Column8
You hurl a bubble of🧪. Choose one creature within range, or choose two creatures within range that are within 5 ft of each other. A target must succeed on a DEX 🛟🎲 or take 1d6🧪 💥 .
This spells 💥 increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).
You brandish the weapon used in the spell's casting and make a 👊⚔️ with it against one creature within 5 ft of you. On a 🎯 the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 ft or more before then, the target takes 1d8⛈️ 💥, and the spell ends.
At Higher Levels. At 5th level, the 👊⚔️ deals an extra 1d8⛈️ 💥 to the target on a 🎯 and the 💥 the target takes for moving increases to 2d8. Both 💥🎲s increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
You create a bonfire on ground that you can see within range. Until the spells ends, the magic bonfire fills a 5-ft cube. Any creature in the bonfire's space when you cast the spell must succeed on a DEX 🛟🎲 or take 1d8🔥 💥 . A creature must also make the 🛟🎲 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 💥 increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-ft radius.
As a bonus action on your turn, you can move the lights up to 60 ft to a new spot within range. A light must be within 20 ft of another light created by this spell, and a light winks out if it exceeds the spell's range.
You hurl a mote of🔥at a creature or object within range. Make a 🏹🪄⚔️ against the target. On a 🎯 the target takes 1d10🔥 💥 . A flammable object🎯by this spell ignites if it isn't being worn or carried.
This spell's 💥 increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You cause numbing frost to form on one creature that you can see within range. The target must make a CON 🛟🎲. On a ❌🛟, the target takes 1d6❄️ 💥, and it has 👎🎲 on the next weapon ⚔️🎲 it makes before the end of its next turn.
The spell's 💥 increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You brandish the weapon used in the spell's casting and make a 👊⚔️ with it against one creature within 5 ft of you. On a 🎯 the target suffers the weapon attack's normal effects, and you can cause green🔥to leap from the target to a different creature of your choice that you can see within 5 ft of it. The second creature takes🔥 💥 equal to your spellcasting ability modifier.
At Higher Levels. At 5th level, the 👊⚔️ deals an extra 1d8🔥 💥 to the target on a 🎯 and the🔥 💥 to the second creature increases to 1d8 + your spellcasting ability modifier. Both 💥🎲s increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one 🧠💪🎲 of its choice. It can roll the die before or after making the 🧠💪🎲. The spell then ends.
You touch one object that is no larger than 10 ft in any dimension. Until the spell ends, the object sheds bright light in a 20-ft radius and dim light for an additional 20 ft. 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 DEX 🛟🎲 to avoid the spell.
You create a lash of⚡ energy that strikes at one creature of your choice that you can see within range. The target must succeed on a STR 🛟🎲 or be pulled up to 10 ft in a straight line toward you and then take 1d8⚡ 💥 if it is within 5 ft of you.
The spell's 💥 increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 ft away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 ft each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
You touch one to three pebbles and imbue them with magic. You or someone else can make a 🏹🪄⚔️ with one of the pebbles by throwing it or hurling it with a sling. lf thrown, a pebble has a range of 60 ft. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the ⚔️🎲. On a 🎯 the target takes bludgeoning 💥 equal to 1d6 +your spellcasting ability modifier. Whether the attack 🎯s or misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 ft in any dimension, you mend it, leaving no trace of the former 💥 .
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
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 CON 🛟🎲 or take 1d12 poison 💥 .
This spell's 💥 increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12).
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic ft.
• You chill, warm, or flavor up to 1 cubic ft of nonliving material for 1h.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1h.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
A frigid beam of blue-w🎯e light streaks toward a creature within range. Make a 🏹🪄⚔️ against the target. On a 🎯 it takes 1d8❄️ 💥, and its speed is reduced by 10 ft until the start of your next turn.
The spell's 💥 increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one 🛟🎲 of its choice. It can roll the die before or after the 🛟🎲. The spell then ends.
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a 👊🪄⚔️ against the target. You have 👍🎲 on the ⚔️🎲 if the target is wearing armor made of metal. On a 🎯 the target takes 1d8⚡ 💥, and it can't take reactions until the start of its next turn.
The spell's 💥 increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You touch a living creature that has 0 ❤️. The creature becomes stable. This spell has no effect on undead or constructs.
You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a DEX 🛟🎲 or take 1d6 force 💥 .
