wybierz dowolne stworzenie, przedmiot lub magiczny efekt w zasięgu. Każde zaklęcie poziomu 3 lub niższego na celu kończy się. Dla każdego zaklęcia 4 poziomu lub wyższego na celu wykonaj test umiejętności używając swojej zdolności rzucania zaklęć. DC równa się 10 + poziom czaru. Po pomyślnym teście czar się kończy.
Na wyższych poziomach: Kiedy rzucisz to zaklęcie przy użyciu slotu na czar 4. lub wyższego poziomu, automatycznie zakończysz działanie zaklęcia na cel, jeśli poziom zaklęcia jest równy lub niższy niż poziom slotu na zaklęcie, którego użyłeś.
Otoczony srebrzystą mgłą, teleportujesz się na odległość do 30 stóp do niezajętej przestrzeni, którą widzisz.
Próbujesz zauroczyć humanoida, którego widzisz w zasięgu. Musi wykonać saving throw na Mądrość i robi to z adventage, jeśli ty lub twoi towarzysze z nim walczycie. Jeśli saving throw się nie powiedzie, zostanie przez ciebie zaczarowany do czasu zakończenia działania zaklęcia lub do czasu, gdy ty lub twoi towarzysze zrobicie mu coś złego. Zauroczona istota traktuje cię jak przyjaznego znajomego. Kiedy zaklęcie dobiegnie końca, stworzenie wie, że zostało przez ciebie zaczarowane.
Na wyższych poziomach: Kiedy rzucasz to zaklęcie przy użyciu soltu na czar 2 lub wyższego poziomu, możesz obrać za cel 1 dodatkowe stworzenie za każdy solt powyżej 1. poziomu. Stwory muszą znajdować się w odległości nie większej niż 30 stóp od siebie, gdy je obierzesz za cel.
Zyskujesz zdolność rozumienia i werbalnego komunikowania się z bestiami na czas trwania. Wiedza i świadomość wielu bestii jest ograniczona przez ich inteligencję, ale przynajmniej bestie mogą dostarczyć ci informacji o pobliskich miejscach i potworach, w tym o wszystkim, co mogą dostrzec lub dostrzegły w ciągu ostatniego dnia. Możesz być w stanie przekonać bestię, aby wyświadczyła ci małą przysługę, według uznania DM.
To zaklęcie pozwala przekonać bestię, że nie chcesz jej skrzywdzić. Wybierz bestię, którą widzisz w zasięgu. Musi cię widzieć i słyszeć. Jeśli Intelligence bestii wynosi 4 lub więcej, zaklęcie nie działa. W przeciwnym razie bestia musi wykonać udany saving throw na Wisdom lub zostać przez ciebie charmed na czas trwania zaklęcia. Jeśli ty lub jeden z twoich towarzyszy skrzywdzisz cel, zaklęcie się kończy.
Na wyższych poziomach: Kiedy rzucisz to zaklęcie, korzystając z soltu na czar 2 poziomu lub wyższego, możesz wpłynąć na jedną dodatkową bestię za każdy poziom soltu powyżej 1.
Próbujesz stłumić silne emocje w grupie ludzi. Każdy humanoid w kuli o promieniu 20 stóp, której środek znajduje się w wybranym przez ciebie punkcie w zasięgu, musi wykonać saving throw na Charyzmę, jeśli istota chce może zdecydować się na niepowodzenie tego saving throw. Jeśli stworzeniu nie powiedzie się saving throw, wybierz jeden z dwóch poniższych efektów.
Możesz stłumić każdy efekt powodujący zauroczenie lub przerażenie celu. Kiedy to zaklęcie dobiegnie końca, wszelkie stłumione efekty zostaną wznowione, pod warunkiem, że czas ich działania nie wygasł w międzyczasie.
Alternatywnie możesz sprawić, że cel stanie się obojętny na wybrane przez ciebie stworzenia, do których jest wrogo nastawiony. Ta obojętność kończy się, gdy cel zostanie zaatakowany lub zraniony przez zaklęcie lub jeśli będzie świadkiem zranienia któregoś z jego przyjaciół. Kiedy czar się kończy, stwór ponownie staje się wrogi, chyba że DM postanowi inaczej.
Dotykasz chętnej bestii. Na czas trwania zaklęcia możesz użyć swojej akcji, aby patrzeć oczami bestii i słyszeć to, co ona słyszy, i kontynuuj to, dopóki nie użyjesz swojej akcji, aby powrócić do normalnych zmysłów.
Próbujesz omamić bestię, którą widzisz w zasięgu. Musi się udać w saving throw na Wisdom lub zostać przez ciebie charmed na czas trwania. Jeśli walczysz z nią ty lub przyjazne ci stworzenia, ma ona adventage w saving throw.
Podczas gdy bestia jest zaczarowana, masz z nią telepatyczne połączenie, o ile oboje jesteście na tej samej płaszczyźnie egzystencji. Możesz użyć tego łącza telepatycznego, aby wydawać stworzeniu polecenia, gdy jesteś przytomny (nie jest wymagana żadna akcja), które robi, co w jego mocy, aby być posłusznym. Możesz określić prosty i ogólny sposób działania, taki jak Zaatakuj to stworzenie, Pobiegnij tam lub Przynieś ten przedmiot. Jeśli stwór wykona rozkaz i nie otrzyma od ciebie dalszych wskazówek, będzie bronił się i zachowywał najlepiej, jak potrafił.
