and three silver pins),Sorcerer, Wizard,,You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one., At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. Chaos Bolt,XGE,1st,Action,Instantaneous,Evocation,120 feet,V, S,Sorcerer,,You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.Chaos Boltd8Damage Type1Acid2Cold3Fire4Force5Lightning6Poison7Psychic8ThunderIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of
your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.A creature can be targeted only once by each casting of this spell., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st. Charm Monster,XGE,4th,Action,1 hour,Enchantment,30 feet,V, S,Bard, Druid, Sorcerer, Warlock, Wizard,,You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you., 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 feet of each other when you target them. Charm Person,PHB,1st,Action,1 hour,Enchantment,30 feet,V, S,Bard, Druid, Sorcerer, Warlock,
Wizard,,You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you., 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. The creatures must be within 30 feet of each other when you target them. Chill Touch,PHB,Cantrip,Action,1 round,Necromancy,120 feet,V, S,Sorcerer, Warlock, Wizard,,You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.This spell's damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Chromatic Orb,PHB,1st,Action,Instantaneous,Evocation,90 feet,V, S, M (a diamond worth at least 50 gp),Sorcerer, Wizard,,You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Circle of Death,PHB,6th,Action,Instantaneous,Necromancy,150 feet,V, S, M (the powder of a crushed black pearl worth at least 500 gp),Sorcerer, Warlock, Wizard,,A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one., At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Circle of
Power,PHB,5th,Action,Concentration, up to 10 minutes,Abjuration,Self (30-foot radius),V,Paladin,,Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw., Clairvoyance,PHB,3rd,10 Min.,Concentration, up to 10 minutes,Divination,1 mile,V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing),Bard, Cleric, Sorcerer, Wizard,,You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.When you cast the spell, you choose seeing or
hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist., Clone,PHB,8th,1 Hr.,Instantaneous,Necromancy,Touch,V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water),Wizard,,This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell's casting and grows to full size and maturity after 120 days