The spell's 💥 increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a 👊🪄⚔️ against the target. If the attack 🎯s, the creature takes 1d6 piercing 💥, and if the creature is Large or smaller, you pull the creature up to 10 ft closer to you.
This spell's 💥 increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create a burst of⛈️ous sound that can be heard up to 100 ft away. Each creature within range, other than you, must make a CON 🛟🎲 or take 1d6⛈️ 💥 .
The spell's 💥 increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next 👊⚔️. You have resistance to the triggering 💥 type until the start of your next turn. Also, the first time you🎯with a 👊⚔️ on your next turn, the target takes an extra 1d6 💥 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 💥 increases by 1d6 for each slot level above 1st.
* which you take when you take🧪,❄️,🔥,⚡, or⛈️ 💥
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-ft 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 ft.
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 ft 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 DEX 🛟🎲. On a ❌🛟, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning 💥 .
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the 💥 increases by 1d8, for each slot level above 1st.
A creature you touch regains a number of ❤️ 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.
For the duration, you sense the presence of magic within 30 ft 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 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.
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 ft 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 INT (Investigation) check against your spell save DC.
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Each object in a 20-ft cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a DEX 🛟🎲. For the duration, objects and affected creatures shed dim light in a 10-ft radius.
Any ⚔️🎲 against an affected creature or object has 👍🎲 if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary ❤️ for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary ❤️ for each slot level above 1st.
Reaction - When you or a creature within 60 ft of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 ft per round until the spell ends. If the creature lands before the spell ends, it takes no falling 💥 and can land on its ft, and the spell ends for that creature.
Slick grease covers the ground in a 10-ft 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 DEX 🛟🎲 or fall prone. A creature that enters the area or ends its turn there must also succeed on a DEX 🛟🎲 or fall prone.
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
You touch a creature. The creature's jump distance is tripled until the spell ends.
You touch a creature. The target's speed increases by 10 ft 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.
All nonmagical food and drink within a 5-ft-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a WIS 🛟🎲. On a ❌🛟, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a🔥ball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
As you cast this spell, you use the rope to create a circle with a 5-ft 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 INT (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 DEX 🛟🎲 or be magically hoisted into the air, leaving it hanging upside down 3 ft above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a DEX 🛟🎲 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 INT (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
A stream of🧪 emanates from you in a line 30 ft long and 5 ft wide in a direction you choose. Each creature in the line must succeed on a DEX 🛟🎲 or be covered in🧪 for the spell's duration or until a creature uses its action to scrape or wash the🧪 off itself or another creature. A creature covered in the🧪 takes 2d4🧪 💥 at start of each of its turns.
At Higher Levels: When you cast this spell using a spell slot 2nd level or higher, the 💥 increases by 2d4 for each slot level above 1st.
A creature of your choice that you can see within range regains ❤️ equal to 1d4 + 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 1d4 for each slot level above 1st.
A ray of sickening greenish energy lashes out toward a creature within range. Make a 🏹🪄⚔️ against the target. On a 🎯 the target takes 2d8 poison 💥 and must make a CON 🛟🎲. On a ❌🛟, it is also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the 💥 increases by 1d8 for each slot level above 1st.
You create three glowing darts of magical force. Each dart 🎯s a creature of your choice that you can see within range. A dart deals 1d4+1 force 💥 to its target. The darts all strike simultaneously and you can direct them to🎯one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.
A wave of⛈️ous force sweeps out from you. Each creature in a 15-ft cube originating from you must make a CON 🛟🎲. On a ❌🛟, a creature takes 2d8⛈️ 💥 and is pushed 10 ft away from you. On a ✔️🛟, the creature takes half as much 💥 and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 ft away from you by the spell's effect, and the spell emits a⛈️ous boom audible out to 300 ft.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the 💥 increases by 1d8 for each slot level above 1st.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no 💥 from magic missile.
A wave of⛈️ous force sweeps out from you. Each creature in a 15-ft cube originating from you must make a CON 🛟🎲. On a ❌🛟, a creature takes 2d8⛈️ 💥 and is pushed 10 ft away from you. On a ✔️🛟, the creature takes half as much 💥 and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 ft away from you by the spell's effect, and the spell emits a⛈️ous boom audible out to 300 ft.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the 💥 increases by 1d8 for each slot level above 1st.
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary ❤️ equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary ❤️ from this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no 💥 from magic missile.
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's ❤️ maximum and current ❤️ 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 ❤️ increase by an additional 5 for each slot level above 2nd.