Możesz użyć swojej akcji, aby przejąć całkowitą i precyzyjną kontrolę nad celem. Do końca twojej następnej tury stwór wykonuje tylko wybrane przez ciebie akcje i nie robi niczego, na co mu nie pozwolisz. W tym czasie możesz również spowodować, że stworzenie użyje reakcji, ale wymaga to również użycia własnej reakcji.
Za każdym razem, gdy cel otrzymuje obrażenia,
wykonuje nowy saving throw na Wisdom przeciwko zaklęciu. Jeśli rzut obronny się powiedzie, czar się kończy.
Na wyższych poziomach: Kiedy rzucisz to zaklęcie za pomocą soltu zaklęcia 5 poziomu, czas trwania to koncentracja, do 10 minut. Kiedy używasz soltu zaklęcie 6 poziomu, czas trwania to koncentracja, do 1 godziny. Kiedy używasz soltu zaklęcia na poziomie 7 lub wyższym, czas trwania to koncentracja, do 8 godzin.
Przywołujesz duchy fey, które przybierają postać bestii i pojawiają się w niezajętych miejscach, które widzisz w zasięgu. Wybierz jedną z poniższych opcji dla tego, co się pojawi.
• Jedna bestia o challenge rating 2 lub niższej
• Dwie bestie o challenge rating 1 lub niższej
• Cztery bestie o challenge rating 1/2 lub niższej
• Osiem bestii o challenge rating 1/4 lub niższej
Każda bestia jest również uważana za fey i znika, gdy jej punkty życia spadną do 0 lub gdy czar się skończy.
Przywołane stworzenia są przyjazne tobie i twoim towarzyszom. Roll initiative dla przyzwanych stworzeń jako grupy, która ma swoje własne tury. Są posłuszni wszelkim ustnym poleceniom, które im wydajesz (nie wymaga to twojej akcji). Jeśli nie wydajesz im żadnych poleceń, bronią się przed wrogimi stworzeniami, ale poza tym nie podejmują żadnych działań. DM ma statystyki stworów.
Na wyższych poziomach: Kiedy rzucisz to zaklęcie przy użyciu określonych miejsc na zaklęcia wyższego poziomu, wybierzesz jedną z powyższych opcji przywoływania i pojawi się więcej stworzeń – dwa razy więcej z soltem na 5 poziomie, trzy razy tyle z soltem 7 poziomu i cztery razy więcej z soltem 9 poziomu.
Energia podtrzymująca życie promieniuje od ciebie w aurze o promieniu 30 stóp. Dopóki zaklęcie się nie skończy, aura porusza się wraz z tobą, skupiając się na tobie. Każde niewrogie stworzenie w aurze (w tym ty) ma odporność na necrotic damage, a jego maksymalnego HP nie można zmniejszyć. Ponadto niewroga, żywa istota odzyskuje 1 HP, gdy zaczyna swoją turę w aurze z 0 HP.
Dotykasz ogromnej lub mniejszej bestii lub rośliny. Cel musi mieć Intelligence 3 lub mniej, lub nie posiadać inteligencji. Cel zyskuje Inteligencję 10. Cel zyskuje również zdolność mówienia w jednym języku, który znasz. Jeśli celem jest roślina, zyskuje zdolność poruszania konarami, korzeniami, pnączami itp., a także zyskuje zmysły podobne do ludzkich. Twój DM wybiera statystyki odpowiednie dla przebudzonej rośliny, takie jak statystyki dla przebudzonego krzewu lub przebudzonego drzewa.
Przebudzona bestia lub roślina jest przez ciebie zaczarowana przez 30 dni lub do czasu, gdy ty i twoi towarzysze zrobicie coś złego. Kiedy stan zaklęcia dobiegnie końca, przebudzona istota zdecyduje, czy pozostać z tobą w przyjaźni, w oparciu o to, jak ją traktowałeś, gdy była zaklęta.
To zaklęcie daje nadzieję i witalność. Wybierz dowolną liczbę stworzeń w zasięgu. Przez ten czas każdy cel ma przewagę w rzutach obronnych na Wisdom i death saving throws oraz odzyskuje maksymalną możliwą liczbę HP z dowolnego leczenia.
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.
• One effect that charmed or petrified the target
• One curse, including the target's attunement to a cursed magic item
• Any reduction to one of the target's ability scores
• One effect reducing the target's hit point maximum
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
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
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.
You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.
On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.
The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature's outfit objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence
(Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
• terrain and bodies of water
• prevalent plants, minerals, animals, or peoples
• powerful celestials, fey, fiends, elementals, or undead
• influence from other planes of existence
• buildings.
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
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.
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.
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One fey creature of challenge rating 2 or lower
• Two fey creatures of challenge rating 1 or lower
• Four fey creatures of challenge rating 1/2 or lower
• Eight fey creatures of challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice
as many with a 6th-level slot and three times as many with an 8th-level slot.
You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
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.
This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
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.
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.
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 Levels: When you cast this
spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
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.
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
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.
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
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.
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell's level appears in the stat block.
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.
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or
higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st.
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.
Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You touch a creature. The creature's jump distance is tripled until the spell ends.
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.