When you cast the spell, choose one option, which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics. You can make yourself appear as a member of another race, but none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays, if you're bipedal, you can't be quadrupedal. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing 💥 . You are proficient with unarmed strikes withch is magical and you have a +1 bonus to the attack and
💥🎲s you make using it.
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 ft of the object, suppresses this spell for 1min. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10min.
While affected by this spell, the object is more difficult to break or force open. The DC to break it or pick any locks on it increases by 10.
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has 👎🎲 on ⚔️🎲s against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
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 ft.
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 👍🎲 on CON checks. It also gains 2d6 temporary ❤️, which are lost when the spell ends.
Bull's STR: The target has 👍🎲 on STR checks, and his or her carrying capacity doubles.
Cat's Grace: The target has 👍🎲 on DEX checks. It also doesn't take 💥 from falling 20 ft or less if it isn't incapacitated.
Eagle's Splendor: The target has 👍🎲 on CHR checks.
Fox's Cunning: The target has 👍🎲 on INT checks.
Owl's WIS: The target has 👍🎲 on WIS 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.
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a CON 🛟🎲. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - e.g.: Medium to Large. If there isn't enough room for the target to double its size, it gains the maximum possible size. Until the spell ends, the target also has 👍🎲 on STR checks and STR 🛟🎲s. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra 💥 .
Reduce. The target's size is halved in all dimensions, and its weight is reduced to 1/8 of normal. This
reduction decreases its size by one category - eg.: Medium to Small. Until the spell ends, the target also has 👎🎲 on STR checks and STR 🛟🎲s. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less 💥 (minimum 1).
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🔥 💥 when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this 💥 again.
If a creature is holding or wearing the object and takes the 💥 from it, the creature must succeed on a CON 🛟🎲 or drop the object if it can. If it doesn't drop the object, it has 👎🎲 on ⚔️🎲s and 🧠💪🎲s until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the 💥 increases by 1d8 for each slot above 2nd.
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
One creature or object of your choice that you can see within range rises vertically, up to 20 ft, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a CON 🛟🎲 is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 ft in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10min. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 ft
of the object. For example, you could instruct the mouth to speak when any creature moves within 30 ft of the object or when a silver bell rings within 30 ft of it.
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to ⚔️🎲s and 💥🎲s.
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.
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 👍🎲 on 🛟🎲s against being poisoned, and it has resistance to poison 💥 .
Choose an area of nonmagical flame that you can see and that can fit within a 5-ft cube within range. You can extinguish the🔥in that area, and you create either🔥works or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 ft of the target must succeed on a CON 🛟🎲 or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-ft radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1min or until a strong wind disperses it.
You touch a length of rope that is up to 60 ft 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-ft-by-5-ft window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-ft 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 ft.
Each creature that starts its turn in the webs or that enters them during its turn must make a DEX 🛟🎲. On a ❌🛟, 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 STR check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-ft cube of webs exposed to🔥burns away in 1 round, dealing 2d4🔥 💥 to any creature that starts its turn in the🔥.
A 5-ft-diameter sphere of🔥appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 ft of the sphere must make a DEX 🛟🎲. The creature takes 2d6🔥 💥 on a ❌🛟, or half as much 💥 on a successful one.
As a bonus action, you can move the sphere up to 30 ft. If you ram the sphere into a creature, that creature must make the 🛟🎲 against the sphere's 💥, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 ft tall and jump it across pits up to 10 ft wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-ft radius and dim light for an additional 20 ft.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the 💥 increases by 1d6 for each slot level above 2nd.
A shimmering green arrow streaks toward a target within range and bursts in a spray of🧪. Make a 🏹🪄⚔️ against the target. On a 🎯 the target takes 4d4🧪 💥 immediately and 2d4🧪 💥 at the end of its next turn. On a miss, the arrow splashes the target with🧪 for half as much of the initial 💥 and no 💥 at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the 💥 (both initial and later) increases by 1d4 for each slot level above 2nd.
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your DEX modifier. If an attack 🎯s a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that 🎯s it. It ignores all other 💥 and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
You create three rays of🔥and hurl them at targets within range. You can hurl them at one target or several.
Make a 🏹🪄⚔️ for each ray. On a 🎯 the target takes 2d6🔥 💥 .
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-ft-radius sphere centered on that point must make a CON 🛟🎲. A creature takes 3d8⛈️ 💥 on a ❌🛟, or half as much 💥 on a successful one. A creature made of inorganic material such as stone, crystal, or metal has 👎🎲 on this 🛟🎲.
A nonmagical object that isn't being worn or carried also takes the 💥 if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher, the 💥 increases by 1d8 for each slot level above 2nd.
The next time you🎯a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant 💥 to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-ft radius and can't become invisible until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra 💥 increases by 1d6 for each slot level above 2nd.
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 ft of you, it gains a +1 bonus to AC and 🛟🎲s, and it has resistance to all 💥 . Also, each time it takes 💥, you take the same amount of 💥 .
The spell ends if you drop to 0 ❤️ or if you and the target become separated by more than 60 ft. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 ft of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 ft away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes 💥 or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24h. The food is bland but nourishing, and spoils if uneaten after 24h. The water is clean and doesn't go bad.
Holy power radiates from you in an aura with a 30-ft radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant 💥 when it 🎯s with a weapon attack.
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an 🧠💪🎲 using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following 💥 types -🧪,❄️,🔥,⚡, or⛈️. For the duration, the weapon has a +1 bonus to ⚔️🎲s and deals an extra 1d4 💥 of the chosen type when it 🎯s.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to ⚔️🎲s increases to +2 and the extra 💥 increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra 💥 increases to 3d4.
You touch a quiver containing arrows or bolts. When a target is🎯by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6🔥 💥 . The spell's magic ends on the piece of ammunition when it 🎯s 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 touch a willing creature. The target gains a flying speed of 60 ft for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
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 ft in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 ft 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 INT (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
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-ft-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a DEX 🛟🎲. A creature takes 5d8🧪,❄️,🔥,⚡, or⛈️ 💥 on a failed 🛟🎲 (your choice when you create the glyph), or half as much 💥 on a successful one.
Spell Glyph: You can store a
prepared spell of 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, 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 level or higher, the 💥 of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
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 👍🎲 on DEX 🛟🎲s, 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.
For the duration, you or one willing creature you can see within range has resistance to psychic 💥, as well as 👍🎲 on INT, WIS, and CHR 🛟🎲s.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 ft of each other when you target them.
For the duration, the willing creature you touch has resistance to one 💥 type of your choice:🧪,❄️,🔥,⚡, or⛈️.
You touch a creature that has died within the lastmin. That creature returns to life with 1 ❤️. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 ❤️. See the stat block (XGE p169) for its statistics.
As a bonus action, you can mentally command the creature if it is within 120 ft of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.
When the creature drops to 0 ❤️, it reverts to its original form, and any remaining 💥 carries over to that form.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot
level above 3rd.
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.
This spell grants the ability to move across any liquid surface - such as water,🧪, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take 💥 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 ft per round.
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 ❤️. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 ft. The target can enter and occupy the space of another creature. The target has resistance to nonmagical 💥, and it has 👍🎲 on STR, DEX, and CON 🛟🎲s. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
As you call out words of restoration, up to six creatures of your choice that you can see within range regain ❤️ equal to 1d4 + 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
You create a twisting pattern of colors that weaves through the air inside a 30-ft cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a WIS 🛟🎲. On a ❌🛟, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any 💥 or if someone else uses an action to shake the creature out of its stupor.
A stroke of⚡ forming a line of 100 ft long and 5 ft wide blasts out from you in a direction you choose. Each creature in the line must make a DEX 🛟🎲. A creature takes 8d6⚡ 💥 on a ❌🛟, or half as much 💥 on a successful one.
The⚡ ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the 💥 increases by 1d6 for each slot above 3rd.
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-ft radius must make a DEX 🛟🎲. A target takes 8d6🔥 💥 on a ❌🛟, or half as much 💥 on a successful one.
The🔥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 level or higher, the 💥 increases by 1d6 for each slot level above 3rd.
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 ft long, 15 ft high, and 1 ft 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 STR 🛟🎲. A creature takes 3d8 bludgeoning 💥 on a ❌🛟, or half as much 💥 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.
Healing energy radiates from you in an aura with a 30-ft radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 ❤️.
You throw a nonmagical weapon or🔥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-ft cone must succeed on a DEX 🛟🎲. A creature takes 3d8 💥 on a ❌🛟, or half as much 💥 on a successful one. The 💥 type is the same as that of the weapon or ammunition used as a component.
The billowing flames of a dragon blast from your ft, granting you explosive speed. For the duration, your speed increases by 20 ft and moving doesn’t provoke opportunity attacks.
When you move within 5 ft of a creature or an object that isn’t being worn or carried, it takes 1d6🔥 💥 from your trail of heat. A creature or object can take this 💥 only once during a turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 ft for each spell slot level above 3rd. The spell deals an additional 1d6🔥 💥 for each slot level above 3rd.
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 ft. The eye can look in every direction.
As an action, you can move the eye up to 30 ft in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Choose one creature you can see within range, and choose one of the following 💥 types -🧪,❄️,🔥,⚡, or⛈️. The target must succeed on a CON 🛟🎲 or be affected by the spell for its duration. The first time each turn the affected target takes 💥 of the chosen type, the target takes an extra 2d6 💥 of that type. Moreover, the target loses any resistance to that 💥 type until the spell ends.
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. The creatures must be within 30 ft of each other when you target them.
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-ft cube, or eight connected 5-ft cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-ft cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.
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 ft 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 hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic ft of nonliving material (3 ft by 2 ft by 2 ft).
While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 ft of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 ft away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 ft of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts to bite one creature within 5 ft of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a 🎯 it deals 4d8 piercing 💥 .
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a DEX 🛟🎲. On a ❌🛟, the creature is enclosed for the duration.
Nothing, not physical objects, energy, or other spell effects, can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all 💥, and a creature or object inside can't be 💥d by attacks or effects originating from outside, nor can a creature inside the sphere 💥 anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.
This spell 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 💥 .
You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 ❤️ 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.
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 CON 🛟🎲. The target takes 8d8 necrotic 💥 on a ❌🛟, or half as much 💥 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 🛟🎲 with 👎🎲, and the spell deals maximum 💥 to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a 🛟🎲, it simply withers and dies.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the 💥 increases by 1d8 for each slot level above 4th.
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 ❤️ as a result of taking 💥, the target instead drops to 1 ❤️, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing 💥, that effect is instead negated against the target, and the spells ends.
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-ft radius and dim light for an additional 10 ft. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to❄️ 💥, and the chill shield grants you resistance to🔥 💥 .
In addition, whenever a creature within 5 ft of you 🎯s you with a 👊⚔️, the shield erupts with flame. The attacker takes 2d8🔥 💥 from a warm shield, or 2d8❄️ 💥 from a❄️ shield.
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.
A hail of rock-hard ice pounds to the ground in a 20-ft-radius, 40-ft-high cylinder centered on a point within range. Each creature in the cylinder must make a DEX 🛟🎲. A creature takes 2d8 bludgeoning 💥 and 4d6❄️ 💥 on a ❌🛟, or half as much 💥 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 level or higher, the bludgeoning 💥 increases by 1d8 for each slot level above 4th.
You create a wall of🔥on a solid surface within range. You can make the wall up to 60 ft long, 20 ft high, and 1 ft think, or a ringed wall up to 20 ft in diameter, 20 ft high, and 1 ft think. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a DEX 🛟🎲. On a ❌🛟, a creature takes 5d8🔥💥, or half as much 💥 on a ✔️🛟.
One side of the wall, selected by you when you cast this spell, deals 5d8🔥 💥 to each creature that ends its turn within 10 ft of that side or inside the wall. A creature takes the same 💥 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 💥 .
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the 💥 increases by 1d8 for each slot level above 4th.
Purifying energy radiates from you in an aura with a 30-ft radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can't become diseased, has resistance to poison 💥, and has 👍🎲 on 🛟🎲s against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-ft radius and dim light for an additional 10 ft. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to❄️ 💥, and the chill shield grants you resistance to🔥 💥 .
In addition, whenever a creature within 5 ft of you 🎯s you with a 👊⚔️, the shield erupts with flame. The attacker takes 2d8🔥 💥 from a warm shield, or 2d8❄️ 💥 from a❄️ shield.
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 ❤️.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 ft of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
An animated object is a construct with AC, ❤️, attacks, STR, and DEX determine by its size. Its CON is 10 and its INT and WIS are 3, and its CHR is 1. Its speed is 30 ft, if the objects lack legs or other appendages it can use
for locomotion, it instead has a flying speed of 30 ft and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 ft and is blind beyond that distance. When the animated object drops to 0 ❤️, it reverts to its original object form, and any remaining 💥 carries over to its original object form.
If you command an object to attack, it can make a single 👊⚔️ against a creature within 5 ft of it. It makes a slam attack with an attack bonus and bludgeoning 💥 determine by its size. The DM might rule that a specific object inflicts slashing or piercing 💥 based on its form.
Animated Object Statistics
Size. . , HP, AC, 🎯 💥,Str,Dex
Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18
Small , 25, 16, +6 , 1d8 + 2. , 6 , 14
Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12
Large , 50, 10, +6 , 2d10 +2,14, 10
Huge. , 80, 10, +8 , 2d12 +4,18 , 6
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and ❤️ equal to your ❤️ maximum. If it drops to 0 ❤️, the spell ends. It has a STR of 26 (+8) and a DEX of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 ft and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 ft of it. Make a 👊🪄⚔️ for the hand using your game statistics. On a 🎯 the target takes 4d8 force 💥 .
Forceful Hand. The hand attempts to push a creature within 5 ft of it in a direction you choose. Make a check with the hand's STR contested by the STR (Athletics) check of the target. If the target is Medium or smaller, you have 👍🎲 on the check. If
you succeed, the hand pushes the target up to 5 ft plus a number of ft equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 ft of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 ft of it. You use the hand's STR score to resolve the grapple. If the target is Medium or smaller, you have 👍🎲 on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning 💥 equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its STR score is less than or equal to the hand's STR score. If its STR score is higher than the hand's STR score, the target can move toward you through
the hand's space, but that space is difficult terrain for the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the 💥 from the clenched fist option increases by 2d8 and the 💥 from the grasping hand increases by 2d6 for each slot level above 5th.
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-ft cube, and the object must be of a form and material that you have seen before.
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Duration: Vegetable matter - 1 day. Stone/crystal - 12h. Precious metals - 1h. Gems - 10min. Adamantine/Mithral - 1min.
Using any material created by this spell as another spell's material component causes that spell to fail.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 ft for each slot level above 5th.
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 ❤️ maximum
Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice. Until the spell ends, the creature doubles its proficiency bonus for 🧠💪🎲s it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
You choose an area of stone or mud that you can see that fits within a 40-ft cube and that is within range, and choose one of the following effects.
Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.
The ground in the spell's area becomes muddy enough that creatures can sink into it. Each ft that a creature moves through the mud costs 4 ft of movement, and any creature on the ground when you cast the spell must make a STR 🛟🎲. A creature must also make the 🛟🎲 when it moves into the area for the first time on a turn or ends its turn there. On a ❌🛟, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a DEX 🛟🎲. A creature takes 4d8 bludgeoning 💥 on a ❌🛟, or half as much 💥 on a successful
one.
Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 ft deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a DEX 🛟🎲. On a ✔️🛟, a creature is shunted safely to the surface in an unoccupied space. On a ❌🛟, a creature becomes restrained by the rock. A restrained creature, or a nother creature within reach, can use an action to try to break the rock by succeeding on a DC 20 STR check or by dealing 💥 to it. The rock has AC 15 and 25 ❤️, and it is immune to poison and psychic 💥 .
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-ft-by-10-ft panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-ft-by-20-ft 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 DEX 🛟🎲. 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 ft 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 💥d and thus breached. Each panel has AC 15 and 30 ❤️ per inch of thickness. Reducing a panel to 0 ❤️ 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.
You create a 20-ft-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 CON 🛟🎲. The creature takes 5d8 poison 💥 on a ❌🛟, or half as much 💥 on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 ft 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 level of the land, even pouring down openings.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the 💥 increases by 1d8 for each slot level above 5th.
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 ❤️.
This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all ⚔️🎲s, 🛟🎲s, and 🧠💪🎲s. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions - up to 5 ft wide, 8 ft tall, and 20 ft deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
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 ft, or you can shape a flat surface made up of ten 10-ft-by-10-ft 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 💥 and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
A blast of❄️ air erupts from your hands. Each creature in a 60-ft cone must make a CON 🛟🎲. A creature takes 8d8❄️ 💥 on a ❌🛟, or half as much 💥 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 level or higher, the 💥 increases by 1d8 for each slot level above 5th.
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 ft, or you can shape a flat surface made up of ten 10-ft-by-10-ft 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 💥 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.
The next time you🎯a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force 💥 to the target. Additionally, if this attack reduces the target to 50 ❤️ of fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It 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.
A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-ft-radius sphere centered on that point. Each target regains ❤️ equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.